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[따라해봐용]라이트

작성자Gloomy Sunday|작성시간02.10.31|조회수381 목록 댓글 0
Lights.cpp


// 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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