【遊戲程式設計】Direct 3D 公告板技術
阿新 • • 發佈:2018-12-12
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#include <d3d9.h> #include <d3dx9.h> #include <tchar.h> #include "CameraClass.h" #include "DirectInputClass.h" #include "SkyBoxClass.h" #include "SnowParticleClass.h" #pragma comment(lib,"d3d9.lib") #pragma comment(lib,"d3dx9.lib") #pragma comment(lib, "dinput8.lib") //使用DirectInput必須包含的庫檔案,注意這裡有8 #pragma comment(lib,"dxguid.lib") #pragma comment(lib, "winmm.lib") #define WINDOW_TITLE L"Direct 3D 公告板技術" //定義FVF頂點結構 struct CUSTOMVERTEX { float x, y, z; float u, v; CUSTOMVERTEX(float _x, float _y, float _z, float _u, float _v): x(_x), y(_y), z(_z), u(_u), v(_v){} }; #define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ | D3DFVF_TEX1) //---------------------------------------【全域性變數宣告部分】------------------------------------------------ //描述:全域性變數的宣告 //----------------------------------------------------------------------------------------------------------- LPDIRECT3DDEVICE9 g_pd3dDevice; //Direct 3D裝置物件 D3DXMATRIX g_matWorld; //世界矩陣 DirectInputClass *g_pDInput; //一個DirectInput類的指標 LPD3DXFONT g_pTextAdapterName; //顯示卡名字的2D文字 LPD3DXFONT g_pTextHelper; //幫助文字的2D文字 LPD3DXFONT g_pTextInfor; //繪製資訊的2D文字 LPD3DXFONT g_pTextFPS; //FPS文字的2D文字 wchar_t g_strAdapterName[60]; //包括顯示卡名字的字串 wchar_t g_strFPS[50]; //包含幀頻率的字元陣列 CameraClass *g_pCamera; //虛擬攝像機指標 SkyBoxClass *g_pSkyBox; //天空盒類的指標 SnowParticleClass *g_pSnowParticle; //雪花粒子系統的指標 LPDIRECT3DVERTEXBUFFER9 g_pFloorVBuffer; //地板頂點快取物件 LPDIRECT3DTEXTURE9 g_pFloorTexture; //地板紋理物件 LPDIRECT3DVERTEXBUFFER9 g_pNPCVBuffer; //NPC頂點快取物件 LPDIRECT3DTEXTURE9 g_pNPCTexture; //NPC紋理物件 LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM); HRESULT Direct3D_Init(HWND); //在這個函式中繼續Direct3D的初始化 HRESULT Objects_Init(HWND); //在這個函式中進行要繪製的物體的資源初始化 void Direct3D_Render(HWND, float); //在這個函式中進行Direct3D渲染程式碼的書寫 void Direct3D_ClearUp(); //在這個函式中清理COM資源以及其他資源 float Get_FPS(); void Direct3D_Update(float); void HelpText_Render(HWND); //----------------------------------------【WinMain()函式】------------------------------------------------- //描述:Windows應用程式的入口函式 //------------------------------------------------------------------------------------------------------------- int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPreInstance, LPSTR lpCmdLine, int nCmdShow) { WNDCLASSEX wndClass = {0}; wndClass.cbSize = sizeof(WNDCLASSEX); wndClass.style = CS_HREDRAW | CS_VREDRAW; wndClass.lpfnWndProc = (WNDPROC)WndProc; wndClass.cbClsExtra = 0; wndClass.cbWndExtra = 0; wndClass.hInstance = hInstance; wndClass.hIcon = (HICON)LoadImage(NULL, L"icon.ico", IMAGE_ICON, 0, 0, LR_LOADFROMFILE | LR_DEFAULTSIZE); wndClass.hCursor = LoadCursor(NULL, IDC_ARROW); wndClass.hbrBackground = (HBRUSH)GetStockObject(GRAY_BRUSH); wndClass.lpszMenuName = NULL; wndClass.lpszClassName = L"3DGameBase"; if(!RegisterClassEx(&wndClass)) return -1; HWND hWnd = CreateWindow(L"3DGameBase", WINDOW_TITLE, WS_OVERLAPPEDWINDOW, CW_USEDEFAULT, CW_USEDEFAULT, WINDOW_WIDTH, WINDOW_HEIGHT, NULL, NULL, hInstance, NULL); MoveWindow(hWnd, 250, 80, WINDOW_WIDTH, WINDOW_HEIGHT, true); ShowWindow(hWnd, nCmdShow); UpdateWindow(hWnd); g_pDInput = new DirectInputClass(); if(FAILED(g_pDInput->Init(hWnd, hInstance, DISCL_FOREGROUND | DISCL_NONEXCLUSIVE, DISCL_FOREGROUND | DISCL_NONEXCLUSIVE))) MessageBox(hWnd, L"Direct3D Input初始化失敗!", L"訊息視窗", 0); PlaySound(L"Final Fantasy XIII.wav", NULL, SND_LOOP | SND_ASYNC | SND_FILENAME); if(FAILED(Direct3D_Init(hWnd))) MessageBox(hWnd, L"Direct3D 初始化失敗!", L"訊息視窗", 0); MSG msg = {0}; while(msg.message != WM_QUIT) { static float fLastTime = timeGetTime(); //上幀渲染時間 static float fCurrTime = timeGetTime(); //此幀渲染時間 static float fTimeDelta = 0.0f; fCurrTime = timeGetTime(); fTimeDelta = (fCurrTime - fLastTime) / 1000.f; //上幀到此幀經過的時間 fLastTime = fCurrTime; //把此次渲染時間賦給上次渲染時間 if(PeekMessage(&msg, 0, 0, 0, PM_REMOVE)) { TranslateMessage(&msg); DispatchMessage(&msg); } else { Direct3D_Update(fTimeDelta); Direct3D_Render(hWnd, fTimeDelta); } } UnregisterClass(L"3DGameBase", wndClass.hInstance); return 0; } LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam) { switch(message) { case WM_PAINT: ValidateRect(hWnd, NULL); //使視窗區域生效 break; case WM_KEYDOWN: if(wParam == VK_ESCAPE) DestroyWindow(hWnd); break; case WM_DESTROY: //呼叫自定義的資源清理函式Direct3D_ClearUp();進行退出前的資源清理 Direct3D_ClearUp(); PostQuitMessage(0); break; default: return DefWindowProc(hWnd, message, wParam, lParam); } return 0; } //---------------------------------------------【Direct3D_Init()函式】----------------------------------------- //描述:Direct3D初始化函式,進行Direct3D的初始化 //--------------------------------------------------------------------------------------------------------------- HRESULT Direct3D_Init(HWND hWnd) { //--------------------------------------------------------------------------------------------------------------- //【Direct3D初始化步驟一】:建立Direct3D介面物件,以便用該Direct3D物件建立Direct3D裝置物件 //--------------------------------------------------------------------------------------------------------------- LPDIRECT3D9 pD3D = NULL; //Direct3D介面物件的建立。 if((pD3D = Direct3DCreate9(D3D_SDK_VERSION)) == NULL) //初始化Direct3D介面物件,並進行DirectX版本協商。 return E_FAIL; //--------------------------------------------------------------------------------------------------------------- //【Direct3D初始化步驟二】:獲取硬體裝置資訊 //--------------------------------------------------------------------------------------------------------------- D3DCAPS9 caps; int vp = 0; if(FAILED(pD3D->GetDeviceCaps(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, &caps))) return E_FAIL; if(caps.DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT) vp = D3DCREATE_HARDWARE_VERTEXPROCESSING; //支援硬體頂點運算,採用硬體頂點運算 else vp = D3DCREATE_SOFTWARE_VERTEXPROCESSING; //不支援硬體頂點運算,採用軟體頂點運算 //--------------------------------------------------------------------------------------------------------------- //【Direct3D初始化步驟三】:填充D3DPRESENT_PARAMETERS結構體 //--------------------------------------------------------------------------------------------------------------- D3DPRESENT_PARAMETERS d3dpp; ZeroMemory(&d3dpp, sizeof(d3dpp)); d3dpp.BackBufferWidth = WINDOW_WIDTH; d3dpp.BackBufferHeight = WINDOW_HEIGHT; d3dpp.BackBufferFormat = D3DFMT_A8R8G8B8; d3dpp.BackBufferCount = 1; d3dpp.MultiSampleType = D3DMULTISAMPLE_NONE; d3dpp.MultiSampleQuality = 0; d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; d3dpp.hDeviceWindow = hWnd; d3dpp.Windowed = true; d3dpp.EnableAutoDepthStencil = true; d3dpp.AutoDepthStencilFormat = D3DFMT_D24S8; d3dpp.Flags = 0; d3dpp.FullScreen_RefreshRateInHz = 0; d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; //--------------------------------------------------------------------------------------------------------------- //【Direct3D初始化步驟四】:建立Direct3D裝置介面。 //--------------------------------------------------------------------------------------------------------------- if(FAILED(pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd, vp, &d3dpp, &g_pd3dDevice))) return E_FAIL; //獲取顯示卡資訊到g_strAdapterName中,並在顯示卡名稱前加上“當前顯示卡型號:”字串 //定義一個D3DADAPTER_IDENTIFIER9結構體,用於儲存顯示卡資訊 D3DADAPTER_IDENTIFIER9 Adapter; //呼叫GetAdapterIdentifier,獲取顯示卡資訊 if(FAILED(pD3D->GetAdapterIdentifier(0, 0, &Adapter))) return E_FAIL; //顯示卡名稱現在已經在Adapter.Description中了,但是其為char型別,我們要將其轉為wchar_t型別 int len = MultiByteToWideChar(CP_ACP, 0, Adapter.Description, -1, NULL, 0); //這步操作完成後,g_strAdapterName中就為當前我們的顯示卡型別名的wchar_t型字串了 MultiByteToWideChar(CP_ACP, 0, Adapter.Description, -1, g_strAdapterName, len); //定義一個臨時字串,且方便了把"當前顯示卡型號:"字串引入我們的目的字串中 wchar_t tempName[50] = L"當前顯示卡型號:"; //把當前我們的顯示卡名加到“當前顯示卡型號:”字串後面,結果存在TempName中 wcscat_s(tempName, g_strAdapterName); //把TempName中的結果拷貝到全域性變數g_strAdapterName中 wcscpy_s(g_strAdapterName, tempName); SAFE_RELEASE(pD3D); //LPDIRECT3D9介面物件的使命完成,將其釋放掉 if(FAILED(Objects_Init(hWnd))) // 呼叫一次Objects_Init,進行渲染資源的初始化 return E_FAIL; return S_OK; } //------------------------------------------【Objects_Init()】函式--------------------------------------------- //描述:渲染資源初始化函式,在此函式中進行要被渲染的物體的資源的初始化 //--------------------------------------------------------------------------------------------------------------- HRESULT Objects_Init(HWND hWnd) { //建立字型 if(FAILED(D3DXCreateFont(g_pd3dDevice, 36, 0, 0, 1000, false, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, 0, L"Calibri", &g_pTextFPS))) return E_FAIL; if(FAILED(D3DXCreateFont(g_pd3dDevice, 20, 0, 0, 1000, false, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, 0, L"華文中宋", &g_pTextAdapterName))) return E_FAIL; if(FAILED(D3DXCreateFont(g_pd3dDevice, 23, 0, 0, 1000, false, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, 0, L"微軟雅黑", &g_pTextHelper))) return E_FAIL; if(FAILED(D3DXCreateFont(g_pd3dDevice, 26, 0, 0, 1000, false, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, 0, L"黑體", &g_pTextInfor))) return E_FAIL; //建立並初始化虛擬攝像機 g_pCamera = new CameraClass(g_pd3dDevice); g_pCamera->SetCameraPosition(&D3DXVECTOR3(0.0f, 500.0f, -800.0f)); //設定攝像機所在的位置 g_pCamera->SetTargetPosition(&D3DXVECTOR3(0.0f, 800.0f, 0.0f)); //設定目標觀察點所在的位置 g_pCamera->SetViewMatrix(); //設定取景變換矩陣 g_pCamera->SetProjMatrix(); //建立並初始化天空物件 g_pSkyBox = new SkyBoxClass(g_pd3dDevice); //從檔案載入前,後,左,右,上的紋理圖 g_pSkyBox->LoadSkyTextureFromFile(L"Textures\\TropicalSunnyDayFront2048.png", L"Textures\\TropicalSunnyDayBack2048.png", L"Textures\\TropicalSunnyDayRight2048.png", L"Textures\\TropicalSunnyDayLeft2048.png", L"Textures\\TropicalSunnyDayUp2048.png"); //設定天空盒的邊長 g_pSkyBox->InitSkyBox(50000); //建立並初始化雪花粒子系統 g_pSnowParticle = new SnowParticleClass(g_pd3dDevice); g_pSnowParticle->InitSnowParticle(); //設定投影變換矩陣 //以下這段程式碼用於限制滑鼠游標移動區域 POINT lt, rb; RECT rect; GetClientRect(hWnd, &rect);//取得視窗內部矩形 //將矩形左上點座標存入lt中 lt.x = rect.left; lt.y = rect.top; //將矩形右下座標存入rb中 rb.x = rect.right; rb.y = rect.bottom; //將lt和rb的視窗座標轉換為螢幕座標 ClientToScreen(hWnd, <); ClientToScreen(hWnd, &rb); //以螢幕座標重新設定矩形區域 rect.left = lt.x; rect.top = lt.y; rect.right = rb.x; rect.bottom = rb.y; //限制滑鼠游標移動區域 ClipCursor(&rect); ShowCursor(false); // 設定光照 D3DLIGHT9 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_pd3dDevice->SetLight(0, &light); g_pd3dDevice->LightEnable(0, true); g_pd3dDevice->SetRenderState(D3DRS_NORMALIZENORMALS, true); g_pd3dDevice->SetRenderState(D3DRS_SPECULARENABLE, true); //建立地面頂點快取 HRESULT hr; HR(g_pd3dDevice->CreateVertexBuffer(4*sizeof(CUSTOMVERTEX), 0, D3DFVF_CUSTOMVERTEX, D3DPOOL_MANAGED, &g_pFloorVBuffer, NULL)); CUSTOMVERTEX *pVertices = NULL; HR(g_pFloorVBuffer->Lock(0, 4*sizeof(CUSTOMVERTEX), (void**)&pVertices, 0)); pVertices[0] = CUSTOMVERTEX(-5000.0f, 0.0f, -5000.0f, 0.0f, 30.0f); pVertices[1] = CUSTOMVERTEX(-5000.0f, 0.0f, 5000.0f, 0.0f, 0.0f); pVertices[2] = CUSTOMVERTEX( 5000.0f, 0.0f, -5000.0f, 30.0f, 30.0f); pVertices[3] = CUSTOMVERTEX( 5000.0f, 0.0f, 5000.0f, 30.0f, 0.0f); g_pFloorVBuffer->Unlock(); //建立地面紋理 HR(D3DXCreateTextureFromFile(g_pd3dDevice, L"Textures\\floor.jpg", &g_pFloorTexture)); //建立NPC的頂點快取 HR(g_pd3dDevice->CreateVertexBuffer(4*sizeof(CUSTOMVERTEX), 0, D3DFVF_CUSTOMVERTEX, D3DPOOL_MANAGED, &g_pNPCVBuffer, NULL)); pVertices = NULL; HR(g_pNPCVBuffer->Lock(0, 4*sizeof(CUSTOMVERTEX), (void**)&pVertices, 0)); pVertices[0] = CUSTOMVERTEX(-100.0f, 0.0f, 0.0f, 0.0f, 1.0f); pVertices[1] = CUSTOMVERTEX(-100.0f, 320.0f, 0.0f, 0.0f, 0.0f); pVertices[2] = CUSTOMVERTEX( 100.0f, 0.0f, 0.0f, 1.0f, 1.0f); pVertices[3] = CUSTOMVERTEX( 100.0f, 320.0f, 0.0f, 1.0f, 0.0f); g_pNPCVBuffer->Unlock(); //建立NPC紋理 HR(D3DXCreateTextureFromFile(g_pd3dDevice, L"Textures\\girl.png", &g_pNPCTexture)); return S_OK; } void Direct3D_Update(float fDeltaTime) { //使用DirectInput類讀取資料 g_pDInput->GetInput(); // 沿攝像機各分量移動視角 if (g_pDInput->IsKeyDown(DIK_A)) g_pCamera->MoveAlongRightVec(-3.0f); if (g_pDInput->IsKeyDown(DIK_D)) g_pCamera->MoveAlongRightVec(3.0f); if (g_pDInput->IsKeyDown(DIK_W)) g_pCamera->MoveAlongLookVec( 3.0f); if (g_pDInput->IsKeyDown(DIK_S)) g_pCamera->MoveAlongLookVec(-3.0f); if (g_pDInput->IsKeyDown(DIK_R)) g_pCamera->MoveAlongUpVec( 3.0f); if (g_pDInput->IsKeyDown(DIK_F)) g_pCamera->MoveAlongUpVec(-3.0f); //沿攝像機各分量旋轉視角 if (g_pDInput->IsKeyDown(DIK_LEFT)) g_pCamera->RotationUpVec(-0.003f); if (g_pDInput->IsKeyDown(DIK_RIGHT)) g_pCamera->RotationUpVec( 0.003f); if (g_pDInput->IsKeyDown(DIK_UP)) g_pCamera->RotationRightVec(-0.003f); if (g_pDInput->IsKeyDown(DIK_DOWN)) g_pCamera->RotationRightVec( 0.003f); if (g_pDInput->IsKeyDown(DIK_Q)) g_pCamera->RotationLookVec(0.001f); if (g_pDInput->IsKeyDown(DIK_E)) g_pCamera->RotationLookVec( -0.001f); //滑鼠控制右向量和上向量的旋轉 g_pCamera->RotationUpVec(g_pDInput->MouseDX()* 0.001f); g_pCamera->RotationRightVec(g_pDInput->MouseDY() * 0.001f); //計算並設定取景變換矩陣 g_pCamera->SetViewMatrix(); //滑鼠滾輪控制觀察點收縮操作 static float fPosZ = 0.0f; fPosZ += g_pDInput->MouseDZ() * 0.03f; //把正確的世界變換矩陣存到g_matWorld中 D3DXMatrixTranslation(&g_matWorld, 0, 0, fPosZ); } //----------------------------------------【Direct3D_Render()函式】-------------------------------------------- //描述:使用Direct3D進行渲染 //--------------------------------------------------------------------------------------------------------------- void Direct3D_Render(HWND hWnd, float fTimeDelta) { //--------------------------------------------------------------------------------------------------------------- //【Direct3D渲染步驟一】:清屏操作 //--------------------------------------------------------------------------------------------------------------- g_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0, 108, 255), 1.0f, 0); //--------------------------------------------------------------------------------------------------------------- //【Direct3D渲染步驟二】:開始繪製 //--------------------------------------------------------------------------------------------------------------- g_pd3dDevice->BeginScene(); //開始繪製 //--------------------------------------------------------------------------------------------------------------- //【Direct3D渲染步驟三】:正式繪製 //--------------------------------------------------------------------------------------------------------------- //繪製天空 D3DXMATRIX matSky,matTransSky,matRotSky; D3DXMatrixTranslation(&matTransSky,0.0f,-13000.0f,0.0f); D3DXMatrixRotationY(&matRotSky, -0.00002f*timeGetTime()); //旋轉天空網格, 簡單模擬雲彩運動效果 matSky=matTransSky*matRotSky; g_pSkyBox->RenderSkyBox(&matSky); //繪製地板 D3DXMATRIX matFloor; D3DXMatrixTranslation(&matFloor, 0.0f, 0.0f, 0.0f); g_pd3dDevice->SetTransform(D3DTS_WORLD, &matFloor); g_pd3dDevice->SetStreamSource(0, g_pFloorVBuffer, 0, sizeof(CUSTOMVERTEX)); g_pd3dDevice->SetFVF(D3DFVF_CUSTOMVERTEX); g_pd3dDevice->SetTexture(0, g_pFloorTexture); g_pd3dDevice->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2); //設定紋理狀態 g_pd3dDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR); g_pd3dDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR); //alpha混合設定,設定混合係數 g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, true); g_pd3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); g_pd3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA); //利用公告牌技術準備繪製NPC //取得當前的取景變換矩陣 D3DXMATRIX matView; g_pCamera->CalculateViewMatrix(&matView); //利用取景變換矩陣設定並構造公告牌矩陣 D3DXMATRIX matBillboard; D3DXMatrixIdentity(&matBillboard); matBillboard._11 = matView._11; matBillboard._31 = matView._31; matBillboard._13 = matView._13; matBillboard._33 = matView._33; D3DXMatrixInverse(&matBillboard, NULL, &matBillboard); g_pd3dDevice->SetTransform(D3DTS_WORLD,&matBillboard); //正式繪製NPC人物 g_pd3dDevice->SetStreamSource(0, g_pNPCVBuffer, 0, sizeof(CUSTOMVERTEX)); g_pd3dDevice->SetFVF(D3DFVF_CUSTOMVERTEX); g_pd3dDevice->SetTexture(0, g_pNPCTexture); g_pd3dDevice->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2); g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, false); //繪製雪花粒子系統 g_pSnowParticle->UpdateSnowParticle(fTimeDelta); g_pSnowParticle->RenderSnowParticle(); //繪製文字資訊 HelpText_Render(hWnd); //--------------------------------------------------------------------------------------------------------------- //【Direct3D渲染步驟四】:結束繪製 //--------------------------------------------------------------------------------------------------------------- g_pd3dDevice->EndScene(); //結束繪製 //--------------------------------------------------------------------------------------------------------------- //【Direct3D渲染步驟五】:顯示翻轉 //--------------------------------------------------------------------------------------------------------------- g_pd3dDevice->Present(NULL, NULL, NULL, NULL); //翻轉與顯示 } void HelpText_Render(HWND hWnd) { //定義一個矩形,用來獲取主視窗矩形 RECT formatRect; GetClientRect(hWnd, &formatRect); //在視窗右上角處,顯示每秒幀數 swprintf_s(g_strFPS, L"FPS:%.3f", Get_FPS()); g_pTextFPS->DrawText(0, g_strFPS, -1, &formatRect, DT_TOP | DT_RIGHT, D3DCOLOR_XRGB(255,255,255)); //顯示顯示卡型別名 g_pTextAdapterName->DrawText(0, g_strAdapterName, -1, &formatRect, DT_TOP | DT_LEFT, D3DXCOLOR(1.0f, 0.5f, 0.0f, 1.0f)); // 輸出幫助資訊 formatRect.left = 0,formatRect.top = 380; g_pTextInfor->DrawText(NULL, L"控制說明:", -1, &formatRect, DT_SINGLELINE | DT_NOCLIP | DT_LEFT, D3DCOLOR_RGBA(235,123,230,255)); formatRect.top += 35; g_pTextHelper->DrawText(NULL, L" W:向前飛翔 S:向後飛翔 ", -1, &formatRect, DT_SINGLELINE | DT_NOCLIP | DT_LEFT, D3DCOLOR_RGBA(255,200,0,255)); formatRect.top += 25; g_pTextHelper->DrawText(NULL, L" A:向左飛翔 D:向右飛翔", -1, &formatRect, DT_SINGLELINE | DT_NOCLIP | DT_LEFT, D3DCOLOR_RGBA(255,200,0,255)); formatRect.top += 25; g_pTextHelper->DrawText(NULL, L" R:垂直向上飛翔 F:垂直向下飛翔", -1, &formatRect, DT_SINGLELINE | DT_NOCLIP | DT_LEFT, D3DCOLOR_RGBA(255,200,0,255)); formatRect.top += 25; g_pTextHelper->DrawText(NULL, L" Q:向左傾斜 E:向右傾斜", -1, &formatRect, DT_SINGLELINE | DT_NOCLIP | DT_LEFT, D3DCOLOR_RGBA(255,200,0,255)); formatRect.top += 25; g_pTextHelper->DrawText(NULL, L" 上、下、左、右方向鍵、滑鼠移動:視角變化 ", -1, &formatRect, DT_SINGLELINE | DT_NOCLIP | DT_LEFT, D3DCOLOR_RGBA(255,200,0,255)); formatRect.top += 25; g_pTextHelper->DrawText(NULL, L" 滑鼠滾輪:人物模型Y軸方向移動", -1, &formatRect, DT_SINGLELINE | DT_NOCLIP | DT_LEFT, D3DCOLOR_RGBA(255,200,0,255)); formatRect.top += 25; g_pTextHelper->DrawText(NULL, L" ESC鍵 : 退出程式", -1, &formatRect, DT_SINGLELINE | DT_NOCLIP | DT_LEFT, D3DCOLOR_RGBA(255,200,0,255)); } //-----------------------------------------【Get_FPS()函式】--------------------------------------------------- //描述:用於計算幀頻率 //--------------------------------------------------------------------------------------------------------------- float Get_FPS() { //定義四個靜態變數 static int frameCount = 0; //幀數 static float currentTime = 0; //當前時間 static float lastTime = 0; //上次計算幀頻率的時間 static float fps = 0; //需要計算的fps值 ++frameCount; //每呼叫一次此函式,幀數加一 //獲取系統時間, timeGetTime() 返回系統時間,以毫秒為單位,乘以0.001得到秒 currentTime = timeGetTime() * 0.001f; //如果當前時間減去之前計算幀頻率的時間大於1秒鐘,就進行幀頻率的更新,並將幀數歸零 if(currentTime - lastTime > 1.0f) //將時間控制在1秒鐘 { fps = frameCount / (currentTime - lastTime); //計算這一秒的fps值 frameCount = 0; //將本次幀數清零 lastTime = currentTime; //將當前時間賦給上次計算幀頻率的時間,作為下一秒的基準時間 } return fps; } //------------------------------------------------【 Direct3D_ClearUp函式】------------------------------------------ //描述:資源清理函式,在此函式中進行程式退出前資源的清理工作 //------------------------------------------------------------------------------------------------------------------- void Direct3D_ClearUp() { //釋放COM介面物件 SAFE_RELEASE(g_pd3dDevice); SAFE_RELEASE(g_pTextFPS); SAFE_RELEASE(g_pTextHelper); SAFE_RELEASE(g_pTextAdapterName); SAFE_RELEASE(g_pTextInfor); SAFE_DELETE(g_pDInput); SAFE_DELETE(g_pCamera); SAFE_DELETE(g_pSkyBox); SAFE_DELETE(g_pSnowParticle); SAFE_RELEASE(g_pFloorVBuffer); SAFE_RELEASE(g_pFloorTexture); SAFE_RELEASE(g_pNPCVBuffer); SAFE_RELEASE(g_pNPCTexture); }