DirectX 學習二:簡單的封裝

【前置條件】:
完成DXSDK的安裝後,在開始菜單中,找到DirectX Sample Browser:
這裏麪包含了微軟提供的學習例子。
找到並安裝 Tutorial 4: Lights 。
接下來,我們對 Lights 這個例子進行面向對象的封裝。

【封裝過程】
一、 增加 DxGraphics.h 和 DxGraphics.cpp 文件
DxGraphics.h 內容如下:
#ifndef __GRAPHICS_H__ 
#define __GRAPHICS_H__
#include <d3dx9.h>
struct CUSTOM_VERTEX
{
 D3DXVECTOR3 position; // The 3D position for the vertex
    D3DXVECTOR3 normal; // The surface normal for the vertex
};
// Our custom FVF, which describes our custom vertex structure
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_NORMAL)
class DxGraphics
{
public:
 ~DxGraphics();
 
 // return the instance of DxGraphics
 static DxGraphics* getInstance();
 static void releaseInstance();
 
 // Init D3D
 bool Init(HWND hWnd);
 
 // user define geometry
 bool InitTestGeometry();
 
 // init world
 void InitWorldMatrices();
 
 // setup lights
 void SetupLights();
 
 // render geometry
 void Render();
private:
 DxGraphics();
 
 // D3D 接口
 LPDIRECT3D9 m_pD3d;
 
 // D3D 設備
 LPDIRECT3DDEVICE9 m_pD3dDevice;
 
 // Vertex buffer
 LPDIRECT3DVERTEXBUFFER9 m_pVertexBuffer;
};
#endif // __GRAPHICS_H__
DxGraphics.cpp 內容如下:
#include "DxGraphics.h"
static DxGraphics* p_Graphics = NULL;
DxGraphics* DxGraphics::getInstance()
{
 if (NULL == p_Graphics)
  p_Graphics = new DxGraphics();
 
 return p_Graphics;
}
void DxGraphics::releaseInstance()
{
 delete(p_Graphics);
 p_Graphics = NULL;
}
DxGraphics::~DxGraphics(void)
{
    if( m_pD3d != NULL )
        m_pD3d->Release();
    if( m_pD3dDevice != NULL )
        m_pD3dDevice->Release();
    if( m_pVertexBuffer != NULL )
        m_pVertexBuffer->Release();
}
DxGraphics::DxGraphics()
{
 m_pD3d = NULL;
 m_pD3dDevice = NULL;
 m_pVertexBuffer = NULL;
}
////////////////////////////////////////////////////////////////////////////////
bool DxGraphics::Init(HWND hWnd)
{
  // Create the D3D object.
    if( NULL == ( m_pD3d = Direct3DCreate9( D3D_SDK_VERSION ) ) )
        return false;
    // Set up the structure used to create the D3DDevice. Since we are now
    // using more complex geometry, we will create a device with a zbuffer.
 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;
    // Create the D3DDevice
    if( FAILED( m_pD3d->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
                                      D3DCREATE_SOFTWARE_VERTEXPROCESSING,
                                      &d3dpp, &m_pD3dDevice ) ) )
    {
        return false;
    }
    // Turn off culling
    m_pD3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE );
    // Turn on the zbuffer
    m_pD3dDevice->SetRenderState( D3DRS_ZENABLE, TRUE );
 
 return true;
}
bool DxGraphics::InitTestGeometry()
{
    // Create the vertex buffer.
    if( FAILED( m_pD3dDevice->CreateVertexBuffer( 50 * 2 * sizeof( CUSTOM_VERTEX ),
                                                  0, D3DFVF_CUSTOMVERTEX,
                                                  D3DPOOL_DEFAULT, &m_pVertexBuffer, NULL ) ) )
    {
        return false;
    }
    // Fill the vertex buffer. We are algorithmically generating a cylinder
    // here, including the normals, which are used for lighting.
    CUSTOM_VERTEX* pVertices;
    if( FAILED( m_pVertexBuffer->Lock( 0, 0, ( void** )&pVertices, 0 ) ) )
        return false;
    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 ) );
    }
    m_pVertexBuffer->Unlock();
    return true;
}
//-----------------------------------------------------------------------------
// Name: SetupLights()
// Desc: Sets up the Lights and materials for the scene.
//-----------------------------------------------------------------------------
void DxGraphics::SetupLights()
{
    // Set up a material. The material here just has the diffuse and ambient
    // colors set to yellow. Note that only one material can be used at a time.
    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;
    m_pD3dDevice->SetMaterial( &mtrl );
    // Set up a white, directional light, with an oscillating direction.
    // Note that many Lights may be active at a time (but each one slows down
    // the rendering of our scene). However, here we are just using one. Also,
    // we need to set the D3DRS_LIGHTING renderstate to enable lighting
    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;
    m_pD3dDevice->SetLight( 0, &light );
    m_pD3dDevice->LightEnable( 0, TRUE );
    m_pD3dDevice->SetRenderState( D3DRS_LIGHTING, TRUE );
    // Finally, turn on some ambient light.
    m_pD3dDevice->SetRenderState( D3DRS_AMBIENT, 0x00202020 );
}
//-----------------------------------------------------------------------------
// Name: InitWorldMatrices()
// Desc: Sets up the world, view, and projection transform matrices.
//-----------------------------------------------------------------------------
void DxGraphics::InitWorldMatrices()
{
 // Set up world matrix
    D3DXMATRIXA16 matWorld;
    D3DXMatrixIdentity( &matWorld );
    D3DXMatrixRotationX( &matWorld, timeGetTime() / 500.0f );
    m_pD3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
    // Set up our view matrix. A view matrix can be defined given an eye point,
    // a point to lookat, and a direction for which way is up. Here, we set the
    // eye five units back along the z-axis and up three units, look at the
    // origin, and define "up" to be in the y-direction.
    D3DXVECTOR3 vEyePt( 0.0f, 3.0f,-5.0f );
    D3DXVECTOR3 vLookatPt( 0.0f, 0.0f, 0.0f );
    D3DXVECTOR3 vUpVec( 0.0f, 1.0f, 0.0f );
    D3DXMATRIXA16 matView;
    D3DXMatrixLookAtLH( &matView, &vEyePt, &vLookatPt, &vUpVec );
    m_pD3dDevice->SetTransform( D3DTS_VIEW, &matView );
    // For the projection matrix, we set up a perspective transform (which
    // transforms geometry from 3D view space to 2D viewport space, with
    // a perspective divide making objects smaller in the distance). To build
    // a perpsective transform, we need the field of view (1/4 pi is common),
    // the aspect ratio, and the near and far clipping planes (which define at
    // what distances geometry should be no longer be rendered).
    D3DXMATRIXA16 matProj;
    D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI / 4, 1.0f, 1.0f, 100.0f );
    m_pD3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
}
void DxGraphics::Render()
{
 // Clear the backbuffer and the zbuffer
    m_pD3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER,
                         D3DCOLOR_XRGB( 0, 0, 255 ), 1.0f, 0 );
    // Begin the scene
    if( SUCCEEDED( m_pD3dDevice->BeginScene() ) )
    {
        // Setup the Lights and materials
        SetupLights();
        // Setup the world, view, and projection matrices
        InitWorldMatrices();
        // Render the vertex buffer contents
        m_pD3dDevice->SetStreamSource( 0, m_pVertexBuffer, 0, sizeof( CUSTOM_VERTEX ) );
        m_pD3dDevice->SetFVF( D3DFVF_CUSTOMVERTEX );
        m_pD3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 2 * 50 - 2 );
        // End the scene
        m_pD3dDevice->EndScene();
    }
    // Present the backbuffer contents to the display
    m_pD3dDevice->Present( NULL, NULL, NULL, NULL );
}
二、 修改原來的 Main.cpp
//-----------------------------------------------------------------------------
// File: Main.cpp
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//-----------------------------------------------------------------------------
#include <Windows.h>
#include <mmsystem.h>
#include <d3dx9.h>
#pragma warning( disable : 4996 ) // disable deprecated warning
#include <strsafe.h>
#pragma warning( default : 4996 )
#include "DxGraphics.h"
//-----------------------------------------------------------------------------
// Name: MsgProc()
// Desc: The window's message handler
//-----------------------------------------------------------------------------
LRESULT WINAPI MsgProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam )
{
    switch( msg )
    {
        case WM_DESTROY:
            DxGraphics::releaseInstance();
            PostQuitMessage( 0 );
            return 0;
    }
    return DefWindowProc( hWnd, msg, wParam, lParam );
}
INT WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow)
{
 UNREFERENCED_PARAMETER( hInstance );
    // Register the window class
    WNDCLASSEX wc =
    {
        sizeof( WNDCLASSEX ), CS_CLASSDC, MsgProc, 0L, 0L,
        GetModuleHandle( NULL ), NULL, NULL, NULL, NULL,
        "D3D Tutorial", NULL
    };
    RegisterClassEx( &wc );
    // Create the application's window
    HWND hWnd = CreateWindow( "D3D Tutorial", "D3D Tutorial 04: Lights",
                              WS_OVERLAPPEDWINDOW, 100, 100, 300, 300,
                              NULL, NULL, wc.hInstance, NULL );
 
 DxGraphics* pGraphics = DxGraphics::getInstance();
 
    // Initialize Direct3D
    if( pGraphics->Init(hWnd) )
    {
        // Create the geometry
        if( pGraphics->InitTestGeometry() )
        {
            // 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
                    pGraphics->Render();
            }
        }
    }
    UnregisterClass( "D3D Tutorial", wc.hInstance );
    return 0;
}
link...
編譯...
enjoy!

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