// 阶乘体系月亮太阳旋转原理.cpp : 定义应用程序的入口点。
//
#include "stdafx.h"
#include "阶乘体系月亮太阳旋转原理.h"
#include
#include
#include
LPDIRECT3D9 g_pD3D = NULL ;
LPDIRECT3DDEVICE9 g_pd3dDevice = NULL ;
LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL ;
LPDIRECT3DINDEXBUFFER9 g_pIB = NULL ;
D3DXMATRIXA16 g_matTMParent ;
D3DXMATRIXA16 g_matRParent ;
D3DXMATRIXA16 g_matTMChild ;
D3DXMATRIXA16 g_matRChild ;
#pragma comment(lib, "d3d9.lib")
#pragma comment(lib, "d3dx9.lib")
struct CUSTOMVERTEX
{
FLOAT x,y,z;
DWORD color;
};
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ |D3DFVF_DIFFUSE)
struct MYINDEX
{
WORD _0,_1,_2;
};
HRESULT InitD3D (HWND hWnd )
{
//创建D3D对象
if(NULL == ( g_pD3D =Direct3DCreate9 ( D3D_SDK_VERSION ) ))
return E_FAIL;
//创建设备的结构体
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;
if( FAILED( g_pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING,
&d3dpp, &g_pd3dDevice ) ) )
return E_FAIL;
//实现卷起功能
g_pd3dDevice->SetRenderState(D3DRS_CULLMODE , D3DCULL_NONE);
//起到z缓冲的功能
g_pd3dDevice->SetRenderState(D3DRS_ZENABLE , TRUE );
//顶点具有颜色,能起到光源的功能
g_pd3dDevice->SetRenderState(D3DRS_LIGHTING ,FALSE);
return S_OK;
}
HRESULT InitVB()
{
/// 渲染正方体(cube)的八个顶点声明
CUSTOMVERTEX vertices[] =
{
{ -1, 1, 1 , 0xffff0000 }, /// v0
{ 1, 1, 1 , 0xff00ff00 }, /// v1
{ 1, 1, -1 , 0xff0000ff }, /// v2
{ -1, 1, -1 , 0xffffff00 }, /// v3
{ -1, -1, 1 , 0xff00ffff }, /// v4
{ 1, -1, 1 , 0xffff00ff }, /// v5
{ 1, -1, -1 , 0xff000000 }, /// v6
{ -1, -1, -1 , 0xffffffff }, /// v7
};
/// 创建顶点缓冲
/// 分配储存八个用户顶点的存储器.
/// 指定储存FVF的数据格式.
if( FAILED( g_pd3dDevice->CreateVertexBuffer( 8*sizeof(CUSTOMVERTEX),
0, D3DFVF_CUSTOMVERTEX,
D3DPOOL_DEFAULT, &g_pVB, NULL ) ) )
{
return E_FAIL;
}
/// 将数据写入顶点缓冲.
/// 调用顶点缓冲的Lock()函数,获取指针.
VOID* pVertices;
if( FAILED( g_pVB->Lock( 0, sizeof(vertices), (void**)&pVertices, 0 ) ) )
return E_FAIL;
memcpy( pVertices, vertices, sizeof(vertices) );
g_pVB->Unlock();
return S_OK;
}
/**-----------------------------------------------------------------------------
* 创建索引缓冲,设置索引值.
*------------------------------------------------------------------------------
*/
HRESULT InitIB()
{
/// 渲染正方体(cube)的十二个顶点声明
MYINDEX indices[] =
{
{ 0, 1, 2 }, { 0, 2, 3 }, /// 上面
{ 4, 6, 5 }, { 4, 7, 6 }, /// 下面
{ 0, 3, 7 }, { 0, 7, 4 }, /// 左面
{ 1, 5, 6 }, { 1, 6, 2 }, /// 右面
{ 3, 2, 6 }, { 3, 6, 7 }, /// 前面
{ 0, 4, 5 }, { 0, 5, 1 } /// 后面
};
/// 创建索引缓冲
/// D3DFMT_INDEX16的索引单位为16位.
/// MYINDEX结构体中,使用WORD型进行声明,所以要使用D3DFMT_INDEX16.
if( FAILED( g_pd3dDevice->CreateIndexBuffer( 12 * sizeof(MYINDEX), 0, D3DFMT_INDEX16, D3DPOOL_DEFAULT, &g_pIB, NULL ) ) )
{
return E_FAIL;
}
/// 将数据写入索引缓冲.
/// 调用索引缓冲的Lock()函数,获取指针.
VOID* pIndices;
if( FAILED( g_pIB->Lock( 0, sizeof(indices), (void**)&pIndices, 0 ) ) )
return E_FAIL;
memcpy( pIndices, indices, sizeof(indices) );
g_pIB->Unlock();
return S_OK;
}
HRESULT InitGeometry()
{
if( FAILED( InitVB() ) ) return E_FAIL;
if( FAILED( InitIB() ) ) return E_FAIL;
return S_OK;
}
void Animate()
{
D3DXMatrixIdentity( &g_matTMParent);
/// 父网格的Y轴旋转矩阵
D3DXMatrixRotationY( &g_matRParent, GetTickCount()/500.0f );
/// 子网格的Z轴旋转矩阵
D3DXMatrixRotationZ( &g_matRChild, GetTickCount()/500.0f );
/// 子网格离原点有一定的距离(3,3,3)
D3DXMatrixTranslation( &g_matTMChild, 3, 3, 3 );
}
void SetupCamera()
{
//创建一个世界矩阵
D3DXMATRIXA16 matWorld;
D3DXMatrixIdentity( &matWorld );
g_pd3dDevice->SetTransform( D3DTS_WORLD , &matWorld );
//创建视图矩阵
D3DXVECTOR3 vEyePt ( 0.0f , 10.0f , -10.0f );
D3DXVECTOR3 vLookatPt( 0.0f , 0.0f , 0.0f );
D3DXVECTOR3 vUpVec ( 0.0f , 1.0f , 0.0f );
//视图矩阵
D3DXMATRIXA16 matView ;
D3DXMatrixLookAtLH(&matView , &vEyePt , &vLookatPt , &vUpVec);
g_pd3dDevice->SetTransform( D3DTS_VIEW , &matView );
//创建投影矩阵
D3DXMATRIXA16 matProj ;
D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4,1.0f , 1.0f ,100.0f ); //近裁面和远裁面都是1.0
g_pd3dDevice->SetTransform( D3DTS_PROJECTION , &matProj );
}
void CleanUp()
{
if(g_pVB !=NULL)
g_pVB->Release();
if(g_pD3D!=NULL)
g_pD3D->Release();
if(g_pd3dDevice!=NULL)
g_pd3dDevice->Release();
if(g_pIB!=NULL)
g_pIB->Release();
}
void DrawMesh(D3DXMATRIXA16 * pMat)
{
g_pd3dDevice->SetTransform(D3DTS_WORLD ,pMat);
g_pd3dDevice->SetStreamSource( 0 ,g_pVB , 0, sizeof(CUSTOMVERTEX));
g_pd3dDevice->SetFVF(D3DFVF_CUSTOMVERTEX);
g_pd3dDevice->SetIndices(g_pIB);
g_pd3dDevice->DrawIndexedPrimitive( D3DPT_TRIANGLELIST, 0, 0, 8, 0, 12 ); //8个顶点,12个三角形
}
VOID Render()
{
D3DXMATRIXA16 matWorld;
/// 后置缓冲和Z-缓冲初始化
g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0,0,255), 1.0f, 0 );
/// 创建动画矩阵
Animate();
/// 开始渲染
if( SUCCEEDED( g_pd3dDevice->BeginScene() ) )
{
matWorld = g_matRParent * g_matTMParent;
DrawMesh( &matWorld ); /// 绘制父正方体
//
matWorld = g_matRChild * g_matTMChild * matWorld; //也就是说会继承父类的绕Y轴旋转
DrawMesh( &matWorld ); /// 绘制子正方体
/// 结束渲染
g_pd3dDevice->EndScene();
}
/// 显示后置缓冲的画面!
g_pd3dDevice->Present( NULL, NULL, NULL, NULL );
}
LRESULT WINAPI MsgProc(HWND hWnd , UINT msg, WPARAM wParam ,LPARAM lParam)
{
switch(msg)
{
case WM_DESTROY:
CleanUp();
PostQuitMessage(0);
return 0;
}
return DefWindowProc(hWnd ,msg,wParam,lParam);
}
INT WINAPI WinMain( HINSTANCE hInst , HINSTANCE ,LPSTR ,INT )
{
WNDCLASSEX wc = { sizeof(WNDCLASSEX) , CS_CLASSDC , MsgProc , 0L ,0L,
GetModuleHandle(NULL), NULL , NULL , NULL , NULL,
L"BasicFrame", NULL};
RegisterClassEx(&wc);
HWND hWnd = CreateWindow( L"BasicFrame", L"LightMappint",WS_OVERLAPPEDWINDOW,
100,100,500,500 ,GetDesktopWindow() ,NULL ,wc.hInstance,NULL);
MSG msg;
ZeroMemory (&msg ,sizeof (msg));
if( SUCCEEDED( InitD3D(hWnd ) ) )
if(SUCCEEDED (InitGeometry()))
{
SetupCamera();
ShowWindow(hWnd , SW_SHOWDEFAULT );
UpdateWindow(hWnd);
while(msg.message!=WM_QUIT)
{
if (PeekMessage (&msg,NULL,0U ,0U, PM_REMOVE))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
else
Render();
}
UnregisterClass(L"D3D Tutorial",wc.hInstance);
return 0;
}
}