DirectX 9.0 C++ 教程 光照

效果图:一个有方向光(Directional lights)照着的茶壶。(根据DirectX SDK 光照例子改编)

DirectX 9.0 C++ 教程 光照_第1张图片

对上面这张gif图片是如何制作感兴趣?看截取视频,然后制成gif 教程


1.光源

Direct3D支持3种光源。

1.点光源(Point lights),2. 方向光(Directional lights),3.聚光灯(Spot lights)

//光源结构体
typedef struct _D3DLIGHT9 {
    D3DLIGHTTYPE Type;//类型,就是上面提到的三种
    D3DCOLORVALUE Diffuse;//漫射
    D3DCOLORVALUE Specular;//镜面光
    D3DCOLORVALUE Ambient;//环境光
    D3DVECTOR Position;//光源位置,对于方向光无意义
    D3DVECTOR Direction;//传播方向,对于点光源无意义
    float Range;//光线“消亡”前,所能达到的最大光程。
    float Falloff;// 仅用于聚光灯。定义了光强从内锥形到外锥形的衰减方式
    float Attenuation0;// 该衰减变量定义了光强随距离衰减的方式。仅用于点光源和聚光灯
    float Attenuation1;// 同Attenuation0
    float Attenuation2;// 同Attenuation0
    float Theta;// 仅用于聚光灯。指定了内部锥形的圆锥角,单位为弧度
    float Phi;// 仅用于聚光灯。指定了外部锥形的圆锥角,单位为弧度
} D3DLIGHT9;

//具体例子
// 初始化一个白色的方向光
    D3DXVECTOR3 vecDir;
    D3DLIGHT9 light;
    ZeroMemory( &light, sizeof(D3DLIGHT9) );
    light.Type       = D3DLIGHT_DIRECTIONAL;//方向光
    light.Diffuse = D3DXCOLOR(1.0f,1.0f,1.0f,1.0f);//设置光源的漫射光颜色为白色
    light.Direction = D3DXVECTOR3(1.0f,0.0f,0.0f);//光的传播方向平行x轴
    light.Range       = 1000.0f; 

2.材质

在现实世界中,我们所观察到的物体的颜色是由该物体所反射的光决定的。例如,一个黄色的茶壶,反射了全部的黄色入射光,并吸收了所有非黄色的光,所以该茶壶显示为黄色。

//材质结构体
typedef struct _D3DMATERIAL9 {
   D3DCOLORVALUE Diffuse;    // 指定表面反射的漫反射光
    D3DCOLORVALUE Ambient;    // 指定表面反射的环境光
    D3DCOLORVALUE Specular;   // 指定表面反射的镜面光
    D3DCOLORVALUE Emissive;   // 表面本身自发光
    float Power;              // 镜面高光
} D3DMATERIAL9;
//具体例子
// 初始化一个材料
    D3DMATERIAL9 mtrl;
    ZeroMemory( &mtrl, sizeof(D3DMATERIAL9) );
    mtrl.Diffuse = mtrl.Ambient = D3DXCOLOR(1.0f,1.0f,0.0f,1.0f); //材质有漫射和环境设置,都为黄色
    g_pd3dDevice->SetMaterial( &mtrl ); 

3.全部源码,关注中文注释的即可

//-----------------------------------------------------------------------------
// File: Lights.cpp
//
// Desc: Rendering 3D geometry is much more interesting when dynamic lighting
//       is added to the scene. To use lighting in D3D, you must create one or
//       Lights, setup a material, and make sure your geometry contains surface
//       normals. Lights may have a position, a color, and be of a certain type
//       such as directional (light comes from one direction), point (light
//       comes from a specific x,y,z coordinate and radiates in all directions)
//       or spotlight. Materials describe the surface of your geometry,
//       specifically, how it gets lit (diffuse color, ambient color, etc.).
//       Surface normals are part of a vertex, and are needed for the D3D's
//       internal lighting calculations.
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//-----------------------------------------------------------------------------
#include <Windows.h>
#include <mmsystem.h>
#include <d3dx9.h>
#include <strsafe.h>




//-----------------------------------------------------------------------------
// Global variables
//-----------------------------------------------------------------------------
LPDIRECT3D9             g_pD3D       = NULL; // Used to create the D3DDevice
LPDIRECT3DDEVICE9       g_pd3dDevice = NULL; // Our rendering device
LPDIRECT3DVERTEXBUFFER9 g_pVB        = NULL; // Buffer to hold vertices
ID3DXMesh* Objects;//茶壶

// A structure for our custom vertex type. We added a normal, and omitted the
// color (which is provided by the material)
struct CUSTOMVERTEX
{
    D3DXVECTOR3 position; // The 3D position for the vertex
    D3DXVECTOR3 normal;   // The surface normal for the vertex
};

// Our custom FVF, which describes our custom vertex structure
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_NORMAL)




//-----------------------------------------------------------------------------
// Name: InitD3D()
// Desc: Initializes Direct3D
//-----------------------------------------------------------------------------
HRESULT InitD3D( HWND hWnd )
{
    // Create the D3D object.
    if( NULL == ( g_pD3D = Direct3DCreate9( D3D_SDK_VERSION ) ) )
        return E_FAIL;

    // Set up the structure used to create the D3DDevice. Since we are now
    // using more complex geometry, we will create a device with a zbuffer.
    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;

    // Create the D3DDevice
    if( FAILED( g_pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
                                      D3DCREATE_SOFTWARE_VERTEXPROCESSING,
                                      &d3dpp, &g_pd3dDevice ) ) )
    {
        return E_FAIL;
    }

    // Turn off culling
    g_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE );

    // Turn on the zbuffer
    g_pd3dDevice->SetRenderState( D3DRS_ZENABLE, TRUE );

    return S_OK;
}



//-----------------------------------------------------------------------------
// Name: Cleanup()
// Desc: Releases all previously initialized objects
//-----------------------------------------------------------------------------
VOID Cleanup()
{
    if( g_pVB != NULL )
        g_pVB->Release();

    if( g_pd3dDevice != NULL )
        g_pd3dDevice->Release();

    if( g_pD3D != NULL )
        g_pD3D->Release();
    if(Objects != NULL)
       Objects->Release();
}



//-----------------------------------------------------------------------------
// Name: SetupMatrices()
// Desc: Sets up the world, view, and projection transform matrices.
//-----------------------------------------------------------------------------
VOID SetupMatrices()
{
    // 绕y轴旋转
    D3DXMATRIXA16 matWorld;
    D3DXMatrixIdentity( &matWorld );
    D3DXMatrixRotationY( &matWorld, timeGetTime()/500.0f );
    g_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );

    // 摄像机的位置
    D3DXVECTOR3 vEyePt( 0.0f, 3.0f,-5.0f );
    D3DXVECTOR3 vLookatPt( 0.0f, 0.0f, 0.0f );
    D3DXVECTOR3 vUpVec( 0.0f, 1.0f, 0.0f );
    D3DXMATRIXA16 matView;
    D3DXMatrixLookAtLH( &matView, &vEyePt, &vLookatPt, &vUpVec );
    g_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );

    // 设置视锥体大小
    D3DXMATRIXA16 matProj;
    D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, 1.0f, 1.0f, 100.0f );
    g_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
}




//-----------------------------------------------------------------------------
// Name: SetupLights()
// Desc: Sets up the Lights and materials for the scene.
//-----------------------------------------------------------------------------
VOID SetupLights()
{
    // 初始化一个材料
    D3DMATERIAL9 mtrl;
    ZeroMemory( &mtrl, sizeof(D3DMATERIAL9) );
    mtrl.Diffuse = mtrl.Ambient = D3DXCOLOR(1.0f,1.0f,0.0f,1.0f); //材质有漫射和环境光的设置,都为黄色
    g_pd3dDevice->SetMaterial( &mtrl );

    // 初始化一个白色的方向光
    D3DXVECTOR3 vecDir;
    D3DLIGHT9 light;
    ZeroMemory( &light, sizeof(D3DLIGHT9) );
    light.Type       = D3DLIGHT_DIRECTIONAL;//方向光
    light.Diffuse = D3DXCOLOR(1.0f,1.0f,1.0f,1.0f);//设置光源的漫射光颜色为白色
    //光的方向随着时间不断变化
    vecDir = D3DXVECTOR3(cosf(timeGetTime()/350.0f),
                         1.0f,
                         sinf(timeGetTime()/350.0f) );
    D3DXVec3Normalize( (D3DXVECTOR3*)&light.Direction, &vecDir );
//    light.Direction = D3DXVECTOR3(1.0f,0.0f,0.0f);//光的传播方向平行x轴
    light.Range       = 1000.0f;
    g_pd3dDevice->SetLight( 0, &light );
    g_pd3dDevice->LightEnable( 0, TRUE );
    g_pd3dDevice->SetRenderState( D3DRS_LIGHTING, TRUE );

    // Finally, turn on some ambient light.
    g_pd3dDevice->SetRenderState( D3DRS_AMBIENT, 0x00202020 );
}




//-----------------------------------------------------------------------------
// Name: Render()
// Desc: Draws the scene
//-----------------------------------------------------------------------------
VOID Render()
{
    // 背景为蓝色
    g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER,
                         D3DCOLOR_XRGB(0,0,255), 1.0f, 0 );

    // Begin the scene
    if( SUCCEEDED( g_pd3dDevice->BeginScene() ) )
    {
        // 茶壶的材料颜色也定义在这个函数中
        SetupLights();

        // Setup the world, view, and projection matrices
        SetupMatrices();

        // Render the vertex buffer contents
        g_pd3dDevice->SetStreamSource( 0, g_pVB, 0, sizeof(CUSTOMVERTEX) );
        g_pd3dDevice->SetFVF( D3DFVF_CUSTOMVERTEX );

        //创建一个茶壶
        Objects = 0;
        D3DXMATRIX  Worlds;
        D3DXCreateTeapot(g_pd3dDevice, &Objects, 0);
        Objects->DrawSubset(0);

        // End the scene
        g_pd3dDevice->EndScene();
    }

    // Present the backbuffer contents to the display
    g_pd3dDevice->Present( NULL, NULL, NULL, NULL );
}




//-----------------------------------------------------------------------------
// Name: MsgProc()
// Desc: The window's message handler
//-----------------------------------------------------------------------------
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 );
}




//-----------------------------------------------------------------------------
// Name: WinMain()
// Desc: The application's entry point
//-----------------------------------------------------------------------------
INT WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPSTR, INT )
{
    // Register the window class
    WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L,
                      GetModuleHandle(NULL), NULL, NULL, NULL, NULL,
                      "D3D Tutorial", NULL };
    RegisterClassEx( &wc );

    // Create the application's window
    HWND hWnd = CreateWindow( "D3D Tutorial", "D3D Tutorial 04: Lights",
                              WS_OVERLAPPEDWINDOW, 100, 100, 300, 300,
                              GetDesktopWindow(), NULL, wc.hInstance, NULL );

    // Initialize Direct3D
    if( SUCCEEDED( InitD3D( hWnd ) ) )
    {
            // Show the window
            ShowWindow( hWnd, SW_SHOWDEFAULT );
            UpdateWindow( hWnd );

            // Enter the message loop
            MSG msg;
            ZeroMemory( &msg, sizeof(msg) );
            while( msg.message!=WM_QUIT )
            {
                if( PeekMessage( &msg, NULL, 0U, 0U, PM_REMOVE ) )
                {
                    TranslateMessage( &msg );
                    DispatchMessage( &msg );
                }
                else
                    Render();
            }
    }

    UnregisterClass( "D3D Tutorial", wc.hInstance );
    return 0;
}


文章源地址:http://www.waitingfy.com/?p=229

项目下载:  Lights.rar (本站下载)

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