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            //=============================================================================
            // Desc: 基于范圍的霧化效果
            //=============================================================================
            #include <d3dx9.h>


            //-----------------------------------------------------------------------------
            // 全局變量
            //-----------------------------------------------------------------------------
            LPDIRECT3D9             g_pD3D           = NULL; //Direct3D對(duì)象
            LPDIRECT3DDEVICE9       g_pd3dDevice     = NULL; //Direct3D設(shè)備對(duì)象

            LPD3DXMESH              g_pMesh          
            = NULL; //網(wǎng)格模型對(duì)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(duì)象, 該對(duì)象用來創(chuàng)建Direct3D設(shè)備對(duì)象
                if( NULL == ( g_pD3D = Direct3DCreate9( D3D_SDK_VERSION ) ) )
                    
            return E_FAIL;

                
            //設(shè)置D3DPRESENT_PARAMETERS結(jié)構(gòu), 準(zhǔn)備創(chuàng)建Direct3D設(shè)備對(duì)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(shè)備對(duì)象
                if( FAILED( g_pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
                                                  D3DCREATE_SOFTWARE_VERTEXPROCESSING,
                                                  
            &d3dpp, &g_pd3dDevice ) ) )
                {
                    
            return E_FAIL;
                }

                
            //檢查是否支持基于范圍的霧化
                D3DCAPS9  stCaps;
                g_pd3dDevice
            ->GetDeviceCaps(&stCaps);
                
            if(!(stCaps.RasterCaps & D3DPRASTERCAPS_FOGRANGE))
                    
            return E_FAIL;

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

                
            //霧化設(shè)置
                g_pd3dDevice->SetRenderState(D3DRS_FOGENABLE, true);
                g_pd3dDevice
            ->SetRenderState(D3DRS_FOGCOLOR, 0xff0000ff);
                g_pd3dDevice
            ->SetRenderState(D3DRS_FOGVERTEXMODE, D3DFOG_LINEAR);
                
            float fogStart   = 50;      //線性霧化開始位置
                float fogEnd     = 200;     //線性霧化結(jié)束位置    
                g_pd3dDevice->SetRenderState(D3DRS_FOGSTART,  *(DWORD*)&fogStart);
                g_pd3dDevice
            ->SetRenderState(D3DRS_FOGEND,    *(DWORD*)&fogEnd);
                g_pd3dDevice
            ->SetRenderState(D3DRS_RANGEFOGENABLEtrue); //啟用基于范圍的霧化

                
            //設(shè)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(duì)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L(zhǎng)PWSTR
                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(duì)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(chǎng)景圖形
            //-----------------------------------------------------------------------------
            HRESULT InitGeometry()
            {
                LPD3DXBUFFER pD3DXMtrlBuffer; 
            //存儲(chǔ)模型材料的緩沖區(qū)對(duì)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(fù)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(shí)創(chuàng)建的保存模型材質(zhì)和紋理信息的緩沖區(qū)對(duì)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(duì)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(duì)象
                if( g_pMesh != NULL )
                    g_pMesh
            ->Release();
                
                
            //釋放Direct3D設(shè)備對(duì)象
                if( g_pd3dDevice != NULL) 
                    g_pd3dDevice
            ->Release();

                
            //釋放Direct3D對(duì)象
                if( g_pD3D != NULL)
                    g_pD3D
            ->Release();
            }

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

                
            //創(chuàng)建并設(shè)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(shè)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(tái)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(tái)緩沖區(qū)繪制圖形
                if( SUCCEEDED( g_pd3dDevice->BeginScene() ) )
                {
                    SetupMatrices();  
            //設(shè)置世界矩陣

                    
            //逐塊渲染網(wǎng)格模型
                    for( DWORD i=0; i<g_dwNumMaterials; i++ )
                    {
                        
            //設(shè)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(tái)緩沖區(qū)渲染圖形
                    g_pd3dDevice->EndScene();
                }

                
            //將在后臺(tái)緩沖區(qū)繪制的圖形提交到前臺(tái)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 bool rangeFog = true;
                
            switch( msg )
                {
                
            case WM_DESTROY:
                    Cleanup();
                    PostQuitMessage( 
            0 );
                    
            return 0;

                
            case WM_KEYDOWN:
                    
            switch(wParam)
                    {
                    
            case 65+'R'-'A':  //基于范圍的霧化
                        rangeFog = !rangeFog;
                        g_pd3dDevice
            ->SetRenderState(D3DRS_RANGEFOGENABLE, rangeFog);
                        
            break;
                    }
                }

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


            //-----------------------------------------------------------------------------
            // Desc: 程序入口
            //-----------------------------------------------------------------------------
            INT WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPSTR, INT )
            {
                
            //注冊(cè)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"基于范圍霧化"
                                          WS_OVERLAPPEDWINDOW, 
            200100600500,
                                          GetDesktopWindow(), NULL, wc.hInstance, NULL );

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

                        
            //進(jìn)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 2008-03-27 22:26 七星重劍 閱讀(341) 評(píng)論(0)  編輯 收藏 引用 所屬分類: Game Graphics
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