//============================================================================
// Desc: 纹理阶段混合状态
//============================================================================
#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
LPDIRECT3DTEXTURE9 g_pTexture = NULL; //纹理对象
LPD3DXMESH g_pMesh = NULL; //网格模型对象
D3DMATERIAL9 * g_pMeshMaterials = NULL; //网格模型材质
LPDIRECT3DTEXTURE9* g_pMeshTextures = NULL; //网格模型纹理
DWORD g_dwNumMaterials = 0; //网格模型材质数量
//-----------------------------------------------------------------------------
// Desc: 顶点结构
//-----------------------------------------------------------------------------
struct CUSTOMVERTEX
{
D3DXVECTOR3 position; //顶点位置
D3DXVECTOR3 normal; //顶点法线
FLOAT tu, tv; //顶点纹理坐标
};
/*struct CUSTOMVERTEX
{
FLOAT x, y, z; //顶点位置
FLOAT u,v ; //顶点纹理坐标
};
*/
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_NORMAL|D3DFVF_TEX1)
//-----------------------------------------------------------------------------
// Desc: 设置变换矩阵
//-----------------------------------------------------------------------------
VOID SetupMatrices()
{
//建立并设置世界矩阵
D3DXMATRIXA16 matWorld;
D3DXMatrixIdentity( &matWorld );
g_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
//建立并设置观察矩阵
D3DXVECTOR3 vEyePt( 8.0f, 12.0f,-8.0f );
D3DXVECTOR3 vLookatPt( 0.0f, 0.0f, 2.0f );
D3DXVECTOR3 vUpVec( 0.0f, 1.0f, 0.0f );
D3DXMATRIXA16 matView;
D3DXMatrixLookAtLH( &matView, &vEyePt, &vLookatPt, &vUpVec );
g_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );
//建立并设置投影矩阵
D3DXMATRIXA16 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;
}
//设置渲染状态
g_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE ); //剔除模式设置
g_pd3dDevice->SetRenderState( D3DRS_ZENABLE, TRUE ); //启用深度测试
g_pd3dDevice->SetRenderState(D3DRS_SPECULARENABLE, TRUE); //启用镜面反射光照模型
//设置纹理渲染状态
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE ); //默认设置
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_DISABLE );
//设置纹理过滤方式
g_pd3dDevice->SetSamplerState( 0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR );
g_pd3dDevice->SetSamplerState( 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR );
//设置变换矩阵
SetupMatrices();
return S_OK;
}
//-----------------------------------------------------------------------------
// Desc: 设置材质和灯光
//-----------------------------------------------------------------------------
VOID SetupLight()
{
//设置材质
D3DMATERIAL9 mtrl;
ZeroMemory( &mtrl, sizeof(D3DMATERIAL9) );
mtrl.Ambient.r = 1.0f;
mtrl.Ambient.g = 1.0f;
mtrl.Ambient.b = 1.0f;
mtrl.Ambient.a = 1.0f;
mtrl.Diffuse.r = 1.0f;
mtrl.Diffuse.g = 1.0f;
mtrl.Diffuse.b = 1.0f;
mtrl.Diffuse.a = 1.0f;
mtrl.Specular.r = 0.9f;
mtrl.Specular.g = 0.9f;
mtrl.Specular.b = 0.9f;
mtrl.Specular.a = 0.9f;
mtrl.Power = 20.0f;
g_pd3dDevice->SetMaterial( &mtrl );
g_pd3dDevice->SetRenderState(D3DRS_DIFFUSEMATERIALSOURCE, D3DMCS_MATERIAL);
//设置灯光
D3DXVECTOR3 vecDir;
D3DLIGHT9 light;
ZeroMemory( &light, sizeof(D3DLIGHT9) );
light.Type = D3DLIGHT_DIRECTIONAL;
light.Diffuse.r = 0.0f;
light.Diffuse.g = 1.0f;
light.Diffuse.b = 0.0f;
vecDir = D3DXVECTOR3(0,
-1.0f,
0);
D3DXVec3Normalize( (D3DXVECTOR3*)&light.Direction, &vecDir );
light.Range = 1000.0f;
g_pd3dDevice->SetLight( 0, &light );
//设置灯光2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.Diffuse.a = 1.0f;
light2.Specular.r = 1.0f;
light2.Specular.g = 1.0f;
light2.Specular.b = 1.0f;
light2.Specular.a = 1.0f;
light2.Position= D3DXVECTOR3(0,26,0);
light2.Range = 26.0f;
light2.Attenuation0 = 1.0f;
g_pd3dDevice->SetLight( 1, &light2 );
g_pd3dDevice->SetRenderState( D3DRS_SPECULARENABLE, TRUE );
//3号光源为聚光源,颜色为红色
D3DLIGHT9 light3;
ZeroMemory( &light3, sizeof(D3DLIGHT9) );
light3.Type = D3DLIGHT_SPOT;
light3.Diffuse.r = 1.0f;
light3.Diffuse.g = 1.0f;
light3.Diffuse.b = 0.0f;
light3.Position = D3DXVECTOR3(0,3,3.5);
light3.Direction = D3DXVECTOR3(-0.8,-0.8,-0.24);
light3.Theta = 0.06125;
light3.Phi=0.25;
light3.Falloff=0.1;
light3.Range = 1000.0f;
g_pd3dDevice->SetLight( 2, &light3 );
// g_pd3dDevice->LightEnable( 1, TRUE );
g_pd3dDevice->SetRenderState( D3DRS_LIGHTING, TRUE ); //默认设置
//设置环境光
g_pd3dDevice->SetRenderState( D3DRS_AMBIENT, 0x00101010 );
}
//-----------------------------------------------------------------------------
// Desc: 创建场景图形(纹理和顶点缓冲区)
//-----------------------------------------------------------------------------
HRESULT InitGeometry()
{
LPD3DXBUFFER pD3DXMtrlBuffer; //存储网格模型材质的缓冲区对象
//从磁盘文件加载网格模型
if( FAILED( D3DXLoadMeshFromX( "sphere.x", D3DXMESH_MANAGED,
g_pd3dDevice, NULL,
&pD3DXMtrlBuffer, NULL, &g_dwNumMaterials,
&g_pMesh ) ) )
{
MessageBox(NULL, "Could not find sphere.x", "Mesh", MB_OK);
return E_FAIL;
}
//从网格模型中提取材质属性和纹理文件名
D3DXMATERIAL* d3dxMaterials = (D3DXMATERIAL*)pD3DXMtrlBuffer->GetBufferPointer();
g_pMeshMaterials = new D3DMATERIAL9[g_dwNumMaterials];
if( g_pMeshMaterials == NULL )
return E_OUTOFMEMORY;
g_pMeshTextures = new LPDIRECT3DTEXTURE9[g_dwNumMaterials];
if( g_pMeshTextures == NULL )
return E_OUTOFMEMORY;
//逐块提取网格模型材质属性和纹理文件名
for( DWORD i=0; i<g_dwNumMaterials; i++ )
{
//材料属性
g_pMeshMaterials[i] = d3dxMaterials[i].MatD3D;
//设置模型�