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",
0, 0, //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",
0, 0, //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, 0.0f, 0.0f, 1.0f},
{ -3, 3, 0.0f, 0.0f, 0.0f},
{ 3, -3, 0.0f, 1.0f, 1.0f},
{ 3, 3, 0.0f, 1.0f, 0.0f }
};
//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( 0, sizeof(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( 0.0f, 0.0f, g_fDistance );
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 );
//投影矩陣
D3DXMATRIXA16 matProj;
D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, 1.0f, 1.0f, 100.0f );
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(45, 50, 170), 1.0f, 0 );
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, 0, sizeof(CUSTOMVERTEX) );
g_pd3dDevice->SetFVF( D3DFVF_CUSTOMVERTEX );
g_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 2);
//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, 0L, 0L,
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, 200, 100, 600, 500,
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, 0U, 0U, 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