第十章 PointLightDemo核心代码

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PointLightDemo.cpp

//=============================================================================// PointLightDemo.cpp by Frank Luna (C) 2005 All Rights Reserved.//// Demonstrates an animated point light.//// Controls: Use mouse to orbit and zoom; use the 'W' and 'S' keys to //           alter the height of the camera.//=============================================================================#include "d3dApp.h"#include "DirectInput.h"#include <crtdbg.h>#include "GfxStats.h"#include <list>#include "Vertex.h"class PointLightDemo : public D3DApp{public:PointLightDemo(HINSTANCE hInstance, std::string winCaption, D3DDEVTYPE devType, DWORD requestedVP);~PointLightDemo();bool checkDeviceCaps();void onLostDevice();void onResetDevice();void updateScene(float dt);void drawScene();// Helper methodsvoid buildGeoBuffers();void buildFX();void buildViewMtx();void buildProjMtx();void drawGrid();void drawCylinders();void drawSpheres();private:GfxStats* mGfxStats;DWORD mNumGridVertices;DWORD mNumGridTriangles;ID3DXMesh* mCylinder;ID3DXMesh* mSphere;IDirect3DVertexBuffer9* mVB;IDirect3DIndexBuffer9*  mIB;ID3DXEffect* mFX;D3DXHANDLE   mhTech;D3DXHANDLE   mhWVP;D3DXHANDLE   mhWorldInvTrans;D3DXHANDLE   mhAmbientLight;D3DXHANDLE   mhDiffuseLight;D3DXHANDLE   mhSpecLight;D3DXHANDLE   mhLightPosW;D3DXHANDLE   mhAttenuation012;D3DXHANDLE   mhAmbientMtrl;D3DXHANDLE   mhDiffuseMtrl;D3DXHANDLE   mhSpecMtrl;D3DXHANDLE   mhSpecPower;D3DXHANDLE   mhEyePos;D3DXHANDLE   mhWorld;D3DXCOLOR   mAmbientLight;D3DXCOLOR   mDiffuseLight;D3DXCOLOR   mSpecLight;D3DXVECTOR3 mLightPosW;D3DXVECTOR3 mAttenuation012;Mtrl  mGridMtrl;Mtrl  mCylinderMtrl;Mtrl  mSphereMtrl;float mCameraRotationY;float mCameraRadius;float mCameraHeight;D3DXMATRIX mView;D3DXMATRIX mProj;};int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE prevInstance,   PSTR cmdLine, int showCmd){// Enable run-time memory check for debug builds.#if defined(DEBUG) | defined(_DEBUG)_CrtSetDbgFlag( _CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF );#endifPointLightDemo app(hInstance, "Point Light Demo", D3DDEVTYPE_HAL, D3DCREATE_HARDWARE_VERTEXPROCESSING);gd3dApp = &app;DirectInput di(DISCL_NONEXCLUSIVE|DISCL_FOREGROUND, DISCL_NONEXCLUSIVE|DISCL_FOREGROUND);gDInput = &di;    return gd3dApp->run();}PointLightDemo::PointLightDemo(HINSTANCE hInstance, std::string winCaption, D3DDEVTYPE devType, DWORD requestedVP): D3DApp(hInstance, winCaption, devType, requestedVP){if(!checkDeviceCaps()){MessageBox(0, "checkDeviceCaps() Failed", 0, 0);PostQuitMessage(0);}mGfxStats = new GfxStats();mCameraRadius    = 50.0f;mCameraRotationY = 1.2 * D3DX_PI;mCameraHeight    = 20.0f;mAmbientLight   = 0.4f*WHITE;mDiffuseLight   = WHITE;mSpecLight      = WHITE;mLightPosW      = D3DXVECTOR3(0.0f, 3.0f, 0.0f);mAttenuation012 = D3DXVECTOR3(1.0f, 0.0f, 0.0f);mGridMtrl     = Mtrl(BLUE, BLUE, WHITE, 16.0f);mCylinderMtrl = Mtrl(RED, RED, WHITE, 8.0f);mSphereMtrl   = Mtrl(GREEN, GREEN, WHITE, 8.0f);HR(D3DXCreateCylinder(gd3dDevice, 1.0f, 1.0f, 6.0f, 20, 20, &mCylinder, 0));HR(D3DXCreateSphere(gd3dDevice, 1.0f, 20, 20, &mSphere, 0));buildGeoBuffers();buildFX();// If you look at the drawCylinders and drawSpheres functions, you see// that we draw 14 cylinders and 14 spheres.int numCylVerts    = mCylinder->GetNumVertices() * 14;int numSphereVerts = mSphere->GetNumVertices()   * 14;int numCylTris     = mCylinder->GetNumFaces()    * 14;int numSphereTris  = mSphere->GetNumFaces()      * 14;mGfxStats->addVertices(mNumGridVertices);mGfxStats->addVertices(numCylVerts);mGfxStats->addVertices(numSphereVerts);mGfxStats->addTriangles(mNumGridTriangles);mGfxStats->addTriangles(numCylTris);mGfxStats->addTriangles(numSphereTris);onResetDevice();InitAllVertexDeclarations();}PointLightDemo::~PointLightDemo(){delete mGfxStats;ReleaseCOM(mVB);ReleaseCOM(mIB);ReleaseCOM(mFX);ReleaseCOM(mCylinder);ReleaseCOM(mSphere);DestroyAllVertexDeclarations();}bool PointLightDemo::checkDeviceCaps(){D3DCAPS9 caps;HR(gd3dDevice->GetDeviceCaps(&caps));// Check for vertex shader version 2.0 support.if( caps.VertexShaderVersion < D3DVS_VERSION(2, 0) )return false;// Check for pixel shader version 2.0 support.if( caps.PixelShaderVersion < D3DPS_VERSION(2, 0) )return false;return true;}void PointLightDemo::onLostDevice(){mGfxStats->onLostDevice();HR(mFX->OnLostDevice());}void PointLightDemo::onResetDevice(){mGfxStats->onResetDevice();HR(mFX->OnResetDevice());// The aspect ratio depends on the backbuffer dimensions, which can // possibly change after a reset.  So rebuild the projection matrix.buildProjMtx();}void PointLightDemo::updateScene(float dt){mGfxStats->update(dt);// Get snapshot of input devices.gDInput->poll();// Check input.if( gDInput->keyDown(DIK_W) ) mCameraHeight   += 25.0f * dt;if( gDInput->keyDown(DIK_S) ) mCameraHeight   -= 25.0f * dt;// Divide to make mouse less sensitive. mCameraRotationY += gDInput->mouseDX() / 100.0f;mCameraRadius    += gDInput->mouseDY() / 25.0f;// If we rotate over 360 degrees, just roll back to 0if( fabsf(mCameraRotationY) >= 2.0f * D3DX_PI ) mCameraRotationY = 0.0f;// Don't let radius get too small.if( mCameraRadius < 5.0f )mCameraRadius = 5.0f;// The camera position/orientation relative to world space can // change every frame based on input, so we need to rebuild the// view matrix every frame with the latest changes.buildViewMtx();// Oscillate the light up and down the world z-axis.static float theta = 0.0f;theta += dt;// Reset the angle every period so that theta// doesn't get too big.if(theta >= 2.0f*D3DX_PI)theta = 0.0f;mLightPosW.z = 25.0f*sinf(theta);}void PointLightDemo::drawScene(){// Clear the backbuffer and depth buffer.HR(gd3dDevice->Clear(0, 0, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 1.0f, 0));HR(gd3dDevice->BeginScene());// Setup the rendering FXHR(mFX->SetValue(mhAmbientLight, &mAmbientLight, sizeof(D3DXCOLOR)));HR(mFX->SetValue(mhDiffuseLight, &mDiffuseLight, sizeof(D3DXCOLOR)));HR(mFX->SetValue(mhSpecLight, &mSpecLight, sizeof(D3DXCOLOR)));HR(mFX->SetValue(mhLightPosW, &mLightPosW, sizeof(D3DXVECTOR3)));HR(mFX->SetValue(mhAttenuation012, &mAttenuation012, sizeof(D3DXVECTOR3)));// Begin passes.UINT numPasses = 0;HR(mFX->Begin(&numPasses, 0));for(UINT i = 0; i < numPasses; ++i){HR(mFX->BeginPass(i));drawGrid();drawCylinders();drawSpheres();HR(mFX->EndPass());}HR(mFX->End());mGfxStats->display();HR(gd3dDevice->EndScene());// Present the backbuffer.HR(gd3dDevice->Present(0, 0, 0, 0));} void PointLightDemo::buildGeoBuffers(){std::vector<D3DXVECTOR3> verts;std::vector<DWORD> indices;GenTriGrid(100, 100, 1.0f, 1.0f, D3DXVECTOR3(0.0f, 0.0f, 0.0f), verts, indices);// Save vertex count and triangle count for DrawIndexedPrimitive arguments.mNumGridVertices  = 100*100;mNumGridTriangles = 99*99*2;// Obtain a pointer to a new vertex buffer.HR(gd3dDevice->CreateVertexBuffer(mNumGridVertices * sizeof(VertexPN), D3DUSAGE_WRITEONLY,0, D3DPOOL_MANAGED, &mVB, 0));// Now lock it to obtain a pointer to its internal data, and write the// grid's vertex data.VertexPN* v = 0;HR(mVB->Lock(0, 0, (void**)&v, 0));for(DWORD i = 0; i < mNumGridVertices; ++i){v[i].pos = verts[i];v[i].normal = D3DXVECTOR3(0.0f, 1.0f, 0.0f);}HR(mVB->Unlock());// Obtain a pointer to a new index buffer.HR(gd3dDevice->CreateIndexBuffer(mNumGridTriangles*3*sizeof(WORD), D3DUSAGE_WRITEONLY,D3DFMT_INDEX16, D3DPOOL_MANAGED, &mIB, 0));// Now lock it to obtain a pointer to its internal data, and write the// grid's index data.WORD* k = 0;HR(mIB->Lock(0, 0, (void**)&k, 0));for(DWORD i = 0; i < mNumGridTriangles*3; ++i)k[i] = (WORD)indices[i];HR(mIB->Unlock());}void PointLightDemo::buildFX(){// Create the FX from a .fx file.ID3DXBuffer* errors = 0;HR(D3DXCreateEffectFromFile(gd3dDevice, "pointlight.fx", 0, 0, D3DXSHADER_DEBUG, 0, &mFX, &errors));if( errors )MessageBox(0, (char*)errors->GetBufferPointer(), 0, 0);// Obtain handles.mhTech           = mFX->GetTechniqueByName("PointLightTech");mhWVP            = mFX->GetParameterByName(0, "gWVP");mhWorldInvTrans  = mFX->GetParameterByName(0, "gWorldInvTrans");mhEyePos         = mFX->GetParameterByName(0, "gEyePosW");mhWorld          = mFX->GetParameterByName(0, "gWorld");mhAmbientLight   = mFX->GetParameterByName(0, "gAmbientLight");mhDiffuseLight   = mFX->GetParameterByName(0, "gDiffuseLight");mhSpecLight      = mFX->GetParameterByName(0, "gSpecLight");mhLightPosW      = mFX->GetParameterByName(0, "gLightPosW");mhAttenuation012 = mFX->GetParameterByName(0, "gAttenuation012");mhAmbientMtrl    = mFX->GetParameterByName(0, "gAmbientMtrl");mhDiffuseMtrl    = mFX->GetParameterByName(0, "gDiffuseMtrl");mhSpecMtrl       = mFX->GetParameterByName(0, "gSpecMtrl");mhSpecPower      = mFX->GetParameterByName(0, "gSpecPower");}void PointLightDemo::buildViewMtx(){float x = mCameraRadius * cosf(mCameraRotationY);float z = mCameraRadius * sinf(mCameraRotationY);D3DXVECTOR3 pos(x, mCameraHeight, z);D3DXVECTOR3 target(0.0f, 0.0f, 0.0f);D3DXVECTOR3 up(0.0f, 1.0f, 0.0f);D3DXMatrixLookAtLH(&mView, &pos, &target, &up);HR(mFX->SetValue(mhEyePos, &pos, sizeof(D3DXVECTOR3)));}void PointLightDemo::buildProjMtx(){float w = (float)md3dPP.BackBufferWidth;float h = (float)md3dPP.BackBufferHeight;D3DXMatrixPerspectiveFovLH(&mProj, D3DX_PI * 0.25f, w/h, 1.0f, 5000.0f);}void PointLightDemo::drawGrid(){HR(gd3dDevice->SetStreamSource(0, mVB, 0, sizeof(VertexPN)));HR(gd3dDevice->SetIndices(mIB));HR(gd3dDevice->SetVertexDeclaration(VertexPN::Decl));D3DXMATRIX W, WIT;D3DXMatrixIdentity(&W);D3DXMatrixInverse(&WIT, 0, &W);D3DXMatrixTranspose(&WIT, &WIT);HR(mFX->SetMatrix(mhWorld, &W));HR(mFX->SetMatrix(mhWVP, &(W*mView*mProj)));HR(mFX->SetMatrix(mhWorldInvTrans, &WIT));HR(mFX->SetValue(mhAmbientMtrl, &mGridMtrl.ambient, sizeof(D3DXCOLOR)));HR(mFX->SetValue(mhDiffuseMtrl, &mGridMtrl.diffuse, sizeof(D3DXCOLOR)));HR(mFX->SetValue(mhSpecMtrl, &mGridMtrl.spec, sizeof(D3DXCOLOR)));HR(mFX->SetFloat(mhSpecPower, mGridMtrl.specPower));HR(mFX->CommitChanges());HR(gd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0, mNumGridVertices, 0, mNumGridTriangles));}void PointLightDemo::drawCylinders(){D3DXMATRIX T, R, W, WIT;D3DXMatrixRotationX(&R, D3DX_PI*0.5f);HR(mFX->SetValue(mhAmbientMtrl, &mCylinderMtrl.ambient, sizeof(D3DXCOLOR)));HR(mFX->SetValue(mhDiffuseMtrl, &mCylinderMtrl.diffuse, sizeof(D3DXCOLOR)));HR(mFX->SetValue(mhSpecMtrl, &mCylinderMtrl.spec, sizeof(D3DXCOLOR)));HR(mFX->SetFloat(mhSpecPower, mCylinderMtrl.specPower));for(int z = -30; z <= 30; z+= 10){D3DXMatrixTranslation(&T, -10.0f, 3.0f, (float)z);W = R*T;D3DXMatrixInverse(&WIT, 0, &W);D3DXMatrixTranspose(&WIT, &WIT);HR(mFX->SetMatrix(mhWVP, &(W*mView*mProj)));HR(mFX->SetMatrix(mhWorld, &W));HR(mFX->SetMatrix(mhWorldInvTrans, &WIT));HR(mFX->CommitChanges());HR(mCylinder->DrawSubset(0));D3DXMatrixTranslation(&T, 10.0f, 3.0f, (float)z);W = R*T;D3DXMatrixInverse(&WIT, 0, &W);D3DXMatrixTranspose(&WIT, &WIT);HR(mFX->SetMatrix(mhWVP, &(W*mView*mProj)));HR(mFX->SetMatrix(mhWorld, &W));HR(mFX->SetMatrix(mhWorldInvTrans, &WIT));HR(mFX->CommitChanges());HR(mCylinder->DrawSubset(0));}}void PointLightDemo::drawSpheres(){D3DXMATRIX W, WIT;HR(mFX->SetValue(mhAmbientMtrl, &mSphereMtrl.ambient, sizeof(D3DXCOLOR)));HR(mFX->SetValue(mhDiffuseMtrl, &mSphereMtrl.diffuse, sizeof(D3DXCOLOR)));HR(mFX->SetValue(mhSpecMtrl, &mSphereMtrl.spec, sizeof(D3DXCOLOR)));HR(mFX->SetFloat(mhSpecPower, mSphereMtrl.specPower));for(int z = -30; z <= 30; z+= 10){D3DXMatrixTranslation(&W, -10.0f, 7.5f, (float)z);D3DXMatrixInverse(&WIT, 0, &W);D3DXMatrixTranspose(&WIT, &WIT);HR(mFX->SetMatrix(mhWVP, &(W*mView*mProj)));HR(mFX->SetMatrix(mhWorld, &W));HR(mFX->SetMatrix(mhWorldInvTrans, &WIT));HR(mFX->CommitChanges());HR(mSphere->DrawSubset(0));D3DXMatrixTranslation(&W, 10.0f, 7.5f, (float)z);D3DXMatrixInverse(&WIT, 0, &W);D3DXMatrixTranspose(&WIT, &WIT);HR(mFX->SetMatrix(mhWVP, &(W*mView*mProj)));HR(mFX->SetMatrix(mhWorld, &W));HR(mFX->SetMatrix(mhWorldInvTrans, &WIT));HR(mFX->CommitChanges());HR(mSphere->DrawSubset(0));}}


pointlight.fx

//=============================================================================// pointlight.fx by Frank Luna (C) 2004 All Rights Reserved.//// Does ambient, diffuse, and specular lighting with a point light source.//=============================================================================uniform extern float4x4 gWorld;uniform extern float4x4 gWorldInvTrans;uniform extern float4x4 gWVP;uniform extern float3   gEyePosW;uniform extern float4 gAmbientMtrl;uniform extern float4 gDiffuseMtrl;uniform extern float4 gSpecMtrl;uniform extern float  gSpecPower;uniform extern float4 gAmbientLight;uniform extern float4 gDiffuseLight;uniform extern float4 gSpecLight;uniform extern float3 gLightPosW;  uniform extern float3 gAttenuation012; struct OutputVS{    float4 posH  : POSITION0;    float4 color : COLOR0;};OutputVS PointLightVS(float3 posL : POSITION0, float3 normalL : NORMAL0){    // Zero out our output.OutputVS outVS = (OutputVS)0;// Transform normal to world space.float3 normalW = mul(float4(normalL, 0.0f), gWorldInvTrans).xyz;normalW = normalize(normalW);// Transform vertex position to world space.float3 posW  = mul(float4(posL, 1.0f), gWorld).xyz;// Unit vector from vertex to light source.float3 lightVecW = normalize(gLightPosW - posW);// Ambient Light Computation.float3 ambient = (gAmbientMtrl*gAmbientLight).rgb;// Diffuse Light Computation.float s = max(dot(normalW, lightVecW), 0.0f);float3 diffuse = s*(gDiffuseMtrl*gDiffuseLight).rgb;// Specular Light Computation.float3 toEyeW   = normalize(gEyePosW - posW);float3 reflectW = reflect(-lightVecW, normalW);float t = pow(max(dot(reflectW, toEyeW), 0.0f), gSpecPower);float3 spec = t*(gSpecMtrl*gSpecLight).rgb;// Attentuation.float d = distance(gLightPosW, posW);float A = gAttenuation012.x + gAttenuation012.y*d + gAttenuation012.z*d*d;// Everything together.float3 color = ambient + ((diffuse + spec) / A);// Pass on color and diffuse material alpha.outVS.color = float4(color, gDiffuseMtrl.a);// Transform to homogeneous clip space.outVS.posH = mul(float4(posL, 1.0f), gWVP);// Done--return the output.    return outVS;}float4 PointLightPS(float4 c : COLOR0) : COLOR{    return c;}technique PointLightTech{    pass P0    {        // Specify the vertex and pixel shader associated with this pass.        vertexShader = compile vs_2_0 PointLightVS();        pixelShader  = compile ps_2_0 PointLightPS();    }}


 

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