我在程序里面设置了一盏方向光和一盏电光源,为什么都没有显示出来呢?
环境光就可以.....郁闷
代码如下 #include <Windows.h>
#include <mmsystem.h>// mmsystem是什么头文件?
#include <d3dx9.h>
LPDIRECT3D9 g_pD3D = NULL;//* Direct3D对象指针
LPDIRECT3DDEVICE9 g_pd3dDevice = NULL;//* Direct3D设备指针
LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL;//* 顶点缓冲区指针
HWND g_Wnd = NULL;
/////////////////////////////////
/******** 定义窗口类 ********/
/////////////////////////////////
struct CUSTOMVERTEX
{
D3DXVECTOR3 position; //D3DXVECTOT3是3D向量类型
D3DXVECTOR3 normal;
};
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE)
/////////////////////////////////
/******** 变换矩阵 ********/
/////////////////////////////////
VOID SetupMatrices()
{
//局部坐标系到世界坐标系
D3DXMATRIXA16 matWorld; UINT iTime = timeGetTime()%1000;
FLOAT fAngle = iTime*(2.0f*D3DX_PI)/1000.0f;
D3DXMatrixRotationX( &matWorld, fAngle ); g_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
D3DXVECTOR3 vEyePt ( 0.0f, 3.0f,-5.0f ); //摄像机的位置
D3DXVECTOR3 vLookatPt ( 0.0f, 0.0f, 0.0f ); //被观察的地点
D3DXVECTOR3 vUpVec ( 0.0f, 1.0f, 0.0f ); //"向上"方向向量
D3DXMATRIXA16 matView;
//描述一个矩阵 //建立一个左手观察矩阵
D3DXMatrixLookAtLH( &matView, &vEyePt, &vLookatPt, &vUpVec );
g_pd3dDevice->SetTransform( D3DTS_VIEW, &matView); //建立一个透视投影矩阵
D3DXMATRIXA16 matProj;
D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, 1.0f, 1.0f, 100.0f ); g_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj ); //设置视区
RECT rect;
GetClientRect( g_Wnd, &rect );
D3DVIEWPORT9 Vp;//在3D环境里显示窗口 Vp.X = 0;
Vp.Y = 0;
Vp.Width = rect.right;
Vp.Height = rect.bottom;
Vp.MinZ = 0.0f;
Vp.MaxZ = 1.0f;
g_pd3dDevice->SetViewport( &Vp );//把设置的窗口交给设备
}
/////////////////////////////////
/******* 初始化设备 ********/
///////////////////////////////// HRESULT InitD3D(HWND hWnd)
{
// 取得一个指向Direct3D接口的指针 *如果失败则返回E_FAIL
if(NULL==(g_pD3D=Direct3DCreate9(D3D_SDK_VERSION)))
return E_FAIL; D3DPRESENT_PARAMETERS d3dpp;//D3DPRESENT_PARAMETERS是什么结构体? ZeroMemory (&d3dpp,sizeof(d3dpp)); d3dpp.Windowed = TRUE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
d3dpp.EnableAutoDepthStencil = TRUE;
d3dpp.AutoDepthStencilFormat = D3DFMT_D16; if(FAILED(g_pD3D->CreateDevice(D3DADAPTER_DEFAULT,D3DDEVTYPE_HAL,hWnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING,
&d3dpp,&g_pd3dDevice)))
return E_FAIL; //设置剔除模式为不剔除任何面(正面和侧面)
g_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE );
//启用深度测试
g_pd3dDevice->SetRenderState( D3DRS_ZENABLE, TRUE );
return S_OK;
}
HRESULT InitGeometry()
{
if(FAILED(g_pd3dDevice->CreateVertexBuffer(50*2*sizeof(CUSTOMVERTEX),0,
D3DFVF_CUSTOMVERTEX,
D3DPOOL_DEFAULT,
&g_pVB,
NULL)))
return E_FAIL; CUSTOMVERTEX* pVertices;//建立一个CUSTOMVERTEX的指针?? 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;
}
///////////////////////////////////
/********* 设置灯光 **********/
/////////////////////////////////// VOID SetLight()
{
//设置材质
D3DMATERIAL9 mtrl;
ZeroMemory( &mtrl, sizeof(D3DMATERIAL9) );
mtrl.Diffuse.r = mtrl.Ambient.r = 1.0f;
mtrl.Diffuse.g = mtrl.Ambient.g = 1.0f;
mtrl.Diffuse.b = mtrl.Ambient.b = 0.0f;
mtrl.Diffuse.a = mtrl.Ambient.a = 1.0f;
g_pd3dDevice->SetMaterial( &mtrl ); //设置灯光
D3DXVECTOR3 vecDir;
D3DLIGHT9 light;
ZeroMemory( &light, sizeof(D3DLIGHT9) );
light.Type = D3DLIGHT_DIRECTIONAL;
light.Diffuse.r = 1.0f;
light.Diffuse.g = 1.0f;
light.Diffuse.b = 1.0f;
vecDir = D3DXVECTOR3( cosf(timeGetTime()/350.0f), 1.0f, sinf(timeGetTime()/350.0f) );
D3DXVec3Normalize( (D3DXVECTOR3*)&light.Direction, &vecDir );
light.Range = 1000.0f; g_pd3dDevice->SetLight( 0, &light );
g_pd3dDevice->LightEnable( 0, TRUE );
g_pd3dDevice->SetRenderState( D3DRS_LIGHTING, TRUE );
D3DLIGHT9 light2;
ZeroMemory( &light, sizeof(D3DLIGHT9) );
light.Type = D3DLIGHT_POINT;
light2.Diffuse.r = 1.0f;
light2.Diffuse.g = 1.0f;
light2.Diffuse.b = 0.0f;
light2.Position = D3DXVECTOR3(20,10,50);
light2.Range = 100.0f;
light2.Attenuation0 = 1.0f;
g_pd3dDevice->SetLight( 1, &light2 );
g_pd3dDevice->LightEnable( 1, TRUE );
g_pd3dDevice->SetRenderState( D3DRS_LIGHTING, TRUE ); //g_pd3dDevice->SetRenderState( D3DRS_NORMALIZENORMALS, TRUE );
//g_pd3dDevice->SetRenderState( D3DRS_SPECULARENABLE, TRUE ); //设置环境光
//g_pd3dDevice->SetRenderState( D3DRS_AMBIENT, 0x00505050 ); }
VOID cleanup()//??
{
if(g_pVB!=NULL)
g_pVB->Release();
if(g_pd3dDevice!=NULL)
g_pd3dDevice->Release();
if(g_pD3D!=NULL)
g_pD3D->Release();
}
////////////////////////////////
/******* 渲染图形 *******/
//////////////////////////////// VOID Render()
{
g_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0,0,0), 1.0f, 0); if(SUCCEEDED(g_pd3dDevice->BeginScene()))
{
//设置变换矩阵
SetupMatrices(); SetLight(); //渲染顶点缓冲内容
g_pd3dDevice->SetStreamSource( 0, g_pVB, 0, sizeof(CUSTOMVERTEX) );
g_pd3dDevice->SetFVF( D3DFVF_CUSTOMVERTEX );
g_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0,2*50-2 );
g_pd3dDevice->EndScene();
}
g_pd3dDevice->Present(NULL,NULL,NULL,NULL);
} 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);
} INT WINAPI WinMain(HINSTANCE hInst, HINSTANCE, LPSTR, INT)
{
WNDCLASSEX wc = {sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L, GetModuleHandle(NULL),
NULL,NULL,NULL,NULL,"D3D Tutorial",NULL};//wc是否为指针?? RegisterClassEx(&wc);//为什么注册的对象是个指针?? HWND hWnd = CreateWindow("D3D Tutorial", "D3D Tutorial Chapyer: Transform", WS_OVERLAPPEDWINDOW,
0, 0, 300, 300, GetDesktopWindow(), NULL, wc.hInstance, NULL); g_Wnd = hWnd; if(SUCCEEDED(InitD3D(hWnd)))
{
if(SUCCEEDED(InitGeometry()))
{
ShowWindow(hWnd,SW_SHOWDEFAULT);
UpdateWindow(hWnd); MSG msg;
ZeroMemory(&msg, sizeof(msg));
while(msg.message!=WM_QUIT)
{
if(PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
else Render();
}
}
}
UnregisterClass("D3D Tutorial", wc.hInstance);
return 0;
}
环境光就可以.....郁闷
代码如下 #include <Windows.h>
#include <mmsystem.h>// mmsystem是什么头文件?
#include <d3dx9.h>
LPDIRECT3D9 g_pD3D = NULL;//* Direct3D对象指针
LPDIRECT3DDEVICE9 g_pd3dDevice = NULL;//* Direct3D设备指针
LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL;//* 顶点缓冲区指针
HWND g_Wnd = NULL;
/////////////////////////////////
/******** 定义窗口类 ********/
/////////////////////////////////
struct CUSTOMVERTEX
{
D3DXVECTOR3 position; //D3DXVECTOT3是3D向量类型
D3DXVECTOR3 normal;
};
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE)
/////////////////////////////////
/******** 变换矩阵 ********/
/////////////////////////////////
VOID SetupMatrices()
{
//局部坐标系到世界坐标系
D3DXMATRIXA16 matWorld; UINT iTime = timeGetTime()%1000;
FLOAT fAngle = iTime*(2.0f*D3DX_PI)/1000.0f;
D3DXMatrixRotationX( &matWorld, fAngle ); g_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
D3DXVECTOR3 vEyePt ( 0.0f, 3.0f,-5.0f ); //摄像机的位置
D3DXVECTOR3 vLookatPt ( 0.0f, 0.0f, 0.0f ); //被观察的地点
D3DXVECTOR3 vUpVec ( 0.0f, 1.0f, 0.0f ); //"向上"方向向量
D3DXMATRIXA16 matView;
//描述一个矩阵 //建立一个左手观察矩阵
D3DXMatrixLookAtLH( &matView, &vEyePt, &vLookatPt, &vUpVec );
g_pd3dDevice->SetTransform( D3DTS_VIEW, &matView); //建立一个透视投影矩阵
D3DXMATRIXA16 matProj;
D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, 1.0f, 1.0f, 100.0f ); g_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj ); //设置视区
RECT rect;
GetClientRect( g_Wnd, &rect );
D3DVIEWPORT9 Vp;//在3D环境里显示窗口 Vp.X = 0;
Vp.Y = 0;
Vp.Width = rect.right;
Vp.Height = rect.bottom;
Vp.MinZ = 0.0f;
Vp.MaxZ = 1.0f;
g_pd3dDevice->SetViewport( &Vp );//把设置的窗口交给设备
}
/////////////////////////////////
/******* 初始化设备 ********/
///////////////////////////////// HRESULT InitD3D(HWND hWnd)
{
// 取得一个指向Direct3D接口的指针 *如果失败则返回E_FAIL
if(NULL==(g_pD3D=Direct3DCreate9(D3D_SDK_VERSION)))
return E_FAIL; D3DPRESENT_PARAMETERS d3dpp;//D3DPRESENT_PARAMETERS是什么结构体? ZeroMemory (&d3dpp,sizeof(d3dpp)); d3dpp.Windowed = TRUE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
d3dpp.EnableAutoDepthStencil = TRUE;
d3dpp.AutoDepthStencilFormat = D3DFMT_D16; if(FAILED(g_pD3D->CreateDevice(D3DADAPTER_DEFAULT,D3DDEVTYPE_HAL,hWnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING,
&d3dpp,&g_pd3dDevice)))
return E_FAIL; //设置剔除模式为不剔除任何面(正面和侧面)
g_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE );
//启用深度测试
g_pd3dDevice->SetRenderState( D3DRS_ZENABLE, TRUE );
return S_OK;
}
HRESULT InitGeometry()
{
if(FAILED(g_pd3dDevice->CreateVertexBuffer(50*2*sizeof(CUSTOMVERTEX),0,
D3DFVF_CUSTOMVERTEX,
D3DPOOL_DEFAULT,
&g_pVB,
NULL)))
return E_FAIL; CUSTOMVERTEX* pVertices;//建立一个CUSTOMVERTEX的指针?? 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;
}
///////////////////////////////////
/********* 设置灯光 **********/
/////////////////////////////////// VOID SetLight()
{
//设置材质
D3DMATERIAL9 mtrl;
ZeroMemory( &mtrl, sizeof(D3DMATERIAL9) );
mtrl.Diffuse.r = mtrl.Ambient.r = 1.0f;
mtrl.Diffuse.g = mtrl.Ambient.g = 1.0f;
mtrl.Diffuse.b = mtrl.Ambient.b = 0.0f;
mtrl.Diffuse.a = mtrl.Ambient.a = 1.0f;
g_pd3dDevice->SetMaterial( &mtrl ); //设置灯光
D3DXVECTOR3 vecDir;
D3DLIGHT9 light;
ZeroMemory( &light, sizeof(D3DLIGHT9) );
light.Type = D3DLIGHT_DIRECTIONAL;
light.Diffuse.r = 1.0f;
light.Diffuse.g = 1.0f;
light.Diffuse.b = 1.0f;
vecDir = D3DXVECTOR3( cosf(timeGetTime()/350.0f), 1.0f, sinf(timeGetTime()/350.0f) );
D3DXVec3Normalize( (D3DXVECTOR3*)&light.Direction, &vecDir );
light.Range = 1000.0f; g_pd3dDevice->SetLight( 0, &light );
g_pd3dDevice->LightEnable( 0, TRUE );
g_pd3dDevice->SetRenderState( D3DRS_LIGHTING, TRUE );
D3DLIGHT9 light2;
ZeroMemory( &light, sizeof(D3DLIGHT9) );
light.Type = D3DLIGHT_POINT;
light2.Diffuse.r = 1.0f;
light2.Diffuse.g = 1.0f;
light2.Diffuse.b = 0.0f;
light2.Position = D3DXVECTOR3(20,10,50);
light2.Range = 100.0f;
light2.Attenuation0 = 1.0f;
g_pd3dDevice->SetLight( 1, &light2 );
g_pd3dDevice->LightEnable( 1, TRUE );
g_pd3dDevice->SetRenderState( D3DRS_LIGHTING, TRUE ); //g_pd3dDevice->SetRenderState( D3DRS_NORMALIZENORMALS, TRUE );
//g_pd3dDevice->SetRenderState( D3DRS_SPECULARENABLE, TRUE ); //设置环境光
//g_pd3dDevice->SetRenderState( D3DRS_AMBIENT, 0x00505050 ); }
VOID cleanup()//??
{
if(g_pVB!=NULL)
g_pVB->Release();
if(g_pd3dDevice!=NULL)
g_pd3dDevice->Release();
if(g_pD3D!=NULL)
g_pD3D->Release();
}
////////////////////////////////
/******* 渲染图形 *******/
//////////////////////////////// VOID Render()
{
g_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0,0,0), 1.0f, 0); if(SUCCEEDED(g_pd3dDevice->BeginScene()))
{
//设置变换矩阵
SetupMatrices(); SetLight(); //渲染顶点缓冲内容
g_pd3dDevice->SetStreamSource( 0, g_pVB, 0, sizeof(CUSTOMVERTEX) );
g_pd3dDevice->SetFVF( D3DFVF_CUSTOMVERTEX );
g_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0,2*50-2 );
g_pd3dDevice->EndScene();
}
g_pd3dDevice->Present(NULL,NULL,NULL,NULL);
} 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);
} INT WINAPI WinMain(HINSTANCE hInst, HINSTANCE, LPSTR, INT)
{
WNDCLASSEX wc = {sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L, GetModuleHandle(NULL),
NULL,NULL,NULL,NULL,"D3D Tutorial",NULL};//wc是否为指针?? RegisterClassEx(&wc);//为什么注册的对象是个指针?? HWND hWnd = CreateWindow("D3D Tutorial", "D3D Tutorial Chapyer: Transform", WS_OVERLAPPEDWINDOW,
0, 0, 300, 300, GetDesktopWindow(), NULL, wc.hInstance, NULL); g_Wnd = hWnd; if(SUCCEEDED(InitD3D(hWnd)))
{
if(SUCCEEDED(InitGeometry()))
{
ShowWindow(hWnd,SW_SHOWDEFAULT);
UpdateWindow(hWnd); MSG msg;
ZeroMemory(&msg, sizeof(msg));
while(msg.message!=WM_QUIT)
{
if(PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
else Render();
}
}
}
UnregisterClass("D3D Tutorial", wc.hInstance);
return 0;
}
解决方案 »
- 前辈给个相关书籍介绍吧
- 联手修复《COM技术内幕》,为中国想学COM的程序员做点事
- VC中有没有类似java hashcode的功能?
- 新年祝福大家也祝福自己
- 怎样预设CFileDlg的路径?
- 视图里面插入控件,如果进行按钮和控件的消息响应!
- 有关由CString类型组成数组的赋值问题 ,再次寻求帮助!
- 我在工具条上创建了一个MS DateTimePicker的ActiveX控件,可编译成Release版后在其它机上运行,这个控件总是创建失败
- socket hook 怎样截获客户端所有进程的数据包
- 谁编过线程的输入队列合并的问题(AttachThreadInput(),PostThreadMessage())
- ado访问数据库IDispatch error #3092
- Dialog中的Button如何响应WM_LBUTTONDOWN消息?
wc是个结构体变量.
传递的是指针, 不过, const标志说明了, 这是个传入对象。