金字塔代码
d3dUtility.h
////////////////////////////////////////////////////////////////////////////////////////////////// // // File: d3dUtility.h // // Author: Frank Luna (C) All Rights Reserved // // System: AMD Athlon 1800+ XP, 512 DDR, Geforce 3, Windows XP, MSVC++ 7.0 // // Desc: Provides utility functions for simplifying common tasks. // ////////////////////////////////////////////////////////////////////////////////////////////////// #ifndef __d3dUtilityH__ #define __d3dUtilityH__ #include <d3dx9.h> #include <string> namespace d3d { bool InitD3D( HINSTANCE hInstance, // [in] Application instance. int width, int height, // [in] Backbuffer dimensions. bool windowed, // [in] Windowed (true)or full screen (false). D3DDEVTYPE deviceType, // [in] HAL or REF IDirect3DDevice9** device);// [out]The created device. int EnterMsgLoop( bool (*ptr_display)(float timeDelta)); LRESULT CALLBACK WndProc( HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam); template<class T> void Release(T t) { if( t ) { t->Release(); t = 0; } } template<class T> void Delete(T t) { if( t ) { delete t; t = 0; } } const D3DXCOLOR RED(D3DCOLOR_XRGB(255,0,0)); const D3DXCOLOR WHITE(D3DCOLOR_XRGB(255,255,255)); const D3DXCOLOR BLACK(D3DCOLOR_XRGB(0,0,0)); const D3DXCOLOR GREEN(D3DCOLOR_XRGB(0,255,0)); const D3DXCOLOR BLUE(D3DCOLOR_XRGB(0,0,255)); const D3DXCOLOR YELLOW(D3DCOLOR_XRGB(255,255,0)); const D3DXCOLOR CYAN(D3DCOLOR_XRGB(0,255,255)); const D3DXCOLOR MAGENTA(D3DCOLOR_XRGB(255,0,255)); D3DMATERIAL9 InitMtrl(D3DXCOLOR a,D3DXCOLOR d,D3DXCOLOR s,D3DXCOLOR e,float p); //5.定义材质常量 const D3DMATERIAL9 RED_MTRL=InitMtrl(d3d::RED,d3d::RED,d3d::RED,d3d::BLACK,2.0f); const D3DMATERIAL9 WHITE_MTRL=InitMtrl(WHITE,WHITE,WHITE,BLACK,2.0f); const D3DMATERIAL9 GREEN_MTRL=InitMtrl(GREEN,GREEN,GREEN,BLACK,2.0f); const D3DMATERIAL9 YELLOW_MTRL=InitMtrl(YELLOW,YELLOW,YELLOW,BLACK,2.0f); const D3DMATERIAL9 BLUE_MTRL=InitMtrl(BLUE,BLUE,BLUE,BLACK,2.0f); D3DLIGHT9 InitSpotLight(D3DXVECTOR3* position,D3DXVECTOR3* direction,D3DXCOLOR* color); D3DLIGHT9 InitDirectionalLight(D3DXVECTOR3* direction,D3DXCOLOR* color); D3DLIGHT9 InitPointLight(D3DXVECTOR3* position,D3DXCOLOR* color); } #endif // __d3dUtilityH__
d3dUtility.cpp
////////////////////////////////////////////////////////////////////////////////////////////////// // // File: d3dUtility.cpp // // Author: Frank Luna (C) All Rights Reserved // // System: AMD Athlon 1800+ XP, 512 DDR, Geforce 3, Windows XP, MSVC++ 7.0 // // Desc: Provides utility functions for simplifying common tasks. // ////////////////////////////////////////////////////////////////////////////////////////////////// #include "d3dUtility.h" bool d3d::InitD3D( HINSTANCE hInstance, int width, int height, bool windowed, D3DDEVTYPE deviceType, IDirect3DDevice9** device) { // // Create the main application window. // WNDCLASS wc; wc.style = CS_HREDRAW | CS_VREDRAW; wc.lpfnWndProc = (WNDPROC)d3d::WndProc; wc.cbClsExtra = 0; wc.cbWndExtra = 0; wc.hInstance = hInstance; wc.hIcon = LoadIcon(0, IDI_APPLICATION); wc.hCursor = LoadCursor(0, IDC_ARROW); wc.hbrBackground = (HBRUSH)GetStockObject(WHITE_BRUSH); wc.lpszMenuName = 0; wc.lpszClassName = L"Direct3D9App"; if( !RegisterClass(&wc) ) { ::MessageBox(0, L"RegisterClass() - FAILED", 0, 0); return false; } HWND hwnd = 0; hwnd = ::CreateWindow(L"Direct3D9App", L"Direct3D9App", WS_EX_TOPMOST, 0, 0, width, height, 0 /*parent hwnd*/, 0 /* menu */, hInstance, 0 /*extra*/); if( !hwnd ) { ::MessageBox(0, L"CreateWindow() - FAILED", 0, 0); return false; } ::MoveWindow(hwnd,2250,80,640, 480,true); ::ShowWindow(hwnd, SW_SHOW); ::UpdateWindow(hwnd); // // Init D3D: // HRESULT hr = 0; // Step 1: Create the IDirect3D9 object. IDirect3D9* d3d9 = 0; d3d9 = Direct3DCreate9(D3D_SDK_VERSION); if( !d3d9 ) { ::MessageBox(0, L"Direct3DCreate9() - FAILED", 0, 0); return false; } // Step 2: Check for hardware vp. D3DCAPS9 caps; d3d9->GetDeviceCaps(D3DADAPTER_DEFAULT, deviceType, &caps); int vp = 0; if( caps.DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT ) vp = D3DCREATE_HARDWARE_VERTEXPROCESSING; else vp = D3DCREATE_SOFTWARE_VERTEXPROCESSING; // Step 3: Fill out the D3DPRESENT_PARAMETERS structure. D3DPRESENT_PARAMETERS d3dpp; d3dpp.BackBufferWidth = width; d3dpp.BackBufferHeight = height; d3dpp.BackBufferFormat = D3DFMT_A8R8G8B8; d3dpp.BackBufferCount = 1; d3dpp.MultiSampleType = D3DMULTISAMPLE_NONE; d3dpp.MultiSampleQuality = 0; d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; d3dpp.hDeviceWindow = hwnd; d3dpp.Windowed = windowed; d3dpp.EnableAutoDepthStencil = true; d3dpp.AutoDepthStencilFormat = D3DFMT_D24S8; d3dpp.Flags = 0; d3dpp.FullScreen_RefreshRateInHz = D3DPRESENT_RATE_DEFAULT; d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; // Step 4: Create the device. hr = d3d9->CreateDevice( D3DADAPTER_DEFAULT, // primary adapter deviceType, // device type hwnd, // window associated with device vp, // vertex processing &d3dpp, // present parameters device); // return created device if( FAILED(hr) ) { // try again using a 16-bit depth buffer d3dpp.AutoDepthStencilFormat = D3DFMT_D16; hr = d3d9->CreateDevice( D3DADAPTER_DEFAULT, deviceType, hwnd, vp, &d3dpp, device); if( FAILED(hr) ) { d3d9->Release(); // done with d3d9 object ::MessageBox(0, L"CreateDevice() - FAILED", 0, 0); return false; } } d3d9->Release(); // done with d3d9 object return true; } int d3d::EnterMsgLoop( bool (*ptr_display)(float timeDelta) ) { MSG msg; ::ZeroMemory(&msg, sizeof(MSG)); static float lastTime = (float)timeGetTime(); while(msg.message != WM_QUIT) { if(::PeekMessage(&msg, 0, 0, 0, PM_REMOVE)) { ::TranslateMessage(&msg); ::DispatchMessage(&msg); } else { float currTime = (float)timeGetTime(); float timeDelta = (currTime - lastTime)*0.001f; ptr_display(timeDelta); lastTime = currTime; } } return msg.wParam; } //4.定义材质函数,具体的函数实现在d3dUtility.cpp源文件中 D3DMATERIAL9 d3d::InitMtrl(D3DXCOLOR a,D3DXCOLOR d,D3DXCOLOR s,D3DXCOLOR e,float p) { D3DMATERIAL9 mtrl; //剪切聚光灯.cpp文件的相应材质定义语句 /*Mtrls[0].Ambient=d3d::RED; Mtrls[0].Diffuse=d3d::RED; Mtrls[0].Specular=d3d::RED; Mtrls[0].Power=2.0f; Mtrls[0].Emissive=d3d::BLACK;*/ //要做相应修改,数组改成局部变量,后面的符号常量,在这里改成参数 mtrl.Ambient=a; mtrl.Diffuse=d; mtrl.Specular=s; mtrl.Power=p; mtrl.Emissive=e; return mtrl; } D3DLIGHT9 d3d::InitSpotLight(D3DXVECTOR3* position,D3DXVECTOR3* direction,D3DXCOLOR *color) { D3DLIGHT9 light; ::ZeroMemory(&light,sizeof(light)); light.Type=D3DLIGHT_SPOT; light.Ambient=*color*0.0f; light.Diffuse=*color; light.Specular=*color*0.6f; light.Position=*position; light.Direction=*direction; light.Range=1000.0f; light.Falloff=1.0f; light.Attenuation0=1.0f; light.Attenuation1=0.0f; light.Attenuation2=0.0f; light.Theta=0.4f; light.Phi=0.9f; return light; } D3DLIGHT9 d3d::InitDirectionalLight(D3DXVECTOR3* direction,D3DXCOLOR *color) { D3DLIGHT9 light; ::ZeroMemory(&light,sizeof(light));//用Windows函数先清零 light.Type=D3DLIGHT_DIRECTIONAL; light.Ambient=*color*0.6f;//环境光,就使用方法给它乘以0.6 light.Diffuse=*color;//漫射光 light.Specular=*color*0.6f;//镜面光,高亮度数是0.6倍 light.Direction=*direction; return light; } D3DLIGHT9 d3d::InitPointLight(D3DXVECTOR3* position,D3DXCOLOR *color) { D3DLIGHT9 light; ::ZeroMemory(&light,sizeof(light));//用Windows函数先清零 light.Type=D3DLIGHT_POINT; light.Ambient=*color*0.6f;//没有环境光,就使用方法给它乘以0.6 light.Diffuse=*color;//漫射光 light.Specular=*color*0.6f;//镜面光,高亮度数是0.6倍 light.Position=*position; light.Range=1000.0f; light.Falloff=1.0f;//衰减率 light.Attenuation0=1.0f; light.Attenuation1=0.0f; light.Attenuation2=0.0f; return light; }
d3dInit.cpp
////////////////////////////////////////////////////////////////////////////////////////////////// // // File: d3dinit.cpp // // Author: Frank Luna (C) All Rights Reserved // // System: AMD Athlon 1800+ XP, 512 DDR, Geforce 3, Windows XP, MSVC++ 7.0 // // Desc: Demonstrates how to initialize Direct3D, how to use the book's framework // functions, and how to clear the screen to black. Note that the Direct3D // initialization code is in the d3dUtility.h/.cpp files. // ////////////////////////////////////////////////////////////////////////////////////////////////// #include "d3dUtility.h" #pragma comment(lib, "d3d9.lib") #pragma comment(lib, "d3dx9.lib") #pragma comment(lib, "winmm.lib") // // Globals // IDirect3DDevice9* Device = 0; // // Framework Functions // const int Width=640; const int Height=480; float angle=0.0f; bool Setup() { //投影 D3DXMATRIX proj; D3DXMatrixPerspectiveFovLH( &proj, D3DX_PI*0.5f, (float)Width/(float)Height, 1.0f, 1000.0f); Device->SetTransform(D3DTS_PROJECTION,&proj); //Device->SetRenderState(D3DRS_FILLMODE,D3DFILL_WIREFRAME); //Device->SetRenderState(D3DRS_FILLMODE,D3DFILL_WIREFRAME); return true; } void Cleanup() { } bool Display(float timeDelta) { if( Device ) // Only use Device methods if we have a valid device. { /*D3DXMATRIX yRot; angle+=0.001f; D3DXMatrixRotationY(&yRot,angle);*/ //Device->SetTransform(D3DTS_WORLD, &yRot); Device->Clear(0, 0, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00000000, 1.0f, 0); Device->BeginScene(); Device->EndScene(); Device->Present(0, 0, 0, 0); } return true; } // // WndProc // LRESULT CALLBACK d3d::WndProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam) { switch( msg ) { case WM_DESTROY: ::PostQuitMessage(0); break; case WM_KEYDOWN: if( wParam == VK_ESCAPE ) ::DestroyWindow(hwnd); break; } return ::DefWindowProc(hwnd, msg, wParam, lParam); } // // WinMain // int WINAPI WinMain(HINSTANCE hinstance, HINSTANCE prevInstance, PSTR cmdLine, int showCmd) { if(!d3d::InitD3D(hinstance, 640, 480, true, D3DDEVTYPE_HAL, &Device)) { ::MessageBox(0, L"InitD3D() - FAILED", 0, 0); return 0; } if(!Setup()) { ::MessageBox(0, L"Setup() - FAILED", 0, 0); return 0; } d3d::EnterMsgLoop( Display ); Cleanup(); Device->Release(); return 0; }
代码添加:
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//1.定义常量和变量 IDirect3DVertexBuffer9* Pyramid = 0; struct Vertex { Vertex(){} Vertex(float x, float y, float z, float nx, float ny, float nz) { _x = x; _y = y; _z = z; _nx = nx; _ny = ny; _nz = nz; } float _x, _y, _z; float _nx, _ny, _nz; static const DWORD FVF; }; const DWORD Vertex::FVF = D3DFVF_XYZ | D3DFVF_NORMAL;
一个代码实现纹理贴图的源码
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Device->CreateVertexBuffer( 12 * sizeof(Vertex), D3DUSAGE_WRITEONLY, Vertex::FVF, D3DPOOL_MANAGED, &Pyramid, 0); Vertex* v; Pyramid->Lock(0,0,(void**)&v,0); //前面的三角形(x,y,z,nx,ny,nz) v[0] = Vertex(-1.0f, 0.0f, -1.0f, 0.0f, 0.707f, -0.707f); v[1] = Vertex( 0.0f, 1.0f, 0.0f, 0.0f, 0.707f, -0.707f); v[2] = Vertex( 1.0f, 0.0f, -1.0f, 0.0f, 0.707f, -0.707f); //左面的三角形 v[3] = Vertex(-1.0f, 0.0f, 1.0f, -0.707f, 0.707f, 0.0f); v[4] = Vertex( 0.0f, 1.0f, 0.0f, -0.707f, 0.707f, 0.0f); v[5] = Vertex(-1.0f, 0.0f, -1.0f, -0.707f, 0.707f, 0.0f); // right face v[6] = Vertex( 1.0f, 0.0f, -1.0f, 0.707f, 0.707f, 0.0f); v[7] = Vertex( 0.0f, 1.0f, 0.0f, 0.707f, 0.707f, 0.0f); v[8] = Vertex( 1.0f, 0.0f, 1.0f, 0.707f, 0.707f, 0.0f); // back face v[9] = Vertex( 1.0f, 0.0f, 1.0f, 0.0f, 0.707f, 0.707f); v[10] = Vertex( 0.0f, 1.0f, 0.0f, 0.0f, 0.707f, 0.707f); v[11] = Vertex(-1.0f, 0.0f, 1.0f, 0.0f, 0.707f, 0.707f); Pyramid->Unlock();
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#pragma comment(lib,"d3d9.lib") #pragma comment(lib,"d3dx9.lib") #pragma comment(lib,"winmm.lib") #include "d3dUtility.h" #include <string> // // Globals // IDirect3DDevice9* Device = 0; const int Width = 640; const int Height = 480; //1.定义常量和变量 IDirect3DVertexBuffer9* Pyramid = 0; struct Vertex { Vertex() {} Vertex(float x, float y, float z, float nx, float ny, float nz) { _x = x; _y = y; _z = z; _nx = nx; _ny = ny; _nz = nz; } float _x, _y, _z; float _nx, _ny, _nz; static const DWORD FVF; }; const DWORD Vertex::FVF = D3DFVF_XYZ | D3DFVF_NORMAL; bool Setup() { //2.打开灯光 Device->SetRenderState(D3DRS_LIGHTING, true); //3.顶点绘制 Device->CreateVertexBuffer( 12 * sizeof(Vertex), D3DUSAGE_WRITEONLY, Vertex::FVF, D3DPOOL_MANAGED, &Pyramid, 0); Vertex* v; Pyramid->Lock(0, 0, (void**)&v, 0); //前面的三角形(x,y,z,nx,ny,nz) v[0] = Vertex(-1.0f, 0.0f, -1.0f, 0.0f, 0.707f, -0.707f); v[1] = Vertex(0.0f, 1.0f, 0.0f, 0.0f, 0.707f, -0.707f); v[2] = Vertex(1.0f, 0.0f, -1.0f, 0.0f, 0.707f, -0.707f); //左面的三角形 v[3] = Vertex(-1.0f, 0.0f, 1.0f, -0.707f, 0.707f, 0.0f); v[4] = Vertex(0.0f, 1.0f, 0.0f, -0.707f, 0.707f, 0.0f); v[5] = Vertex(-1.0f, 0.0f, -1.0f, -0.707f, 0.707f, 0.0f); // right face v[6] = Vertex(1.0f, 0.0f, -1.0f, 0.707f, 0.707f, 0.0f); v[7] = Vertex(0.0f, 1.0f, 0.0f, 0.707f, 0.707f, 0.0f); v[8] = Vertex(1.0f, 0.0f, 1.0f, 0.707f, 0.707f, 0.0f); // back face v[9] = Vertex(1.0f, 0.0f, 1.0f, 0.0f, 0.707f, 0.707f); v[10] = Vertex(0.0f, 1.0f, 0.0f, 0.0f, 0.707f, 0.707f); v[11] = Vertex(-1.0f, 0.0f, 1.0f, 0.0f, 0.707f, 0.707f); Pyramid->Unlock(); //4.材质灯光 D3DMATERIAL9 mtrl; mtrl.Ambient = d3d::WHITE; mtrl.Diffuse = d3d::WHITE; mtrl.Specular = d3d::WHITE; mtrl.Emissive = d3d::BLACK; mtrl.Power = 5.0f; Device->SetMaterial(&mtrl); D3DLIGHT9 dir; ::ZeroMemory(&dir, sizeof(dir)); dir.Type = D3DLIGHT_DIRECTIONAL; dir.Diffuse = d3d::WHITE; dir.Specular = d3d::WHITE * 0.3f; dir.Ambient = d3d::WHITE * 0.6f; dir.Direction = D3DXVECTOR3(1.0f, 0.0f, 0.0f); Device->SetLight(0, &dir); Device->LightEnable(0, true); Device->SetRenderState(D3DRS_NORMALIZENORMALS, true); Device->SetRenderState(D3DRS_SPECULARENABLE, true); D3DXVECTOR3 pos(0.0f, 1.0f, -3.0f); D3DXVECTOR3 target(0.0f, 0.0f, 0.0f); D3DXVECTOR3 up(0.0f, 1.0f, 0.0f); D3DXMATRIX V; D3DXMatrixLookAtLH(&V, &pos, &target, &up); Device->SetTransform(D3DTS_VIEW, &V); D3DXMATRIX proj; D3DXMatrixPerspectiveFovLH( &proj, D3DX_PI * 0.5f, (float)Width / (float)Height, 1.0f, 1000.0f); Device->SetTransform(D3DTS_PROJECTION, &proj); return true; } void Cleanup() { d3d::Release<IDirect3DVertexBuffer9*>(Pyramid); } bool Display(float timeDelta) { if (Device) // Only use Device methods if we have a valid device. { //5.世界坐标转换 D3DXMATRIX yRot; static float y = 0.0f; D3DXMatrixRotationY(&yRot, y); y += timeDelta; if (y >= 6.28f) y = 0.0f; Device->SetTransform(D3DTS_WORLD, &yRot); // Instruct the device to set each pixel on the back buffer black - // D3DCLEAR_TARGET: 0x00000000 (black) - and to set each pixel on // the depth buffer to a value of 1.0 - D3DCLEAR_ZBUFFER: 1.0f. Device->Clear(0, 0, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00000000, 1.0f, 0); Device->BeginScene(); //6.金字塔渲染 Device->SetStreamSource(0, Pyramid, 0, sizeof(Vertex)); Device->SetFVF(Vertex::FVF); Device->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 4); Device->EndScene(); // Swap the back and front buffers. Device->Present(0, 0, 0, 0); } return true; } // // WndProc // LRESULT CALLBACK d3d::WndProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam) { switch (msg) { case WM_DESTROY: ::PostQuitMessage(0); break; case WM_KEYDOWN: if (wParam == VK_ESCAPE) ::DestroyWindow(hwnd); break; } return ::DefWindowProc(hwnd, msg, wParam, lParam); } // // WinMain // int WINAPI WinMain(HINSTANCE hinstance, HINSTANCE prevInstance, PSTR cmdLine, int showCmd) { if (!d3d::InitD3D(hinstance, Width, Height, true, D3DDEVTYPE_HAL, &Device)) { ::MessageBox(0, L"InitD3D() - FAILED", 0, 0); return 0; } if (!Setup()) { ::MessageBox(0, L"Setup() - FAILED", 0, 0); return 0; } d3d::EnterMsgLoop(Display); Cleanup(); Device->Release(); return 0; }