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            //-----------------------------------------------------------------------------
            // File: Meshes.cpp
            //
            // Desc: For advanced geometry, most apps will prefer to load pre-authored
            //       meshes from a file. Fortunately, when using meshes, D3DX does most of
            //       the work for this, parsing a geometry file and creating vertx buffers
            //       (and index buffers) for us. This tutorial shows how to use a D3DXMESH
            //       object, including loading it from a file and rendering it. One thing
            //       D3DX does not handle for us is the materials and textures for a mesh,
            //       so note that we have to handle those manually.
            //
            //       Note: one advanced (but nice) feature that we don't show here is that
            //       when cloning a mesh we can specify the FVF. So, regardless of how the
            //       mesh was authored, we can add/remove normals, add more texture
            //       coordinate sets (for multi-texturing), etc.
            //
            // Copyright (c) Microsoft Corporation. All rights reserved.
            //-----------------------------------------------------------------------------
            #include <Windows.h>
            #include 
            <mmsystem.h>
            #include 
            <d3dx9.h>
            #pragma warning( disable : 
            4996 ) // disable deprecated warning 
            #include <strsafe.h>
            #pragma warning( 
            default : 4996 ) 




            //-----------------------------------------------------------------------------
            // Global variables
            //-----------------------------------------------------------------------------
            LPDIRECT3D9             g_pD3D           = NULL; // Used to create the D3DDevice
            LPDIRECT3DDEVICE9       g_pd3dDevice     = NULL; // Our rendering device

            LPD3DXMESH              g_pMesh          
            = NULL; // Our mesh object in sysmem
            D3DMATERIAL9*           g_pMeshMaterials = NULL; // Materials for our mesh
            LPDIRECT3DTEXTURE9*     g_pMeshTextures  = NULL; // Textures for our mesh
            DWORD                   g_dwNumMaterials = 0L;   // Number of mesh materials




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

                
            // Turn on ambient lighting 
                g_pd3dDevice->SetRenderState( D3DRS_AMBIENT, 0xffffffff );

                
            return S_OK;
            }

            //-----------------------------------------------------------------------------
            // Name: InitGeometry()
            // Desc: Load the mesh and build the material and texture arrays
            //-----------------------------------------------------------------------------
            HRESULT InitGeometry()
            {
                LPD3DXBUFFER pD3DXMtrlBuffer;

                
            // Load the mesh from the specified file
                
            // 從指定文件加載網(wǎng)格
                if( FAILED( D3DXLoadMeshFromX( "Tiger.x", D3DXMESH_SYSTEMMEM, 
                                               g_pd3dDevice, NULL, 
                                               
            &pD3DXMtrlBuffer, NULL, &g_dwNumMaterials, 
                                               
            &g_pMesh ) ) )
                {
                    
            // If model is not in current folder, try parent folder
                    if( FAILED( D3DXLoadMeshFromX( "..\\Tiger.x", D3DXMESH_SYSTEMMEM, 
                                                g_pd3dDevice, NULL, 
                                                
            &pD3DXMtrlBuffer, NULL, &g_dwNumMaterials, 
                                                
            &g_pMesh ) ) )
                    {
                        MessageBox(NULL, 
            "Could not find tiger.x""Meshes.exe", MB_OK);
                        
            return E_FAIL;
                    }
                }

                
            // We need to extract the material properties and texture names from the 
                
            // pD3DXMtrlBuffer
                
            // 從pD3DXMtrlBuffer里面析取出材質(zhì)屬性和紋理名字
                D3DXMATERIAL* d3dxMaterials = (D3DXMATERIAL*)pD3DXMtrlBuffer->GetBufferPointer();
                g_pMeshMaterials 
            = new D3DMATERIAL9[g_dwNumMaterials]; // 放材質(zhì)
                if( g_pMeshMaterials == NULL )
                    
            return E_OUTOFMEMORY;
                g_pMeshTextures  
            = new LPDIRECT3DTEXTURE9[g_dwNumMaterials]; // 放紋理
                if( g_pMeshTextures == NULL )
                    
            return E_OUTOFMEMORY;

                
            for( DWORD i=0; i<g_dwNumMaterials; i++ )
                {
                    
            // Copy the material
                    
            // 拷貝材質(zhì)
                    g_pMeshMaterials[i] = d3dxMaterials[i].MatD3D;

                    
            // Set the ambient color for the material (D3DX does not do this)
                    g_pMeshMaterials[i].Ambient = g_pMeshMaterials[i].Diffuse;

                    g_pMeshTextures[i] 
            = NULL;
                    
            if( d3dxMaterials[i].pTextureFilename != NULL && 
                        lstrlen(d3dxMaterials[i].pTextureFilename) 
            > 0 )
                    {
                        
            // Create the texture
                        
            // 創(chuàng)建紋理
                        if( FAILED( D3DXCreateTextureFromFile( g_pd3dDevice, 
                                                            d3dxMaterials[i].pTextureFilename, 
                                                            
            &g_pMeshTextures[i] ) ) )
                        {
                            
            // If texture is not in current folder, try parent folder
                            const TCHAR* strPrefix = TEXT("..\\");
                            TCHAR strTexture[MAX_PATH];
                            StringCchCopy( strTexture, MAX_PATH, strPrefix );
                            StringCchCat( strTexture, MAX_PATH, d3dxMaterials[i].pTextureFilename );
                            
            // If texture is not in current folder, try parent folder
                            if( FAILED( D3DXCreateTextureFromFile( g_pd3dDevice, 
                                                                strTexture, 
                                                                
            &g_pMeshTextures[i] ) ) )
                            {
                                MessageBox(NULL, 
            "Could not find texture map""Meshes.exe", MB_OK);
                            }
                        }
                    }
                }

                
            // Done with the material buffer
                pD3DXMtrlBuffer->Release();

                
            return S_OK;
            }


            //-----------------------------------------------------------------------------
            // Name: Cleanup()
            // Desc: Releases all previously initialized objects
            //-----------------------------------------------------------------------------
            VOID Cleanup()
            {
                
            if( g_pMeshMaterials != NULL ) 
                    delete[] g_pMeshMaterials;

                
            if( g_pMeshTextures )
                {
                    
            for( DWORD i = 0; i < g_dwNumMaterials; i++ )
                    {
                        
            if( g_pMeshTextures[i] )
                            g_pMeshTextures[i]
            ->Release();
                    }
                    delete[] g_pMeshTextures;
                }
                
            if( g_pMesh != NULL )
                    g_pMesh
            ->Release();
                
                
            if( g_pd3dDevice != NULL )
                    g_pd3dDevice
            ->Release();

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



            //-----------------------------------------------------------------------------
            // Name: SetupMatrices()
            // Desc: Sets up the world, view, and projection transform matrices.
            //-----------------------------------------------------------------------------
            VOID SetupMatrices()
            {
                
            // Set up world matrix
                D3DXMATRIXA16 matWorld;
                D3DXMatrixRotationY( 
            &matWorld, timeGetTime()/1000.0f );
                g_pd3dDevice
            ->SetTransform( D3DTS_WORLD, &matWorld );

                
            // Set up our view matrix. A view matrix can be defined given an eye point,
                
            // a point to lookat, and a direction for which way is up. Here, we set the
                
            // eye five units back along the z-axis and up three units, look at the 
                
            // origin, and define "up" to be in the y-direction.
                D3DXVECTOR3 vEyePt( 0.0f3.0f,-5.0f );
                D3DXVECTOR3 vLookatPt( 
            0.0f0.0f0.0f );
                D3DXVECTOR3 vUpVec( 
            0.0f1.0f0.0f );
                D3DXMATRIXA16 matView;
                D3DXMatrixLookAtLH( 
            &matView, &vEyePt, &vLookatPt, &vUpVec );
                g_pd3dDevice
            ->SetTransform( D3DTS_VIEW, &matView );

                
            // For the projection matrix, we set up a perspective transform (which
                
            // transforms geometry from 3D view space to 2D viewport space, with
                
            // a perspective divide making objects smaller in the distance). To build
                
            // a perpsective transform, we need the field of view (1/4 pi is common),
                
            // the aspect ratio, and the near and far clipping planes (which define at
                
            // what distances geometry should be no longer be rendered).
                D3DXMATRIXA16 matProj;
                D3DXMatrixPerspectiveFovLH( 
            &matProj, D3DX_PI/41.0f1.0f100.0f );
                g_pd3dDevice
            ->SetTransform( D3DTS_PROJECTION, &matProj );
            }




            //-----------------------------------------------------------------------------
            // Name: Render()
            // Desc: Draws the scene
            //-----------------------------------------------------------------------------
            VOID Render()
            {
                
            // Clear the backbuffer and the zbuffer
                g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, 
                                     D3DCOLOR_XRGB(
            0,0,255), 1.0f0 );
                
                
            // Begin the scene
                if( SUCCEEDED( g_pd3dDevice->BeginScene() ) )
                {
                    
            // Setup the world, view, and projection matrices
                    SetupMatrices();

                    
            // Meshes are divided into subsets, one for each material. Render them in
                    
            // a loop
                    
            // 網(wǎng)格被劃分成子集,每個子集對應著一個材質(zhì)
                    for( DWORD i=0; i<g_dwNumMaterials; i++ )
                    {
                        
            // Set the material and texture for this subset
                        g_pd3dDevice->SetMaterial( &g_pMeshMaterials[i] );
                        g_pd3dDevice
            ->SetTexture( 0, g_pMeshTextures[i] );
                    
                        
            // Draw the mesh subset
                        g_pMesh->DrawSubset( i );
                    }

                    
            // 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, 0L0L
                                  GetModuleHandle(NULL), NULL, NULL, NULL, NULL,
                                  
            "D3D Tutorial", NULL };
                RegisterClassEx( 
            &wc );

                
            // Create the application's window
                HWND hWnd = CreateWindow( "D3D Tutorial""D3D Tutorial 06: Meshes"
                                          WS_OVERLAPPEDWINDOW, 
            100100300300,
                                          NULL, NULL, wc.hInstance, NULL );

                
            // Initialize Direct3D
                if( SUCCEEDED( InitD3D( hWnd ) ) )
                { 
                    
            // Create the scene geometry
                    if( SUCCEEDED( InitGeometry() ) )
                    {
                        
            // 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, 0U0U, PM_REMOVE ) )
                            {
                                TranslateMessage( 
            &msg );
                                DispatchMessage( 
            &msg );
                            }
                            
            else
                                Render();
                        }
                    }
                }

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

            posted on 2007-02-16 18:28 七星重劍 閱讀(815) 評論(0)  編輯 收藏 引用 所屬分類: Game Graphics
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