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directx 多个物体渲染

2013年05月02日 ⁄ 综合 ⁄ 共 27601字 ⁄ 字号 评论关闭

在directx9.0 中,多个物体之间想存在相互遮挡的关系,这时要开启系统的深度测试开关。

下例是在“浅墨”的一示例下,经过修改可以正常显示多个物体的例子:

Xdata.cpp 是加载X文件

最关键的代码是如下三行:
 g_pd3dDevice->SetRenderState(D3DRS_ZENABLE,true);
 g_pd3dDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_LESS);
 g_pd3dDevice->SetRenderState(D3DRS_ZWRITEENABLE,true);
 
最终效果如下图:


 
 
 
 
//main.cpp
//*****************************************************************************************
//
//【Visual C++】游戏开发笔记系列配套源码 四十二 浅墨DirectX教程之十 游戏输入控制利器 : DirectInput专场
//		 VS2010版
// 2012年 1月27日  Create by 浅墨 
//图标及图片素材: 《仙剑奇侠传五前传》 瑕
//源码配套博文链接:  http://blog.csdn.net/zhmxy555/article/details/8547531
//更多内容请访问我的博客: http://blog.csdn.net/zhmxy555 
//此刻心情:既然选择了远方,便只顾风雨兼程
//
//***************************************************************************************** 


//*****************************************************************************************
// Desc: 宏定义部分   
//*****************************************************************************************
#define SCREEN_WIDTH	800						//为窗口宽度定义的宏,以方便在此处修改窗口宽度
#define SCREEN_HEIGHT	600							//为窗口高度定义的宏,以方便在此处修改窗口高度
#define WINDOW_TITLE	_T("【Visual C++游戏开发笔记】博文配套demo之四十二 浅墨DirectX教程之十 游戏输入控制利器 : DirectInput专场") //为窗口标题定义的宏
#define DIRECTINPUT_VERSION 0x0800  //指定DirectInput版本,防止DIRECTINPUT_VERSION undefined警告
#define SAFE_RELEASE(p) { if(p) { (p)->Release(); (p)=NULL; } }      //自定义一个SAFE_RELEASE()宏,便于COM资源的释放
#define SAFE_DELETE(p)  { if(p) { delete (p); (p)=NULL; } }


//*****************************************************************************************
// Desc: 头文件定义部分  
//*****************************************************************************************                                                                                       
#include <d3d9.h>
#include <d3dx9.h>
#include <tchar.h>
#include <time.h> 
#include <dinput.h>                 // 使用DirectInput必须包含的头文件,注意这里没有8




//*****************************************************************************************
// Desc: 库文件定义部分  
//***************************************************************************************** 
#pragma comment(lib,"d3d9.lib")
#pragma comment(lib,"d3dx9.lib")
#pragma comment(lib, "dinput8.lib")     // 使用DirectInput必须包含的头文件,注意这里有8
#pragma comment(lib,"dxguid.lib")
#pragma comment(lib, "winmm.lib") 


#include "Xdata.h"
#include "Eye.h"



//*****************************************************************************************
// Desc: 全局变量声明部分  
//*****************************************************************************************
LPDIRECT3DDEVICE9       g_pd3dDevice = NULL; //Direct3D设备对象
LPD3DXFONT				  g_pTextFPS				=NULL;    //字体COM接口
LPD3DXFONT              g_pTextAdaperName           = NULL;  // 显卡信息的2D文本
LPD3DXFONT              g_pTextHelper          = NULL;  // 帮助信息的2D文本
LPD3DXFONT              g_pTextInfor           = NULL;  // 绘制信息的2D文本
float					g_FPS								= 0.0f;       //一个浮点型的变量,代表帧速率
wchar_t					g_strFPS[50]={0};    //包含帧速率的字符数组
wchar_t				g_strAdapterName[60]={0};    //包含显卡名称的字符数组

LPDIRECTINPUT8          g_pDirectInput      = NULL; //
LPDIRECTINPUTDEVICE8    g_pMouseDevice      = NULL;
DIMOUSESTATE            g_diMouseState      = {0};
LPDIRECTINPUTDEVICE8    g_pKeyboardDevice   = NULL;
char                    g_pKeyStateBuffer[256] = {0};
D3DXMATRIX      g_matWorld;   //世界矩阵

LPD3DXMESH          g_pMesh     = NULL; // 网格的对象
D3DMATERIAL9*       g_pMaterials    = NULL; // 网格的材质信息
LPDIRECT3DTEXTURE9* g_pTextures     = NULL; // 网格的纹理信息
DWORD               g_dwNumMtrls    = 0;    // 材质的数目


Xdata mout;
Xdata tiny;
Eye eye;

//*****************************************************************************************
// Desc: 全局函数声明部分 
//***************************************************************************************** 
LRESULT CALLBACK	WndProc( HWND hwnd, UINT message, WPARAM wParam, LPARAM lParam );
HRESULT				Direct3D_Init(HWND hwnd,HINSTANCE hInstance);
HRESULT				Objects_Init();
void				Direct3D_Render( HWND hwnd);
void				Direct3D_Update( HWND hwnd);
void				Direct3D_CleanUp( );
float				Get_FPS();
void				Matrix_Set();
BOOL Device_Read(IDirectInputDevice8 *pDIDevice, void* pBuffer, long lSize) ;


//*****************************************************************************************
// Name: WinMain( )
// Desc: Windows应用程序入口函数
//*****************************************************************************************
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance,LPSTR lpCmdLine, int nShowCmd)
{

	//开始设计一个完整的窗口类
	WNDCLASSEX wndClass = { 0 };				//用WINDCLASSEX定义了一个窗口类,即用wndClass实例化了WINDCLASSEX,用于之后窗口的各项初始化    
	wndClass.cbSize = sizeof( WNDCLASSEX ) ;	//设置结构体的字节数大小
	wndClass.style = CS_HREDRAW | CS_VREDRAW;	//设置窗口的样式
	wndClass.lpfnWndProc = WndProc;				//设置指向窗口过程函数的指针
	wndClass.cbClsExtra		= 0;
	wndClass.cbWndExtra		= 0;
	wndClass.hInstance = hInstance;				//指定包含窗口过程的程序的实例句柄。
	wndClass.hIcon=(HICON)::LoadImage(NULL,_T("icon.ico"),IMAGE_ICON,0,0,LR_DEFAULTSIZE|LR_LOADFROMFILE); //从全局的::LoadImage函数从本地加载自定义ico图标
	wndClass.hCursor = LoadCursor( NULL, IDC_ARROW );    //指定窗口类的光标句柄。
	wndClass.hbrBackground=(HBRUSH)GetStockObject(GRAY_BRUSH);  //为hbrBackground成员指定一个灰色画刷句柄
	wndClass.lpszMenuName = NULL;						//用一个以空终止的字符串,指定菜单资源的名字。
	wndClass.lpszClassName = _T("ForTheDreamOfGameDevelop");		//用一个以空终止的字符串,指定窗口类的名字。

	if( !RegisterClassEx( &wndClass ) )				//设计完窗口后,需要对窗口类进行注册,这样才能创建该类型的窗口
		return -1;		

	HWND hwnd = CreateWindow( _T("ForTheDreamOfGameDevelop"),WINDOW_TITLE,			//喜闻乐见的创建窗口函数CreateWindow
		WS_OVERLAPPEDWINDOW, CW_USEDEFAULT, CW_USEDEFAULT, SCREEN_WIDTH,
		SCREEN_HEIGHT, NULL, NULL, hInstance, NULL );


	//Direct3D资源的初始化,调用失败用messagebox予以显示
	if (!(S_OK==Direct3D_Init (hwnd,hInstance)))
	{
		MessageBox(hwnd, _T("Direct3D初始化失败~!"), _T("浅墨的消息窗口"), 0); //使用MessageBox函数,创建一个消息窗口 
	}



	MoveWindow(hwnd,200,50,SCREEN_WIDTH,SCREEN_HEIGHT,true);   //调整窗口显示时的位置,窗口左上角位于屏幕坐标(200,50)处
	ShowWindow( hwnd, nShowCmd );    //调用Win32函数ShowWindow来显示窗口
	UpdateWindow(hwnd);  //对窗口进行更新,就像我们买了新房子要装修一样


	//消息循环过程
	MSG msg = { 0 };  //初始化msg
	while( msg.message != WM_QUIT )			//使用while循环
	{
		if( PeekMessage( &msg, 0, 0, 0, PM_REMOVE ) )   //查看应用程序消息队列,有消息时将队列中的消息派发出去。
		{
			TranslateMessage( &msg );		//将虚拟键消息转换为字符消息
			DispatchMessage( &msg );		//该函数分发一个消息给窗口程序。
		}
		else
		{
			Direct3D_Update(hwnd);         //调用更新函数,进行画面的更新
			Direct3D_Render(hwnd);			//调用渲染函数,进行画面的渲染			
		}
	}

	UnregisterClass(_T("ForTheDreamOfGameDevelop"), wndClass.hInstance);
	return 0;  
}



//*****************************************************************************************
// Name: WndProc()
// Desc: 对窗口消息进行处理
//*****************************************************************************************
LRESULT CALLBACK WndProc( HWND hwnd, UINT message, WPARAM wParam, LPARAM lParam )   //窗口过程函数WndProc
{
	switch( message )				//switch语句开始
	{
	case WM_PAINT:					 // 客户区重绘消息
		Direct3D_Render(hwnd);          //调用Direct3D_Render函数,进行画面的绘制
		ValidateRect(hwnd, NULL);   // 更新客户区的显示
		break;									//跳出该switch语句

	case WM_KEYDOWN:                // 键盘按下消息
		if (wParam == VK_ESCAPE)    // ESC键
			DestroyWindow(hwnd);    // 销毁窗口, 并发送一条WM_DESTROY消息
		break;
	case WM_DESTROY:				//窗口销毁消息
		Direct3D_CleanUp();     //调用Direct3D_CleanUp函数,清理COM接口对象
		PostQuitMessage( 0 );		//向系统表明有个线程有终止请求。用来响应WM_DESTROY消息
		break;						//跳出该switch语句

	default:						//若上述case条件都不符合,则执行该default语句
		return DefWindowProc( hwnd, message, wParam, lParam );		//调用缺省的窗口过程来为应用程序没有处理的窗口消息提供缺省的处理。
	}

	return 0;					//正常退出
}


//*****************************************************************************************
// Name: Direct3D_Init( )
// Desc: 初始化Direct3D
// Point:【Direct3D初始化四步曲】
//		1.初始化四步曲之一,创建Direct3D接口对象
//		2.初始化四步曲之二,获取硬件设备信息
//		3.初始化四步曲之三,填充结构体
//		4.初始化四步曲之四,创建Direct3D设备接口
//*****************************************************************************************

HRESULT Direct3D_Init(HWND hwnd,HINSTANCE hInstance)
{

	//--------------------------------------------------------------------------------------
	// 【Direct3D初始化四步曲之一,创接口】:创建Direct3D接口对象, 以便用该Direct3D对象创建Direct3D设备对象
	//--------------------------------------------------------------------------------------
	LPDIRECT3D9  pD3D = NULL; //Direct3D接口对象的创建
	if( NULL == ( pD3D = Direct3DCreate9( D3D_SDK_VERSION ) ) ) //初始化Direct3D接口对象,并进行DirectX版本协商
 			return E_FAIL;

	//--------------------------------------------------------------------------------------
	// 【Direct3D初始化四步曲之二,取信息】:获取硬件设备信息
	//--------------------------------------------------------------------------------------
	D3DCAPS9 caps; int vp = 0;
	if( FAILED( pD3D->GetDeviceCaps( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, &caps ) ) )
		{
			return E_FAIL;
		}
	if( caps.DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT )
		vp = D3DCREATE_HARDWARE_VERTEXPROCESSING;   //支持硬件顶点运算,我们就采用硬件顶点运算,妥妥的
	else
		vp = D3DCREATE_SOFTWARE_VERTEXPROCESSING; //不支持硬件顶点运算,无奈只好采用软件顶点运算

	//--------------------------------------------------------------------------------------
	// 【Direct3D初始化四步曲之三,填内容】:填充D3DPRESENT_PARAMETERS结构体
	//--------------------------------------------------------------------------------------
	D3DPRESENT_PARAMETERS d3dpp; 
	ZeroMemory(&d3dpp, sizeof(d3dpp));
	d3dpp.BackBufferWidth            = SCREEN_WIDTH;
	d3dpp.BackBufferHeight           = SCREEN_HEIGHT;
	d3dpp.BackBufferFormat           = D3DFMT_A8R8G8B8;
	d3dpp.BackBufferCount            = 2;
	d3dpp.MultiSampleType            = D3DMULTISAMPLE_NONE;
	d3dpp.MultiSampleQuality         = 0;
	d3dpp.SwapEffect                 = D3DSWAPEFFECT_DISCARD; 
	d3dpp.hDeviceWindow              = hwnd;
	d3dpp.Windowed                   = true;
	d3dpp.EnableAutoDepthStencil     = true; 
	d3dpp.AutoDepthStencilFormat     = D3DFMT_D24S8;
	d3dpp.Flags                      = 0;
	d3dpp.FullScreen_RefreshRateInHz = 0;
	d3dpp.PresentationInterval       = D3DPRESENT_INTERVAL_IMMEDIATE;

	//--------------------------------------------------------------------------------------
	// 【Direct3D初始化四步曲之四,创设备】:创建Direct3D设备接口
	//--------------------------------------------------------------------------------------
	if(FAILED(pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, 
		hwnd, vp, &d3dpp, &g_pd3dDevice)))
		return E_FAIL;


	//获取显卡信息到g_strAdapterName中,并在显卡名称之前加上“当前显卡型号:”字符串
	 wchar_t TempName[60]=L"当前显卡型号:";   //定义一个临时字符串,且方便了把"当前显卡型号:"字符串引入我们的目的字符串中
	 D3DADAPTER_IDENTIFIER9 Adapter;  //定义一个D3DADAPTER_IDENTIFIER9结构体,用于存储显卡信息
	 pD3D->GetAdapterIdentifier(0,0,&Adapter);//调用GetAdapterIdentifier,获取显卡信息
	 int len = MultiByteToWideChar(CP_ACP,0, Adapter.Description, -1, NULL, 0);//显卡名称现在已经在Adapter.Description中了,但是其为char类型,我们要将其转为wchar_t类型
	 MultiByteToWideChar(CP_ACP, 0, Adapter.Description, -1, g_strAdapterName, len);//这步操作完成后,g_strAdapterName中就为当前我们的显卡类型名的wchar_t型字符串了
	 wcscat_s(TempName,g_strAdapterName);//把当前我们的显卡名加到“当前显卡型号:”字符串后面,结果存在TempName中
	 wcscpy_s(g_strAdapterName,TempName);//把TempName中的结果拷贝到全局变量g_strAdapterName中,大功告成~




	 //--------------------------------------------------------------------------------------
	 // 【DirectInput使用五步曲的前三步】:创设备,设格式,拿权力。在为鼠标设备初始化
	 //--------------------------------------------------------------------------------------
	// 创建DirectInput接口和设备
	DirectInput8Create(hInstance, 0x0800, IID_IDirectInput8, (void**)&g_pDirectInput, NULL);
	g_pDirectInput->CreateDevice(GUID_SysKeyboard, &g_pMouseDevice, NULL);

	// 设置数据格式和协作级别
	g_pDirectInput->CreateDevice(GUID_SysMouse, &g_pMouseDevice, NULL);
	g_pMouseDevice->SetDataFormat(&c_dfDIMouse);
	g_pMouseDevice->SetCooperativeLevel(hwnd, DISCL_FOREGROUND | DISCL_NONEXCLUSIVE);

	//获取设备控制权
	g_pMouseDevice->Acquire();

	//--------------------------------------------------------------------------------------
	// 【DirectInput使用五步曲的前三步】:创设备,设格式,拿权力。在为键盘设备初始化
	//--------------------------------------------------------------------------------------
	// 创建DirectInput接口和设备
	DirectInput8Create(hInstance, 0x0800, IID_IDirectInput8, (void**)&g_pDirectInput, NULL);
	g_pDirectInput->CreateDevice(GUID_SysKeyboard, &g_pKeyboardDevice, NULL);

	// 设置数据格式和协作级别
	g_pKeyboardDevice->SetDataFormat(&c_dfDIKeyboard);
	g_pKeyboardDevice->SetCooperativeLevel(hwnd, DISCL_FOREGROUND | DISCL_NONEXCLUSIVE);

	//获取设备控制权
	g_pKeyboardDevice->Acquire();


	if(!(S_OK==Objects_Init())) return E_FAIL;

	SAFE_RELEASE(pD3D) //LPDIRECT3D9接口对象的使命完成,我们将其释放掉

	return S_OK;
}


HRESULT Objects_Init()
{
	//创建字体
	D3DXCreateFont(g_pd3dDevice, 36, 0, 0, 1000, false, DEFAULT_CHARSET, 
		OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, 0, _T("Calibri"), &g_pTextFPS);
	D3DXCreateFont(g_pd3dDevice, 20, 0, 1000, 0, false, DEFAULT_CHARSET, 
		OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, 0, L"华文中宋", &g_pTextAdaperName); 
	D3DXCreateFont(g_pd3dDevice, 23, 0, 1000, 0, false, DEFAULT_CHARSET, 
		OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, 0, L"微软雅黑", &g_pTextHelper); 
	D3DXCreateFont(g_pd3dDevice, 26, 0, 1000, 0, false, DEFAULT_CHARSET, 
		OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, 0, L"黑体", &g_pTextInfor); 

	// 从X文件中加载网格数据
	LPD3DXBUFFER pAdjBuffer  = NULL;
	LPD3DXBUFFER pMtrlBuffer = NULL;
	D3DXLoadMeshFromX(L"loli.x", D3DXMESH_MANAGED, g_pd3dDevice, &pAdjBuffer, &pMtrlBuffer, NULL, &g_dwNumMtrls, &g_pMesh);

	//D3DXLoadMeshFromX(L"use.x", D3DXMESH_MANAGED, g_pd3dDevice, &pAdjBuffer, &pMtrlBuffer, NULL, &g_dwNumMtrls, &g_pMesh);
	
	mout=Xdata();
	mout.loadDataFromXfile(g_pd3dDevice,L"loli.x");

	tiny=Xdata();
	tiny.loadDataFromXfile(g_pd3dDevice,L"tiny.x");

	eye=Eye();


	//mout.loadDataFromXfile(g_pd3dDevice,L"mout.x");

	// 读取材质和纹理数据
	D3DXMATERIAL *pMtrls = (D3DXMATERIAL*)pMtrlBuffer->GetBufferPointer();
	g_pMaterials = new D3DMATERIAL9[g_dwNumMtrls];
	g_pTextures  = new LPDIRECT3DTEXTURE9[g_dwNumMtrls];

	for (DWORD i=0; i<g_dwNumMtrls; i++) 
	{
		g_pMaterials[i] = pMtrls[i].MatD3D;
		g_pMaterials[i].Ambient = g_pMaterials[i].Diffuse;
		g_pTextures[i]  = NULL;
		D3DXCreateTextureFromFileA(g_pd3dDevice, pMtrls[i].pTextureFilename, &g_pTextures[i]);
	}
	pAdjBuffer->Release();
	pMtrlBuffer->Release();


		// 设置渲染状态
		g_pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CCW);   //开启背面消隐
		g_pd3dDevice->SetRenderState(D3DRS_AMBIENT, D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f)); //设置环境光
		
		g_pd3dDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);//设置为线性纹理过滤
		g_pd3dDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);


	return S_OK;
}


//*****************************************************************************************
// Name:Matrix_Set()
// Desc: 设置世界矩阵
// Point:【Direct3D四大变换】
//		1.【四大变换之一】:世界变换矩阵的设置
//		2.【四大变换之二】:取景变换矩阵的设置
//		3.【四大变换之三】:投影变换矩阵的设置
//		4.【四大变换之四】:视口变换的设置
//*****************************************************************************************
void Matrix_Set()
{
	//--------------------------------------------------------------------------------------
	//【四大变换之一】:世界变换矩阵的设置
	//--------------------------------------------------------------------------------------


	//--------------------------------------------------------------------------------------
	//【四大变换之二】:取景变换矩阵的设置
	//--------------------------------------------------------------------------------------
	D3DXMATRIX matView; //定义一个矩阵
	D3DXVECTOR3 vEye(0.0f, 0.0f, -250.0f);  //摄像机的位置
	D3DXVECTOR3 vAt(0.0f, 0.0f, 0.0f); //观察点的位置
	D3DXVECTOR3 vUp(0.0f, 1.0f, 0.0f);//向上的向量
	D3DXMatrixLookAtLH(&matView, &vEye, &vAt, &vUp); //计算出取景变换矩阵
	//g_pd3dDevice->SetTransform(D3DTS_VIEW, &matView); //应用取景变换矩阵
	eye.setEye(g_pd3dDevice);


	//--------------------------------------------------------------------------------------
	//【四大变换之三】:投影变换矩阵的设置
	//--------------------------------------------------------------------------------------
	D3DXMATRIX matProj; //定义一个矩阵
	D3DXMatrixPerspectiveFovLH(&matProj, D3DX_PI / 4.0f,(float)((double)SCREEN_WIDTH/SCREEN_HEIGHT),1.0f, 1000.0f); //计算投影变换矩阵
	g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &matProj);  //设置投影变换矩阵

	//--------------------------------------------------------------------------------------
	//【四大变换之四】:视口变换的设置
	//--------------------------------------------------------------------------------------
	D3DVIEWPORT9 vp; //实例化一个D3DVIEWPORT9结构体,然后做填空题给各个参数赋值就可以了
	vp.X      = 0;		//表示视口相对于窗口的X坐标
	vp.Y      = 0;		//视口相对对窗口的Y坐标
	vp.Width  = SCREEN_WIDTH;	//视口的宽度
	vp.Height = SCREEN_HEIGHT; //视口的高度
	vp.MinZ   = 0.0f; //视口在深度缓存中的最小深度值
	vp.MaxZ   = 1.0f;	//视口在深度缓存中的最大深度值
	g_pd3dDevice->SetViewport(&vp); //视口的设置

}


void				Direct3D_Update( HWND hwnd)
{
	// 获取键盘消息并给予设置相应的填充模式  
	if (g_pKeyStateBuffer[DIK_1]    & 0x80)         // 若数字键1被按下,进行实体填充  
		g_pd3dDevice->SetRenderState(D3DRS_FILLMODE,D3DFILL_SOLID);
	if (g_pKeyStateBuffer[DIK_2]    & 0x80)         // 若数字键2被按下,进行线框填充  
		g_pd3dDevice->SetRenderState(D3DRS_FILLMODE,D3DFILL_WIREFRAME);  

	// 读取鼠标输入
	::ZeroMemory(&g_diMouseState, sizeof(g_diMouseState));
	Device_Read(g_pMouseDevice, (LPVOID)&g_diMouseState, sizeof(g_diMouseState));

	// 读取键盘输入
	::ZeroMemory(g_pKeyStateBuffer, sizeof(g_pKeyStateBuffer));
	Device_Read(g_pKeyboardDevice, (LPVOID)g_pKeyStateBuffer, sizeof(g_pKeyStateBuffer));


	// 按住鼠标左键并拖动,为平移操作
	static FLOAT fPosX = 0.0f, fPosY = 30.0f, fPosZ = 0.0f;
	if (g_diMouseState.rgbButtons[0] & 0x80) 
	{
		fPosX += g_diMouseState.lX *  0.08f;
		fPosY += g_diMouseState.lY * -0.08f;
	}

	//鼠标滚轮,为观察点收缩操作
	fPosZ += g_diMouseState.lZ * 0.02f;

	// 平移物体
	if (g_pKeyStateBuffer[DIK_A] & 0x80) fPosX -= 0.005f;
	if (g_pKeyStateBuffer[DIK_D] & 0x80) fPosX += 0.005f;
	if (g_pKeyStateBuffer[DIK_W] & 0x80) fPosY += 0.005f;
	if (g_pKeyStateBuffer[DIK_S] & 0x80) fPosY -= 0.005f;

	eye.setKeyBuffer(g_pKeyStateBuffer);
	eye.onKey(DIK_A);
	eye.onKey(DIK_D);
	eye.onKey(DIK_W);
	eye.onKey(DIK_S);

	D3DXMatrixTranslation(&g_matWorld, fPosX, fPosY, fPosZ);


	// 按住鼠标右键并拖动,为旋转操作
	static float fAngleX = 0.15f, fAngleY = -(float)D3DX_PI ;
	if (g_diMouseState.rgbButtons[1] & 0x80) 
	{
		fAngleX += g_diMouseState.lY * -0.01f;
		fAngleY += g_diMouseState.lX * -0.01f;
	}
	// 旋转物体
	if (g_pKeyStateBuffer[DIK_UP]    & 0x80) fAngleX += 0.005f;
	if (g_pKeyStateBuffer[DIK_DOWN]  & 0x80) fAngleX -= 0.005f;
	if (g_pKeyStateBuffer[DIK_LEFT]  & 0x80) fAngleY -= 0.005f;
	if (g_pKeyStateBuffer[DIK_RIGHT] & 0x80) fAngleY += 0.005f;


	D3DXMATRIX Rx, Ry;
	D3DXMatrixRotationX(&Rx, fAngleX);
	D3DXMatrixRotationY(&Ry, fAngleY);

	g_matWorld = Rx * Ry * g_matWorld;
	g_pd3dDevice->SetTransform(D3DTS_WORLD, &g_matWorld);
	Matrix_Set();
}



//*****************************************************************************************
// Name: Direct3D_Render()
// Desc: 进行图形的渲染操作
// Point:【Direct3D渲染五步曲】
//		1.渲染五步曲之一,清屏操作
//		2.渲染五步曲之二,开始绘制
//		3.渲染五步曲之三,正式绘制
//		4.渲染五步曲之四,结束绘制
//		5.渲染五步曲之五,翻转显示
//*****************************************************************************************

void Direct3D_Render(HWND hwnd)
{

	//--------------------------------------------------------------------------------------
	// 【Direct3D渲染五步曲之一】:清屏操作
	//--------------------------------------------------------------------------------------
	g_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);

	//定义一个矩形,用于获取主窗口矩形
	RECT formatRect;
	GetClientRect(hwnd, &formatRect);

	//--------------------------------------------------------------------------------------
	// 【Direct3D渲染五步曲之二】:开始绘制
	//--------------------------------------------------------------------------------------
	g_pd3dDevice->BeginScene();                     // 开始绘制
	
			//--------------------------------------------------------------------------------------
			// 【Direct3D渲染五步曲之三】:正式绘制,利用顶点缓存绘制图形
			//--------------------------------------------------------------------------------------

	g_pd3dDevice->SetRenderState(D3DRS_ZENABLE,true);
	g_pd3dDevice->SetRenderState(D3DRS_ZFUNC,D3DCMP_LESS);
	g_pd3dDevice->SetRenderState(D3DRS_ZWRITEENABLE,true);
	//
		D3DXMATRIX matWorld,R,R2;
		D3DXMatrixRotationY(&R2,(::timeGetTime()/1000.0f)*0.5);
		D3DXMatrixRotationY(&matWorld,D3DX_PI/-6.0f);
		D3DXMatrixMultiply(&matWorld,&matWorld,&R2);
		g_pd3dDevice->SetTransform(D3DTS_WORLD,&matWorld);

				// 绘制网格
			for (DWORD i = 0; i < g_dwNumMtrls; i++)
			{
				g_pd3dDevice->SetMaterial(&g_pMaterials[i]);
				g_pd3dDevice->SetTexture(0, g_pTextures[i]);
				g_pMesh->DrawSubset(i);
			}



	D3DXMatrixRotationY(&R,::timeGetTime()/1000.0f);
	//
	D3DXMatrixTranslation(&matWorld,0.0f,0.0f,-25.0f);

	D3DXMatrixMultiply(&matWorld,&matWorld,&R);
	g_pd3dDevice->SetTransform(D3DTS_WORLD,&matWorld);

			// 绘制网格
			for (DWORD i = 0; i < g_dwNumMtrls; i++)
			{
				g_pd3dDevice->SetMaterial(&g_pMaterials[i]);
				g_pd3dDevice->SetTexture(0, g_pTextures[i]);
				g_pMesh->DrawSubset(i);
			}


//D3DXMatrixRotationZ(&R,::timeGetTime()/1000.0f);


mout.setTranslation(-70,11,-5);
mout.setScaling(1.22,1.5,1);
//mout.setRotation((::timeGetTime()/1000.0f)*0.4,0,0);
mout.render();

mout.setTranslation(70,-33,0);
mout.setScaling(1,1.2,1);
mout.setRotation(0,(::timeGetTime()/1000.0f)*2.4,0);
			mout.render();

//tiny.setTranslation(0,0,0);
//tiny.setScaling(3,3,3);

			//tiny.render();


			//在窗口右上角处,显示每秒帧数
			int charCount = swprintf_s(g_strFPS, 20, _T("FPS:%0.3f"), Get_FPS() );
			g_pTextFPS->DrawText(NULL, g_strFPS, charCount , &formatRect, DT_TOP | DT_RIGHT, D3DCOLOR_RGBA(0,239,136,255));

			//显示显卡类型名
			g_pTextAdaperName->DrawText(NULL,g_strAdapterName, -1, &formatRect, 
				DT_TOP | DT_LEFT, D3DXCOLOR(1.0f, 0.5f, 0.0f, 1.0f));

			// 输出绘制信息
			 formatRect.top = 30;
			static wchar_t strInfo[256] = {0};
			swprintf_s(strInfo,-1, L"模型坐标: (%.2f, %.2f, %.2f)", g_matWorld._41, g_matWorld._42, g_matWorld._43);
			g_pTextHelper->DrawText(NULL, strInfo, -1, &formatRect, DT_SINGLELINE | DT_NOCLIP | DT_LEFT, D3DCOLOR_RGBA(135,239,136,255));

			// 输出帮助信息
			formatRect.left = 0,formatRect.top = 380;
			g_pTextInfor->DrawText(NULL, L"控制说明:", -1, &formatRect, 
				DT_SINGLELINE | DT_NOCLIP | DT_LEFT, D3DCOLOR_RGBA(235,123,230,255));
			formatRect.top += 35;
			g_pTextHelper->DrawText(NULL, L"    按住鼠标左键并拖动:平移模型", -1, &formatRect, 
				DT_SINGLELINE | DT_NOCLIP | DT_LEFT, D3DCOLOR_RGBA(255,200,0,255));
			formatRect.top += 25;
			g_pTextHelper->DrawText(NULL, L"    按住鼠标右键并拖动:旋转模型", -1, &formatRect, 
				DT_SINGLELINE | DT_NOCLIP | DT_LEFT, D3DCOLOR_RGBA(255,200,0,255));
			formatRect.top += 25;
			g_pTextHelper->DrawText(NULL, L"    滑动鼠标滚轮:拉伸模型", -1, &formatRect, 
				DT_SINGLELINE | DT_NOCLIP | DT_LEFT, D3DCOLOR_RGBA(255,200,0,255));
			formatRect.top += 25;
			g_pTextHelper->DrawText(NULL, L"    W、S、A、D键:平移模型 ", -1, &formatRect, 
				DT_SINGLELINE | DT_NOCLIP | DT_LEFT, D3DCOLOR_RGBA(255,200,0,255));
			formatRect.top += 25;
			g_pTextHelper->DrawText(NULL, L"    上、下、左、右方向键:旋转模型 ", -1, &formatRect, 
				DT_SINGLELINE | DT_NOCLIP | DT_LEFT, D3DCOLOR_RGBA(255,200,0,255));
			formatRect.top += 25;
			g_pTextHelper->DrawText(NULL, L"    数字键1和2:在实体填充与线框填充之间切换", -1, &formatRect, 
				DT_SINGLELINE | DT_NOCLIP | DT_LEFT, D3DCOLOR_RGBA(255,200,0,255));
			formatRect.top += 25;
			g_pTextHelper->DrawText(NULL, L"    ESC键 : 退出程序", -1, &formatRect, 
				DT_SINGLELINE | DT_NOCLIP | DT_LEFT, D3DCOLOR_RGBA(255,200,0,255));


	//--------------------------------------------------------------------------------------
	// 【Direct3D渲染五步曲之四】:结束绘制
	//--------------------------------------------------------------------------------------
	g_pd3dDevice->EndScene();                       // 结束绘制
	//--------------------------------------------------------------------------------------
	// 【Direct3D渲染五步曲之五】:显示翻转
	//--------------------------------------------------------------------------------------
	g_pd3dDevice->Present(NULL, NULL, NULL, NULL);  // 翻转与显示
	 
}




//*****************************************************************************************
// Name:Get_FPS()函数
// Desc: 用于计算帧速率
//*****************************************************************************************
float Get_FPS()
{

	//定义四个静态变量
	static float  fps = 0; //我们需要计算的FPS值
	static int    frameCount = 0;//帧数
	static float  currentTime =0.0f;//当前时间
	static float  lastTime = 0.0f;//持续时间

	frameCount++;//每调用一次Get_FPS()函数,帧数自增1
	currentTime = timeGetTime()*0.001f;//获取系统时间,其中timeGetTime函数返回的是以毫秒为单位的系统时间,所以需要乘以0.001,得到单位为秒的时间

	//如果当前时间减去持续时间大于了1秒钟,就进行一次FPS的计算和持续时间的更新,并将帧数值清零
	if(currentTime - lastTime > 1.0f) //将时间控制在1秒钟
	{
		fps = (float)frameCount /(currentTime - lastTime);//计算这1秒钟的FPS值
		lastTime = currentTime; //将当前时间currentTime赋给持续时间lastTime,作为下一秒的基准时间
		frameCount    = 0;//将本次帧数frameCount值清零
	}

	return fps;
}



//*****************************************************************************************
// Name: Device_Read();
// Desc: 智能读取设备的输入数据
//*****************************************************************************************
BOOL Device_Read(IDirectInputDevice8 *pDIDevice, void* pBuffer, long lSize) 
{
	HRESULT hr;
	while (true) 
	{
		pDIDevice->Poll();              // 轮询设备
		pDIDevice->Acquire();           // 获取设备的控制权
		if (SUCCEEDED(hr = pDIDevice->GetDeviceState(lSize, pBuffer))) break;
		if (hr != DIERR_INPUTLOST || hr != DIERR_NOTACQUIRED) return FALSE;
		if (FAILED(pDIDevice->Acquire())) return FALSE;
	}
	return TRUE;
}

//*****************************************************************************************
// Name: Direct3D_CleanUp()
// Desc: 对Direct3D的资源进行清理,释放COM接口对象
//*****************************************************************************************
void Direct3D_CleanUp()
{
	//释放COM接口对象
	g_pMouseDevice->Unacquire();
	g_pKeyboardDevice->Unacquire();
	for (DWORD i = 0; i<g_dwNumMtrls; i++) 
		SAFE_RELEASE(g_pTextures[i]);
	SAFE_DELETE(g_pTextures)
	SAFE_DELETE(g_pMaterials)
	SAFE_RELEASE(g_pMesh)
	SAFE_RELEASE(g_pTextFPS)
	SAFE_RELEASE(g_pd3dDevice)	
	SAFE_RELEASE(g_pMouseDevice)
	SAFE_RELEASE(g_pKeyboardDevice)


	mout.release();
    tiny.release();
}

 

//Xdata.h

#pragma once

#include <d3d9.h>
#include <d3dx9.h>
#include <tchar.h>
#include <time.h> 
#include <dinput.h>                

#pragma comment(lib,"d3d9.lib")
#pragma comment(lib,"d3dx9.lib")
#pragma comment(lib, "dinput8.lib")     
#pragma comment(lib,"dxguid.lib")
#pragma comment(lib, "winmm.lib") 


class Xdata
{
public:

LPD3DXMESH          pMesh  ; // 网格的对象
D3DMATERIAL9*       pMaterials  ; // 网格的材质信息
LPDIRECT3DTEXTURE9* pTextures   ; // 网格的纹理信息
DWORD               dwNumMtrls   ;    // 材质的数目
LPDIRECT3DDEVICE9 pd3dDevice;
D3DXMATRIX pOut,pTranslation,pRotationX,pRotationY,pRotationZ,pScaling;

void setTranslation(float x,float y,float z);
void setRotation(float x,float y,float z);
void setScaling(float x,float y,float z);

void loadDataFromXfile(LPDIRECT3DDEVICE9 pd3dDevice, LPCWSTR pFilename );
void release();
void render();
void clearPout();
	

	Xdata(void);
	~Xdata(void);


};

 

//Xdata.cpp

#include "Xdata.h"
#include <d3d9.h>
#include <d3dx9.h>
#include <tchar.h>
#include <time.h> 
#include <dinput.h>                

#pragma comment(lib,"d3d9.lib")
#pragma comment(lib,"d3dx9.lib")
#pragma comment(lib, "dinput8.lib")     
#pragma comment(lib,"dxguid.lib")
#pragma comment(lib, "winmm.lib") 

#define SAFE_RELEASE(p) { if(p) { (p)->Release(); (p)=NULL; } }      //自定义一个SAFE_RELEASE()宏,便于COM资源的释放
#define SAFE_DELETE(p)  { if(p) { delete (p); (p)=NULL; } }


void Xdata::render()
{
	clearPout();
	
	D3DXMatrixMultiply(&pOut,&pOut,&this->pRotationX);
	D3DXMatrixMultiply(&pOut,&pOut,&this->pRotationY);
	D3DXMatrixMultiply(&pOut,&pOut,&this->pRotationZ);

	D3DXMatrixMultiply(&pOut,&pOut,&this->pTranslation);
	D3DXMatrixMultiply(&pOut,&pOut,&this->pScaling);
	


	pd3dDevice->SetTransform(D3DTS_WORLD,&pOut);

					// 绘制网格
			for (DWORD i = 0; i < dwNumMtrls; i++)
			{
				pd3dDevice->SetMaterial(&pMaterials[i]);
				pd3dDevice->SetTexture(0, pTextures[i]);
			    pMesh->DrawSubset(i);
			}
}

void Xdata::setTranslation(float x,float y,float z)
	{

D3DXMatrixTranslation(&pTranslation,x,y,z);

}
void Xdata::setRotation(float x,float y,float z)
	{


D3DXMatrixRotationX(&pRotationX,x);
D3DXMatrixRotationY(&pRotationY,y);
D3DXMatrixRotationZ(&pRotationZ,z);

}
void Xdata::setScaling(float x,float y,float z)
{

D3DXMatrixScaling(&pScaling,x,y,z);
}


void Xdata::loadDataFromXfile(LPDIRECT3DDEVICE9 pd3dDevice, LPCWSTR pFilename )
{
	this->pd3dDevice=pd3dDevice;

	// 从X文件中加载网格数据
	LPD3DXBUFFER pAdjBuffer  = NULL;
	LPD3DXBUFFER pMtrlBuffer = NULL;
	D3DXLoadMeshFromX(pFilename, D3DXMESH_MANAGED, pd3dDevice, &pAdjBuffer, &pMtrlBuffer, NULL, &dwNumMtrls, &pMesh);
	//D3DXLoadMeshFromX(L"loli.x", D3DXMESH_MANAGED, pd3dDevice, &pAdjBuffer, &pMtrlBuffer, NULL, &dwNumMtrls, &g_pMesh);

	//D3DXLoadMeshFromX(L"use.x", D3DXMESH_MANAGED, g_pd3dDevice, &pAdjBuffer, &pMtrlBuffer, NULL, &g_dwNumMtrls, &g_pMesh);

	// 读取材质和纹理数据
	D3DXMATERIAL *pMtrls = (D3DXMATERIAL*)pMtrlBuffer->GetBufferPointer();
	pMaterials = new D3DMATERIAL9[dwNumMtrls];
	pTextures  = new LPDIRECT3DTEXTURE9[dwNumMtrls];

	for (DWORD i=0; i<dwNumMtrls; i++) 
	{
		pMaterials[i] = pMtrls[i].MatD3D;
		pMaterials[i].Ambient = pMaterials[i].Diffuse;
		pTextures[i]  = NULL;
		D3DXCreateTextureFromFileA(pd3dDevice, pMtrls[i].pTextureFilename, &pTextures[i]);
	}
	pAdjBuffer->Release();
	pMtrlBuffer->Release();

}
void Xdata::release ()
{



for (DWORD i = 0; i<dwNumMtrls; i++) SAFE_RELEASE(pTextures[i]);
	SAFE_DELETE(pTextures)
	SAFE_DELETE(pMaterials)
	SAFE_RELEASE(pMesh)

}

void Xdata::clearPout()
{
pOut=D3DXMATRIX(
	1.0f,0.0f,0.0f,0.0f,
	0.0f,1.0f,0.0f,0.0f,
	0.0f,0.0f,1.0f,0.0f,
	0.0f,0.0f,0.0f,1.0f
	);

}

	Xdata::Xdata
		(void)
	{

pMesh     = NULL; // 网格的对象
pMaterials    = NULL; // 网格的材质信息
pTextures     = NULL; // 网格的纹理信息
dwNumMtrls    = 0;    // 材质的数目
pd3dDevice  =NULL;


clearPout();
D3DXMatrixTranslation(&pTranslation,0.0f,0.0f,0.0f);
D3DXMatrixRotationX(&pRotationX,0.0f);
D3DXMatrixRotationY(&pRotationY,0.0f);
D3DXMatrixRotationZ(&pRotationZ,0.0f);
D3DXMatrixScaling(&pScaling,0.0f,0.0f,0.0f);


//


	}

	Xdata::~Xdata(void)
	{


	}

 

 //Eye.h是用于调整摄像机位

#pragma once
#include <d3d9.h>
#include <d3dx9.h>
#include <tchar.h>
#include <time.h> 
#include <dinput.h>                

#pragma comment(lib,"d3d9.lib")
#pragma comment(lib,"d3dx9.lib")
#pragma comment(lib, "dinput8.lib")     
#pragma comment(lib,"dxguid.lib")
#pragma comment(lib, "winmm.lib") 

class Eye
{
public:
	float eyeX,eyeY,eyeZ,atX,atY,atZ,upX,upY,upZ;
	char *keyBuffer;
	void setEye(LPDIRECT3DDEVICE9 pd3dDevice);

	void setKeyBuffer(char *buffer);
	void onKey(int id);


	Eye(void);
	~Eye(void);
};

//Eye.cpp

#include "Eye.h"
#include "Xdata.h"
#include <d3d9.h>
#include <d3dx9.h>
#include <tchar.h>
#include <time.h> 
#include <dinput.h>                

#pragma comment(lib,"d3d9.lib")
#pragma comment(lib,"d3dx9.lib")
#pragma comment(lib, "dinput8.lib")     
#pragma comment(lib,"dxguid.lib")
#pragma comment(lib, "winmm.lib") 

#define SAFE_RELEASE(p) { if(p) { (p)->Release(); (p)=NULL; } }      //自定义一个SAFE_RELEASE()宏,便于COM资源的释放
#define SAFE_DELETE(p)  { if(p) { delete (p); (p)=NULL; } }

Eye::Eye(void)
{
	eyeX=0;
	eyeY=0;
	eyeZ=-250.0f;

	atX=0;
	atY=0;
	atZ=0;

	upX=0;
	upY=1.0f;
	upZ=0;

	keyBuffer=NULL;

}

	void Eye::setKeyBuffer(char *buffer)
	{
		keyBuffer=buffer;

	}
	void Eye::onKey(int id)
	{
		if (!(*(keyBuffer+id)    & 0x80))return;
const float add=0.123f;
switch(id)
{
case DIK_A:
	eyeX-=  add;
	atX-= add;
	break;
	;
case DIK_D:
	eyeX+=  add;
	atX+=  add;
	break;
	;

case DIK_S:
	eyeZ-=  add;
	atZ-=  add;
	break;
	;
case DIK_W:
	eyeZ+=  add;
	atZ+=  add;
	break;
	;

}


	}

void Eye::setEye(LPDIRECT3DDEVICE9 pd3dDevice)
{
	//【四大变换之二】:取景变换矩阵的设置
	//--------------------------------------------------------------------------------------
	D3DXMATRIX matView; //定义一个矩阵
	D3DXVECTOR3 vEye(eyeX, eyeY, eyeZ);  //摄像机的位置
	D3DXVECTOR3 vAt(atX, atY, atZ); //观察点的位置
	D3DXVECTOR3 vUp(upX, upY, upZ);//向上的向量
	D3DXMatrixLookAtLH(&matView, &vEye, &vAt, &vUp); //计算出取景变换矩阵
	pd3dDevice->SetTransform(D3DTS_VIEW, &matView); //应用取景变换矩阵

}

Eye::~Eye(void)
{
}

 

 

 




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