地形处理技巧
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//表示ZFLog在VS2010 win32模式一直到最后都没做出来,明明包含了所有头文件和cpp文件,然后就是无法解析,郁闷......
// map.cpp : 定义应用程序的入口点。
//
#include "stdafx.h"
#include "map.h"
#include"ZFLog.h"
#include<d3dx9.h>
#include<d3d9.h>
#include<windows.h>
#pragma comment(lib, "d3d9.lib")
#pragma comment(lib, "d3dx9.lib")
#define MAINBODY
#define WINDOW_W 500
#define WINDOW_H 500
#define WINDOW_TITLE "HeightMap-TList"
#define BMP_HEIGHTMAP "map128.bmp"
HWND g_hWnd = NULL ;
LPDIRECT3D9 g_pD3D = NULL ;
LPDIRECT3DDEVICE9 g_pd3dDevice = NULL ;
LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL ;
LPDIRECT3DINDEXBUFFER9 g_pIB = NULL ;
LPDIRECT3DTEXTURE9 g_pTexHeight = NULL ;
LPDIRECT3DTEXTURE9 g_pTexDiffuse = NULL ;
D3DXMATRIXA16 g_matAni ;
HWND g_hwnd ;
DWORD g_cxHeight = 0 ;
DWORD g_czHeight = 0 ;
struct CUSTOMVERTEX
{
D3DXVECTOR3 p ;
D3DXVECTOR3 n ;
D3DXVECTOR3 t ;
};
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ | D3DFVF_NORMAL |D3DFVF_TEX1)
struct MYINDEX
{
WORD _0 , _1 ,_2;
};
HRESULT InitD3D( HWND hWnd )
{
/// 创建一个用来创建设备的D3D对象
if( NULL == ( g_pD3D = Direct3DCreate9( D3D_SDK_VERSION ) ) )
return E_FAIL;
/// 创建设备的结构体
/// 绘制复杂对象时需要Z-缓冲.
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;
/// 创建设备
if( FAILED( g_pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING,
&d3dpp, &g_pd3dDevice ) ) )
{
return E_FAIL;
}
/// 基本卷起,CCW
g_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_CCW );
/// 起到Z-缓冲功能.
g_pd3dDevice->SetRenderState( D3DRS_ZENABLE, TRUE );
return S_OK;
}
HRESULT InitTexture()
{
//高度图
// 调用该函数处理D3DFMT_X8R8G8B8和 D3DPOOL_MANAGED.
if( FAILED(D3DXCreateTextureFromFileEx(g_pd3dDevice,L"map128.bmp",
D3DX_DEFAULT, D3DX_DEFAULT,
D3DX_DEFAULT,0,
D3DFMT_X8R8G8B8,D3DPOOL_MANAGED,
D3DX_DEFAULT, D3DX_DEFAULT,0,
NULL,NULL,&g_pTexHeight)))
return E_FAIL;
//颜色图
if(FAILED(D3DXCreateTextureFromFile(g_pd3dDevice,L"tile2.tga",&g_pTexDiffuse)))
return E_FAIL;
return S_OK;
}
HRESULT InitVB()
{
D3DSURFACE_DESC ddsd ;
D3DLOCKED_RECT d3drc ;
g_pTexHeight->GetLevelDesc(0 , &ddsd);
g_cxHeight = ddsd.Width ; //纹理长度
g_czHeight = ddsd.Height ; //纹理宽度
if(FAILED(g_pd3dDevice->CreateVertexBuffer( g_cxHeight*g_czHeight*sizeof(CUSTOMVERTEX),0,
D3DFVF_CUSTOMVERTEX,D3DPOOL_DEFAULT ,&g_pVB ,NULL)))
return E_FAIL;
g_pTexHeight->LockRect(0, &d3drc ,NULL ,D3DLOCK_READONLY);//只读
void *pVertices ;
if(FAILED(g_pVB->Lock( 0 ,g_cxHeight*g_czHeight *sizeof(CUSTOMVERTEX),(void **)&pVertices,0)))
return E_FAIL;
CUSTOMVERTEX v ;
CUSTOMVERTEX *pV = (CUSTOMVERTEX *)pVertices;
for (DWORD z=0;z<g_cxHeight ;z++ )
{
for(DWORD x=0 ;x<g_czHeight ;x++)
{
v.p.x = (float)x -g_cxHeight/2.0f;
v.p.z = -((float)z-g_czHeight/2.0f);
//因为z轴指向显示器的,所以为-
v.p.y = ((float)(*((LPDWORD)d3drc.pBits+x+z*(d3drc.Pitch/4))&0x000000ff))/10.0f;
/*
为了让生成的地形是以原点为中心的,,所以x,y分别减去了高度图长度和宽度的一半.
接下来v.p.y = ((float)(*((LPDWORD)d3drc.pBits+x+z*(d3drc.Pitch/4))&0x000000ff))/10.0f; 这句就是设置顶点高度,算是全篇核心.
在这里纹理存储器相当于一个矩阵,矩阵的[0,0]单元存储位置是用d3drc.pBits来指示的,假设它的列数是P,那么[x,z]单元的存储位置就是
d3drc.pBits+x+z*P.而在纹理存储结构中,用d3drc.Pitch来表示列数,并且是按byte数的,也就是说,对于一张128象素宽的图片,它每个象素
有32位,即4bytes,那么在纹理存储结构中,d3drc.Pithc=128*4.这就是为什么代码中要除4了.
找到象素的存储位置后,前面加*号,取其内容,与0x000000ff进行按位与运算,由于灰度图片中r,g,b值都是相同的,所以只需要取最低的8位就
可以表示象素的明暗,,也就可以表示顶点的高低了.
*/
v.n.x = v.p.x;
v.n.y = v.p.y;
v.n.z = v.p.z;
D3DXVec3Normalize(&v.n,&v.n);
v.t.x = (float)x / (g_cxHeight-1);
v.t.y = (float)z / (g_czHeight-1);
*pV++ = v;
}
}
g_pVB->Unlock();
g_pTexHeight->UnlockRect(0);
}
HRESULT InitIB()
{
if(FAILED(g_pd3dDevice->CreateIndexBuffer( (g_cxHeight-1)*(g_czHeight-1)*2*sizeof(MYINDEX),
0,D3DFMT_INDEX16,D3DPOOL_DEFAULT,&g_pIB,NULL)))
return E_FAIL;
MYINDEX i;
MYINDEX *PI1;
if(FAILED(g_pIB->Lock( 0 , (g_cxHeight-1)*(g_czHeight-1)*2*sizeof(MYINDEX),(void **)&PI1 ,0)))
return E_FAIL;
for(DWORD z=0 ; z<g_czHeight -1 ;z++)
for(DWORD x=0; x<g_cxHeight -1 ;x++)
{
i._0 = (z*g_cxHeight+x);
i._1 = (z*g_cxHeight+x+1);
i._2 = ((z+1)*g_cxHeight+x);
*PI1++ = i;
i._0 = ((z+1)*g_cxHeight+x);
i._1 = (z*g_cxHeight+x+1);
i._2 = ((z+1)*g_cxHeight+x+1);
*PI1++=i;
/*最后这段填充索引缓冲,索引个数为(g_cxHeight-1)*(g_czHeight-1)*2,
这是因为x,z方向分别有了g_cxHeight和g_czHeight个顶点,那么一共可以
生成(g_cxHeight-1)*(g_czHeight-1)个四边形,而每个四边形由左上角和
右下角两个三角形组成,所以再乘2*/
}
g_pIB->Unlock();
return S_OK;
}
/**-----------------------------------------------------------------------------
* 几何信息初始化
*------------------------------------------------------------------------------
*/
HRESULT InitGeometry()
{
if( FAILED( InitTexture() ) ) return E_FAIL;
if( FAILED( InitVB() ) ) return E_FAIL;
if( FAILED( InitIB() ) ) return E_FAIL;
return S_OK;
}
/**-----------------------------------------------------------------------------
* 创建摄像机矩阵
*------------------------------------------------------------------------------
*/
void SetupCamera()
{
/// 创建世界矩阵
D3DXMATRIXA16 matWorld;
D3DXMatrixIdentity( &matWorld );
g_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
/// 创建视图矩阵
D3DXVECTOR3 vEyePt( 0.0f, 100.0f, -(float)g_czHeight );
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 );
/// 创建投影矩阵
D3DXMATRIXA16 matProj;
D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, 1.0f, 1.0f, 1000.0f );
g_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
}
void SetupLighter()
{
//创建设备的材质
D3DMATERIAL9 matrl;
ZeroMemory( &matrl, sizeof(D3DMATERIAL9) );
matrl.Diffuse.r = matrl.Ambient.r = 100.0f;
matrl.Diffuse.g = matrl.Ambient.g = 100.0f;
matrl.Diffuse.b = matrl.Ambient.b = 100.0f;
matrl.Diffuse.a = matrl.Ambient.a = 100.0f;
g_pd3dDevice->SetMaterial(&matrl);
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 = 0.0f;
vecDir = D3DXVECTOR3(1 , 1 , 1);
vecDir = D3DXVECTOR3(cosf(GetTickCount()/350.0f),1.0f,sinf(GetTickCount()/350.0f)); //光源旋转
D3DXVec3Normalize((D3DXVECTOR3 *)&light.Direction, &vecDir);
light.Range = 1000.0f ; //光源能照射的距离
//在设备中设置0号光源
g_pd3dDevice->SetLight(0 ,&light);
//打开0号光源
g_pd3dDevice->SetRenderState(D3DRS_LIGHTING ,TRUE);
//打开光源设置
g_pd3dDevice->SetRenderState(D3DRS_AMBIENT , 0x00909090); //没它就会变黑
//设定环境光源,例如太阳,线光源
}
void LogFPS(void )
{
static DWORD nTick = 0 ;
static DWORD nFPS = 0 ;
if(GetTickCount()-nTick>1000)
{
nTick = GetTickCount();
nFPS = 0 ;
return ;
}
nFPS ++;
}
/**-----------------------------------------------------------------------------
* 创建动画
*------------------------------------------------------------------------------
*/
VOID Animate()
{
static DWORD t = 0;
static bool flag = false;
/// 使用Fixed Point 技巧,改变0~2PI(0~360度)的值
DWORD d = GetTickCount() % ( (int)((D3DX_PI*2) * 1000) );
/// Y轴旋转矩阵
D3DXMatrixRotationY( &g_matAni, d / 1000.0f );
// D3DXMatrixIdentity( &g_matAni );
/// 创建摄像机矩阵
SetupCamera();
SetupLighter();
if( d < t )
flag = !flag;
g_pd3dDevice->SetRenderState( D3DRS_FILLMODE, flag ? D3DFILL_WIREFRAME : D3DFILL_SOLID );
t = d;
LogFPS();
}
/**-----------------------------------------------------------------------------
* 删除初始化对象
*------------------------------------------------------------------------------
*/
VOID Cleanup()
{
if( g_pTexHeight != NULL )
g_pTexHeight->Release();
if( g_pTexDiffuse!= NULL )
g_pTexDiffuse->Release();
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, g_cxHeight*g_czHeight, 0, (g_cxHeight-1)*(g_czHeight-1)*2 );
}
/**-----------------------------------------------------------------------------
* 绘图
*------------------------------------------------------------------------------
*/
VOID Render()
{
/// 后置缓冲和Z-缓冲初始化
g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(255,255,255), 1.0f, 0 );
/// 创建动画矩阵
Animate();
/// 开始渲染
if( SUCCEEDED( g_pd3dDevice->BeginScene() ) )
{
g_pd3dDevice->SetTexture( 0, g_pTexDiffuse ); /// 在0号纹理层固定纹理(颜色图)
g_pd3dDevice->SetSamplerState( 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR ); /// 0号纹理层的放大滤镜
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_TEXCOORDINDEX, 0 ); /// 0号纹理:使用0号纹理索引
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE);
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
DrawMesh( &g_matAni );
/// 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;
case WM_KEYDOWN :
switch( wParam )
{
case VK_ESCAPE :
PostMessage( hWnd, WM_DESTROY, 0, 0L );
break;
}
break;
}
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"BasicFrame",
WS_OVERLAPPEDWINDOW, 100, 100, WINDOW_W, WINDOW_H,
GetDesktopWindow(), NULL, wc.hInstance, NULL );
g_hwnd = hWnd;
// g_pLog = new ZFLog( ZF_LOG_TARGET_WINDOW );
/// Direct3D初始化
if( SUCCEEDED( InitD3D( hWnd ) ) )
{
if( SUCCEEDED( InitGeometry() ) )
{
/// 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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