新书推介:《语义网技术体系》
作者:瞿裕忠,胡伟,程龚
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    源程序:

    #include <d3dx9.h>

    #pragma warning(disable : 4127)

    #define CLASS_NAME    "GameApp"

    #define release_com(p)    do { if(p) { (p)->Release(); (p) = NULL; } } while(0)

    IDirect3D9*                g_d3d;
    IDirect3DDevice9*        g_device;
    ID3DXMesh*                g_mesh;
    D3DMATERIAL9*            g_mesh_materials;
    IDirect3DTexture9**        g_mesh_textures;
    DWORD                    g_num_materials;

    void setup_world_matrix()
    {
        D3DXMATRIX mat_world;    
        D3DXMatrixRotationY(&mat_world, timeGetTime() / 1000.0f);
        g_device->SetTransform(D3DTS_WORLD, &mat_world);
    }

    void setup_view_proj_matrix()
    {
        // setup view matrix

        D3DXVECTOR3 eye(0.0f, 10.0f, -20.0f);
        D3DXVECTOR3 at(0.0f, 0.0f, 0.0f);
        D3DXVECTOR3 up(0.0f, 1.0f, 0.0f);

        D3DXMATRIX mat_view;
        D3DXMatrixLookAtLH(&mat_view, &eye, &at, &up);
        g_device->SetTransform(D3DTS_VIEW, &mat_view);

        // setup projection matrix

        D3DXMATRIX mat_proj;
        D3DXMatrixPerspectiveFovLH(&mat_proj, D3DX_PI/4, 1.0f, 1.0f, 100.0f);
        g_device->SetTransform(D3DTS_PROJECTION, &mat_proj);
    }

    bool init_geometry()
    {
        ID3DXBuffer* material_buffer;

        /*
         D3DXLoadMeshFromXA(
            LPCSTR pFilename,
            DWORD Options,
            LPDIRECT3DDEVICE9 pD3DDevice,
            LPD3DXBUFFER *ppAdjacency,
            LPD3DXBUFFER *ppMaterials,
            LPD3DXBUFFER *ppEffectInstances,
            DWORD *pNumMaterials,
            LPD3DXMESH *ppMesh);
        */

        if(FAILED(D3DXLoadMeshFromX("airplane.x", D3DXMESH_MANAGED, g_device, NULL, &material_buffer, NULL,
                                    &g_num_materials, &g_mesh)))
        {
            MessageBox(NULL, "Could not find airplane.x", "ERROR", MB_OK);
            return false;
        }

        D3DXMATERIAL* xmaterials = (D3DXMATERIAL*) material_buffer->GetBufferPointer();

        g_mesh_materials = new D3DMATERIAL9[g_num_materials];
        g_mesh_textures     = new IDirect3DTexture9*[g_num_materials];

        for(DWORD i = 0; i < g_num_materials; i++)
        {
            g_mesh_materials[i] = xmaterials[i].MatD3D;

            // set ambient reflected coefficient, because .x file do not set it.
            g_mesh_materials[i].Ambient = g_mesh_materials[i].Diffuse;

            g_mesh_textures[i] = NULL;

            if(xmaterials[i].pTextureFilename != NULL && strlen(xmaterials[i].pTextureFilename) > 0)    
                D3DXCreateTextureFromFile(g_device, xmaterials[i].pTextureFilename, &g_mesh_textures[i]);    
        }

        material_buffer->Release();

        return true;
    }

    bool init_d3d(HWND hwnd)
    {
        g_d3d = Direct3DCreate9(D3D_SDK_VERSION);

        if(g_d3d == NULL)
            return false;

        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_d3d->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hwnd, D3DCREATE_SOFTWARE_VERTEXPROCESSING,
                                      &d3dpp, &g_device)))
        {
            return false;
        }
        
        if(! init_geometry())
            return false;

        setup_view_proj_matrix();    

        g_device->SetRenderState(D3DRS_LIGHTING, FALSE);    
        
        return true;
    }

    void cleanup()
    {
        delete[] g_mesh_materials;

        if(g_mesh_textures)
        {
            for(DWORD i = 0; i < g_num_materials; i++)
                release_com(g_mesh_textures[i]);

            delete[] g_mesh_textures;
        }
        
        release_com(g_mesh);
        release_com(g_device);
        release_com(g_d3d);
    }

    void render()
    {
        g_device->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(5, 5, 5), 1.0f, 0);

        g_device->BeginScene();

        setup_world_matrix();

        for(DWORD i = 0; i < g_num_materials; i++)
        {
            g_device->SetMaterial(&g_mesh_materials[i]);
            g_device->SetTexture(0, g_mesh_textures[i]);

            g_mesh->DrawSubset(i);
        }
        
        g_device->EndScene();

        g_device->Present(NULL, NULL, NULL, NULL);
    }

    LRESULT WINAPI WinProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
    {
        switch(msg)
        {
        case WM_KEYDOWN:
            if(wParam == VK_ESCAPE)
                DestroyWindow(hwnd);
            break;

        case WM_DESTROY:        
            PostQuitMessage(0);
            return 0;
        }

        return DefWindowProc(hwnd, msg, wParam, lParam);
    }

    int WINAPI WinMain(HINSTANCE inst, HINSTANCE, LPSTR, INT)
    {
        WNDCLASSEX wc;

        wc.cbSize            = sizeof(WNDCLASSEX);
        wc.style            = CS_CLASSDC;
        wc.lpfnWndProc        = WinProc;
        wc.cbClsExtra        = 0;
        wc.cbWndExtra        = 0;
        wc.hInstance        = inst;
        wc.hIcon            = NULL;
        wc.hCursor            = NULL;
        wc.hbrBackground    = NULL;
        wc.lpszMenuName        = NULL;
        wc.lpszClassName    = CLASS_NAME;
        wc.hIconSm            = NULL;

        if(! RegisterClassEx(&wc))
            return -1;

        HWND hwnd = CreateWindow(CLASS_NAME, "Direct3D App", WS_OVERLAPPEDWINDOW, 200, 100, 640, 480,
                                 NULL, NULL, wc.hInstance, NULL);    

        if(hwnd == NULL)
            return -1;

        if(init_d3d(hwnd))
        {
            ShowWindow(hwnd, SW_SHOWDEFAULT);
            UpdateWindow(hwnd);

            MSG msg;
            ZeroMemory(&msg, sizeof(msg));

            while(msg.message != WM_QUIT)
            {
                if(PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
                {
                    TranslateMessage(&msg);
                    DispatchMessage(&msg);
                }
                    
                render();
            }
        }

        cleanup();
        UnregisterClass(CLASS_NAME, wc.hInstance);    

        return 0;
    }

    ----------------------------------------------
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