学习了三维的地形系统之后,该抬头看看天空啦。下面学习一下传说中的三维天空系统。其实三维天空的实现比地形系统简单得多,我们只需要用一点点小伎俩,就可以蒙混大多数人。
我们在玩游戏的时候,尤其是野外的大场景中,要想更逼真离不开三维天空系统。要用程序来模拟无边无际的天空是不可能的,而聪明的前辈们自然也想到了用“天圆地方”这种古代人们对于天空的认识来作为三维天空设计思想。即用一个足够大的面罩住我们,只要这个罩足够大,在里面看天空就和真实的天空没什么区别啦。而基于这种思想的天空设计方案中,最常用的就是天空盒。所谓天空盒,就是用一个立方体,罩住玩家所在的世界空间,天空盒常常是24个点,6个面,也可以是5个面,地面用三维地形,就不需要天空盒来覆盖了。
而要做出天空的效果,我们就必须要去找到一些天空的纹理素材,找到几张无缝拼接的图片,作为纹理贴图,这样我们看起来才不会穿帮。
天空盒其实比较简单,就是一个立方体,然后在立方体的内侧进行纹理贴图即可。要注意的就是纹理贴图的顺序不要搞错,不然一眼就会被发现。
和之前的地形系统一样,都需要保存设备指针,系统内部自己设定顶点,然后根据参数初始化天空盒的大小,以及设置纹理贴图。使用时,我们只需要设定这几个参数就可以创建出各式各样的天空系统啦!
.h文件
/*!
* \file SkyBox.h
*
* \author puppet_master
* \date 七月 2015
*
* 三维天空盒的封装
*/
#ifndef __SKYBOX_H_
#define __SKYBOX_H_
#pragma once
struct SkyBoxVertex
{
float x, y, z; //定点位置
float u, v; //纹理位置
};
#define D3DFVF_SKYBOX D3DFVF_XYZ | D3DFVF_TEX1
class CSkyBox
{
private:
LPDIRECT3DDEVICE9 m_pDevice; //设备指针
LPDIRECT3DVERTEXBUFFER9 m_pVertexBuffer;//定点缓冲区指针
LPDIRECT3DTEXTURE9 m_pTexture[5]; //纹理对象指针
float m_fLength; //天空盒宽度
public:
CSkyBox(LPDIRECT3DDEVICE9 pDevice);
virtual ~CSkyBox(void);
//初始化天空盒
bool InitSkyBox(float length);
//加载纹理
bool InitSkyBoxTexture(LPSTR szFrontTexture, LPSTR szBackTexture, LPSTR szLeftTexture, LPSTR szRightTexture, LPSTR szTopTexture);
//渲染天空盒
void RenderSkyBox(D3DXMATRIX *matWorld, bool bRenderFrame = false);
};
#endif
.cpp文件
#include "stdafx.h"
#include "SkyBox.h"
CSkyBox::CSkyBox(LPDIRECT3DDEVICE9 pDevice)
{
m_pDevice = pDevice;
m_pVertexBuffer = NULL;
for (int i = 0; i < 5; i++)
m_pTexture[i] = NULL;
m_fLength = 0.0f;
}
CSkyBox::~CSkyBox(void)
{
SAFE_RELEASE(m_pVertexBuffer);
for (int i = 0; i < 5; i++)
{
SAFE_RELEASE(m_pTexture[i]);
}
}
bool CSkyBox::InitSkyBox(float length)
{
m_fLength = length;
//创建定点缓冲区
m_pDevice->CreateVertexBuffer(20 * sizeof(SkyBoxVertex), 0, D3DFVF_SKYBOX, D3DPOOL_MANAGED, &m_pVertexBuffer, 0);
SkyBoxVertex vertices[] =
{
//前面的顶点
{-m_fLength / 2, 0.0f, m_fLength / 2, 0.0f, 1.0f,},
{-m_fLength / 2, m_fLength / 2, m_fLength / 2, 0.0f, 0.0f,},
{m_fLength / 2, 0.0f, m_fLength / 2, 1.0f, 1.0f,},
{m_fLength / 2, m_fLength / 2, m_fLength / 2, 1.0f, 0.0f,},
//后面的顶点
{m_fLength / 2, 0.0f, -m_fLength / 2, 0.0f, 1.0f,},
{m_fLength / 2, m_fLength / 2, -m_fLength / 2, 0.0f, 0.0f,},
{-m_fLength / 2, 0.0f, -m_fLength / 2, 1.0f, 1.0f,},
{-m_fLength / 2, m_fLength / 2, -m_fLength / 2, 1.0f, 0.0f,},
//左面的顶点
{-m_fLength / 2, 0.0f, -m_fLength / 2 , 0.0f, 1.0f,},
{-m_fLength / 2, m_fLength / 2, -m_fLength / 2, 0.0f, 0.0f,},
{-m_fLength / 2, 0.0f, m_fLength / 2, 1.0f, 1.0f,},
{-m_fLength / 2, m_fLength / 2, m_fLength / 2, 1.0f, 0.0f,},
//右面的顶点
{m_fLength / 2, 0.0f, m_fLength / 2, 0.0f, 1.0f,},
{m_fLength / 2, m_fLength / 2, m_fLength / 2, 0.0f, 0.0f,},
{m_fLength / 2, 0.0f, -m_fLength / 2, 1.0f, 1.0f,},
{m_fLength / 2, m_fLength / 2, -m_fLength / 2, 1.0f, 0.0f,},
//上面的顶点
{m_fLength / 2, m_fLength / 2, -m_fLength / 2, 1.0f, 0.0f,},
{m_fLength / 2, m_fLength / 2, m_fLength / 2, 1.0f, 1.0f,},
{-m_fLength / 2, m_fLength / 2, -m_fLength / 2, 0.0f, 0.0f,},
{-m_fLength / 2, m_fLength / 2, m_fLength / 2, 0.0f, 1.0f,},
};
//填充定点缓冲数据
void* pVertices = NULL;
//加锁
m_pVertexBuffer->Lock(0, 0, (void**)&pVertices, 0);
//拷贝顶点数据到缓冲区中
memcpy(pVertices, vertices, sizeof(vertices));
//解锁
m_pVertexBuffer->Unlock();
return true;
}
bool CSkyBox::InitSkyBoxTexture(LPSTR szFrontTexture, LPSTR szBackTexture, LPSTR szLeftTexture, LPSTR szRightTexture, LPSTR szTopTexture)
{
//从文件中加载天空盒纹理
D3DXCreateTextureFromFile(m_pDevice, szFrontTexture, &m_pTexture[0]);//前
D3DXCreateTextureFromFile(m_pDevice, szBackTexture, &m_pTexture[1]);//后
D3DXCreateTextureFromFile(m_pDevice, szLeftTexture, &m_pTexture[2]);//左
D3DXCreateTextureFromFile(m_pDevice, szRightTexture, &m_pTexture[3]);//右
D3DXCreateTextureFromFile(m_pDevice, szTopTexture, &m_pTexture[4]);//上
return true;
}
void CSkyBox::RenderSkyBox(D3DXMATRIX *matWorld, bool bRenderFrame /* = false */)
{
//纹理颜色混合的第一个参数用于输出
m_pDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
//纹理颜色混合的第一个参数取纹理的颜色值
m_pDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
//世界变换
m_pDevice->SetTransform(D3DTS_WORLD, matWorld);
//设置资源流
m_pDevice->SetStreamSource(0, m_pVertexBuffer, 0, sizeof(SkyBoxVertex));
//设置灵活顶点格式
m_pDevice->SetFVF(D3DFVF_SKYBOX);
//绘制
for(int i = 0; i < 5; i++)
{
m_pDevice->SetTexture(0, m_pTexture[i]);
m_pDevice->DrawPrimitive(D3DPT_TRIANGLESTRIP, i * 4, 2);
}
}
CSkyBox* g_pSkyBox = NULL; //天空盒类指针创建天空盒
void CreateSkyBox()
{
g_pSkyBox = new CSkyBox(g_pDevice);
g_pSkyBox->InitSkyBox(20000.0f);
g_pSkyBox->InitSkyBoxTexture("skyfront.png", "skyback.png", "skyleft.png", "skyright.png", "skytop.png");
}
D3DXMatrixTranslation(&matWorldSky, 0.0f, -2000.0f, 0.0f); g_pSkyBox->RenderSkyBox(&matWorldSky);
换个角度:
飞到天外:
附上主体代码:
// D3DDemo.cpp : 定义应用程序的入口点。
//
#include "stdafx.h"
#include "D3DDemo.h"
#include "DirectInput.h"
#include "Camera.h"
#include "Terrain.h"
#include "Mesh.h"
#include "SkyBox.h"
#include "Particle.h"
#define MAX_LOADSTRING 100
// 全局变量:
HINSTANCE hInst; // 当前实例
TCHAR szTitle[MAX_LOADSTRING]; // 标题栏文本
TCHAR szWindowClass[MAX_LOADSTRING]; // 主窗口类名
// 此代码模块中包含的函数的前向声明:
HWND g_hWnd;
ATOM MyRegisterClass(HINSTANCE hInstance);
BOOL InitInstance(HINSTANCE, int);
LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);
//---------改造3D窗口需要的内容------------
LPDIRECT3D9 g_pD3D = NULL; //D3D接口指针
LPDIRECT3DDEVICE9 g_pDevice = NULL; //D3D设备指针
CDirectInput* g_pDirectInput = NULL; //控制指针
CCamera* g_pCamera = NULL; //摄像机指针
CTerrain* g_pTerrian = NULL; //地形类指针
CSkyBox* g_pSkyBox = NULL; //天空盒类指针
CMesh* g_pMesh1 = NULL; //网格对象指针1
CMesh* g_pMesh2 = NULL; //网格对象指针2
CMesh* g_pMesh3 = NULL; //网格对象指针3
D3DXMATRIX g_matWorld; //世界矩阵
void onCreatD3D()
{
g_pD3D = Direct3DCreate9(D3D_SDK_VERSION);
if (!g_pD3D)
return;
//检测硬件设备能力的方法
/*D3DCAPS9 caps;
ZeroMemory(&caps, sizeof(caps));
g_pD3D->GetDeviceCaps(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, &caps);*/
//获得相关信息,屏幕大小,像素点属性
D3DDISPLAYMODE d3ddm;
ZeroMemory(&d3ddm, sizeof(d3ddm));
g_pD3D->GetAdapterDisplayMode(D3DADAPTER_DEFAULT, &d3ddm);
//设置全屏模式
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory(&d3dpp, sizeof(d3dpp));
/*d3dpp.Windowed = false;
d3dpp.BackBufferWidth = d3ddm.Width;
d3dpp.BackBufferHeight = d3ddm.Height;*/
d3dpp.Windowed = true;
d3dpp.BackBufferFormat = d3ddm.Format;
d3dpp.BackBufferCount = 1;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;//交换后原缓冲区数据丢弃
//是否开启自动深度模板缓冲
d3dpp.EnableAutoDepthStencil = true;
//当前自动深度模板缓冲的格式
d3dpp.AutoDepthStencilFormat = D3DFMT_D16;//每个像素点有16位的存储空间,存储离摄像机的距离
g_pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, g_hWnd, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &g_pDevice);
if (!g_pDevice)
return;
//设置渲染状态,设置启用深度值
g_pDevice->SetRenderState(D3DRS_ZENABLE, true);
//设置渲染状态,关闭灯光
//g_pDevice->SetRenderState(D3DRS_LIGHTING, false);
//设置渲染状态,裁剪模式
g_pDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
//g_pDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE) ;
}
void CreateMesh()
{
g_pMesh1 = new CMesh(g_pDevice);
g_pMesh1->CreateMesh("Demon.X");
g_pMesh2 = new CMesh(g_pDevice);
g_pMesh2->CreateMesh("dragon.X");
g_pMesh3 = new CMesh(g_pDevice);
g_pMesh3->CreateMesh("miki.X");
}
void CreateCamera()
{
g_pCamera = new CCamera(g_pDevice);
g_pCamera->SetCameraPosition(&D3DXVECTOR3(0.0f, 800.0f, -500.0f));
g_pCamera->SetTargetPosition(&D3DXVECTOR3(0.0f, 800.0f, 0.0f));
g_pCamera->SetViewMatrix();
g_pCamera->SetProjectionMartix();
}
void CreateTerrain()
{
g_pTerrian = new CTerrain(g_pDevice);
g_pTerrian->LoadTerrainFromFile(TEXT("heighmap.raw"), TEXT("TerrainTexture.jpg"));
g_pTerrian->InitTerrain(200, 200, 100.0f, 5.0f);
}
void CreateSkyBox()
{
g_pSkyBox = new CSkyBox(g_pDevice);
g_pSkyBox->InitSkyBox(20000.0f);
g_pSkyBox->InitSkyBoxTexture("skyfront.png", "skyback.png", "skyleft.png", "skyright.png", "skytop.png");
}
void SetLight()
{
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(0.9f, 0.9f, 0.9f, 1.0f);
light.Direction = D3DXVECTOR3(1.0f, 1.0f, 1.0f);
g_pDevice->SetLight(0, &light);
g_pDevice->LightEnable(0, true);
g_pDevice->SetRenderState(D3DRS_NORMALIZENORMALS, true);
g_pDevice->SetRenderState(D3DRS_SPECULARENABLE, true);
}
void onInit()
{
//初始化D3D
onCreatD3D();
//创建Mesh模型
CreateMesh();
//创建摄像机
CreateCamera();
//创建地形
CreateTerrain();
//创建天空盒
CreateSkyBox();
//设置光照
SetLight();
}
void onDestroy()
{
SAFE_DELETE(g_pDirectInput);
SAFE_DELETE(g_pCamera);
SAFE_DELETE(g_pTerrian);
SAFE_DELETE(g_pSkyBox);
SAFE_RELEASE(g_pDevice);
SAFE_DELETE(g_pMesh1);
SAFE_DELETE(g_pMesh2);
SAFE_DELETE(g_pMesh3);
}
void onLogic(float fElapsedTime)
{
//使用DirectInput类读取数据
g_pDirectInput->GetInput();
// 沿摄像机各分量移动视角
if (g_pDirectInput->IsKeyDown(DIK_A)) g_pCamera->MoveAlongRightVec(-10.0f);
if (g_pDirectInput->IsKeyDown(DIK_D)) g_pCamera->MoveAlongRightVec( 10.0f);
if (g_pDirectInput->IsKeyDown(DIK_W)) g_pCamera->MoveAlongLookVec( 10.0f);
if (g_pDirectInput->IsKeyDown(DIK_S)) g_pCamera->MoveAlongLookVec(-10.0f);
if (g_pDirectInput->IsKeyDown(DIK_I)) g_pCamera->MoveAlongUpVec( 10.0f);
if (g_pDirectInput->IsKeyDown(DIK_K)) g_pCamera->MoveAlongUpVec(-10.0f);
//沿摄像机各分量旋转视角
if (g_pDirectInput->IsKeyDown(DIK_LEFT)) g_pCamera->RotationUpVec(-0.003f);
if (g_pDirectInput->IsKeyDown(DIK_RIGHT)) g_pCamera->RotationUpVec( 0.003f);
if (g_pDirectInput->IsKeyDown(DIK_UP)) g_pCamera->RotationRightVec(-0.003f);
if (g_pDirectInput->IsKeyDown(DIK_DOWN)) g_pCamera->RotationRightVec( 0.003f);
if (g_pDirectInput->IsKeyDown(DIK_J)) g_pCamera->RotationLookVec(-0.001f);
if (g_pDirectInput->IsKeyDown(DIK_L)) g_pCamera->RotationLookVec( 0.001f);
//鼠标控制右向量和上向量的旋转
//g_pCamera->RotationUpVec(g_pDirectInput->MouseDX()* 0.001f);
//g_pCamera->RotationRightVec(g_pDirectInput->MouseDY() * 0.001f);
//鼠标滚轮控制观察点收缩操作
static FLOAT fPosZ=0.0f;
fPosZ += g_pDirectInput->MouseDZ()*3.0f;
//计算并设置取景变换矩阵
D3DXMATRIX matView;
g_pCamera->CalculateViewMatrix(&matView);
g_pDevice->SetTransform(D3DTS_VIEW, &matView);
//把正确的世界变换矩阵存到g_matWorld中
D3DXMatrixTranslation(&g_matWorld, 0.0f, 0.0f, fPosZ);
}
void onRender(float fElasedTime)
{
//前两个参数是0和NULL时,清空整个游戏窗口的内容(清的是后台)
//第三个是清除的对象:前面表示清除颜色缓冲区,后面表示清除深度缓冲区,D3DCLEAR_STENCIL清空模板缓冲区
g_pDevice->Clear(0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0,100,100), 1.0f, 0);
g_pDevice->BeginScene();
D3DXMATRIX matWorld1, matWorld2, matWorld3, matWorldTerrain, matWorldSky;
D3DXMatrixTranslation(&matWorld1, 0.0f, 800.0f, 0.0f);
D3DXMatrixTranslation(&matWorld2, 0.0f, 1300.0f, 0.0f);
D3DXMatrixTranslation(&matWorld3, -30.0f, 900.0f, -50.0f);
D3DXMatrixTranslation(&matWorldTerrain, 0.0f, 0.0f, 0.0f);
D3DXMatrixTranslation(&matWorldSky, 0.0f, -2000.0f, 0.0f);
g_pMesh1->DrawMesh(matWorld1);
g_pMesh2->DrawMesh(matWorld2);
g_pMesh3->DrawMesh(matWorld3);
g_pSkyBox->RenderSkyBox(&matWorldSky);
g_pTerrian->RenderTerrain(&matWorldTerrain, false);
g_pDevice->EndScene();
g_pDevice->Present(NULL, NULL, NULL, NULL);
}
int APIENTRY _tWinMain(_In_ HINSTANCE hInstance,
_In_opt_ HINSTANCE hPrevInstance,
_In_ LPTSTR lpCmdLine,
_In_ int nCmdShow){
UNREFERENCED_PARAMETER(hPrevInstance);
UNREFERENCED_PARAMETER(lpCmdLine);
// TODO: 在此放置代码。
MSG msg;
HACCEL hAccelTable;
// 初始化全局字符串
LoadString(hInstance, IDS_APP_TITLE, szTitle, MAX_LOADSTRING);
LoadString(hInstance, IDC_D3DDEMO, szWindowClass, MAX_LOADSTRING);
MyRegisterClass(hInstance);
// 执行应用程序初始化:
if (!InitInstance (hInstance, nCmdShow))
{
return FALSE;
}
hAccelTable = LoadAccelerators(hInstance, MAKEINTRESOURCE(IDC_D3DDEMO));
ZeroMemory(&msg, sizeof(msg));
while (msg.message != WM_QUIT)
{
if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
else
{
static DWORD dwTime = timeGetTime();
DWORD dwCurrentTime = timeGetTime();
DWORD dwElapsedTime = dwCurrentTime - dwTime;
float fElapsedTime = dwElapsedTime * 0.001f;
//------------渲染和逻辑部分代码----------
onLogic(fElapsedTime);
onRender(fElapsedTime);
//-----------------------------------------
if (dwElapsedTime < 1000 / 60)
{
Sleep(1000/ 60 - dwElapsedTime);
}
dwTime = dwCurrentTime;
}
}
onDestroy();
return (int) msg.wParam;
}
//
// 函数: MyRegisterClass()
//
// 目的: 注册窗口类。
//
ATOM MyRegisterClass(HINSTANCE hInstance)
{
WNDCLASSEX wcex;
wcex.cbSize = sizeof(WNDCLASSEX);
wcex.style = CS_HREDRAW | CS_VREDRAW;
wcex.lpfnWndProc = WndProc;
wcex.cbClsExtra = 0;
wcex.cbWndExtra = 0;
wcex.hInstance = hInstance;
wcex.hIcon = LoadIcon(hInstance, MAKEINTRESOURCE(IDI_D3DDEMO));
wcex.hCursor = LoadCursor(NULL, IDC_ARROW);
wcex.hbrBackground = (HBRUSH)(COLOR_WINDOW+1);
wcex.lpszMenuName = MAKEINTRESOURCE(IDC_D3DDEMO);
wcex.lpszClassName = szWindowClass;
wcex.hIconSm = LoadIcon(wcex.hInstance, MAKEINTRESOURCE(IDI_SMALL));
return RegisterClassEx(&wcex);
}
//
// 函数: InitInstance(HINSTANCE, int)
//
// 目的: 保存实例句柄并创建主窗口
//
// 注释:
//
// 在此函数中,我们在全局变量中保存实例句柄并
// 创建和显示主程序窗口。
//
BOOL InitInstance(HINSTANCE hInstance, int nCmdShow)
{
hInst = hInstance; // 将实例句柄存储在全局变量中
g_hWnd = CreateWindow(szWindowClass, szTitle, WS_OVERLAPPEDWINDOW,
CW_USEDEFAULT, 0, CW_USEDEFAULT, 0, NULL, NULL, hInstance, NULL);
if (!g_hWnd)
{
return FALSE;
}
//初始化DirectInput类
g_pDirectInput = new CDirectInput();
g_pDirectInput->Init(g_hWnd, hInst, DISCL_FOREGROUND|DISCL_NONEXCLUSIVE, DISCL_FOREGROUND|DISCL_NONEXCLUSIVE);
SetMenu(g_hWnd, NULL);
ShowWindow(g_hWnd, nCmdShow);
UpdateWindow(g_hWnd);
onInit();
return TRUE;
}
//
// 函数: WndProc(HWND, UINT, WPARAM, LPARAM)
//
// 目的: 处理主窗口的消息。
//
// WM_COMMAND - 处理应用程序菜单
// WM_PAINT - 绘制主窗口
// WM_DESTROY - 发送退出消息并返回
//
//
LRESULT CALLBACK WndProc(HWND g_hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
switch (message)
{
case WM_KEYDOWN:
if (wParam == VK_ESCAPE)
PostQuitMessage(0);
break;
case WM_CLOSE:
DestroyWindow(g_hWnd);
break;
case WM_DESTROY:
PostQuitMessage(0);
break;
default:
return DefWindowProc(g_hWnd, message, wParam, lParam);
}
return 0;
}
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原文:http://blog.csdn.net/puppet_master/article/details/47281617