zoukankan      html  css  js  c++  java
  • D3D中的光照(4)

    点光源示例,截图:

    源代码:

    /**************************************************************************************
      Demonstrates using a point light with D3DX objects. 
      You can orbit the scene using the left and right arrow keys. 
      In addition you can elevate the camera with the up and down arrow keys. 
    **************************************************************************************/
    #include "d3dUtility.h"
    #pragma warning(disable : 4100)
    #define MESH_TEAPOT        0
    #define MESH_SPHERE        1
    #define MESH_TORUS        2
    #define MESH_CYLINDER    3
    #define NUM_MESH        4
    const int WIDTH  = 640;
    const int HEIGHT = 480;
    IDirect3DDevice9*        g_d3d_device  = NULL;
    ID3DXMesh*                g_object_meshes[NUM_MESH];
    D3DXMATRIX                g_world_matrices[NUM_MESH];
    D3DMATERIAL9            g_materials[NUM_MESH];
    ////////////////////////////////////////////////////////////////////////////////////////////////////
    bool setup()
    {   
    // create objects
        D3DXCreateTeapot(g_d3d_device, &g_object_meshes[MESH_TEAPOT], NULL);
        D3DXCreateSphere(g_d3d_device, 1.0f, 20, 20, &g_object_meshes[MESH_SPHERE], NULL);
        D3DXCreateTorus(g_d3d_device, 0.5f, 1.0f, 20, 20, &g_object_meshes[MESH_TORUS], NULL);
        D3DXCreateCylinder(g_d3d_device, 0.5f, 1.0f, 2.0f, 20, 20, &g_object_meshes[MESH_CYLINDER], NULL);
    // build world matrices - position the objects in world space
        D3DXMatrixTranslation(&g_world_matrices[MESH_TEAPOT],     0.0f,  2.0f, 0.0f);
        D3DXMatrixTranslation(&g_world_matrices[MESH_SPHERE],     0.0f, -2.0f, 0.0f);
        D3DXMatrixTranslation(&g_world_matrices[MESH_TORUS],    -3.0f,  0.0f, 0.0f);
        D3DXMatrixTranslation(&g_world_matrices[MESH_CYLINDER],     3.0f,  0.0f, 0.0f);
    // setup the object's materials
        g_materials[MESH_TEAPOT]   = RED_MATERIAL;
        g_materials[MESH_SPHERE]   = BLUE_MATERIAL;
        g_materials[MESH_TORUS]    = GREEN_MATERIAL;
        g_materials[MESH_CYLINDER] = YELLOW_MATERIAL;
    // setup a directional light, note that the point light is positioned at the origin.
        D3DXVECTOR3 light_direction(0.0f, 0.0f, 0.0f);
        D3DXCOLOR   color = WHITE;
        D3DLIGHT9   point_light = init_point_light(&light_direction, &color);
    // set and enable the light
        g_d3d_device->SetLight(0, &point_light);
        g_d3d_device->LightEnable(0, TRUE);
    // turn off specular lighting and instruct Direct3D to renormalize normals
        g_d3d_device->SetRenderState(D3DRS_NORMALIZENORMALS, TRUE);
        g_d3d_device->SetRenderState(D3DRS_SPECULARENABLE, FALSE);
    // set the projection matrix
        D3DXMATRIX proj;
        D3DXMatrixPerspectiveFovLH(&proj, D3DX_PI * 0.25f, (float)WIDTH/HEIGHT, 1.0f, 1000.0f);
        g_d3d_device->SetTransform(D3DTS_PROJECTION, &proj);
    return true;
    }
    void cleanup()
    {
    for(int i = 0; i < NUM_MESH; i++)
            safe_release<ID3DXMesh*>(g_object_meshes[i]);
    }
    bool display(float time_delta)
    {
    // update the scene: update camera position
    static float angle = (3.0f * D3DX_PI) / 2.0f;
    static float height = 5.0f;
    if(GetAsyncKeyState(VK_LEFT) & 0x8000f)
            angle -= 0.5f * time_delta;
    if(GetAsyncKeyState(VK_RIGHT) & 0x8000f)
            angle += 0.5f * time_delta;
    if(GetAsyncKeyState(VK_UP) & 0x8000f)
            height += 5.0f * time_delta;
    if(GetAsyncKeyState(VK_DOWN) & 0x8000f)
            height -= 5.0f * time_delta;
        D3DXVECTOR3 position(cosf(angle) * 7.0f, height, sinf(angle) * 7.0f);
        D3DXVECTOR3 target(0.0f, 0.0f, 0.0f);
        D3DXVECTOR3 up(0.0f, 1.0f, 0.0f);
        D3DXMATRIX view_matrix;
        D3DXMatrixLookAtLH(&view_matrix, &position, &target, &up);
        g_d3d_device->SetTransform(D3DTS_VIEW, &view_matrix);
    // draw the scene
        g_d3d_device->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00000000, 1.0f, 0);
        g_d3d_device->BeginScene();
    for(int i = 0; i < NUM_MESH; i++)
        {
    // set material and world matrix for ith object, then render the ith object.
            g_d3d_device->SetMaterial(&g_materials[i]);
            g_d3d_device->SetTransform(D3DTS_WORLD, &g_world_matrices[i]);
            g_object_meshes[i]->DrawSubset(0);
        }
        g_d3d_device->EndScene();
        g_d3d_device->Present(NULL, NULL, NULL, NULL);
    return true;
    }
    LRESULT CALLBACK wnd_proc(HWND hwnd, UINT msg, WPARAM word_param, LPARAM long_param)
    {
    switch(msg)
        {
    case WM_DESTROY:
            PostQuitMessage(0);
    break;
    case WM_KEYDOWN:
    if(word_param == VK_ESCAPE)
                DestroyWindow(hwnd);
    break;
        }
    return DefWindowProc(hwnd, msg, word_param, long_param);
    }
    int WINAPI WinMain(HINSTANCE inst, HINSTANCE, PSTR cmd_line, int cmd_show)
    {
    if(! init_d3d(inst, WIDTH, HEIGHT, true, D3DDEVTYPE_HAL, &g_d3d_device))
        {
            MessageBox(NULL, "init_d3d() - failed.", 0, MB_OK);
    return 0;
        }
    if(! setup())
        {
            MessageBox(NULL, "Steup() - failed.", 0, MB_OK);
    return 0;
        }
        enter_msg_loop(display);
        cleanup();
        g_d3d_device->Release();
    return 0;
    }

    下载源程序

  • 相关阅读:
    关于平衡树的一些总结
    bzoj3065 带插入区间K小值
    bzoj2560 串珠子
    bzoj3224 Tyvj 1728 普通平衡树
    bzoj1031 [JSOI2007]字符加密Cipher
    bzoj4571 [Scoi2016]美味
    集合框架—常见的Set集合
    集合框架—两种迭代机制
    集合框架—基础
    网络编程—代码—UDP数据报传输
  • 原文地址:https://www.cnblogs.com/flying_bat/p/1115375.html
Copyright © 2011-2022 走看看