• <ins id="pjuwb"></ins>
    <blockquote id="pjuwb"><pre id="pjuwb"></pre></blockquote>
    <noscript id="pjuwb"></noscript>
          <sup id="pjuwb"><pre id="pjuwb"></pre></sup>
            <dd id="pjuwb"></dd>
            <abbr id="pjuwb"></abbr>
            隨筆 - 505  文章 - 1034  trackbacks - 0
            <2008年4月>
            303112345
            6789101112
            13141516171819
            20212223242526
            27282930123
            45678910


            子曾經(jīng)曰過:編程無他,唯手熟爾!

            常用鏈接

            留言簿(94)

            隨筆分類(649)

            隨筆檔案(505)

            相冊

            BCB

            Crytek

            • crymod
            • Crytek's Offical Modding Portal

            Game Industry

            OGRE

            other

            Programmers

            Qt

            WOW Stuff

            搜索

            •  

            積分與排名

            • 積分 - 914448
            • 排名 - 14

            最新隨筆

            最新評論

            閱讀排行榜

            評論排行榜


            快捷鍵: 0,1,2,3












            //=============================================================================
            // Desc: 頂點霧化效果
            //=============================================================================
            #include <d3dx9.h>


            //-----------------------------------------------------------------------------
            // 全局變量
            //-----------------------------------------------------------------------------
            LPDIRECT3D9             g_pD3D           = NULL; //Direct3D對象
            LPDIRECT3DDEVICE9       g_pd3dDevice     = NULL; //Direct3D設備對象

            LPD3DXMESH              g_pMesh          
            = NULL; //網(wǎng)格模型對象
            D3DMATERIAL9*           g_pMeshMaterials = NULL; //網(wǎng)格模型材料
            LPDIRECT3DTEXTURE9*     g_pMeshTextures  = NULL; //網(wǎng)格模型紋理
            DWORD                   g_dwNumMaterials = 0L;   //網(wǎng)格模型子塊數(shù)量


            //----------------------------------------------------------------------------
            // Desc: 
            //----------------------------------------------------------------------------
            inline FLOAT HeightField( FLOAT x, FLOAT z )
            {
                FLOAT y 
            = 0.0f;
                y 
            += 10.0f * cosf( 0.051f*+ 0.0f ) * sinf( 0.055f*+ 0.0f );
                y 
            += 10.0f * cosf( 0.053f*+ 0.0f ) * sinf( 0.057f*+ 0.0f );
                y 
            += 2.0f * cosf( 0.101f*+ 0.0f ) * sinf( 0.105f*+ 0.0f );
                y 
            += 2.0f * cosf( 0.103f*+ 0.0f ) * sinf( 0.107f*+ 0.0f );
                y 
            += 2.0f * cosf( 0.251f*+ 0.0f ) * sinf( 0.255f*+ 0.0f );
                y 
            += 2.0f * cosf( 0.253f*+ 0.0f ) * sinf( 0.257f*+ 0.0f );
                
            return y;
            }


            //-----------------------------------------------------------------------------
            // Desc: 初始化Direct3D
            //-----------------------------------------------------------------------------
            HRESULT InitD3D( HWND hWnd )
            {
                
            //創(chuàng)建Direct3D對象, 該對象用來創(chuàng)建Direct3D設備對象
                if( NULL == ( g_pD3D = Direct3DCreate9( D3D_SDK_VERSION ) ) )
                    
            return E_FAIL;

                
            //設置D3DPRESENT_PARAMETERS結(jié)構(gòu), 準備創(chuàng)建Direct3D設備對象
                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;

                
            //創(chuàng)建Direct3D設備對象
                if( FAILED( g_pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
                                                  D3DCREATE_SOFTWARE_VERTEXPROCESSING,
                                                  
            &d3dpp, &g_pd3dDevice ) ) )
                {
                    
            return E_FAIL;
                }

                
            //設置環(huán)境光
                g_pd3dDevice->SetRenderState( D3DRS_AMBIENT, 0xffffffff );

                
            //設置霧的顏色
                g_pd3dDevice->SetRenderState(D3DRS_FOGCOLOR, 0xff0000ff);

                
            //設置紋理過濾狀態(tài)
                g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
                g_pd3dDevice
            ->SetTextureStageState( 0, D3DTSS_COLOROP,   D3DTOP_SELECTARG1 );
                g_pd3dDevice
            ->SetSamplerState( 0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR );
                g_pd3dDevice
            ->SetSamplerState( 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR );

                
            return S_OK;
            }


            //-----------------------------------------------------------------------------
            // Desc: 從絕對路徑中提取紋理文件名
            //-----------------------------------------------------------------------------
            void RemovePathFromFileName(LPSTR fullPath, LPWSTR fileName)
            {
                
            //先將fullPath的類型變換為LPWSTR
                WCHAR wszBuf[MAX_PATH];
                MultiByteToWideChar( CP_ACP, 
            0, fullPath, -1, wszBuf, MAX_PATH );
                wszBuf[MAX_PATH
            -1= L'\0';

                WCHAR
            * wszFullPath = wszBuf;

                
            //從絕對路徑中提取文件名
                LPWSTR pch=wcsrchr(wszFullPath,'\\');
                
            if (pch)
                    lstrcpy(fileName, 
            ++pch);
                
            else
                    lstrcpy(fileName, wszFullPath);
            }


            //-----------------------------------------------------------------------------
            // Desc: 創(chuàng)建場景圖形
            //-----------------------------------------------------------------------------
            HRESULT InitGeometry()
            {
                LPD3DXBUFFER pD3DXMtrlBuffer; 
            //存儲模型材料的緩沖區(qū)對象

                
            //從磁盤文件加載網(wǎng)格模型
                if( FAILED( D3DXLoadMeshFromX( L"seafloor.x", D3DXMESH_SYSTEMMEM, 
                                               g_pd3dDevice, NULL, 
                                               
            &pD3DXMtrlBuffer, NULL, &g_dwNumMaterials, 
                                               
            &g_pMesh ) ) )
                {
                    MessageBox(NULL, L
            "Could not find seafloor.x", L"Fog", MB_OK);
                    
            return E_FAIL;
                }

                
            //從網(wǎng)格模型中提取材料屬性和紋理文件名 
                D3DXMATERIAL* d3dxMaterials = (D3DXMATERIAL*)pD3DXMtrlBuffer->GetBufferPointer();
                g_pMeshMaterials 
            = new D3DMATERIAL9[g_dwNumMaterials]; //材料結(jié)構(gòu)數(shù)組

                
            if( g_pMeshMaterials == NULL )
                    
            return E_OUTOFMEMORY;
                g_pMeshTextures  
            = new LPDIRECT3DTEXTURE9[g_dwNumMaterials];
                
            if( g_pMeshTextures == NULL )
                    
            return E_OUTOFMEMORY;

                
            //逐塊提取網(wǎng)格模型材料屬性和紋理文件名
                for( DWORD i=0; i<g_dwNumMaterials; i++ )
                {
                    
            //復制材料屬性
                    g_pMeshMaterials[i] = d3dxMaterials[i].MatD3D;
                    g_pMeshMaterials[i].Ambient 
            = g_pMeshMaterials[i].Diffuse;

                    g_pMeshTextures[i] 
            = NULL;
                    
            if( d3dxMaterials[i].pTextureFilename != NULL && 
                        strlen(d3dxMaterials[i].pTextureFilename) 
            > 0 )
                    {
                        
            //獲取紋理文件名
                        WCHAR filename[256];
                        RemovePathFromFileName(d3dxMaterials[i].pTextureFilename, filename);

                        
            //創(chuàng)建紋理
                        if( FAILED( D3DXCreateTextureFromFile( g_pd3dDevice, filename, 
                                                              
            &g_pMeshTextures[i] ) ) )
                        {
                            MessageBox(NULL, L
            "Could not find texture map", L"Fog", MB_OK);
                        }
                    }
                }

                
            //釋放在加載模型文件時創(chuàng)建的保存模型材質(zhì)和紋理信息的緩沖區(qū)對象
                pD3DXMtrlBuffer->Release(); 

                
            //修改網(wǎng)格模型
                LPDIRECT3DVERTEXBUFFER9 pVB;
                
            if( SUCCEEDED( g_pMesh->GetVertexBuffer( &pVB ) ) )
                {
                    
            struct VERTEX { FLOAT x,y,z,tu,tv;};
                    VERTEX
            * pVertices;
                    DWORD   dwNumVertices 
            = g_pMesh->GetNumVertices();

                    pVB
            ->Lock( 00, (void**)&pVertices, 0 );

                    
            for( DWORD i=0; i<dwNumVertices; i++ )
                        pVertices[i].y 
            = HeightField( pVertices[i].x, pVertices[i].z );

                    pVB
            ->Unlock();
                    pVB
            ->Release();
                }

                
            return S_OK;
            }


            //-----------------------------------------------------------------------------
            // Desc: 釋放創(chuàng)建對象
            //-----------------------------------------------------------------------------
            VOID Cleanup()
            {
                
            //釋放網(wǎng)格模型材料
                if( g_pMeshMaterials != NULL ) 
                    delete[] g_pMeshMaterials;

                
            //釋放網(wǎng)格模型紋理
                if( g_pMeshTextures )
                {
                    
            for( DWORD i = 0; i < g_dwNumMaterials; i++ )
                    {
                        
            if( g_pMeshTextures[i] )
                            g_pMeshTextures[i]
            ->Release();
                    }
                    delete[] g_pMeshTextures;
                }

                
            //釋放網(wǎng)格模型對象
                if( g_pMesh != NULL )
                    g_pMesh
            ->Release();
                
                
            //釋放Direct3D設備對象
                if( g_pd3dDevice != NULL) 
                    g_pd3dDevice
            ->Release();

                
            //釋放Direct3D對象
                if( g_pD3D != NULL)
                    g_pD3D
            ->Release();
            }



            //-------------------------------------------------
            // Desc: 設置變換矩陣
            //--------------------------------------------------
            VOID SetupMatrices()
            {
                
            //創(chuàng)建并設置世界矩陣
                D3DXMATRIXA16 matWorld;
                D3DXMatrixRotationY( 
            &matWorld, timeGetTime()/1000.0f );
                
            //D3DXMatrixIdentity(&matWorld);
                g_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );

                
            //創(chuàng)建并設置觀察矩陣
                D3DXVECTOR3 vEyePt( 0.0f30.0f,-100.0f );
                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 );

                
            //創(chuàng)建并設置投影矩陣
                D3DXMATRIXA16 matProj;
                D3DXMatrixPerspectiveFovLH( 
            &matProj, D3DX_PI/41.0f1.0f200.0f );
                g_pd3dDevice
            ->SetTransform( D3DTS_PROJECTION, &matProj );
            }




            //-----------------------------------------------------------------------------
            // Desc: 渲染圖形
            //-----------------------------------------------------------------------------
            VOID Render()
            {
                
            //清空后臺緩沖區(qū)
                g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, 
                                     D3DCOLOR_XRGB(
            0,0,255), 1.0f0 );
                
                 
            //開始在后臺緩沖區(qū)繪制圖形
                if( SUCCEEDED( g_pd3dDevice->BeginScene() ) )
                {
                    SetupMatrices();  
            //設置世界矩陣

                    
            //逐塊渲染網(wǎng)格模型
                    for( DWORD i=0; i<g_dwNumMaterials; i++ )
                    {
                        
            //設置材料和紋理
                        g_pd3dDevice->SetMaterial( &g_pMeshMaterials[i] );
                        g_pd3dDevice
            ->SetTexture( 0, g_pMeshTextures[i] );

                        
            //渲染模型
                        g_pMesh->DrawSubset( i );
                    }

                    
            //結(jié)束在后臺緩沖區(qū)渲染圖形
                    g_pd3dDevice->EndScene();
                }

                
            //將在后臺緩沖區(qū)繪制的圖形提交到前臺緩沖區(qū)顯示
                g_pd3dDevice->Present( NULL, NULL, NULL, NULL );
            }


            //-----------------------------------------------------------------------------
            // Desc: 消息處理
            //-----------------------------------------------------------------------------
            LRESULT WINAPI MsgProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam )
            {
                
            static float fogStart   = 50;      //線性霧化開始位置
                static float fogEnd     = 200;     //線性霧化結(jié)束位置
                static float fogDensity = 0.01f;   //霧的濃度

                
            switch( msg )
                {
                
            case WM_DESTROY:
                    Cleanup();
                    PostQuitMessage( 
            0 );
                    
            return 0;

                
            case WM_KEYDOWN:
                    
            switch(wParam)
                    {
                    
            case 48//"0"鍵  禁用霧化效果
                        g_pd3dDevice->SetRenderState(D3DRS_FOGENABLE, false);       //禁用霧化
                        break;

                    
            case 49:  //"1"鍵,   線性霧化
                        g_pd3dDevice->SetRenderState(D3DRS_FOGENABLE, true);        //激活霧化
                        g_pd3dDevice->SetRenderState(D3DRS_FOGVERTEXMODED3DFOG_LINEAR);

                        
            //設置線性霧化開始位置和結(jié)束位置
                        g_pd3dDevice->SetRenderState(D3DRS_FOGSTART,  *(DWORD*)&fogStart);
                        g_pd3dDevice
            ->SetRenderState(D3DRS_FOGEND,    *(DWORD*)&fogEnd);
                        
            break;

                    
            case 50:  //"2"鍵,  指數(shù)霧化
                        g_pd3dDevice->SetRenderState(D3DRS_FOGENABLE, true);        //激活霧化

                        
            //設置霧化混合因子計算公式
                        g_pd3dDevice->SetRenderState(D3DRS_FOGVERTEXMODE, D3DFOG_EXP);

                        
            //設置霧的濃度
                        g_pd3dDevice->SetRenderState(D3DRS_FOGDENSITY, *(DWORD*)&fogDensity);

                        
            break;

                    
            case 51:  //"3"鍵,  指數(shù)平方霧化
                        g_pd3dDevice->SetRenderState(D3DRS_FOGENABLE, true);        //激活霧化

                        
            //設置霧化混合因子計算公式
                        g_pd3dDevice->SetRenderState(D3DRS_FOGVERTEXMODE, D3DFOG_EXP2);

                        
            //設置霧的濃度
                        g_pd3dDevice->SetRenderState(D3DRS_FOGDENSITY, *(DWORD*)&fogDensity);
                        
            break;
                    }
                }

                
            return DefWindowProc( hWnd, msg, wParam, lParam );
            }


            //-----------------------------------------------------------------------------
            // Desc: 程序入口
            //-----------------------------------------------------------------------------
            INT WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPSTR, INT )
            {
                
            //注冊窗口類
                WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L0L
                                  GetModuleHandle(NULL), NULL, NULL, NULL, NULL,
                                  L
            "ClassName", NULL };
                RegisterClassEx( 
            &wc );

                
            //創(chuàng)建窗口
                HWND hWnd = CreateWindow( L"ClassName", L"頂點霧化"
                                          WS_OVERLAPPEDWINDOW, 
            200100600500,
                                          GetDesktopWindow(), NULL, wc.hInstance, NULL );

                
            //初始化Direct3D
                if( SUCCEEDED( InitD3D( hWnd ) ) )
                { 
                    
            //創(chuàng)建場景圖形
                    if( SUCCEEDED( InitGeometry() ) )
                    {
                        
            //顯示窗口
                        ShowWindow( hWnd, SW_SHOWDEFAULT );
                        UpdateWindow( hWnd );

                        
            //進入消息循環(huán)
                        MSG msg; 
                        ZeroMemory( 
            &msg, sizeof(msg) );
                        
            while( msg.message!=WM_QUIT )
                        {
                            
            if( PeekMessage( &msg, NULL, 00, PM_REMOVE ) )
                            {
                                TranslateMessage( 
            &msg );
                                DispatchMessage( 
            &msg );
                            }
                            
            else
                            {
                                Render();  
            //渲染圖形
                            }
                        }
                    }
                }

                UnregisterClass( L
            "ClassName", wc.hInstance );
                
            return 0;
            }






            posted on 2008-03-25 22:44 七星重劍 閱讀(518) 評論(0)  編輯 收藏 引用 所屬分類: Game Graphics
            久久久久国产一级毛片高清板| 久久久久黑人强伦姧人妻| 亚洲欧美久久久久9999| 久久精品国产99久久丝袜| 色婷婷噜噜久久国产精品12p| 久久笫一福利免费导航 | 嫩草影院久久国产精品| 中文字幕一区二区三区久久网站 | 久久午夜夜伦鲁鲁片免费无码影视| 无码任你躁久久久久久久| 成人午夜精品无码区久久| 99久久精品日本一区二区免费| 久久精品国产福利国产琪琪| 久久人人添人人爽添人人片牛牛| 99久久综合狠狠综合久久止| 久久综合五月丁香久久激情| 国产精品视频久久| 狠狠色丁香久久婷婷综合图片| 久久99毛片免费观看不卡 | 久久99国产精品久久久| 九九精品久久久久久噜噜| 四虎国产精品免费久久久| 波多野结衣AV无码久久一区| 精品久久久久久国产牛牛app| 久久久噜噜噜久久熟女AA片| 亚洲午夜无码AV毛片久久| 国产A级毛片久久久精品毛片| 亚洲日韩中文无码久久| 色天使久久综合网天天| 久久久久亚洲AV综合波多野结衣| 国产精品久久久久久久| 久久综合给合久久狠狠狠97色69| 久久91精品国产91| 亚洲欧美一级久久精品| 久久精品免费大片国产大片 | 久久国产精品-国产精品| 人妻精品久久无码专区精东影业| 久久久久久久波多野结衣高潮 | 久久久久国产日韩精品网站| 老司机国内精品久久久久| 久久99精品久久久久久动态图|