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至顶网软件频道基础软件VC.NET的Direct3D极速入门宝典

VC.NET的Direct3D极速入门宝典

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我的这篇文章适合那些很懒但想快速入门、不懂英文或编程知识很欠缺的人看

作者:fireseed 来源:论坛 2007年11月16日

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那么到这里你可以会问另一个问题,也许D3D可以知道我们的元素里包含顶点的哪些数据,但D3D又是怎样得知这些数据在结构体里,也就是在内存中的排列顺序的呢?很不幸,D3D无法得知你的排列顺序,但D3D指定了这些数据的排列顺序,比如法向量一定在顶点后面,而颜色又一定要放在法向量后面。关于这个排列顺序表你得去看看MSDN里关于Vertex Formats的详细说明了。下面我们来创建顶点数组:

if( FAILED( g_pd3dDevice->CreateVertexBuffer( sizeof(ExpandBox),
0, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &g_pVB, NULL ) ) )
{
 return E_FAIL;
}

  这些参数上面都提到过,相信你一看就会明白,我就不多说了。怎样把我们的方盒数据存储进这创建好的顶点缓冲区呢?DirectX有自己的内存管理方式,这一点我在前面写的一篇《Winamp详解》里提到过,也就是Lock和UnLock的模式:

VOID* pVertices;

if( FAILED( g_pVB->Lock( 0, sizeof(ExpandBox), (void**)&pVertices, 0 ) ) )

return E_FAIL;

MoveMemory( pVertices, ExpandBox, sizeof(ExpandBox) );

g_pVB->Unlock();

  和OpenGL一样,在初始化工作结束后,必须要做的另一件事就是设置矩阵,首先是投影矩阵,我们把这些代码加到SetProjMatrix函数中去:

D3DXMATRIX matProj;
D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, (float)wWidth / (float)wHeight, 1.0f, 100.0f );

return g_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );

  然后是视图矩阵,把下面的代码加到SetModalMatrix中

static float fRadius = 0.5f;
fRadius -= 0.003f;
if ( fRadius < 0)
{
 fRadius = D3DX_PI * 2 ;
}

D3DXMATRIX matWorld;
D3DXMatrixRotationZ( &matWorld, 0.0f );
if ( FAILED( g_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld ) ) )
{
 return E_FAIL;
}

D3DXMATRIX matView;
D3DXMatrixLookAtLH( &matView, &D3DXVECTOR3( cosf( fRadius ) * 40.0f, sinf( fRadius ) * 40.0f, 30.0 ), &D3DXVECTOR3( 0.0f, 0.0f, 0.0f ), &D3DXVECTOR3( 0.0f, 0.0f, 1.0f ) );

g_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );
return S_OK;

  我想我不说你也可以理解这些代码的含义,是不是和OpenGL非常相似呢?好的,现在一切准备工作就续,现在我们可以开始绘制方盒了。找到OnIdel处理函数,然后在这里添加下面的代码:

if ( g_pd3dDevice != NULL )
{
 g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(255,255,200), 1.0f, 0 );
 if ( SUCCEEDED( g_pd3dDevice->BeginScene() ) )
 {
  BeforePaint();
  if ( FAILED( SetModalMatrix() ) )
  {
   return;
  }
  g_pd3dDevice->SetStreamSource( 0, g_pVB, 0, sizeof(CUSTOMVERTEX) );
  g_pd3dDevice->SetFVF( D3DFVF_CUSTOMVERTEX );
  g_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLELIST, 0, 12 );
  g_pd3dDevice->EndScene();
  g_pd3dDevice->Present( NULL, NULL, NULL, NULL );
 }
}

  g_pd3dDevice->Clear相当于glClear, g_pd3dDevice->BeginScene和g_pd3dDevice->EndScene 相当于glBegin和glEnd,g_pd3dDevice->SetStreamSource 相当于glSet**Pointer,g_pd3dDevice->DrawPrimitive 相当于glDrawArray,g_pd3dDevice->Present相当于SwapBuffer,这里和OpenGL的不同之处在于D3D在这里要设备FVF,一个很简单的过程:

g_pd3dDevice->SetFVF( D3DFVF_CUSTOMVERTEX );

  另外,D3D的背景色是在Clear的时候指定的。现在你可以运行你的程序了,但是你会发现,盒子是黑色的一片,那是因为你没有打开任何光源。而OpenGL在没有打开任何光源时物体是纯白色的,呵呵,具有一定的迷惑性哦~现在我们来打开一个灯,来照亮这个物体。就在BeforePaint里:

D3DLIGHT9 light;
ZeroMemory( &light, sizeof(light) );
light.Position = D3DXVECTOR3( 30.0f, 30.0f, 30.0f );
light.Attenuation1 = 0.05f;
light.Diffuse.r = 1.0f;
light.Diffuse.g = 1.0f;
light.Diffuse.b = 1.0f;
light.Range = 1000.0f;
light.Type = D3DLIGHT_POINT;
g_pd3dDevice->SetLight( 0, &light );
g_pd3dDevice->LightEnable( 0, TRUE);

  为什么要放在BeforePaint里呢?因为我们在后面还可以实现动态光影的效果,也就是让光源动起来。这里要格外注意的时,这个顶不是方向光源,是一个点光源,D3DLIGHT_POINT,它的光是没有方向,从座标点向四周任何方向发散的,他也具有衰减性,你可以设置三个衰减分量,在D3D里的衰减公式是:Atten = 1 / ( att0 + att1 * d + att2 * d * d )所以,当你的三个衰减值都为0时,就会出错。在这里我们用到了att1,让它等于0.05,很小的值对吗?越小表示衰减越小,光照也就越强。

  现在你的代码应该是这样样子:

#include "stdafx.h"
#include "D3DTest.h"
#define MAX_LOADSTRING 100
#define D3DFVF_CUSTOMVERTEX ( D3DFVF_XYZ | D3DFVF_NORMAL )

struct CUSTOMVERTEX
{
 D3DVECTOR pos;
 D3DVECTOR normal;
};

HINSTANCE g_hInst;
HWND g_hWnd;
IDirect3D9 *g_pD3D;
IDirect3DDevice9 *g_pd3dDevice;
IDirect3DVertexBuffer9 *g_pVB;

TCHAR szTitle[MAX_LOADSTRING];
TCHAR szWindowClass[MAX_LOADSTRING];
ATOM MyRegisterClass(HINSTANCE hInstance);
BOOL InitInstance(HINSTANCE, int);
LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);
LRESULT CALLBACK About(HWND, UINT, WPARAM, LPARAM);
void OnIdle( void );
void OnCreate( HWND hWnd );
HRESULT InitD3D( void );
HRESULT CreateObject( void );
void ReleaseD3D( void );
HRESULT SetModalMatrix( void );
HRESULT SetProjMatrix( WORD wWidth, WORD wHeight );
void BeforePaint( void );
void CalcNormal( const D3DVECTOR *pVertices, D3DVECTOR *pNormal )
{
 D3DVECTOR v1, v2;
 v1.x = pVertices[0].x - pVertices[1].x;
 v1.y = pVertices[0].y - pVertices[1].y;
 v1.z = pVertices[0].z - pVertices[1].z;
 v2.x = pVertices[1].x - pVertices[2].x;
 v2.y = pVertices[1].y - pVertices[2].y;
 v2.z = pVertices[1].z - pVertices[2].z;
 D3DXVECTOR3 Temp( v1.y * v2.z - v1.z * v2.y, v1.z * v2.x - v1.x * v2.z,v1.x * v2.y - v1.y * v2.x );
 D3DXVec3Normalize( (D3DXVECTOR3*)pNormal, &Temp );

}

class CTimer
{
 public:
  CTimer() {QueryPerformanceFrequency(&m_Frequency); Start();}
  void Start() {QueryPerformanceCounter(&m_StartCount);}
  double End() {LARGE_INTEGER CurrentCount;QueryPerformanceCounter(&CurrentCount);return double(CurrentCount.LowPart - m_StartCount.LowPart) / (double)m_Frequency.LowPart;}

 private:
  LARGE_INTEGER m_Frequency;
  LARGE_INTEGER m_StartCount;
};

int APIENTRY _tWinMain(HINSTANCE hInstance,
HINSTANCE hPrevInstance,
LPTSTR lpCmdLine,
int nCmdShow)
{
 MSG msg;
 HACCEL hAccelTable;
 LoadString(hInstance, IDS_APP_TITLE, szTitle, MAX_LOADSTRING);
 LoadString(hInstance, IDC_D3DTEST, szWindowClass, MAX_LOADSTRING);
 MyRegisterClass(hInstance);
 if (!InitInstance (hInstance, nCmdShow))
  return FALSE;
 hAccelTable = LoadAccelerators(hInstance, (LPCTSTR)IDC_D3DTEST);

 while ( true )
 {
  if ( PeekMessage( &msg, NULL, 0, 0, PM_REMOVE ) )
  {
   if (!TranslateAccelerator(msg.hwnd, hAccelTable, &msg))
   {
    TranslateMessage(&msg);
    DispatchMessage(&msg);
   }
   continue;
  }
  if ( WM_QUIT == msg.message )
   break;
  OnIdle();
 }

 UnregisterClass( szWindowClass, g_hInst );
 return (int)msg.wParam;
}

ATOM MyRegisterClass( HINSTANCE hInstance )
{
 WNDCLASSEX wcex;
 wcex.cbSize = sizeof(WNDCLASSEX);
 wcex.style = CS_HREDRAW | CS_VREDRAW;
 wcex.lpfnWndProc = (WNDPROC)WndProc;
 wcex.cbClsExtra = 0;
 wcex.cbWndExtra = 0;
 wcex.hInstance = hInstance;
 wcex.hIcon = LoadIcon(hInstance, (LPCTSTR)IDI_D3DTEST);
 wcex.hCursor = LoadCursor(NULL, IDC_ARROW);
 wcex.hbrBackground = (HBRUSH)(COLOR_WINDOW+1);
 wcex.lpszMenuName = (LPCTSTR)IDC_D3DTEST;
 wcex.lpszClassName = szWindowClass;
 wcex.hIconSm = LoadIcon(wcex.hInstance, (LPCTSTR)IDI_SMALL);
 return RegisterClassEx(&wcex);
}

BOOL InitInstance( HINSTANCE hInstance, int nCmdShow )
{
 g_hInst = hInstance;
 CreateWindow( szWindowClass, szTitle, WS_OVERLAPPEDWINDOW,CW_USEDEFAULT, 0, CW_USEDEFAULT, 0, NULL, NULL, hInstance, NULL );
 if ( !g_hWnd )
 {
  return FALSE;
 }
 ShowWindow( g_hWnd, nCmdShow );
 UpdateWindow( g_hWnd );
 return TRUE;
}

LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
 int wmId, wmEvent;
 switch (message)
 {
  case WM_CREATE:
   OnCreate( hWnd );
   break;
  case WM_COMMAND:
   wmId = LOWORD(wParam);
   wmEvent = HIWORD(wParam);
   switch (wmId)
   {
    case IDM_EXIT:
     DestroyWindow(hWnd);
     break;
    default:
     return DefWindowProc(hWnd, message, wParam, lParam);
   }
   break;
  case WM_SIZE:
   SetProjMatrix( LOWORD( lParam ), HIWORD( lParam ) );
   break;
  case WM_DESTROY:
   ReleaseD3D();
   PostQuitMessage(0);
   break;
  default:
   return DefWindowProc(hWnd, message, wParam, lParam);
 }
 return 0;
}

void OnCreate( HWND hWnd )
{
 g_hWnd = hWnd;
 InitD3D();
 CreateObject();
}

void ReleaseD3D( void )
{
 if( g_pVB != NULL )
 {
  g_pVB->Release();
 }
 if( g_pd3dDevice != NULL )
 {
  g_pd3dDevice->Release();
 }
 if( g_pD3D != NULL )
 {
  g_pD3D->Release();
 }
}
HRESULT InitD3D( void ) 
{
g_pD3D = Direct3DCreate9( D3D_SDK_VERSION );
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory( &d3dpp, sizeof(d3dpp) );
d3dpp.Windowed = TRUE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.BackBufferFormat = D3DFMT_A8R8G8B8;
g_pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, g_hWnd,
D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE,
&d3dpp, &g_pd3dDevice );
g_pd3dDevice->SetRenderState( D3DRS_LIGHTING, TRUE );
g_pd3dDevice->SetRenderState( D3DRS_AMBIENT,
D3DCOLOR_COLORVALUE( 0.6f, 0.6f, 0.6f, 1.0 ) );
g_pd3dDevice->LightEnable( 0, TRUE);
D3DMATERIAL9 mtrl;
ZeroMemory( &mtrl, sizeof(mtrl) );
mtrl.Diffuse.r = mtrl.Ambient.r = 140.0f / 255.0f;
mtrl.Diffuse.g = mtrl.Ambient.g = 200.0f / 255.0f;
mtrl.Diffuse.b = mtrl.Ambient.b = 255.0f / 255.0f;
mtrl.Diffuse.a = mtrl.Ambient.a = 1.0f;
g_pd3dDevice->SetMaterial( &mtrl );
return S_OK;
}
void BeforePaint( void )
{
D3DLIGHT9 light;
ZeroMemory( &light, sizeof(light) );
light.Position = D3DXVECTOR3( 30.0f, 30.0f, 30.0f );
light.Attenuation1 = 0.05f;
light.Diffuse.r = 1.0f;
light.Diffuse.g = 1.0f;
light.Diffuse.b = 1.0f;
light.Range = 1000.0f;
light.Type = D3DLIGHT_POINT;
g_pd3dDevice->SetLight( 0, &light );
g_pd3dDevice->LightEnable( 0, TRUE);
}
HRESULT CreateObject( void )
{
D3DVECTOR SrcBox[] = {
{ 5.0f, 5.0f, 0.0f }, { 5.0f, 5.0f, 10.0f },
{ 5.0f, -5.0f, 0.0f }, { 5.0f, -5.0f, 10.0f },
{-5.0f, -5.0f, 0.0f }, {-5.0f, -5.0f, 10.0f },
{-5.0f, 5.0f, 0.0f }, {-5.0f, 5.0f, 10.0f },
};
WORD wIndex[] ={
0, 4, 6, 0, 2, 4,
0, 6, 7, 0, 7, 1,
0, 3, 2, 0, 1, 3,
5, 2, 3, 5, 4, 2,
5, 6, 4, 5, 7, 6,
5, 1, 7, 5, 3, 1,
};
CUSTOMVERTEX ExpandBox[sizeof(wIndex) / sizeof(WORD)];
for ( int i = 0; i < 36; i++ )
ExpandBox[i].pos = SrcBox[ wIndex[i] ];
for ( i = 0; i < 12; i++ )
{
D3DVECTOR Tri[3];
Tri[0] = ExpandBox[ i * 3 + 0 ].pos;
Tri[1] = ExpandBox[ i * 3 + 1 ].pos;
Tri[2] = ExpandBox[ i * 3 + 2 ].pos;
ExpandBox[ i * 3 + 0 ].normal.x = 0.0f;
ExpandBox[ i * 3 + 0 ].normal.y = 0.0f;
ExpandBox[ i * 3 + 0 ].normal.z = 1.0f;
CalcNormal( Tri, &(ExpandBox[ i * 3 + 0 ].normal) );
ExpandBox[ i * 3 + 1 ].normal = ExpandBox[ i * 3 + 0 ].normal;
ExpandBox[ i * 3 + 2 ].normal = ExpandBox[ i * 3 + 0 ].normal;
}
g_pd3dDevice->CreateVertexBuffer( sizeof(ExpandBox),
0, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &g_pVB, NULL );
VOID* pVertices;
g_pVB->Lock( 0, sizeof(ExpandBox), (void**)&pVertices, 0 );
MoveMemory( pVertices, ExpandBox, sizeof(ExpandBox) );
g_pVB->Unlock();
return S_OK;
}
void OnIdle( void )
{
static CTimer t;
static double dt = t.End();
double temp = t.End();
char szValue[256];
sprintf( szValue, "当前帧率:%f", 1 / ( temp - dt ) );
SetWindowText( g_hWnd, szValue );
dt = temp;
if ( g_pd3dDevice != NULL )
{
g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(255,255,200), 1.0f, 0 );
if ( SUCCEEDED( g_pd3dDevice->BeginScene() ) )
{
BeforePaint();
if ( FAILED( SetModalMatrix() ) )
{
return;
}
g_pd3dDevice->SetStreamSource( 0, g_pVB, 0, sizeof(CUSTOMVERTEX) );
g_pd3dDevice->SetFVF( D3DFVF_CUSTOMVERTEX );
g_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLELIST, 0, 12 );
g_pd3dDevice->EndScene();
g_pd3dDevice->Present( NULL, NULL, NULL, NULL );
}
}
}
HRESULT SetModalMatrix( void )
{
static float fRadius = 0.5f;
fRadius -= 0.003f;
if ( fRadius < 0)
{
fRadius = D3DX_PI * 2 ;
}
D3DXMATRIX matWorld;
D3DXMatrixRotationZ( &matWorld, 0.0f );
if ( FAILED( g_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld ) ) )
{
return E_FAIL;
}
D3DXMATRIX matView;
D3DXMatrixLookAtLH( &matView, &D3DXVECTOR3( cosf( fRadius ) * 40.0f, sinf( fRadius ) * 40.0f, 30.0 ),
&D3DXVECTOR3( 0.0f, 0.0f, 0.0f ),
&D3DXVECTOR3( 0.0f, 0.0f, 1.0f ) );
g_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );
return S_OK;
}
HRESULT SetProjMatrix( WORD wWidth, WORD wHeight )
{
D3DXMATRIX matProj;
D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, (float)wWidth / (float)wHeight, 1.0f, 100.0f );
return g_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
}
  

  看看和OpenGL做出来的哪个效果更好一些呢?我想使用D3D来做这些事会很方便吧。

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