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作 者:梁 志 斌
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加载一个三维模型 [2005-8-7] happy201 发表在 DirectX开发
| //**************************************************************************** //说明: //开发环境:Visual C++.NET 7.1.3091 DirectX 9.0C //操作系统:WindowsXP SP2 //硬件:AMD Athlon XP 2500+,DDR400 256MB,Geforce4 MX440 AGP 8X 64MB //**************************************************************************** #include<d3d9.h> #include<d3dx9.h> #include<windows.h> #include<d3d9types.h> #include<d3dx9math.h>
#pragma comment(lib,"d3d9.lib") #pragma comment(lib,"d3dx9.lib") #pragma comment(lib,"dxguid.lib") #pragma comment(lib,"Winmm.lib")
//变量说明 HWND hWnd; LPDIRECT3D9 D3d9; LPDIRECT3DDEVICE9 D3dDevice9; LPD3DXMESH m_pMesh; //Mesh对象的接口指针 D3DMATERIAL9 *m_pMeshMaterials; //用于保存模型中各个子集的材质 LPDIRECT3DTEXTURE9 *m_pMeshTextures; //用于保存模型中各个子集的纹理 DWORD m_dwNumSubsets; //模型中子集的数目 //函数申明
BOOL InitWindow(HINSTANCE hInstance,int nCmdShow); LRESULT CALLBACK WinProc(HWND hWnd,UINT message,WPARAM wParam,LPARAM lParam); //******************************************************************* //函数:InitWindow() //功能:创建窗口 //编写人:梁志斌 //*******************************************************************
static BOOL InitWindow(HINSTANCE hInstance,int nCmdShow) { WNDCLASS wndcls; wndcls.cbClsExtra=0; //分配给窗口类结构之后的额外字节数 wndcls.cbWndExtra=0; //分配给窗口实例之后的额外的字节数 wndcls.hbrBackground=CreateSolidBrush(RGB(0,0,255));//蓝色背景 wndcls.hCursor=LoadCursor(NULL,IDC_ARROW); //窗口中的鼠标形状 wndcls.hIcon=LoadIcon(NULL,IDI_ERROR); //窗口图标 wndcls.hInstance=hInstance; //窗口所对应的应用程序的句柄 wndcls.lpfnWndProc=(WNDPROC)WinProc; //窗口消息处理函数的指针 wndcls.lpszClassName="DirectX"; //窗口的类名称 wndcls.lpszMenuName=NULL; //窗口的菜单资源名称 wndcls.style= NULL; //窗口的风格 if(!RegisterClass(&wndcls)) { ::MessageBox(0, "RegisterClass() - FAILED", 0, 0); return FALSE; }
hWnd=CreateWindow("DirectX","游戏主窗口",WS_POPUP|WS_MAXIMIZE,0,0, GetSystemMetrics(SM_CXSCREEN),//此函数返回屏幕宽度 GetSystemMetrics(SM_CYSCREEN),//此函数返回屏幕高度 GetDesktopWindow(),NULL,hInstance,NULL); if(!hWnd) { ::MessageBox(0, "CreateWindow() - FAILED", 0, 0); return FALSE; }
ShowWindow(hWnd,SW_SHOWNORMAL); UpdateWindow(hWnd); return TRUE;
}
//********************************************************************** //函数:InitD3D() //功能:初始化D3D //编写人:梁志斌 //********************************************************************** bool InitD3D() {
if(NULL==(D3d9=Direct3DCreate9(D3D_SDK_VERSION))) { ::MessageBox(0, "Direct3DCreate9() - FAILED", 0, 0); return FALSE; }
D3DDISPLAYMODE d3ddm; if(D3D_OK!=(D3d9->GetAdapterDisplayMode(D3DADAPTER_DEFAULT,&d3ddm))) { ::MessageBox(0,"GetAdapterDisplayMode() - FAILED",0,0); return FALSE; }
D3DPRESENT_PARAMETERS D3dpp;
ZeroMemory(&D3dpp, sizeof(D3dpp)); D3dpp.Windowed=false; D3dpp.hDeviceWindow=hWnd; D3dpp.SwapEffect=D3DSWAPEFFECT_FLIP; D3dpp.BackBufferCount=1; //有一个后台缓存 D3dpp.BackBufferWidth=d3ddm.Width;//屏幕宽度 D3dpp.BackBufferHeight=d3ddm.Height;//屏幕长度 //立即显示刷新后的图像 D3dpp.PresentationInterval=D3DPRESENT_INTERVAL_IMMEDIATE;
D3dpp.BackBufferFormat=D3DFMT_X8R8G8B8;//色彩深度
//开启自动深度缓冲 D3dpp.EnableAutoDepthStencil=true; D3dpp.AutoDepthStencilFormat=D3DFMT_D24S8;//24位深度缓冲并保留8位模版缓冲(stencil buffer)
if(D3D_OK!=(D3d9->CreateDevice(D3DADAPTER_DEFAULT,D3DDEVTYPE_HAL,hWnd,D3DCREATE_SOFTWARE_VERTEXPROCESSING,&D3dpp,&D3dDevice9))) { ::MessageBox(0, "CreateDevice() - FAILED", 0, 0); return FALSE; } //启用Z缓存,允许消隐处理 D3dDevice9->SetRenderState(D3DRS_ZENABLE,D3DZB_TRUE); //打开光照处理 D3dDevice9->SetRenderState( D3DRS_LIGHTING, TRUE );
//自动对法线矢量进行归一化处理 D3dDevice9->SetRenderState( D3DRS_NORMALIZENORMALS, TRUE );
return true; } void SetLight() { //创建一个白色的平行光 D3DLIGHT9 light; ::ZeroMemory( &light, sizeof(D3DLIGHT9) ); light.Type = D3DLIGHT_DIRECTIONAL; //灯光类型 light.Diffuse.r = 1.0f; light.Diffuse.g = 1.0f; light.Diffuse.b = 1.0f; light.Direction = D3DXVECTOR3( -1.0f, -1.0f, 0.0f ); light.Range = 1000.0f; //灯光的作用范围 D3dDevice9->SetLight( 0, &light ); //设置灯光,参数1为灯光的索引号 D3dDevice9->LightEnable( 0, TRUE ); //打开灯光,参数1为灯光的索引号
//设置环境光 D3dDevice9->SetRenderState( D3DRS_AMBIENT, D3DCOLOR_RGBA(32,32,32,0) ); } int InitGeometry() { //我们将通过该接口指针访问Mesh对象的材质和纹理 LPD3DXBUFFER pD3DXMtrlBuffer;
//从.x文件创建Mesh对象 if(FAILED(D3DXLoadMeshFromX("su37.x",D3DXMESH_SYSTEMMEM,D3dDevice9,NULL,&pD3DXMtrlBuffer,NULL,&m_dwNumSubsets,&m_pMesh))) { ::MessageBox(0, "D3DXLoadMeshFromX() - FAILED", 0, 0); return FALSE; } m_pMeshMaterials = new D3DMATERIAL9[m_dwNumSubsets]; m_pMeshTextures = new LPDIRECT3DTEXTURE9[m_dwNumSubsets];
//从接口指针pD3DXMtrlBuffer获得各个子集的材质和纹理图片的文件名 D3DXMATERIAL* d3dxMaterials=(D3DXMATERIAL*)pD3DXMtrlBuffer->GetBufferPointer(); for( DWORD i=0;i<m_dwNumSubsets;i++ ) { //复制子集的材质 m_pMeshMaterials[i] = d3dxMaterials[i].MatD3D; //Direct3D在调入Mesh模型时,没有设置材质的环境光颜色, //这里把它设置成和漫反射一样的颜色。 m_pMeshMaterials[i].Ambient = m_pMeshMaterials[i].Diffuse;
//调入纹理图片 if(FAILED(D3DXCreateTextureFromFile(D3dDevice9,d3dxMaterials[i].pTextureFilename,&m_pMeshTextures[i]))) { ::MessageBox(0, "D3DXCreateTextureFromFile() - FAILED", 0, 0); return FALSE; } } pD3DXMtrlBuffer->Release(); //释放接口 } void SetupMatrices() {
D3DXMATRIX matWorld; UINT iTime = timeGetTime() % 5000; FLOAT fAngle = iTime * (2.0f * D3DX_PI) / 5000.0f;//把旋转角换算成弧度 D3DXMatrixRotationY( &matWorld, fAngle );//计算世界变换矩阵 D3dDevice9->SetTransform( D3DTS_WORLD, &matWorld );//把世界变换矩阵设置到渲染环境
D3DXVECTOR3 vEyePt( 0.0f, 15.0f,-25.0f );//观察点 D3DXVECTOR3 vLookatPt( 0.0f, 0.0f, 0.0f );//视线目标点 D3DXVECTOR3 vUpVec( 0.0f, 1.0f, 0.0f );//上方向 D3DXMATRIX matView; D3DXMatrixLookAtLH( &matView, &vEyePt, &vLookatPt, &vUpVec );//计算视角变换矩阵 D3dDevice9->SetTransform( D3DTS_VIEW, &matView );//把视角变换矩阵设置到渲染环境
D3DXMATRIX matProj; D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, 1.0f, 1.0f, 100.0f );//计算透视投影变换矩阵 D3dDevice9->SetTransform( D3DTS_PROJECTION, &matProj );//把投影变换矩阵设置到渲染环境 }
VOID Cleanup() { if(D3dDevice9!=NULL) D3dDevice9->Release();
if(D3d9!=NULL) D3d9->Release();
for (DWORD i=0;i<m_dwNumSubsets;i++) m_pMeshTextures[i]->Release(); //释放纹理对象 delete [] m_pMeshMaterials; delete [] m_pMeshTextures; m_pMesh->Release(); //释放Mesh对象 }
VOID Render() { //用蓝色清空背景区域 D3dDevice9->Clear(0,NULL,D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER,D3DCOLOR_XRGB(0,0,255),1.0f,0); // 开始绘制场景 if(SUCCEEDED(D3dDevice9->BeginScene())) { SetupMatrices();//设置变换矩阵 SetLight(); //设置灯光
for( DWORD i=0; i < m_dwNumSubsets; i++ ) { //设置子集的材质 D3dDevice9->SetMaterial( &m_pMeshMaterials[i] ); //设置子集的纹理,混合方式使用缺省值:纹理 × 材质的漫反射 D3dDevice9->SetTexture( 0, m_pMeshTextures[i] ); //绘制子集 m_pMesh->DrawSubset( i ); D3dDevice9->SetTexture( 0, NULL); } } // 结束场景绘制 D3dDevice9->EndScene(); // 显示到屏幕上 D3dDevice9->Present(NULL,NULL,NULL,NULL); } //********************************************************************** //函数:WinMain() //功能:Windows 程序入口函数。创建主窗口,处理消息循环 //编写人:梁志斌 //**********************************************************************
int WINAPI WinMain(HINSTANCE hInstance, //hInstance:表示该应用程序的句柄 HINSTANCE hPrevInstance, //hPrevInstance:为了保持与16位windows应用程序的兼容性 LPSTR lpCmdLine, //lpCmdLine:指向命令行参数字符串的指针 int nCmdShow) //nCmdShow:指定应用程序窗口显示方式的整数 { InitWindow(hInstance,nCmdShow); InitD3D(); InitGeometry(); //Render(); //渲染
MSG msg; ZeroMemory( &msg, sizeof(msg) ); while(GetMessage(&msg,NULL,0,0)) { Render(); //渲染 TranslateMessage( &msg ); DispatchMessage( &msg ); }
return (int)msg.wParam; }
//******************************************************************* //函数:WinProc() //功能:处理窗口消息 //编写人:梁志斌 //*******************************************************************
LRESULT CALLBACK WinProc(HWND hWnd,UINT msg,WPARAM wParam,LPARAM lParam) { switch(msg) { case WM_KEYDOWN: //击键消息 switch(wParam) { case VK_ESCAPE: DestroyWindow(hWnd); //释放窗口 Cleanup(); PostQuitMessage(0); //给窗口发送WM_QUIT消息 return 0; //处理完一个消息后返回0 } //case WM_RBUTTONDOWN: // MessageBox(hWnd,"鼠标右键按下了!","Mouse",MB_OK); return 0; } return DefWindowProc(hWnd,msg,wParam,lParam); //调用缺省消息处理过程 /* if(GetAsyncKeyState(VK_ESCAPE)) { DestroyWindow(hWnd); //释放窗口 Cleanup(); PostQuitMessage(0); //给窗口发送WM_QUIT消息 } */ return 0; }
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