directx9:c++6上的基本照明
directx 9 : basic lighting on c++ 6?
我有一个源代码:这是初始化
//The Direct3d and device object
IDirect3D9 *g_pD3D = NULL;
IDirect3DDevice9 *g_pD3DDevice = NULL;
//the 3-D vertex format and descriptor
typedef struct
{
FLOAT x, y, z; //3-D coordinates
FLOAT nx, ny, nz; //Normals
D3DCOLOR Diffuse; //Colors
}sVertex;
#define VERTEXFVF (D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_NORMAL)
//Vertex buffer
IDirect3DVertexBuffer9 *g_pVB = NULL;
sVertex Verts[16] =
{
{-100.f, 100.0f, -100.0f, 0.0f, 0.0f, -1.0f, D3DCOLOR_RGBA(255,255,255,255)},
{ 100.f, 100.0f, -100.0f, 0.0f, 0.0f, -1.0f, D3DCOLOR_RGBA(255, 255, 255, 255) },
{ -100.f, -100.0f, -100.0f, 0.0f, 0.0f, -1.0f, D3DCOLOR_RGBA(255, 255, 255, 255) },
{ 100.f, -100.0f, -100.0f, 0.0f, 0.0f, -1.0f, D3DCOLOR_RGBA(255, 255, 255, 255) },
{ 100.f, 100.0f, -100.0f, 1.0f, 0.0f, 0.0f, D3DCOLOR_RGBA(255, 255, 255, 255) },
{ 100.f, 100.0f, 100.0f, 1.0f, 0.0f, 0.0f, D3DCOLOR_RGBA(255, 255, 255, 255) },
{ 100.f, -100.0f, -100.0f, 1.0f, 0.0f, 0.0f, D3DCOLOR_RGBA(255, 255, 255, 255) },
{ 100.f, -100.0f, 100.0f, 1.0f, 0.0f, -1.0f, D3DCOLOR_RGBA(255, 255, 255, 255) },
{ 100.f, 100.0f, 100.0f, 0.0f, 0.0f, 1.0f, D3DCOLOR_RGBA(255, 255, 255, 255) },
{ -100.f, 100.0f, 100.0f, 0.0f, 0.0f, 1.0f, D3DCOLOR_RGBA(255, 255, 255, 255) },
{ 100.f, -100.0f, 100.0f, 0.0f, 0.0f, 1.0f, D3DCOLOR_RGBA(255, 255, 255, 255) },
{ -100.f, -100.0f, 100.0f, 0.0f, 0.0f, 1.0f, D3DCOLOR_RGBA(255, 255, 255, 255) },
{ -100.f, 100.0f, 100.0f, -1.0f, 0.0f, 0.0f, D3DCOLOR_RGBA(255, 255, 255, 255) },
{ -100.f, 100.0f, -100.0f, -1.0f, 0.0f, 0.0f, D3DCOLOR_RGBA(255, 255, 255, 255) },
{ -100.f, -100.0f, 100.0f, -1.0f, 0.0f, 0.0f, D3DCOLOR_RGBA(255, 255, 255, 255) },
{ -100.f, -100.0f, -100.0f, -1.0f, 0.0f, 0.0f, D3DCOLOR_RGBA(255, 255, 255, 255) }
};
这是初始化函数
BOOL DoInit()
{
//perform application initialization functions here
//such as those that set up the graphics, sound, network, etc
//Return a value of TRUE for success, FALSE otherwise.
D3DPRESENT_PARAMETERS d3dpp;
D3DDISPLAYMODE d3ddm;
D3DXMATRIX matProj, matView;
D3DLIGHT9 Light;
BYTE *Ptr;
sVertex Verts[16];
//do a windowed mode initialization of Direct3D
if ((g_pD3D = Direct3DCreate9(D3D_SDK_VERSION)) == NULL)
return FALSE;
if (FAILED(g_pD3D->GetAdapterDisplayMode(D3DADAPTER_DEFAULT, &d3ddm)))
return FALSE;
ZeroMemory(&d3dpp, sizeof(d3dpp));
d3dpp.Windowed = TRUE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.BackBufferFormat = d3ddm.Format;
d3dpp.EnableAutoDepthStencil = TRUE;
d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
if (FAILED(g_pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, g_hWnd, D3DCREATE_SOFTWARE_VERTEXPROCESSING,
&d3dpp, &g_pD3DDevice)))
return FALSE;
//set the rendering states
g_pD3DDevice->SetRenderState(D3DRS_LIGHTING, TRUE);
g_pD3DDevice->SetRenderState(D3DRS_ZENABLE, TRUE);
//create and set the view matrix
D3DXMatrixLookAtLH(&matView,
&D3DXVECTOR3(0.0f, 0.0f, -500.0f),
&D3DXVECTOR3(0.0f, 0.0f, 0.0f),
&D3DXVECTOR3(0.0f, 1.0f,0.0f));
g_pD3DDevice->SetTransform(D3DTS_VIEW, &matView);
//create the vertex buffer and set data
g_pD3DDevice->CreateVertexBuffer(sizeof(sVertex)* 16, 0, VERTEXFVF, D3DPOOL_DEFAULT, &g_pVB, 0);
g_pVB->Lock(0, 0, (VOID**)&Ptr, 0);
memcpy(Ptr, Verts, sizeof(Verts));
g_pVB->Unlock();
//set light data, color, position, and range
ZeroMemory(&Light, sizeof(Light));
Light.Type = D3DLIGHT_POINT;
Light.Diffuse.r = Light.Ambient.r = 0.5f;
Light.Diffuse.g = Light.Ambient.g = 0.5f;
Light.Diffuse.b = Light.Ambient.b = 0.0f;
Light.Diffuse.a = Light.Ambient.a = 1.0f;
Light.Range = 1000.0f;
Light.Attenuation0 = 0.5f;
Light.Position.x = 300.0f;
Light.Position.y = 0.0f;
Light.Position.z = -600.0f;
//set and enable the light
g_pD3DDevice->SetLight(0, &Light);
g_pD3DDevice->LightEnable(0, TRUE);
return TRUE;
}
这是函数doFrame
BOOL DoFrame()
{
//Perform per-frame processing, such as rendering.
//Return TRUE on success, FALSE otherwise.
D3DXMATRIX matWorld;
//cleat device backbuffer
g_pD3DDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_RGBA(0, 0, 0, 255), 1.0f, 0);
//begin scene
if (SUCCEEDED(g_pD3DDevice->BeginScene()))
{
//create and set the world transformation matrix
//rotate object along Y-axis
D3DXMatrixRotationY(&matWorld, (float)timeGetTime()/1000.0f);
g_pD3DDevice->SetTransform(D3DTS_WORLD, &matWorld);
//set the vertex stream and shader
g_pD3DDevice->SetStreamSource(0, g_pVB, sizeof(sVertex), 0);
//g_pD3DDevice->SetVertexShader(VERTEXFVF);
g_pD3DDevice->SetFVF(VERTEXFVF);
//Draw the vertex buffer
for (short i = 0; i < 4; i++)
g_pD3DDevice->DrawPrimitive(D3DPT_TRIANGLESTRIP, i * 4, 2);
//end the scene
g_pD3DDevice->EndScene();
}
//displa the scene
g_pD3DDevice->Present(NULL, NULL, NULL, NULL);
return TRUE;
}
当我编译这段代码时,它只显示黑色背景。。问题出在哪里??
我有一个opengl的背景。我不太了解directx。如果我错了,请纠正我。但我认为你需要设置投影矩阵。我的意思是,如果没有查看截头体GPU将无法渲染场景。
看起来您已经声明了投影矩阵,但还没有为其设置值。(值类似于FOV)。
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