// Diffuse : 방향성이 있는 빛이 들어올때 반사하는 빛에 대해 설정
// Ambient : 은은한 빛에대해 어떤 빛으로 비칠 것인가 설정
// Specular : 반짝이는 빛에 대해 어떤식으로 반사 해 줄것 인가 설정
// Ambient : 방향성이 없는 은은한빛
// Directional : 방향성이 있는 빛
// point : 어떤 점에서 나오는 빛
// Spot : 스포트 라이트
#include <d3dx8.h>
#include <mmsystem.h>
//-----------------------------------------------------------------------------
// Global variables
//-----------------------------------------------------------------------------
LPDIRECT3D8 g_pD3D = NULL; // Used to create the D3DDevice
LPDIRECT3DDEVICE8 g_pd3dDevice = NULL; // Our rendering device
LPDIRECT3DVERTEXBUFFER8 g_pVB = NULL; // Buffer to hold vertices
LPDIRECT3DVERTEXBUFFER8 g_pVB2 = NULL; // Buffer to hold vertices
// A structure for our custom vertex type. We added a normal, and omitted the
// color (which is provided by the material)
struct CUSTOMVERTEX
{
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)
BOOL g_light0 = TRUE;
BOOL g_light1 = TRUE;
//-----------------------------------------------------------------------------
// Name: InitD3D()
// Desc: Initializes Direct3D
//-----------------------------------------------------------------------------
HRESULT InitD3D( HWND hWnd )
{
// Create the D3D object.
if( NULL == ( g_pD3D = Direct3DCreate8( D3D_SDK_VERSION ) ) )
return E_FAIL;
// Get the current desktop display mode, so we can set up a back
// buffer of the same format
D3DDISPLAYMODE d3ddm;
if( FAILED( g_pD3D->GetAdapterDisplayMode( D3DADAPTER_DEFAULT, &d3ddm ) ) )
return E_FAIL;
// 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 = d3ddm.Format;
d3dpp.EnableAutoDepthStencil = TRUE;
d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
// Create the D3DDevice
if( FAILED( g_pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING,
&d3dpp, &g_pd3dDevice ) ) )
{
return E_FAIL;
}
// Turn off culling
g_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE );
// Turn on the zbuffer
g_pd3dDevice->SetRenderState( D3DRS_ZENABLE, TRUE );
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: InitGeometry()
// Desc: Creates the scene geometry
//-----------------------------------------------------------------------------
HRESULT InitGeometry()
{
// Create the vertex buffer.
if( FAILED( g_pd3dDevice->CreateVertexBuffer( 50*2*sizeof(CUSTOMVERTEX),
0, D3DFVF_CUSTOMVERTEX,
D3DPOOL_DEFAULT, &g_pVB ) ) )
{
return E_FAIL;
}
// Fill the vertex buffer. We are algorithmically generating a cylinder
// here, including the normals, which are used for lighting.
CUSTOMVERTEX* pVertices;
if( FAILED( g_pVB->Lock( 0, 0, (BYTE**)&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();
if( FAILED( g_pd3dDevice->CreateVertexBuffer( 50*2*sizeof(CUSTOMVERTEX),
0, D3DFVF_CUSTOMVERTEX,
D3DPOOL_DEFAULT, &g_pVB2 ) ) )
{
return E_FAIL;
}
// Fill the vertex buffer. We are algorithmically generating a cylinder
// here, including the normals, which are used for lighting.
CUSTOMVERTEX* pVertices2;
if( FAILED( g_pVB2->Lock( 0, 0, (BYTE**)&pVertices2, 0 ) ) )
return E_FAIL;
//X
pVertices2[0].position = D3DXVECTOR3( 10, 0, 0);
pVertices2[1].position = D3DXVECTOR3(-10, 0, 0);
//Y
pVertices2[2].position = D3DXVECTOR3( 0, 10, 0);
pVertices2[3].position = D3DXVECTOR3( 0, -10, 0);
//Z
pVertices2[4].position = D3DXVECTOR3( 0, 0, 10);
pVertices2[5].position = D3DXVECTOR3( 0, 0, -10);
g_pVB2->Unlock();
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: Cleanup()
// Desc: Releases all previously initialized objects
//-----------------------------------------------------------------------------
VOID Cleanup()
{
if( g_pVB != NULL )
g_pVB->Release();
if( g_pd3dDevice != NULL )
g_pd3dDevice->Release();
if( g_pD3D != NULL )
g_pD3D->Release();
}
//-----------------------------------------------------------------------------
// Name: SetupMatrices()
// Desc: Sets up the world, view, and projection transform matrices.
//-----------------------------------------------------------------------------
VOID SetupMatrices()
{
// For our world matrix, we will just leave it as the identity
D3DXMATRIX matWorld;
D3DXMatrixIdentity( &matWorld );
//D3DXMatrixRotationX( &matWorld, timeGetTime()/500.0f );
g_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.
D3DXMATRIX matView;
D3DXMatrixLookAtLH( &matView, &D3DXVECTOR3( 5.0f, 5.0f,-5.0f ),
&D3DXVECTOR3( 0.0f, 0.0f, 0.0f ),
&D3DXVECTOR3( 0.0f, 1.0f, 0.0f ) );
g_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).
D3DXMATRIX matProj;
D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, 1.0f, 1.0f, 100.0f );
g_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
}
//-----------------------------------------------------------------------------
// Name: SetupLights()
// Desc: Sets up the lights and materials for the scene.
//-----------------------------------------------------------------------------
VOID 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.
//재질 특성을 초기화///////////////////////
D3DMATERIAL8 mtrl;
ZeroMemory( &mtrl, sizeof(D3DMATERIAL8) );
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 );
//////////////////////////////////////////
// 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
//0번 라이트 시작=================================================================================
//라이트 설정////////////////////////////////////////////
{
D3DXVECTOR3 vecDir;//세곳의 방향을 지정할수 있는 변수를 선언
D3DLIGHT8 light;
ZeroMemory( &light, sizeof(D3DLIGHT8) );
//빛의 종류 지정
light.Type = D3DLIGHT_DIRECTIONAL;//방향설이 있는빛(DIRECTIONAL)
//빛의 색상 지정
light.Diffuse.r = 1.0f;
light.Diffuse.g = 1.0f;
light.Diffuse.b = 1.0f;
///라이트의 방향을 설정
vecDir = D3DXVECTOR3(-1.0, -1.0, 1.0);
/*
///라이트의 방향을 시간 함수로 얻어 회전하게 만든다..
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 );
// 개별 빛을 쓰냐 안쓰냐 조정
g_pd3dDevice->LightEnable( 0, g_light0 );
}
/////0번 라이트 끝========================================================================================
//1번 라이트 시작=================================================================================
//라이트 설정////////////////////////////////////////////
{
D3DXVECTOR3 vecDir;//세곳의 방향을 지정할수 있는 변수를 선언
D3DLIGHT8 light;
ZeroMemory( &light, sizeof(D3DLIGHT8) );
//빛의 종류 지정
light.Type = D3DLIGHT_DIRECTIONAL;//방향설이 있는빛(DIRECTIONAL)
//빛의 색상 지정
light.Diffuse.r = 1.0f;
light.Diffuse.g = 1.0f;
light.Diffuse.b = 1.0f;
///라이트의 방향을 설정
vecDir = D3DXVECTOR3(1.0, -1.0, 1.0);
/*
///라이트의 방향을 시간 함수로 얻어 회전하게 만든다..
vecDir = D3DXVECTOR3(cosf(timeGetTime()/350.0f),
1.0f,
sinf(timeGetTime()/350.0f) );
*/
D3DXVec3Normalize( (D3DXVECTOR3*)&light.Direction, &vecDir );
light.Range = 1000.0f;
g_pd3dDevice->SetLight( 1, &light );
// 개별 빛을 쓰냐 안쓰냐 조정
g_pd3dDevice->LightEnable( 1, g_light1 );
}
/////1번 라이트 끝========================================================================================
//전체 적인 빛을 쓸것인가 말것 인가..
g_pd3dDevice->SetRenderState( D3DRS_LIGHTING, TRUE );
// Finally, turn on some ambient light.
//기존것외에 은은한 빛 하나를 추가 한것
g_pd3dDevice->SetRenderState( D3DRS_AMBIENT, 0x00202020 );
/////////////////////////////////////////////////////////
}
//-----------------------------------------------------------------------------
// Name: Render()
// Desc: Draws the scene
//-----------------------------------------------------------------------------
VOID Render()
{
// Clear the backbuffer and the zbuffer
g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER,
D3DCOLOR_XRGB(0,0,255), 1.0f, 0 );
// Begin the scene
g_pd3dDevice->BeginScene();
// Setup the lights and materials
SetupLights();
// Setup the world, view, and projection matrices
SetupMatrices();
// Render the vertex buffer contents
g_pd3dDevice->SetStreamSource( 0, g_pVB, sizeof(CUSTOMVERTEX) );
g_pd3dDevice->SetVertexShader( D3DFVF_CUSTOMVERTEX );
g_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 2*50-2 );
//매트릭스를 사용하여 3만큼 Z축으로 이동
D3DXMATRIX matWorld;
D3DXMatrixIdentity( &matWorld );
D3DXMatrixTranslation( &matWorld, 0.0, 0.0, 3.0);
g_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
//원통의 재질 다시 설정
D3DMATERIAL8 mtrl;
ZeroMemory( &mtrl, sizeof(D3DMATERIAL8) );
mtrl.Diffuse.r = mtrl.Ambient.r = 1.0f;
mtrl.Diffuse.g = mtrl.Ambient.g = 0.0f;
mtrl.Diffuse.b = mtrl.Ambient.b = 0.0f;
mtrl.Diffuse.a = mtrl.Ambient.a = 0.0f;
g_pd3dDevice->SetMaterial( &mtrl );
//두번쨰 원통 그리기
g_pd3dDevice->SetStreamSource( 0, g_pVB, sizeof(CUSTOMVERTEX) );
g_pd3dDevice->SetVertexShader( D3DFVF_CUSTOMVERTEX );
g_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 2*50-2 );
// X, Y, Z 축을 그리기 위하여 월드 변환 초기화
D3DXMatrixIdentity( &matWorld );
g_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
///X, Y, Z축 출력 하기
g_pd3dDevice->SetStreamSource( 0, g_pVB2, sizeof(CUSTOMVERTEX) );
g_pd3dDevice->SetVertexShader( D3DFVF_CUSTOMVERTEX );
g_pd3dDevice->DrawPrimitive( D3DPT_LINELIST, 0, 3);
// End the scene
g_pd3dDevice->EndScene();
// Present the backbuffer contents to the display
g_pd3dDevice->Present( NULL, NULL, NULL, NULL );
}
//-----------------------------------------------------------------------------
// Name: MsgProc()
// Desc: The window's message handler
//-----------------------------------------------------------------------------
LRESULT WINAPI MsgProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam )
{
switch( msg )
{
case WM_CHAR:
if(wParam == '1')
g_light0 ^= TRUE;
if(wParam == '2')
g_light1 ^= TRUE;
break;
case WM_DESTROY:
PostQuitMessage( 0 );
return 0;
}
return DefWindowProc( hWnd, msg, wParam, lParam );
}
//-----------------------------------------------------------------------------
// Name: WinMain()
// Desc: The application's entry point
//-----------------------------------------------------------------------------
INT WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPSTR, INT )
{
// 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,
GetDesktopWindow(), NULL, wc.hInstance, NULL );
// Initialize Direct3D
if( SUCCEEDED( InitD3D( hWnd ) ) )
{
// Create the geometry
if( SUCCEEDED( InitGeometry() ) )
{
// 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
Render();
}
}
}
// Clean up everything and exit the app
Cleanup();
UnregisterClass( "D3D Tutorial", wc.hInstance );
return 0;
}
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