#pragma once
#include "stdafx.h"
#include "template.h"
//-----------------------------------------------------------------------------
// 全局变量
//-----------------------------------------------------------------------------
LPDIRECT3D9 g_pD3D = NULL; //Direct3D对象
LPDIRECT3DDEVICE9 g_pd3dDevice = NULL; //Direct3D设备对象
CMeshLoader g_MeshLoader; // Loads a mesh from an .obj file
//-----------------------------------------------------------------------------
// 显示帧率
//-----------------------------------------------------------------------------
ID3DXFont* Font = 0;
DWORD FrameCnt = 0;
float TimeElapsed = 0;
float timeDelta =0;
float FPS = 0;
TCHAR TFPSString[100];
//-----------------------------------------------------------------------------
// Desc: 顶点结构
//-----------------------------------------------------------------------------
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE) //顶点格式
float g_fSpinX = 0.0f;
float g_fSpinY = 0.0f;
float g_fDisZ = 0.0f;
HRESULT InitGeometry(HWND hWnd )
{
g_MeshLoader.Create( g_pd3dDevice, L"media\\cup.obj" );
for( UINT i = 0; i < g_MeshLoader.GetNumMaterials(); i++ )
{
Material* pMaterial = g_MeshLoader.GetMaterial( i );
//pComboBox->AddItem( pMaterial->strName, ( void* )( INT_PTR )i );
}
return S_OK;
}
//-----------------------------------------------------------------------------
// Desc: 设置观察矩阵和投影矩阵
//-----------------------------------------------------------------------------
VOID SetWorldMatrix()
{
static long curTime=0;
static float elapsetime=0;
elapsetime = (timeGetTime()-curTime)/1000.0f;
curTime = timeGetTime();
D3DXMATRIX matWorld;
D3DXMATRIX matRotation;
D3DXMATRIX matTranslation;
D3DXMatrixRotationYawPitchRoll( &matRotation, D3DXToRadian(g_fSpinX), D3DXToRadian(g_fSpinY), 0.0f );
D3DXMatrixTranslation( &matTranslation, 0.0f, 0.0f, g_fDisZ );
/*D3DXMatrixRotationYawPitchRoll( &matRotation, 0.0f, 0.0f, 0.0f );
D3DXMatrixTranslation( &matTranslation, -g_fSpinX*0.01, g_fSpinY*0.01, g_fDisZ );*/
matWorld = matRotation * matTranslation;
g_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
}
VOID SetupViewandProjMatrices()
{
//创建并设置观察矩阵
D3DXVECTOR3 vEyePt( 0.0f, 0.0f, -2 );
D3DXVECTOR3 vLookatPt( 0.0f, 0.0f, 0.0f );
D3DXVECTOR3 vUpVec( 0.0f, 1.0f, 0.0f );
D3DXMATRIXA16 matView;
D3DXMatrixLookAtLH( &matView, &vEyePt, &vLookatPt, &vUpVec );
g_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );
//创建并设置投影矩阵
D3DXMATRIXA16 matProj;
D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/2, 1.0f, 0.1f, 100.0f );
g_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
}
void SetLight()
{
D3DXVECTOR3 vecDir;
D3DLIGHT9 light;
ZeroMemory( &light, sizeof(D3DLIGHT9) );
light.Type = D3DLIGHT_DIRECTIONAL;
light.Diffuse.r = 1.0f;
light.Diffuse.g = 1.0f;
light.Diffuse.b = 1.0f;
light.Diffuse.a = 1.0f;
light.Specular.r = 1.0f;
light.Specular.g = 1.0f;
light.Specular.b = 1.0f;
light.Specular.a = 1.0f;
vecDir = D3DXVECTOR3(-1.0f, 0.0f, 1.0f);
D3DXVec3Normalize( (D3DXVECTOR3*)&light.Direction, &vecDir );
light.Range = 1000.0f;
g_pd3dDevice->SetLight( 0, &light );
g_pd3dDevice->LightEnable( 0, true );
g_pd3dDevice->SetRenderState( D3DRS_LIGHTING, TRUE );
//设置环境光
g_pd3dDevice->SetRenderState( D3DRS_AMBIENT, 0x00808080);
}
bool SetFont()
{
D3DXFONT_DESC df;
ZeroMemory(&df, sizeof(D3DXFONT_DESC));
df.Height = 12; // in logical units
df.Width = 12; // in logical units
df.Weight = 500; // boldness, range 0(light) - 1000(bold)
df.Italic = false;
df.CharSet = GB2312_CHARSET;
df.OutputPrecision = 0;
df.Quality = 0;
df.PitchAndFamily = 0;
wcscpy(df.FaceName, L"Times New Roman"); // font style
if(FAILED(D3DXCreateFontIndirect(g_pd3dDevice, &df, &Font)))
{
::MessageBox(0, L"D3DXCreateFontIndirect() - FAILED", 0, 0);
::PostQuitMessage(0);
}
return true;
}
//-----------------------------------------------------------------------------
// Desc: 初始化Direct3D
//-----------------------------------------------------------------------------
HRESULT InitD3D( HWND hWnd )
{
if( NULL == ( g_pD3D = Direct3DCreate9( D3D_SDK_VERSION ) ) )
return E_FAIL;
D3DDISPLAYMODE d3ddm;
if( FAILED( g_pD3D->GetAdapterDisplayMode( D3DADAPTER_DEFAULT, &d3ddm ) ) )
{
// TO DO: Respond to failure of GetAdapterDisplayMode
return E_FAIL;
}
HRESULT hr;
if( FAILED( hr = g_pD3D->CheckDeviceFormat( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL,
d3ddm.Format, D3DUSAGE_DEPTHSTENCIL,
D3DRTYPE_SURFACE, D3DFMT_D16 ) ) )
{
if( hr == D3DERR_NOTAVAILABLE )
// POTENTIAL PROBLEM: We need at least a 16-bit z-buffer!
return E_FAIL;
}
//
// Do we support hardware vertex processing? if so, use it.
// If not, downgrade to software.
//
D3DCAPS9 d3dCaps;
if( FAILED( g_pD3D->GetDeviceCaps( D3DADAPTER_DEFAULT,
D3DDEVTYPE_HAL, &d3dCaps ) ) )
{
// TO DO: Respond to failure of GetDeviceCaps
return E_FAIL;
}
DWORD dwBehaviorFlags = 0;
if( d3dCaps.VertexProcessingCaps != 0 )
dwBehaviorFlags |= D3DCREATE_HARDWARE_VERTEXPROCESSING;
else
dwBehaviorFlags |= D3DCREATE_SOFTWARE_VERTEXPROCESSING;
//
// Everything checks out - create a simple, windowed device.
//
D3DPRESENT_PARAMETERS d3dpp;
memset(&d3dpp, 0, sizeof(d3dpp));
d3dpp.BackBufferFormat = d3ddm.Format;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.Windowed = TRUE;
d3dpp.EnableAutoDepthStencil = TRUE;
d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
if( FAILED( g_pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
dwBehaviorFlags, &d3dpp, &g_pd3dDevice ) ) )
{
// TO DO: Respond to failure of CreateDevice
return E_FAIL;
}
//禁用照明效果
//g_pd3dDevice->SetRenderState( D3DRS_LIGHTING, FALSE );
//设置剔出模式为不剔出任何面
g_pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
//g_pd3dDevice->SetRenderState ( D3DRS_FILLMODE, D3DFILL_WIREFRAME );
//设置变换矩阵
SetupViewandProjMatrices();
SetLight();
SetFont();
return S_OK;
}
//-----------------------------------------------------------------------------
// Desc: 释放创建对象
//-----------------------------------------------------------------------------
VOID Cleanup()
{
//释放Direct3D设备对象
if( g_pd3dDevice != NULL)
g_pd3dDevice->Release();
//释放Direct3D对象
if( g_pD3D != NULL)
g_pD3D->Release();
}
void RenderSubset( UINT iSubset )
{
//获取当前子网格模型的材质和纹理
ID3DXMesh* pMesh = g_MeshLoader.GetMesh();
Material* pMaterial = g_MeshLoader.GetMaterial( iSubset );
//为当前子网格模型设置材质
static D3DMATERIAL9 mtrl;
ZeroMemory( &mtrl, sizeof(D3DMATERIAL9) );
mtrl.Ambient.r = pMaterial->vAmbient.x;
mtrl.Ambient.g = pMaterial->vAmbient.x;
mtrl.Ambient.b = pMaterial->vAmbient.x;
mtrl.Ambient.a = pMaterial->fAlpha;
mtrl.Diffuse.r = pMaterial->vDiffuse.x;
mtrl.Diffuse.g = pMaterial->vDiffuse.y;
mtrl.Diffuse.b = pMaterial->vDiffuse.z;
mtrl.Diffuse.a = pMaterial->fAlpha;
mtrl.Specular.r = pMaterial->vSpecular.x;
mtrl.Specular.g = pMaterial->vSpecular.y;
mtrl.Specular.b = pMaterial->vSpecular.z;
mtrl.Specular.a = pMaterial->fAlpha;
g_pd3dDevice->SetMaterial( &mtrl );
//为当前子网格模型设置纹理
g_pd3dDevice->SetTexture( 0, pMaterial->pTexture );
//渲染当前子网格模型
pMesh->DrawSubset( iSubset );
}
//-----------------------------------------------------------------------------
// Desc: 渲染图形
//-----------------------------------------------------------------------------
VOID Render(float timeDelta)
{
FrameCnt++;
TimeElapsed += timeDelta;
if(TimeElapsed >= 1.0f)
{
char FPSString[100];
FPS = (float)FrameCnt / TimeElapsed;
D3DCAPS9 d3dCaps;
g_pD3D->GetDeviceCaps( D3DADAPTER_DEFAULT,D3DDEVTYPE_HAL, &d3dCaps );
if( d3dCaps.VertexProcessingCaps != 0 )
sprintf(FPSString, "D3D9 %.2ffps HAL(hw vp)", FPS);
else
sprintf(FPSString, "D3D9 %.2ffps REF(simulate hw vp) ", FPS);
int nLen = strlen(FPSString) + 1;
FPSString[nLen] = '\0'; // mark end of string
int nwLen = MultiByteToWideChar(CP_ACP, 0, FPSString, nLen, NULL, 0);
MultiByteToWideChar(CP_ACP, 0, FPSString, nLen, TFPSString, nwLen);
TimeElapsed = 0.0f;
FrameCnt = 0;
}
//清空后台缓冲区
g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(45, 50, 170), 1.0f, 0 );
//开始在后台缓冲区绘制图形
if( SUCCEEDED( g_pd3dDevice->BeginScene() ) )
{
RECT rect = {0, 0, 600, 500};
Font->DrawText(0,TFPSString,-1,&rect,DT_TOP | DT_LEFT, 0xffffff00);
SetWorldMatrix();
for( UINT iSubset = 0; iSubset < g_MeshLoader.GetNumMaterials(); iSubset++ )
{
RenderSubset( iSubset );
}
g_pd3dDevice->EndScene();
}
//将在后台缓冲区绘制的图形提交到前台缓冲区显示
g_pd3dDevice->Present( NULL, NULL, NULL, NULL );
}
//-----------------------------------------------------------------------------
// Desc: 消息处理
//-----------------------------------------------------------------------------
LRESULT WINAPI MsgProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam )
{
static POINT ptLastMousePosit;
static POINT ptCurrentMousePosit;
static bool bMousing;
switch( msg )
{
case WM_LBUTTONDOWN:
{
ptLastMousePosit.x = ptCurrentMousePosit.x = LOWORD (lParam);
ptLastMousePosit.y = ptCurrentMousePosit.y = HIWORD (lParam);
bMousing = true;
}
break;
case WM_LBUTTONUP:
{
bMousing = false;
}
break;
case WM_MOUSEMOVE:
{
ptCurrentMousePosit.x = LOWORD (lParam);
ptCurrentMousePosit.y = HIWORD (lParam);
if( bMousing )
{
g_fSpinX -= (ptCurrentMousePosit.x - ptLastMousePosit.x);
g_fSpinY -= (ptCurrentMousePosit.y - ptLastMousePosit.y);
}
ptLastMousePosit.x = ptCurrentMousePosit.x;
ptLastMousePosit.y = ptCurrentMousePosit.y;
}
break;
case WM_MOUSEWHEEL:
{
g_fDisZ +=(short)HIWORD (wParam)*0.00005;
}
break;
case WM_DESTROY:
Cleanup();
PostQuitMessage( 0 );
return 0;
case WM_PAINT:
Render(timeDelta);
ValidateRect( hWnd, NULL );
return 0;
}
return DefWindowProc( hWnd, msg, wParam, lParam );
}
//-----------------------------------------------------------------------------
// Desc: 程序入口
//-----------------------------------------------------------------------------
int APIENTRY _tWinMain(HINSTANCE hInstance,
HINSTANCE hPrevInstance,
LPTSTR lpCmdLine,
int nCmdShow)
{
WNDCLASSEX winClass;
MSG uMsg;
memset(&uMsg,0,sizeof(uMsg));
winClass.lpszClassName = L"MY_WINDOWS_CLASS";
winClass.cbSize = sizeof(WNDCLASSEX);
winClass.style = CS_HREDRAW | CS_VREDRAW;
winClass.lpfnWndProc = MsgProc;
winClass.hInstance = hInstance;
winClass.hIcon = LoadIcon(hInstance, (LPCTSTR)IDI_DIRECTX_ICON);
winClass.hIconSm = LoadIcon(hInstance, (LPCTSTR)IDI_DIRECTX_ICON);
winClass.hCursor = LoadCursor(NULL, IDC_ARROW);
winClass.hbrBackground = (HBRUSH)GetStockObject(BLACK_BRUSH);
winClass.lpszMenuName = NULL;
winClass.cbClsExtra = 0;
winClass.cbWndExtra = 0;
if( !RegisterClassEx(&winClass) )
return E_FAIL;
HWND hWnd = CreateWindowEx( NULL, L"MY_WINDOWS_CLASS",
L"Direct3D (DX9) - Initialization",
WS_OVERLAPPEDWINDOW | WS_VISIBLE,
CW_USEDEFAULT, CW_USEDEFAULT, 640, 460, NULL, NULL, hInstance, NULL );
//初始化Direct3D
if( SUCCEEDED( InitD3D( hWnd ) ) )
{
if( SUCCEEDED(InitGeometry(hWnd)))
{
//显示主窗口
ShowWindow( hWnd, SW_SHOWDEFAULT );
UpdateWindow( hWnd );
static float lastTime = (float)timeGetTime();
//进入消息循环
MSG msg;
ZeroMemory( &msg, sizeof(msg) );
while( msg.message!=WM_QUIT )
{
if( PeekMessage( &msg, NULL, 0U, 0U, PM_REMOVE ) )
{
TranslateMessage( &msg );
DispatchMessage( &msg );
}
else
{
float currTime = (float)timeGetTime();
float timeDelta = (currTime - lastTime)*0.001f;
Render(timeDelta); //渲染图形
lastTime = currTime;
}
}
}
}
UnregisterClass( L"ClassName", hInstance);
return 0;
}
MeshLoader.h, MeshLoader.cpp和dxut中的文件在direct3d sample中都有就不贴了,direct3d sample中是基于DXUT框架的,在这里以自己写的win32程序实现
1、刚开始实现时加入DXUT文件夹出现很多未定义的函数,主要是在工程中不要把所有的文件都加载进来,比如DXUTguiIME等文件,需要添加的文件见实现图