光照与材质(5)
多光源光照示例程序
在示例程序MultiLights中一共使用了三个光源,分别是漫反射方向光光源、漫反射点光源、镜面反射方向光光源,而且可以控制分别使用三个光源和同时使用三个光源的显示效果。为了测试不同光源的光照效果,在示例程序中通过键盘上的数字键来控制3个光源的启用。
按下数字键1,开启1号光源,关闭2号和3号光源,从而可以观察方向光漫反射效果。
按下数字键2,开启2号光源,关闭1号和3号光源,从而可以观察点光源漫反射效果。
按下数字键3,开启3号光源,关闭1号和1号光源,从而可以观察方向光镜面反射效果。
按下数字键4,同时开启3个光源,可以观察同时使用多个光源的效果。
按下数字键0,返回默认状态,只启用环境光,关闭所有光源。
按下数字键5,启用FLAT着色模式。
按下数字键6,启用GOURAUD着色模式(默认着色模式)。
源程序:
#include
<
d3dx9.h
>
#pragma warning(disable : 4127 )
#define CLASS_NAME "GameApp"
#define release_com(p) do { if(p) { (p)->Release(); (p) = NULL; } } while(0)
IDirect3D9 * g_d3d;
IDirect3DDevice9 * g_device;
IDirect3DVertexBuffer9 * g_vertex_buffer;
struct sCustomVertex
{
D3DXVECTOR3 position;
D3DXVECTOR3 normal;
};
#define D3DFVF_CUSTOM_VERTEX (D3DFVF_XYZ | D3DFVF_NORMAL)
void init_geometry()
{
g_device -> CreateVertexBuffer( 50 * 2 * sizeof (sCustomVertex), 0 , D3DFVF_CUSTOM_VERTEX, D3DPOOL_DEFAULT,
& g_vertex_buffer, NULL);
sCustomVertex * vertices;
g_vertex_buffer -> Lock( 0 , 0 , ( void ** ) & vertices, 0 );
for ( int i = 0 ; i < 50 ; i ++ )
{
float theta = ( 2 * D3DX_PI * i) / ( 50 - 1 );
vertices[ 2 * i + 0 ].position = D3DXVECTOR3(sin(theta), - 1.0f , cos(theta));
vertices[ 2 * i + 0 ].normal = D3DXVECTOR3(sin(theta), 0.0f , cos(theta));
vertices[ 2 * i + 1 ].position = D3DXVECTOR3(sin(theta), 1.0f , cos(theta));
vertices[ 2 * i + 1 ].normal = D3DXVECTOR3(sin(theta), 0.0f , cos(theta));
}
g_vertex_buffer -> Unlock();
}
void setup_matrices()
{
// build world matrix
D3DXMATRIX mat_world;
D3DXMatrixIdentity( & mat_world);
g_device -> SetTransform(D3DTS_WORLD, & mat_world);
// setup view matrix
D3DXVECTOR3 eye( 0.0f , 3.0f , - 5.0f );
D3DXVECTOR3 at( 0.0f , 0.0f , 0.0f );
D3DXVECTOR3 up( 0.0f , 1.0f , 0.0f );
D3DXMATRIX mat_view;
D3DXMatrixLookAtLH( & mat_view, & eye, & at, & up);
g_device -> SetTransform(D3DTS_VIEW, & mat_view);
// setup projection matrix
D3DXMATRIX mat_proj;
D3DXMatrixPerspectiveFovLH( & mat_proj, D3DX_PI / 4 , 1.33f , 1.0f , 100.0f );
g_device -> SetTransform(D3DTS_PROJECTION, & mat_proj);
}
bool init_d3d(HWND hwnd)
{
g_d3d = Direct3DCreate9(D3D_SDK_VERSION);
if (g_d3d == NULL)
return false ;
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory( & d3dpp, sizeof (d3dpp));
d3dpp.Windowed = TRUE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
d3dpp.EnableAutoDepthStencil = TRUE; // Direct3D will manage depth buffers for the application
d3dpp.AutoDepthStencilFormat = D3DFMT_D16; // 16-bit z-buffer bit depth
if (FAILED(g_d3d -> CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hwnd, D3DCREATE_SOFTWARE_VERTEXPROCESSING,
& d3dpp, & g_device)))
{
return false ;
}
init_geometry();
setup_matrices();
g_device -> SetRenderState(D3DRS_ZENABLE, TRUE);
g_device -> SetRenderState(D3DRS_SPECULARENABLE, TRUE);
g_device -> SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
return true ;
}
void cleanup()
{
release_com(g_vertex_buffer);
release_com(g_device);
release_com(g_d3d);
}
void setup_material_light()
{
// setup material
D3DMATERIAL9 material;
ZeroMemory( & material, sizeof (material));
material.Diffuse.r = material.Ambient.r = material.Specular.r = 0.3f ;
material.Diffuse.g = material.Ambient.g = material.Specular.g = 1.0f ;
material.Diffuse.b = material.Ambient.b = material.Specular.b = 1.0f ;
material.Diffuse.a = material.Ambient.a = material.Specular.a = 1.0f ;
g_device -> SetMaterial( & material);
// setup light1
D3DLIGHT9 light1;
ZeroMemory( & light1, sizeof (light1));
light1.Type = D3DLIGHT_DIRECTIONAL;
light1.Diffuse.r = 1.0f ;
light1.Diffuse.g = 0.8f ;
light1.Diffuse.b = 1.0f ;
light1.Direction = D3DXVECTOR3( - 10 , 0 , 10 );
g_device -> SetLight( 0 , & light1);
// setup light2
D3DLIGHT9 light2;
ZeroMemory( & light2, sizeof (light2));
light2.Type = D3DLIGHT_POINT;
light2.Diffuse.r = 1.0f ;
light2.Diffuse.g = 1.0f ;
light2.Diffuse.b = 0.0f ;
float time = timeGetTime() / 350.0f ;
light2.Position = D3DXVECTOR3( 10 * sin(time), 0 , 10 * cos(time));
light2.Range = 100.0f ;
light2.Attenuation0 = 1.0f ;
g_device -> SetLight( 1 , & light2);
// setup light3
D3DLIGHT9 light3;
ZeroMemory( & light3, sizeof (light3));
light3.Type = D3DLIGHT_DIRECTIONAL;
light3.Specular.r = 1.0f ;
light3.Specular.g = 0.5f ;
light3.Specular.b = 0.5f ;
light3.Specular.a = 1.0f ;
light3.Direction = D3DXVECTOR3( - 10 , 0 , 10 );
g_device -> SetLight( 2 , & light3);
g_device -> SetRenderState(D3DRS_AMBIENT, 0x00777777 );
}
void render()
{
g_device -> Clear( 0 , NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB( 5 , 5 , 5 ), 1.0f , 0 );
g_device -> BeginScene();
setup_material_light();
g_device -> SetStreamSource( 0 , g_vertex_buffer, 0 , sizeof (sCustomVertex));
g_device -> SetFVF(D3DFVF_CUSTOM_VERTEX);
g_device -> DrawPrimitive(D3DPT_TRIANGLESTRIP, 0 , 2 * 50 - 2 );
g_device -> EndScene();
g_device -> Present(NULL, NULL, NULL, NULL);
}
LRESULT WINAPI WinProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
switch (msg)
{
case WM_KEYDOWN:
switch (wParam)
{
case VK_ESCAPE:
DestroyWindow(hwnd);
return 0 ;
case 48 : // key "0", disalbe all lights, only use ambient light.
g_device -> LightEnable( 0 , FALSE);
g_device -> LightEnable( 1 , FALSE);
g_device -> LightEnable( 2 , FALSE);
break ;
case 49 : // key "1", enable lights 1, disable other lights.
g_device -> LightEnable( 0 , TRUE);
g_device -> LightEnable( 1 , FALSE);
g_device -> LightEnable( 2 , FALSE);
break ;
case 50 : // key "2", enable lights 2, disable other lights.
g_device -> LightEnable( 0 , FALSE);
g_device -> LightEnable( 1 , TRUE);
g_device -> LightEnable( 2 , FALSE);
break ;
case 51 : // key "3", enable lights 3, disable other lights.
g_device -> LightEnable( 0 , FALSE);
g_device -> LightEnable( 1 , FALSE);
g_device -> LightEnable( 2 , TRUE);
break ;
case 52 : // key "4", enable all lights.
g_device -> LightEnable( 0 , TRUE);
g_device -> LightEnable( 1 , TRUE);
g_device -> LightEnable( 2 , TRUE);
break ;
case 53 : // key "5", flat shade mode.
g_device -> SetRenderState(D3DRS_SHADEMODE, D3DSHADE_FLAT);
break ;
case 54 : // key "6", gouraud shade mode.
g_device -> SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
break ;
}
break ;
case WM_DESTROY:
PostQuitMessage( 0 );
return 0 ;
}
return DefWindowProc(hwnd, msg, wParam, lParam);
}
int WINAPI WinMain(HINSTANCE inst, HINSTANCE, LPSTR, INT)
{
WNDCLASSEX wc;
wc.cbSize = sizeof (WNDCLASSEX);
wc.style = CS_CLASSDC;
wc.lpfnWndProc = WinProc;
wc.cbClsExtra = 0 ;
wc.cbWndExtra = 0 ;
wc.hInstance = inst;
wc.hIcon = NULL;
wc.hCursor = NULL;
wc.hbrBackground = NULL;
wc.lpszMenuName = NULL;
wc.lpszClassName = CLASS_NAME;
wc.hIconSm = NULL;
if ( ! RegisterClassEx( & wc))
return - 1 ;
HWND hwnd = CreateWindow(CLASS_NAME, " Direct3D App " , WS_OVERLAPPEDWINDOW, 200 , 100 , 640 , 480 ,
NULL, NULL, wc.hInstance, NULL);
if (hwnd == NULL)
return - 1 ;
if (init_d3d(hwnd))
{
ShowWindow(hwnd, SW_SHOWDEFAULT);
UpdateWindow(hwnd);
MSG msg;
ZeroMemory( & msg, sizeof (msg));
while (msg.message != WM_QUIT)
{
if (PeekMessage( & msg, NULL, 0 , 0 , PM_REMOVE))
{
TranslateMessage( & msg);
DispatchMessage( & msg);
}
render();
}
}
cleanup();
UnregisterClass(CLASS_NAME, wc.hInstance);
return 0 ;
}
#pragma warning(disable : 4127 )
#define CLASS_NAME "GameApp"
#define release_com(p) do { if(p) { (p)->Release(); (p) = NULL; } } while(0)
IDirect3D9 * g_d3d;
IDirect3DDevice9 * g_device;
IDirect3DVertexBuffer9 * g_vertex_buffer;
struct sCustomVertex
{
D3DXVECTOR3 position;
D3DXVECTOR3 normal;
};
#define D3DFVF_CUSTOM_VERTEX (D3DFVF_XYZ | D3DFVF_NORMAL)
void init_geometry()
{
g_device -> CreateVertexBuffer( 50 * 2 * sizeof (sCustomVertex), 0 , D3DFVF_CUSTOM_VERTEX, D3DPOOL_DEFAULT,
& g_vertex_buffer, NULL);
sCustomVertex * vertices;
g_vertex_buffer -> Lock( 0 , 0 , ( void ** ) & vertices, 0 );
for ( int i = 0 ; i < 50 ; i ++ )
{
float theta = ( 2 * D3DX_PI * i) / ( 50 - 1 );
vertices[ 2 * i + 0 ].position = D3DXVECTOR3(sin(theta), - 1.0f , cos(theta));
vertices[ 2 * i + 0 ].normal = D3DXVECTOR3(sin(theta), 0.0f , cos(theta));
vertices[ 2 * i + 1 ].position = D3DXVECTOR3(sin(theta), 1.0f , cos(theta));
vertices[ 2 * i + 1 ].normal = D3DXVECTOR3(sin(theta), 0.0f , cos(theta));
}
g_vertex_buffer -> Unlock();
}
void setup_matrices()
{
// build world matrix
D3DXMATRIX mat_world;
D3DXMatrixIdentity( & mat_world);
g_device -> SetTransform(D3DTS_WORLD, & mat_world);
// setup view matrix
D3DXVECTOR3 eye( 0.0f , 3.0f , - 5.0f );
D3DXVECTOR3 at( 0.0f , 0.0f , 0.0f );
D3DXVECTOR3 up( 0.0f , 1.0f , 0.0f );
D3DXMATRIX mat_view;
D3DXMatrixLookAtLH( & mat_view, & eye, & at, & up);
g_device -> SetTransform(D3DTS_VIEW, & mat_view);
// setup projection matrix
D3DXMATRIX mat_proj;
D3DXMatrixPerspectiveFovLH( & mat_proj, D3DX_PI / 4 , 1.33f , 1.0f , 100.0f );
g_device -> SetTransform(D3DTS_PROJECTION, & mat_proj);
}
bool init_d3d(HWND hwnd)
{
g_d3d = Direct3DCreate9(D3D_SDK_VERSION);
if (g_d3d == NULL)
return false ;
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory( & d3dpp, sizeof (d3dpp));
d3dpp.Windowed = TRUE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
d3dpp.EnableAutoDepthStencil = TRUE; // Direct3D will manage depth buffers for the application
d3dpp.AutoDepthStencilFormat = D3DFMT_D16; // 16-bit z-buffer bit depth
if (FAILED(g_d3d -> CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hwnd, D3DCREATE_SOFTWARE_VERTEXPROCESSING,
& d3dpp, & g_device)))
{
return false ;
}
init_geometry();
setup_matrices();
g_device -> SetRenderState(D3DRS_ZENABLE, TRUE);
g_device -> SetRenderState(D3DRS_SPECULARENABLE, TRUE);
g_device -> SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
return true ;
}
void cleanup()
{
release_com(g_vertex_buffer);
release_com(g_device);
release_com(g_d3d);
}
void setup_material_light()
{
// setup material
D3DMATERIAL9 material;
ZeroMemory( & material, sizeof (material));
material.Diffuse.r = material.Ambient.r = material.Specular.r = 0.3f ;
material.Diffuse.g = material.Ambient.g = material.Specular.g = 1.0f ;
material.Diffuse.b = material.Ambient.b = material.Specular.b = 1.0f ;
material.Diffuse.a = material.Ambient.a = material.Specular.a = 1.0f ;
g_device -> SetMaterial( & material);
// setup light1
D3DLIGHT9 light1;
ZeroMemory( & light1, sizeof (light1));
light1.Type = D3DLIGHT_DIRECTIONAL;
light1.Diffuse.r = 1.0f ;
light1.Diffuse.g = 0.8f ;
light1.Diffuse.b = 1.0f ;
light1.Direction = D3DXVECTOR3( - 10 , 0 , 10 );
g_device -> SetLight( 0 , & light1);
// setup light2
D3DLIGHT9 light2;
ZeroMemory( & light2, sizeof (light2));
light2.Type = D3DLIGHT_POINT;
light2.Diffuse.r = 1.0f ;
light2.Diffuse.g = 1.0f ;
light2.Diffuse.b = 0.0f ;
float time = timeGetTime() / 350.0f ;
light2.Position = D3DXVECTOR3( 10 * sin(time), 0 , 10 * cos(time));
light2.Range = 100.0f ;
light2.Attenuation0 = 1.0f ;
g_device -> SetLight( 1 , & light2);
// setup light3
D3DLIGHT9 light3;
ZeroMemory( & light3, sizeof (light3));
light3.Type = D3DLIGHT_DIRECTIONAL;
light3.Specular.r = 1.0f ;
light3.Specular.g = 0.5f ;
light3.Specular.b = 0.5f ;
light3.Specular.a = 1.0f ;
light3.Direction = D3DXVECTOR3( - 10 , 0 , 10 );
g_device -> SetLight( 2 , & light3);
g_device -> SetRenderState(D3DRS_AMBIENT, 0x00777777 );
}
void render()
{
g_device -> Clear( 0 , NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB( 5 , 5 , 5 ), 1.0f , 0 );
g_device -> BeginScene();
setup_material_light();
g_device -> SetStreamSource( 0 , g_vertex_buffer, 0 , sizeof (sCustomVertex));
g_device -> SetFVF(D3DFVF_CUSTOM_VERTEX);
g_device -> DrawPrimitive(D3DPT_TRIANGLESTRIP, 0 , 2 * 50 - 2 );
g_device -> EndScene();
g_device -> Present(NULL, NULL, NULL, NULL);
}
LRESULT WINAPI WinProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
switch (msg)
{
case WM_KEYDOWN:
switch (wParam)
{
case VK_ESCAPE:
DestroyWindow(hwnd);
return 0 ;
case 48 : // key "0", disalbe all lights, only use ambient light.
g_device -> LightEnable( 0 , FALSE);
g_device -> LightEnable( 1 , FALSE);
g_device -> LightEnable( 2 , FALSE);
break ;
case 49 : // key "1", enable lights 1, disable other lights.
g_device -> LightEnable( 0 , TRUE);
g_device -> LightEnable( 1 , FALSE);
g_device -> LightEnable( 2 , FALSE);
break ;
case 50 : // key "2", enable lights 2, disable other lights.
g_device -> LightEnable( 0 , FALSE);
g_device -> LightEnable( 1 , TRUE);
g_device -> LightEnable( 2 , FALSE);
break ;
case 51 : // key "3", enable lights 3, disable other lights.
g_device -> LightEnable( 0 , FALSE);
g_device -> LightEnable( 1 , FALSE);
g_device -> LightEnable( 2 , TRUE);
break ;
case 52 : // key "4", enable all lights.
g_device -> LightEnable( 0 , TRUE);
g_device -> LightEnable( 1 , TRUE);
g_device -> LightEnable( 2 , TRUE);
break ;
case 53 : // key "5", flat shade mode.
g_device -> SetRenderState(D3DRS_SHADEMODE, D3DSHADE_FLAT);
break ;
case 54 : // key "6", gouraud shade mode.
g_device -> SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
break ;
}
break ;
case WM_DESTROY:
PostQuitMessage( 0 );
return 0 ;
}
return DefWindowProc(hwnd, msg, wParam, lParam);
}
int WINAPI WinMain(HINSTANCE inst, HINSTANCE, LPSTR, INT)
{
WNDCLASSEX wc;
wc.cbSize = sizeof (WNDCLASSEX);
wc.style = CS_CLASSDC;
wc.lpfnWndProc = WinProc;
wc.cbClsExtra = 0 ;
wc.cbWndExtra = 0 ;
wc.hInstance = inst;
wc.hIcon = NULL;
wc.hCursor = NULL;
wc.hbrBackground = NULL;
wc.lpszMenuName = NULL;
wc.lpszClassName = CLASS_NAME;
wc.hIconSm = NULL;
if ( ! RegisterClassEx( & wc))
return - 1 ;
HWND hwnd = CreateWindow(CLASS_NAME, " Direct3D App " , WS_OVERLAPPEDWINDOW, 200 , 100 , 640 , 480 ,
NULL, NULL, wc.hInstance, NULL);
if (hwnd == NULL)
return - 1 ;
if (init_d3d(hwnd))
{
ShowWindow(hwnd, SW_SHOWDEFAULT);
UpdateWindow(hwnd);
MSG msg;
ZeroMemory( & msg, sizeof (msg));
while (msg.message != WM_QUIT)
{
if (PeekMessage( & msg, NULL, 0 , 0 , PM_REMOVE))
{
TranslateMessage( & msg);
DispatchMessage( & msg);
}
render();
}
}
cleanup();
UnregisterClass(CLASS_NAME, wc.hInstance);
return 0 ;
}
场景中的环境光有两个来源:一是通过渲染状态设置的全局环境光,二是通过每个光源中的环境光属性设置的环境光。建议通过渲染状态设置一个整体上的环境光,对于场景中的各个光源不设置其环境光属性,因为在同一个场景中,对于每个物体其接受到的环境光应当相同,所以通过渲染状态设置一个整体上的环境光比较方便,也符合实际情况。
在Direct3D中,光源和材质是互不分离、相互作用的两部分,光源是相对于整个场景的,而材质是相对于每个物体的。两者相互作用,共同决定最终的渲染结果,这样虽然灵活但不易控制,所以光源和物体表面材质的设置应尽量符合现实情况。例如,可将光源设为白光,将各个物体材质颜色设为真实颜色,当然为了得到特殊的效果,可以在某些方面进行夸张。