#include<d3d9.h>
#include<d3dx9.h>
#pragma comment(lib, "d3d9.lib")
#pragma comment(lib, "d3dx9.lib")
#define WINDOW_CLASS "UGPDX"
#define WINDOW_NAME "World Matrix"
#define WINDOW_WIDTH 640
#define WINDOW_HEIGHT 480
// Function Prototypes...
bool InitializeD3D(HWND hWnd, bool fullscreen);
bool InitializeObjects();
void RenderScene();
void Shutdown();
// Direct3D object and device.
LPDIRECT3D9 g_D3D = NULL;
LPDIRECT3DDEVICE9 g_D3DDevice = NULL;
D3DXMATRIX g_projection;
D3DXMATRIX g_worldMatrix;
D3DXMATRIX g_translation;
D3DXMATRIX g_rotation;
float g_angle = 0.0f;
// Vertex buffer to hold the geometry.
LPDIRECT3DVERTEXBUFFER9 g_VertexBuffer = NULL;
// A structure for our custom vertex type
struct stD3DVertex
{
float x, y, z;
unsigned long color;
};
// Our custom FVF, which describes our custom vertex structure
#define D3DFVF_VERTEX (D3DFVF_XYZ | D3DFVF_DIFFUSE)
LRESULT WINAPI MsgProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
switch(msg)
{
case WM_DESTROY:
PostQuitMessage(0);
return 0;
break;
case WM_KEYUP:
if(wParam == VK_ESCAPE) PostQuitMessage(0);
break;
}
return DefWindowProc(hWnd, msg, wParam, lParam);
}
int WINAPI WinMain(HINSTANCE hInst, HINSTANCE prevhInst, LPSTR cmdLine, int show)
{
// Register the window class
WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L,
GetModuleHandle(NULL), NULL, NULL, NULL, NULL,
WINDOW_CLASS, NULL };
RegisterClassEx(&wc);
// Create the application's window
HWND hWnd = CreateWindow(WINDOW_CLASS, WINDOW_NAME, WS_OVERLAPPEDWINDOW,
100, 100, WINDOW_WIDTH, WINDOW_HEIGHT, GetDesktopWindow(),
NULL, wc.hInstance, NULL);
// Initialize Direct3D
if(InitializeD3D(hWnd, false))
{
// 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
RenderScene();
}
}
// Release any and all resources.
Shutdown();
// Unregister our window.
UnregisterClass(WINDOW_CLASS, wc.hInstance);
return 0;
}
bool InitializeD3D(HWND hWnd, bool fullscreen)
{
D3DDISPLAYMODE displayMode;
// Create the D3D object.
g_D3D = Direct3DCreate9(D3D_SDK_VERSION);
if(g_D3D == NULL) return false;
// Get the desktop display mode.
if(FAILED(g_D3D->GetAdapterDisplayMode(D3DADAPTER_DEFAULT, &displayMode)))
return false;
// Set up the structure used to create the D3DDevice
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory(&d3dpp, sizeof(d3dpp));
if(fullscreen)
{
d3dpp.Windowed = FALSE;
d3dpp.BackBufferWidth = WINDOW_WIDTH;
d3dpp.BackBufferHeight = WINDOW_HEIGHT;
}
else
d3dpp.Windowed = TRUE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.BackBufferFormat = displayMode.Format;
// Create the D3DDevice
if(FAILED(g_D3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &g_D3DDevice)))
{
return false;
}
// Initialize any objects we will be displaying.
if(!InitializeObjects()) return false;
return true;
}
bool InitializeObjects()
{
// Set the projection matrix.
D3DXMatrixPerspectiveFovLH(&g_projection, D3DX_PI / 4,
WINDOW_WIDTH/WINDOW_HEIGHT, 0.1f, 1000.0f);
g_D3DDevice->SetTransform(D3DTS_PROJECTION, &g_projection);
// Set default rendering states.
g_D3DDevice->SetRenderState(D3DRS_LIGHTING, FALSE);
g_D3DDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
// Fill in our structure to draw an object.
// x, y, z, color.
stD3DVertex objData[] =
{
{-0.3f, -0.3f, 1.0f, D3DCOLOR_XRGB(255,255,0)},
{0.3f, -0.3f, 1.0f, D3DCOLOR_XRGB(255,0,0)},
{0.0f, 0.3f, 1.0f, D3DCOLOR_XRGB(0,0,255)}
};
// Create the vertex buffer.
if(FAILED(g_D3DDevice->CreateVertexBuffer(3 * sizeof(stD3DVertex), 0,
D3DFVF_VERTEX, D3DPOOL_DEFAULT, &g_VertexBuffer, NULL))) return false;
// Fill the vertex buffer.
void *ptr;
if(FAILED(g_VertexBuffer->Lock(0, sizeof(objData), (void**)&ptr, 0))) return false;
memcpy(ptr, objData, sizeof(objData));
g_VertexBuffer->Unlock();
return true;
}
void RenderScene()
{
// Clear the backbuffer.
g_D3DDevice->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0,0,0), 1.0f, 0);
// Begin the scene. Start rendering.
g_D3DDevice->BeginScene();
// Build translation and rotation matrices.
// 要使物体移动就需要每帧改变世界矩阵
// 所以将世界矩阵放到这里来设置,透视投影矩阵每帧都保持不变所以在前面一次性设置好
// 物体在世界坐标系中的初始位置是(0,0,0)即物体的初始世界坐标为(0,0,0),下面的平移矩阵将物体
// 移动到(0,0,3.0)。
// 平移旋转的实现:每一帧绘制的时候都将物体位置移到(0,0,3.0),然后开始绕Y轴旋转
// 一定的角度,由于每一帧的角度大小是逐渐变大的,所以是每一帧都从一个相同的位置开始
// 旋转,每帧旋转的度数逐渐变大,看上去旋转
D3DXMatrixTranslation(&g_translation, 0.0f, 0.0f, 3.0f);
D3DXMatrixRotationY(&g_rotation, g_angle);
// Build the world matrix and update angle.
g_worldMatrix = g_rotation * g_translation;
g_angle += 0.01f;
if(g_angle >= 360) g_angle = 0.0f;
// Set the world matrix.
g_D3DDevice->SetTransform(D3DTS_WORLD, &g_worldMatrix);
// Draw the object.
g_D3DDevice->SetStreamSource(0, g_VertexBuffer, 0, sizeof(stD3DVertex));
g_D3DDevice->SetFVF(D3DFVF_VERTEX);
g_D3DDevice->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 1);
// End the scene. Stop rendering.
g_D3DDevice->EndScene();
// Display the scene.
g_D3DDevice->Present(NULL, NULL, NULL, NULL);
}
void Shutdown()
{
if(g_D3DDevice != NULL) g_D3DDevice->Release();
if(g_D3D != NULL) g_D3D->Release();
if(g_VertexBuffer != NULL) g_VertexBuffer->Release();
g_D3DDevice = NULL;
g_D3D = NULL;
g_VertexBuffer = NULL;
}
/*
在游戏编程中使物体可以在场景中移动,这很重要。下面将介绍改变当前世界矩阵或模型矩阵的方法。
世界矩阵控制物体位置的参考点。开始时,起点位于(0,0)。通过指定要绘制的新几何图形集合的新起点,
改动世界矩阵,就可以在3D空间中四处移动。例如,使用如D3DXMatrixTranslation()这样的函数就可以改变
世界位置。D3DXMatrixTranslation()函数的参数包括创建不同于D3DXMATRIX类型的世界矩阵的矩阵、要移动世
界矩阵的X、Y和Z的值。如果要将新的世界矩阵位置从(0,0,0)设置为(0,0,-5),那么只要使用程序清单1.23中
的几行代码即可。
D3DXMATRIX world;
D3DXMatrixRotationY(&world, 30.0f);
g_D3DDevice->SetTransform(D3DTS_WORLD, &g_world);
*/