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  • DirectX基础学习系列4 颜色和光照

    4.1颜色表示

    RGB颜色:D3DCOLOR  可以用宏D3DCOLOR_ARGB(a,r,g,b)  D3DCOLOR_XRGB(255,r,g,b)

    另外一种浮点表示:D3DCOLORVALUE,浮点类型,最小为0 最大为1

    4.2顶点颜色

    struct ColorVetex

    {

        float x, y,z;

        D3DCOLOR color;

        static const DWORD FVF;

    }

    const DWORD ColorVetex::FVF = D3DFVF_XYZ | D3DFVF_DIFFUSE ;

    4.3着色

    两种着色方式:shading mode

    1flat shading 平面着色:每个图元的像素都被赋予该图元的第一个顶点的颜色

    2gourand shading :各像素的颜色由着色的三个顶点颜色插值决定、

    设置着色模式:Device->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_FLAT);

    5 光照

    5.1光照的组成

    1环境光 

    2漫射光:特定方向,达到表面后均匀反射

    3镜面光 :特定方向,达到表面后严格向另外一个方向反射,形成在一定范围内可看的高亮区域,计算量很大

                    可以控制开关:Device->SetRenderState(D3DRS_SPECULARENABLE, TRUE);

    5.2材质

    材质允许定义对各种颜色光的反射比

    typedef struct D3DMATERIAL9 {
        D3DCOLORVALUE Diffuse;
        D3DCOLORVALUE Ambient;
        D3DCOLORVALUE Specular;
        D3DCOLORVALUE Emissive;
        float Power;
    } D3DMATERIAL9, *LPD3DMATERIAL9;

    设置材质属性:HRESULT SetMaterial( CONST D3DMATERIAL9 * pMaterial );

    5.3顶点法线

    struct ColorVetex

    {

        float x, y,z;

        float _nx,_ny,_nz ;

        static const DWORD FVF;

    }

    const DWORD ColorVetex::FVF = D3DFVF_XYZ | D3DFVF_NORMAL;

    注意顶点向量的规范化:Device->SetRenderState(D3DRS_NORMALIZEENABLE, TRUE);

    5.4 光源

    DX支持的三种光源:点光源,方向光,聚光灯

    typedef struct D3DLIGHT9 {
        D3DLIGHTTYPE Type;      //D3DLIGHT_POINT  D3DLIGHT_SPOT  D3DLIGHT_DIRECTIONAL 
        D3DCOLORVALUE Diffuse;  //漫反射光颜色
        D3DCOLORVALUE Specular; //镜面反射光颜色
        D3DCOLORVALUE Ambient;  //环境光颜色
        D3DVECTOR Position;     //光源位置,方向光该参数无意义
        D3DVECTOR Direction;    //方向,点光源无意义
        float Range;    //最大光程,方向光无意义
        float Falloff;  //聚光灯从内到外的衰减程度
        float Attenuation0;
        float Attenuation1;
        float Attenuation2; //点光源和聚光灯随距离光强的衰减方式
        float Theta;   // 聚光灯内角
        float Phi;    // 聚光灯外角
    } D3DLIGHT9, *LPD3DLIGHT;

    光源设置完之后 需要注册,dx维护了一个光源列表

    device->SetLight(0,&light);

    注册完之后 可以进行控制

    device->LightEnable();

    5.5场景添加光源的方法:

    1启用光照

    2创建材质,设置材质

    3创建光源,打开光源

    4启用其余光源

    代码:

     
     
    #include "d3dUtility.h"
    //
    // Globals
    //
     
    IDirect3DDevice9* Device = 0; 
     
    const int Width  = 640;
    const int Height = 480;
     
    IDirect3DVertexBuffer9* Pyramid = 0;
     
    //
    // Classes and Structures
    //
    struct Vertex
    {
        Vertex(){}
     
        Vertex(float x, float y, float z, float nx, float ny, float nz)
        {
            _x  = x;  _y  = y;    _z  = z;
            _nx = nx; _ny = ny; _nz = nz;
        }
        float  _x,  _y,  _z;
        float _nx, _ny, _nz;
     
        static const DWORD FVF;
    };
    const DWORD Vertex::FVF = D3DFVF_XYZ | D3DFVF_NORMAL;
     
    //
    // Framework Functions
    //
    bool Setup()
    {
        //
        // Turn on lighting.
        //
        Device->SetRenderState(D3DRS_LIGHTING, true);
     
        //
        // Create the vertex buffer for the pyramid.
        //
     
        Device->CreateVertexBuffer(
            12 * sizeof(Vertex), 
            D3DUSAGE_WRITEONLY,
            Vertex::FVF,
            D3DPOOL_MANAGED,
            &Pyramid,
            0);
     
        //
        // Fill the vertex buffer with pyramid data.
        //
     
        Vertex* v;
        Pyramid->Lock(0, 0, (void**)&v, 0);
     
        // front face
        v[0] = Vertex(-1.0f, 0.0f, -1.0f, 0.0f, 0.707f, -0.707f);
        v[1] = Vertex( 0.0f, 1.0f,  0.0f, 0.0f, 0.707f, -0.707f);
        v[2] = Vertex( 1.0f, 0.0f, -1.0f, 0.0f, 0.707f, -0.707f);
     
        // left face
        v[3] = Vertex(-1.0f, 0.0f,  1.0f, -0.707f, 0.707f, 0.0f);
        v[4] = Vertex( 0.0f, 1.0f,  0.0f, -0.707f, 0.707f, 0.0f);
        v[5] = Vertex(-1.0f, 0.0f, -1.0f, -0.707f, 0.707f, 0.0f);
     
        // right face
        v[6] = Vertex( 1.0f, 0.0f, -1.0f, 0.707f, 0.707f, 0.0f);
        v[7] = Vertex( 0.0f, 1.0f,  0.0f, 0.707f, 0.707f, 0.0f);
        v[8] = Vertex( 1.0f, 0.0f,  1.0f, 0.707f, 0.707f, 0.0f);
     
        // back face
        v[9]  = Vertex( 1.0f, 0.0f,  1.0f, 0.0f, 0.707f, 0.707f);
        v[10] = Vertex( 0.0f, 1.0f,  0.0f, 0.0f, 0.707f, 0.707f);
        v[11] = Vertex(-1.0f, 0.0f,  1.0f, 0.0f, 0.707f, 0.707f);
     
        Pyramid->Unlock();
     
        //
        // Create and set the material.
        //
     
        D3DMATERIAL9 mtrl;
        mtrl.Ambient  = d3d::WHITE;
        mtrl.Diffuse  = d3d::WHITE;
        mtrl.Specular = d3d::WHITE;
        mtrl.Emissive = d3d::BLACK;
        mtrl.Power    = 5.0f;
     
        Device->SetMaterial(&mtrl);
     
        //
        // Setup a directional light.
        //
     
        D3DLIGHT9 dir;
        ::ZeroMemory(&dir, sizeof(dir));
        dir.Type      = D3DLIGHT_DIRECTIONAL;
        dir.Diffuse   = d3d::RED;
        dir.Specular  = d3d::WHITE * 0.3f;
        dir.Ambient   = d3d::WHITE * 0.6f;
        dir.Direction = D3DXVECTOR3(1.0f, 0.0f, 0.0f);
     
        //
        // Set and Enable the light.
        //
     
        Device->SetLight(0, &dir);
        Device->LightEnable(0, true);
     
        //
        // Turn on specular lighting and instruct Direct3D
        // to renormalize normals.
        //
     
        Device->SetRenderState(D3DRS_NORMALIZENORMALS, true);
        Device->SetRenderState(D3DRS_SPECULARENABLE, false);
     
        //
        // Position and aim the camera.
        //
     
        D3DXVECTOR3 pos(0.0f, 1.0f, -3.0f);
        D3DXVECTOR3 target(0.0f, 0.0f, 0.0f);
        D3DXVECTOR3 up(0.0f, 1.0f, 0.0f);
        D3DXMATRIX V;
        D3DXMatrixLookAtLH(&V, &pos, &target, &up);
        Device->SetTransform(D3DTS_VIEW, &V);
     
        //
        // Set the projection matrix.
        //
     
        D3DXMATRIX proj;
        D3DXMatrixPerspectiveFovLH(
                &proj,
                D3DX_PI * 0.5f, // 90 - degree
                (float)Width / (float)Height,
                1.0f,
                1000.0f);
        Device->SetTransform(D3DTS_PROJECTION, &proj);
     
        return true;
    }
     
    void Cleanup()
    {
        d3d::Release<IDirect3DVertexBuffer9*>(Pyramid);
    }
     
    bool Display(float timeDelta)
    {
        if( Device )
        {
            // 
            // Update the scene: Rotate the pyramid.
            //
     
            D3DXMATRIX yRot;
     
            static float y = 0.0f;
     
            D3DXMatrixRotationY(&yRot, y);
            y += timeDelta;
     
            if( y >= 6.28f )
                y = 0.0f;
     
            Device->SetTransform(D3DTS_WORLD, &yRot);
     
            //
            // Draw the scene:
            //
     
            Device->Clear(0, 0, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00000000, 1.0f, 0);
            Device->BeginScene();
     
            Device->SetStreamSource(0, Pyramid, 0, sizeof(Vertex));
            Device->SetFVF(Vertex::FVF);
            Device->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 4);
     
            Device->EndScene();
            Device->Present(0, 0, 0, 0);
        }
        return true;
    }
     
     
    //
    // WndProc
    //
    LRESULT CALLBACK d3d::WndProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
    {
        switch( msg )
        {
        case WM_DESTROY:
            ::PostQuitMessage(0);
            break;
            
        case WM_KEYDOWN:
            if( wParam == VK_ESCAPE )
                ::DestroyWindow(hwnd);
            break;
        }
        return ::DefWindowProc(hwnd, msg, wParam, lParam);
    }
     
    //
    // WinMain
    //
    int WINAPI WinMain(HINSTANCE hinstance,
                       HINSTANCE prevInstance, 
                       PSTR cmdLine,
                       int showCmd)
    {
        if(!d3d::InitD3D(hinstance,
            Width, Height, true, D3DDEVTYPE_HAL, &Device))
        {
            ::MessageBox(0, "InitD3D() - FAILED", 0, 0);
            return 0;
        }
            
        if(!Setup())
        {
            ::MessageBox(0, "Setup() - FAILED", 0, 0);
            return 0;
        }
     
        d3d::EnterMsgLoop( Display );
     
        Cleanup();
     
        Device->Release();
     
        return 0;
    }
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  • 原文地址:https://www.cnblogs.com/zsb517/p/3383404.html
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