【游戏程序设计】Direct 3D模板缓存

运行结果:

【游戏程序设计】Direct 3D模板缓存

源代码:

#include <d3d9.h>
#include <d3dx9.h>
#include <tchar.h>
#include "DirectInputClass.h"

#define WINDOW_WIDTH 800
#define WINDOW_HEIGHT 600
#define WINDOW_TITLE L"Direct 3D模板缓存"
//---------------------------------------【全局变量声明部分】------------------------------------------------
//描述:全局变量的声明
//-----------------------------------------------------------------------------------------------------------
LPDIRECT3DDEVICE9 g_pd3dDevice;																//Direct 3D设备对象
D3DXMATRIX g_matWorld;																		//世界矩阵
DirectInputClass *g_pDInput;																//一个DirectInput类的指针
LPD3DXFONT g_pTextAdapterName;																//显卡名字的2D文本
LPD3DXFONT g_pTextHelper;																	//帮助文本的2D文本
LPD3DXFONT g_pTextInfor;																	//绘制信息的2D文本
LPD3DXFONT g_pTextFPS;																		//FPS文本的2D文本
wchar_t g_strAdapterName[60];																//包括显卡名字的字符串		
wchar_t g_strFPS[50];																		//包含帧频率的字符数组
LPD3DXMESH  g_pMesh;																		//网格对象
D3DMATERIAL9 *g_pMaterials;																	//网格的材质信息 
LPDIRECT3DTEXTURE9 *g_pTextures;															//网格的纹理信息
DWORD g_dwNumMtrls;																			//材质的数目
LPD3DXMESH g_pMeshWall;																		//墙面网格对象
D3DMATERIAL9 g_MaterialWall;																//材质

LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);
HRESULT Direct3D_Init(HWND);													//在这个函数中继续Direct3D的初始化
HRESULT Objects_Init(HWND);														//在这个函数中进行要绘制的物体的资源初始化
void Direct3D_Render(HWND);														//在这个函数中进行Direct3D渲染代码的书写
void Direct3D_ClearUp();														//在这个函数中清理COM资源以及其他资源
void Direct3D_Update();
float Get_FPS();
void Matrix_Set();

//----------------------------------------【WinMain()函数】-------------------------------------------------
//描述:Windows应用程序的入口函数
//-------------------------------------------------------------------------------------------------------------
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();
	g_pDInput->Init(hWnd, hInstance, DISCL_FOREGROUND | DISCL_NONEXCLUSIVE, DISCL_FOREGROUND | DISCL_NONEXCLUSIVE); 
	PlaySound(L"Final Fantasy XIII.wav", NULL, SND_LOOP | SND_ASYNC | SND_FILENAME);
	
	if(FAILED(Direct3D_Init(hWnd)))
		MessageBox(hWnd, L"Direct3D 初始化失败!", L"消息窗口", 0);
	MSG msg = {0};
	while(msg.message != WM_QUIT)
	{
		if(PeekMessage(&msg, 0, 0, 0, PM_REMOVE))
		{
			TranslateMessage(&msg);
			DispatchMessage(&msg);
		}
		else
		{
			Direct3D_Update();
			Direct3D_Render(hWnd);
		}
	}

	UnregisterClass(L"3DGameBase", wndClass.hInstance);
	return 0;
}

LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
	switch(message)
	{
	case WM_PAINT:
		Direct3D_Render(hWnd);
		ValidateRect(hWnd, NULL);													//使窗口区域生效
		break;
	case WM_KEYDOWN:
		if(wParam == VK_ESCAPE)
			DestroyWindow(hWnd);
		break;
	case WM_DESTROY:
		//调用自定义的资源清理函数Direct3D_ClearUp();进行退出前的资源清理
		Direct3D_ClearUp();
		PostQuitMessage(0);
		break;
	default:
		return DefWindowProc(hWnd, message, wParam, lParam);
	}

	return 0;
}
//---------------------------------------------【Direct3D_Init()函数】-----------------------------------------
//描述:Direct3D初始化函数,进行Direct3D的初始化
//---------------------------------------------------------------------------------------------------------------
HRESULT Direct3D_Init(HWND hWnd)
{
	//---------------------------------------------------------------------------------------------------------------
	//【Direct3D初始化步骤一】:创建Direct3D接口对象,以便用该Direct3D对象创建Direct3D设备对象
	//---------------------------------------------------------------------------------------------------------------
	LPDIRECT3D9 pD3D = NULL; //Direct3D接口对象的创建。

	if((pD3D = Direct3DCreate9(D3D_SDK_VERSION)) == NULL)						//初始化Direct3D接口对象,并进行DirectX版本协商。
		return E_FAIL;
	//---------------------------------------------------------------------------------------------------------------
	//【Direct3D初始化步骤二】:获取硬件设备信息
	//---------------------------------------------------------------------------------------------------------------
	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;								//支持硬件顶点运算,采用硬件顶点运算
	else
		vp = D3DCREATE_SOFTWARE_VERTEXPROCESSING;								//不支持硬件顶点运算,采用软件顶点运算

	//---------------------------------------------------------------------------------------------------------------
	//【Direct3D初始化步骤三】:填充D3DPRESENT_PARAMETERS结构体
	//---------------------------------------------------------------------------------------------------------------
	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初始化步骤四】:创建Direct3D设备接口。
	//---------------------------------------------------------------------------------------------------------------
	if(FAILED(pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd, vp, &d3dpp, &g_pd3dDevice)))
		return E_FAIL;
	//获取显卡信息到g_strAdapterName中,并在显卡名称前加上“当前显卡型号:”字符串
	//定义一个D3DADAPTER_IDENTIFIER9结构体,用于存储显卡信息  
	D3DADAPTER_IDENTIFIER9 Adapter;
	//调用GetAdapterIdentifier,获取显卡信息
	if(FAILED(pD3D->GetAdapterIdentifier(0, 0, &Adapter)))
		return E_FAIL;
	//显卡名称现在已经在Adapter.Description中了,但是其为char类型,我们要将其转为wchar_t类型  
	int len = MultiByteToWideChar(CP_ACP, 0, Adapter.Description, -1, NULL, 0);
	//这步操作完成后,g_strAdapterName中就为当前我们的显卡类型名的wchar_t型字符串了 
	MultiByteToWideChar(CP_ACP, 0, Adapter.Description, -1, g_strAdapterName, len);
	//定义一个临时字符串,且方便了把"当前显卡型号:"字符串引入我们的目的字符串中  
	wchar_t tempName[50] = L"当前显卡型号:";
	//把当前我们的显卡名加到“当前显卡型号:”字符串后面,结果存在TempName中  
	wcscat_s(tempName, g_strAdapterName);
	//把TempName中的结果拷贝到全局变量g_strAdapterName中
	wcscpy_s(g_strAdapterName, tempName);

	SAFE_RELEASE(pD3D);														//LPDIRECT3D9接口对象的使命完成,将其释放掉
	if(FAILED(Objects_Init(hWnd)))											// 调用一次Objects_Init,进行渲染资源的初始化
		return E_FAIL;

	return S_OK;
}
//------------------------------------------【Objects_Init()】函数---------------------------------------------
//描述:渲染资源初始化函数,在此函数中进行要被渲染的物体的资源的初始化
//---------------------------------------------------------------------------------------------------------------
HRESULT Objects_Init(HWND hWnd)
{
		//创建字体  
	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"华文中宋", &g_pTextAdapterName)))
		return E_FAIL;
	if(FAILED(D3DXCreateFont(g_pd3dDevice, 23, 0, 0, 1000, false, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS,
													DEFAULT_QUALITY, 0, L"微软雅黑", &g_pTextHelper)))
		return E_FAIL;
	if(FAILED(D3DXCreateFont(g_pd3dDevice, 26, 0, 0, 1000, false, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS,
													DEFAULT_QUALITY, 0, L"黑体", &g_pTextInfor)))
		return E_FAIL;
	//从X文件中加载网格数据
	LPD3DXBUFFER pAdjBuffer = NULL;
	LPD3DXBUFFER pMtrlBuffer = NULL;
	
	D3DXLoadMeshFromX(L"lighting.X", D3DXMESH_MANAGED, g_pd3dDevice, &pAdjBuffer, &pMtrlBuffer, NULL, &g_dwNumMtrls, &g_pMesh);  

	g_pMaterials = new D3DMATERIAL9[g_dwNumMtrls];
	g_pTextures = new LPDIRECT3DTEXTURE9[g_dwNumMtrls];
	//读取材质和纹理数据
	D3DXMATERIAL *pMtrls = NULL;
	pMtrls = (D3DXMATERIAL *)pMtrlBuffer->GetBufferPointer();							//创建一个D3DXMATERIAL结构体用于读取材质和纹理信息
	
	for(DWORD i = 0; i < g_dwNumMtrls; ++i)
	{
		//获取材质,并设置一下环境光的颜色值
		g_pMaterials[i] = pMtrls[i].MatD3D;
		g_pMaterials[i].Ambient = g_pMaterials[i].Diffuse;
		//创建一下纹理对象
		g_pTextures[i] = NULL;
		D3DXCreateTextureFromFileA(g_pd3dDevice, pMtrls[i].pTextureFilename, &g_pTextures[i]);
	}
	
	SAFE_RELEASE(pAdjBuffer);
	SAFE_RELEASE(pMtrlBuffer);
	//用D3DXCreateBox来创建一个极薄的镜子
	D3DXCreateBox(g_pd3dDevice, 120.0f, 120.0f, 0.3f, &g_pMeshWall, NULL);
	g_MaterialWall.Ambient = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f);
	g_MaterialWall.Diffuse = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f);
	g_MaterialWall.Specular = D3DXCOLOR(0.2f, 1.0f, 1.0f, 1.0f);
	//设置光照
	D3DLIGHT9 light;
	ZeroMemory(&light, sizeof(light));
	light.Type = D3DLIGHT_DIRECTIONAL;
	light.Ambient = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f); 
	light.Diffuse = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f);
	light.Specular = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f); 
	light.Direction = D3DXVECTOR3(1.0f, 1.0f, 1.0f);
	g_pd3dDevice->SetLight(0, &light);
	g_pd3dDevice->LightEnable(0, true);

	Matrix_Set();

	g_pd3dDevice->SetRenderState(D3DRS_NORMALIZENORMALS, true);
	g_pd3dDevice->SetRenderState(D3DRS_SPECULARENABLE, true);

	return S_OK;
}

void Matrix_Set()
{	
	D3DXMATRIX matView;
	D3DXVECTOR3 vEye(100.0f, 0.0f, -250.0f);
	D3DXVECTOR3 vAt(0.0f, 0.0f, 0.0f);
	D3DXVECTOR3 vUp(0.0f, 1.0f, 0.0f);
	D3DXMatrixLookAtLH(&matView, &vEye, &vAt, &vUp);
	g_pd3dDevice->SetTransform(D3DTS_VIEW, &matView);

	D3DXMATRIX matProj;
	D3DXMatrixPerspectiveFovLH(&matProj, D3DX_PI / 4.0f, (float)WINDOW_WIDTH/WINDOW_HEIGHT, 1.0f, 1000.0f);
	g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &matProj);

	D3DVIEWPORT9 vp;
	vp.X = 0;
	vp.Y = 0;
	vp.Width = WINDOW_WIDTH;
	vp.Height = WINDOW_HEIGHT;
	vp.MinZ = 0.0f;
	vp.MaxZ = 1.0f;
	g_pd3dDevice->SetViewport(&vp);
}

void Direct3D_Update()
{
	//使用DirectInput类读取数据
	g_pDInput->GetInput();
	//开启或者关闭深度测试
	if(g_pDInput->IsKeyDown(DIK_1))											//按下1键,开启深度测试
		g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, true);
	if(g_pDInput->IsKeyDown(DIK_2))											//按下2键,关闭深度测试  
		g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, false);
	//按住鼠标左键并拖动,为平移操作  
	static float fPosX = 0.0f, fPosY = 0.0f, fPosZ = 0.0f;
	if(g_pDInput->IsMouseButtonDown(0))
	{
		fPosX += g_pDInput->MouseDX() * 0.08f;
		fPosY -= g_pDInput->MouseDY() * 0.08f;
	}
	//鼠标滚轮,为观察点收缩操作  
	fPosZ -= g_pDInput->MouseDZ() * 0.02f;
	//A,W,S,D键平移物体  
	if(g_pDInput->IsKeyDown(DIK_W))
		fPosY += 0.08f;
	if(g_pDInput->IsKeyDown(DIK_S))
		fPosY -= 0.08f;
	if(g_pDInput->IsKeyDown(DIK_A))
		fPosX -= 0.08f;
	if(g_pDInput->IsKeyDown(DIK_D))
		fPosX += 0.08f;

	D3DXMatrixTranslation(&g_matWorld, fPosX, fPosY, fPosZ);
	 // 按住鼠标右键并拖动,为旋转操作  
	static float fAngleX = 0.0f, fAngleY = 0.0f;
	if(g_pDInput->IsMouseButtonDown(1))
	{
		fAngleX -= g_pDInput->MouseDY() * 0.01f;
		fAngleY -= g_pDInput->MouseDX() * 0.01f;
	} 
	//上下左右键旋转物体  
	if(g_pDInput->IsKeyDown(DIK_UP))
		fAngleX += 0.005f;
	if(g_pDInput->IsKeyDown(DIK_DOWN))
		fAngleX -= 0.005f;
	if(g_pDInput->IsKeyDown(DIK_LEFT))
		fAngleY -= 0.005f;
	if(g_pDInput->IsKeyDown(DIK_RIGHT))
		fAngleY += 0.005f;

	D3DXMATRIX Rx, Ry;
	D3DXMatrixRotationX(&Rx, fAngleX);
	D3DXMatrixRotationY(&Ry, fAngleY);
	g_matWorld = Rx * Ry * g_matWorld;
}

//-----------------------------------------【Get_FPS()函数】---------------------------------------------------
//描述:用于计算帧频率
//---------------------------------------------------------------------------------------------------------------
float Get_FPS()
{
	//定义四个静态变量
	static int frameCount = 0;																	//帧数
	static float currentTime = 0;																//当前时间 
	static float lastTime = 0;																	//上次计算帧频率的时间
	static float fps = 0;																		//需要计算的fps值
	
	++frameCount;																				//每调用一次此函数,帧数加一
	//获取系统时间, timeGetTime() 返回系统时间,以毫秒为单位,乘以0.001得到秒
	currentTime = timeGetTime() * 0.001f;												
	//如果当前时间减去之前计算帧频率的时间大于1秒钟,就进行帧频率的更新,并将帧数归零
	if(currentTime - lastTime > 1.0f)															//将时间控制在1秒钟
	{
		fps = frameCount / (currentTime - lastTime);											//计算这一秒的fps值
		frameCount = 0;																			//将本次帧数清零
		lastTime = currentTime;								//将当前时间赋给上次计算帧频率的时间,作为下一秒的基准时间
	}

	return fps;
}

//----------------------------------------【Direct3D_Render()函数】--------------------------------------------
//描述:使用Direct3D进行渲染
//---------------------------------------------------------------------------------------------------------------
void Direct3D_Render(HWND hWnd)
{
	//---------------------------------------------------------------------------------------------------------------
	//【Direct3D渲染步骤一】:清屏操作
	//---------------------------------------------------------------------------------------------------------------
	g_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER|D3DCLEAR_STENCIL, D3DCOLOR_XRGB(0,0,0), 1.0f, 0);
	//定义一个矩形,用来获取主窗口矩形
	RECT formatRect;
	GetClientRect(hWnd, &formatRect);
	//---------------------------------------------------------------------------------------------------------------
	//【Direct3D渲染步骤二】:开始绘制
	//---------------------------------------------------------------------------------------------------------------
	g_pd3dDevice->BeginScene();																				//开始绘制
	//---------------------------------------------------------------------------------------------------------------
	//【Direct3D渲染步骤三】:正式绘制
	//---------------------------------------------------------------------------------------------------------------
	D3DXMATRIX matHero, matWorld;																			//定义一些矩阵
	//绘制3D模型
	D3DXMatrixTranslation(&matHero, -20.0f, 0.0f, -25.0f);
	matHero *= g_matWorld;
	g_pd3dDevice->SetTransform(D3DTS_WORLD, &matHero);									//设置模型的世界矩阵,为绘制做准备
	//用一个for循环,进行模型的网格各个部分的绘制
	for(DWORD i = 0; i < g_dwNumMtrls; ++i)
	{
		g_pd3dDevice->SetMaterial(&g_pMaterials[i]);													//设置此部分的材质
		g_pd3dDevice->SetTexture(0, g_pTextures[i]);													//设置墙面的世界矩阵
		g_pMesh->DrawSubset(i);																			//绘制此部分
	}
	//绘制出镜子
	D3DXMatrixTranslation(&matWorld, 0.0f, 0.0f, 0.0f);													//给墙面的世界矩阵初始化
	g_pd3dDevice->SetTransform(D3DTS_WORLD, &matWorld);													//设置墙面的世界矩阵
	g_pd3dDevice->SetMaterial(&g_MaterialWall);															//设置材质
	g_pMeshWall->DrawSubset(0);																			//绘制墙面
	//启用模板缓存,以及对相关的绘制状态进行设置
	g_pd3dDevice->SetRenderState(D3DRS_STENCILENABLE, true);
	g_pd3dDevice->SetRenderState(D3DRS_STENCILFUNC, D3DCMP_ALWAYS);										//设置模板测试比较函数
	g_pd3dDevice->SetRenderState(D3DRS_STENCILREF, 0x1);												//设置模板参考值
	g_pd3dDevice->SetRenderState(D3DRS_STENCILMASK, 0xffffffff);										//设置模板掩码
	g_pd3dDevice->SetRenderState(D3DRS_STENCILWRITEMASK, 0xffffffff);									//指定写入到模板缓冲区中的数值的掩码
	g_pd3dDevice->SetRenderState(D3DRS_STENCILPASS, D3DSTENCILOP_REPLACE);				//模板缓存更新方式:用模板参考值代替模板缓冲区中的值
	//进行融合操作,以及禁止向深度缓存和后台缓存写数据
	g_pd3dDevice->SetRenderState(D3DRS_ZWRITEENABLE, false);         
	g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, true);											//开启Alpha融合
	//只渲染镜子,不渲染镜面区域,融合镜面区域与镜面
	g_pd3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ZERO);   
	g_pd3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ONE);
	//绘制出作为镜面的区域
	D3DXMatrixTranslation(&matWorld, 0.0f, 0.0f, 0.0f);
	g_pd3dDevice->SetTransform(D3DTS_WORLD, &matWorld);
	g_pd3dDevice->SetMaterial(&g_MaterialWall);
	g_pMeshWall->DrawSubset(0);
	//重新设置一系列渲染状态,将镜面与镜像进行融合,并清理一下Z缓存,防止镜子的遮挡
	g_pd3dDevice->Clear(0, NULL, D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0,0,0), 1.0, 0);
	g_pd3dDevice->SetRenderState(D3DRS_ZWRITEENABLE, true);
	//为镜面的区域,即模板缓冲区的值等于参考值为0x1,通过模板测试,不替换模板缓冲的值。
	//融合的时候,用镜子的像素与人物进行融合,因为镜像的原因,开启正面消隐。
	g_pd3dDevice->SetRenderState(D3DRS_STENCILFUNC, D3DCMP_EQUAL);
	g_pd3dDevice->SetRenderState(D3DRS_STENCILPASS, D3DSTENCILOP_KEEP);
	g_pd3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_DESTCOLOR);
	g_pd3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_ZERO);
	g_pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CW);
	//计算镜像的变换矩阵,
	D3DXPLANE planeXY(0.0f, 0.0f, 1.0f, 0.0f);																//xy平面
	D3DXMATRIX matReflect;
	D3DXMatrixReflect(&matReflect, &planeXY);
	//在Direct3D中,矩阵连乘是左边矩阵先生效,为行向量,平移矩阵也是不同的(困扰好久)
	matWorld = matHero * matReflect;
	//绘制镜子里的三维模型
	g_pd3dDevice->SetTransform(D3DTS_WORLD, &matWorld);
	for(DWORD i = 0; i < g_dwNumMtrls; ++i)
	{
		g_pd3dDevice->SetMaterial(&g_pMaterials[i]);
		g_pd3dDevice->SetTexture(0, g_pTextures[i]);
		g_pMesh->DrawSubset(i);
	}
	//恢复渲染状态 
	g_pd3dDevice->SetRenderState(D3DRS_STENCILENABLE, false);
	g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, false);
	g_pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CCW);

	//在纵坐标250处写文字
	//在窗口右上角处,显示每秒帧数  
	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));
	 //显示显卡类型名  
	g_pTextAdapterName->DrawText(0, g_strAdapterName, -1, &formatRect, DT_TOP | DT_LEFT, D3DXCOLOR(1.0f, 0.5f, 0.0f, 1.0f));
	formatRect.top = 30;
	static wchar_t strInfor[256] = {0};
	// 输出绘制信息  
	swprintf_s(strInfor, L"模型坐标:(%.2f, %.2f, %.2f)", g_matWorld._41, g_matWorld._42, g_matWorld._43);
	g_pTextInfor->DrawText(0, strInfor, -1, &formatRect, DT_SINGLELINE | DT_NOCLIP | DT_LEFT, D3DCOLOR_RGBA(135, 239, 136, 255));
	// 输出帮助信息  
	formatRect.top = 380;
	g_pTextHelper->DrawText(0, L"控制说明:", -1, &formatRect, DT_SINGLELINE | DT_NOCLIP | DT_LEFT, D3DCOLOR_RGBA(235,123,230,255));
	formatRect.top += 35;
	g_pTextHelper->DrawText(0, L"    按住鼠标左键并拖动:平移模型", -1, &formatRect, DT_SINGLELINE | DT_NOCLIP | DT_LEFT, 
		D3DCOLOR_RGBA(255,200,0,255));
	formatRect.top += 25;
	g_pTextHelper->DrawText(0, L"    按住鼠标右键并拖动:旋转模型", -1, &formatRect, DT_SINGLELINE | DT_NOCLIP | DT_LEFT, 
		D3DCOLOR_RGBA(255,200,0,255));
	formatRect.top += 25;
	g_pTextHelper->DrawText(0, L"    按住鼠标滚轮:拉伸模型", -1, &formatRect, DT_SINGLELINE | DT_NOCLIP | DT_LEFT, 
		D3DCOLOR_RGBA(255,200,0,255));
	formatRect.top += 25;
	g_pTextHelper->DrawText(0, L"    W、S、A、D键:平移模型 ", -1, &formatRect, DT_SINGLELINE | DT_NOCLIP | DT_LEFT, 
		D3DCOLOR_RGBA(255,200,0,255));
	formatRect.top += 25;
	g_pTextHelper->DrawText(0, L"    上、下、左、右键:旋转模型 ", -1, &formatRect, DT_SINGLELINE | DT_NOCLIP | DT_LEFT, 
		D3DCOLOR_RGBA(255,200,0,255));  
	formatRect.top += 25;
	g_pTextHelper->DrawText(0, L"    数字键1和2:开启或关闭深度测试", -1, &formatRect, DT_SINGLELINE | DT_NOCLIP | DT_LEFT, 
		D3DCOLOR_RGBA(255,200,0,255));  
	formatRect.top += 25;
	g_pTextHelper->DrawText(0, L"    ESC键 : 退出程序", -1, &formatRect, DT_SINGLELINE | DT_NOCLIP | DT_LEFT, 
		D3DCOLOR_RGBA(255,200,0,255));
	//---------------------------------------------------------------------------------------------------------------
	//【Direct3D渲染步骤四】:结束绘制
	//---------------------------------------------------------------------------------------------------------------
	g_pd3dDevice->EndScene();																				//结束绘制
	//---------------------------------------------------------------------------------------------------------------
	//【Direct3D渲染步骤五】:显示翻转
	//---------------------------------------------------------------------------------------------------------------
	g_pd3dDevice->Present(NULL, NULL, NULL, NULL);															//翻转与显示
}
//------------------------------------------------【 Direct3D_ClearUp函数】------------------------------------------
//描述:资源清理函数,在此函数中进行程序退出前资源的清理工作
//-------------------------------------------------------------------------------------------------------------------
void Direct3D_ClearUp()
{
	SAFE_RELEASE(g_pd3dDevice);
	//释放COM接口对象
	SAFE_RELEASE(g_pTextFPS);
	SAFE_RELEASE(g_pTextHelper);
	SAFE_RELEASE(g_pTextAdapterName);
	SAFE_RELEASE(g_pTextInfor);
	SAFE_DELETE(g_pDInput);
	SAFE_RELEASE(g_pMesh);
	SAFE_DELETE(g_pMaterials);
	for(DWORD i = 0; i < g_dwNumMtrls; ++i)
		SAFE_RELEASE(g_pTextures[i]);
	SAFE_DELETE(g_pTextures);
	SAFE_RELEASE(g_pMeshWall);
}