DirectX 9.0 C++ 教程 光照

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效果图:一个有方向光(Directional lights)照着的茶壶。(根据DirectX SDK 光照例子改编)

对上面这张gif图片是如何制作感兴趣?看截取视频,然后制成gif 教程


1.光源

Direct3D支持3种光源。

1.点光源(Point lights),2. 方向光(Directional lights),3.聚光灯(Spot lights)

//光源结构体typedef struct _D3DLIGHT9 {    D3DLIGHTTYPE Type;//类型,就是上面提到的三种    D3DCOLORVALUE Diffuse;//漫射    D3DCOLORVALUE Specular;//镜面光    D3DCOLORVALUE Ambient;//环境光    D3DVECTOR Position;//光源位置,对于方向光无意义    D3DVECTOR Direction;//传播方向,对于点光源无意义    float Range;//光线“消亡”前,所能达到的最大光程。    float Falloff;// 仅用于聚光灯。定义了光强从内锥形到外锥形的衰减方式    float Attenuation0;// 该衰减变量定义了光强随距离衰减的方式。仅用于点光源和聚光灯    float Attenuation1;// 同Attenuation0    float Attenuation2;// 同Attenuation0    float Theta;// 仅用于聚光灯。指定了内部锥形的圆锥角,单位为弧度    float Phi;// 仅用于聚光灯。指定了外部锥形的圆锥角,单位为弧度} D3DLIGHT9;//具体例子// 初始化一个白色的方向光    D3DXVECTOR3 vecDir;    D3DLIGHT9 light;    ZeroMemory( &light, sizeof(D3DLIGHT9) );    light.Type       = D3DLIGHT_DIRECTIONAL;//方向光    light.Diffuse = D3DXCOLOR(1.0f,1.0f,1.0f,1.0f);//设置光源的漫射光颜色为白色    light.Direction = D3DXVECTOR3(1.0f,0.0f,0.0f);//光的传播方向平行x轴    light.Range       = 1000.0f; 

2.材质

在现实世界中,我们所观察到的物体的颜色是由该物体所反射的光决定的。例如,一个黄色的茶壶,反射了全部的黄色入射光,并吸收了所有非黄色的光,所以该茶壶显示为黄色。

//材质结构体typedef struct _D3DMATERIAL9 {   D3DCOLORVALUE Diffuse;    // 指定表面反射的漫反射光    D3DCOLORVALUE Ambient;    // 指定表面反射的环境光    D3DCOLORVALUE Specular;   // 指定表面反射的镜面光    D3DCOLORVALUE Emissive;   // 表面本身自发光    float Power;              // 镜面高光} D3DMATERIAL9;//具体例子// 初始化一个材料    D3DMATERIAL9 mtrl;    ZeroMemory( &mtrl, sizeof(D3DMATERIAL9) );    mtrl.Diffuse = mtrl.Ambient = D3DXCOLOR(1.0f,1.0f,0.0f,1.0f); //材质有漫射和环境设置,都为黄色    g_pd3dDevice->SetMaterial( &mtrl ); 

3.全部源码,关注中文注释的即可

//-----------------------------------------------------------------------------// File: Lights.cpp//// Desc: Rendering 3D geometry is much more interesting when dynamic lighting//       is added to the scene. To use lighting in D3D, you must create one or//       Lights, setup a material, and make sure your geometry contains surface//       normals. Lights may have a position, a color, and be of a certain type//       such as directional (light comes from one direction), point (light//       comes from a specific x,y,z coordinate and radiates in all directions)//       or spotlight. Materials describe the surface of your geometry,//       specifically, how it gets lit (diffuse color, ambient color, etc.).//       Surface normals are part of a vertex, and are needed for the D3D's//       internal lighting calculations.//// Copyright (c) Microsoft Corporation. All rights reserved.//-----------------------------------------------------------------------------#include <Windows.h>#include <mmsystem.h>#include <d3dx9.h>#include <strsafe.h>//-----------------------------------------------------------------------------// Global variables//-----------------------------------------------------------------------------LPDIRECT3D9             g_pD3D       = NULL; // Used to create the D3DDeviceLPDIRECT3DDEVICE9       g_pd3dDevice = NULL; // Our rendering deviceLPDIRECT3DVERTEXBUFFER9 g_pVB        = NULL; // Buffer to hold verticesID3DXMesh* Objects;//茶壶// A structure for our custom vertex type. We added a normal, and omitted the// color (which is provided by the material)struct CUSTOMVERTEX{    D3DXVECTOR3 position; // The 3D position for the vertex    D3DXVECTOR3 normal;   // The surface normal for the vertex};// Our custom FVF, which describes our custom vertex structure#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_NORMAL)//-----------------------------------------------------------------------------// Name: InitD3D()// Desc: Initializes Direct3D//-----------------------------------------------------------------------------HRESULT InitD3D( HWND hWnd ){    // Create the D3D object.    if( NULL == ( g_pD3D = Direct3DCreate9( D3D_SDK_VERSION ) ) )        return E_FAIL;    // Set up the structure used to create the D3DDevice. Since we are now    // using more complex geometry, we will create a device with a zbuffer.    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;    // Create the D3DDevice    if( FAILED( g_pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,                                      D3DCREATE_SOFTWARE_VERTEXPROCESSING,                                      &d3dpp, &g_pd3dDevice ) ) )    {        return E_FAIL;    }    // Turn off culling    g_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE );    // Turn on the zbuffer    g_pd3dDevice->SetRenderState( D3DRS_ZENABLE, TRUE );    return S_OK;}//-----------------------------------------------------------------------------// Name: Cleanup()// Desc: Releases all previously initialized objects//-----------------------------------------------------------------------------VOID Cleanup(){    if( g_pVB != NULL )        g_pVB->Release();    if( g_pd3dDevice != NULL )        g_pd3dDevice->Release();    if( g_pD3D != NULL )        g_pD3D->Release();    if(Objects != NULL)       Objects->Release();}//-----------------------------------------------------------------------------// Name: SetupMatrices()// Desc: Sets up the world, view, and projection transform matrices.//-----------------------------------------------------------------------------VOID SetupMatrices(){    // 绕y轴旋转    D3DXMATRIXA16 matWorld;    D3DXMatrixIdentity( &matWorld );    D3DXMatrixRotationY( &matWorld, timeGetTime()/500.0f );    g_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );    // 摄像机的位置    D3DXVECTOR3 vEyePt( 0.0f, 3.0f,-5.0f );    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 );    // 设置视锥体大小    D3DXMATRIXA16 matProj;    D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, 1.0f, 1.0f, 100.0f );    g_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );}//-----------------------------------------------------------------------------// Name: SetupLights()// Desc: Sets up the Lights and materials for the scene.//-----------------------------------------------------------------------------VOID SetupLights(){    // 初始化一个材料    D3DMATERIAL9 mtrl;    ZeroMemory( &mtrl, sizeof(D3DMATERIAL9) );    mtrl.Diffuse = mtrl.Ambient = D3DXCOLOR(1.0f,1.0f,0.0f,1.0f); //材质有漫射和环境光的设置,都为黄色    g_pd3dDevice->SetMaterial( &mtrl );    // 初始化一个白色的方向光    D3DXVECTOR3 vecDir;    D3DLIGHT9 light;    ZeroMemory( &light, sizeof(D3DLIGHT9) );    light.Type       = D3DLIGHT_DIRECTIONAL;//方向光    light.Diffuse = D3DXCOLOR(1.0f,1.0f,1.0f,1.0f);//设置光源的漫射光颜色为白色    //光的方向随着时间不断变化    vecDir = D3DXVECTOR3(cosf(timeGetTime()/350.0f),                         1.0f,                         sinf(timeGetTime()/350.0f) );    D3DXVec3Normalize( (D3DXVECTOR3*)&light.Direction, &vecDir );//    light.Direction = D3DXVECTOR3(1.0f,0.0f,0.0f);//光的传播方向平行x轴    light.Range       = 1000.0f;    g_pd3dDevice->SetLight( 0, &light );    g_pd3dDevice->LightEnable( 0, TRUE );    g_pd3dDevice->SetRenderState( D3DRS_LIGHTING, TRUE );    // Finally, turn on some ambient light.    g_pd3dDevice->SetRenderState( D3DRS_AMBIENT, 0x00202020 );}//-----------------------------------------------------------------------------// Name: Render()// Desc: Draws the scene//-----------------------------------------------------------------------------VOID Render(){    // 背景为蓝色    g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER,                         D3DCOLOR_XRGB(0,0,255), 1.0f, 0 );    // Begin the scene    if( SUCCEEDED( g_pd3dDevice->BeginScene() ) )    {        // 茶壶的材料颜色也定义在这个函数中        SetupLights();        // Setup the world, view, and projection matrices        SetupMatrices();        // Render the vertex buffer contents        g_pd3dDevice->SetStreamSource( 0, g_pVB, 0, sizeof(CUSTOMVERTEX) );        g_pd3dDevice->SetFVF( D3DFVF_CUSTOMVERTEX );        //创建一个茶壶        Objects = 0;        D3DXMATRIX  Worlds;        D3DXCreateTeapot(g_pd3dDevice, &Objects, 0);        Objects->DrawSubset(0);        // End the scene        g_pd3dDevice->EndScene();    }    // Present the backbuffer contents to the display    g_pd3dDevice->Present( NULL, NULL, NULL, NULL );}//-----------------------------------------------------------------------------// Name: MsgProc()// Desc: The window's message handler//-----------------------------------------------------------------------------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 );}//-----------------------------------------------------------------------------// Name: WinMain()// Desc: The application's entry point//-----------------------------------------------------------------------------INT WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPSTR, INT ){    // Register the window class    WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L,                      GetModuleHandle(NULL), NULL, NULL, NULL, NULL,                      "D3D Tutorial", NULL };    RegisterClassEx( &wc );    // Create the application's window    HWND hWnd = CreateWindow( "D3D Tutorial", "D3D Tutorial 04: Lights",                              WS_OVERLAPPEDWINDOW, 100, 100, 300, 300,                              GetDesktopWindow(), NULL, wc.hInstance, NULL );    // Initialize Direct3D    if( SUCCEEDED( InitD3D( hWnd ) ) )    {            // Show the window            ShowWindow( hWnd, SW_SHOWDEFAULT );            UpdateWindow( hWnd );            // Enter the message loop            MSG msg;            ZeroMemory( &msg, sizeof(msg) );            while( msg.message!=WM_QUIT )            {                if( PeekMessage( &msg, NULL, 0U, 0U, PM_REMOVE ) )                {                    TranslateMessage( &msg );                    DispatchMessage( &msg );                }                else                    Render();            }    }    UnregisterClass( "D3D Tutorial", wc.hInstance );    return 0;}

文章源地址:http://www.waitingfy.com/?p=229

项目下载:  Lights.rar (本站下载)

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