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            0,1選紋理;上下鍵調距離




            //=============================================================================
            // Desc: 多級漸進紋理
            //=============================================================================

            #include 
            <d3dx9.h>

            //-----------------------------------------------------------------------------
            // Desc: 全局變量
            //-----------------------------------------------------------------------------
            LPDIRECT3D9             g_pD3D       = NULL;    //Direct3D對象
            LPDIRECT3DDEVICE9       g_pd3dDevice = NULL;    //Direct3D設備對象
            LPDIRECT3DVERTEXBUFFER9 g_pVB        = NULL;    //頂點緩沖區對象
            LPDIRECT3DTEXTURE9      g_pMipTex    = NULL;    //多級漸進紋理
            LPDIRECT3DTEXTURE9      g_pTexture   = NULL;    //非多級漸進紋理
            float                   g_fDistance  = -10;     //攝影機距圖形的距離
            bool                    g_bUseMipTex = true;    //標志是否使用多級漸進紋理


            //-----------------------------------------------------------------------------
            // Desc: 頂點結構
            //-----------------------------------------------------------------------------
            struct CUSTOMVERTEX
            {
                FLOAT x, y, z;    
            //頂點位置  
                FLOAT u,v ;          //頂點紋理坐標
            };
            #define D3DFVF_CUSTOMVERTEX   (D3DFVF_XYZ | D3DFVF_TEX1)


            //-----------------------------------------------------------------------------
            // Desc: 初始化Direct3D
            //-----------------------------------------------------------------------------
            HRESULT InitD3D( HWND hWnd )
            {
                
            //創建Direct3D對象, 該對象用于創建Direct3D設備對象
                if( NULL == ( g_pD3D = Direct3DCreate9( D3D_SDK_VERSION ) ) )
                    
            return E_FAIL;

                
            //設置D3DPRESENT_PARAMETERS結構, 準備創建Direct3D設備對象
                D3DPRESENT_PARAMETERS d3dpp;
                ZeroMemory( 
            &d3dpp, sizeof(d3dpp) );
                d3dpp.Windowed 
            = TRUE;
                d3dpp.SwapEffect 
            = D3DSWAPEFFECT_DISCARD;
                d3dpp.BackBufferFormat 
            = D3DFMT_UNKNOWN;

                
            //創建Direct3D設備對象
                if( FAILED( g_pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
                                                  D3DCREATE_SOFTWARE_VERTEXPROCESSING,
                                                  
            &d3dpp, &g_pd3dDevice ) ) )
                {
                    
            return E_FAIL;
                }

                
            //禁用照明效果
                g_pd3dDevice->SetRenderState( D3DRS_LIGHTING, FALSE );

                
                
            //設置紋理過濾方式
                g_pd3dDevice->SetSamplerState(0, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR);

                
            return S_OK;
            }


            //-----------------------------------------------------------------------------
            // Desc: 創建場景圖形
            //-----------------------------------------------------------------------------
            HRESULT InitGriphics()
            {
                
            //創建多級漸進紋理
                if( FAILED( D3DXCreateTextureFromFileEx( g_pd3dDevice, 
                                                        L
            "texture.jpg",
                                                         
            00,             //紋理寬度和高度, "0"表示以圖形文件的寬度和高度作為紋理的寬度和高度
                                                         0,                //漸進紋理序列級數
                                                         0,                //紋理使用方式, 一般為0
                                                         D3DFMT_X8R8G8B8,  //紋理圖形格式
                                                         D3DPOOL_MANAGED,  //紋理資源的內存類型
                                                         D3DX_DEFAULT,    
                                                         D3DX_DEFAULT, 
                                                         
            0xFF000000,0,0,
                                                         
            &g_pMipTex ) ) )
                {
                    
            return E_FAIL;
                }

                
            //創建非多級漸進紋理紋理
                if( FAILED( D3DXCreateTextureFromFileEx( g_pd3dDevice, 
                                                        L
            "texture.jpg",
                                                         
            00,             //紋理寬度和高度, "0"表示以圖形文件的寬度和高度作為紋理的寬度和高度
                                                         1,                //漸進紋理序列級數
                                                         0,                //紋理使用方式, 一般為0
                                                         D3DFMT_X8R8G8B8,  //紋理圖形格式
                                                         D3DPOOL_MANAGED,  //紋理資源的內存類型
                                                         D3DX_DEFAULT,    
                                                         D3DX_DEFAULT, 
                                                         
            0xFF000000,0,0,
                                                         
            &g_pTexture ) ) )
                {
                    
            return E_FAIL;
                }

                
            //頂點數據
                CUSTOMVERTEX g_Vertices[] =
                {
                    
            #define fdiv 80.f
                    { 
            -3,   -3,  0.0f0.0f1.0f},   
                    { 
            -3,    3,  0.0f0.0f0.0f},    
                    {  
            3,   -3,  0.0f1.0f1.0f},    
                    {  
            3,    3,  0.0f1.0f0.0f }

                };
                
                
            //創建頂點緩沖區
                if( FAILED( g_pd3dDevice->CreateVertexBuffer( 4*sizeof(CUSTOMVERTEX),
                                                             
            0, D3DFVF_CUSTOMVERTEX,
                                                             D3DPOOL_MANAGED, 
            &g_pVB,NULL ) ) )
                {
                    
            return E_FAIL;
                }

                
            //填充頂點緩沖區
                VOID* pVertices;
                
            if( FAILED( g_pVB->Lock( 0sizeof(g_Vertices), (void**)&pVertices, 0 ) ) )
                    
            return E_FAIL;
                memcpy( pVertices, g_Vertices, 
            sizeof(g_Vertices) );
                g_pVB
            ->Unlock();

                
            return S_OK;
            }


            //-----------------------------------------------------------------------------
            // Desc: 釋放創建的對象
            //-----------------------------------------------------------------------------
            VOID Cleanup()
            {
                
            //釋放多級漸進紋理對象
                if( g_pMipTex != NULL )
                    g_pMipTex
            ->Release();

                
            //釋放多級漸進紋理對象
                if( g_pTexture != NULL )
                    g_pTexture
            ->Release();

                
            //釋放頂點緩沖區對象
                if( g_pVB != NULL )        
                    g_pVB
            ->Release();

                
            //釋放Direct3D設備對象
                if( g_pd3dDevice != NULL ) 
                    g_pd3dDevice
            ->Release();

                
            //釋放Direct3D對象
                if( g_pD3D != NULL )       
                    g_pD3D
            ->Release();
            }


            //-----------------------------------------------------------------------------
            // Desc: 設置變換矩陣
            //-----------------------------------------------------------------------------
            VOID SetupMatrices()
            {
                
            //世界矩陣
                D3DXMATRIXA16 matWorld;
                D3DXMatrixIdentity( 
            &matWorld );
                g_pd3dDevice
            ->SetTransform( D3DTS_WORLD, &matWorld );

                
            //觀察矩陣, 觀察點根據輸入逐漸拉近或變遠
                D3DXVECTOR3 vEyePt( 0.0f0.0f, g_fDistance );
                D3DXVECTOR3 vLookatPt( 
            0.0f0.0f0.0f );
                D3DXVECTOR3 vUpVec( 
            0.0f1.0f0.0f );
                D3DXMATRIXA16 matView;
                D3DXMatrixLookAtLH( 
            &matView, &vEyePt, &vLookatPt, &vUpVec );
                g_pd3dDevice
            ->SetTransform( D3DTS_VIEW, &matView );

                
            //投影矩陣
                D3DXMATRIXA16 matProj;
                D3DXMatrixPerspectiveFovLH( 
            &matProj, D3DX_PI/41.0f1.0f100.0f );
                g_pd3dDevice
            ->SetTransform( D3DTS_PROJECTION, &matProj );
            }


            //-----------------------------------------------------------------------------
            // Desc: 渲染圖形 
            //-----------------------------------------------------------------------------
            VOID Render()
            {
                
            //清空后臺緩沖區
                g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(4550170), 1.0f0 );
                SetupMatrices();  
            //設置變換矩陣,

                
            //開始在后臺緩沖區繪制圖形
                if( SUCCEEDED( g_pd3dDevice->BeginScene() ) )
                {
                    
            //在后臺緩沖區繪制圖形
                    if(g_bUseMipTex==true)
                        g_pd3dDevice
            ->SetTexture( 0, g_pMipTex );  //使用多級漸進紋理
                    else
                        g_pd3dDevice
            ->SetTexture( 0, g_pTexture ); //使用普通紋理
                    
                    g_pd3dDevice
            ->SetStreamSource( 0, g_pVB, 0sizeof(CUSTOMVERTEX) );
                    g_pd3dDevice
            ->SetFVF( D3DFVF_CUSTOMVERTEX );
                    g_pd3dDevice
            ->DrawPrimitive( D3DPT_TRIANGLESTRIP, 02);

                    
            //結束在后臺緩沖區繪制圖形
                    g_pd3dDevice->EndScene();
                }

                
            //將在后臺緩沖區繪制的圖形提交到前臺緩沖區顯示
                g_pd3dDevice->Present( NULL, NULL, NULL, NULL );
            }


            //-----------------------------------------------------------------------------
            // Desc: 消息處理
            //-----------------------------------------------------------------------------
            LRESULT WINAPI MsgProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam )
            {
                
            switch( msg )
                {
                
            case WM_DESTROY:
                    Cleanup();
                    PostQuitMessage( 
            0 );
                    
            return 0;

                
            case WM_KEYDOWN:
                    
            switch(wParam)
                    {
                    
            case 49:    //“1”鍵, 使用多級漸進紋理
                        g_bUseMipTex = true;
                        
            break;

                    
            case 50:    //“2”鍵, 不使用多級漸進紋理
                        g_bUseMipTex = false;
                        
            break;

                    
            case VK_DOWN:
                        g_fDistance 
            -= 0.1f;
                        
            break;

                    
            case VK_UP:
                        g_fDistance 
            += 0.1f;
                        
            break;
                    }
                    
            return 0;
                }

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



            //-----------------------------------------------------------------------------
            // Desc: 入口函數
            //-----------------------------------------------------------------------------
            INT WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPSTR, INT )
            {

                
            //注冊窗口類
                WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L0L,
                                  GetModuleHandle(NULL), NULL, NULL, NULL, NULL,
                                   L
            "ClassName", NULL };
                RegisterClassEx( 
            &wc );

                
            //創建窗口
                HWND hWnd = CreateWindow(  L"ClassName", L"多級漸進紋理",
                                          WS_OVERLAPPEDWINDOW, 
            200100600500,
                                          GetDesktopWindow(), NULL, wc.hInstance, NULL );

                
            //初始化Direct3D
                if( SUCCEEDED( InitD3D( hWnd ) ) )
                {
                    
            //創建場景圖形
                    if( SUCCEEDED( InitGriphics() ) )
                    {
                        
            //顯示窗口
                        ShowWindow( hWnd, SW_SHOWDEFAULT );
                        UpdateWindow( hWnd );

                        
            //進入消息循環
                        MSG msg;
                        ZeroMemory( 
            &msg, sizeof(msg) );
                        
            while( msg.message!=WM_QUIT )
                        {
                            
            if( PeekMessage( &msg, NULL, 0U0U, PM_REMOVE ) )
                            {
                                TranslateMessage( 
            &msg );
                                DispatchMessage( 
            &msg );
                            }
                            
            else
                            {
                                Render();  
            //渲染圖形
                            }
                        }
                    }
                }

                UnregisterClass(  L
            "ClassName", wc.hInstance );
                
            return 0;
            }



            posted on 2008-03-25 16:09 七星重劍 閱讀(475) 評論(0)  編輯 收藏 引用 所屬分類: Game Graphics
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