//=============================================================================
// Desc: 多光源示例程序
//=============================================================================
#include <d3dx9.h>
//-----------------------------------------------------------------------------
// Desc: 全局变量
//-----------------------------------------------------------------------------
LPDIRECT3D9 g_pD3D = NULL; //Direct3D对象
LPDIRECT3DDEVICE9 g_pd3dDevice = NULL; //Direct3D设备对象
LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL; //顶点缓冲区对象
//-----------------------------------------------------------------------------
// Desc: 顶点结构
//-----------------------------------------------------------------------------
struct CUSTOMVERTEX
{
D3DXVECTOR3 position; //顶点位置
D3DXVECTOR3 normal; //顶点法线
};
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_NORMAL)
//-----------------------------------------------------------------------------
// Desc: 设置变换矩阵
//-----------------------------------------------------------------------------
VOID SetMatrices()
{
//建立并设置世界矩阵
D3DXMATRIX matWorld;
D3DXMatrixIdentity( &matWorld );
g_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
//建立并设置观察矩阵
D3DXVECTOR3 vEyePt( 0.0f, 3.0f,-5.0f );
D3DXVECTOR3 vLookatPt( 0.0f, 0.0f, 0.0f );
D3DXVECTOR3 vUpVec( 0.0f, 1.0f, 0.0f );
D3DXMATRIX matView;
D3DXMatrixLookAtLH( &matView, &vEyePt, &vLookatPt, &vUpVec );
g_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );
//建立并设置投影矩阵
D3DXMATRIX matProj;
D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, 1.0f, 1.0f, 100.0f );
g_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
}
//-----------------------------------------------------------------------------
// Desc: 初始化Direct3D
//-----------------------------------------------------------------------------
HRESULT InitD3D( HWND hWnd )
{
//创建Direct3D对象, 该对象用于创建Direct3D设备对象
if( NULL == ( g_pD3D = Direct3DCreate9( D3D_SDK_VERSION ) ) )
return E_FAIL;
//设置D3DPRESENT_PARAMETERS结构, 准备创建Direct3D设备对象
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;
//创建Direct3D设备对象
if( FAILED( g_pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING,
&d3dpp, &g_pd3dDevice ) ) )
{
return E_FAIL;
}
//设置剔出模式为不剔出任何面(正面和方面)
g_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE );
//启用深度测试
g_pd3dDevice->SetRenderState( D3DRS_ZENABLE, TRUE );
//启用镜面反射光照模型
g_pd3dDevice->SetRenderState(D3DRS_SPECULARENABLE, TRUE);
//设置变换矩阵
SetMatrices();
return S_OK;
}
//-----------------------------------------------------------------------------
// Desc: 创建场景图形
//-----------------------------------------------------------------------------
HRESULT InitGeometry()
{
//创顶点缓冲区
if( FAILED( g_pd3dDevice->CreateVertexBuffer( 50*2*sizeof(CUSTOMVERTEX),
0, D3DFVF_CUSTOMVERTEX,
D3DPOOL_DEFAULT, &g_pVB, NULL ) ) )
{
return E_FAIL;
}
//填充顶点缓冲区
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;
}
//-----------------------------------------------------------------------------
// Desc: 设置材质和灯光
//-----------------------------------------------------------------------------
VOID SetupLights()
{
//设置材料属性, 只反射红光分量和绿光分量, 整体上看该物体材料反射黄色光
D3DMATERIAL9 mtrl;
ZeroMemory( &mtrl, sizeof(D3DMATERIAL9) );
mtrl.Ambient.r = 1.0f;
mtrl.Ambient.g = 1.0f;
mtrl.Ambient.b = 0.0f;
mtrl.Ambient.a = 1.0f;
mtrl.Diffuse.r = 1.0f;
mtrl.Diffuse.g = 1.0f;
mtrl.Diffuse.b = 0.0f;
mtrl.Diffuse.a = 0.5f;
mtrl.Specular.r = 1.0f;
mtrl.Specular.g = 1.0f;
mtrl.Specular.b = 0.0f;
mtrl.Specular.a = 1.0f;
g_pd3dDevice->SetMaterial( &mtrl );
//设置一号光源为方向光,颜色为绿色
D3DXVECTOR3 vecDir;
D3DLIGHT9 light1;
ZeroMemory( &light1, sizeof(D3DLIGHT9) );
light1.Type = D3DLIGHT_DIRECTIONAL;
light1.Diffuse.r = 0.0f;
light1.Diffuse.g = 1.0f;
light1.Diffuse.b = 0.0f;
vecDir = D3DXVECTOR3(-10, 0 ,10); //方向光方向
D3DXVec3Normalize( (D3DXVECTOR3*)&light1.Direction, &vecDir );
g_pd3dDevice->SetLight( 0, &light1 );
//二号光源为点光源,颜色为红色
D3DXVECTOR3 vecPos2;
D3DLIGHT9 light2;
ZeroMemory( &light2, sizeof(D3DLIGHT9) );
light2.Type = D3DLIGHT_POINT;
light2.Diffuse.r = 1.0f;
light2.Diffuse.g = 0.0f;
light2.Diffuse.b = 0.0f;
light2.Position= D3DXVECTOR3(10*sinf(timeGetTime()/350.0f) ,
0,
10*cosf(timeGetTime()/350.0f) );
light2.Range = 100.0f;
light2.Attenuation0 = 1.0f;
g_pd3dDevice->SetLight( 1, &light2 );
//三号光源为方向光,颜色为绿色, *镜面反射*
D3DXVECTOR3 vecDir3;
D3DLIGHT9 light3;
ZeroMemory( &light3, sizeof(D3DLIGHT9) );
light3.Type = D3DLIGHT_DIRECTIONAL;
light3.Specular.r = 0.0f;
light3.Specular.g = 1.0f;
light3.Specular.b = 0.0f;
light3.Specular.a = 1.0f;
vecDir3 = D3DXVECTOR3(-10,0,10);
D3DXVec3Normalize( (D3DXVECTOR3*)&light3.Direction, &vecDir3 );
g_pd3dDevice->SetLight( 2, &light3 );
//设置一定的环境光
g_pd3dDevice->SetRenderState( D3DRS_AMBIENT, 0x00505050);
}
//--------------------------------------------------------------
// Name: 释放创建的对象
//--------------------------------------------------------------
VOID Cleanup()
{
//释放顶点缓冲区对象
if( g_pVB != NULL )
g_pVB->Release();
//释放Direct3D设备对象
if( g_pd3dDevice != NULL )
g_pd3dDevice->Release();
//释放Direct3D对象
if( g_pD3D != NULL )
g_pD3D->Release();
}
//-----------------------------------------------------------------------------
// Desc: 渲染图形
//-----------------------------------------------------------------------------
VOID Render()
{
//清空后台缓冲区和深度缓冲区
g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER,
D3DCOLOR_XRGB(45, 50, 170), 1.0f, 0 );
//开始在后台缓冲区绘制图形
if( SUCCEEDED( g_pd3dDevice->BeginScene() ) )
{
//设置材料和灯光, 因为灯光属性不断变化,所以在此设置
SetupLights();
//在后台缓冲区绘制图形
g_pd3dDevice->SetStreamSource( 0, g_pVB, 0, sizeof(CUSTOMVERTEX) );
g_pd3dDevice->SetFVF( D3DFVF_CUSTOMVERTEX );
g_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 2*50-2 );
//结束在后台缓冲区绘制图形
g_pd3dDevice->EndScene();
}
//将在后台缓冲区绘制的图形提交到前台缓冲区显示
g_pd3dDevice->Present( NULL, NULL, NULL, NULL );
}
//-----------------------------------------------------------------------------
// Desc: 消�
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精通Direct3D图形与动画程序设计 05_第五章 光照与材质.rar
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2009-10-01
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第5章 光照与材质 1、SimpleLighting 演示灯光的使用。 2、Multilights 演示同时使用多个光源的效果。一共使用三个光源,分别是漫反射方向光光源、漫反射点光源、镜面反射方向光光源。默认情况下,3个光源全部关闭,按下数字键“1”,启用1号光源;按下数字键“2”,启用2号光源;按下数字键“3”,启用3号光源;按下数字键“4”,3个光源全部启用;按下数字键“0”,3个光源全部关闭。
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05_第五章 光照与材质.rar (12个子文件)
05_第五章 光照与材质
01_SimpleLighting
SimpleLighting.exe 40KB
SimpleLighting.jpg 11KB
SimpleLighting.suo 8KB
SimpleLighting.vcproj 3KB
SimpleLighting.cpp 9KB
SimpleLighting.sln 917B
02_Multilights
Multilights.cpp 11KB
Multilights.suo 8KB
Multilights.vcproj 3KB
Multilights.sln 911B
Multilights.exe 40KB
Multilights.jpg 11KB
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