顶点格式中只有D3DFVF_DIFFUSE时,顶点的颜色值所呈现的是制定的颜色值。
当使用D3DFVF_DIFFUSE | D3DFVF_NORMAL,顶点的颜色值,完全由材质、光照计算。
//----------------------------------------------------------------------------- // Desc: 顶点结构 //----------------------------------------------------------------------------- struct CUSTOMVERTEX { D3DXVECTOR3 position; //顶点位置 D3DXVECTOR3 normal; //顶点法线 }; #define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_NORMAL) //----------------------------------------------------------------------------- // Desc: 设置变换矩阵 //----------------------------------------------------------------------------- VOID SetMatrices() { //建立并设置世界矩阵 D3DXMATRIX matWorld; D3DXMatrixIdentity( &matWorld ); g_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld ); //建立并设置观察矩阵 D3DXVECTOR3 vEyePt( 0.0f, 3.0f,-5.0f ); D3DXVECTOR3 vLookatPt( 0.0f, 0.0f, 0.0f ); D3DXVECTOR3 vUpVec( 0.0f, 1.0f, 0.0f ); D3DXMATRIX matView; D3DXMatrixLookAtLH( &matView, &vEyePt, &vLookatPt, &vUpVec ); g_pd3dDevice->SetTransform( D3DTS_VIEW, &matView ); //建立并设置投影矩阵 D3DXMATRIX matProj; D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, 1.0f, 1.0f, 100.0f ); g_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj ); } //----------------------------------------------------------------------------- // Desc: 初始化Direct3D //----------------------------------------------------------------------------- HRESULT InitD3D( HWND hWnd ) { //创建Direct3D对象, 该对象用于创建Direct3D设备对象 if( NULL == ( g_pD3D = Direct3DCreate9( D3D_SDK_VERSION ) ) ) return E_FAIL; //设置D3DPRESENT_PARAMETERS结构, 准备创建Direct3D设备对象 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; //创建Direct3D设备对象 if( FAILED( g_pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &g_pd3dDevice ) ) ) { return E_FAIL; } //设置剔出模式为不剔出任何面(正面和方面) g_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE ); //启用深度测试 g_pd3dDevice->SetRenderState( D3DRS_ZENABLE, TRUE ); //启用镜面反射光照模型 g_pd3dDevice->SetRenderState(D3DRS_SPECULARENABLE, TRUE); //设置变换矩阵 SetMatrices(); return S_OK; } //----------------------------------------------------------------------------- // Desc: 创建场景图形 //----------------------------------------------------------------------------- HRESULT InitGeometry() { //创顶点缓冲区 if( FAILED( g_pd3dDevice->CreateVertexBuffer( 50*2*sizeof(CUSTOMVERTEX), 0, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &g_pVB, NULL ) ) ) { return E_FAIL; } //填充顶点缓冲区 CUSTOMVERTEX* pVertices; if( FAILED( g_pVB->Lock( 0, 0, (void**)&pVertices, 0 ) ) ) return E_FAIL; for( DWORD i=0; i<50; i++ ) { FLOAT theta = (2*D3DX_PI*i)/(50-1); pVertices[2*i+0].position = D3DXVECTOR3( sinf(theta),-1.0f, cosf(theta) ); pVertices[2*i+0].normal = D3DXVECTOR3( sinf(theta), 0.0f, cosf(theta) ); pVertices[2*i+1].position = D3DXVECTOR3( sinf(theta), 1.0f, cosf(theta) ); pVertices[2*i+1].normal = D3DXVECTOR3( sinf(theta), 0.0f, cosf(theta) ); } g_pVB->Unlock(); return S_OK; } //----------------------------------------------------------------------------- // Desc: 设置材质和灯光 //----------------------------------------------------------------------------- VOID SetupLights() { //设置材料属性, 只反射红光分量和绿光分量, 整体上看该物体材料反射黄色光 D3DMATERIAL9 mtrl; ZeroMemory( &mtrl, sizeof(D3DMATERIAL9) ); mtrl.Ambient.r = 1.0f; mtrl.Ambient.g = 1.0f; mtrl.Ambient.b = 0.0f; mtrl.Ambient.a = 1.0f; mtrl.Diffuse.r = 1.0f; mtrl.Diffuse.g = 1.0f; mtrl.Diffuse.b = 0.0f; mtrl.Diffuse.a = 0.5f; mtrl.Specular.r = 1.0f; mtrl.Specular.g = 1.0f; mtrl.Specular.b = 1.0f; mtrl.Specular.a = 1.0f; g_pd3dDevice->SetMaterial( &mtrl ); //设置一号光源为方向光,颜色为绿色 D3DXVECTOR3 vecDir; D3DLIGHT9 light1; ZeroMemory( &light1, sizeof(D3DLIGHT9) ); light1.Type = D3DLIGHT_DIRECTIONAL; light1.Ambient.r = 0.0f; light1.Ambient.g = 1.0f; light1.Ambient.b = 0.0f; vecDir = D3DXVECTOR3(-10, 0 ,10); //方向光方向 D3DXVec3Normalize( (D3DXVECTOR3*)&light1.Direction, &vecDir ); g_pd3dDevice->SetLight( 0, &light1 ); //二号光源为点光源,颜色为红色 D3DXVECTOR3 vecPos2; D3DLIGHT9 light2; ZeroMemory( &light2, sizeof(D3DLIGHT9) ); light2.Type = D3DLIGHT_POINT; light2.Diffuse.r = 0.5f; light2.Diffuse.g = 0.0f; light2.Diffuse.b = 0.0f; light2.Position= D3DXVECTOR3(10*sinf(timeGetTime()/350.0f) , 0, 10*cosf(timeGetTime()/350.0f) ); light2.Range = 100.0f; light2.Attenuation0 = 1.0f; g_pd3dDevice->SetLight( 1, &light2 ); //四号光源为点光源,颜色为红色 D3DXVECTOR3 vecPos4; D3DLIGHT9 light4; ZeroMemory( &light4, sizeof(D3DLIGHT9) ); light4.Type = D3DLIGHT_POINT; light4.Ambient.r = 0.f; light4.Ambient.g = 0.5f; light4.Ambient.b = 0.0f; light4.Position= D3DXVECTOR3(10*sinf(timeGetTime()/350.0f) , 0, 10*cosf(timeGetTime()/350.0f) ); light4.Range = 100.0f; light4.Attenuation0 = 1.0f; g_pd3dDevice->SetLight( 3, &light4 ); //三号光源为方向光,颜色为绿色, *镜面反射* D3DXVECTOR3 vecDir3; D3DLIGHT9 light3; ZeroMemory( &light3, sizeof(D3DLIGHT9) ); light3.Type = D3DLIGHT_DIRECTIONAL; light3.Specular.r = 0.0f; light3.Specular.g = .0f; light3.Specular.b = 1.0f; light3.Specular.a = 1.0f; vecDir3 = D3DXVECTOR3(-10,0,10); D3DXVec3Normalize( (D3DXVECTOR3*)&light3.Direction, &vecDir3 ); g_pd3dDevice->SetLight( 2, &light3 ); //设置一定的环境光 g_pd3dDevice->SetRenderState( D3DRS_AMBIENT, 0x00505050); }
效果:
1. 只有D3DFVF_DIFFUSE, 顶点呈现制定颜色。
2. 有D3DFVF_DIFFUSE,物体材质全部设为1.f
a. 只开全局环境光,全局环境光将D3DFVF_DIFFUSE值覆盖
b. 全局环境光、单个光源的相同光照模型的光照值累加覆盖
c. 不含全局环境光,相同光源的不同光照模型的光照值累加覆盖
d. 不含全局环境光,不同光源的不同光照模型的光照值累计覆盖
注: a. 点光源:有位置,需要为之设置关照范围以及关照的衰减率。点光源没有方向属性,而在进行漫反射和镜面反射光照计算时需要使用光线的方向向量,原因是点光源
向四周发射光线,显然方向不固定,因此就不可能在光源属性中像方向光那样用一个方向向量表示,而在具体计算某个顶点的光照颜色时,根据顶点和光源的位置,
不难计算出光线的方向。
b. 光照的矢量以世界坐标为参照,而物体的顶点法向量以三角形的顶点顺序所构造的法向量为标准。
结论: 当不同的光源的不同光照模型进行累加,物体最终所呈现出来的颜色比例有材质决定。但是总的颜色值还是为各种光源的不同光照模型的总和。