Beispiel #1
0
//-----------------------------------------------------------------------------
// Desc: 设置材质和灯光
//-----------------------------------------------------------------------------
VOID SetupLights()
{
	//设置材料属性, 只反射红光分量和绿光分量, 整体上看该物体材料反射黄色光
	D3DMATERIAL9 mtrl;
	ZeroMemory( &mtrl, sizeof(D3DMATERIAL9) );

	mtrl.Ambient.r = 1.0f;
	mtrl.Ambient.g = 1.0f;
	mtrl.Ambient.b = 0.0f;
	mtrl.Ambient.a = 1.0f;

	mtrl.Diffuse.r = 1.0f;
	mtrl.Diffuse.g = 1.0f;
	mtrl.Diffuse.b = 0.0f;
	mtrl.Diffuse.a = 0.5f;

	mtrl.Specular.r = 1.0f;
	mtrl.Specular.g = 1.0f;
	mtrl.Specular.b = 0.0f;
	mtrl.Specular.a = 1.0f;

	g_pd3dDevice->SetMaterial( &mtrl );

	//设置一号光源为方向光,颜色为绿色
	D3DXVECTOR3 vecDir;
	D3DLIGHT9 light1;
	ZeroMemory( &light1, sizeof(D3DLIGHT9) );
	light1.Type       = D3DLIGHT_DIRECTIONAL;
	light1.Diffuse.r  = 0.0f;
	light1.Diffuse.g  = 1.0f;
	light1.Diffuse.b  = 0.0f;
	vecDir = D3DXVECTOR3(-10, 0 ,10); //方向光方向

	D3DXVec3Normalize( (D3DXVECTOR3*)&light1.Direction, &vecDir );
	g_pd3dDevice->SetLight( 0, &light1 );

	//二号光源为点光源,颜色为红色
	D3DLIGHT9 light2;
	ZeroMemory( &light2, sizeof(D3DLIGHT9) );
	light2.Type       = D3DLIGHT_POINT;  
	light2.Diffuse.r  = 1.0f;
	light2.Diffuse.g  = 0.0f;
	light2.Diffuse.b  = 0.0f;

	light2.Position= D3DXVECTOR3(10*sinf(timeGetTime()/350.0f) ,
		0,
		10*cosf(timeGetTime()/350.0f) );

	light2.Range        = 100.0f;
	light2.Attenuation0 = 1.0f;
	g_pd3dDevice->SetLight( 1, &light2 );

	//三号光源为方向光,颜色为绿色, *镜面反射*
	D3DXVECTOR3 vecDir3;
	D3DLIGHT9 light3;
	ZeroMemory( &light3, sizeof(D3DLIGHT9) );
	light3.Type       = D3DLIGHT_DIRECTIONAL; 
	light3.Specular.r  = 0.0f;
	light3.Specular.g  = 1.0f;
	light3.Specular.b  = 0.0f;
	light3.Specular.a  = 1.0f;
	vecDir3 = D3DXVECTOR3(-10,0,10);

	D3DXVec3Normalize( (D3DXVECTOR3*)&light3.Direction, &vecDir3 );
	g_pd3dDevice->SetLight( 2, &light3 );

	//设置一定的环境光
	g_pd3dDevice->SetRenderState( D3DRS_AMBIENT, 0x00505050);
}
Beispiel #2
0
void CLcXSkinIns::Render()
{
	HRESULT hr=-1;

	LPDIRECT3DDEVICE9 pDev = (LPDIRECT3DDEVICE9)LcDev_GetD3Device();


	CLcXSkinSrc*	pOrg = (CLcXSkinSrc*)m_pOrg;

	ID3DXEffect*	pEft	= pOrg->GetEffect();

	// Setup the projection matrix
	D3DXMATRIX matProj;
	pDev->GetTransform(D3DTS_PROJECTION, &matProj);




	D3DLIGHT9 light;
	D3DXVECTOR3 vecLightDirUnnormalized(0.0f, -1.0f, 1.0f);
	ZeroMemory( &light, sizeof(D3DLIGHT9) );
	light.Type        = D3DLIGHT_DIRECTIONAL;
	light.Diffuse.r   = 1.0f;
	light.Diffuse.g   = 1.0f;
	light.Diffuse.b   = 1.0f;
	D3DXVec3Normalize( (D3DXVECTOR3*)&light.Direction, &vecLightDirUnnormalized );
	light.Position.x   = 0.0f;
	light.Position.y   = -1.0f;
	light.Position.z   = 1.0f;
	light.Range        = 1000.0f;

	pDev->SetLight(0, &light );
	pDev->LightEnable(0, TRUE );
	
	
	// Set Light for vertex shader
	D3DXVECTOR4 vLightDir( 0.0f, 1.0f, -1.0f, 0.0f );
	D3DXVec4Normalize( &vLightDir, &vLightDir );
	
	
	// for HLSL
	{
		pEft->SetMatrix( "mViewProj", &matProj);
		pEft->SetVector( "lhtDir", &vLightDir);
	}
	
	
	
	// for shader
	{
		// set the projection matrix for the vertex shader based skinning method
		D3DXMatrixTranspose(&matProj, &matProj);
		pDev->SetVertexShaderConstantF(2, (float*)&matProj, 4);
		pDev->SetVertexShaderConstantF(1, (float*)&vLightDir, 1);
	}

	if(m_pAC)
		m_pAC->AdvanceTime(m_fElapse, NULL);

	pOrg->UpdateFrameMatrices(m_pFrameOrg, &m_mtWld);	
	pOrg->DrawFrame(m_pFrameOrg);

	static	D3DXMATRIX	mtI(1,0,0,0,  0,1,0,0,  0,0,1,0,  0,0,0,1);
	pDev->SetTransform(D3DTS_WORLD, &mtI);
}
Beispiel #3
0
//
//设置函数
//
bool Setup()                                                                                                                                                                                                                                                                                                                                                             
{
	PlaySound(L"3.wav", NULL, SND_FILENAME | SND_ASYNC|SND_LOOP);
	//======================================================================================================================
	//GUI系统的一些设置
	//======================================================================================================================

	// 创建一些GUI系统
	g_MainGUI = new D3DGUIClass(Device, WINDOW_WIDTH, WINDOW_HEIGHT); //主菜单页面
	g_StartGUI = new D3DGUIClass(Device, WINDOW_WIDTH, WINDOW_HEIGHT); //开始新游戏页面
	g_ControlGUI  = new D3DGUIClass(Device, WINDOW_WIDTH, WINDOW_HEIGHT); //载入游戏页面
	g_StoreGUI  = new D3DGUIClass(Device, WINDOW_WIDTH, WINDOW_HEIGHT); //设置页面

	// 给四个页面分别添加背景图
	if(!g_MainGUI->AddBackground(L"maingui.jpg")) return false;  
	if(!g_StartGUI->AddBackground (L"gameover.jpg")) return false ;
	if(!g_ControlGUI ->AddBackground(L"controlgui.jpg")) return false;
	if(!g_StoreGUI ->AddBackground(L"storegui.jpg")) return false;


	// 分别给四个页面添加字体
	if(!g_MainGUI->CreateTextFont(L"微软雅黑", 28, &g_MainGUIFontID)) return false;
	if(!g_StartGUI->CreateTextFont(L"微软雅黑", 38, &g_StartGUIFontID)) return false;
	if(!g_ControlGUI ->CreateTextFont(L"微软雅黑", 38, &g_ControlGUIFontID)) return false;
	if(!g_StoreGUI ->CreateTextFont(L"微软雅黑", 38, &g_StoreGUIFontID)) return false;

	//---------------------------------【主菜单main页面相关的页面布局代码】----------------------

	// 添加4个按钮,分别是开始游戏,载入进度,选项和退出游戏,每个按钮对应3幅图
	if(!g_MainGUI->AddButton(BUTTON_START_ID, 0, 0, L"START_UP.png",
		L"START_OVER.png", L"START_DOWN.png")) return false;

	if(!g_MainGUI->AddButton(BUTTON_LOAD_ID, 0, 150, L"CONTROL_UP.png",
		L"CONTROL_OVER.png", L"CONTROL_DOWN.png")) return false;

	if(!g_MainGUI->AddButton(BUTTON_OPTION_ID,0, 330, L"STORE_UP.png",
		L"STORE_OVER.png", L"STORE_DOWN.png")) return false;

	if(!g_MainGUI->AddButton(BUTTON_QUIT_ID, 0, 475, L"THE_END_UP.png",
		L"THE_END_OVER.png", L"THE_END_DOWN.png"))return false ;

	//------------------------【开始新游戏start页面相关的页面布局代码】------------------------

	if(!g_StartGUI->AddButton(BUTTON_LEVEL_1_ID,550, 1380,  L"level1Up.png", L"level1Over.png",
		L"level1Down.png"))return false;

	if(!g_StartGUI->AddButton(BUTTON_BACK_ID, 650, 500, L"backUp.png", L"backOver.png",
		L"backDown.png")) return false;

	//------------------------【游戏操作介绍页面页面相关的页面布局代码】-----------------------

	// 添加按钮到页面中
	if(!g_ControlGUI ->AddButton(BUTTON_BACK_ID, 650, 500, L"backUp.png", L"backOver.png",
		L"backDown.png")) return false;

	//------------------------【游戏设置option页面相关的页面布局代码】------------------------
	// 添加按钮到页面中
	if(!g_StoreGUI ->AddButton(BUTTON_BACK_ID,650, 500, L"backUp.png", L"backOver.png",
		L"backDown.png")) return false;

	//设定融合因子
	Device->SetRenderState (D3DRS_SRCBLEND,D3DBLEND_SRCALPHA);
	Device->SetRenderState (D3DRS_DESTBLEND,D3DBLEND_INVSRCALPHA);

	//指定Alpha来源
	Device->SetTextureStageState (0,D3DTSS_ALPHAARG1,D3DTA_TEXTURE);
	Device->SetTextureStageState(0,D3DTSS_ALPHAOP,D3DTOP_SELECTARG1);

	Device->SetRenderState(D3DRS_LIGHTING,true);
	Device->SetRenderState(D3DRS_NORMALIZENORMALS,true);

	d3d::BoundingBox boundingBox;
	boundingBox._min = D3DXVECTOR3(-500.0f, 0.0f, -500.0f);
	boundingBox._max = D3DXVECTOR3( 500.0f,  300.0f,  500.0f);
	snow = new Snow(&boundingBox, 20);
	snow->init(Device, L"花4.png");

	skybox= new SkyBox(Device);
	skybox->LoadSkyTextureFromFile (L"frontsnow1.jpg",L"backsnow1.jpg",L"leftsnow1.jpg",L"rightsnow1.jpg",L"topsnow1.jpg",L"groundsnow1.jpg");//加载天空盒贴图

	terrain=new Terrain(Device,"heighmap.raw", 200, 200, 60,0.0f);//创建一个地形类
	terrain->loadTexture(L"ground.jpg");

	snake=new Snake(Device);
	if(!snake->initSnake ())
		::MessageBox(0, L"InitSnake() - FAILED", 0, 0);

	props=new Props(Device);
	if(!props->initProps ())
		::MessageBox(0,L"InitProps()_FAILED" ,0,0);


	groundobject=new Ground (Device);
	groundobject->initObject ();
	D3DXVECTOR3 position;
	position.x =0.0f;position.y =0.0f;position.z =0.0f;//指定围墙中心位置
	groundobject->createBird (position);

	gameui=new GameUI(Device);//游戏界面的UI
	if(!gameui->initPicture  (L"分数.png",10.0f,10.0f,5.0f))
		::MessageBox(0,L"InitUI()_FAILED" ,0,0);
	if(!gameui->initTex(L"宋体"))
		::MessageBox(0,L"InitFont()_FAILED" ,0,0);

	gameui2=new GameUI(Device);//游戏界面的UI
	if(!gameui2->initPicture  (L"EventObjectIcon4.dds",600.0f,10.0f,1.5f)) 
		::MessageBox(0,L"InitUI()_FAILED" ,0,0);

	//设置投影变换
	D3DXMATRIX proj;
	D3DXMatrixPerspectiveFovLH(
		&proj,
	D3DX_PI*0.5f,
	800.0/600.0,
	1.0f,
	30000.0f
		);
	Device->SetTransform (D3DTS_PROJECTION,&proj);

	D3DVIEWPORT9 VP={0,0,800,600,0,1};
	Device->SetViewport (&VP);


	//设置材质
	
	::ZeroMemory(&mtrl,sizeof(mtrl));
	D3DXCOLOR colorA=d3d::BLACK;
	D3DXCOLOR colorB=d3d::GREEN;
	D3DXCOLOR colorC=d3d::RED;
	D3DXCOLOR colorD=d3d::YELLOW;
	mtrl=d3d::IintMetirial(&colorA,&colorB,&colorC,&colorD,1.0f);
	Device->SetMaterial (&mtrl);

	//设置灯光
	D3DLIGHT9 light;
	::ZeroMemory(&light,sizeof(light));
	D3DXCOLOR LightColor=d3d::GREEN  ;
	D3DXVECTOR3 LightPosition (0.0f,0.0f,0.0f);
	light=d3d::InitPointlight(&LightPosition,&LightColor);
	Device->SetLight (0,&light);	
	Device->LightEnable (0,true);
	Device->SetRenderState (D3DRS_CULLMODE,D3DCULL_NONE);
	skybox->InitSkyBox(20000.f);//初始化天空盒
	//设置纹理过滤方式
	Device->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);  
   	Device->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);  
    Device->SetSamplerState(0, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR);  

	D3DXCreateTextureFromFile(Device,L"ground.jpg",&SnakeBodyTex);

	return true;
}
//-----------------------------------------------------------------------------
// Name: SetupLights()
// Desc: Sets up the lights dawg.
//-----------------------------------------------------------------------------
VOID SetupLights()
{
    // Directional light:
    D3DLIGHT9 light;
    ZeroMemory( &light, sizeof( D3DLIGHT9 ) );
    light.Type = D3DLIGHT_DIRECTIONAL;
	light.Diffuse.r = 0.5f * sinf( timeGetTime() / 250.0f ) + 0.5f;
    light.Diffuse.g = 0.5f * sinf( timeGetTime() / 500.0f ) + 0.5f;
    light.Diffuse.b = 0.5f * sinf( timeGetTime() / 750.0f ) + 0.5f;
	light.Specular.r = 0.5f;
	light.Specular.g = 0.5f;
	light.Specular.b = 0.5f;
	light.Range = 10.0f;
	light.Attenuation0 = 0.0f;
	light.Attenuation1 = 0.0f;
	light.Attenuation2 = 1.0f;

	// Point light:
	D3DLIGHT9 light2;
	ZeroMemory( &light2, sizeof( D3DLIGHT9 ) );
	light2.Type = D3DLIGHT_POINT;
	light2.Diffuse = D3DXCOLOR( 1.0f, 1.0f, 1.0f, 1.0f );
	light2.Position = D3DXVECTOR3( 2.5f * sinf( timeGetTime() / 500.0f ), 0.0f, 2.5f * cosf( timeGetTime() / 500.0f ) );
	light2.Specular.r = 1.0f;
	light2.Specular.g = 1.0f;
	light2.Specular.b = 1.0f;
	light2.Range = 5.0f;
	light2.Attenuation0 = 0.0f;
	light2.Attenuation1 = 0.0f;
	light2.Attenuation2 = 1.0f;

	// Spot light:
	D3DLIGHT9 light3;
	ZeroMemory( &light3, sizeof( D3DLIGHT9 ) );
	light3.Type = D3DLIGHT_SPOT;
	light3.Diffuse = D3DXCOLOR( 1.0f, 1.0f, 1.0f, 1.0f );
	light3.Position = D3DXVECTOR3( 0.0f, 0.0f, -10.0f );
	light3.Direction = D3DXVECTOR3( 2.5f * sinf( timeGetTime() / 500.0f ), 0.0f, 10.0f );
	light3.Specular.r = 1.0f;
	light3.Specular.g = 1.0f;
	light3.Specular.b = 1.0f;
	light3.Range = 10.0f;
	light3.Attenuation0 = 0.0f;
	light3.Attenuation1 = 1.0f;
	light3.Attenuation2 = 0.0f;
	light3.Phi = D3DXToRadian(30.0f);
	light3.Theta = D3DXToRadian(20.0f);
	light3.Falloff = 1.0f;

    Vector3 vecDir( cosf( timeGetTime() / 1000.0f ), 1.0f, sinf( timeGetTime() / 1000.0f ) );
	vecDir.Normalise();
	light.Direction.x = vecDir.x;
	light.Direction.y = vecDir.y;
	light.Direction.z = vecDir.z;

	switch ( g_ambientSetting )
	{
	case 1:		// Black / No ambient colour
		light.Ambient = D3DXCOLOR(0.0f, 0.0f, 0.0f, 0.0f);
		light2.Ambient = D3DXCOLOR(0.0f, 0.0f, 0.0f, 0.0f);
		light3.Ambient = D3DXCOLOR(0.0f, 0.0f, 0.0f, 0.0f);
		break;
	case 2:		// Red
		light.Ambient = D3DXCOLOR(1.0f, 0.0f, 0.0f, 1.0f);
		//g_pd3dDevice->SetRenderState( D3DRS_AMBIENT, D3DXCOLOR(1.0f, 0.0f, 0.0f, 1.0f) );
		light2.Ambient = D3DXCOLOR(1.0f, 0.0f, 0.0f, 1.0f);
		light3.Ambient = D3DXCOLOR(1.0f, 0.0f, 0.0f, 1.0f);
		break;
	case 3:		// Green
		light.Ambient = D3DXCOLOR(0.0f, 1.0f, 0.0f, 1.0f);
		light2.Ambient = D3DXCOLOR(0.0f, 1.0f, 0.0f, 1.0f);
		light3.Ambient = D3DXCOLOR(0.0f, 1.0f, 0.0f, 1.0f);
		break;
	case 4:		// Blue
		light.Ambient = D3DXCOLOR(0.0f, 0.0f, 1.0f, 1.0f);
		light2.Ambient = D3DXCOLOR(0.0f, 0.0f, 1.0f, 1.0f);
		light3.Ambient = D3DXCOLOR(0.0f, 0.0f, 1.0f, 1.0f);
		break;
	case 5:		// White
		light.Ambient = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f);
		light2.Ambient = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f);
		light3.Ambient = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f);
		break;
	default:
		break;
	}

	switch ( g_lightingSetting )
	{
	case 2:
		g_pd3dDevice->SetLight( 0, &light );
		break;
	case 3:
		g_pd3dDevice->SetLight( 0, &light2 );
		break;
	case 4:
		g_pd3dDevice->SetLight( 0, &light3 );
		break;
	default:
		break;
	}
    
    // Finally, turn on some ambient light.
    g_pd3dDevice->SetRenderState( D3DRS_AMBIENT, 0x00202020 );
}
Beispiel #5
0
void LoadModels(void)
{
    D3DXMATRIX matProj;
    D3DXMatrixPerspectiveFovLH( &matProj, D3DXToRadian(45.0f), 1920.0f / 1080.0f, 0.1f, 100.0f );
    g_pd3dDevice_0->SetTransform( D3DTS_PROJECTION, &matProj );

    g_pd3dDevice_0->SetRenderState( D3DRS_ZENABLE, TRUE );
    g_pd3dDevice_0->SetRenderState( D3DRS_LIGHTING, TRUE );
    g_pd3dDevice_0->SetRenderState( D3DRS_SPECULARENABLE, TRUE );

    // Setup a material for the teapot
    ZeroMemory( &g_teapotMtrl, sizeof(D3DMATERIAL9) );

    g_teapotMtrl.Diffuse.r = 1.0f;
    g_teapotMtrl.Diffuse.g = 1.0f;
    g_teapotMtrl.Diffuse.b = 1.0f;
    g_teapotMtrl.Diffuse.a = 1.0f;

    // Setup a simple directional light and some ambient...
    g_pLight0.Type = D3DLIGHT_DIRECTIONAL;
    g_pLight0.Direction = D3DXVECTOR3( 1.0f, 0.0f, 1.0f );

    g_pLight0.Diffuse.r = 1.0f;
    g_pLight0.Diffuse.g = 1.0f;
    g_pLight0.Diffuse.b = 1.0f;
    g_pLight0.Diffuse.a = 1.0f;

    g_pLight0.Specular.r = 1.0f;
    g_pLight0.Specular.g = 1.0f;
    g_pLight0.Specular.b = 1.0f;
    g_pLight0.Specular.a = 1.0f;

    g_pd3dDevice_0->SetLight( 0, &g_pLight0 );
    g_pd3dDevice_0->LightEnable( 0, TRUE );

    g_pd3dDevice_0->SetRenderState( D3DRS_AMBIENT, D3DCOLOR_COLORVALUE( 0.2f, 0.2f, 0.2f, 1.0f ) );

    // Load up the teapot mesh...
    D3DXLoadMeshFromX( "teapot.x", D3DXMESH_SYSTEMMEM, g_pd3dDevice_0, NULL, NULL, NULL, NULL, &g_pTeapotMesh_0 );

    CreateFont();

#ifndef TWO
    return;
#endif

    D3DXMatrixPerspectiveFovLH( &matProj, D3DXToRadian(45.0f), 1920.0f / 1080.0f, 0.1f, 100.0f );
    g_pd3dDevice_1->SetTransform( D3DTS_PROJECTION, &matProj );

    g_pd3dDevice_1->SetRenderState( D3DRS_ZENABLE, TRUE );
    g_pd3dDevice_1->SetRenderState( D3DRS_LIGHTING, TRUE );
    g_pd3dDevice_1->SetRenderState( D3DRS_SPECULARENABLE, TRUE );

    // Setup a material for the teapot
    ZeroMemory( &g_teapotMtrl, sizeof(D3DMATERIAL9) );

    g_teapotMtrl.Diffuse.r = 1.0f;
    g_teapotMtrl.Diffuse.g = 1.0f;
    g_teapotMtrl.Diffuse.b = 1.0f;
    g_teapotMtrl.Diffuse.a = 1.0f;

    // Setup a simple directional light and some ambient...
    g_pLight0.Type = D3DLIGHT_DIRECTIONAL;
    g_pLight0.Direction = D3DXVECTOR3( 1.0f, 0.0f, 1.0f );

    g_pLight0.Diffuse.r = 1.0f;
    g_pLight0.Diffuse.g = 1.0f;
    g_pLight0.Diffuse.b = 1.0f;
    g_pLight0.Diffuse.a = 1.0f;

    g_pLight0.Specular.r = 1.0f;
    g_pLight0.Specular.g = 1.0f;
    g_pLight0.Specular.b = 1.0f;
    g_pLight0.Specular.a = 1.0f;

    g_pd3dDevice_1->SetLight( 0, &g_pLight0 );
    g_pd3dDevice_1->LightEnable( 0, TRUE );

    g_pd3dDevice_1->SetRenderState( D3DRS_AMBIENT, D3DCOLOR_COLORVALUE( 0.2f, 0.2f, 0.2f, 1.0f ) );

    // Load up the teapot mesh...
    D3DXLoadMeshFromX( "teapot.x", D3DXMESH_SYSTEMMEM, g_pd3dDevice_1, NULL, NULL, NULL, NULL, &g_pTeapotMesh_1 );
}
//-----------------------------------【Object_Init( )函数】--------------------------------------
//	描述:渲染资源初始化函数,在此函数中进行要被渲染的物体的资源的初始化
//--------------------------------------------------------------------------------------------------
HRESULT Objects_Init(HWND hwnd)
{
	//创建字体
	if(FAILED(D3DXCreateFont(g_pd3dDevice, 36, 0, 0, 1000, false, DEFAULT_CHARSET, 
		OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, 0, _T("Calibri"), &g_pTextFPS)))
		return E_FAIL;
	if (FAILED(D3DXCreateFont(g_pd3dDevice, 20, 0, 1000, 0, false, DEFAULT_CHARSET,
		OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, 0, _T("华文中宋"), &g_pTextAdaperName)))
		return E_FAIL;
	if (FAILED(D3DXCreateFont(g_pd3dDevice, 23, 0, 1000, 0, false, DEFAULT_CHARSET,
		OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, 0, _T("微软雅黑"), &g_pTextHelper)))
		return E_FAIL;
	if (FAILED(D3DXCreateFont(g_pd3dDevice, 26, 0, 1000, 0, false, DEFAULT_CHARSET,
		OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, 0, _T("黑体"), &g_pTextInfo)))
		return E_FAIL;

	LPD3DXBUFFER pAdjBuffer = NULL;
	LPD3DXBUFFER pMtrlBuffer = NULL;

	if (FAILED(D3DXLoadMeshFromX(L"Warden.X", D3DXMESH_MANAGED, g_pd3dDevice, &pAdjBuffer, &pMtrlBuffer, NULL, &g_dwNumMtrls, &g_pMesh)))
	//if (FAILED(D3DXLoadMeshFromX(L"miki.X", D3DXMESH_MANAGED, g_pd3dDevice, &pAdjBuffer, &pMtrlBuffer, NULL, &g_dwNumMtrls, &g_pMesh)))
	//if (FAILED(D3DXLoadMeshFromX(L"65.X", D3DXMESH_MANAGED, g_pd3dDevice, &pAdjBuffer, &pMtrlBuffer, NULL, &g_dwNumMtrls, &g_pMesh)))
		return E_FAIL;

	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_pMaterials[i].Diffuse.a = 0.3f;

		g_pTextures[i] = NULL;
		//D3DXCreateTextureFromFileA(g_pd3dDevice, pMtrls[i].pTextureFilename, &g_pTextures[i]);
	}

	SAFE_RELEASE(pAdjBuffer);
	SAFE_RELEASE(pMtrlBuffer);

	D3DLIGHT9 light;
	ZeroMemory(&light, sizeof(light));
	light.Type = D3DLIGHT_DIRECTIONAL;
	light.Ambient = D3DXCOLOR(0.5f, 0.5f, 0.5f, 1.0f);
	light.Diffuse = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f);
	light.Specular = D3DXCOLOR(0.0f, 0.0f, 0.0f, 1.0f);
	light.Direction = D3DXVECTOR3(1.0f, 0.0f, 1.0f);
	g_pd3dDevice->SetLight(0, &light);
	g_pd3dDevice->LightEnable(0, true);
	g_pd3dDevice->SetRenderState(D3DRS_NORMALIZENORMALS, true);
	g_pd3dDevice->SetRenderState(D3DRS_SPECULARENABLE, true);

	g_pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CCW);


	g_pd3dDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_LESS);
	g_pd3dDevice->SetRenderState(D3DRS_ZWRITEENABLE, true);

	g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, true);

	g_pd3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
	g_pd3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);

	g_pd3dDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);

	Matrix_Set();

	return S_OK;
}
Beispiel #7
0
void SetupLightingDX9(void)
{
	// `取得Direct3D9裝置`
	LPDIRECT3DDEVICE9 device = GutGetGraphicsDeviceDX9();

	// `開啟打光功能`
	device->SetRenderState(D3DRS_LIGHTING, TRUE);
	// `開啟/關閉localviewer功能`
	device->SetRenderState(D3DRS_LOCALVIEWER, g_bLocalViewer ? TRUE:FALSE);
	// `開啟/關閉autonormalize功能`
	device->SetRenderState(D3DRS_NORMALIZENORMALS, g_bAutoNormalize ? TRUE:FALSE);
	// `設定環境光`
	device->SetRenderState(D3DRS_AMBIENT, ConvertToD3DCOLOR(g_vGlobal_AmbientLight));
	// `指定反光能力的資料來源, 把它設為經由SetMaterial函式中來設定.`
	device->SetRenderState(D3DRS_AMBIENTMATERIALSOURCE, D3DMCS_MATERIAL);
	device->SetRenderState(D3DRS_DIFFUSEMATERIALSOURCE, D3DMCS_MATERIAL);
	device->SetRenderState(D3DRS_SPECULARMATERIALSOURCE, D3DMCS_MATERIAL);

	device->SetRenderState(D3DRS_SPECULARENABLE, g_bSpecularReflection ? TRUE:FALSE);

	// `設定物件材質的反光能力`
	D3DMATERIAL9 mtrl;
	ZeroMemory( &mtrl, sizeof(mtrl) );
	mtrl.Ambient = *(D3DCOLORVALUE*) &g_vMaterialAmbient;
	mtrl.Diffuse = *(D3DCOLORVALUE*) &g_vMaterialDiffuse;
	mtrl.Specular = *(D3DCOLORVALUE*) &g_vMaterialSpecular;
	mtrl.Emissive = *(D3DCOLORVALUE*) &g_vMaterialEmissive;
	mtrl.Power = g_fMaterialShininess;
	// `經由呼叫SetMaterial來設定材質`
	device->SetMaterial(&mtrl);
	// `設定光源`
	for ( int i=0; i<g_iNumLights; i++ )
	{
		if ( g_Lights[i].m_bEnabled )
		{
			// `打開這盞光`
			device->LightEnable(i, TRUE);
			// `D3D9經由設定D3DLIGHT9 struct來設定光源屬性`
			D3DLIGHT9 light;
			ZeroMemory( &light, sizeof(light) );

			switch(g_Lights[i].m_eType)
			{
			case LIGHT_DIRECTIONAL:
				// `設定成方向光`
				light.Type = D3DLIGHT_DIRECTIONAL;
				light.Direction = *(D3DVECTOR *) &g_Lights[i].m_vDirection;	
				break;
			case LIGHT_POINT:
				// `設定成點光源`
				light.Type = D3DLIGHT_POINT;
				// `設定位置`
				light.Position = *(D3DVECTOR *) &g_Lights[i].m_vPosition;
				// `隨距離的衰減值`
				// 1/(CONSTANT+LINEAR*d+QUADRATIC*d^2)
				// `公式中的CONSTANT, LINEAR, QUADRATIC值`
				light.Attenuation0 = g_Lights[i].m_vAttenuation[0];
				light.Attenuation1 = g_Lights[i].m_vAttenuation[1];
				light.Attenuation2 = g_Lights[i].m_vAttenuation[2];
				break;
			case LIGHT_SPOT:
				// `設定成聚光燈`
				light.Type = D3DLIGHT_SPOT;
				// `設定位置`
				light.Position = *(D3DVECTOR *) &g_Lights[i].m_vPosition;
				// `設定方向`
				light.Direction = *(D3DVECTOR *) &g_Lights[i].m_vDirection;	
				// `隨距離的衰減值`
				// 1/(CONSTANT+LINEAR*d+QUADRATIC*d^2)
				// `公式中的CONSTANT, LINEAR, QUADRATIC值`
				light.Attenuation0 = g_Lights[i].m_vAttenuation[0];
				light.Attenuation1 = g_Lights[i].m_vAttenuation[1];
				light.Attenuation2 = g_Lights[i].m_vAttenuation[2];
				// `光柱圓錐的一半角度`
				light.Phi = FastMath::DegreeToRadian(g_Lights[i].m_fSpotlightCutoff);
				// `Inner Cone的角度, Inner Cone內部沒有角度衰滅.`
				light.Theta = FastMath::DegreeToRadian(g_Lights[i].m_fSpotLightInnerCone);
				// `光柱的角度衰滅值`
				light.Falloff = g_Lights[i].m_fSpotlightExponent;
				break;
			}

			// `光源的Ambient值`
			light.Ambient = *(D3DCOLORVALUE*) &g_Lights[i].m_vAmbientColor;
			// `光源的Diffuse值`
			light.Diffuse = *(D3DCOLORVALUE*) &g_Lights[i].m_vDiffuseColor;
			// `光源的Specular值`
			light.Specular = *(D3DCOLORVALUE*) &g_Lights[i].m_vSpecularColor;
			// `光源有效范圍, 在此把它設定成浮點數所容計的最大值.`
			light.Range = 1000.0f;
			// `用SetLight來設定光源屬性`
			device->SetLight(i, &light);
		}
		else
		{
			// `關閉這盞光`
			device->LightEnable(i, FALSE);
		}
	}
}
Beispiel #8
0
bool InitVertexBuffer()
{
	HRESULT hr;
	ID3DXBuffer *adjBuff = NULL;
	ID3DXBuffer *mtrlBuff = NULL;
	DWORD numMtrls = 0;

	// 메쉬 정보 로드
	hr = D3DXLoadMeshFromXA( "../../media/bigship1.x", D3DXMESH_MANAGED, 
		g_pDevice, &adjBuff, &mtrlBuff, 0, &numMtrls, &g_pMesh );
	if (FAILED(hr))
		return false;

	/////////////////////////////////////////////////////////////////////////////
	// 매터리얼 설정
	if( mtrlBuff && numMtrls > 0 )
	{
		D3DXMATERIAL *mtrls = (D3DXMATERIAL*)mtrlBuff->GetBufferPointer();

		for( int i=0; i < (int)numMtrls; ++i )
		{
			mtrls[ i].MatD3D.Ambient = mtrls[ i].MatD3D.Diffuse;
			g_Mtrls.push_back( mtrls[ i].MatD3D );

			if( mtrls[ i].pTextureFilename )
			{
				IDirect3DTexture9 *tex = NULL;
				string filePath = "../../media/";
				filePath += mtrls[ i].pTextureFilename;
				D3DXCreateTextureFromFileA( g_pDevice, filePath.c_str(), &tex );
				g_Texture.push_back( tex );
			}
			else
			{
				g_Texture.push_back( 0 );
			}
		}
	}
	mtrlBuff->Release();

	// 메쉬 최적화
	hr = g_pMesh->OptimizeInplace( 
		D3DXMESHOPT_COMPACT | D3DXMESHOPT_ATTRSORT | D3DXMESHOPT_VERTEXCACHE, 
		(DWORD*)adjBuff->GetBufferPointer(), (DWORD*)adjBuff->GetBufferPointer(), 0, 0 );

	if (FAILED(hr))
		return false;

	// 프로그레시브 메쉬 생성.
	hr = D3DXGeneratePMesh(g_pMesh, (DWORD*)adjBuff->GetBufferPointer(), 0, 0, 1, 
		D3DXMESHSIMP_FACE, &g_pPMesh );
	g_pMesh->Release();
	g_pMesh = NULL;
	adjBuff->Release();
	if (FAILED(hr))
		return false;

	//DWORD maxFaces = g_pPMesh->GetMaxFaces();
	//g_pPMesh->SetNumFaces( maxFaces );




	D3DXCOLOR color(1,1,1,1);
	ZeroMemory(&g_Light, sizeof(g_Light));
	g_Light.Type = D3DLIGHT_DIRECTIONAL;
	g_Light.Ambient = color * 0.4f;
	g_Light.Diffuse = color;
	g_Light.Specular = color * 0.6f;
	g_Light.Direction = *(D3DXVECTOR3*)&Vector3(0,-1,0);	



	Matrix44 V;
	Vector3 camPos(0,0,-20);
	Vector3 lookAtPos(0,0,0);
	Vector3 dir = lookAtPos - camPos;
	dir.Normalize();
	V.SetView(camPos, dir, Vector3(0,1,0));
	g_pDevice->SetTransform(D3DTS_VIEW, (D3DXMATRIX*)&V);

	Matrix44 proj;
	proj.SetProjection(D3DX_PI * 0.5f, (float)WINSIZE_X / (float) WINSIZE_Y, 1.f, 1000.0f) ;
	g_pDevice->SetTransform(D3DTS_PROJECTION, (D3DXMATRIX*)&proj) ;

	g_pDevice->SetLight(0, &g_Light); // 광원 설정.
	g_pDevice->LightEnable(
		0, // 활성화/ 비활성화 하려는 광원 리스트 내의 요소
		true); // true = 활성화 , false = 비활성화

	g_pDevice->SetRenderState(D3DRS_NORMALIZENORMALS, true);
	g_pDevice->SetRenderState(D3DRS_SPECULARENABLE, true);

	return true;
}
Beispiel #9
0
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);

	//--------------------------------------------------------------------------------------
	// 创建顶点缓存和索引缓存
	//--------------------------------------------------------------------------------------
	//创建顶点缓存
	if (FAILED(g_pd3dDevice->CreateVertexBuffer(24 * sizeof(CUSTOMVERTEX),
		0, D3DFVF_CUSTOMVERTEX,
		D3DPOOL_DEFAULT, &g_pVertexBuffer, NULL)))
	{
		return E_FAIL;
	}
	// 创建索引缓存
	if (FAILED(g_pd3dDevice->CreateIndexBuffer(36 * sizeof(WORD), 0,
		D3DFMT_INDEX16, D3DPOOL_DEFAULT, &g_pIndexBuffer, NULL)))
	{
		return E_FAIL;

	}
	//--------------------------------------------------------------------------------------
	// 【纹理绘制四步曲之二】:顶点的访问	
	//--------------------------------------------------------------------------------------
	//填充顶点缓存
	CUSTOMVERTEX* pVertices;
	if (FAILED(g_pVertexBuffer->Lock(0, 24 * sizeof(CUSTOMVERTEX), (void**)&pVertices, 0)))
		return E_FAIL;

	// 正面顶点数据
	pVertices[0] = CUSTOMVERTEX(-10.0f, 10.0f, -10.0f, 0.0f, 0.0f);
	pVertices[1] = CUSTOMVERTEX(10.0f, 10.0f, -10.0f, 1.0f, 0.0f);
	pVertices[2] = CUSTOMVERTEX(10.0f, -10.0f, -10.0f, 1.0f, 1.0f);
	pVertices[3] = CUSTOMVERTEX(-10.0f, -10.0f, -10.0f, 0.0f, 1.0f);

	// 背面顶点数据
	pVertices[4] = CUSTOMVERTEX(10.0f, 10.0f, 10.0f, 0.0f, 0.0f);
	pVertices[5] = CUSTOMVERTEX(-10.0f, 10.0f, 10.0f, 1.0f, 0.0f);
	pVertices[6] = CUSTOMVERTEX(-10.0f, -10.0f, 10.0f, 1.0f, 1.0f);
	pVertices[7] = CUSTOMVERTEX(10.0f, -10.0f, 10.0f, 0.0f, 1.0f);

	// 顶面顶点数据
	pVertices[8] = CUSTOMVERTEX(-10.0f, 10.0f, 10.0f, 0.0f, 0.0f);
	pVertices[9] = CUSTOMVERTEX(10.0f, 10.0f, 10.0f, 1.0f, 0.0f);
	pVertices[10] = CUSTOMVERTEX(10.0f, 10.0f, -10.0f, 1.0f, 1.0f);
	pVertices[11] = CUSTOMVERTEX(-10.0f, 10.0f, -10.0f, 0.0f, 1.0f);

	// 底面顶点数据
	pVertices[12] = CUSTOMVERTEX(-10.0f, -10.0f, -10.0f, 0.0f, 0.0f);
	pVertices[13] = CUSTOMVERTEX(10.0f, -10.0f, -10.0f, 1.0f, 0.0f);
	pVertices[14] = CUSTOMVERTEX(10.0f, -10.0f, 10.0f, 1.0f, 1.0f);
	pVertices[15] = CUSTOMVERTEX(-10.0f, -10.0f, 10.0f, 0.0f, 1.0f);

	// 左侧面顶点数据
	pVertices[16] = CUSTOMVERTEX(-10.0f, 10.0f, 10.0f, 0.0f, 0.0f);
	pVertices[17] = CUSTOMVERTEX(-10.0f, 10.0f, -10.0f, 1.0f, 0.0f);
	pVertices[18] = CUSTOMVERTEX(-10.0f, -10.0f, -10.0f, 1.0f, 1.0f);
	pVertices[19] = CUSTOMVERTEX(-10.0f, -10.0f, 10.0f, 0.0f, 1.0f);

	// 右侧面顶点数据
	pVertices[20] = CUSTOMVERTEX(10.0f, 10.0f, -10.0f, 0.0f, 0.0f);
	pVertices[21] = CUSTOMVERTEX(10.0f, 10.0f, 10.0f, 1.0f, 0.0f);
	pVertices[22] = CUSTOMVERTEX(10.0f, -10.0f, 10.0f, 1.0f, 1.0f);
	pVertices[23] = CUSTOMVERTEX(10.0f, -10.0f, -10.0f, 0.0f, 1.0f);

	g_pVertexBuffer->Unlock();

	// 填充索引数据
	WORD *pIndices = NULL;
	g_pIndexBuffer->Lock(0, 0, (void**)&pIndices, 0);

	// 正面索引数据
	pIndices[0] = 0; pIndices[1] = 1; pIndices[2] = 2;
	pIndices[3] = 0; pIndices[4] = 2; pIndices[5] = 3;

	// 背面索引数据
	pIndices[6] = 4; pIndices[7] = 5; pIndices[8] = 6;
	pIndices[9] = 4; pIndices[10] = 6; pIndices[11] = 7;

	// 顶面索引数据
	pIndices[12] = 8; pIndices[13] = 9; pIndices[14] = 10;
	pIndices[15] = 8; pIndices[16] = 10; pIndices[17] = 11;

	// 底面索引数据
	pIndices[18] = 12; pIndices[19] = 13; pIndices[20] = 14;
	pIndices[21] = 12; pIndices[22] = 14; pIndices[23] = 15;

	// 左侧面索引数据
	pIndices[24] = 16; pIndices[25] = 17; pIndices[26] = 18;
	pIndices[27] = 16; pIndices[28] = 18; pIndices[29] = 19;

	// 右侧面索引数据
	pIndices[30] = 20; pIndices[31] = 21; pIndices[32] = 22;
	pIndices[33] = 20; pIndices[34] = 22; pIndices[35] = 23;

	g_pIndexBuffer->Unlock();

	//--------------------------------------------------------------------------------------
	// 【纹理绘制四步曲之三】:纹理的创建
	//--------------------------------------------------------------------------------------
	D3DXCreateTextureFromFile(g_pd3dDevice, L"pal5q.jpg", &g_pTexture);

	// 设置材质
	D3DMATERIAL9 mtrl;
	::ZeroMemory(&mtrl, sizeof(mtrl));
	mtrl.Ambient = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f);
	mtrl.Diffuse = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f);
	mtrl.Specular = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f);
	g_pd3dDevice->SetMaterial(&mtrl);

	D3DLIGHT9 light;
	::ZeroMemory(&light, sizeof(light));
	light.Type = D3DLIGHT_DIRECTIONAL;
	light.Ambient = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f);
	light.Diffuse = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f);
	light.Specular = D3DXCOLOR(0.0f, 0.0f, 0.0f, 1.0f);
	light.Direction = D3DXVECTOR3(1.0f, 1.0f, 0.0f);
	g_pd3dDevice->SetLight(0, &light); //设置光源  
	g_pd3dDevice->LightEnable(0, true);//启用光照  

	// 设置渲染状态
	g_pd3dDevice->SetRenderState(D3DRS_NORMALIZENORMALS, true);   //初始化顶点法线
	g_pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CCW);   //开启背面消隐
	g_pd3dDevice->SetRenderState(D3DRS_AMBIENT, D3DCOLOR_XRGB(36, 36, 36));   //设置一下环境光 

	return S_OK;
}
Beispiel #10
0
HRESULT KGraphicsEngine::UpdateLight()
{
	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;
    
	light.Ambient.r  = 0.40f;
    light.Ambient.g  = 0.40f;
    light.Ambient.b  = 0.40f;
	
	if(g_cGraphicsTool.m_bSunSpecular)
	{
		light.Specular.r  = 1.00f;
		light.Specular.g  = 1.00f;
		light.Specular.b  = 1.00f;
	}
	else
	{
		light.Specular.r  = 0.00f;
		light.Specular.g  = 0.00f;
		light.Specular.b  = 0.00f;
	}
 
	D3DXVECTOR3 vecDir;
	g_cGraphicsTool.GetSunDirection(vecDir);
	/*D3DXVECTOR3 vecDir = D3DXVECTOR3(0, -1, 0 );*/
	//D3DXVECTOR3 vecDir(0,0.3f,1);

	D3DXVec3Normalize( (D3DXVECTOR3*)&light.Direction, &vecDir );
    light.Range       = 50000.0f;
    
	g_pd3dDevice->SetLight( 0, &light );
	g_pd3dDevice->LightEnable( 0, TRUE );

	
    light.Type       = D3DLIGHT_POINT;
    light.Diffuse.r  = 0.90f;
    light.Diffuse.g  = 0.70f;
    light.Diffuse.b  = 0.60f;
    light.Ambient.r  = 0.80f;
    light.Ambient.g  = 0.80f;
    light.Ambient.b  = 0.80f;
    light.Specular.r  = 1.00f;
    light.Specular.g  = 1.00f;
    light.Specular.b  = 1.00f;
	light.Attenuation0 = 0.01f;
	light.Attenuation1 = 0.02f;
	light.Attenuation2 = 0;
     light.Range       = 500.0f;

	vecDir = D3DXVECTOR3(400*sinf(timeGetTime()*0.001f) ,
		                 100,
		                 400*cosf(timeGetTime()*0.001f) -2000 );

	light.Position = vecDir ;
    
	g_pd3dDevice->SetLight( 1, &light );
	g_pd3dDevice->LightEnable( 1, TRUE );
	
	g_pd3dDevice->SetRenderState( D3DRS_CULLMODE , D3DCULL_CW );

    g_pd3dDevice->SetRenderState( D3DRS_LIGHTING, TRUE );
    g_pd3dDevice->SetRenderState( D3DRS_AMBIENT, g_cGraphicsTool.GetAmbient() );
    g_pd3dDevice->SetRenderState( D3DRS_SPECULARENABLE , TRUE );

	return S_OK;
}
//-----------------------------------【Object_Init( )函数】--------------------------------------
//	描述:渲染资源初始化函数,在此函数中进行要被渲染的物体的资源的初始化
//--------------------------------------------------------------------------------------------------
HRESULT Objects_Init(HWND hwnd)
{
	//创建字体
	if(FAILED(D3DXCreateFont(g_pd3dDevice, 36, 0, 0, 1000, false, DEFAULT_CHARSET, 
		OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, 0, _T("Calibri"), &g_pTextFPS)))
		return E_FAIL;
	if (FAILED(D3DXCreateFont(g_pd3dDevice, 20, 0, 1000, 0, false, DEFAULT_CHARSET,
		OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, 0, _T("华文中宋"), &g_pTextAdaperName)))
		return E_FAIL;
	if (FAILED(D3DXCreateFont(g_pd3dDevice, 23, 0, 1000, 0, false, DEFAULT_CHARSET,
		OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, 0, _T("微软雅黑"), &g_pTextHelper)))
		return E_FAIL;
	if (FAILED(D3DXCreateFont(g_pd3dDevice, 26, 0, 1000, 0, false, DEFAULT_CHARSET,
		OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, 0, _T("黑体"), &g_pTextInfo)))
		return E_FAIL;

	LPD3DXBUFFER pAdjBuffer = NULL;
	LPD3DXBUFFER pMtrlBuffer = NULL;

	if (FAILED(D3DXLoadMeshFromX(L"Warden.X", D3DXMESH_MANAGED, g_pd3dDevice, &pAdjBuffer, &pMtrlBuffer, NULL, &g_dwNumMtrls, &g_pMesh)))
	//if (FAILED(D3DXLoadMeshFromX(L"WYJ.X", D3DXMESH_MANAGED, g_pd3dDevice, &pAdjBuffer, &pMtrlBuffer, NULL, &g_dwNumMtrls, &g_pMesh)))
		return E_FAIL;

	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]);
	}

	SAFE_RELEASE(pAdjBuffer);
	SAFE_RELEASE(pMtrlBuffer);

	g_pd3dDevice->CreateVertexBuffer(4 * sizeof(CUSTOMVERTEX), 0, D3DFVF_CUSTOMVERTEX, D3DPOOL_MANAGED, &g_pVertexBuffer, 0);
	CUSTOMVERTEX *pVertices = NULL;
	g_pVertexBuffer->Lock(0, 0, (void **)&pVertices, 0);
	pVertices[0] = CUSTOMVERTEX(-500.0f, 0.0f, -500.0f, 0.0f, 1.0f, 0.0f, 0.0f, 50.0f);
	pVertices[1] = CUSTOMVERTEX(-500.0f, 0.0f, 500.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f);
	pVertices[2] = CUSTOMVERTEX(500.0f, 0.0f, -500.0f, 0.0f, 1.0f, 0.0f, 50.0f, 50.0f);
	pVertices[3] = CUSTOMVERTEX(500.0f, 0.0f, 500.0f, 0.0f, 1.0f, 0.0f, 50.0f, 0.0f);
	g_pVertexBuffer->Unlock();

	D3DXCreateTextureFromFile(g_pd3dDevice, L"grass.jpg", &g_pTexture);

	D3DXCreateCylinder(g_pd3dDevice, 10.0f, 10.0f, 500.0f, 60, 60, &g_cylinder, 0);

	g_MaterialCylinder.Ambient = D3DXCOLOR(0.9f, 0.0f, 0.8f, 1.0f);
	g_MaterialCylinder.Diffuse = D3DXCOLOR(0.9f, 0.0f, 0.8f, 1.0f);
	g_MaterialCylinder.Specular = D3DXCOLOR(0.9f, 0.2f, 0.9f, 0.9f);
	g_MaterialCylinder.Emissive = D3DXCOLOR(0.0f, 0.0f, 0.9f, 1.0f);

	D3DLIGHT9 light;
	ZeroMemory(&light, sizeof(light));
	light.Type = D3DLIGHT_DIRECTIONAL;
	light.Ambient = D3DXCOLOR(0.7f, 0.7f, 0.7f, 1.0f);
	light.Diffuse = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f);
	light.Specular = D3DXCOLOR(0.5f, 0.5f, 0.5f, 1.0f);
	light.Direction = D3DXVECTOR3(1.0f, 0.0f, 0.0f);
	g_pd3dDevice->SetLight(0, &light);
	g_pd3dDevice->LightEnable(0, true);
	g_pd3dDevice->SetRenderState(D3DRS_NORMALIZENORMALS, true);
	g_pd3dDevice->SetRenderState(D3DRS_SPECULARENABLE, true);

	g_pCamera = new CameraClass(g_pd3dDevice);
	g_pCamera->SetCameraPosition(&D3DXVECTOR3(0.0f, 200.0f, -300.0f));
	g_pCamera->SetTargetPosition(&D3DXVECTOR3(0.0f, 300.0f, 0.0f));
	g_pCamera->SetViewMatrix();
	g_pCamera->SetProjMatrix();

	g_pd3dDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
	g_pd3dDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
	g_pd3dDevice->SetSamplerState(0, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR);


	//g_pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CCW);

	return S_OK;
}