Direct3Dの解説 7 ライト
/*----------------------------------------------------------
DirectX 5
Direct3D IM
--------------------------------------------------------------*/
#define STRICT
#include <windows.h>
#include <string.h>
#define D3D_OVERLOADS
#include <ddraw.h>
#include <d3d.h>
#include "jdmatrix.h"
#include "jdtex.h"
#define RELEASE(x) if(x){x->Release();x=NULL;}
/*-------------------------------------------
外部変数
--------------------------------------------*/
HINSTANCE hInstApp;
HWND hwndApp;
char szAppName[] = "Direct3D IM test";
char szDevice[128], szDDDeviceName[128] = "default";
LPDIRECTDRAW2 pDDraw = NULL;
LPDIRECTDRAWSURFACE3 pScreen = NULL;
LPDIRECTDRAWSURFACE3 pBackBuffer = NULL;
LPDIRECT3D2 pD3D = NULL;
LPDIRECT3DDEVICE2 pD3DDevice = NULL;
LPDIRECT3DVIEWPORT2 pD3DVP = NULL;
D3DTexture* pTexture = NULL;
D3DTEXTUREHANDLE hTexture;
LPDIRECT3DMATERIAL2 pD3DMat = NULL;
LPDIRECT3DLIGHT pD3DLight = NULL;
D3DMATERIALHANDLE hMaterial;
int view_count = 0;
D3DMATRIX viewMatrix;
D3DMATRIX projMatrix;
LRESULT CALLBACK MainWndProc(HWND hWnd,UINT msg,UINT wParam,LONG lParam);
/*-----------------------------------------
立体データ
---------------------------------------------*/
long cubeVertex[8][3] = {
{100,100,100},
{-100,100,100},
{-100,-100,100},
{100,-100,100},
{100,100,-100},
{100,-100,-100},
{-100,-100,-100},
{-100,100,-100},
};
int cubeFace[6][4] = {
{3,2,6,5},
{4,5,6,7},
{0,3,5,4},
{1,0,4,7},
{2,1,7,6},
{0,1,2,3},
};
long cubeVNormal[8][3] = {
{1,1,1},
{-1,1,1},
{-1,-1,1},
{1,-1,1},
{1,1,-1},
{1,-1,-1},
{-1,-1,-1},
{-1,1,-1},
};
/*-------------------------------------------
アプリケーション初期化
--------------------------------------------*/
int InitApp(HINSTANCE hInst,int nCmdShow)
{
WNDCLASS wndclass;
hInstApp=hInst;
/*ウィンドウクラスの登録*/
wndclass.hCursor =LoadCursor(NULL,IDC_ARROW);
wndclass.hIcon =NULL;
wndclass.lpszMenuName =NULL;
wndclass.lpszClassName ="Main Window";
wndclass.hbrBackground =(HBRUSH)GetStockObject(BLACK_BRUSH);
wndclass.hInstance =hInst;
wndclass.style =CS_BYTEALIGNCLIENT|CS_VREDRAW|CS_HREDRAW;
wndclass.lpfnWndProc =(WNDPROC)MainWndProc;
wndclass.cbClsExtra =0;
wndclass.cbWndExtra =0;
if(!RegisterClass(&wndclass))
return FALSE;
/*メインウィンドウ*/
hwndApp = CreateWindowEx(0,"Main Window",szAppName,
WS_POPUP,
0,0,640,480,
(HWND)NULL,(HMENU)NULL,
hInst,(LPSTR)NULL);
ShowWindow(hwndApp,nCmdShow);
UpdateWindow(hwndApp);
return TRUE;
}
/*-------------------------------------------
// DirectDraw デバイスの列挙と選定
--------------------------------------------*/
BOOL CALLBACK DDEnumCallback(GUID FAR* lpGUID, LPSTR lpDriverDesc, LPSTR lpDriverName,
LPVOID lpContext)
{
LPDIRECTDRAW lpDD;
DDCAPS DriverCaps, HELCaps;
// DirectDraw オブジェクトを試験的に生成する
if ( DirectDrawCreate(lpGUID, &lpDD, NULL) != DD_OK ) {
*(LPDIRECTDRAW*)lpContext = NULL;
return DDENUMRET_OK;
}
// DirectDrawの能力を取得
ZeroMemory(&DriverCaps, sizeof(DDCAPS));
DriverCaps.dwSize = sizeof(DDCAPS);
ZeroMemory(&HELCaps, sizeof(DDCAPS));
HELCaps.dwSize = sizeof(DDCAPS);
if (lpDD->GetCaps(&DriverCaps, &HELCaps) == DD_OK) {
// ハードウェア3D支援が期待できる場合で.
// なおかつテクスチャが使用できる場合それを使う
if ((DriverCaps.dwCaps & DDCAPS_3D) && (DriverCaps.ddsCaps.dwCaps & DDSCAPS_TEXTURE))
{
*(LPDIRECTDRAW*)lpContext = lpDD;
lstrcpy(szDDDeviceName, lpDriverDesc);
return DDENUMRET_CANCEL;
}
}
// 他のドライバを試す
*(LPDIRECTDRAW*)lpContext = NULL;
RELEASE(lpDD);
return DDENUMRET_OK;
}
/*-------------------------------------------
DirectDraw 初期化
--------------------------------------------*/
int InitDDraw(void)
{
HRESULT ret;
LPDIRECTDRAW pOldDDraw = NULL;
// DirectDrawドライバを列挙する
ret = DirectDrawEnumerate(DDEnumCallback, &pOldDDraw);
// 列挙によってDirectDrawドライバが決定
// しなかった場合,現在アクティブなドライバを使う
if (!pOldDDraw) {
lstrcpy(szDDDeviceName, "Active Driver");
ret = DirectDrawCreate(NULL,&pOldDDraw,NULL);
}
if(ret != DD_OK)
return FALSE;
//ここでウィンドウモードを設定する
ret = pOldDDraw->SetCooperativeLevel(hwndApp,DDSCL_EXCLUSIVE | DDSCL_FULLSCREEN);
// 新しいDirectDraw2オブジェクトを取得する
// 古いDirectDrawオブジェクトは破棄する
ret = pOldDDraw->QueryInterface(IID_IDirectDraw2, (LPVOID *)&pDDraw);
RELEASE(pOldDDraw);
if(ret != DD_OK)
return FALSE;
//フル画面のとき画面サイズを設定する
// (640*480-HiColorデフォルトのリフレッシュ・レート)
ret = pDDraw->SetDisplayMode(640,480,16,0,0);
if(ret != DD_OK){
RELEASE(pDDraw);
return FALSE;
}
//サーフェースを作成する
DDSURFACEDESC ddsd;
ZeroMemory(&ddsd,sizeof(ddsd));
ddsd.dwSize = sizeof(ddsd);
ddsd.dwFlags = DDSD_CAPS | DDSD_BACKBUFFERCOUNT;
ddsd.ddsCaps.dwCaps = DDSCAPS_PRIMARYSURFACE | DDSCAPS_FLIP | DDSCAPS_COMPLEX
| DDSCAPS_3DDEVICE;
ddsd.dwBackBufferCount = 1;
//プライマリサーフェース
LPDIRECTDRAWSURFACE pOldScreen;
ret = pDDraw->CreateSurface(&ddsd,&pOldScreen,NULL);
if(ret != DD_OK){
RELEASE(pDDraw);
return FALSE;
}
// 新しいDirectDrawSurface3を生成し古いオブジェクトは開放する
ret = pOldScreen->QueryInterface(IID_IDirectDrawSurface3, (LPVOID *)&pScreen);
RELEASE(pOldScreen);
if(ret != DD_OK) {
RELEASE(pDDraw);
return FALSE;
}
// バック・バッファを取得する
DDSCAPS ddscaps;
ddscaps.dwCaps = DDSCAPS_BACKBUFFER;
ret = pScreen->GetAttachedSurface(&ddscaps, &pBackBuffer);
if(ret != DD_OK){
RELEASE(pScreen);
RELEASE(pDDraw);
return FALSE;
}
return TRUE;
}
/*-------------------------------------------
Direct3D 初期化
--------------------------------------------*/
int InitD3D(void)
{
HRESULT ret;
//Direct3D IMオブジェクトの作成
ret = pDDraw->QueryInterface(IID_IDirect3D2,(void**)&pD3D);
if(ret != DD_OK){
return FALSE;
}
/*---------------------------------------------------------
D3Dデバイスの取得
HAL , MMX , RGB の優先順位(速い順)で取得テスト
----------------------------------------------------------*/
//HAL
ret = pD3D->CreateDevice(IID_IDirect3DHALDevice,(LPDIRECTDRAWSURFACE)
pBackBuffer,&pD3DDevice);
strcpy(szDevice,"D3D HAL");
if(ret != DD_OK){
//MMX
ret = pD3D->CreateDevice(IID_IDirect3DMMXDevice,(LPDIRECTDRAWSURFACE)
pBackBuffer,&pD3DDevice);
strcpy(szDevice,"D3D MMX Emulation");
}
if(ret != DD_OK){
//RGB
ret = pD3D->CreateDevice(IID_IDirect3DRGBDevice,(LPDIRECTDRAWSURFACE)
pBackBuffer,&pD3DDevice);
strcpy(szDevice,"D3D RGB Emulation");
}
if(ret != DD_OK)
return FALSE; //失敗
//ビューポートの作成,設定
D3DVIEWPORT2 vp;
ZeroMemory(&vp,sizeof(vp));
vp.dwSize = sizeof(vp);
vp.dwX = 0;
vp.dwY = 0;
vp.dwWidth = 640;
vp.dwHeight = 480;
vp.dvClipX = -1.0f;
vp.dvClipWidth = 2.0f;
vp.dvClipY = (float)480/(float)640;
vp.dvClipHeight = vp.dvClipY * 2.0f;
vp.dvMinZ = 0.0f;
vp.dvMaxZ = 1.0f;
pD3D->CreateViewport(&pD3DVP,NULL);
pD3DDevice->AddViewport(pD3DVP);
pD3DDevice->SetCurrentViewport(pD3DVP);
pD3DVP->SetViewport2(&vp);
return TRUE;
}
/*--------------------------------------------
準備
------------------------------------------------*/
int InitObject(void)
{
//テクスチャ作成
pTexture = new D3DTexture;
pTexture->Load(pDDraw, pD3DDevice, "d3dtest.bmp");
hTexture = pTexture->GetHandle();
//変換マトリックスの設置
CreateViewMatrix(viewMatrix, D3DVECTOR(0,1000,-1000), D3DVECTOR(0,0,0));
CreateProjectionMatrix(projMatrix, 400, 1600, (float)(atan(0.30)*2));
//マテリアル作成
D3DMATERIAL mat;
pD3D->CreateMaterial(&pD3DMat,NULL);
ZeroMemory(&mat,sizeof(mat));
mat.dwSize = sizeof(mat);
mat.diffuse.r = 1.0;
mat.diffuse.g = 1.0;
mat.diffuse.b = 1.0;
mat.ambient.r = 0.50;
mat.ambient.g = 0.50;
mat.ambient.b = 0.50;
mat.specular.r = 0;
mat.specular.g = 0;
mat.specular.b = 0;
mat.emissive.r = 0.0;
mat.emissive.g = 0.0;
mat.emissive.b = 0.0;
mat.power = 0.0;
mat.dwRampSize = 1;
//mat.hTexture = hTexture;
pD3DMat->SetMaterial(&mat);
pD3DMat->GetHandle(pD3DDevice,&hMaterial);
//ライト生成
D3DLIGHT2 lt;
pD3D->CreateLight(&pD3DLight,NULL);
ZeroMemory(<,sizeof(lt));
lt.dwSize = sizeof(lt);
lt.dltType = D3DLIGHT_DIRECTIONAL;
lt.dvPosition.x = -100.0f;
lt.dvPosition.y = 100.0f;
lt.dvPosition.z = -100.0f;
lt.dvDirection.x = -100.0;
lt.dvDirection.y = -1000.0;
lt.dvDirection.z = -100.0;
lt.dcvColor.r = D3DVAL(1.0);
lt.dcvColor.g = D3DVAL(1.0);
lt.dcvColor.b = D3DVAL(1.0);
lt.dwFlags = D3DLIGHT_ACTIVE;
pD3DLight->SetLight((D3DLIGHT*)<);
pD3DVP->AddLight(pD3DLight);
return TRUE;
}
/*-------------------------------------------
終了の処理
--------------------------------------------*/
int EndApp(void)
{
RELEASE(pD3DMat);
if(pD3DLight != NULL)
pD3DVP->DeleteLight(pD3DLight);
RELEASE(pD3DLight);
delete pTexture; pTexture = NULL;
RELEASE(pD3DVP);
RELEASE(pD3DDevice);
RELEASE(pD3D);
pBackBuffer = NULL;
RELEASE(pScreen);
RELEASE(pDDraw);
return TRUE;
}
D3DVALUE ax=5,ay=5,az=5;
float sx=0.8,sy=0.8,sz=0.8;
float vec = 1000;
float rol = 0;
float pp=0;
/*-------------------------------------------
ウィンドウ処理
--------------------------------------------*/
LRESULT CALLBACK MainWndProc(HWND hWnd,UINT msg,UINT wParam,LONG lParam)
{
switch(msg){
case WM_KEYDOWN:
switch(wParam){
case VK_ESCAPE:
case VK_F12:
DestroyWindow(hWnd);
break;
case VK_NUMPAD1:
view_county += 3;
if(view_county >= 360) view_county = 0;
break;
case VK_NUMPAD2:
view_county -= 3;
if(view_county < 0) view_county = 360;
break;
// x 方向の移動
case VK_NUMPAD4:
ax -= 3;
break;
case VK_NUMPAD7:
ax += 3;
break;
// y 方向の移動
case VK_NUMPAD5:
ay -= 3;
break;
case VK_NUMPAD8:
ay += 3;
break;
case VK_UP:
view_countz += 3;
if(view_countz >= 360) view_countz = 0;
break;
case VK_DOWN:
view_countz -= 3;
if(view_countz < 0) view_countz = 360;
break;
case VK_LEFT:
view_countx += 3;
if(view_countx >= 360) view_countx = 0;
break;
case VK_RIGHT:
view_countx -= 3;
if(view_countx < 0) view_countx = 360;
break;
default:
break;
}
break;
case WM_DESTROY:
PostQuitMessage(0);
break;
default:
return DefWindowProc(hWnd,msg,wParam,lParam);
}
return 0L;
}
/*--------------------------------------------
アイドル時の処理
--------------------------------------------*/
int AppIdle(void)
{
DDBLTFX fx;
// 背景を塗りつぶす
ZeroMemory(&fx,sizeof(fx));
fx.dwSize = sizeof(fx);
pBackBuffer->Blt(NULL,NULL,NULL,DDBLT_WAIT | DDBLT_COLORFILL,&fx);
// ドライバ名などの文字を書き込む
HDC hdc;
char Data[256];
wsprintf(Data, "%s, [%s]", szDevice, szDDDeviceName);
if(pBackBuffer->GetDC(&hdc) == DD_OK){
TextOut(hdc,0,0,Data,strlen(Data));
pBackBuffer->ReleaseDC(hdc);
}
// DrawPrimitiveを使ってポリゴンを描画する
pD3DDevice->SetRenderState(D3DRENDERSTATE_CULLMODE, D3DCULL_NONE);
pD3DDevice->SetRenderState(D3DRENDERSTATE_SHADEMODE, D3DSHADE_GOURAUD);
pD3DDevice->BeginScene();
pD3DDevice->SetLightState(D3DLIGHTSTATE_MATERIAL,hMaterial);
pD3DDevice->SetLightState(D3DLIGHTSTATE_AMBIENT,RGB_MAKE(128,128,128));
pD3DDevice->SetRenderState(D3DRENDERSTATE_TEXTUREHANDLE,hTexture);
D3DMATRIX world;
CreateRotateYMatrix(world, (M_PI * 2.0f * view_count) / 360.0f);
view_count += 3;
if(view_count >= 360) view_count = 0;
pD3DDevice->SetTransform(D3DTRANSFORMSTATE_WORLD, &world);
pD3DDevice->SetTransform(D3DTRANSFORMSTATE_VIEW, &viewMatrix);
pD3DDevice->SetTransform(D3DTRANSFORMSTATE_PROJECTION, &projMatrix);
D3DVERTEX v[6];
for(int i=0;i<6;i++){
for(int j=0;j<4;j++){
v[j].x = D3DVAL(cubeVertex[cubeFace[i][j]][0]);
v[j].y = D3DVAL(cubeVertex[cubeFace[i][j]][1]);
v[j].z = D3DVAL(cubeVertex[cubeFace[i][j]][2]);
v[j].nx = D3DVAL(cubeVNormal[cubeFace[i][j]][0]);
v[j].ny = D3DVAL(cubeVNormal[cubeFace[i][j]][1]);
v[j].nz = D3DVAL(cubeVNormal[cubeFace[i][j]][2]);
}
v[0].tu = 0; //テクスチャーの貼り付け位置
v[0].tv = 0;
v[1].tu = 1;
v[1].tv = 0;
v[2].tu = 1;
v[2].tv = 1;
v[3].tu = 0;
v[3].tv = 1;
v[5] = v[3];
v[3] = v[0];
v[4] = v[2];
pD3DDevice->DrawPrimitive(D3DPT_TRIANGLELIST,D3DVT_
VERTEX,(LPVOID)v,6,D3DDP_WAIT);
}
pD3DDevice->EndScene();
pScreen->Flip(NULL,DDFLIP_WAIT);
return TRUE;
}
/*--------------------------------------------
メイン
---------------------------------------------*/
int WINAPI WinMain(HINSTANCE hInst,HINSTANCE hPrevInst,LPSTR lpCmdLine,int
nCmdShow)
{
MSG msg;
if(!InitApp(hInst,nCmdShow))
return FALSE;
if(!InitDDraw())
return FALSE;
if(!InitD3D())
return FALSE;
if(!InitObject()){
EndApp();
return FALSE;
}
while(TRUE){
if(PeekMessage(&msg,0,0,0,PM_REMOVE)){
if(msg.message == WM_QUIT)
break;
TranslateMessage(&msg);
DispatchMessage(&msg);
}
else{
AppIdle();
}
}
EndApp();
return msg.wParam;
}