Directx9.0 学习教程5 光照

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光照

 

1.      首先需要定义这样的顶点结构

 

struct CUSTOMVERTEX{    D3DXVECTOR3position; // 顶点    D3DXVECTOR3normal;   // 法向量};// Custom flexible vertex format (FVF).#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_NORMAL)


 

2. 然后创建一个圆柱体顶点模型

 

// Create the vertex buffer.   if( FAILED(g_pd3dDevice->CreateVertexBuffer(50 * 2 * sizeof( CUSTOMVERTEX),                                                 0, D3DFVF_CUSTOMVERTEX,                                                 D3DPOOL_DEFAULT, &g_pVB, NULL ) ))   {       return E_FAIL;    }    // Fill the vertex buffer. We arealgorithmically generating a cylinder   // here, including the normals, which are usedfor lighting.   CUSTOMVERTEX* pVertices;   if( FAILED(g_pVB->Lock(0, 0, ( void** )&pVertices,0 ) ) )       return E_FAIL;   for( DWORDi = 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(); 


3.      创建灯光

 

// Set up a material. The material here just has thediffuse and ambient   // colors set to yellow. Note that only onematerial can be used at a time.   D3DMATERIAL9 mtrl;  //因为有光照,所以需要创建一个材质来接受   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 =0.0f;   mtrl.Diffuse.a = mtrl.Ambient.a =1.0f;   g_pd3dDevice->SetMaterial( &mtrl);    // Set up a white, directional light, with anoscillating direction.   // Note that many lights may be active at atime (but each one slows down   // the rendering of our scene). However, herewe are just using one. Also,   // we need to set the D3DRS_LIGHTINGrenderstate to enable lighting   D3DXVECTOR3 vecDir;   D3DLIGHT9 light;//创建灯光   ZeroMemory( &light, sizeof( D3DLIGHT9 ) );   light.Type= D3DLIGHT_DIRECTIONAL; //设置为平行光   light.Diffuse.r = 1.0f;   light.Diffuse.g = 1.0f;   light.Diffuse.b = 1.0f;   vecDir = D3DXVECTOR3(cosf( timeGetTime()/ 350.0f ), //方向随时间变化                          1.0f,                          sinf( timeGetTime()/ 350.0f ) );   D3DXVec3Normalize( ( D3DXVECTOR3* )&light.Direction, &vecDir); //单位化方向   light.Range= 1000.0f;//方向光这个参数无效   g_pd3dDevice->SetLight( 0, &light);   g_pd3dDevice->LightEnable( 0, TRUE);   g_pd3dDevice->SetRenderState( D3DRS_LIGHTING,TRUE ); //开启光照    // Finally, turn on some ambient light.   g_pd3dDevice->SetRenderState( D3DRS_AMBIENT,0x00202020 ); //设置环境光

比较简单,

效果:


全部代码:

//-----------------------------------------------------------------------------// 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>#pragma warning( disable : 4996 ) // disable deprecated warning #include <strsafe.h>#pragma warning( default : 4996 )//-----------------------------------------------------------------------------// Global variables//-----------------------------------------------------------------------------LPDIRECT3D9             g_pD3D = NULL; // Used to create the D3DDeviceLPDIRECT3DDEVICE9       g_pd3dDevice = NULL; // Our rendering deviceLPDIRECT3DVERTEXBUFFER9 g_pVB = NULL; // Buffer to hold vertices// 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: InitGeometry()// Desc: Creates the scene geometry//-----------------------------------------------------------------------------HRESULT InitGeometry(){    // Create the vertex buffer.    if( FAILED( g_pd3dDevice->CreateVertexBuffer( 50 * 2 * sizeof( CUSTOMVERTEX ),                                                  0, D3DFVF_CUSTOMVERTEX,                                                  D3DPOOL_DEFAULT, &g_pVB, NULL ) ) )    {        return E_FAIL;    }    // Fill the vertex buffer. We are algorithmically generating a cylinder    // here, including the normals, which are used for lighting.    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;}//-----------------------------------------------------------------------------// 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();}//-----------------------------------------------------------------------------// Name: SetupMatrices()// Desc: Sets up the world, view, and projection transform matrices.//-----------------------------------------------------------------------------VOID SetupMatrices(){    // Set up world matrix    D3DXMATRIXA16 matWorld;    D3DXMatrixIdentity( &matWorld );    D3DXMatrixRotationX( &matWorld, D3DX_PI/4);    g_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );    // Set up our view matrix. A view matrix can be defined given an eye point,    // a point to lookat, and a direction for which way is up. Here, we set the    // eye five units back along the z-axis and up three units, look at the    // origin, and define "up" to be in the y-direction.    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 );    // For the projection matrix, we set up a perspective transform (which    // transforms geometry from 3D view space to 2D viewport space, with    // a perspective divide making objects smaller in the distance). To build    // a perpsective transform, we need the field of view (1/4 pi is common),    // the aspect ratio, and the near and far clipping planes (which define at    // what distances geometry should be no longer be rendered).    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(){    // Set up a material. The material here just has the diffuse and ambient    // colors set to yellow. Note that only one material can be used at a time.    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 = 0.0f;    mtrl.Diffuse.a = mtrl.Ambient.a = 1.0f;    g_pd3dDevice->SetMaterial( &mtrl );    // Set up a white, directional light, with an oscillating direction.    // Note that many lights may be active at a time (but each one slows down    // the rendering of our scene). However, here we are just using one. Also,    // we need to set the D3DRS_LIGHTING renderstate to enable lighting    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 ) );    D3DXVec3Normalize( ( D3DXVECTOR3* )&light.Direction, &vecDir );    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(){    // Clear the backbuffer and the zbuffer    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() ) )    {        // Setup the lights and materials        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 );        g_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 2 * 50 - 2 );        // 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 wWinMain( HINSTANCE hInst, HINSTANCE, LPWSTR, INT ){    UNREFERENCED_PARAMETER( hInst );    // Register the window class    WNDCLASSEX wc =    {        sizeof( WNDCLASSEX ), CS_CLASSDC, MsgProc, 0L, 0L,        GetModuleHandle( NULL ), NULL, NULL, NULL, NULL,        L"D3D Tutorial", NULL    };    RegisterClassEx( &wc );    // Create the application's window    HWND hWnd = CreateWindow( L"D3D Tutorial", L"D3D Tutorial 04: Lights",                              WS_OVERLAPPEDWINDOW, 100, 100, 300, 300,                              NULL, NULL, wc.hInstance, NULL );    // Initialize Direct3D    if( SUCCEEDED( InitD3D( hWnd ) ) )    {        // Create the geometry        if( SUCCEEDED( InitGeometry() ) )        {            // 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( L"D3D Tutorial", wc.hInstance );    return 0;}


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