#include <d3dx9.h>
#pragma comment(lib, "d3d9.lib")
#pragma comment(lib, "d3dx9.lib")
#pragma comment(lib, "winmm.lib")
//-----------------------------------------------------------------------------
// Desc: 全局变量
//-----------------------------------------------------------------------------
LPDIRECT3D9 g_pD3D = NULL; //Direct3D对象
LPDIRECT3DDEVICE9 g_pd3dDevice = NULL; //Direct3D设备对象
LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL; //顶点缓冲区对象
//-----------------------------------------------------------------------------
// Desc: 顶点结构
//-----------------------------------------------------------------------------
struct CUSTOMVERTEX
{
D3DXVECTOR3 position; //顶点位置
D3DXVECTOR3 normal; //顶点法线
};
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_NORMAL)
//-----------------------------------------------------------------------------
// Desc: 设置变换矩阵
//-----------------------------------------------------------------------------
VOID SetMatrices()
{
//建立并设置世界矩阵
D3DXMATRIX matWorld;
D3DXMatrixIdentity( &matWorld );
g_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
//建立并设置观察矩阵
D3DXVECTOR3 vEyePt( 0.0f, 3.0f,-5.0f );
D3DXVECTOR3 vLookatPt( 0.0f, 0.0f, 0.0f );
D3DXVECTOR3 vUpVec( 0.0f, 1.0f, 0.0f );
D3DXMATRIX matView;
D3DXMatrixLookAtLH( &matView, &vEyePt, &vLookatPt, &vUpVec );
g_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );
//建立并设置投影矩阵
D3DXMATRIX matProj;
D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, 1.0f, 1.0f, 100.0f );
g_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
}
//-----------------------------------------------------------------------------
// Desc: 初始化Direct3D
//-----------------------------------------------------------------------------
HRESULT InitD3D( HWND hWnd )
{
//创建Direct3D对象, 该对象用于创建Direct3D设备对象
if( NULL == ( g_pD3D = Direct3DCreate9( D3D_SDK_VERSION ) ) )
return E_FAIL;
//设置D3DPRESENT_PARAMETERS结构, 准备创建Direct3D设备对象
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;
//创建Direct3D设备对象
if( FAILED( g_pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING,
&d3dpp, &g_pd3dDevice ) ) )
{
return E_FAIL;
}
//设置剔出模式为不剔出任何面(正面和方面)
g_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE );
//启用深度测试
g_pd3dDevice->SetRenderState( D3DRS_ZENABLE, TRUE );
//设置变换矩阵
SetMatrices();
return S_OK;
}
//-----------------------------------------------------------------------------
// Desc: 创建场景图形
//-----------------------------------------------------------------------------
HRESULT InitGeometry()
{
//创顶点缓冲区
if( FAILED( g_pd3dDevice->CreateVertexBuffer( 50*2*sizeof(CUSTOMVERTEX),
0, D3DFVF_CUSTOMVERTEX,
D3DPOOL_DEFAULT, &g_pVB, NULL ) ) )
{
return E_FAIL;
}
//填充顶点缓冲区
CUSTOMVERTEX* pVertices;
if( FAILED( g_pVB->Lock( 0, 0, (void**)&pVertices, 0 ) ) )
return E_FAIL;
for( DWORD i=0; i<50; i++ )
{
FLOAT theta = (2*D3DX_PI*i)/(50-1);
pVertices[2*i+0].position = D3DXVECTOR3(sinf(theta),-1.0f, cosf(theta) );
pVertices[2*i+0].normal = D3DXVECTOR3(sinf(theta), 0.0f, cosf(theta) );
pVertices[2*i+1].position = D3DXVECTOR3(sinf(theta), 1.0f, cosf(theta) );
pVertices[2*i+1].normal = D3DXVECTOR3(sinf(theta), 0.0f, cosf(theta) );
}
g_pVB->Unlock();
return S_OK;
}
//-----------------------------------------------------------------------------
// Desc: 设置材质和灯光
//-----------------------------------------------------------------------------
VOID SetLight()
{
//设置材质
D3DMATERIAL9 mtrl;
ZeroMemory( &mtrl, sizeof(D3DMATERIAL9) );
mtrl.Diffuse.r = mtrl.Ambient.r = 1.0f;
mtrl.Diffuse.g = mtrl.Ambient.g = 1.0f;
mtrl.Diffuse.b = mtrl.Ambient.b = 1.0f;
mtrl.Diffuse.a = mtrl.Ambient.a = 1.0f;
g_pd3dDevice->SetMaterial(&mtrl);
//设置灯光
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;
vecDir = D3DXVECTOR3(cosf(timeGetTime()/350.0f),
1.0f,
sinf(timeGetTime()/350.0f) );
//vecDir = D3DXVECTOR3(1.0f, 1.0f, 0.0f);
D3DXVec3Normalize( (D3DXVECTOR3*)&light.Direction, &vecDir );
light.Range = 100.0f;
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, 0xFf00FFFF);
}
//-----------------------------------------------------------------------------
// Desc: 释放创建的对象
//-----------------------------------------------------------------------------
VOID Cleanup(HWND hWnd)
{
KillTimer(hWnd, 1);
//释放顶点缓冲区对象
if( g_pVB != NULL )
g_pVB->Release();
//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();
}
//-----------------------------------------------------------------------------
// Desc: 渲染图形
//-----------------------------------------------------------------------------
VOID Render()
{
//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()))
{
//设置灯光和材质
SetLight();
//在后台缓冲区绘制图形
g_pd3dDevice->SetStreamSource( 0, g_pVB, 0, sizeof(CUSTOMVERTEX) );
g_pd3dDevice->SetFVF( D3DFVF_CUSTOMVERTEX );
g_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 2*50-2 );
//结束在后台缓冲区渲染图形
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 );
}
void CALLBACK TimerProc(HWND hwnd, UINT uMsg, UINT idEvent, DWORD dwTime)
{
Render();
}
//-----------------------------------------------------------------------------
// Desc: 消息处理
//-----------------------------------------------------------------------------
LRESULT WINAPI MsgProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam )
{
switch( msg )
{
case WM_DESTROY:
Cleanup(hWnd);
PostQuitMessage( 0 );
return 0;
}
return DefWindowProc( hWnd, msg, wParam, lParam );
}
//-----------------------------------------------------------------------------
// Desc: 入口函数
//-----------------------------------------------------------------------------
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,
"ClassName", NULL };
RegisterClassEx( &wc );
//创建窗口
HWND hWnd = CreateWindow( "ClassName", "灯光",
WS_OVERLAPPEDWINDOW, 200, 100, 500, 500,
NULL, NULL, wc.hInstance, NULL );
//初始化Direct3D
if( SUCCEEDED( InitD3D( hWnd ) ) )
{
//创建场景图形
if( SUCCEEDED( InitGeometry() ) )
{
//显示窗口
ShowWindow( hWnd, SW_SHOWDEFAULT );
UpdateWindow( hWnd );
SetTimer(hWnd, 1, 10, TimerProc);
//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 );
}
}
}
}
UnregisterClass("ClassName", wc.hInstance );
return 0;
}
对于方向光来说light.Range = 100.0f;这个值是没有意义的,可以不设置
渲染图形的时候不要把render放在循环体内,这样会因为分辨率,计算机性能,拖动窗口等操作导致不能及时刷新。
正确的做法是用定时器来控制
1. SetTimer(hWnd, 1, 10, TimerProc);
2.
void CALLBACK TimerProc(HWND hwnd, UINT uMsg, UINT idEvent, DWORD dwTime)
{
Render();
}