【Direct3D】光照与材质

来源:互联网 发布:mac制作win7安装u盘 编辑:程序博客网 时间:2024/05/17 07:06
//-----------------------------------【程序说明】----------------------------------------------// 程序运行说明: 按键盘上数字键“1”键和“2”键可以在实体填充模式和线框填充模式之间切换。默认情况下是线框填充//------------------------------------------------------------------------------------------------//-----------------------------------【头文件包含部分】---------------------------------------//描述:包含程序所依赖的头文件//------------------------------------------------------------------------------------------------#include <d3d9.h>#include <d3dx9.h>#include <tchar.h>//-----------------------------------【库文件包含部分】---------------------------------------//描述:包含程序所依赖的库文件//------------------------------------------------------------------------------------------------#pragma comment(lib,"winmm.lib")  //调用PlaySound函数所需库文件#pragma comment(lib,"d3d9.lib")#pragma comment(lib,"d3dx9.lib")//-----------------------------------【宏定义部分】--------------------------------------------//描述:定义一些辅助宏//------------------------------------------------------------------------------------------------#define WINDOW_WIDTH800//为窗口宽度定义的宏,以方便在此处修改窗口宽度#define WINDOW_HEIGHT600//为窗口高度定义的宏,以方便在此处修改窗口高度#define WINDOW_TITLEL"光照与材质"//为窗口标题定义的宏#define SAFE_RELEASE(p) { if(p) { (p)->Release(); (p)=NULL; } }   //定义一个安全释放宏,便于后面COM接口指针的释放//-----------------------------------【全局变量声明部分】-------------------------------------//描述:全局变量的声明//------------------------------------------------------------------------------------------------LPDIRECT3DDEVICE9g_pd3dDevice = NULL; //Direct3D设备对象ID3DXFont*g_pFont=NULL;    //字体COM接口floatg_FPS = 0.0f;       //一个浮点型的变量,代表帧速率wchar_tg_strFPS[50];    //包含帧速率的字符数组LPD3DXMESHg_teapot = NULL;//茶壶对象LPD3DXMESH g_cube = NULL;//立方体(盒子)对象LPD3DXMESH g_sphere = NULL;//球面体对象LPD3DXMESH g_torus = NULL;//圆环对象D3DXMATRIX g_WorldMatrix[4],R;  //定义一些全局的世界矩阵//-----------------------------------【全局函数声明部分】-------------------------------------//描述:全局函数声明,防止“未声明的标识”系列错误//------------------------------------------------------------------------------------------------LRESULT CALLBACKWndProc( HWND hwnd, UINT message, WPARAM wParam, LPARAM lParam );//窗口过程函数HRESULTDirect3D_Init(HWND hwnd); //在这个函数中进行Direct3D的初始化HRESULTObjects_Init(HWND hwnd); //在这个函数中进行要绘制的物体的资源初始化VOIDDirect3D_Render(HWND hwnd); //在这个函数中进行Direct3D渲染代码的书写VOIDDirect3D_CleanUp( );//在这个函数中清理COM资源以及其他资源floatGet_FPS();//计算帧数的函数VOIDMatrix_Set();                              //封装了四大变换的函数voidLight_Set(LPDIRECT3DDEVICE9 pd3dDevice, UINT nType);  //封装了光照的函数//-----------------------------------【WinMain( )函数】--------------------------------------//描述:Windows应用程序的入口函数,我们的程序从这里开始//------------------------------------------------------------------------------------------------int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance,LPSTR lpCmdLine, int nShowCmd){//【1】窗口创建四步曲之一:开始设计一个完整的窗口类WNDCLASSEX wndClass = { 0 };//用WINDCLASSEX定义了一个窗口类wndClass.cbSize = sizeof( WNDCLASSEX ) ;//设置结构体的字节数大小wndClass.style = CS_HREDRAW | CS_VREDRAW;//设置窗口的样式wndClass.lpfnWndProc = WndProc;//设置指向窗口过程函数的指针wndClass.cbClsExtra= 0;//窗口类的附加内存,取0就可以了wndClass.cbWndExtra= 0;//窗口的附加内存,依然取0就行了wndClass.hInstance = hInstance;//指定包含窗口过程的程序的实例句柄。wndClass.hIcon=(HICON)::LoadImage(NULL,L"icon.ico",IMAGE_ICON,0,0,LR_DEFAULTSIZE|LR_LOADFROMFILE);  //本地加载自定义ico图标wndClass.hCursor = LoadCursor( NULL, IDC_ARROW );    //指定窗口类的光标句柄。wndClass.hbrBackground=(HBRUSH)GetStockObject(GRAY_BRUSH);  //为hbrBackground成员指定一个白色画刷句柄wndClass.lpszMenuName = NULL;//用一个以空终止的字符串,指定菜单资源的名字。wndClass.lpszClassName = L"ForTheDreamOfGameDevelop";//用一个以空终止的字符串,指定窗口类的名字。//【2】窗口创建四步曲之二:注册窗口类if( !RegisterClassEx( &wndClass ) )//设计完窗口后,需要对窗口类进行注册,这样才能创建该类型的窗口return -1;//【3】窗口创建四步曲之三:正式创建窗口HWND hwnd = CreateWindow( L"ForTheDreamOfGameDevelop",WINDOW_TITLE,//喜闻乐见的创建窗口函数CreateWindowWS_OVERLAPPEDWINDOW, CW_USEDEFAULT, CW_USEDEFAULT, WINDOW_WIDTH,WINDOW_HEIGHT, NULL, NULL, hInstance, NULL );//Direct3D资源的初始化,调用失败用messagebox予以显示if (!(S_OK==Direct3D_Init (hwnd))){MessageBox(hwnd, _T("Direct3D初始化失败~!"), _T("浅墨的消息窗口"), 0); //使用MessageBox函数,创建一个消息窗口 }//【4】窗口创建四步曲之四:窗口的移动、显示与更新MoveWindow(hwnd,250,80,WINDOW_WIDTH,WINDOW_HEIGHT,true);//调整窗口显示时的位置,使窗口左上角位于(250,80)处ShowWindow( hwnd, nShowCmd );    //调用ShowWindow函数来显示窗口UpdateWindow(hwnd);//对窗口进行更新,就像我们买了新房子要装修一样PlaySound(L"ファングのテーマ.wav", NULL, SND_FILENAME | SND_ASYNC|SND_LOOP); //循环播放背景音乐 //【5】消息循环过程MSG msg = { 0 };  //初始化msgwhile( msg.message != WM_QUIT )//使用while循环{if( PeekMessage( &msg, 0, 0, 0, PM_REMOVE ) )   //查看应用程序消息队列,有消息时将队列中的消息派发出去。{TranslateMessage( &msg );//将虚拟键消息转换为字符消息DispatchMessage( &msg );//该函数分发一个消息给窗口程序。}else{Direct3D_Render(hwnd);   //进行渲染}}//【6】窗口类的注销UnregisterClass(L"ForTheDreamOfGameDevelop", wndClass.hInstance);  //程序准备结束,注销窗口类return 0;  }//-----------------------------------【WndProc( )函数】--------------------------------------//描述:窗口过程函数WndProc,对窗口消息进行处理//------------------------------------------------------------------------------------------------LRESULT CALLBACK WndProc( HWND hwnd, UINT message, WPARAM wParam, LPARAM lParam )      {switch( message )//switch语句开始{case WM_PAINT:// 若是客户区重绘消息Direct3D_Render(hwnd);                 //调用Direct3D渲染函数ValidateRect(hwnd, NULL);// 更新客户区的显示break;//跳出该switch语句case WM_KEYDOWN:// 若是键盘按下消息if (wParam == VK_ESCAPE)    // 如果被按下的键是ESCDestroyWindow(hwnd);// 销毁窗口, 并发送一条WM_DESTROY消息break;//跳出该switch语句case WM_DESTROY://若是窗口销毁消息Direct3D_CleanUp();//调用自定义的资源清理函数Game_CleanUp()进行退出前的资源清理PostQuitMessage( 0 );//向系统表明有个线程有终止请求。用来响应WM_DESTROY消息break;//跳出该switch语句default://若上述case条件都不符合,则执行该default语句return DefWindowProc( hwnd, message, wParam, lParam );//调用缺省的窗口过程}return 0;//正常退出}//-----------------------------------【Direct3D_Init( )函数】--------------------------------------//描述:Direct3D初始化函数,进行Direct3D的初始化//------------------------------------------------------------------------------------------------HRESULT Direct3D_Init(HWND hwnd){//--------------------------------------------------------------------------------------// 【Direct3D初始化四步曲之一,创接口】:创建Direct3D接口对象, 以便用该Direct3D对象创建Direct3D设备对象//--------------------------------------------------------------------------------------LPDIRECT3D9  pD3D = NULL; //Direct3D接口对象的创建if( NULL == ( pD3D = Direct3DCreate9( D3D_SDK_VERSION ) ) ) //初始化Direct3D接口对象,并进行DirectX版本协商return E_FAIL;//--------------------------------------------------------------------------------------// 【Direct3D初始化四步曲之二,取信息】:获取硬件设备信息//--------------------------------------------------------------------------------------D3DCAPS9 caps; int vp = 0;if( FAILED( pD3D->GetDeviceCaps( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, &caps ) ) ){return E_FAIL;}if( caps.DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT )vp = D3DCREATE_HARDWARE_VERTEXPROCESSING;   //支持硬件顶点运算,我们就采用硬件顶点运算,妥妥的elsevp = D3DCREATE_SOFTWARE_VERTEXPROCESSING; //不支持硬件顶点运算,无奈只好采用软件顶点运算//--------------------------------------------------------------------------------------// 【Direct3D初始化四步曲之三,填内容】:填充D3DPRESENT_PARAMETERS结构体//--------------------------------------------------------------------------------------D3DPRESENT_PARAMETERS d3dpp; ZeroMemory(&d3dpp, sizeof(d3dpp));d3dpp.BackBufferWidth            = WINDOW_WIDTH;d3dpp.BackBufferHeight           = WINDOW_HEIGHT;d3dpp.BackBufferFormat           = D3DFMT_A8R8G8B8;d3dpp.BackBufferCount            = 1;d3dpp.MultiSampleType            = D3DMULTISAMPLE_NONE;d3dpp.MultiSampleQuality         = 0;d3dpp.SwapEffect                 = D3DSWAPEFFECT_DISCARD; d3dpp.hDeviceWindow              = hwnd;d3dpp.Windowed                   = true;d3dpp.EnableAutoDepthStencil     = true; d3dpp.AutoDepthStencilFormat     = D3DFMT_D24S8;d3dpp.Flags                      = 0;d3dpp.FullScreen_RefreshRateInHz = 0;d3dpp.PresentationInterval       = D3DPRESENT_INTERVAL_IMMEDIATE;//--------------------------------------------------------------------------------------// 【Direct3D初始化四步曲之四,创设备】:创建Direct3D设备接口//--------------------------------------------------------------------------------------if(FAILED(pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hwnd, vp, &d3dpp, &g_pd3dDevice)))return E_FAIL;SAFE_RELEASE(pD3D) //LPDIRECT3D9接口对象的使命完成,我们将其释放掉if(!(S_OK==Objects_Init(hwnd))) return E_FAIL;     //调用一次Objects_Init,进行渲染资源的初始化return S_OK;}//-----------------------------------【Object_Init( )函数】--------------------------------------//描述:渲染资源初始化函数,在此函数中进行要被渲染的物体的资源的初始化//--------------------------------------------------------------------------------------------------HRESULT Objects_Init(HWND hwnd){//创建字体if(FAILED(D3DXCreateFont(g_pd3dDevice, 36, 0, 0, 1, false, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, 0, _T("微软雅黑"), &g_pFont)))return E_FAIL;srand(timeGetTime());      //用系统时间初始化随机种子 // 物体的创建if(FAILED(D3DXCreateBox(g_pd3dDevice, 2, 2, 2, &g_cube, NULL)))//立方体的创建return false;if(FAILED(D3DXCreateTeapot(g_pd3dDevice, &g_teapot, NULL)))//茶壶的创建return false;if(FAILED(D3DXCreateSphere(g_pd3dDevice, 1.5, 25, 25,//球面体的创建&g_sphere, NULL))) return false;if(FAILED(D3DXCreateTorus(g_pd3dDevice, 0.5f, 1.2f, 25, 25,//圆环体的创建&g_torus, NULL))) return false;// 设置材质D3DMATERIAL9 mtrl;::ZeroMemory(&mtrl, sizeof(mtrl));mtrl.Ambient  = D3DXCOLOR(0.5f, 0.5f, 0.7f, 1.0f);mtrl.Diffuse  = D3DXCOLOR(0.6f, 0.6f, 0.6f, 1.0f);mtrl.Specular = D3DXCOLOR(0.3f, 0.3f, 0.3f, 0.3f);mtrl.Emissive = D3DXCOLOR(0.3f, 0.0f, 0.1f, 1.0f);g_pd3dDevice->SetMaterial(&mtrl);// 设置光照Light_Set(g_pd3dDevice, 1);g_pd3dDevice->SetRenderState(D3DRS_LIGHTING, true);g_pd3dDevice->SetRenderState(D3DRS_NORMALIZENORMALS, true);g_pd3dDevice->SetRenderState(D3DRS_SPECULARENABLE, true);g_pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CCW);   //开启背面消隐return S_OK;}//-----------------------------------【Light_Set( )函数】-----------------------------// Desc: 封装了3种光源类型的函数,可以根据第二个参数选择光源类型//--------------------------------------------------------------------------------------VOID Light_Set(LPDIRECT3DDEVICE9 pd3dDevice, UINT nType){//定义一个光照类型并初始化static D3DLIGHT9 light;::ZeroMemory(&light, sizeof(light));//一个switch,给3种光源选项switch (nType){case 1:     //点光源light.Type          = D3DLIGHT_POINT;light.Ambient       = D3DXCOLOR(0.6f, 0.6f, 0.6f, 1.0f); light.Diffuse       = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f);light.Specular      = D3DXCOLOR(0.3f, 0.3f, 0.3f, 1.0f);light.Position      = D3DXVECTOR3(0.0f, 200.0f, 0.0f);light.Attenuation0  = 1.0f;light.Attenuation1  = 0.0f;light.Attenuation2  = 0.0f;light.Range         = 300.0f;break;case 2:     //平行光light.Type          = D3DLIGHT_DIRECTIONAL;light.Ambient       = D3DXCOLOR(0.5f, 0.5f, 0.5f, 1.0f);light.Diffuse       = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f);light.Specular      = D3DXCOLOR(0.3f, 0.3f, 0.3f, 1.0f);light.Direction     = D3DXVECTOR3(1.0f, 0.0f, 0.0f);break;case 3:     //聚光灯light.Type          = D3DLIGHT_SPOT;light.Position      = D3DXVECTOR3(100.0f, 100.0f, 100.0f);light.Direction     = D3DXVECTOR3(-1.0f, -1.0f, -1.0f);light.Ambient       = D3DXCOLOR(0.3f, 0.3f, 0.3f, 1.0f);light.Diffuse       = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f);light.Specular      = D3DXCOLOR(0.3f, 0.3f, 0.3f, 0.3f);light.Attenuation0  = 1.0f; light.Attenuation1  = 0.0f; light.Attenuation2  = 0.0f; light.Range         = 300.0f;light.Falloff       = 0.1f;light.Phi           = D3DX_PI / 3.0f;light.Theta         = D3DX_PI / 6.0f;break;}pd3dDevice->SetLight(0, &light); //设置光源pd3dDevice->LightEnable(0, true);//启用光照pd3dDevice->SetRenderState(D3DRS_AMBIENT, D3DCOLOR_XRGB(100, 10, 10));   //设置一下环境光}//-----------------------------------【Matrix_Set( )函数】--------------------------------------//描述:封装了Direct3D四大变换的函数,即世界变换,取景变换,投影变换,视口变换的设置//--------------------------------------------------------------------------------------------------VOID Matrix_Set(){//--------------------------------------------------------------------------------------//【四大变换之一】:世界变换矩阵的设置//--------------------------------------------------------------------------------------//--------------------------------------------------------------------------------------//【四大变换之二】:取景变换矩阵的设置//--------------------------------------------------------------------------------------D3DXMATRIX matView; //定义一个矩阵D3DXVECTOR3 vEye(0.0f, 0.0f, -15.0f);  //摄像机的位置D3DXVECTOR3 vAt(0.0f, 0.0f, 0.0f); //观察点的位置D3DXVECTOR3 vUp(0.0f, 1.0f, 0.0f);//向上的向量D3DXMatrixLookAtLH(&matView, &vEye, &vAt, &vUp); //计算出取景变换矩阵g_pd3dDevice->SetTransform(D3DTS_VIEW, &matView); //应用取景变换矩阵//--------------------------------------------------------------------------------------//【四大变换之三】:投影变换矩阵的设置//--------------------------------------------------------------------------------------D3DXMATRIX matProj; //定义一个矩阵D3DXMatrixPerspectiveFovLH(&matProj, D3DX_PI / 4.0f, 1.0f, 1.0f, 1000.0f); //计算投影变换矩阵g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &matProj);  //设置投影变换矩阵//--------------------------------------------------------------------------------------//【四大变换之四】:视口变换的设置//--------------------------------------------------------------------------------------D3DVIEWPORT9 vp; //实例化一个D3DVIEWPORT9结构体,然后做填空题给各个参数赋值就可以了vp.X      = 0;//表示视口相对于窗口的X坐标vp.Y      = 0;//视口相对对窗口的Y坐标vp.Width  = WINDOW_WIDTH;//视口的宽度vp.Height = WINDOW_HEIGHT; //视口的高度vp.MinZ   = 0.0f; //视口在深度缓存中的最小深度值vp.MaxZ   = 1.0f;//视口在深度缓存中的最大深度值g_pd3dDevice->SetViewport(&vp); //视口的设置}//-----------------------------------【Direct3D_Render( )函数】-------------------------------//描述:使用Direct3D进行渲染//--------------------------------------------------------------------------------------------------void Direct3D_Render(HWND hwnd){//--------------------------------------------------------------------------------------// 【Direct3D渲染五步曲之一】:清屏操作//--------------------------------------------------------------------------------------g_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);//定义一个矩形,用于获取主窗口矩形RECT formatRect;GetClientRect(hwnd, &formatRect);//--------------------------------------------------------------------------------------// 【Direct3D渲染五步曲之二】:开始绘制//--------------------------------------------------------------------------------------g_pd3dDevice->BeginScene();                     // 开始绘制Matrix_Set();//调用封装了四大变换的函数,对Direct3D世界变换,取景变换,投影变换,视口变换进行设置// 根据键盘按下的情况设置相应的填充模式if (::GetAsyncKeyState(0x31) & 0x8000f)         // 若数字键1被按下,进行实体填充g_pd3dDevice->SetRenderState(D3DRS_FILLMODE,D3DFILL_SOLID);if (::GetAsyncKeyState(0x32) & 0x8000f)         // 若数字键2被按下,进行线框填充g_pd3dDevice->SetRenderState(D3DRS_FILLMODE,D3DFILL_WIREFRAME);// 根据键盘按下的情况设置相应的光照类型if (::GetAsyncKeyState(0x51) & 0x8000f)         // 若键盘上的按键Q被按下,光源类型设为点光源Light_Set(g_pd3dDevice, 1);if (::GetAsyncKeyState(0x57) & 0x8000f)         // 若键盘上的按键W被按下,光源类型设为平行光源Light_Set(g_pd3dDevice, 2);if (::GetAsyncKeyState(0x45) & 0x8000f)         // 若键盘上的按键E被按下,光源类型设为聚光灯Light_Set(g_pd3dDevice, 3);//--------------------------------------------------------------------------------------// 【Direct3D渲染五步曲之三】:正式绘制,利用顶点缓存绘制图形//--------------------------------------------------------------------------------------//物体的公转D3DXMatrixRotationY(&R, ::timeGetTime() / 1440.0f);// 进行立方体的绘制D3DXMatrixTranslation(&g_WorldMatrix[0], 3.0f, -3.0f, 0.0f);g_WorldMatrix[0]  =  g_WorldMatrix[0]*R; g_pd3dDevice->SetTransform(D3DTS_WORLD, &g_WorldMatrix[0]);g_cube->DrawSubset(0);//进行茶壶的绘制D3DXMatrixTranslation(&g_WorldMatrix[1], -3.0f, -3.0f, 0.0f);g_WorldMatrix[1]  =  g_WorldMatrix[1]*R; g_pd3dDevice->SetTransform(D3DTS_WORLD, &g_WorldMatrix[1]);g_teapot->DrawSubset(0);// 进行圆环的绘制D3DXMatrixTranslation(&g_WorldMatrix[2], 3.0f, 3.0f, 0.0f);g_WorldMatrix[2]  =  g_WorldMatrix[2]*R; g_pd3dDevice->SetTransform(D3DTS_WORLD, &g_WorldMatrix[2]);g_torus->DrawSubset(0);// 进行球面体的绘制D3DXMatrixTranslation(&g_WorldMatrix[3], -3.0f, 3.0f, 0.0f);g_WorldMatrix[3]  =  g_WorldMatrix[3]*R; g_pd3dDevice->SetTransform(D3DTS_WORLD, &g_WorldMatrix[3]);g_sphere->DrawSubset(0);//在窗口右上角处,显示每秒帧数int charCount = swprintf_s(g_strFPS, 20, _T("FPS:%0.3f"), Get_FPS() );g_pFont->DrawText(NULL, g_strFPS, charCount , &formatRect, DT_TOP | DT_RIGHT, D3DCOLOR_XRGB(255,39,136));//--------------------------------------------------------------------------------------// 【Direct3D渲染五步曲之四】:结束绘制//--------------------------------------------------------------------------------------g_pd3dDevice->EndScene();                       // 结束绘制//--------------------------------------------------------------------------------------// 【Direct3D渲染五步曲之五】:显示翻转//--------------------------------------------------------------------------------------g_pd3dDevice->Present(NULL, NULL, NULL, NULL);  // 翻转与显示}//-----------------------------------【Get_FPS( )函数】------------------------------------------//描述:用于计算每秒帧速率的一个函数//--------------------------------------------------------------------------------------------------float Get_FPS(){//定义四个静态变量static float  fps = 0; //我们需要计算的FPS值static int     frameCount = 0;//帧数static float  currentTime =0.0f;//当前时间static float  lastTime = 0.0f;//持续时间frameCount++;//每调用一次Get_FPS()函数,帧数自增1currentTime = timeGetTime()*0.001f;//获取系统时间,其中timeGetTime函数返回的是以毫秒为单位的系统时间,所以需要乘以0.001,得到单位为秒的时间//如果当前时间减去持续时间大于了1秒钟,就进行一次FPS的计算和持续时间的更新,并将帧数值清零if(currentTime - lastTime > 1.0f) //将时间控制在1秒钟{fps = (float)frameCount /(currentTime - lastTime);//计算这1秒钟的FPS值lastTime = currentTime; //将当前时间currentTime赋给持续时间lastTime,作为下一秒的基准时间frameCount    = 0;//将本次帧数frameCount值清零}return fps;}//-----------------------------------【Direct3D_CleanUp( )函数】--------------------------------//描述:资源清理函数,在此函数中进行程序退出前资源的清理工作//---------------------------------------------------------------------------------------------------void Direct3D_CleanUp(){//释放COM接口对象SAFE_RELEASE(g_torus)SAFE_RELEASE(g_sphere)SAFE_RELEASE(g_cube)SAFE_RELEASE(g_teapot)SAFE_RELEASE(g_pFont)SAFE_RELEASE(g_pd3dDevice)}

这玩意真的牛批的

1.点光源效果


2.平行光


3.聚光灯

4.线框填充


原创粉丝点击