//=============================================================================
// Desc: 紋理尋址模式
//=============================================================================
#include <d3dx9.h>
//-----------------------------------------------------------------------------
// Desc: 全局變量
//-----------------------------------------------------------------------------
LPDIRECT3D9 g_pD3D = NULL; //Direct3D對象
LPDIRECT3DDEVICE9 g_pd3dDevice = NULL; //Direct3D設(shè)備對象
LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL; //頂點緩沖區(qū)對象
LPDIRECT3DTEXTURE9 g_pTexture1 = NULL; //紋理對象1
LPDIRECT3DTEXTURE9 g_pTexture2 = NULL; //紋理對象2
int g_iTexAddressMode = 1;
//-----------------------------------------------------------------------------
// Desc: 頂點結(jié)構(gòu)
//-----------------------------------------------------------------------------
struct CUSTOMVERTEX
{
FLOAT x, y, z; //頂點位置
FLOAT u,v ; //頂點紋理坐標(biāo)
};
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ| D3DFVF_TEX1)
//-----------------------------------------------------------------------------
// Desc: 設(shè)置觀察矩陣和投影矩陣
//-----------------------------------------------------------------------------
VOID SetupMatrices()
{
//創(chuàng)建并設(shè)置世界矩陣
D3DXMATRIXA16 matWorld;
D3DXMatrixIdentity( &matWorld );
g_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
//創(chuàng)建并設(shè)置觀察矩陣
D3DXVECTOR3 vEyePt( 0.0f, 0.0f, -10 );
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 );
//創(chuàng)建并設(shè)置投影矩陣
D3DXMATRIXA16 matProj;
D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, 1.0f, 1.0f, 100.0f );
g_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
}
//-----------------------------------------------------------------------------
// Desc: 初始化Direct3D
//-----------------------------------------------------------------------------
HRESULT InitD3D( HWND hWnd )
{
//創(chuàng)建Direct3D對象, 該對象用于創(chuàng)建Direct3D設(shè)備對象
if( NULL == ( g_pD3D = Direct3DCreate9( D3D_SDK_VERSION ) ) )
return E_FAIL;
//設(shè)置D3DPRESENT_PARAMETERS結(jié)構(gòu), 準(zhǔn)備創(chuàng)建Direct3D設(shè)備對象
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory( &d3dpp, sizeof(d3dpp) );
d3dpp.Windowed = TRUE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
//創(chuàng)建Direct3D設(shè)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(shè)置紋理渲染狀態(tài)
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1 );
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_DISABLE );
//設(shè)置紋理過濾方式
g_pd3dDevice->SetSamplerState(0, D3DSAMP_MIPFILTER, D3DTEXF_POINT);
//設(shè)置變換矩陣
SetupMatrices();
return S_OK;
}
//-----------------------------------------------------------------------------
// Desc: 創(chuàng)建場景圖形
//-----------------------------------------------------------------------------
HRESULT InitGriphics()
{
//創(chuàng)建紋理1
if( FAILED( D3DXCreateTextureFromFile(g_pd3dDevice, L"texture1.bmp", &g_pTexture1)) )
{
return E_FAIL;
}
//創(chuàng)建紋理2
if( FAILED( D3DXCreateTextureFromFile(g_pd3dDevice, L"texture2.bmp", &g_pTexture2)) )
{
return E_FAIL;
}
//頂點數(shù)據(jù)
CUSTOMVERTEX g_Vertices[] =
{
{ -3, -3, 0.0f, 0.0f, 3.0f}, //注意紋理坐標(biāo)
{ -3, 3, 0.0f, 0.0f, 0.0f},
{ 3, -3, 0.0f, 3.0f, 3.0f},
{ 3, 3, 0.0f, 3.0f, 0.0f }
};
//創(chuàng)建頂點緩沖區(qū)
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(qū)
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: 釋放除創(chuàng)建的對象
//-----------------------------------------------------------------------------
VOID Cleanup()
{
//釋放紋理對象1
if( g_pTexture1 != NULL )
g_pTexture1->Release();
//釋放紋理對象2
if( g_pTexture2 != NULL )
g_pTexture2->Release();
//釋放頂點緩沖區(qū)對象
if( g_pVB != NULL )
g_pVB->Release();
//釋放Direct3D設(shè)備對象
if( g_pd3dDevice != NULL )
g_pd3dDevice->Release();
//釋放Direct3D對象
if( g_pD3D != NULL )
g_pD3D->Release();
}
//-----------------------------------------------------------------------------
// Desc: 設(shè)置紋理和紋理尋址模式
//-----------------------------------------------------------------------------
void SetTexture()
{
switch(g_iTexAddressMode)
{
case 1:
g_pd3dDevice->SetTexture( 0, g_pTexture1 ); //設(shè)置紋理
//設(shè)置紋理尋址模式
g_pd3dDevice->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_WRAP);
g_pd3dDevice->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_WRAP);
break;
case 2:
g_pd3dDevice->SetTexture( 0, g_pTexture1 ); //設(shè)置紋理
//設(shè)置紋理尋址模式
g_pd3dDevice->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_MIRROR);
g_pd3dDevice->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_MIRROR);
break;
case 3:
g_pd3dDevice->SetTexture( 0, g_pTexture2 ); //設(shè)置紋理
//設(shè)置紋理尋址模式
g_pd3dDevice->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
g_pd3dDevice->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
break;
case 4:
g_pd3dDevice->SetTexture( 0, g_pTexture2 ); //設(shè)置紋理
//設(shè)置邊框顏色
g_pd3dDevice->SetSamplerState(0, D3DSAMP_BORDERCOLOR, 0xffff0000);
//設(shè)置紋理尋址模式
g_pd3dDevice->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER);
g_pd3dDevice->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER);
break;
}
}
//-----------------------------------------------------------------------------
// Desc: 渲染圖形
//-----------------------------------------------------------------------------
VOID Render()
{
//清除后緩沖區(qū)和深度緩沖區(qū)
g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0,0,255), 1.0f, 0 );
//開始在后臺緩沖區(qū)繪制圖形
if( SUCCEEDED( g_pd3dDevice->BeginScene() ) )
{
//在后臺緩沖區(qū)繪制圖形
SetTexture(); //設(shè)置紋理
g_pd3dDevice->SetStreamSource( 0, g_pVB, 0, sizeof(CUSTOMVERTEX) );
g_pd3dDevice->SetFVF( D3DFVF_CUSTOMVERTEX );
g_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 2);
//結(jié)束在后臺緩沖區(qū)繪制圖形
g_pd3dDevice->EndScene();
}
//將在后臺緩沖區(qū)繪制的圖形提交到前臺緩沖區(qū)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
g_iTexAddressMode = 1;
break;
case 50: //“2”鍵
g_iTexAddressMode = 2;
break;
case 51: //“3”鍵
g_iTexAddressMode = 3;
break;
case 52: //“4”鍵
g_iTexAddressMode = 4;
break;
}
return 0;
}
return DefWindowProc( hWnd, msg, wParam, lParam );
}
//--------------------------------------------------------
// Desc: 入口函數(shù)
//--------------------------------------------------------
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(chuàng)建窗口
HWND hWnd = CreateWindow( L"ClassName", L"紋理尋址模式",
WS_OVERLAPPEDWINDOW, 100, 100, 480, 480,
GetDesktopWindow(), NULL, wc.hInstance, NULL );
//初始化Direct3D
if( SUCCEEDED( InitD3D( hWnd ) ) )
{
//創(chuàng)建場景圖形
if( SUCCEEDED( InitGriphics() ) )
{
//顯示窗口
ShowWindow( hWnd, SW_SHOWDEFAULT );
UpdateWindow( hWnd );
//進(jìn)入消息循環(huán)
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 16:28
七星重劍 閱讀(466)
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