运行结果:
源代码:
TerrainClass.h:
#pragma once
//=============================================================================
//一个封装了三维地形系统的类的头文件
//=============================================================================
#include
#include
#include
#include
#include "D3DUtil.h"
class TerrainClass
{
private:
LPDIRECT3DDEVICE9 m_pd3dDevice; //D3D设备
LPDIRECT3DTEXTURE9 m_pTexture; //纹理
LPDIRECT3DVERTEXBUFFER9 m_pVertexBuffer; //顶点缓存
LPDIRECT3DINDEXBUFFER9 m_pIndexBuffer; //索引缓存
int m_nCellsPerRow; //每行的单元格数目
int m_nCellsPerCol; //每列的单元格数目
int m_nVertsPerRow; //每行的顶点数
int m_nVertsPerCol; //每列的顶点数
int m_nNumVertices; //顶点总数
float m_fTerrainWidth; //地形的宽度
float m_fTerrainDepth; //地形的深度
float m_fCellSpacing; //单元格间的间距
float m_fHeightScale; //高度缩放系数
std::vector m_vHeightInfo; //用于存放高度信息
//定义一个地形的FVF格式
struct TERRAINVERTEX
{
float x, y, z;
float u, v;
TERRAINVERTEX(float _x, float _y, float _z, float _u, float _v):
x(_x), y(_y), z(_z), u(_u), v(_v){}
static const DWORD FVF = D3DFVF_XYZ | D3DFVF_TEX1;
};
public:
TerrainClass(LPDIRECT3DDEVICE9 pd3dDevice); //构造函数
~TerrainClass(void); //析构函数
bool LoadTerrainFromFile(wchar_t *pRawFileName, wchar_t *pTextureName); //从文件加载高度图和纹理的函数
bool InitTerrain(int nRows, int nCols, float fSpace, float fScale); //地形初始化函数
void RenderTerrain(D3DXMATRIX *pMatWorld, bool bDrawFrame = false); //地形渲染函数
};
TerrainClass.cpp
#include "TerrainClass.h"
//=============================================================================
//一个封装了三维地形系统的类的源文件
//=============================================================================
//-----------------------------------------------------------------------------
//构造函数
//-----------------------------------------------------------------------------
TerrainClass::TerrainClass(LPDIRECT3DDEVICE9 pd3dDevice)
{
//给各个成员变量赋初值
m_pd3dDevice = pd3dDevice;
m_pTexture = NULL;
m_pVertexBuffer = NULL;
m_pIndexBuffer = NULL;
m_nCellsPerRow = 0;
m_nCellsPerCol = 0;
m_nVertsPerRow = 0;
m_nVertsPerCol = 0;
m_nNumVertices = 0;
m_fTerrainWidth = 0.0f;
m_fTerrainDepth = 0.0f;
m_fCellSpacing = 0.0f;
m_fHeightScale = 0.0f;
}
//-----------------------------------------------------------------------------
//加载地形高度信息以及纹理
//-----------------------------------------------------------------------------
bool TerrainClass::LoadTerrainFromFile(wchar_t *pRawFileName, wchar_t *pTextureName)
{
//从文件中读取高度信息
std::ifstream inFile;
inFile.open(pRawFileName, std::ios::binary); //用二进制的方式打开文件
inFile.seekg(0, std::ios::end); //把文件移动到文件末尾
//用模板定义一个vector的变量inData并初始化,其值为缓冲区的当前位置,即缓冲区大小
std::vector inData(inFile.tellg());
//将文件指针移动到文件的开头,准备读取高度信息
inFile.seekg(std::ios::beg);
//读取整个高度信息
inFile.read((char *)&inData[0], inData.size());
//操作结束,可以关闭文件了
inFile.close();
//遍历整个缓冲区,将inData中的值赋给m_vHeightInfo
for(unsigned int i = 0; i < inData.size(); ++i)
m_vHeightInfo.push_back(inData[i]);
//加载地形纹理
if(FAILED(D3DXCreateTextureFromFile(m_pd3dDevice, pTextureName, &m_pTexture)))
return false;
return true;
}
//-----------------------------------------------------------------------------
//初始化地形的高度,填充顶点和索引缓存
//-----------------------------------------------------------------------------
bool TerrainClass::InitTerrain(int nRows, int nCols, float fSpace, float fScale)
{
m_nCellsPerRow = nRows; //每行的单元格数目
m_nCellsPerCol = nCols; //每列的单元格数目
m_fCellSpacing = fSpace; //单元格间的间距
m_fHeightScale = fScale; //高度缩放系数
m_nVertsPerRow = nRows + 1; //每行的顶点数
m_nVertsPerCol = nCols + 1; //每列的顶点数
m_nNumVertices = m_nVertsPerRow * m_nVertsPerCol; //顶点总数
m_fTerrainWidth = nRows * fSpace; //地形的宽度
m_fTerrainDepth = nCols * fSpace; //地形的深度
//通过一个for循环,逐个把地形原始高度乘以缩放系数,得到缩放后的高度
for(unsigned int i = 0; i < m_vHeightInfo.size(); ++i)
m_vHeightInfo[i] *= fScale;
//处理地形的顶点
//创建顶点缓存
if(FAILED(m_pd3dDevice->CreateVertexBuffer(m_nNumVertices * sizeof(TERRAINVERTEX),
D3DUSAGE_WRITEONLY, TERRAINVERTEX::FVF, D3DPOOL_MANAGED, &m_pVertexBuffer, 0)))
return false;
//加锁
TERRAINVERTEX *pVertices = NULL;
m_pVertexBuffer->Lock(0, m_nNumVertices * sizeof(TERRAINVERTEX), (void **)&pVertices, 0);
//访问,赋值
float fStartX = -m_fTerrainWidth / 2.0f; //指定起始点和结束点的X坐标值
float fEndX = m_fTerrainWidth / 2.0f;
float fStartZ = m_fTerrainDepth / 2.0f; //指定起始点和结束点的Z坐标值
float fEndZ = -m_fTerrainDepth / 2.0f;
float fCoordU = 3.0f / m_nCellsPerRow; //指定纹理的横坐标值
float fCoordV = 3.0f / m_nCellsPerCol; //指定纹理的纵坐标值
int index = 0;
int i, j;
for(float z = fStartZ, i = 0; z >= fEndZ; z -= m_fCellSpacing, ++i) //Z坐标方向上起始顶点到结束顶点行间的遍历
for(float x = fStartX, j = 0; x <= fEndX; x += m_fCellSpacing, ++j) //X坐标方向上起始顶点到结束顶点行间的遍历
{
//指定当前顶点在顶点缓存的位置
index = i * m_nVertsPerRow + j;
//把顶点位置索引在高度图中对应的各个顶点参数以及纹理坐标赋值给当前的顶点
pVertices[index] = TERRAINVERTEX(x, m_vHeightInfo[index], z, j*fCoordU, i*fCoordV);
}
m_pVertexBuffer->Unlock();
//处理地形的索引
//创建索引缓存
if(FAILED(m_pd3dDevice->CreateIndexBuffer(m_nCellsPerRow * m_nCellsPerCol * 6 * sizeof(WORD), D3DUSAGE_WRITEONLY,
D3DFMT_INDEX16, D3DPOOL_MANAGED, &m_pIndexBuffer, 0)))
return false;
WORD *pIndices = NULL;
//加锁
m_pIndexBuffer->Lock(0, m_nCellsPerRow * m_nCellsPerCol * 6 * sizeof(WORD), (void**)&pIndices, 0);
//访问,赋值
index = 0;
for(int i = 0; i < m_nVertsPerRow - 1; ++i) //遍历每行,遍历每列
for(int j = 0; j < m_nVertsPerCol - 1; ++j)
{
//三角形ABC的三个顶点
pIndices[index] = i*m_nVertsPerRow + j; //顶点A
pIndices[index+1] = i*m_nVertsPerRow + j + 1; //顶点B
pIndices[index+2] = (i + 1)*m_nVertsPerRow + j; //顶点C
//三角形CBD的三个顶点
pIndices[index+3] = (i + 1)*m_nVertsPerRow + j; //顶点C
pIndices[index+4] = i*m_nVertsPerRow + j + 1; //顶点B
pIndices[index+5] = (i+1)*m_nVertsPerRow + j + 1; //顶点D
//处理每一个单元格,索引加6
index += 6;
}
//解锁
m_pIndexBuffer->Unlock();
return true;
}
//-----------------------------------------------------------------------------
//绘制出地形,可以通过第二个参数选择是否绘制出线框
//-----------------------------------------------------------------------------
void TerrainClass::RenderTerrain(D3DXMATRIX *pMatWorld, bool bDrawFrame)
{
m_pd3dDevice->SetRenderState(D3DRS_LIGHTING, FALSE); //关闭光照
//把包含的几何体信息的顶点缓存和渲染流水线相关联
m_pd3dDevice->SetStreamSource(0, m_pVertexBuffer, 0, sizeof(TERRAINVERTEX));
//指定我们使用的灵活顶点格式的宏名称
m_pd3dDevice->SetFVF(TERRAINVERTEX::FVF);
//设置索引缓存
m_pd3dDevice->SetIndices(m_pIndexBuffer);
//设置世界矩阵
m_pd3dDevice->SetTransform(D3DTS_WORLD, pMatWorld);
//设置纹理
m_pd3dDevice->SetTexture(0, m_pTexture);
//绘制顶点
m_pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0, m_nNumVertices,
0, m_nCellsPerRow * m_nCellsPerCol * 2);
m_pd3dDevice->SetRenderState(D3DRS_LIGHTING, true); //打开光照
m_pd3dDevice->SetTexture(0, NULL); //纹理置空
//如果要渲染出线框的话
if(bDrawFrame)
{
//填充模式设为线框填充
m_pd3dDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_WIREFRAME);
//绘制顶点
m_pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0, m_nNumVertices,
0, m_nCellsPerRow * m_nCellsPerCol * 2);
//把填充模式调回实体填充
m_pd3dDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
}
}
//-----------------------------------------------------------------------------
//析构函数
//-----------------------------------------------------------------------------
TerrainClass::~TerrainClass(void)
{
SAFE_RELEASE(m_pTexture);
SAFE_RELEASE(m_pVertexBuffer);
SAFE_RELEASE(m_pIndexBuffer);
}
WinMain.cpp
#include
#include
#include
#include "CameraClass.h"
#include "DirectInputClass.h"
#include "TerrainClass.h"
#define WINDOW_WIDTH 800
#define WINDOW_HEIGHT 600
#define WINDOW_TITLE L"Direct 3D地形系统"
//---------------------------------------【全局变量声明部分】------------------------------------------------
//描述:全局变量的声明
//-----------------------------------------------------------------------------------------------------------
LPDIRECT3DDEVICE9 g_pd3dDevice; //Direct 3D设备对象
D3DXMATRIX g_matWorld; //世界矩阵
DirectInputClass *g_pDInput; //一个DirectInput类的指针
LPD3DXFONT g_pTextAdapterName; //显卡名字的2D文本
LPD3DXFONT g_pTextHelper; //帮助文本的2D文本
LPD3DXFONT g_pTextInfor; //绘制信息的2D文本
LPD3DXFONT g_pTextFPS; //FPS文本的2D文本
wchar_t g_strAdapterName[60]; //包括显卡名字的字符串
wchar_t g_strFPS[50]; //包含帧频率的字符数组
CameraClass *g_pCamera; //虚拟摄像机指针
TerrainClass *g_pTerrain; //地形类的指针实例
LPD3DXMESH g_pMesh; //网格对象
D3DMATERIAL9 *g_pMaterials; //网格的材质信息
LPDIRECT3DTEXTURE9 *g_pTextures; //网格的纹理信息
DWORD g_dwNumMtrls; //材质的数目
LPD3DXMESH g_pCylinder; //柱子网格对象
D3DMATERIAL9 g_cylinderMaterial; //柱子的材质
LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);
HRESULT Direct3D_Init(HWND); //在这个函数中继续Direct3D的初始化
HRESULT Objects_Init(HWND); //在这个函数中进行要绘制的物体的资源初始化
void Direct3D_Render(HWND); //在这个函数中进行Direct3D渲染代码的书写
void Direct3D_ClearUp(); //在这个函数中清理COM资源以及其他资源
float Get_FPS();
void Direct3D_Update();
void HelpText_Render(HWND);
//----------------------------------------【WinMain()函数】-------------------------------------------------
//描述:Windows应用程序的入口函数
//-------------------------------------------------------------------------------------------------------------
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPreInstance, LPSTR lpCmdLine, int nCmdShow)
{
WNDCLASSEX wndClass = {0};
wndClass.cbSize = sizeof(WNDCLASSEX);
wndClass.style = CS_HREDRAW | CS_VREDRAW;
wndClass.lpfnWndProc = (WNDPROC)WndProc;
wndClass.cbClsExtra = 0;
wndClass.cbWndExtra = 0;
wndClass.hInstance = hInstance;
wndClass.hIcon = (HICON)LoadImage(NULL, L"icon.ico", IMAGE_ICON, 0, 0, LR_LOADFROMFILE | LR_DEFAULTSIZE);
wndClass.hCursor = LoadCursor(NULL, IDC_ARROW);
wndClass.hbrBackground = (HBRUSH)GetStockObject(GRAY_BRUSH);
wndClass.lpszMenuName = NULL;
wndClass.lpszClassName = L"3DGameBase";
if(!RegisterClassEx(&wndClass))
return -1;
HWND hWnd = CreateWindow(L"3DGameBase", WINDOW_TITLE, WS_OVERLAPPEDWINDOW, CW_USEDEFAULT, CW_USEDEFAULT,
WINDOW_WIDTH, WINDOW_HEIGHT, NULL, NULL, hInstance, NULL);
MoveWindow(hWnd, 250, 80, WINDOW_WIDTH, WINDOW_HEIGHT, true);
ShowWindow(hWnd, nCmdShow);
UpdateWindow(hWnd);
g_pDInput = new DirectInputClass();
g_pDInput->Init(hWnd, hInstance, DISCL_FOREGROUND | DISCL_NONEXCLUSIVE, DISCL_FOREGROUND | DISCL_NONEXCLUSIVE);
PlaySound(L"Final Fantasy XIII.wav", NULL, SND_LOOP | SND_ASYNC | SND_FILENAME);
if(FAILED(Direct3D_Init(hWnd)))
MessageBox(hWnd, L"Direct3D 初始化失败!", L"消息窗口", 0);
MSG msg = {0};
while(msg.message != WM_QUIT)
{
if(PeekMessage(&msg, 0, 0, 0, PM_REMOVE))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
else
{
Direct3D_Update();
Direct3D_Render(hWnd);
}
}
UnregisterClass(L"3DGameBase", wndClass.hInstance);
return 0;
}
LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
switch(message)
{
case WM_PAINT:
Direct3D_Render(hWnd);
ValidateRect(hWnd, NULL); //使窗口区域生效
break;
case WM_KEYDOWN:
if(wParam == VK_ESCAPE)
DestroyWindow(hWnd);
break;
case WM_DESTROY:
//调用自定义的资源清理函数Direct3D_ClearUp();进行退出前的资源清理
Direct3D_ClearUp();
PostQuitMessage(0);
break;
default:
return DefWindowProc(hWnd, message, wParam, lParam);
}
return 0;
}
//---------------------------------------------【Direct3D_Init()函数】-----------------------------------------
//描述:Direct3D初始化函数,进行Direct3D的初始化
//---------------------------------------------------------------------------------------------------------------
HRESULT Direct3D_Init(HWND hWnd)
{
//---------------------------------------------------------------------------------------------------------------
//【Direct3D初始化步骤一】:创建Direct3D接口对象,以便用该Direct3D对象创建Direct3D设备对象
//---------------------------------------------------------------------------------------------------------------
LPDIRECT3D9 pD3D = NULL; //Direct3D接口对象的创建。
if((pD3D = Direct3DCreate9(D3D_SDK_VERSION)) == NULL) //初始化Direct3D接口对象,并进行DirectX版本协商。
return E_FAIL;
//---------------------------------------------------------------------------------------------------------------
//【Direct3D初始化步骤二】:获取硬件设备信息
//---------------------------------------------------------------------------------------------------------------
D3DCAPS9 caps;
int vp = 0;
if(FAILED(pD3D->GetDeviceCaps(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, &caps)))
return E_FAIL;
if(caps.DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT)
vp = D3DCREATE_HARDWARE_VERTEXPROCESSING; //支持硬件顶点运算,采用硬件顶点运算
else
vp = D3DCREATE_SOFTWARE_VERTEXPROCESSING; //不支持硬件顶点运算,采用软件顶点运算
//---------------------------------------------------------------------------------------------------------------
//【Direct3D初始化步骤三】:填充D3DPRESENT_PARAMETERS结构体
//---------------------------------------------------------------------------------------------------------------
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory(&d3dpp, sizeof(d3dpp));
d3dpp.BackBufferWidth = WINDOW_WIDTH;
d3dpp.BackBufferHeight = WINDOW_HEIGHT;
d3dpp.BackBufferFormat = D3DFMT_A8R8G8B8;
d3dpp.BackBufferCount = 1;
d3dpp.MultiSampleType = D3DMULTISAMPLE_NONE;
d3dpp.MultiSampleQuality = 0;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.hDeviceWindow = hWnd;
d3dpp.Windowed = true;
d3dpp.EnableAutoDepthStencil = true;
d3dpp.AutoDepthStencilFormat = D3DFMT_D24S8;
d3dpp.Flags = 0;
d3dpp.FullScreen_RefreshRateInHz = 0;
d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
//---------------------------------------------------------------------------------------------------------------
//【Direct3D初始化步骤四】:创建Direct3D设备接口。
//---------------------------------------------------------------------------------------------------------------
if(FAILED(pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd, vp, &d3dpp, &g_pd3dDevice)))
return E_FAIL;
//获取显卡信息到g_strAdapterName中,并在显卡名称前加上“当前显卡型号:”字符串
//定义一个D3DADAPTER_IDENTIFIER9结构体,用于存储显卡信息
D3DADAPTER_IDENTIFIER9 Adapter;
//调用GetAdapterIdentifier,获取显卡信息
if(FAILED(pD3D->GetAdapterIdentifier(0, 0, &Adapter)))
return E_FAIL;
//显卡名称现在已经在Adapter.Description中了,但是其为char类型,我们要将其转为wchar_t类型
int len = MultiByteToWideChar(CP_ACP, 0, Adapter.Description, -1, NULL, 0);
//这步操作完成后,g_strAdapterName中就为当前我们的显卡类型名的wchar_t型字符串了
MultiByteToWideChar(CP_ACP, 0, Adapter.Description, -1, g_strAdapterName, len);
//定义一个临时字符串,且方便了把"当前显卡型号:"字符串引入我们的目的字符串中
wchar_t tempName[50] = L"当前显卡型号:";
//把当前我们的显卡名加到“当前显卡型号:”字符串后面,结果存在TempName中
wcscat_s(tempName, g_strAdapterName);
//把TempName中的结果拷贝到全局变量g_strAdapterName中
wcscpy_s(g_strAdapterName, tempName);
SAFE_RELEASE(pD3D); //LPDIRECT3D9接口对象的使命完成,将其释放掉
if(FAILED(Objects_Init(hWnd))) // 调用一次Objects_Init,进行渲染资源的初始化
return E_FAIL;
return S_OK;
}
//------------------------------------------【Objects_Init()】函数---------------------------------------------
//描述:渲染资源初始化函数,在此函数中进行要被渲染的物体的资源的初始化
//---------------------------------------------------------------------------------------------------------------
HRESULT Objects_Init(HWND hWnd)
{
//创建字体
if(FAILED(D3DXCreateFont(g_pd3dDevice, 36, 0, 0, 1000, false, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS,
DEFAULT_QUALITY, 0, L"Calibri", &g_pTextFPS)))
return E_FAIL;
if(FAILED(D3DXCreateFont(g_pd3dDevice, 20, 0, 0, 1000, false, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS,
DEFAULT_QUALITY, 0, L"华文中宋", &g_pTextAdapterName)))
return E_FAIL;
if(FAILED(D3DXCreateFont(g_pd3dDevice, 23, 0, 0, 1000, false, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS,
DEFAULT_QUALITY, 0, L"微软雅黑", &g_pTextHelper)))
return E_FAIL;
if(FAILED(D3DXCreateFont(g_pd3dDevice, 26, 0, 0, 1000, false, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS,
DEFAULT_QUALITY, 0, L"黑体", &g_pTextInfor)))
return E_FAIL;
//创建并初始化虚拟摄像机
g_pCamera = new CameraClass(g_pd3dDevice);
g_pCamera->SetCameraPosition(&D3DXVECTOR3(0.0f, 12000.0f, -30000.0f)); //设置摄像机所在的位置
g_pCamera->SetTargetPosition(&D3DXVECTOR3(0.0f, 6000.0f, 0.0f)); //设置目标观察点所在的位置
g_pCamera->SetViewMatrix(); //设置取景变换矩阵
g_pCamera->SetProjMatrix();
//创建并初始化地形
g_pTerrain = new TerrainClass(g_pd3dDevice);
g_pTerrain->LoadTerrainFromFile(L"heighmap.raw", L"green.jpg"); //从文件读取高度图和纹理
g_pTerrain->InitTerrain(200, 200, 500.0f, 60.0f); //顶点行数,顶点列数,顶点间间距,缩放系数
//设置投影变换矩阵
//以下这段代码用于限制鼠标光标移动区域
POINT lt, rb;
RECT rect;
GetClientRect(hWnd, &rect);//取得窗口内部矩形
//将矩形左上点坐标存入lt中
lt.x = rect.left;
lt.y = rect.top;
//将矩形右下坐标存入rb中
rb.x = rect.right;
rb.y = rect.bottom;
//将lt和rb的窗口坐标转换为屏幕坐标
ClientToScreen(hWnd, <);
ClientToScreen(hWnd, &rb);
//以屏幕坐标重新设定矩形区域
rect.left = lt.x;
rect.top = lt.y;
rect.right = rb.x;
rect.bottom = rb.y;
//限制鼠标光标移动区域
ClipCursor(&rect);
// 从X文件中加载网格数据
LPD3DXBUFFER pAdjBuffer = NULL;
LPD3DXBUFFER pMtrlBuffer = NULL;
// 读取材质和纹理数据
D3DXLoadMeshFromX(L"bee.X", D3DXMESH_MANAGED, g_pd3dDevice, &pAdjBuffer,
&pMtrlBuffer, 0, &g_dwNumMtrls, &g_pMesh);
g_pMaterials = new D3DMATERIAL9[g_dwNumMtrls];
g_pTextures = new LPDIRECT3DTEXTURE9[g_dwNumMtrls];
//创建一个D3DXMATERIAL结构体用于读取材质和纹理信息
D3DXMATERIAL *pMtrl = (D3DXMATERIAL *)pMtrlBuffer->GetBufferPointer();
for(DWORD i = 0; i < g_dwNumMtrls; ++i)
{
//获取材质,并设置一下环境光的颜色值
g_pMaterials[i] = pMtrl[i].MatD3D;
g_pMaterials[i].Ambient = g_pMaterials[i].Diffuse;
//创建一下纹理对象
D3DXCreateTextureFromFileA(g_pd3dDevice, pMtrl[i].pTextureFilename, &g_pTextures[i]);
}
SAFE_RELEASE(pAdjBuffer);
SAFE_RELEASE(pMtrlBuffer);
//创建柱子
D3DXCreateCylinder(g_pd3dDevice, 8000.0f, 100.0f, 50000.0f, 60, 60, &g_pCylinder, 0);
g_cylinderMaterial.Ambient = D3DXCOLOR(1.0f, 0.0f, 0.0f, 1.0f);
g_cylinderMaterial.Diffuse = D3DXCOLOR(1.0f, 0.0f, 0.0f, 1.0f);
g_cylinderMaterial.Specular = D3DXCOLOR(0.5f, 0.0f, 0.3f, 0.3f);
g_cylinderMaterial.Emissive = D3DXCOLOR(0.0f, 0.0f, 0.0f, 1.0f);
// 设置光照
D3DLIGHT9 light;
light.Type = D3DLIGHT_DIRECTIONAL;
light.Ambient = D3DXCOLOR(0.7f, 0.7f, 0.7f, 1.0f);
light.Diffuse = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f);
light.Specular = D3DXCOLOR(0.9f, 0.9f, 0.9f, 1.0f);
light.Direction = D3DXVECTOR3(1.0f, 1.0f, 1.0f);
g_pd3dDevice->SetLight(0, &light);
g_pd3dDevice->LightEnable(0, true);
g_pd3dDevice->SetRenderState(D3DRS_NORMALIZENORMALS, true);
g_pd3dDevice->SetRenderState(D3DRS_SPECULARENABLE, true);
return S_OK;
}
void Direct3D_Update()
{
//使用DirectInput类读取数据
g_pDInput->GetInput();
// 沿摄像机各分量移动视角
if (g_pDInput->IsKeyDown(DIK_A)) g_pCamera->MoveAlongRightVec(-10.0f);
if (g_pDInput->IsKeyDown(DIK_D)) g_pCamera->MoveAlongRightVec( 10.0f);
if (g_pDInput->IsKeyDown(DIK_W)) g_pCamera->MoveAlongLookVec( 10.0f);
if (g_pDInput->IsKeyDown(DIK_S)) g_pCamera->MoveAlongLookVec(-10.0f);
if (g_pDInput->IsKeyDown(DIK_I)) g_pCamera->MoveAlongUpVec( 10.0f);
if (g_pDInput->IsKeyDown(DIK_K)) g_pCamera->MoveAlongUpVec(-10.0f);
//沿摄像机各分量旋转视角
if (g_pDInput->IsKeyDown(DIK_LEFT)) g_pCamera->RotationUpVec(-0.003f);
if (g_pDInput->IsKeyDown(DIK_RIGHT)) g_pCamera->RotationUpVec( 0.003f);
if (g_pDInput->IsKeyDown(DIK_UP)) g_pCamera->RotationRightVec(-0.003f);
if (g_pDInput->IsKeyDown(DIK_DOWN)) g_pCamera->RotationRightVec( 0.003f);
if (g_pDInput->IsKeyDown(DIK_J)) g_pCamera->RotationLookVec(-0.001f);
if (g_pDInput->IsKeyDown(DIK_L)) g_pCamera->RotationLookVec( 0.001f);
//鼠标控制右向量和上向量的旋转
g_pCamera->RotationUpVec(g_pDInput->MouseDX()* 0.001f);
g_pCamera->RotationRightVec(g_pDInput->MouseDY() * 0.001f);
//计算并设置取景变换矩阵
g_pCamera->SetViewMatrix();
//鼠标滚轮控制观察点收缩操作
static float fPosZ = 0.0f;
fPosZ += g_pDInput->MouseDZ() * 0.03f;
//把正确的世界变换矩阵存到g_matWorld中
D3DXMatrixTranslation(&g_matWorld, 0, 0, fPosZ);
}
//----------------------------------------【Direct3D_Render()函数】--------------------------------------------
//描述:使用Direct3D进行渲染
//---------------------------------------------------------------------------------------------------------------
void Direct3D_Render(HWND hWnd)
{
//---------------------------------------------------------------------------------------------------------------
//【Direct3D渲染步骤一】:清屏操作
//---------------------------------------------------------------------------------------------------------------
g_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0, 108, 255), 1.0f, 0);
//定义一个矩形,用来获取主窗口矩形
RECT formatRect;
GetClientRect(hWnd, &formatRect);
//---------------------------------------------------------------------------------------------------------------
//【Direct3D渲染步骤二】:开始绘制
//---------------------------------------------------------------------------------------------------------------
g_pd3dDevice->BeginScene(); //开始绘制
//---------------------------------------------------------------------------------------------------------------
//【Direct3D渲染步骤三】:正式绘制
//---------------------------------------------------------------------------------------------------------------
//绘制大黄蜂
D3DXMATRIX mScal,mRot1,mRot2,mTrans,mFinal; //定义一些矩阵,准备对大黄蜂进行矩阵变换
D3DXMatrixScaling(&mScal,20.0f,20.0f,20.0f);
D3DXMatrixTranslation(&mTrans,0,8000,0);
D3DXMatrixRotationX(&mRot1, D3DX_PI/2);
D3DXMatrixRotationY(&mRot2, D3DX_PI/2);
mFinal=mScal*mRot1*mRot2*mTrans*g_matWorld;
g_pd3dDevice->SetTransform(D3DTS_WORLD, &mFinal);//设置模型的世界矩阵,为绘制做准备
// 用一个for循环,进行模型的网格各个部分的绘制
for(DWORD i = 0; i < g_dwNumMtrls; ++i)
{
g_pd3dDevice->SetMaterial(&g_pMaterials[i]);//设置此部分的材质
g_pd3dDevice->SetTexture(0, g_pTextures[i]);//设置此部分的纹理
g_pMesh->DrawSubset(i);
}
//绘制地形
g_pTerrain->RenderTerrain(&g_matWorld); //渲染地形,没有第二个参数表示不渲染地形边框
//绘制柱子
D3DXMATRIX TransMatrix, RotMatrix, FinalMatrix;
D3DXMatrixRotationX(&RotMatrix, -D3DX_PI * 0.5f);
g_pd3dDevice->SetMaterial(&g_cylinderMaterial);
for(int i = 0; i < 4; i++)
{
D3DXMatrixTranslation(&TransMatrix, -10000.0f, 0.0f, -15000.0f + (i * 20000.0f));
FinalMatrix = RotMatrix * TransMatrix ;
g_pd3dDevice->SetTransform(D3DTS_WORLD, &FinalMatrix);
g_pCylinder->DrawSubset(0);
D3DXMatrixTranslation(&TransMatrix, 10000.0f, 0.0f, -15000.0f + (i * 20000.0f));
FinalMatrix = RotMatrix * TransMatrix ;
g_pd3dDevice->SetTransform(D3DTS_WORLD, &FinalMatrix);
g_pCylinder->DrawSubset(0);
}
//绘制文字信息
HelpText_Render(hWnd);
//---------------------------------------------------------------------------------------------------------------
//【Direct3D渲染步骤四】:结束绘制
//---------------------------------------------------------------------------------------------------------------
g_pd3dDevice->EndScene(); //结束绘制
//---------------------------------------------------------------------------------------------------------------
//【Direct3D渲染步骤五】:显示翻转
//---------------------------------------------------------------------------------------------------------------
g_pd3dDevice->Present(NULL, NULL, NULL, NULL); //翻转与显示
}
void HelpText_Render(HWND hWnd)
{
//定义一个矩形,用来获取主窗口矩形
RECT formatRect;
GetClientRect(hWnd, &formatRect);
//在窗口右上角处,显示每秒帧数
swprintf_s(g_strFPS, L"FPS:%.3f", Get_FPS());
g_pTextFPS->DrawText(0, g_strFPS, -1, &formatRect, DT_TOP | DT_RIGHT, D3DCOLOR_XRGB(255,255,255));
//显示显卡类型名
g_pTextAdapterName->DrawText(0, g_strAdapterName, -1, &formatRect, DT_TOP | DT_LEFT, D3DXCOLOR(1.0f, 0.5f, 0.0f, 1.0f));
// 输出帮助信息
formatRect.left = 0,formatRect.top = 380;
g_pTextInfor->DrawText(NULL, L"控制说明:", -1, &formatRect,
DT_SINGLELINE | DT_NOCLIP | DT_LEFT, D3DCOLOR_RGBA(235,123,230,255));
formatRect.top += 35;
g_pTextHelper->DrawText(NULL, L" W:向前飞翔 S:向后飞翔 ", -1, &formatRect,
DT_SINGLELINE | DT_NOCLIP | DT_LEFT, D3DCOLOR_RGBA(255,200,0,255));
formatRect.top += 25;
g_pTextHelper->DrawText(NULL, L" A:向左飞翔 D:向右飞翔", -1, &formatRect,
DT_SINGLELINE | DT_NOCLIP | DT_LEFT, D3DCOLOR_RGBA(255,200,0,255));
formatRect.top += 25;
g_pTextHelper->DrawText(NULL, L" I:垂直向上飞翔 K:垂直向下飞翔", -1, &formatRect,
DT_SINGLELINE | DT_NOCLIP | DT_LEFT, D3DCOLOR_RGBA(255,200,0,255));
formatRect.top += 25;
g_pTextHelper->DrawText(NULL, L" J:向左倾斜 L:向右倾斜", -1, &formatRect,
DT_SINGLELINE | DT_NOCLIP | DT_LEFT, D3DCOLOR_RGBA(255,200,0,255));
formatRect.top += 25;
g_pTextHelper->DrawText(NULL, L" 上、下、左、右方向键、鼠标移动:视角变化 ", -1, &formatRect,
DT_SINGLELINE | DT_NOCLIP | DT_LEFT, D3DCOLOR_RGBA(255,200,0,255));
formatRect.top += 25;
g_pTextHelper->DrawText(NULL, L" 鼠标滚轮:人物模型Y轴方向移动", -1, &formatRect,
DT_SINGLELINE | DT_NOCLIP | DT_LEFT, D3DCOLOR_RGBA(255,200,0,255));
formatRect.top += 25;
g_pTextHelper->DrawText(0, L" ESC键 : 退出程序", -1, &formatRect, DT_SINGLELINE | DT_NOCLIP | DT_LEFT,
D3DCOLOR_RGBA(255,200,0,255));
}
//-----------------------------------------【Get_FPS()函数】---------------------------------------------------
//描述:用于计算帧频率
//---------------------------------------------------------------------------------------------------------------
float Get_FPS()
{
//定义四个静态变量
static int frameCount = 0; //帧数
static float currentTime = 0; //当前时间
static float lastTime = 0; //上次计算帧频率的时间
static float fps = 0; //需要计算的fps值
++frameCount; //每调用一次此函数,帧数加一
//获取系统时间, timeGetTime() 返回系统时间,以毫秒为单位,乘以0.001得到秒
currentTime = timeGetTime() * 0.001f;
//如果当前时间减去之前计算帧频率的时间大于1秒钟,就进行帧频率的更新,并将帧数归零
if(currentTime - lastTime > 1.0f) //将时间控制在1秒钟
{
fps = frameCount / (currentTime - lastTime); //计算这一秒的fps值
frameCount = 0; //将本次帧数清零
lastTime = currentTime; //将当前时间赋给上次计算帧频率的时间,作为下一秒的基准时间
}
return fps;
}
//------------------------------------------------【 Direct3D_ClearUp函数】------------------------------------------
//描述:资源清理函数,在此函数中进行程序退出前资源的清理工作
//-------------------------------------------------------------------------------------------------------------------
void Direct3D_ClearUp()
{
//释放COM接口对象
SAFE_RELEASE(g_pd3dDevice);
SAFE_RELEASE(g_pTextFPS);
SAFE_RELEASE(g_pTextHelper);
SAFE_RELEASE(g_pTextAdapterName);
SAFE_RELEASE(g_pTextInfor);
SAFE_DELETE(g_pDInput);
SAFE_DELETE(g_pTerrain);
SAFE_DELETE(g_pCamera);
SAFE_RELEASE(g_pMesh);
SAFE_DELETE(g_pMaterials);
for(DWORD i = 0; i < g_dwNumMtrls; ++i)
SAFE_RELEASE(g_pTextures[i]);
SAFE_DELETE(g_pTextures);
SAFE_RELEASE(g_pCylinder);
}