关键帧做的立方体动画

// 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;
}

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