• <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>

            天行健 君子當自強而不息

            D3D中的光照(3)

            平行光示例:

            The GetAsyncKeyState function determines whether a key is up or down at the time the function is called, and whether the key was pressed after a previous call to GetAsyncKeyState.

            Syntax

            SHORT GetAsyncKeyState(      
                int vKey
            );

            Parameters

            vKey
            [in] Specifies one of 256 possible virtual-key codes. For more information, see Virtual-Key Codes.

            Return Value

            If the function succeeds, the return value specifies whether the key was pressed since the last call to GetAsyncKeyState, and whether the key is currently up or down. If the most significant bit is set, the key is down, and if the least significant bit is set, the key was pressed after the previous call to GetAsyncKeyState. However, you should not rely on this last behavior; for more information, see the Remarks.

            截圖:

            源代碼:

            /**************************************************************************************
              Demonstrates using a directional light with D3DX objects.  
              You can orbit the scene using the left and right arrow keys.  
              In addition you can elevate the camera with the up and down arrow keys.  
             *************************************************************************************
            */

            #include 
            "d3dUtility.h"

            #pragma warning(disable : 
            4100)

            #define MESH_TEAPOT        0
            #define MESH_SPHERE        1
            #define MESH_TORUS        2
            #define MESH_CYLINDER    3
            #define NUM_MESH        4

            const int WIDTH  = 640;
            const int HEIGHT = 480;

            IDirect3DDevice9
            *        g_d3d_device  = NULL;
            ID3DXMesh
            *                g_object_meshes[NUM_MESH];
            D3DXMATRIX                g_world_matrices[NUM_MESH];
            D3DMATERIAL9            g_materials[NUM_MESH];

            ////////////////////////////////////////////////////////////////////////////////////////////////////

            bool setup()
            {    
                
            // create objects
                D3DXCreateTeapot(g_d3d_device, &g_object_meshes[MESH_TEAPOT], NULL);
                D3DXCreateSphere(g_d3d_device, 
            1.0f2020&g_object_meshes[MESH_SPHERE], NULL);
                D3DXCreateTorus(g_d3d_device, 
            0.5f1.0f2020&g_object_meshes[MESH_TORUS], NULL);
                D3DXCreateCylinder(g_d3d_device, 
            0.5f1.0f2.0f2020&g_object_meshes[MESH_CYLINDER], NULL);

                
            // build world matrices - position the objects in world space
                D3DXMatrixTranslation(&g_world_matrices[MESH_TEAPOT],     0.0f,  2.0f0.0f);
                D3DXMatrixTranslation(
            &g_world_matrices[MESH_SPHERE],     0.0f-2.0f0.0f);
                D3DXMatrixTranslation(
            &g_world_matrices[MESH_TORUS],    -3.0f,  0.0f0.0f);
                D3DXMatrixTranslation(
            &g_world_matrices[MESH_CYLINDER],     3.0f,  0.0f0.0f);

                
            // setup the object's materials
                g_materials[MESH_TEAPOT]   = RED_MATERIAL;
                g_materials[MESH_SPHERE]   
            = BLUE_MATERIAL;
                g_materials[MESH_TORUS]    
            = GREEN_MATERIAL;
                g_materials[MESH_CYLINDER] 
            = YELLOW_MATERIAL;

                
            // setup a directional light
                D3DXVECTOR3 light_direction(1.0f-0.0f0.25f);
                D3DXCOLOR   color 
            = WHITE;
                D3DLIGHT9   dir_light 
            = init_directional_light(&light_direction, &color);

                
            // set and enable the light
                g_d3d_device->SetLight(0&dir_light);
                g_d3d_device
            ->LightEnable(0, TRUE);

                
            // turn off specular lighting and instruct Direct3D to renormalize normals
                g_d3d_device->SetRenderState(D3DRS_NORMALIZENORMALS, TRUE);
                g_d3d_device
            ->SetRenderState(D3DRS_SPECULARENABLE, FALSE);

                
            // set the projection matrix
                D3DXMATRIX proj;
                D3DXMatrixPerspectiveFovLH(
            &proj, D3DX_PI * 0.25f, (float)WIDTH/HEIGHT, 1.0f1000.0f);
                g_d3d_device
            ->SetTransform(D3DTS_PROJECTION, &proj);
                
                
            return true;
            }

            void cleanup()
            {
                
            for(int i = 0; i < NUM_MESH; i++)
                    safe_release
            <ID3DXMesh*>(g_object_meshes[i]);
            }

            bool display(float time_delta)
            {
                
            // update the scene: update camera position

                
            static float angle = (3.0f * D3DX_PI) / 2.0f;
                
            static float height = 5.0f;

                
            if(GetAsyncKeyState(VK_LEFT) & 0x8000f)
                    angle 
            -= 0.5f * time_delta;

                
            if(GetAsyncKeyState(VK_RIGHT) & 0x8000f)
                    angle 
            += 0.5f * time_delta;

                
            if(GetAsyncKeyState(VK_UP) & 0x8000f)
                    height 
            += 5.0f * time_delta;

                
            if(GetAsyncKeyState(VK_DOWN) & 0x8000f)
                    height 
            -= 5.0f * time_delta;

                D3DXVECTOR3 position(cosf(angle) 
            * 7.0f, height, sinf(angle) * 7.0f);
                D3DXVECTOR3 target(
            0.0f0.0f0.0f);
                D3DXVECTOR3 up(
            0.0f1.0f0.0f);

                D3DXMATRIX view_matrix;
                D3DXMatrixLookAtLH(
            &view_matrix, &position, &target, &up);

                g_d3d_device
            ->SetTransform(D3DTS_VIEW, &view_matrix);

                
            // draw the scene

                g_d3d_device
            ->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x000000001.0f0);

                g_d3d_device
            ->BeginScene();

                
            for(int i = 0; i < NUM_MESH; i++)
                {
                    
            // set material and world matrix for ith object, then render the ith object.
                    g_d3d_device->SetMaterial(&g_materials[i]);
                    g_d3d_device
            ->SetTransform(D3DTS_WORLD, &g_world_matrices[i]);
                    g_object_meshes[i]
            ->DrawSubset(0);
                }
                
                g_d3d_device
            ->EndScene();

                g_d3d_device
            ->Present(NULL, NULL, NULL, NULL);

                
            return true;
            }

            LRESULT CALLBACK wnd_proc(HWND hwnd, UINT msg, WPARAM word_param, LPARAM long_param)
            {
                
            switch(msg)
                {
                
            case WM_DESTROY:
                    PostQuitMessage(
            0);
                    
            break;

                
            case WM_KEYDOWN:
                    
            if(word_param == VK_ESCAPE)
                        DestroyWindow(hwnd);
                    
            break;
                }

                
            return DefWindowProc(hwnd, msg, word_param, long_param);
            }

            int WINAPI WinMain(HINSTANCE inst, HINSTANCE, PSTR cmd_line, int cmd_show)
            {
                
            if(! init_d3d(inst, WIDTH, HEIGHT, true, D3DDEVTYPE_HAL, &g_d3d_device))
                {
                    MessageBox(NULL, 
            "init_d3d() - failed."0, MB_OK);
                    
            return 0;
                }

                
            if(! setup())
                {
                    MessageBox(NULL, 
            "Steup() - failed."0, MB_OK);
                    
            return 0;
                }

                enter_msg_loop(display);

                cleanup();
                g_d3d_device
            ->Release();

                
            return 0;
            }


            下載源程序

            posted on 2008-03-16 19:35 lovedday 閱讀(597) 評論(0)  編輯 收藏 引用


            只有注冊用戶登錄后才能發(fā)表評論。
            網(wǎng)站導(dǎo)航: 博客園   IT新聞   BlogJava   博問   Chat2DB   管理


            公告

            導(dǎo)航

            統(tǒng)計

            常用鏈接

            隨筆分類(178)

            3D游戲編程相關(guān)鏈接

            搜索

            最新評論

            青青草原综合久久大伊人精品| 99久久国产热无码精品免费| 久久中文字幕视频、最近更新 | 欧美一区二区精品久久| 国产成年无码久久久久毛片| 91精品国产91久久| 狠狠色婷婷久久综合频道日韩| 91精品国产9l久久久久| 久久99亚洲综合精品首页| 精品久久久无码人妻中文字幕| 97精品久久天干天天天按摩| 久久精品无码一区二区app| 777米奇久久最新地址| 久久亚洲中文字幕精品一区| 亚洲精品乱码久久久久久| 国产精品九九久久精品女同亚洲欧美日韩综合区 | 91精品免费久久久久久久久| 三级三级久久三级久久| 777久久精品一区二区三区无码| 亚洲色大成网站WWW久久九九| 狠狠色丁香婷婷综合久久来来去 | 久久久久亚洲AV成人网人人软件| 久久www免费人成看片| 国内精品久久久久久久亚洲| 国内精品久久久久伊人av| 久久人人爽人人人人片av| 青青热久久国产久精品 | 2021国产精品午夜久久| 久久久久久久综合日本| 精品视频久久久久| 亚洲国产精品久久久久婷婷软件| 69久久精品无码一区二区| 久久亚洲欧美国产精品| 亚洲国产另类久久久精品小说 | 久久国产精品成人免费| 伊人久久综合热线大杳蕉下载| 久久天天躁夜夜躁狠狠躁2022| 久久精品九九亚洲精品| 欧美一级久久久久久久大片| 欧美精品国产综合久久| 亚洲国产日韩欧美综合久久|