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9. 視圖矩陣(錄影機)

#include<d3d9.h>      
#include<d3dx9.h>      
#pragma comment(lib, "d3d9.lib")      
#pragma comment(lib, "d3dx9.lib")      
#define WINDOW_CLASS    "UGPDX"      
#define WINDOW_NAME     "View Matrix"      
#define WINDOW_WIDTH    640      
#define WINDOW_HEIGHT   480      
// Function Prototypes...      
bool InitializeD3D(HWND hWnd, bool fullscreen);      
bool InitializeObjects();      
void RenderScene();      
void Shutdown();      
// Direct3D object and device.      
LPDIRECT3D9 g_D3D = NULL;      
LPDIRECT3DDEVICE9 g_D3DDevice = NULL;      
D3DXMATRIX g_projection;      
D3DXMATRIX g_ViewMatrix;      
// Vertex buffer to hold the geometry.      
LPDIRECT3DVERTEXBUFFER9 g_VertexBuffer = NULL;      
// A structure for our custom vertex type      
struct stD3DVertex      
{      
float x, y, z;      
unsigned long color;      
};      
// Our custom FVF, which describes our custom vertex structure      
#define D3DFVF_VERTEX (D3DFVF_XYZ | D3DFVF_DIFFUSE)      
LRESULT WINAPI MsgProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)      
{      
switch(msg)      
{      
case WM_DESTROY:      
PostQuitMessage(0);      
return 0;      
break;      
case WM_KEYUP:      
if(wParam == VK_ESCAPE) PostQuitMessage(0);      
break;      
}      
return DefWindowProc(hWnd, msg, wParam, lParam);      
}      
int WINAPI WinMain(HINSTANCE hInst, HINSTANCE prevhInst, LPSTR cmdLine, int show)      
{      
// Register the window class      
WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L,      
GetModuleHandle(NULL), NULL, NULL, NULL, NULL,      
WINDOW_CLASS, NULL };      
RegisterClassEx(&wc);      
// Create the application's window      
HWND hWnd = CreateWindow(WINDOW_CLASS, WINDOW_NAME, WS_OVERLAPPEDWINDOW,      
100, 100, WINDOW_WIDTH, WINDOW_HEIGHT, GetDesktopWindow(),      
NULL, wc.hInstance, NULL);      
// Initialize Direct3D      
if(InitializeD3D(hWnd, false))      
{      
// 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, 0U, 0U, PM_REMOVE))      
{      
TranslateMessage(&msg);      
DispatchMessage(&msg);      
}      
else      
RenderScene();      
}      
}      
// Release any and all resources.      
Shutdown();      
// Unregister our window.      
UnregisterClass(WINDOW_CLASS, wc.hInstance);      
return 0;      
}      
bool InitializeD3D(HWND hWnd, bool fullscreen)      
{      
D3DDISPLAYMODE displayMode;      
// Create the D3D object.      
g_D3D = Direct3DCreate9(D3D_SDK_VERSION);      
if(g_D3D == NULL) return false;      
// Get the desktop display mode.      
if(FAILED(g_D3D->GetAdapterDisplayMode(D3DADAPTER_DEFAULT, &displayMode)))      
return false;      
// Set up the structure used to create the D3DDevice      
D3DPRESENT_PARAMETERS d3dpp;      
ZeroMemory(&d3dpp, sizeof(d3dpp));      
if(fullscreen)      
{      
d3dpp.Windowed = FALSE;      
d3dpp.BackBufferWidth = WINDOW_WIDTH;      
d3dpp.BackBufferHeight = WINDOW_HEIGHT;      
}      
else      
d3dpp.Windowed = TRUE;      
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;      
d3dpp.BackBufferFormat = displayMode.Format;      
// Create the D3DDevice      
if(FAILED(g_D3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,      
D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &g_D3DDevice)))      
{      
return false;      
}      
// Set the projection matrix. 透視投影矩陣      
D3DXMatrixPerspectiveFovLH(&g_projection, 45.0f, WINDOW_WIDTH/WINDOW_HEIGHT,      
0.1f, 1000.0f);      
g_D3DDevice->SetTransform(D3DTS_PROJECTION, &g_projection);      
// Define camera information. 視圖矩陣(錄影機)      
D3DXVECTOR3 cameraPos(0.0f, 0.0f, -5.0f);      
D3DXVECTOR3 lookAtPos(0.0f, 0.0f, 0.0f);      
D3DXVECTOR3 upDir(0.0f, 1.0f, 0.0f);      
// Build view matrix.      
D3DXMatrixLookAtLH(&g_ViewMatrix, &cameraPos,      
&lookAtPos, &upDir);      
// Apply the view (camera).      
g_D3DDevice->SetTransform(D3DTS_VIEW, &g_ViewMatrix);      
//沒有設定世界矩陣,是以物體預設在(0,0,0)顯示      
// Set default rendering states.      
g_D3DDevice->SetRenderState(D3DRS_LIGHTING, FALSE);      
g_D3DDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);      
// Initialize any objects we will be displaying.      
if(!InitializeObjects()) return false;      
return true;      
}      
bool InitializeObjects()      
{      
// Fill in our structure to draw an object.      
// x, y, z, color.      
stD3DVertex objData[] =      
{      
{-0.3f, -0.3f, 0.0f, D3DCOLOR_XRGB(255,255,0)},      
{0.3f, -0.3f, 0.0f, D3DCOLOR_XRGB(255,0,0)},      
{0.0f, 0.3f, 0.0f, D3DCOLOR_XRGB(0,0,255)}      
};      
// Create the vertex buffer.      
if(FAILED(g_D3DDevice->CreateVertexBuffer(3 * sizeof(stD3DVertex), 0,      
D3DFVF_VERTEX, D3DPOOL_DEFAULT, &g_VertexBuffer, NULL))) return false;      
// Fill the vertex buffer.      
void *ptr;      
if(FAILED(g_VertexBuffer->Lock(0, sizeof(objData), (void**)&ptr, 0))) return false;      
memcpy(ptr, objData, sizeof(objData));      
g_VertexBuffer->Unlock();      
return true;      
}      
void RenderScene()      
{      
// Clear the backbuffer.      
g_D3DDevice->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0,0,0), 1.0f, 0);      
// Begin the scene.  Start rendering.      
g_D3DDevice->BeginScene();      
// Bind data to the stream, set fvf so D3D knows how our data      
// is made up, then render the object.      
g_D3DDevice->SetStreamSource(0, g_VertexBuffer, 0, sizeof(stD3DVertex));      
g_D3DDevice->SetFVF(D3DFVF_VERTEX);      
g_D3DDevice->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 1);      
// End the scene.  Stop rendering.      
g_D3DDevice->EndScene();      
// Display the scene.      
g_D3DDevice->Present(NULL, NULL, NULL, NULL);      
}      
void Shutdown()      
{      
if(g_D3DDevice != NULL) g_D3DDevice->Release();      
if(g_D3D != NULL) g_D3D->Release();      
if(g_VertexBuffer != NULL) g_VertexBuffer->Release();      
}