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【遊戲程式設計】Direct 3D 公告板技術

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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, &lt);
	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);
}