c++第一人称相机在directx
c++ first person camera in directx
我是一名初级程序员,我正在创建一个项目,允许我通过第一人称相机在房间里走动,到目前为止,我已经绘制了建筑物等,但现在我卡住了,不知道如何制作第一人称相机,让我走动,谁能给我指一个相机类,我可以使用或一些有用的代码?提前感谢
下面的是我的一个建筑的代码,但不是我的完整项目,它是旋转的,所以我可以看到我画的是什么。我希望能够使用方向键向前和向后移动,也可以向左和向右移动:)
#include <stdio.h>
#include <d3d9.h>
#include <d3dx9.h>
#include <dinput.h>
#include <math.h>
const char TITLE[] = "game experimenting";
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE)
//*****Direct 3D Initialization*****
LPDIRECT3D9 g_pD3D = NULL;
LPDIRECT3DDEVICE9 g_pd3dDevice = NULL;
// Buffer to hold vertices
LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL;
//Direct Input References
LPDIRECTINPUT8 m_pDIObject = NULL;//DirectInput object
LPDIRECTINPUTDEVICE8 m_pDIKeyboardDevice = NULL;//keyboard device
LPDIRECTINPUTDEVICE8 m_pDIMouseDevice = NULL;//mouse device
LPDIRECTINPUTDEVICE8 m_pDIJoystickDevice = NULL;//joystick device
//D3DXMATRIX Transformation Matrices
D3DXMATRIX g_matProj;
D3DXMATRIX g_matView;
D3DXMATRIX g_matWorld;
//**********************
//****** Vertex Buffer Definition and Setting ***
struct CUSTOMVERTEX
{
FLOAT x, y, z; // The position for the vertex
DWORD color; // The vertex color
};
int numberOfTriangles = 34;
int numberOfVertecies = 3*numberOfTriangles;
float scale = 1.0f;
float doorHeight = 1.0f;
float doorWidth = 0.25f;
CUSTOMVERTEX g_Vertices[] =
{
// Y +Axis
//Top Side Outer Wall
{ 1.0f, 1.0f,-1.0f, 0xffffffff, },
{ 1.0f, 1.0f,1.0f, 0xffffffff, },
{ -1.0f,1.0f, -1.0f, 0xffffffff,}, //Triangle
{ -1.0f,1.0f, 1.0f, 0xffffffff,},
{ 1.0f, 1.0f, 1.0f, 0xffffffff, },
{ -1.0f,1.0f, -1.0f, 0xffffffff,}, //Triangle
//Top Side Inner Wall
{ 0.9f, 0.9f,-0.9f, 0x00ff0000, },
{ 0.9f, 0.9f,0.9f, 0x00ff0000, },
{ -0.9f,0.9f, -0.9f, 0x00ff0000,}, //Triangle
{ -0.9f,0.9f, 0.9f, 0x00ff0000,},
{ 0.9f, 0.9f, 0.9f, 0x00ff0000, },
{ -0.9f,0.9f, -0.9f, 0x00ff0000,}, //Triangle
// X +Axis
//Right Side Outer Wall
{ 1.0f, 1.0f,-1.0f, 0xffffffff, },
{ 1.0f, 1.0f,1.0f, 0xffffffff, },
{ 1.0f,-1.0f, -1.0f, 0xffffffff,}, /////Triangle
{ 1.0f,-1.0f, 1.0f, 0xffffffff,},
{ 1.0f, 1.0f, 1.0f, 0xffffffff, },
{ 1.0f,-1.0f, -1.0f, 0xffffffff,}, /////Triangle
//Right Side Inner Wall
{ 0.9f, 0.9f,-0.9f, 0xff0000ff, },
{ 0.9f, 0.9f,0.9f, 0xff0000ff, },
{ 0.9f,-1.0f, -0.9f, 0xff0000ff,}, /////Triangle
{ 0.9f,-1.0f, 0.9f, 0xff0000ff,},
{ 0.9f, 0.9f, 0.9f, 0xff0000ff, },
{ 0.9f,-1.0f, -0.9f, 0xff0000ff,}, /////Triangle
// X -Axis
//Left Side Outer Wall
{-1.0f, 1.0f,-1.0f, 0xffffffff, },
{-1.0f, 1.0f,1.0f, 0xffffffff, },
{-1.0f,-1.0f, -1.0f, 0xffffffff,}, /////Triangle
{-1.0f,-1.0f, 1.0f, 0xffffffff,},
{-1.0f, 1.0f, 1.0f, 0xffffffff, },
{-1.0f,-1.0f, -1.0f, 0xffffffff,}, /////Triangle
//Left Side Inner Wall
{-0.9f, 0.9f,-0.9f, 0xff0000ff, },
{-0.9f, 0.9f,0.9f, 0xff0000ff, },
{-0.9f,-1.0f, -0.9f, 0xff0000ff,}, /////Triangle
{-0.9f,-1.0f, 0.9f, 0xff0000ff,},
{-0.9f, 0.9f, 0.9f, 0xff0000ff, },
{-0.9f,-1.0f, -0.9f, 0xff0000ff,}, /////Triangle
// Z +Axis
//Back Outer Wall
{ 1.0f,-1.0f, 1.0f, 0xffffffff, },
{ 1.0f, 1.0f, 1.0f, 0xffffffff, },
{ -1.0f,-1.0f, 1.0f, 0xffffffff,}, /////Triangle
{ -1.0f,1.0f, 1.0f, 0xffffffff,},
{ 1.0f, 1.0f, 1.0f, 0xffffffff, },
{ -1.0f,-1.0f, 1.0f, 0xffffffff,}, /////Triangle
//Back Inner Wall
{ 0.9f,-1.0f, 0.9f, 0xff0000ff, },
{ 0.9f, 0.9f, 0.9f, 0xff0000ff, },
{ -0.9f,-1.0f, 0.9f, 0xff0000ff,}, /////Triangle
{ -0.9f,0.9f, 0.9f, 0xff0000ff,},
{ 0.9f, 0.9f, 0.9f, 0xff0000ff, },
{ -0.9f,-1.0f, 0.9f, 0xff0000ff,}, /////Triangle
// Z Negative Axis
//Front Outer Wall Top1
{ 1.0f,-1.0f+doorHeight, -1.0f, 0xffffffff, },
{ 1.0f, 1.0f, -1.0f, 0xffffffff, },
{ -1.0f,-1.0f+doorHeight, -1.0f, 0xffffffff,}, /////Triangle
//Front Outer Wall Top2
{ -1.0f, 1.0f, -1.0f, 0xffffffff, },
{ 1.0f, 1.0f, -1.0f, 0xffffffff, },
{ -1.0f,-1.0f+doorHeight, -1.0f, 0xffffffff,}, /////Triangle
//Front Outer Wall Left1
{ -1.0f,-1.0f+doorHeight, -1.0f, 0xffffffff,},
{ -1.0f,-1.0f, -1.0f, 0xffffffff,},
{ -1.0f+(scale-doorWidth),-1.0f, -1.0f, 0xffffffff,}, /////Triangle
//Front Outer Wall Left2
{ -1.0f,-1.0f+doorHeight, -1.0f, 0xffffffff,},
{ -1.0f+(scale-doorWidth),-1.0f, -1.0f, 0xffffffff,},
{ -1.0f+(scale-doorWidth),-1.0f+doorHeight, -1.0f, 0xffffffff,}, /////Triangle
//Front Outer Wall Right1
{ 1.0f,-1.0f+doorHeight, -1.0f, 0xffffffff,},
{ 1.0f,-1.0f, -1.0f, 0xffffffff,},
{ 1.0f-(scale-doorWidth),-1.0f, -1.0f, 0xffffffff,}, /////Triangle
//Front Outer Wall Right2
{ 1.0f,-1.0f+doorHeight, -1.0f, 0xffffffff,},
{ 1.0f-(scale-doorWidth),-1.0f, -1.0f, 0xffffffff,},
{ 1.0f-(scale-doorWidth),-1.0f+doorHeight, -1.0f, 0xffffffff,}, /////Triangle
//Door Inner Edges Right of door 1
{ 1.0f-(scale-doorWidth),-1.0f, -1.0f, 0xffff0099,},
{ 1.0f-(scale-doorWidth),-1.0f+doorHeight, -1.0f, 0xffff0099,},
{ 1.0f-(scale-doorWidth),-1.0f, -0.9f, 0xffff0099,}, /////Triangle
//Door Inner Edges Right of door 2
{ 1.0f-(scale-doorWidth),-1.0f+doorHeight, -1.0f, 0xffff0099,},
{ 1.0f-(scale-doorWidth),-1.0f+doorHeight, -0.9f, 0xffff0099,},
{ 1.0f-(scale-doorWidth),-1.0f, -0.9f, 0xffff0099,}, /////Triangle
//Door Inner Edges Left of door 1
{ -1.0f+(scale-doorWidth),-1.0f, -1.0f, 0xffff0099,},
{ -1.0f+(scale-doorWidth),-1.0f+doorHeight, -1.0f, 0xffff0099,},
{ -1.0f+(scale-doorWidth),-1.0f, -0.9f, 0xffff0099,}, /////Triangle
//Door Inner Edges Left of door 2
{ -1.0f+(scale-doorWidth),-1.0f+doorHeight, -1.0f, 0xffff0099,},
{ -1.0f+(scale-doorWidth),-1.0f+doorHeight, -0.9f, 0xffff0099,},
{ -1.0f+(scale-doorWidth),-1.0f, -0.9f, 0xffff0099,}, /////Triangle
//Door Inner Edges Top Of Door 1
{ -1.0f+(scale-doorWidth),-1.0f+doorHeight, -1.0f, 0xffff0099,},
{ 1.0f-(scale-doorWidth),-1.0f+doorHeight, -1.0f, 0xffff0099,},
{ 1.0f-(scale-doorWidth),-1.0f+doorHeight, -0.9f, 0xffff0099,}, /////Triangle
//Door Inner Edges Top Of Door 2
{ 1.0f-(scale-doorWidth),-1.0f+doorHeight, -0.9f, 0xffff0099,},
{ -1.0f+(scale-doorWidth),-1.0f+doorHeight, -1.0f, 0xffff0099,},
{ -1.0f+(scale-doorWidth),-1.0f+doorHeight, -0.9f, 0xffff0099,}, /////Triangle
//FRONT Inner Wall Top1
{ 0.9f,-1.0f+doorHeight, -0.9f, 0xff0000ff, },
{ 0.9f, 1.0f, -0.9f, 0xff0000ff, },
{ -0.9f,-1.0f+doorHeight, -0.9f, 0xff0000ff,}, /////Triangle
//FRONT Inner Wall Top2
{ -0.9f, 1.0f, -0.9f, 0xff0000ff, },
{ 0.9f, 1.0f, -0.9f, 0xff0000ff, },
{ -0.9f,-1.0f+doorHeight, -0.9f, 0xff0000ff,}, /////Triangle
//FRONT Inner Wall Left1
{ -0.9f,-1.0f+doorHeight, -0.9f, 0xff0000ff,},
{ -0.9f,-1.0f, -0.9f, 0xff0000ff,},
{ -1.0f+(scale-doorWidth),-1.0f, -0.9f, 0xff0000ff,}, /////Triangle
//FRONT Inner Wall Left2
{ -0.9f,-1.0f+doorHeight, -0.9f, 0xff0ff0ff,},
{ -1.0f+(scale-doorWidth),-1.0f, -0.9f, 0xff0ff0ff,},
{ -1.0f+(scale-doorWidth),-1.0f+doorHeight, -0.9f, 0xff0ff0ff,}, /////Triangle
//FRONT Inner Wall Right1
{ 0.9f,-1.0f+doorHeight, -0.9f, 0xff0ff0ff,},
{ 0.9f,-1.0f, -0.9f, 0xff0ff0ff,},
{ 1.0f-(scale-doorWidth),-1.0f, -0.9f, 0xff0ff0ff,}, /////Triangle
//FRONT Inner Wall Right2
{ 0.9f,-1.0f+doorHeight, -0.9f, 0xff0000ff,},
{ 1.0f-(scale-doorWidth),-1.0f, -0.9f, 0xff0000ff,},
{ 1.0f-(scale-doorWidth),-1.0f+doorHeight, -0.9f, 0xff0000ff,}, /////Triangle
};
//*******************************************************************
// Name: SetupMatrices()
// Desc: Sets up the world, view, and projection transform matrices.
//-------------------------------------------------------------------
void SetupMatrices()
{
static float time = 0.0f;
time += 10.0f;
D3DXMatrixIdentity( &g_matWorld );
D3DXMatrixRotationYawPitchRoll( &g_matWorld,
time/1000.0f,
time/700.0f,
time/850.0f );
g_pd3dDevice->SetTransform( D3DTS_WORLD, &g_matWorld );
D3DXMatrixLookAtLH( &g_matView, &D3DXVECTOR3( 0.0f, 0.0f,-5.0f ),
&D3DXVECTOR3( 0.0f, 0.0f, 0.0f ),
&D3DXVECTOR3( 0.0f, 1.0f, 0.0f ) );
g_pd3dDevice->SetTransform( D3DTS_VIEW, &g_matView );
D3DXMatrixPerspectiveLH(&g_matProj, 2.0f, 2.0f/1.5f,
1.0f, 10000.0f);
g_pd3dDevice->SetTransform( D3DTS_PROJECTION, &g_matProj );
}
void TestForMouse()
{
DIMOUSESTATE mouseState;
m_pDIMouseDevice->GetDeviceState(sizeof(mouseState),
(LPVOID)&mouseState);
if(mouseState.rgbButtons[0] & 0x80) // left mouse button down
{
}
}
//************************ MESSAGE HANDLER **************************
LRESULT CALLBACK WindowProc(HWND hwnd,
UINT msg,
WPARAM wparam,
LPARAM lparam)
{
// this is the main message handler of the system
PAINTSTRUCT ps; // used in WM_PAINT
HDC hdc; // handle to a device context
// what is the message
switch(msg)
{
case WM_CREATE:
{
// do initialization stuff here
return(0);
}
case WM_PAINT:
{
// validate the window
hdc = BeginPaint(hwnd,&ps);
EndPaint(hwnd,&ps);
return(0);
}
case WM_KEYDOWN:
{
// Handle any non-accelerated key commands
switch (wparam)
{
case VK_ESCAPE:
case VK_F12:
PostMessage(hwnd, WM_CLOSE, 0, 0);
return (0);
default:
char message[15];
sprintf_s(message, "Key Pressed: %c", (char)wparam);
MessageBox(NULL, message, "Key Pressed", MB_OK);
}
break;
}
case WM_DESTROY:
{
// kill the application
PostQuitMessage(0);
return(0);
}
default:
break;
} // end switch
// process any messages that wasn't taken care of
return (DefWindowProc(hwnd, msg, wparam, lparam));
} // end WinProc
//********************* END OF MESSAGE HANDLER ***********************
void InitializeDX(HWND hwnd)
{
if(!( g_pD3D = Direct3DCreate9( D3D_SDK_VERSION ) ) )
MessageBox(hwnd,"Direct3d Create problem", NULL, NULL);
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;
if(FAILED( g_pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hwnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING,
&d3dpp, &g_pd3dDevice ) ) )
MessageBox(hwnd,"CreateDevice problem", NULL, NULL);
//InitializeCircleArray();
//InitializeSquareArray();
//*************************** Create Vertex Buffer ****************************
if( FAILED( g_pd3dDevice->CreateVertexBuffer( numberOfVertecies*sizeof(CUSTOMVERTEX),
0 /* Usage */, D3DFVF_CUSTOMVERTEX,
D3DPOOL_MANAGED, &g_pVB, NULL ) ) )
MessageBox(hwnd,"Vertex Buffer problem",NULL,NULL);
VOID* pVertices;
if( FAILED( g_pVB->Lock( 0, sizeof(g_Vertices), (void**)&pVertices, 0 ) ) )
MessageBox(hwnd,"Vertex Lock Problem",NULL,NULL);
memcpy( pVertices, g_Vertices, sizeof(g_Vertices) );
g_pVB->Unlock();
g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, TRUE); // turn on the z-buffer
}
void InitializeDI(HWND hwnd)
{
if(FAILED(DirectInput8Create(GetModuleHandle(NULL),
DIRECTINPUT_VERSION,
IID_IDirectInput8,
(void**)&m_pDIObject,
NULL)))
MessageBox(hwnd,"DirectInput8Create() failed!",NULL,NULL);
// Setup Mouse Input
if(FAILED(m_pDIObject->CreateDevice(GUID_SysMouse,
&m_pDIMouseDevice,
NULL)))
MessageBox(hwnd,"CreateDevice() failed!",NULL,NULL);
if(FAILED(m_pDIMouseDevice->SetDataFormat(&c_dfDIMouse)))
MessageBox(hwnd,"SetDataFormat() failed!",NULL,NULL);
if(FAILED(m_pDIMouseDevice->SetCooperativeLevel(hwnd,
DISCL_BACKGROUND | DISCL_NONEXCLUSIVE)))
MessageBox(hwnd,"SetCooperativeLevel() failed!",NULL,NULL);
if(FAILED(m_pDIMouseDevice->Acquire()))
MessageBox(hwnd,"Acquire() failed!",NULL,NULL);
}
//**************************Render and display the scene***********************
void Render()
{
g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0,0,0), 1.0f, 0 );
// Turn off D3D lighting,
// providing our own vertex colours
g_pd3dDevice->SetRenderState( D3DRS_LIGHTING, FALSE );
// Turn off culling
g_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE );
// Begin the scene
if( SUCCEEDED( g_pd3dDevice->BeginScene() ) )
{
SetupMatrices();
// Rendering of scene objects can happen here
g_pd3dDevice->SetStreamSource( 0, g_pVB, 0, sizeof(CUSTOMVERTEX) );
g_pd3dDevice->SetFVF( D3DFVF_CUSTOMVERTEX );
//g_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLEFAN, 0, 179 ); // 179 triangles from 181 vertices
//g_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLELIST, 0, 2 );
g_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLELIST, 0, numberOfTriangles ); //1 triangle
// End the scene
g_pd3dDevice->EndScene();
}
g_pd3dDevice->Present( NULL, NULL, NULL, NULL );
}
//************************ WIN MAIN***********************
int WINAPI WinMain( HINSTANCE hinstance,
HINSTANCE hprevinstance,
LPSTR lpcmdline,
int ncmdshow)
{
WNDCLASS winclass; // this will hold the class
HWND hwnd; // generic window handle
MSG msg; // generic message
// first fill in the window class stucture
winclass.style = CS_HREDRAW | CS_VREDRAW;
winclass.lpfnWndProc = WindowProc;
winclass.cbClsExtra = 0;
winclass.cbWndExtra = 0;
winclass.hInstance = hinstance;
winclass.hIcon = LoadIcon(NULL, IDI_APPLICATION);
winclass.hCursor = LoadCursor(NULL, IDC_ARROW);
// winclass.hbrBackground = (HBRUSH)GetStockObject(BLACK_BRUSH);
// winclass.hbrBackground = (HBRUSH)GetStockObject(WHITE_BRUSH);
winclass.hbrBackground = (HBRUSH)CreateSolidBrush(RGB(255, 0, 0));
winclass.lpszMenuName = NULL;
winclass.lpszClassName = "DX9WinClass";
// register the window class
if (!RegisterClass(&winclass))
return(0);
// create the window
if (!(hwnd = CreateWindow( "DX9WinClass", // class
TITLE, // title
WS_OVERLAPPEDWINDOW | WS_VISIBLE,
0,
0,
//Set the size of the window to the size of the screen
600,
400,
//GetSystemMetrics(SM_CXSCREEN),
//GetSystemMetrics(SM_CYSCREEN),
NULL, // handle to parent
NULL, // handle to menu
hinstance, // instance
NULL))) // creation parms
return(0);
InitializeDX(hwnd);
InitializeDI(hwnd);
// enter main event loop
bool quit = false;
while(!quit)
{
TestForMouse();
if (PeekMessage(&msg,NULL,0,0,PM_REMOVE))
{
// test if this is a quit
if (msg.message == WM_QUIT) quit = true;
// translate any accelerator keys
TranslateMessage(&msg);
// send the message to the window proc
DispatchMessage(&msg);
} // end if
else {
Render();
}
} // end while
//Set Mouse Free Run Away Mouse
m_pDIMouseDevice->Release();
// return to Windows like this
return(msg.wParam);
} // end WinMain
//************************ END OF WIN MAIN *******************
通常您使用外部程序(例如Blender 3D)创建模型,然后将模型读取到您的程序中。也许在你的情况下,最好看看现有的免费游戏引擎,以便更好地了解它是如何工作的,人们喜欢使用的免费游戏引擎是quake3引擎,尽管它有点过时,但它应该能让你更好地理解,也许可以作为你自己的引擎的灵感。另一个推荐的更简单的图形引擎是Ogre3D
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