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            //=============================================================================
            // 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(diǎn)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(diǎn)結(jié)構(gòu)
            //-----------------------------------------------------------------------------
            struct CUSTOMVERTEX
            {
                FLOAT x, y, z;    
            //頂點(diǎn)位置
                FLOAT u,v ;          //頂點(diǎn)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( 0.0f0.0f-10 );
                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 );

                
            //創(chuàng)建并設(shè)置投影矩陣
                D3DXMATRIXA16 matProj;
                D3DXMatrixPerspectiveFovLH( 
            &matProj, D3DX_PI/41.0f1.0f100.0f );
                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(diǎn)數(shù)據(jù)
                CUSTOMVERTEX g_Vertices[] =
                {
                    { 
            -3,   -3,  0.0f,  0.0f3.0f},     //注意紋理坐標(biāo)
                    { -3,    3,  0.0f,  0.0f0.0f},    
                    {  
            3,   -3,  0.0f,  3.0f3.0f},    
                    {  
            3,    3,  0.0f,  3.0f0.0f }

                };
                
                
            //創(chuàng)建頂點(diǎn)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(diǎn)緩沖區(qū)
                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(diǎn)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), 1.0f0 );
                
                
            //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, 0sizeof(CUSTOMVERTEX) );
                    g_pd3dDevice
            ->SetFVF( D3DFVF_CUSTOMVERTEX );
                    g_pd3dDevice
            ->DrawPrimitive( D3DPT_TRIANGLESTRIP, 02);

                    
            //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, 0L0L,
                                  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, 
            100100480480,
                                          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, 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 16:28 七星重劍 閱讀(466) 評論(0)  編輯 收藏 引用 所屬分類: Game Graphics
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