运行结果:
源代码:
SnowParticleClass.h:
//=============================================================================
//一个封装了雪花粒子系统的类的头文件
//=============================================================================
#pragma once
#include
#include
#include
#include "D3DUtil.h"
#define PARTICLE_NUMBER 3000 //雪花粒子数量
#define SNOW_SYSTOM_LENGHT_X 20000 //雪花粒子飞扬区域的长度
#define SNOW_SYSTOM_LENGHT_Y 20000 //雪花粒子飞扬区域的宽度
#define SNOW_SYSTOM_LENGHT_Z 20000 //雪花粒子飞扬区域的高度
//-------------------------------------------------------------------------------------------------
//雪花粒子的FVF顶点结构和顶点格式
//-------------------------------------------------------------------------------------------------
struct POINTVERTEX
{
float x, y, z; //顶点位置
float u, v; //顶点纹理坐标
};
#define D3DFVF_POINTVERTEX (D3DFVF_XYZ | D3DFVF_TEX1)
//-------------------------------------------------------------------------------------------------
//雪花粒子结构体的定义
//-------------------------------------------------------------------------------------------------
struct SNOWPARTICLE
{
float x, y, z; //坐标位置
float rotationY; //雪花绕自身Y轴旋转角度
float rotationX; //雪花绕自身X轴旋转角度
float fallSpeed; //雪花下降速度
float rotationSpeed; //雪花旋转速度
int textureIndex; //纹理索引数
};
//-------------------------------------------------------------------------------------------------
//粒子系统类的定义
//-------------------------------------------------------------------------------------------------
class SnowParticleClass
{
private:
LPDIRECT3DDEVICE9 m_pd3dDevice; //d3d设备对象
LPDIRECT3DVERTEXBUFFER9 m_pVertexBuffer; //粒子顶点缓存
SNOWPARTICLE m_Snows[PARTICLE_NUMBER]; //雪花粒子数组
LPDIRECT3DTEXTURE9 m_pTextures[6]; //雪花纹理数组
public:
SnowParticleClass(LPDIRECT3DDEVICE9 pd3dDevice); //构造函数
~SnowParticleClass(void); //析构函数
HRESULT InitSnowParticle(); //粒子系统初始化函数
void UpdateSnowParticle(float fElapsedTime); //粒子系统更新函数
void RenderSnowParticle(); //粒子系统渲染函数
};
SnowParticleClass.cpp:
//=============================================================================
//一个封装了雪花粒子系统的类的源文件
//=============================================================================
#include "SnowParticleClass.h"
//-------------------------------------------------------------------------------------------------
//构造函数
//-------------------------------------------------------------------------------------------------
SnowParticleClass::SnowParticleClass(LPDIRECT3DDEVICE9 pd3dDevice)
{
//给各个参数赋值
m_pd3dDevice = pd3dDevice;
m_pVertexBuffer = NULL;
for(int i = 0; i < 6; ++i)
m_pTextures[i] = NULL;
}
//-------------------------------------------------------------------------------------------------
//粒子系统初始化函数
//-------------------------------------------------------------------------------------------------
HRESULT SnowParticleClass::InitSnowParticle()
{
//设置随机数种子
srand(GetTickCount());
//初始化雪花数组
for(int i = 0; i < PARTICLE_NUMBER; ++i)
{
m_Snows[i].x = (rand() % SNOW_SYSTOM_LENGHT_X) - SNOW_SYSTOM_LENGHT_X/2.0f;
m_Snows[i].z = (rand() % SNOW_SYSTOM_LENGHT_Z) - SNOW_SYSTOM_LENGHT_Z/2.0f;
m_Snows[i].y = rand() % SNOW_SYSTOM_LENGHT_Y;
m_Snows[i].rotationX = (rand() % 10) / 5.0f * D3DX_PI;
m_Snows[i].rotationY = (rand() % 10) / 5.0f * D3DX_PI;
m_Snows[i].fallSpeed = 300.0f + rand()%500;
m_Snows[i].rotationSpeed = 5.0f + (rand() % 10) / 10.0f;
m_Snows[i].textureIndex = rand() % 6;
}
//创建雪花粒子顶点缓存
HRESULT hr;
HR(m_pd3dDevice->CreateVertexBuffer(4*sizeof(POINTVERTEX), 0, D3DFVF_POINTVERTEX,
D3DPOOL_MANAGED, &m_pVertexBuffer, NULL));
//填充雪花粒子顶点缓存
POINTVERTEX vertices[] =
{
{ -30.0f, 0.0f, 0.0f, 0.0f, 1.0f, },
{ -30.0f, 60.0f, 0.0f, 0.0f, 0.0f, },
{ 30.0f, 0.0f, 0.0f, 1.0f, 1.0f, },
{ 30.0f, 60.0f, 0.0f, 1.0f, 0.0f, }
};
void *pVertices = NULL;
//加锁
HR(m_pVertexBuffer->Lock(0, sizeof(vertices), &pVertices, 0));
//访问
memcpy(pVertices, vertices, sizeof(vertices));
//解锁
m_pVertexBuffer->Unlock();
//创建6种雪花纹理
wchar_t filename[20] = {0};
for(int i = 0; i < 6; ++i)
{
swprintf_s(filename, L"snow%d.jpg", i+1);
HR(D3DXCreateTextureFromFile(m_pd3dDevice, filename, &m_pTextures[i]));
}
return S_OK;
}
//-------------------------------------------------------------------------------------------------
//粒子系统更新函数
//-------------------------------------------------------------------------------------------------
void SnowParticleClass::UpdateSnowParticle(float fElapsedTime)
{
//for循环,更新每个粒子设为当前位置和角度
for(int i = 0; i < PARTICLE_NUMBER; ++i)
{
//如果雪花粒子落到地面,重新将高度设为最大
m_Snows[i].y -= m_Snows[i].fallSpeed * fElapsedTime;
if(m_Snows[i].y < 0)
m_Snows[i].y = SNOW_SYSTOM_LENGHT_Y;
//更改自旋角度
m_Snows[i].rotationX += m_Snows[i].rotationSpeed * fElapsedTime;
m_Snows[i].rotationY += m_Snows[i].rotationSpeed * fElapsedTime;
}
}
//-------------------------------------------------------------------------------------------------
//粒子系统渲染函数
//-------------------------------------------------------------------------------------------------
void SnowParticleClass::RenderSnowParticle()
{
//设置纹理状态
m_pd3dDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); //将纹理颜色混合的第一个参数用于输出
m_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE); //纹理颜色混合的第一个参数就取纹理颜色值
m_pd3dDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR); //缩小过滤状态采用线性过滤
m_pd3dDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR); //放大过滤状态采用线性过滤
//设置Alpha设置系数 将源图像与目标图像颜色值相加,黑色部分(0,0,0)变为目标颜色,白色部分仍然不变
m_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, true); //打开alpha混合
m_pd3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ONE); //源混合系数设为1
m_pd3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE); //目标融合系数设为1
//设置剔除模式为不剔除任何面
m_pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
//渲染雪花
D3DXMATRIX matRotaY, matRotaX, matTrans, matWorld;
for(int i = 0; i < PARTICLE_NUMBER; ++i)
{
//构造并设置当前雪花粒子的世界矩阵
D3DXMatrixRotationX(&matRotaX, m_Snows[i].rotationX);
D3DXMatrixRotationY(&matRotaY, m_Snows[i].rotationY);
D3DXMatrixTranslation(&matTrans, m_Snows[i].x, m_Snows[i].y, m_Snows[i].z);
matWorld = matRotaX * matRotaY * matTrans;
m_pd3dDevice->SetTransform(D3DTS_WORLD, &matWorld);
m_pd3dDevice->SetTexture(0, m_pTextures[m_Snows[i].textureIndex]); //设置当前纹理
//渲染雪花粒子
m_pd3dDevice->SetStreamSource(0, m_pVertexBuffer, 0, sizeof(POINTVERTEX)); //把包含几何体信息的顶点缓存与渲染流水线关联
m_pd3dDevice->SetFVF(D3DFVF_POINTVERTEX); //设置FVF灵活顶点模式
m_pd3dDevice->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2); //绘制
}
//恢复之前渲染模式 alpha混合,剔除状态
m_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, false);
m_pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CCW);
}
//-------------------------------------------------------------------------------------------------
//析构函数
//-------------------------------------------------------------------------------------------------
SnowParticleClass::~SnowParticleClass(void)
{
SAFE_RELEASE(m_pVertexBuffer);
for(int i = 0; i < 6; ++i)
SAFE_RELEASE(m_pTextures[i]);
}
WinMain.cpp:
#include
#include
#include
#include "CameraClass.h"
#include "DirectInputClass.h"
#include "TerrainClass.h"
#include "SkyBoxClass.h"
#include "SnowParticleClass.h"
#define WINDOW_TITLE L"Direct 3D 雪花粒子系统"
//---------------------------------------【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
SkyBoxClass *g_pSkyBox; //天空盒类的指针
SnowParticleClass *g_pSnowParticle; //雪花粒子系统的指针
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, float); //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)
{
static float fLastTime = timeGetTime(); //上帧渲染时间
static float fCurrTime = timeGetTime(); //此帧渲染时间
static float fTimeDelta = 0.0f;
fCurrTime = timeGetTime();
fTimeDelta = (fCurrTime - fLastTime) / 1000.f; //上帧到此帧经过的时间
fLastTime = fCurrTime; //把此次渲染时间赋给上次渲染时间
if(PeekMessage(&msg, 0, 0, 0, PM_REMOVE))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
else
{
Direct3D_Update();
Direct3D_Render(hWnd, fTimeDelta);
}
}
UnregisterClass(L"3DGameBase", wndClass.hInstance);
return 0;
}
LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
switch(message)
{
case WM_PAINT:
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, 1400.0f, -1800.0f)); //设置摄像机所在的位置
g_pCamera->SetTargetPosition(&D3DXVECTOR3(0.0f, 1200.0f, 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"terrainstone.jpg"); //从文件读取高度图和纹理
g_pTerrain->InitTerrain(200, 200, 60.0f, 8.0f); //顶点行数,顶点列数,顶点间间距,缩放系数
//创建并初始化天空对象
g_pSkyBox = new SkyBoxClass(g_pd3dDevice);
//从文件加载前,后,左,右,上的纹理图
g_pSkyBox->LoadSkyTextureFromFile(L"TropicalSunnyDayFront2048.png", L"TropicalSunnyDayBack2048.png",
L"TropicalSunnyDayLeft2048.png", L"TropicalSunnyDayRight2048.png", L"TropicalSunnyDayUp2048.png");
//设置天空盒的边长
g_pSkyBox->InitSkyBox(50000);
//创建并初始化雪花粒子系统
g_pSnowParticle = new SnowParticleClass(g_pd3dDevice);
g_pSnowParticle->InitSnowParticle();
//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);
ShowCursor(false);
// 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"angle.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, 280.0f, 10.0f, 3000.0f, 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(-3.0f);
if (g_pDInput->IsKeyDown(DIK_D)) g_pCamera->MoveAlongRightVec(3.0f);
if (g_pDInput->IsKeyDown(DIK_W)) g_pCamera->MoveAlongLookVec( 3.0f);
if (g_pDInput->IsKeyDown(DIK_S)) g_pCamera->MoveAlongLookVec(-3.0f);
if (g_pDInput->IsKeyDown(DIK_R)) g_pCamera->MoveAlongUpVec( 3.0f);
if (g_pDInput->IsKeyDown(DIK_F)) g_pCamera->MoveAlongUpVec(-3.0f);
//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_Q)) g_pCamera->RotationLookVec(0.001f);
if (g_pDInput->IsKeyDown(DIK_E)) 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, float fTimeDelta)
{
//---------------------------------------------------------------------------------------------------------------
//【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);
//---------------------------------------------------------------------------------------------------------------
//【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
//---------------------------------------------------------------------------------------------------------------
//绘制人物
D3DXMATRIX mScal,mRot2,mTrans,mFinal; //定义一些矩阵,准备对大黄蜂进行矩阵变换
D3DXMatrixTranslation(&mTrans,50.0f,1200.0f,0.0f);
D3DXMatrixScaling(&mScal,3.0f,3.0f,3.0f);
mFinal=mScal*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); //绘制此部分
}
//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);
g_pd3dDevice->SetTexture(0, NULL);//设置此部分的纹理
for(int i = 0; i < 4; i++)
{
D3DXMatrixTranslation(&TransMatrix, -300.0f, 0.0f, -350.0f + (i * 500.0f));
FinalMatrix = RotMatrix * TransMatrix ;
g_pd3dDevice->SetTransform(D3DTS_WORLD, &FinalMatrix);
g_pCylinder->DrawSubset(0);
D3DXMatrixTranslation(&TransMatrix, 300.0f, 0.0f, -350.0f + (i * 500.0f));
FinalMatrix = RotMatrix * TransMatrix ;
g_pd3dDevice->SetTransform(D3DTS_WORLD, &FinalMatrix);
g_pCylinder->DrawSubset(0);
}
//绘制天空
D3DXMATRIX matSky,matTransSky,matRotSky;
D3DXMatrixTranslation(&matTransSky,0.0f,-12000.0f,0.0f);
D3DXMatrixRotationY(&matRotSky, -0.000005f*timeGetTime()); //旋转天空网格, 简单模拟云彩运动效果
matSky=matTransSky*matRotSky;
g_pSkyBox->RenderSkyBox(&matSky);
//绘制雪花粒子系统
g_pSnowParticle->UpdateSnowParticle(fTimeDelta);
g_pSnowParticle->RenderSnowParticle();
//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" R:垂直向上飞翔 F: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" Q:向左倾斜 E: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(NULL, 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_DELETE(g_pSkyBox);
SAFE_DELETE(g_pSnowParticle);
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);
}