RTT DEMO

本文介绍如何使用D3DX加载预制作的Mesh文件,并对其进行渲染。文章详细讲解了如何利用D3DXMESH对象从文件加载Mesh,以及如何处理Mesh的材质和纹理等高级特性。

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//-----------------------------------------------------------------------------
// File: Meshes.cpp
//
// Desc: For advanced geometry, most apps will prefer to load pre-authored
//       meshes from a file. Fortunately, when using meshes, D3DX does most of
//       the work for this, parsing a geometry file and creating vertx buffers
//       (and index buffers) for us. This tutorial shows how to use a D3DXMESH
//       object, including loading it from a file and rendering it. One thing
//       D3DX does not handle for us is the materials and textures for a mesh,
//       so note that we have to handle those manually.
//
//       Note: one advanced (but nice) feature that we don't show here is that
//       when cloning a mesh we can specify the FVF. So, regardless of how the
//       mesh was authored, we can add/remove normals, add more texture
//       coordinate sets (for multi-texturing), etc.
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//-----------------------------------------------------------------------------
#include <Windows.h>
#include <mmsystem.h>
#include <d3dx9.h>
#pragma warning( disable : 4996 ) // disable deprecated warning 
#include <strsafe.h>
#pragma warning( default : 4996 ) 




//-----------------------------------------------------------------------------
// Global variables
//-----------------------------------------------------------------------------
LPDIRECT3D9             g_pD3D           = NULL; // Used to create the D3DDevice
LPDIRECT3DDEVICE9       g_pd3dDevice     = NULL; // Our rendering device

LPD3DXMESH              g_pMesh          = NULL; // Our mesh object in sysmem
D3DMATERIAL9*           g_pMeshMaterials = NULL; // Materials for our mesh
LPDIRECT3DTEXTURE9*     g_pMeshTextures  = NULL; // Textures for our mesh
DWORD                   g_dwNumMaterials = 0L;   // Number of mesh materials

LPDIRECT3DVERTEXBUFFER9 g_pVB        = NULL; // Buffer to hold vertices

LPDIRECT3DTEXTURE9		g_pRenderTexture = NULL;


struct CUSTOMVERTEX
{
	D3DXVECTOR3 position; // The 3D position for the vertex
	DWORD color;   // The surface normal for the vertex
	FLOAT tu, tv;
};

// Our custom FVF, which describes our custom vertex structure
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1)


//-----------------------------------------------------------------------------
// Name: InitD3D()
// Desc: Initializes Direct3D
//-----------------------------------------------------------------------------
HRESULT InitD3D( HWND hWnd )
{
    // Create the D3D object.
    if( NULL == ( g_pD3D = Direct3DCreate9( D3D_SDK_VERSION ) ) )
        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 = D3DFMT_UNKNOWN;
    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 on the zbuffer
    g_pd3dDevice->SetRenderState( D3DRS_ZENABLE, TRUE );

    // Turn on ambient lighting 
    g_pd3dDevice->SetRenderState( D3DRS_AMBIENT, 0xffffffff );

	g_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE );
    return S_OK;
}




//-----------------------------------------------------------------------------
// Name: InitGeometry()
// Desc: Load the mesh and build the material and texture arrays
//-----------------------------------------------------------------------------
HRESULT InitGeometry()
{

	//88888888888888888888888888888888888888888888888888888888888888
	if(FAILED( g_pd3dDevice->CreateTexture(700,700,1,D3DUSAGE_RENDERTARGET,D3DFMT_X8R8G8B8,D3DPOOL_DEFAULT,&g_pRenderTexture,NULL) )) 
		{return false;}
	//88888888888888888888888888888888888888888888888888888888888888


		CUSTOMVERTEX v[]=
		{
			{D3DXVECTOR3( -1,-1,0),0xFFFFFFFF,0.0f,1.0f},
			{D3DXVECTOR3(  1,-1,0),0xFFFFFFFF,1.0f,1.0f},
			{D3DXVECTOR3( -1,1,0),0xFFFFFFFF,0.0f,0.0f},
			{D3DXVECTOR3(  1,1,0),0xFFFFFFFF,1.0f,0.0f},
		};


		// Create the vertex buffer.
		if( FAILED( g_pd3dDevice->CreateVertexBuffer( 4*sizeof(CUSTOMVERTEX),
			0, D3DFVF_CUSTOMVERTEX,
			D3DPOOL_DEFAULT, &g_pVB, NULL ) ) )
		{
			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, (void**)&pVertices, 0 ) ) )
			return E_FAIL;
		memcpy(pVertices,v,sizeof(v));
		g_pVB->Unlock();



    LPD3DXBUFFER pD3DXMtrlBuffer;

    // Load the mesh from the specified file
    if( FAILED( D3DXLoadMeshFromX( "Tiger.x", D3DXMESH_SYSTEMMEM, 
                                   g_pd3dDevice, NULL, 
                                   &pD3DXMtrlBuffer, NULL, &g_dwNumMaterials, 
                                   &g_pMesh ) ) )
    {
        // If model is not in current folder, try parent folder
        if( FAILED( D3DXLoadMeshFromX( "..//Tiger.x", D3DXMESH_SYSTEMMEM, 
                                    g_pd3dDevice, NULL, 
                                    &pD3DXMtrlBuffer, NULL, &g_dwNumMaterials, 
                                    &g_pMesh ) ) )
        {
            MessageBox(NULL, "Could not find tiger.x", "Meshes.exe", MB_OK);
            return E_FAIL;
        }
    }

    // We need to extract the material properties and texture names from the 
    // pD3DXMtrlBuffer
    D3DXMATERIAL* d3dxMaterials = (D3DXMATERIAL*)pD3DXMtrlBuffer->GetBufferPointer();
    g_pMeshMaterials = new D3DMATERIAL9[g_dwNumMaterials];
    if( g_pMeshMaterials == NULL )
        return E_OUTOFMEMORY;
    g_pMeshTextures  = new LPDIRECT3DTEXTURE9[g_dwNumMaterials];
    if( g_pMeshTextures == NULL )
        return E_OUTOFMEMORY;

    for( DWORD i=0; i<g_dwNumMaterials; i++ )
    {
        // Copy the material
        g_pMeshMaterials[i] = d3dxMaterials[i].MatD3D;

        // Set the ambient color for the material (D3DX does not do this)
        g_pMeshMaterials[i].Ambient = g_pMeshMaterials[i].Diffuse;

        g_pMeshTextures[i] = NULL;
        if( d3dxMaterials[i].pTextureFilename != NULL && 
            lstrlen(d3dxMaterials[i].pTextureFilename) > 0 )
        {
            // Create the texture
            if( FAILED( D3DXCreateTextureFromFile( g_pd3dDevice, 
                                                d3dxMaterials[i].pTextureFilename, 
                                                &g_pMeshTextures[i] ) ) )
            {
                // If texture is not in current folder, try parent folder
                const TCHAR* strPrefix = TEXT("..//");
                TCHAR strTexture[MAX_PATH];
                StringCchCopy( strTexture, MAX_PATH, strPrefix );
                StringCchCat( strTexture, MAX_PATH, d3dxMaterials[i].pTextureFilename );
                // If texture is not in current folder, try parent folder
                if( FAILED( D3DXCreateTextureFromFile( g_pd3dDevice, 
                                                    strTexture, 
                                                    &g_pMeshTextures[i] ) ) )
                {
                    MessageBox(NULL, "Could not find texture map", "Meshes.exe", MB_OK);
                }
            }
        }
    }

    // Done with the material buffer
    pD3DXMtrlBuffer->Release();

    return S_OK;
}




//-----------------------------------------------------------------------------
// Name: Cleanup()
// Desc: Releases all previously initialized objects
//-----------------------------------------------------------------------------
VOID Cleanup()
{
    if( g_pMeshMaterials != NULL ) 
        delete[] g_pMeshMaterials;

    if( g_pMeshTextures )
    {
        for( DWORD i = 0; i < g_dwNumMaterials; i++ )
        {
            if( g_pMeshTextures[i] )
                g_pMeshTextures[i]->Release();
        }
        delete[] g_pMeshTextures;
    }
    if( g_pMesh != NULL )
        g_pMesh->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()
{
    // Set up world matrix
    D3DXMATRIXA16 matWorld;
    D3DXMatrixRotationY( &matWorld, timeGetTime()/1000.0f );
    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.
    D3DXVECTOR3 vEyePt( 0.0f, 3.0f,-5.0f );
    D3DXVECTOR3 vLookatPt( 0.0f, 0.0f, 0.0f );
    D3DXVECTOR3 vUpVec( 0.0f, 1.0f, 0.0f );
    D3DXMATRIXA16 matView;
    D3DXMatrixLookAtLH( &matView, &vEyePt, &vLookatPt, &vUpVec );
    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).
    D3DXMATRIXA16 matProj;
    D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, 1.0f, 1.0f, 100.0f );
    g_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
}


LPDIRECT3DSURFACE9 mainSceneSurface =NULL;
LPDIRECT3DSURFACE9 tempSceneSurface = NULL;

//-----------------------------------------------------------------------------
// Name: Render()
// Desc: Draws the scene
//-----------------------------------------------------------------------------
VOID Render()
{
	if( SUCCEEDED( g_pd3dDevice->BeginScene() ) )
	{
	//((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((
	//((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((
	//((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((


		if(FAILED( g_pRenderTexture->GetSurfaceLevel(0,&tempSceneSurface) )) 
		{return ;}

		if(FAILED( g_pd3dDevice->GetRenderTarget(0,&mainSceneSurface)))  //保存当前Surface
		{return ;}

		if(FAILED( g_pd3dDevice->SetRenderTarget(0,tempSceneSurface ))) 
			return ;//启用内部Surface

				// Clear the backbuffer and the zbuffer
		g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER,D3DCOLOR_XRGB(0,0,255), 1.0f, 0 );
		
		SetupMatrices();
	    		// Meshes are divided into subsets, one for each material. Render them in
				// a loop
					for( DWORD i=0; i<g_dwNumMaterials; i++ )
					{
						// Set the material and texture for this subset
						g_pd3dDevice->SetMaterial( &g_pMeshMaterials[i] );
						g_pd3dDevice->SetTexture( 0, g_pMeshTextures[i] );
			        
						// Draw the mesh subset
						g_pMesh->DrawSubset( i );
					}
					// End the scene
	
		if(FAILED( g_pd3dDevice->SetRenderTarget(0, mainSceneSurface)))  return ;//返回当前Surface		

	//((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((
	//((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((
	//((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((

	g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, 
		D3DCOLOR_XRGB(0,0,255), 1.0f, 0 );

	//SetupMatrices();
     	g_pd3dDevice->SetTexture(0,g_pRenderTexture);

		// Render the vertex buffer contents
		g_pd3dDevice->SetStreamSource( 0, g_pVB, 0, sizeof(CUSTOMVERTEX) );
		g_pd3dDevice->SetFVF( D3DFVF_CUSTOMVERTEX );
		g_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0,2 );
		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_DESTROY:
            Cleanup();
            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 06: Meshes", 
                              WS_OVERLAPPEDWINDOW, 100, 100, 800, 800,
                              NULL, NULL, wc.hInstance, NULL );

    // Initialize Direct3D
    if( SUCCEEDED( InitD3D( hWnd ) ) )
    { 
        // Create the scene 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();
            }
        }
    }

    UnregisterClass( "D3D Tutorial", wc.hInstance );
    return 0;
}



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