?? light_tex_effect.cpp
字號:
//////////////////////////////////////////////////////////////////////////////////////////////////
//
// File: light_tex_effect.cpp
//
// Author: Frank Luna (C) All Rights Reserved
//
// System: AMD Athlon 1800+ XP, 512 DDR, Geforce 3, Windows XP, MSVC++ 7.0
//
// Desc: Deomstrates using an effect file to light and texture a 3D model.
// Use the arrow keys to rotate.
//
//////////////////////////////////////////////////////////////////////////////////////////////////
#include "d3dUtility.h"
#include <vector>
//
// Globals
//
IDirect3DDevice9* Device = 0;
const int Width = 640;
const int Height = 480;
ID3DXMesh* Mesh = 0;
std::vector<D3DMATERIAL9> Mtrls(0);
std::vector<IDirect3DTexture9*> Textures(0);
ID3DXEffect* LightTexEffect = 0;
D3DXHANDLE WorldMatrixHandle = 0;
D3DXHANDLE ViewMatrixHandle = 0;
D3DXHANDLE ProjMatrixHandle = 0;
D3DXHANDLE TexHandle = 0;
D3DXHANDLE LightTexTechHandle = 0;
//
// Framework functions
//
bool Setup()
{
HRESULT hr = 0;
//
// Load the XFile data.
//
ID3DXBuffer* mtrlBuffer = 0;
DWORD numMtrls = 0;
hr = D3DXLoadMeshFromX(
"mountain.x",
D3DXMESH_MANAGED,
Device,
0,
&mtrlBuffer,
0,
&numMtrls,
&Mesh);
if(FAILED(hr))
{
::MessageBox(0, "D3DXLoadMeshFromX() - FAILED", 0, 0);
return false;
}
//
// Extract the materials, load textures.
//
if( mtrlBuffer != 0 && numMtrls != 0 )
{
D3DXMATERIAL* mtrls = (D3DXMATERIAL*)mtrlBuffer->GetBufferPointer();
for(int i = 0; i < numMtrls; i++)
{
// the MatD3D property doesn't have an ambient value set
// when its loaded, so set it now:
mtrls[i].MatD3D.Ambient = mtrls[i].MatD3D.Diffuse;
// save the ith material
Mtrls.push_back( mtrls[i].MatD3D );
// check if the ith material has an associative texture
if( mtrls[i].pTextureFilename != 0 )
{
// yes, load the texture for the ith subset
IDirect3DTexture9* tex = 0;
D3DXCreateTextureFromFile(
Device,
mtrls[i].pTextureFilename,
&tex);
// save the loaded texture
Textures.push_back( tex );
}
else
{
// no texture for the ith subset
Textures.push_back( 0 );
}
}
}
d3d::Release<ID3DXBuffer*>(mtrlBuffer); // done w/ buffer
//
// Create effect.
//
ID3DXBuffer* errorBuffer = 0;
hr = D3DXCreateEffectFromFile(
Device,
"light_tex.txt",
0, // no preprocessor definitions
0, // no ID3DXInclude interface
D3DXSHADER_DEBUG, // compile flags
0, // don't share parameters
&LightTexEffect,
&errorBuffer);
// output any error messages
if( errorBuffer )
{
::MessageBox(0, (char*)errorBuffer->GetBufferPointer(), 0, 0);
d3d::Release<ID3DXBuffer*>(errorBuffer);
}
if(FAILED(hr))
{
::MessageBox(0, "D3DXCreateEffectFromFile() - FAILED", 0, 0);
return false;
}
//
// Save Frequently Accessed Parameter Handles
//
WorldMatrixHandle = LightTexEffect->GetParameterByName(0, "WorldMatrix");
ViewMatrixHandle = LightTexEffect->GetParameterByName(0, "ViewMatrix");
ProjMatrixHandle = LightTexEffect->GetParameterByName(0, "ProjMatrix");
TexHandle = LightTexEffect->GetParameterByName(0, "Tex");
LightTexTechHandle = LightTexEffect->GetTechniqueByName("LightAndTexture");
//
// Set Effect Parameters
//
//
// Set Matrices
D3DXMATRIX W, P;
D3DXMatrixIdentity(&W);
LightTexEffect->SetMatrix( WorldMatrixHandle, &W);
D3DXMatrixPerspectiveFovLH(
&P, D3DX_PI * 0.25f, // 45 - degree
(float)Width / (float)Height,
1.0f, 1000.0f);
LightTexEffect->SetMatrix( ProjMatrixHandle, &P);
//
// Set texture
IDirect3DTexture9* tex = 0;
D3DXCreateTextureFromFile(Device, "Terrain_3x_diffcol.jpg", &tex);
LightTexEffect->SetTexture(TexHandle, tex);
d3d::Release<IDirect3DTexture9*>(tex);
return true;
}
void Cleanup()
{
d3d::Release<ID3DXMesh*>(Mesh);
for(int i = 0; i < Textures.size(); i++)
d3d::Release<IDirect3DTexture9*>( Textures[i] );
d3d::Release<ID3DXEffect*>(LightTexEffect);
}
bool Display(float timeDelta)
{
if( Device )
{
//
// Update the scene: Allow user to rotate around scene.
//
static float angle = (3.0f * D3DX_PI) / 2.0f;
static float height = 5.0f;
if( ::GetAsyncKeyState(VK_LEFT) & 0x8000f )
angle -= 0.5f * timeDelta;
if( ::GetAsyncKeyState(VK_RIGHT) & 0x8000f )
angle += 0.5f * timeDelta;
if( ::GetAsyncKeyState(VK_UP) & 0x8000f )
height += 5.0f * timeDelta;
if( ::GetAsyncKeyState(VK_DOWN) & 0x8000f )
height -= 5.0f * timeDelta;
D3DXVECTOR3 position( cosf(angle) * 10.0f, height, sinf(angle) * 10.0f );
D3DXVECTOR3 target(0.0f, 0.0f, 0.0f);
D3DXVECTOR3 up(0.0f, 1.0f, 0.0f);
D3DXMATRIX V;
D3DXMatrixLookAtLH(&V, &position, &target, &up);
LightTexEffect->SetMatrix(ViewMatrixHandle, &V);
//
// Activate the Technique and Render
//
Device->Clear(0, 0, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 1.0f, 0);
Device->BeginScene();
// set the technique to use
LightTexEffect->SetTechnique( LightTexTechHandle );
UINT numPasses = 0;
LightTexEffect->Begin(&numPasses, 0);
for(int i = 0; i < numPasses; i++)
{
LightTexEffect->Pass(i);
for(int j = 0; j < Mtrls.size(); j++)
{
Mesh->DrawSubset(j);
}
}
LightTexEffect->End();
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;
}
?? 快捷鍵說明
復制代碼
Ctrl + C
搜索代碼
Ctrl + F
全屏模式
F11
切換主題
Ctrl + Shift + D
顯示快捷鍵
?
增大字號
Ctrl + =
減小字號
Ctrl + -