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다이렉트 X 조명실습

야호. 이제야 프로그램 좀 짜는 것 같네.

//—————————————————————————–
// File: Matrices.cpp
//
// Desc: Now that we know how to create a device and render some 2D vertices,
//       this tutorial goes the next step and renders 3D geometry. To deal with
//       3D geometry we need to introduce the use of 4x4 matrices to transform
//       the geometry with translations, rotations, scaling, and setting up our
//       camera.
//
//       Geometry is defined in model space. We can move it (translation),
//       rotate it (rotation), or stretch it (scaling) using a world transform.
//       The geometry is then said to be in world space. Next, we need to
//       position the camera, or eye point, somewhere to look at the geometry.
//       Another transform, via the view matrix, is used, to position and
//       rotate our view. With the geometry then in view space, our last
//       transform is the projection transform, which “projects” the 3D scene
//       into our 2D viewport.
//
//       Note that in this tutorial, we are introducing the use of D3DX, which
//       is a set of helper utilities for D3D. In this case, we are using some
//       of D3DX’s useful matrix initialization functions. To use D3DX, simply
//       include <d3dx9.h> and link with d3dx9.lib.
//
// 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
//LPDIRECT3DVERTEXBUFFER9 g_pVB        = NULL; // Buffer to hold vertices
//LPDIRECT3DINDEXBUFFER9 g_pIB        = NULL; // Buffer to hold vertices
ID3DXMesh *mesh = 0;

struct CUSTOMVERTEX
{
    D3DXVECTOR3 position; // The 3D position for the vertex
    D3DXVECTOR3 normal;   // The surface normal for the vertex
};
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ | D3DFVF_NORMAL)

//—————————————————————————–
// 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
    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;
    }

 g_pd3dDevice->SetRenderState( D3DRS_ZENABLE, TRUE );

    // Turn off culling, so we see the front and back of the triangle
    g_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_CCW );
 g_pd3dDevice->SetRenderState( D3DRS_SHADEMODE, D3DSHADE_GOURAUD );

    // Turn off D3D lighting, since we are providing our own vertex colors
    g_pd3dDevice->SetRenderState( D3DRS_LIGHTING, FALSE );

 //D3DXCreateBox (g_pd3dDevice, 2,2,3,&mesh,0);
 D3DXCreateTeapot(g_pd3dDevice,&mesh,0);
 //D3DXCreateSphere (g_pd3dDevice,2,10,10,&mesh,0);
 //D3DXCreateCylinder (g_pd3dDevice,3,3,5,10,5,&mesh,0);
 //D3DXCreatePolygon (g_pd3dDevice,3.3f,5,&mesh,0);
 //D3DXCreateTorus (g_pd3dDevice,0.5f,2.0f,10,30,&mesh,0);

    return S_OK;
}

//—————————————————————————–
// Name: InitGeometry()
// Desc: Creates the scene geometry
//—————————————————————————–

//—————————————————————————–
// Name: Cleanup()
// Desc: Releases all previously initialized objects
//—————————————————————————–
VOID Cleanup()
{
   // if( g_pVB != NULL )
     //   g_pVB->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()
{
    // For our world matrix, we will just rotate the object about the y-axis.
    D3DXMATRIXA16 matWorld;
 D3DXMATRIXA16 matTransform;
 D3DXMATRIXA16 matRotate;

 D3DXMatrixIdentity(&matWorld);
 
    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( 5.0f, 3.0f,-10.0f );
    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 );
}

VOID SetupLights()
{
    // Set up a material. The material here just has the diffuse and ambient
    // colors set to yellow. Note that only one material can be used at a time.
    D3DMATERIAL9 mtrl;
    ZeroMemory( &mtrl, sizeof(D3DMATERIAL9) );
    mtrl.Diffuse.r = mtrl.Ambient.r = 1.0f;
    mtrl.Diffuse.g = mtrl.Ambient.g = 0.0f;
    mtrl.Diffuse.b = mtrl.Ambient.b = 0.0f;
    mtrl.Diffuse.a = mtrl.Ambient.a = 1.0f;
 mtrl.Specular = D3DXCOLOR(1.0f,1.0f,1.0f,1.0f);
 mtrl.Power = 20.0f;
    g_pd3dDevice->SetMaterial( &mtrl );

    // Set up a white, directional light, with an oscillating direction.
    // Note that many lights may be active at a time (but each one slows down
    // the rendering of our scene). However, here we are just using one. Also,
    // we need to set the D3DRS_LIGHTING renderstate to enable lighting
    D3DXVECTOR3 vecDir;
    D3DLIGHT9 light;
    ZeroMemory( &light, sizeof(D3DLIGHT9) );
    light.Type       = D3DLIGHT_DIRECTIONAL;
    light.Diffuse.r  = 1.0f;
    light.Diffuse.g  = 1.0f;
    light.Diffuse.b  = 1.0f;
 light.Specular.r =1.0f;
 light.Specular.g =1.0f;
 light.Specular.b =1.0f;
    vecDir = D3DXVECTOR3(0.0f,-1.0f,1.0f);
    D3DXVec3Normalize( (D3DXVECTOR3*)&light.Direction, &vecDir );
    light.Range       = 1000.0f;
    g_pd3dDevice->SetLight( 0, &light );
    g_pd3dDevice->LightEnable( 0, TRUE );
    g_pd3dDevice->SetRenderState( D3DRS_LIGHTING, TRUE );
 g_pd3dDevice->SetRenderState(D3DRS_SPECULARENABLE, TRUE);

    // Finally, turn on some ambient light.
    g_pd3dDevice->SetRenderState( D3DRS_AMBIENT, 0x000328e4 );
}

//—————————————————————————–
// Name: Render()
// Desc: Draws the scene
//—————————————————————————–
VOID Render()
{
    // Clear the backbuffer to a black color
    g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0,0,0), 1.0f, 0 );

    // Begin the scene
    if( SUCCEEDED( g_pd3dDevice->BeginScene() ) )

    {
       
   // Setup the lights and materials
        SetupLights();

  // Setup the world, view, and projection matrices
        SetupMatrices();

  /*

        // 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, 1 );

  */
  mesh -> DrawSubset(0);

        // End the scene
        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 wWinMain( HINSTANCE hInst, HINSTANCE, LPWSTR, INT )
{
    // Register the window class
    WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L,
                      GetModuleHandle(NULL), NULL, NULL, NULL, NULL,
                      L"D3D Tutorial", NULL };
    RegisterClassEx( &wc );

    // Create the application’s window
    HWND hWnd = CreateWindow( L"D3D Tutorial", L"D3D Tutorial 03: Matrices",
                              WS_OVERLAPPEDWINDOW, 100, 100, 1024, 1024,
                              NULL, NULL, wc.hInstance, NULL );

    // Initialize Direct3D
    if( SUCCEEDED( InitD3D( hWnd ) ) )
    {
        // Create the scene geometry
            // 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( L"D3D Tutorial", wc.hInstance );
    return 0;
}

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