// 关键帧动画实现月亮地球.cpp : 定义应用程序的入口点。
//
#include "stdafx.h"
#include "关键帧动画实现月亮地球.h"
#include<d3d9.h>
#include<d3dx9.h>
#include<Windows.h>
#pragma comment(lib, "d3d9.lib")
#pragma comment(lib, "d3dx9.lib")
//进行动画关键值插值的阵列
D3DXVECTOR3 g_aniPos[2]; //位置关键值
D3DXQUATERNION g_aniRot[2]; //旋转关键值
LPDIRECT3D9 g_pD3D = NULL ;
LPDIRECT3DDEVICE9 g_pd3dDevice = NULL ;
LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL ;
LPDIRECT3DINDEXBUFFER9 g_pIB = NULL ;
D3DXMATRIXA16 g_matTMParent ;
D3DXMATRIXA16 g_matRParent ;
D3DXMATRIXA16 g_matTMChild ;
D3DXMATRIXA16 g_matRChild ;
struct CUSTOMVERTEX
{
FLOAT x,y,z;
DWORD color;
};
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ |D3DFVF_DIFFUSE)
struct MYINDEX
{
WORD _0,_1,_2;
};
HRESULT InitD3D (HWND hWnd )
{
//创建D3D对象
if(NULL == ( g_pD3D =Direct3DCreate9 ( D3D_SDK_VERSION ) ))
return E_FAIL;
//创建设备的结构体
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory(&d3dpp ,sizeof(d3dpp));
d3dpp.Windowed = TRUE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
d3dpp.EnableAutoDepthStencil = TRUE;
d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
if( FAILED( g_pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING,
&d3dpp, &g_pd3dDevice ) ) )
return E_FAIL;
//实现卷起功能
g_pd3dDevice->SetRenderState(D3DRS_CULLMODE , D3DCULL_NONE);
//起到z缓冲的功能
g_pd3dDevice->SetRenderState(D3DRS_ZENABLE , TRUE );
//顶点具有颜色,能起到光源的功能
g_pd3dDevice->SetRenderState(D3DRS_LIGHTING ,FALSE);
return S_OK;
}
HRESULT InitVB()
{
/// 渲染正方体(cube)的八个顶点声明
CUSTOMVERTEX vertices[] =
{
{ -1, 1, 1 , 0xffff0000 }, /// v0
{ 1, 1, 1 , 0xff00ff00 }, /// v1
{ 1, 1, -1 , 0xff0000ff }, /// v2
{ -1, 1, -1 , 0xffffff00 }, /// v3
{ -1, -1, 1 , 0xff00ffff }, /// v4
{ 1, -1, 1 , 0xffff00ff }, /// v5
{ 1, -1, -1 , 0xff000000 }, /// v6
{ -1, -1, -1 , 0xffffffff }, /// v7
};
/// 创建顶点缓冲
/// 分配储存八个用户顶点的存储器.
/// 指定储存FVF的数据格式.
if( FAILED( g_pd3dDevice->CreateVertexBuffer( 8*sizeof(CUSTOMVERTEX),
0, D3DFVF_CUSTOMVERTEX,
D3DPOOL_DEFAULT, &g_pVB, NULL ) ) )
{
return E_FAIL;
}
/// 将数据写入顶点缓冲.
/// 调用顶点缓冲的Lock()函数,获取指针.
VOID* pVertices;
if( FAILED( g_pVB->Lock( 0, sizeof(vertices), (void**)&pVertices, 0 ) ) )
return E_FAIL;
memcpy( pVertices, vertices, sizeof(vertices) );
g_pVB->Unlock();
return S_OK;
}
/**-----------------------------------------------------------------------------
* 创建索引缓冲,设置索引值.
*------------------------------------------------------------------------------
*/
HRESULT InitIB()
{
/// 渲染正方体(cube)的十二个顶点声明
MYINDEX indices[] =
{
{ 0, 1, 2 }, { 0, 2, 3 }, /// 上面
{ 4, 6, 5 }, { 4, 7, 6 }, /// 下面
{ 0, 3, 7 }, { 0, 7, 4 }, /// 左面
{ 1, 5, 6 }, { 1, 6, 2 }, /// 右面
{ 3, 2, 6 }, { 3, 6, 7 }, /// 前面
{ 0, 4, 5 }, { 0, 5, 1 } /// 后面
};
/// 创建索引缓冲
/// D3DFMT_INDEX16的索引单位为16位.
/// MYINDEX结构体中,使用WORD型进行声明,所以要使用D3DFMT_INDEX16.
if( FAILED( g_pd3dDevice->CreateIndexBuffer( 12 * sizeof(MYINDEX), 0, D3DFMT_INDEX16, D3DPOOL_DEFAULT, &g_pIB, NULL ) ) )
{
return E_FAIL;
}
/// 将数据写入索引缓冲.
/// 调用索引缓冲的Lock()函数,获取指针.
VOID* pIndices;
if( FAILED( g_pIB->Lock( 0, sizeof(indices), (void**)&pIndices, 0 ) ) )
return E_FAIL;
memcpy( pIndices, indices, sizeof(indices) );
g_pIB->Unlock();
return S_OK;
}
void InitAnimation()
{
g_aniPos[0] = D3DXVECTOR3(-5 , -5 , -5);
g_aniPos[1] = D3DXVECTOR3(5 , 5 , 5);
float Yaw = D3DX_PI * 1.0f/2.0f ;
float Pitch = 0 ;
float Roll = 0 ;
D3DXQuaternionRotationYawPitchRoll( &g_aniRot[0], Yaw , Pitch , Roll );
//Y轴旋转90度
Yaw = 0 ;
Pitch = D3DX_PI * 1.0f/2.0f ;
Roll = 0 ;
D3DXQuaternionRotationYawPitchRoll( &g_aniRot[1], Yaw , Pitch , Roll );
//X轴旋转90度
}
HRESULT InitGeometry()
{
if( FAILED( InitVB() ) ) return E_FAIL;
if( FAILED( InitIB() ) ) return E_FAIL;
InitAnimation();
return S_OK;
}
float Linear(float v0 , float v1 ,float t)
{
return v0*(1-t) + v1 * t;
}
void Animat()
{
static float t = 0 ;
float x , y , z ;
D3DXQUATERNION quat ;
if( t > 1.0f ) t = 0.0f;
x = Linear (g_aniPos[0].x ,g_aniPos[1].x , t);
y = Linear (g_aniPos[0].y ,g_aniPos[1].y , t);
z = Linear (g_aniPos[0].z ,g_aniPos[1].z , t);
D3DXMatrixTranslation( &g_matTMParent , x , y ,z ); //位置矩阵
//上面4行可以变换为
// D3DXVECTOR3 v;
// D3DXVec3Lerp( &v, &g_aniPos[0], &g_aniPos[1], t );
// D3DXMatrixTranslation( &g_matTMParent, v.x, v.y, v.z );
D3DXQuaternionSlerp(&quat , &g_aniRot[0] ,&g_aniRot[1] ,t);
D3DXMatrixRotationQuaternion( &g_matRParent , &quat);
t+= 0.005f;
//子网格的Z轴旋转矩阵
D3DXMatrixRotationZ( &g_matRChild , GetTickCount()/500.0f);
//子网格离原点距离(3,3,3)
D3DXMatrixTranslation( &g_matTMChild , -2 , -2 , -2);
}
VOID Cleanup()
{
if( g_pIB != NULL )
g_pIB->Release();
if( g_pVB != NULL )
g_pVB->Release();
if( g_pd3dDevice != NULL )
g_pd3dDevice->Release();
if( g_pD3D != NULL )
g_pD3D->Release();
}
/**-----------------------------------------------------------------------------
* 绘制网格
*------------------------------------------------------------------------------
*/
void DrawMesh( D3DXMATRIXA16* pMat )
{
g_pd3dDevice->SetTransform( D3DTS_WORLD, pMat );
g_pd3dDevice->SetStreamSource( 0, g_pVB, 0, sizeof(CUSTOMVERTEX) );
g_pd3dDevice->SetFVF( D3DFVF_CUSTOMVERTEX );
g_pd3dDevice->SetIndices( g_pIB );
g_pd3dDevice->DrawIndexedPrimitive( D3DPT_TRIANGLELIST, 0, 0, 8, 0, 12 );
}
void SetupCamera()
{
//创建一个世界矩阵
D3DXMATRIXA16 matWorld;
D3DXMatrixIdentity( &matWorld );
g_pd3dDevice->SetTransform( D3DTS_WORLD , &matWorld );
//创建视图矩阵
D3DXVECTOR3 vEyePt ( 0.0f , 10.0f , -10.0f );
D3DXVECTOR3 vLookatPt( 0.0f , 0.0f , 0.0f );
D3DXVECTOR3 vUpVec ( 0.0f , 1.0f , 0.0f );
//视图矩阵
D3DXMATRIXA16 matView ;
D3DXMatrixLookAtLH(&matView , &vEyePt , &vLookatPt , &vUpVec);
g_pd3dDevice->SetTransform( D3DTS_VIEW , &matView );
//创建投影矩阵
D3DXMATRIXA16 matProj ;
D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4,1.0f , 1.0f ,100.0f ); //近裁面和远裁面都是1.0
g_pd3dDevice->SetTransform( D3DTS_PROJECTION , &matProj );
}
void CleanUp()
{
if(g_pVB !=NULL)
g_pVB->Release();
if(g_pD3D!=NULL)
g_pD3D->Release();
if(g_pd3dDevice!=NULL)
g_pd3dDevice->Release();
if(g_pIB!=NULL)
g_pIB->Release();
}
/**-----------------------------------------------------------------------------
* 绘图
*------------------------------------------------------------------------------
*/
VOID Render()
{
D3DXMATRIXA16 matWorld;
/// 后置缓冲和Z-缓冲初始化
g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0,0,255), 1.0f, 0 );
/// 创建动画矩阵
Animat();
/// 开始渲染
if( SUCCEEDED( g_pd3dDevice->BeginScene() ) )
{
matWorld = g_matRParent * g_matTMParent;
DrawMesh( &matWorld ); /// 绘制父正方体
matWorld = g_matRChild * g_matTMChild * matWorld;
// 与上行相同的结果
// matWorld = g_matRChild * g_matTMChild * g_matRParent * g_matTMParent;
DrawMesh( &matWorld ); /// 绘制子正方体
/// 结束渲染
g_pd3dDevice->EndScene();
}
/// 显示后置缓冲的画面!
g_pd3dDevice->Present( NULL, NULL, NULL, NULL );
}
/**-----------------------------------------------------------------------------
* 窗口过程
*------------------------------------------------------------------------------
*/
LRESULT WINAPI MsgProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam )
{
switch( msg )
{
case WM_DESTROY:
Cleanup();
PostQuitMessage( 0 );
return 0;
}
return DefWindowProc( hWnd, msg, wParam, lParam );
}
/**-----------------------------------------------------------------------------
* 程序的起始地址
*------------------------------------------------------------------------------
*/
INT WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPSTR, INT )
{
/// 注册窗口类
WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L,
GetModuleHandle(NULL), NULL, NULL, NULL, NULL,
L"BasicFrame", NULL };
RegisterClassEx( &wc );
/// 创建窗口
HWND hWnd = CreateWindow( L"BasicFrame", L"Keyframe Animation",
WS_OVERLAPPEDWINDOW, 100, 100, 500, 500,
GetDesktopWindow(), NULL, wc.hInstance, NULL );
/// Direct3D初始化
if( SUCCEEDED( InitD3D( hWnd ) ) )
{
if( SUCCEEDED( InitGeometry() ) )
{
/// 创建摄像机矩阵
SetupCamera();
/// 显示窗口
ShowWindow( hWnd, SW_SHOWDEFAULT );
UpdateWindow( hWnd );
/// 消息循环
MSG msg;
ZeroMemory( &msg, sizeof(msg) );
while( msg.message!=WM_QUIT )
{
/// 消息队列中有消息时,调用相应的处理过程
if( PeekMessage( &msg, NULL, 0U, 0U, PM_REMOVE ) )
{
TranslateMessage( &msg );
DispatchMessage( &msg );
}
else
/// 如果没有需要处理的消息,调用Render()函数
Render();
}
}
}
/// 删除注册的类
UnregisterClass( L"D3D Tutorial", wc.hInstance );
return 0;
}