地图类的构建思想
其实无论平原,山地,丘陵,沙漠,沙滩都可以用地图网格来表示,巨大的地形网格(网格有顶点向量信息,材质光照,纹理信息)和场景物体,摄像机位置等信息来表达就可以了(2D中需要用45度菱形地图实现3D场景效果,3D中不需要的)。
实现网格信息的步骤:
1.地图高度:从raw灰色图中读取高度图,直接从二进制图片中读取,BYTE转换为int存储因为会放大高度。
2.顶点缓存:在地图网格中构建顶点信息,从传入的像素宽度和格子行列数量和格子大小,还有纹理大小来计算网格的顶点向量和uv信息。
3.索引缓存:在地图网格中构建索引信息,从左到右从上到下的遍历小方格的形式记录三角形的索引,通过假设未知量可以很容易得方格中的三角形顶点和索引的关系。
4.预计算地图中的光照,光照方程来自于L是指光源向量和H是三角形法向量之间夹角来简单决定明暗因子,夹角越小明暗因子越大和光照的镜面反射或者漫反射模型类似,但比他们简单没有计算材质反射值和光泽,观察者方向等信息。 这样SetUp预先计算光照颜色,比实时计算光照性能大幅下降,如果需要切换昼夜可以定时触发计算也比实时计算好。
5.创建一个空纹理,填入材质信息和将纹理通过D3DXFilterTexture得到多级渐进纹理mipMap 或者直接从文件里面D3DXCreateTextureFromFile加载多个纹理,用于地图中指定的网格,当绘制不同地图时候需要切换纹理。或者用纹理随机技术生成随机大小和数量植被地表的地图。
6. 传入当前的摄像机像素位置,挪动坐标算出当前所处的格子位置,由格子位置得到左上角的摄像机高度 。再由向量相加的三角法则,对y方向的向量进行加法得到摄像机当前真实高度(当前所处的格子三角形左上还是右下需要判断,还需要对当前摄像机位置偏移左上角位置或者右下角位置,进行插值计算得到当前高度信息,插值是线性插值a0 + (b-a)t计算即可)。
7.丰富地表表现实现方法:多层纹理的融合的混合地表实现,根据alpha值来计算纹理值,可以得到草地和沙地,岩石和雪贴图根据随机的alpha随机融合的得到满意的地表效果。如果要美术绘制复杂地表,也是可以做到的,但是要改变就比较麻烦。
实现代码及其分析注释
#ifndef __terrainH__
#define __terrainH__
#include "d3dUtility.h"
#include <string>
#include <vector>
class Terrain
{
public:
Terrain(
IDirect3DDevice9* device,
std::string heightmapFileName,
int numVertsPerRow,
int numVertsPerCol,
int cellSpacing, // space between cells
float heightScale);
~Terrain();
int getHeightmapEntry(int row, int col);
void setHeightmapEntry(int row, int col, int value);
// 传入当前的摄像机像素位置,挪动坐标算出当前所处的格子位置,由格子位置得到左上角的摄像机高度
// 再由向量相加的三角法则,对y方向的向量进行加法得到摄像机当前真实高度(当前所处的格子三角形左上还是右下需要判断,
// 还需要对当前摄像机位置偏移左上角位置或者右下角位置,进行插值计算得到当前高度信息,插值是线性插值a0 + (b-a)t计算即可)。
float getHeight(float x, float z);
bool loadTexture(std::string fileName);
// 创建一个空纹理,填入材质信息和将纹理通过D3DXFilterTexture得到多级渐进纹理mipMap
// 或者直接从文件里面D3DXCreateTextureFromFile加载多个纹理,用于地图中指定的网格,当绘制不同地图时候需要切换纹理。
// 或者用纹理随机技术生成随机大小和数量植被地表的地图。
bool genTexture(D3DXVECTOR3* directionToLight);
bool draw(D3DXMATRIX* world, bool drawTris);
private:
IDirect3DDevice9* _device;
// 地图包含了一张纹理图片,自己创建的
IDirect3DTexture9* _tex;
// 顶点缓存
IDirect3DVertexBuffer9* _vb;
// 索引缓存
IDirect3DIndexBuffer9* _ib;
// 每行顶点数
int _numVertsPerRow;
// 每列顶点数
int _numVertsPerCol;
// 每个小方格的像素数
int _cellSpacing;
// 每行的小方格数是每行顶点数减去1
int _numCellsPerRow;
// 每列的小方格数是每列顶点数减去1
int _numCellsPerCol;
// x方向像素宽度
int _width;
// z方向像素深度
int _depth;
// 地图的顶点个数
int _numVertices;
// 地图的三角形个数
int _numTriangles;
// 实际虚拟空间中对高度图的缩放系数,一般比高度图1大
float _heightScale;
// 存放对高度图缩放后的地图高度的数据,对应每个顶点
std::vector<int> _heightmap;
// helper methods
// 1.从raw文件中读取高度图,直接从二进制图片中读取,BYTE转换为int存储因为会放大高度
bool readRawFile(std::string fileName);
// 2.在地图网格中构建顶点信息,从传入的像素宽度和格子数量,还有纹理大小计算顶点向量和uv信息
bool computeVertices();
// 3.在地图网格中构建索引信息,从左到右从上到下的遍历小方格的形式记录三角形的索引,
// 通过假设未知量可以很容易得方格中的三角形顶点和索引的关系
bool computeIndices();
// 4.预计算地图中的光照,光照方程来自于L是指光源向量和H是三角形法向量之间夹角来简单决定明暗因子,夹角越小明暗因子越大
// 和光照的镜面反射或者漫反射模型类似,但比他们简单没有计算材质反射值和光泽,观察者方向等信息
// 这样SetUp预先计算光照颜色,比实时计算光照性能大幅下降,如果需要切换昼夜可以定时触发计算也比实时计算好。
bool lightTerrain(D3DXVECTOR3* directionToLight);
// 传入单元格,和到光源的向量,得到明暗因子
float computeShade(int cellRow, int cellCol, D3DXVECTOR3* directionToLight);
struct TerrainVertex
{
TerrainVertex(){}
TerrainVertex(float x, float y, float z, float u, float v)
{
_x = x; _y = y; _z = z; _u = u; _v = v;
}
float _x, _y, _z;
float _u, _v;
static const DWORD FVF;
};
};
#endif
#include "terrain.h"
#include <fstream>
#include <cmath>
const DWORD Terrain::TerrainVertex::FVF = D3DFVF_XYZ | D3DFVF_TEX1;
Terrain::Terrain(IDirect3DDevice9* device,
std::string heightmapFileName,
int numVertsPerRow,
int numVertsPerCol,
int cellSpacing,
float heightScale)
{
_device = device;
_numVertsPerRow = numVertsPerRow;
_numVertsPerCol = numVertsPerCol;
_cellSpacing = cellSpacing;
_numCellsPerRow = _numVertsPerRow - 1;
_numCellsPerCol = _numVertsPerCol - 1;
_width = _numCellsPerRow * _cellSpacing;
_depth = _numCellsPerCol * _cellSpacing;
_numVertices = _numVertsPerRow * _numVertsPerCol;
_numTriangles = _numCellsPerRow * _numCellsPerCol * 2;
_heightScale = heightScale;
// load heightmap
if( !readRawFile(heightmapFileName) )
{
::MessageBox(0, "readRawFile - FAILED", 0, 0);
::PostQuitMessage(0);
}
// scale heights
// 将高度信息,直接乘以缩放比例得到高度图信息
for(int i = 0; i < _heightmap.size(); i++)
_heightmap[i] *= heightScale;
// compute the vertices
if( !computeVertices() )
{
::MessageBox(0, "computeVertices - FAILED", 0, 0);
::PostQuitMessage(0);
}
// compute the indices
if( !computeIndices() )
{
::MessageBox(0, "computeIndices - FAILED", 0, 0);
::PostQuitMessage(0);
}
}
Terrain::~Terrain()
{
d3d::Release<IDirect3DVertexBuffer9*>(_vb);
d3d::Release<IDirect3DIndexBuffer9*>(_ib);
d3d::Release<IDirect3DTexture9*>(_tex);
}
int Terrain::getHeightmapEntry(int row, int col)
{
return _heightmap[row * _numVertsPerRow + col];
}
void Terrain::setHeightmapEntry(int row, int col, int value)
{
_heightmap[row * _numVertsPerRow + col] = value;
}
bool Terrain::computeVertices()
{
HRESULT hr = 0;
// 地图网格中,直接创建顶点缓存,顶点缓存的个数行顶点数乘以列顶点数
hr = _device->CreateVertexBuffer(
_numVertices * sizeof(TerrainVertex),
D3DUSAGE_WRITEONLY,
TerrainVertex::FVF,
D3DPOOL_DEFAULT,
&_vb,
0);
if(FAILED(hr))
return false;
// coordinates to start generating vertices at
// 二维地图中的左上角,开始的像素位置
int startX = -_width / 2;
int startZ = _depth / 2;
// coordinates to end generating vertices at
int endX = _width / 2;
int endZ = -_depth / 2;
// compute the increment size of the texture coordinates
// from one vertex to the next.
// 纹理坐标的u方向的增长,确保了j等于_numCellsPerRow时候为1
float uCoordIncrementSize = 1.0f / (float)_numCellsPerRow;
// 纹理坐标的v方向的增长,确保了i等于_numCellsPerCol时候为1
float vCoordIncrementSize = 1.0f / (float)_numCellsPerCol;
TerrainVertex* v = 0;
_vb->Lock(0, 0, (void**)&v, 0);
int i = 0;
for(int z = startZ; z >= endZ; z -= _cellSpacing)
{
int j = 0;
for(int x = startX; x <= endX; x += _cellSpacing)
{
// compute the correct index into the vertex buffer and heightmap
// based on where we are in the nested loop.
// 获取顶点下标,和填充顶点位置和纹理信息
int index = i * _numVertsPerRow + j;
v[index] = TerrainVertex(
(float)x,
(float)_heightmap[index],
(float)z,
(float)j * uCoordIncrementSize,
(float)i * vCoordIncrementSize);
j++; // next column
}
i++; // next row
}
_vb->Unlock();
return true;
}
bool Terrain::computeIndices()
{
HRESULT hr = 0;
hr = _device->CreateIndexBuffer(
_numTriangles * 3 * sizeof(WORD), // 3 indices per triangle
D3DUSAGE_WRITEONLY,
D3DFMT_INDEX16,
D3DPOOL_DEFAULT,
&_ib,
0);
if(FAILED(hr))
return false;
WORD* indices = 0;
_ib->Lock(0, 0, (void**)&indices, 0);
// index to start of a group of 6 indices that describe the
// two triangles that make up a quad
int baseIndex = 0;
// loop through and compute the triangles of each quad
// 从左到右,从上到下,得到每个三角形的索引
// 可以通过很简单的观察得到i * _numVertsPerRow + j,i * _numVertsPerRow + j + 1,(i+1) * _numVertsPerRow + j
// 的规律
for(int i = 0; i < _numCellsPerCol; i++)
{
for(int j = 0; j < _numCellsPerRow; j++)
{
indices[baseIndex] = i * _numVertsPerRow + j;
indices[baseIndex + 1] = i * _numVertsPerRow + j + 1;
indices[baseIndex + 2] = (i+1) * _numVertsPerRow + j;
indices[baseIndex + 3] = (i+1) * _numVertsPerRow + j;
indices[baseIndex + 4] = i * _numVertsPerRow + j + 1;
indices[baseIndex + 5] = (i+1) * _numVertsPerRow + j + 1;
// next quad
baseIndex += 6;
}
}
_ib->Unlock();
return true;
}
bool Terrain::loadTexture(std::string fileName)
{
HRESULT hr = 0;
hr = D3DXCreateTextureFromFile(
_device,
fileName.c_str(),
&_tex);
if(FAILED(hr))
return false;
return true;
}
bool Terrain::genTexture(D3DXVECTOR3* directionToLight)
{
// Method fills the top surface of a texture procedurally. Then
// lights the top surface. Finally, it fills the other mipmap
// surfaces based on the top surface data using D3DXFilterTexture.
HRESULT hr = 0;
// texel for each quad cell
int texWidth = _numCellsPerRow;
int texHeight = _numCellsPerCol;
// create an empty texture
hr = D3DXCreateTexture(
_device,
texWidth, texHeight,
0, // create a complete mipmap chain
0, // usage
D3DFMT_X8R8G8B8,// 32 bit XRGB format
D3DPOOL_MANAGED, &_tex);
if(FAILED(hr))
return false;
D3DSURFACE_DESC textureDesc;
_tex->GetLevelDesc(0 /*level*/, &textureDesc);
// make sure we got the requested format because our code
// that fills the texture is hard coded to a 32 bit pixel depth.
if( textureDesc.Format != D3DFMT_X8R8G8B8 )
return false;
D3DLOCKED_RECT lockedRect;
_tex->LockRect(0/*lock top surface*/, &lockedRect,
0 /* lock entire tex*/, 0/*flags*/);
DWORD* imageData = (DWORD*)lockedRect.pBits;
for(int i = 0; i < texHeight; i++)
{
for(int j = 0; j < texWidth; j++)
{
D3DXCOLOR c;
// get height of upper left vertex of quad.
float height = (float)getHeightmapEntry(i, j) / _heightScale;
if( (height) < 42.5f ) c = d3d::BEACH_SAND;
else if( (height) < 85.0f ) c = d3d::LIGHT_YELLOW_GREEN;
else if( (height) < 127.5f ) c = d3d::PUREGREEN;
else if( (height) < 170.0f ) c = d3d::DARK_YELLOW_GREEN;
else if( (height) < 212.5f ) c = d3d::DARKBROWN;
else c = d3d::WHITE;
// fill locked data, note we divide the pitch by four because the
// pitch is given in bytes and there are 4 bytes per DWORD.
// lockedRect.Pitch是上一行中结束位置的字节数,lockedRect.Pitch / 4就是DWORD个数
imageData[i * lockedRect.Pitch / 4 + j] = (D3DCOLOR)c;
}
}
_tex->UnlockRect(0);
// 这里的光照和纹理颜色,是将纹理颜色和光照的明暗因子进行相乘得到最后颜色的结果,并非融合的方式
if(!lightTerrain(directionToLight))
{
::MessageBox(0, "lightTerrain() - FAILED", 0, 0);
return false;
}
// 计算出其它多级纹理层中的纹理元
// 例如_tex是源纹理是256x256的,那么D3DXFilterTexture可以生成其它大小的纹理,例如128x128的,64x64的
// 这样自定义填充的纹理,就类似于D3DXCreateTextureFromFile一样拥有mipMap Texture多级纹理的纹理。
hr = D3DXFilterTexture(
_tex,
0, // default palette
0, // use top level as source level
D3DX_DEFAULT); // default filter
if(FAILED(hr))
{
::MessageBox(0, "D3DXFilterTexture() - FAILED", 0, 0);
return false;
}
return true;
}
bool Terrain::lightTerrain(D3DXVECTOR3* directionToLight)
{
HRESULT hr = 0;
D3DSURFACE_DESC textureDesc;
_tex->GetLevelDesc(0 /*level*/, &textureDesc);
// make sure we got the requested format because our code that fills the
// texture is hard coded to a 32 bit pixel depth.
if( textureDesc.Format != D3DFMT_X8R8G8B8 )
return false;
D3DLOCKED_RECT lockedRect;
_tex->LockRect(
0, // lock top surface level in mipmap chain
&lockedRect,// pointer to receive locked data
0, // lock entire texture image
0); // no lock flags specified
DWORD* imageData = (DWORD*)lockedRect.pBits;
for(int i = 0; i < textureDesc.Height; i++)
{
for(int j = 0; j < textureDesc.Width; j++)
{
// index into texture, note we use the pitch and divide by
// four since the pitch is given in bytes and there are
// 4 bytes per DWORD.
// lockedRect.Pitch是上一行中结束位置的字节数,lockedRect.Pitch / 4就是DWORD个数
int index = i * lockedRect.Pitch / 4 + j;
// get current color of quad
D3DXCOLOR c( imageData[index] );
// shade current quad
// 颜色乘以明暗因子,得到光照计算后的颜色
c *= computeShade(i, j, directionToLight);;
// save shaded color
imageData[index] = (D3DCOLOR)c;
}
}
_tex->UnlockRect(0);
return true;
}
float Terrain::computeShade(int cellRow, int cellCol, D3DXVECTOR3* directionToLight)
{
// get heights of three vertices on the quad
float heightA = getHeightmapEntry(cellRow, cellCol);
float heightB = getHeightmapEntry(cellRow, cellCol+1);
float heightC = getHeightmapEntry(cellRow+1, cellCol);
// build two vectors on the quad
// 计算uv,y方向上用向量三角规则来进行计算
D3DXVECTOR3 u(_cellSpacing, heightB - heightA, 0.0f);
D3DXVECTOR3 v(0.0f, heightC - heightA, -_cellSpacing);
// find the normal by taking the cross product of two
// vectors on the quad.
// 得到平面法向量
D3DXVECTOR3 n;
D3DXVec3Cross(&n, &u, &v);
D3DXVec3Normalize(&n, &n);
// L.N得到明暗因子
float cosine = D3DXVec3Dot(&n, directionToLight);
if(cosine < 0.0f)
cosine = 0.0f;
return cosine;
}
bool Terrain::readRawFile(std::string fileName)
{
// Restriction: RAW file dimensions must be >= to the
// dimensions of the terrain. That is a 128x128 RAW file
// can only be used with a terrain constructed with at most
// 128x128 vertices.
// A height for each vertex
std::vector<BYTE> in( _numVertices );
std::ifstream inFile(fileName.c_str(), std::ios_base::binary);
if( inFile == 0 )
return false;
// 直接将二进制数据读取到数组中
inFile.read(
(char*)&in[0], // buffer
in.size());// number of bytes to read into buffer
inFile.close();
// copy BYTE vector to int vector
// 这个拷贝也是因为BYTE类型转换为int类型需要引入的
_heightmap.resize( _numVertices );
for(int i = 0; i < in.size(); i++)
_heightmap[i] = in[i];
return true;
}
float Terrain::getHeight(float x, float z)
{
float fWidthLimit = _width * 0.5f;
if( x < -fWidthLimit || x > fWidthLimit )
{
return 0.0f;
}
float fDepthLimit = _depth * 0.5f;
if( z < -fDepthLimit || z > fDepthLimit )
{
return 0.0f;
}
// Translate on xz-plane by the transformation that takes
// the terrain START point to the origin.
// x像素宽度从[-w/2,w/2]到[0,w]
x = ((float)_width / 2.0f) + x;
// z像素深度从[d/2,-d/2]到[0,d]
z = ((float)_depth / 2.0f) - z;
// Scale down by the transformation that makes the
// cellspacing equal to one. This is given by
// 1 / cellspacing since; cellspacing * 1 / cellspacing = 1.
// x,z从像素深度,除以一个小方格的宽度,得到当前所属于的方格数
x /= (float)_cellSpacing;
z /= (float)_cellSpacing;
// From now on, we will interpret our positive z-axis as
// going in the 'down' direction, rather than the 'up' direction.
// This allows to extract the row and column simply by 'flooring'
// x and z:
// 得到所属的方格数,去小于等于的整数,也就是左上角的方格数
float col = ::floorf(x);
float row = ::floorf(z);
// get the heights of the quad we're in:
//
// A B
// *---*
// | / |
// *---*
// C D
float A = getHeightmapEntry(row, col);
float B = getHeightmapEntry(row, col+1);
float C = getHeightmapEntry(row+1, col);
float D = getHeightmapEntry(row+1, col+1);
//
// Find the triangle we are in:
//
// Translate by the transformation that takes the upper-left
// corner of the cell we are in to the origin. Recall that our
// cellspacing was nomalized to 1. Thus we have a unit square
// at the origin of our +x -> 'right' and +z -> 'down' system.
// 得到x,z相对于左上角方格数的偏差,也就是当前高度需要的dx,dz浮点值
float dx = x - col;
float dz = z - row;
// Note the below compuations of u and v are unneccessary, we really
// only need the height, but we compute the entire vector to emphasis
// the books discussion.
// 选择三角形,在x + y = 1直线的左上部分,还是右下部分
// dz < 1.0f - dx是左上的三角形
float height = 0.0f;
if(dz < 1.0f - dx) // upper triangle ABC
{
float uy = B - A; // A->B
float vy = C - A; // A->C
// Linearly interpolate on each vector. The height is the vertex
// height the vectors u and v originate from {A}, plus the heights
// found by interpolating on each vector u and v.
// a0 + (uy-a0)dx线性插值,这里a0是0,也就是得到uy*dx的值
// 由三角形法则,因为uy,vy可正可负,且dx,dz是两点间的[0,1]之间的偏差值
// 三角形法则中因为不需要x,z方向的,只需要y方向的值,所以拿高度进行A + dxuy + dzvy就会得到当前的高度值
height = A + d3d::Lerp(0.0f, uy, dx) + d3d::Lerp(0.0f, vy, dz);
}
else // lower triangle DCB
{
// A B
// *---*
// | / |
// *---*
// C D
float uy = C - D; // D->C
float vy = B - D; // D->B
// Linearly interpolate on each vector. The height is the vertex
// height the vectors u and v originate from {D}, plus the heights
// found by interpolating on each vector u and v.
// 因为dx是[0,dx,1]之间的一个值,现在从上限处开始算所以是1-dx;1-dz也是指后面部分的值
// uy,vy来决定正负,1-dx, 1-dy只是个相对量。
height = D + d3d::Lerp(0.0f, uy, 1.0f - dx) + d3d::Lerp(0.0f, vy, 1.0f - dz);
}
// 得到射线机的高度,就可以在上面行走了
return height;
}
bool Terrain::draw(D3DXMATRIX* world, bool drawTris)
{
HRESULT hr = 0;
if( _device )
{
_device->SetTransform(D3DTS_WORLD, world);
_device->SetStreamSource(0, _vb, 0, sizeof(TerrainVertex));
_device->SetFVF(TerrainVertex::FVF);
_device->SetIndices(_ib);
// 设置创建好颜色且填充好光照明暗的多级纹理
_device->SetTexture(0, _tex);
// turn off lighting since we're lighting it ourselves
_device->SetRenderState(D3DRS_LIGHTING, false);
// 绘制时候直接绘制顶点缓存和索引缓存即可
hr =_device->DrawIndexedPrimitive(
D3DPT_TRIANGLELIST,
0,
0,
_numVertices,
0,
_numTriangles);
_device->SetRenderState(D3DRS_LIGHTING, true);
// 绘制三角形网格
if( drawTris )
{
// 填充模式 默认是D3DFILL_SOLID,The default value is D3DFILL_SOLID
_device->SetRenderState(D3DRS_FILLMODE, D3DFILL_WIREFRAME);
hr =_device->DrawIndexedPrimitive(
D3DPT_TRIANGLELIST,
0,
0,
_numVertices,
0,
_numTriangles);
_device->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
}
if(FAILED(hr))
return false;
}
return true;
}
调用端代码:
bool Setup()
{
//
// Create the terrain.
//
D3DXVECTOR3 lightDirection(0.0f, 1.0f, 0.0f);
TheTerrain = new Terrain(Device, "coastMountain64.raw", 64, 64, 10, 0.5f);
TheTerrain->genTexture(&lightDirection);
//TheTerrain->loadTexture("grass.bmp");
//
// Create the font.
//
FPS = new FPSCounter(Device);
//
// Set texture filters.
//
Device->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
Device->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
Device->SetSamplerState(0, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR);
//
// Set projection matrix.
//
D3DXMATRIX proj;
D3DXMatrixPerspectiveFovLH(
&proj,
D3DX_PI * 0.25f, // 45 - degree
(float)Width / (float)Height,
1.0f,
1000.0f);
Device->SetTransform(D3DTS_PROJECTION, &proj);
return true;
}
void Cleanup()
{
d3d::Delete<Terrain*>(TheTerrain);
d3d::Delete<FPSCounter*>(FPS);
}
bool Display(float timeDelta)
{
//
// Update the scene:
//
if( Device )
{
// walk是沿_look轴的移动,地面摄像机不能绕_look旋转
if( ::GetAsyncKeyState(VK_UP) & 0x8000f )
TheCamera.walk(100.0f * timeDelta);
if( ::GetAsyncKeyState(VK_DOWN) & 0x8000f )
TheCamera.walk(-100.0f * timeDelta);
// yaw是绕_up轴偏航,地面摄像机是绕世界y轴旋转;地面摄像机不能沿_up上下移动
if( ::GetAsyncKeyState(VK_LEFT) & 0x8000f )
TheCamera.yaw(-1.0f * timeDelta);
if( ::GetAsyncKeyState(VK_RIGHT) & 0x8000f )
TheCamera.yaw(1.0f * timeDelta);
// MN是沿_right左右摆动
if( ::GetAsyncKeyState('N') & 0x8000f )
TheCamera.strafe(-100.0f * timeDelta);
if( ::GetAsyncKeyState('M') & 0x8000f )
TheCamera.strafe(100.0f * timeDelta);
// pith是绕_right轴的仰俯
if( ::GetAsyncKeyState('W') & 0x8000f )
TheCamera.pitch(1.0f * timeDelta);
if( ::GetAsyncKeyState('S') & 0x8000f )
TheCamera.pitch(-1.0f * timeDelta);
D3DXVECTOR3 pos;
TheCamera.getPosition(&pos);
float height = TheTerrain->getHeight( pos.x, pos.z );
if( !d3d::gFltEquip( height, 0.0f) )
{
pos.y = height + 5.0f; // add height because we're standing up
}
TheCamera.setPosition(&pos);
D3DXMATRIX V;
TheCamera.getViewMatrix(&V);
Device->SetTransform(D3DTS_VIEW, &V);
//
// Draw the scene:
//
Device->Clear(0, 0, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff000000, 1.0f, 0);
Device->BeginScene();
D3DXMATRIX I;
D3DXMatrixIdentity(&I);
// 绘制地形,直接使用设置好的纹理和预计算的光照明暗纹理颜色,根据顶点索引绘制顶点缓存即可
if( TheTerrain )
TheTerrain->draw(&I, true/*false*/);
// 绘制FPS文字,因为整个顶点缓存比较影响性能
if( FPS )
FPS->render(0xffffffff, timeDelta);
Device->EndScene();
Device->Present(0, 0, 0, 0);
}
return true;
}