zoukankan      html  css  js  c++  java
  • 8. 世界矩阵使物体移动

    #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);
    */

      

  • 相关阅读:
    Druid数据库连接池源码分析
    彻底理解Java的Future模式
    CountDownLatch与CyclicBarrier
    Semaphore实现原理分析
    ThreadLocal类分析
    Atomic类和CAS
    synchronized VS Lock, wait-notify VS Condition
    Klass与Oop
    JVM类加载以及执行的实战
    123
  • 原文地址:https://www.cnblogs.com/kex1n/p/2145900.html
Copyright © 2011-2022 走看看