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            天行健 君子當自強而不息

            D3D中的紋理貼圖(2)

             
            本篇是D3D中的紋理貼圖(1)的后續篇,編寫了一個例子來演示同時使用紋理,光照和材質進行渲染。
             

            需要在工程中設置鏈接d3dx9.lib d3d9.lib dxguid.lib dinput8.lib winmm.lib。
            由于文件中用到了GE_APP和GE_INPUT這兩個類,它們的具體使用說明請參閱 主窗口和DirectInput的封裝。
            還用到了GE_TIMER類,具體說明請參閱
            游戲中時間的封裝
            材質和光照的具體內容請參閱 D3D中的材質和光照處理

            若發現代碼中存在錯誤,敬請指出。

            源碼及素材下載

            來看看頭文件TextureCone.h的定義:

            /*************************************************************************************
             [Include File]

             PURPOSE: 
                Define for material, light, texture mapped.
            *************************************************************************************/


            #ifndef TEXTURE_CONE_H
            #define TEXTURE_CONE_H

            ////////////////////////////////////////// TYPES AND MACROS //////////////////////////////////////////

            #define TIGER   0
            #define CHESS   1
            #define WALL    2

            // define for cone
            struct CONE_CUSTOM_VERTEX
            {
                float x, y, z;
                float nx, ny, nz;
                float u, v;
            };

            #define CONE_CUSTOM_VERTEX_FVF  (D3DFVF_XYZ | D3DFVF_NORMAL | D3DFVF_TEX1)

            // define for square
            struct SQUARE_CUSTOM_VERTEX
            {
                float x, y, z, rhw;
                float u, v;
            };

            #define SQUARE_CUSTOM_VERTEX_FVF    (D3DFVF_XYZRHW | D3DFVF_TEX1)

            ////////////////////////////////////////// CLASS //////////////////////////////////////////

            class TEXTURE_CONE
            {
                IDirect3D9* _d3d;
                IDirect3DDevice9* _d3d_device;

                IDirect3DVertexBuffer9* _cone_vertex_buffer;
                IDirect3DVertexBuffer9* _square_vertex_buffer;

                IDirect3DTexture9* _tiger_texture;
                IDirect3DTexture9* _chess_texture;
                IDirect3DTexture9* _wall_texture;

            public:
                TEXTURE_CONE();
                ~TEXTURE_CONE();

                bool Create_D3D_Device(HWND hwnd, bool full_screen = true);
                bool Init_Cone_Vertex_Buffer();
                bool Init_Square_Vertex_Buffer();
                void Set_Camera();
                void Set_Point_Light(D3DCOLORVALUE& dif, D3DCOLORVALUE& amb, D3DCOLORVALUE& spe, D3DVECTOR& pos);
                void Set_Object_Material(D3DCOLORVALUE& dif, D3DCOLORVALUE& amb, D3DCOLORVALUE& spe, 
                                         D3DCOLORVALUE& emi, float power);
                void Compute_Triangle_Normal(D3DXVECTOR3& v1, D3DXVECTOR3& v2, D3DXVECTOR3& v3, D3DVECTOR& normal);
                bool Create_All_Texture();
                void Set_Texture(int choice);
                void Render();
                void Release_COM_Object();
            };

            #endif

            再來看看它的實現,即TextureCone.cpp的定義:
             
            /*************************************************************************************
             [Implement File]

             PURPOSE: 
                Define for material, light, texture mapped.
            *************************************************************************************/


            #include "GE_COMMON.h"
            #include "TextureCone.h"

            //------------------------------------------------------------------------------------
            // Constructor, initialize all pointer with NULL.
            //------------------------------------------------------------------------------------
            TEXTURE_CONE::TEXTURE_CONE()
            {
                _d3d = NULL;
                _d3d_device = NULL;

                _cone_vertex_buffer   = NULL;
                _square_vertex_buffer = NULL;

                _tiger_texture = NULL;
                _chess_texture = NULL;
                _wall_texture  = NULL;
            }

            //------------------------------------------------------------------------------------
            // Destructor, release resource allocated for COM object.
            //------------------------------------------------------------------------------------
            TEXTURE_CONE::~TEXTURE_CONE()
            {
                Release_COM_Object();
            }

            //------------------------------------------------------------------------------------
            // Create direct3D interface and direct3D device.
            //------------------------------------------------------------------------------------
            bool TEXTURE_CONE::Create_D3D_Device(HWND hwnd, bool full_screen)
            {
                // Create a IDirect3D9 object and returns an interace to it.
                _d3d = Direct3DCreate9(D3D_SDK_VERSION);
                if(_d3d == NULL)
                    return false;

                // retrieve adapter capability
                D3DCAPS9 d3d_caps;    
                _d3d->GetDeviceCaps(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, &d3d_caps);
                
                bool hardware_process_enable = (d3d_caps.DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT ? true : false);

                // Retrieves the current display mode of the adapter.
                D3DDISPLAYMODE display_mode;
                if(FAILED(_d3d->GetAdapterDisplayMode(D3DADAPTER_DEFAULT, &display_mode)))
                    return false;

                // set present parameter for direct3D device
                D3DPRESENT_PARAMETERS present_param = {0};

                present_param.BackBufferWidth      = WINDOW_WIDTH;
                present_param.BackBufferHeight     = WINDOW_HEIGHT;
                present_param.BackBufferFormat     = display_mode.Format;
                present_param.BackBufferCount      = 1;
                present_param.hDeviceWindow        = hwnd;
                present_param.Windowed             = !full_screen;
                present_param.SwapEffect           = D3DSWAPEFFECT_FLIP;
                present_param.PresentationInterval = D3DPRESENT_INTERVAL_DEFAULT;

                // Creates a device to represent the display adapter.
                DWORD behavior_flags;

                behavior_flags = hardware_process_enable ? 
            D3DCREATE_HARDWARE_VERTEXPROCESSING : D3DCREATE_SOFTWARE_VERTEXPROCESSING;

                if(FAILED(_d3d->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hwnd, behavior_flags, 
                                             &present_param, &_d3d_device)))
                {
                    return false;
                }
                
                // create successfully
                return true;
            }

            //------------------------------------------------------------------------------------
            // Initialize vertex buffer for cone.
            //------------------------------------------------------------------------------------
            bool TEXTURE_CONE::Init_Cone_Vertex_Buffer()
            {
                CONE_CUSTOM_VERTEX cone_custom_vertex[12];
                
                D3DXVECTOR3 v[] = 
                {
                    D3DXVECTOR3(5.0f, 6.0f, 5.0f),    // left triangle
                    D3DXVECTOR3(6.0f, 0.0f, 3.0f),
                    D3DXVECTOR3(1.0f, 0.0f, 7.0f),  
                    D3DXVECTOR3(5.0f, 6.0f, 5.0f),    // right triangle
                    D3DXVECTOR3(10.0f, 0.0f, 8.0f),
                    D3DXVECTOR3(6.0f, 0.0f, 3.0f), 
                    D3DXVECTOR3(5.0f, 6.0f, 5.0f),    // back triangle
                    D3DXVECTOR3(1.0f, 0.0f, 7.0f),
                    D3DXVECTOR3(10.0f, 0.0f, 8.0f),
                    D3DXVECTOR3(1.0f, 0.0f, 7.0f),    // bottom triangle
                    D3DXVECTOR3(6.0f, 0.0f, 3.0f),
                    D3DXVECTOR3(10.0f, 0.0f, 8.0f)      
                };

                D3DVECTOR normal;

                // compute all triangle normal
                for(int i = 0; i < 12; i += 3)
                {
                    // compute current triangle's normal
                    Compute_Triangle_Normal(v[i], v[i+1], v[i+2], normal);

                    // assign current vertex coordinate and current triangle normal to custom vertex array
                    for(int j = 0; j < 3; j++)
                    {
                        int k = i + j;

                        cone_custom_vertex[k].x  = v[k].x;
                        cone_custom_vertex[k].y  = v[k].y;
                        cone_custom_vertex[k].z  = v[k].z;
                        cone_custom_vertex[k].nx = normal.x;
                        cone_custom_vertex[k].ny = normal.y;
                        cone_custom_vertex[k].nz = normal.z;
                    }
                }

                cone_custom_vertex[0].u  = 0.0f;
                cone_custom_vertex[0].v  = 0.0f;
                cone_custom_vertex[1].u  = 0.0f;
                cone_custom_vertex[1].v  = 1.0f;
                cone_custom_vertex[2].u  = 1.0f;
                cone_custom_vertex[2].v  = 1.0f;

                cone_custom_vertex[3].u  = 0.0f;
                cone_custom_vertex[3].v  = 0.0f;
                cone_custom_vertex[4].u  = 1.0f;
                cone_custom_vertex[4].v  = 0.0f;
                cone_custom_vertex[5].u  = 1.0f;
                cone_custom_vertex[5].v  = 1.0f;

                cone_custom_vertex[6].u  = 0.0f;
                cone_custom_vertex[6].v  = 0.0f;
                cone_custom_vertex[7].u  = 1.0f;
                cone_custom_vertex[7].v  = 0.0f;
                cone_custom_vertex[8].u  = 1.0f;
                cone_custom_vertex[8].v  = 1.0f;

                cone_custom_vertex[9].u  = 0.0f;
                cone_custom_vertex[9].v  = 0.0f;
                cone_custom_vertex[10].u = 1.0f;
                cone_custom_vertex[10].v = 0.0f;
                cone_custom_vertex[11].u = 1.0f;
                cone_custom_vertex[11].v = 1.0f;

                BYTE* vertex_data;

                // create vertex buffer
                if(FAILED(_d3d_device->CreateVertexBuffer(12 * sizeof(CONE_CUSTOM_VERTEX), 0, CONE_CUSTOM_VERTEX_FVF,
                                        D3DPOOL_DEFAULT, &_cone_vertex_buffer, NULL)))
                {
                    return false;
                }

                // get data pointer to vertex buffer
                if(FAILED(_cone_vertex_buffer->Lock(0, 0, (void **) &vertex_data, 0)))
                    return false;

                // copy custom vertex data into vertex buffer
                memcpy(vertex_data, cone_custom_vertex, sizeof(cone_custom_vertex));

                // unlock vertex buffer
                _cone_vertex_buffer->Unlock();

                return true;
            }

            //------------------------------------------------------------------------------------
            // Initialize vertex buffer for square.
            //------------------------------------------------------------------------------------
            bool TEXTURE_CONE::Init_Square_Vertex_Buffer()
            {
                SQUARE_CUSTOM_VERTEX square_custom_vertex[] =     
                {
                    {0.0f,   0.0f,   0.0f, 1.0f, 0.0f, 0.0f}, 
                    {130.0f, 0.0f,   0.0f, 1.0f, 1.0f, 0.0f}, 
                    {0.0f,   130.0f, 0.0f, 1.0f, 0.0f, 1.0f},
                    {130.0f, 130.0f, 0.0f, 1.0f, 1.0f, 1.0f}
                };

                BYTE* vertex_data;

                // create vertex buffer
                if(FAILED(_d3d_device->CreateVertexBuffer(12 * sizeof(SQUARE_CUSTOM_VERTEX), 0, SQUARE_CUSTOM_VERTEX_FVF,
                                        D3DPOOL_MANAGED, &_square_vertex_buffer, NULL)))
                {
                    return false;
                }

                // get data pointer to vertex buffer
                if(FAILED(_square_vertex_buffer->Lock(0, 0, (void **) &vertex_data, 0)))
                    return false;

                // copy custom vertex data into vertex buffer
                memcpy(vertex_data, square_custom_vertex, sizeof(square_custom_vertex));

                // unlock vertex buffer
                _square_vertex_buffer->Unlock();

                return true;
            }

            //------------------------------------------------------------------------------------
            // Set camera position.
            //------------------------------------------------------------------------------------
            void TEXTURE_CONE::Set_Camera()
            {
                D3DXVECTOR3 eye(-6.0, 1.5, 10.0);
                D3DXVECTOR3 at(6.0, 2.0, 3.0);
                D3DXVECTOR3 up(0.0, 1.0, 0.0);

                D3DXMATRIX view_matrix;

                // Builds a left-handed, look-at matrix.
                D3DXMatrixLookAtLH(&view_matrix, &eye, &at, &up);

                // Sets d3d device view transformation state.
                _d3d_device->SetTransform(D3DTS_VIEW, &view_matrix);

                D3DXMATRIX proj_matrix;

                // Builds a left-handed perspective projection matrix based on a field of view.
                D3DXMatrixPerspectiveFovLH(&proj_matrix, D3DX_PI/2, WINDOW_WIDTH / WINDOW_HEIGHT, 1.0, 1000.0);
                
                // Sets d3d device projection transformation state.
                _d3d_device->SetTransform(D3DTS_PROJECTION, &proj_matrix);
                // enable automatic normalization of vertex normals
                _d3d_device->SetRenderState(D3DRS_NORMALIZENORMALS, true);
            }

            //------------------------------------------------------------------------------------
            // Set point light.
            //------------------------------------------------------------------------------------
            void TEXTURE_CONE::Set_Point_Light(D3DCOLORVALUE& dif, D3DCOLORVALUE& amb, D3DCOLORVALUE& spe, D3DVECTOR& pos)
            {
                D3DLIGHT9 light;

                // clear memory with 0
                ZeroMemory(&light, sizeof(D3DLIGHT9));

                light.Type          = D3DLIGHT_POINT;
                light.Diffuse       = dif;
                light.Ambient       = amb;
                light.Specular      = spe;
                light.Position      = pos;
                light.Attenuation0  = 1.0;
                light.Attenuation1  = 0.0;
                light.Attenuation2  = 0.0;
                light.Range         = 1000.0;

                // Assigns point lighting properties for this device
                _d3d_device->SetLight(0, &light);
                // enable point light
                _d3d_device->LightEnable(0, TRUE);
                // enable light 
                _d3d_device->SetRenderState(D3DRS_LIGHTING, TRUE);
                // add ambient light
                _d3d_device->SetRenderState(D3DRS_AMBIENT, D3DCOLOR_XRGB(50, 50, 50));
            }

            //------------------------------------------------------------------------------------
            // Sets the material properties for the device.
            //------------------------------------------------------------------------------------
            void TEXTURE_CONE::Set_Object_Material(D3DCOLORVALUE& dif, D3DCOLORVALUE& amb, D3DCOLORVALUE& spe, 
                                                   D3DCOLORVALUE& emi, float power)
            {
                D3DMATERIAL9 material;

                material.Diffuse  = dif;
                material.Ambient  = amb;
                material.Specular = spe;
                material.Emissive = emi;
                material.Power    = power;

                // Sets the material properties for the device.
                _d3d_device->SetMaterial(&material);
            }

            //------------------------------------------------------------------------------------
            // Create all texture interface.
            //------------------------------------------------------------------------------------
            bool TEXTURE_CONE::Create_All_Texture()
            {
                if(FAILED( D3DXCreateTextureFromFile(_d3d_device, "tiger.jpg", &_tiger_texture) ))
                    goto fail;

                if(FAILED( D3DXCreateTextureFromFile(_d3d_device, "chess.bmp", &_chess_texture) ))
                    goto fail;

                if(FAILED( D3DXCreateTextureFromFile(_d3d_device, "wall.bmp", &_wall_texture) ))
                    goto fail;

                return true;

            fail:
                MessageBox(NULL, "Create texture interface failed.", "ERROR", MB_OK);
                return false;
            }

            //------------------------------------------------------------------------------------
            // Set texture interface to DirectX3D.
            //------------------------------------------------------------------------------------
            void TEXTURE_CONE::Set_Texture(int choice)
            {
                switch(choice)
                {
                case TIGER:
                    _d3d_device->SetTexture(0, _tiger_texture);
                    break;
                case CHESS:
                    _d3d_device->SetTexture(0, _chess_texture);
                    break;
                case WALL:
                    _d3d_device->SetTexture(0, _wall_texture);
                    break;
                }
            }

            //------------------------------------------------------------------------------------
            // Draw cone and square.
            //------------------------------------------------------------------------------------
            void TEXTURE_CONE::Render()
            {
                if(_d3d_device == NULL)
                    return;

                // clear surface with black
                _d3d_device->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0, 0);

                // begin scene
                _d3d_device->BeginScene();

                // 1) draw cone with texture stick on surface

                // Binds a vertex buffer to a device data stream.
                _d3d_device->SetStreamSource(0, _cone_vertex_buffer, 0, sizeof(CONE_CUSTOM_VERTEX));

                // Sets the current vertex stream declaration.
                _d3d_device->SetFVF(CONE_CUSTOM_VERTEX_FVF);

                // Sets the sampler state value.
                
                // D3DSAMP_MIPFILTER: 
                //      Mipmap filter to use during minification.
                //
                // D3DTEXF_POINT:
                //      Point filtering used as a texture magnification or minification filter. The texel with coordinates 
                //      nearest to the desired pixel value is used. The texture filter to be used between mipmap levels 
                //      is nearest-point mipmap filtering. The rasterizer uses the color from the texel of the nearest 
                //      mipmap texture. 
                _d3d_device->SetSamplerState(0, D3DSAMP_MIPFILTER, D3DTEXF_POINT);

                // D3DSAMP_MAGFILTER:
                //      Magnification filter of type D3DTEXTUREFILTERTYPE. 
                //
                // D3DTEXF_LINEAR:
                //      Bilinear interpolation filtering used as a texture magnification or minification filter.
                //      A weighted average of a 2 × 2 area of texels surrounding the desired pixel is used. 
                //      The texture filter to use between mipmap levels is trilinear mipmap interpolation. 
                //      The rasterizer linearly interpolates pixel color, using the texels of the two nearest mipmap textures.
                _d3d_device->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);

                // D3DSAMP_MINFILTER:
                //      Minification filter of type D3DTEXTUREFILTERTYPE. 
                _d3d_device->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);

                // Renders a sequence of nonindexed, geometric primitives of the specified type from the current 
                // set of data input streams.
                _d3d_device->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 4);

                // 2) draw square with texture stick on surface

                // Binds a vertex buffer to a device data stream. 
                _d3d_device->SetStreamSource(0, _square_vertex_buffer, 0, sizeof(SQUARE_CUSTOM_VERTEX));

                // Sets the current vertex stream declaration.
                _d3d_device->SetFVF(SQUARE_CUSTOM_VERTEX_FVF);

                // draw square
                _d3d_device->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2);

                // end scene
                _d3d_device->EndScene();

                // Presents the contents of the next buffer in the sequence of back buffers owned by the device.
                _d3d_device->Present(NULL, NULL, NULL, NULL);
            }

            //------------------------------------------------------------------------------------
            // Compute triangle normal.
            //------------------------------------------------------------------------------------
            void TEXTURE_CONE::Compute_Triangle_Normal(D3DXVECTOR3& v1, D3DXVECTOR3& v2, D3DXVECTOR3& v3, D3DVECTOR& normal)
            {
                D3DXVECTOR3 vec1 = v1 - v2;
                D3DXVECTOR3 vec2 = v1 - v3;
                D3DXVECTOR3 normal_vec;

                D3DXVec3Cross(&normal_vec, &vec1, &vec2);
                D3DXVec3Normalize(&normal_vec, &normal_vec);

                normal = (D3DVECTOR) normal_vec;
            }

            //------------------------------------------------------------------------------------
            // Release all resource allocated for D3D.
            //------------------------------------------------------------------------------------
            void TEXTURE_CONE::Release_COM_Object()
            {
                Safe_Release(_tiger_texture);
                Safe_Release(_chess_texture);
                Safe_Release(_wall_texture);

                Safe_Release(_square_vertex_buffer);
                Safe_Release(_cone_vertex_buffer);

                Safe_Release(_d3d_device);
                Safe_Release(_d3d);
            }

            這里主要指出Render()函數需要注意的一個細節,在繪制三棱錐時的代碼:

            _d3d_device->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 4);

            而在繪制正方形時的代碼是:

            _d3d_device- >DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2);

            一個是D3DPT_TRIANGLELIST,另一個卻是D3DPT_TRIANGLESTRIP,這是因為他們存儲頂點的方式不同,來看看SDK文檔提供的說明:
             
            D3DPT_TRIANGLELIST
            Renders the specified vertices as a sequence of isolated triangles. Each group of three vertices defines a separate triangle.
            Back-face culling is affected by the current winding-order render state.

            D3DPT_TRIANGLESTRIP
            Renders the vertices as a triangle strip. The backface-culling flag is automatically flipped on even-numbered triangles.

             


            三棱錐數組存儲了12個頂點,每個三角形面有3個頂點,所以12個頂點共存儲了4個三角形面的頂點,這些頂點部分重復了,所以使用 D3DPT_TRIANGLELIST模式來繪制。

            CONE_CUSTOM_VERTEX cone_custom_vertex[12];

            而正方形僅僅保存了4個頂點的數據,頂點存儲沒有冗余,頂點被一些面共用,所以使用D3DPT_TRIANGLESTRIP來渲染。


            SQUARE_CUSTOM_VERTEX square_custom_vertex[] =    
                {
                    {0.0f,   0.0f,   0.0f, 1.0f, 0.0f, 0.0f},
                    {130.0f, 0.0f,   0.0f, 1.0f, 1.0f, 0.0f},
                    {0.0f,   130.0f, 0.0f, 1.0f, 0.0f, 1.0f},
                    {130.0f, 130.0f, 0.0f, 1.0f, 1.0f, 1.0f}
                };

            再來看看測試代碼main.cpp:

            /*************************************************************************************
             [Implement File]

             PURPOSE: 
                Test for texture, material, lighting.
            *************************************************************************************/


            #define DIRECTINPUT_VERSION 0x0800

            #include "GE_COMMON.h"
            #include "GE_APP.h"
            #include "GE_INPUT.h"
            #include "GE_TIMER.h"
            #include "TextureCone.h"

            #pragma warning(disable : 4305 4996)

            int WINAPI WinMain(HINSTANCE instance, HINSTANCE, LPSTR cmd_line, int cmd_show)
            {
                GE_APP ge_app;
                GE_INPUT ge_input;  
                GE_TIMER ge_timer;  
                TEXTURE_CONE texture_cone;

                MSG msg = {0};

                // define property for material
                D3DCOLORVALUE material_dif = {1.0f, 1.0f, 1.0f, 1.0f}; 
                D3DCOLORVALUE material_amb = {1.0f, 1.0f, 1.0f, 1.0f};
                D3DCOLORVALUE material_spe = {1.0f, 0.0f, 0.0f, 1.0f};
                D3DCOLORVALUE material_emi = {0.0f, 0.0f, 1.0f, 1.0f};

                // define property for light
                D3DCOLORVALUE light_dif = {1.0f, 0.0f, 0.0f, 1.0f};  
                D3DCOLORVALUE light_amb = {0.0f, 0.7f, 0.0f, 1.0f};
                D3DCOLORVALUE light_spe = {0.0f, 0.0f, 0.0f, 0.0f};

                D3DVECTOR light_pos = {5.0f, 6.0f, -20.0f};

                float last_render_time = 0;

                // create window
                if(! ge_app.Create_Window("Material and light test", instance, cmd_show))
                    return false;

                HWND hwnd = ge_app.Get_Window_Handle();

                // create directinput
                ge_input.Create_Input(instance, hwnd);

                SetWindowPos(hwnd, 0, 0,0,0,0, SWP_NOSIZE);
                SetCursorPos(0, 0);

                // initialize game time
                ge_timer.Init_Game_Time();

                // Create direct3D interface and direct3D device.
                if(! texture_cone.Create_D3D_Device(hwnd, false))
                    return false;

                // Initialize cone vertex buffer with curstom vertex structure.
                if(! texture_cone.Init_Cone_Vertex_Buffer())
                    return false;

                // Initialize square vertex buffer with curstom vertex structure.
                if(! texture_cone.Init_Square_Vertex_Buffer())
                    return false;

                // Create all texture interface.
                texture_cone.Create_All_Texture();

                // Set camera position.
                texture_cone.Set_Camera();

                // Sets the material properties for the device.
                texture_cone.Set_Object_Material(material_dif, material_amb, material_spe, material_emi, 0);

                // Set point light.
                texture_cone.Set_Point_Light(light_dif, light_amb, light_spe, light_pos);

                // Set texture interface to tiger
                texture_cone.Set_Texture(TIGER);

                // Draw cone and square.
                texture_cone.Render();

                while(msg.message != WM_QUIT)
                {
                    if(PeekMessage(&msg, NULL, 0,0 , PM_REMOVE))
                    {
                        TranslateMessage(&msg);
                        DispatchMessage(&msg);
                    }
                    else
                    {           
                        // read data from keyboard buffer
                        if(ge_input.Read_Keyboard())
                        {
                            // press "ESC", close window.
                            if(ge_input.Is_Key_Pressed(DIK_ESCAPE))
                                PostQuitMessage(0);

                            bool key_left_pressed  = ge_input.Is_Key_Pressed(DIK_LEFT);
                            bool key_right_pressed = ge_input.Is_Key_Pressed(DIK_RIGHT);
                            bool key_up_pressed    = ge_input.Is_Key_Pressed(DIK_UP);                
                            
                            // set texture address mode
                            if(key_left_pressed || key_right_pressed || key_up_pressed)
                            {
                                // Set texture interface to DirectX3D.

                                if(key_left_pressed)                                            
                                    texture_cone.Set_Texture(TIGER);                        

                                if(key_right_pressed)
                                    texture_cone.Set_Texture(CHESS);            

                                if(key_up_pressed)
                                    texture_cone.Set_Texture(WALL);       
                                
                                // draw cone and square
                                texture_cone.Render();
                            }                
                        } 
                        
                        // if it is time to reset light
                        if((ge_timer.Get_Game_Play_Time() - last_render_time) > 30)
                        {
                            if(light_amb.r < 1.0f)
                                light_amb.r += 0.001f;
                            else
                                light_amb.r = 0.0f;

                            if(light_amb.g < 1.0f)
                                light_amb.g += 0.02f;
                            else
                                light_amb.g = 0.0f;

                            if(light_amb.b < 1.0f)
                                light_amb.b += 0.03f;
                            else
                                light_amb.b = 0.0f;

                            texture_cone.Set_Point_Light(light_dif, light_amb, light_spe, light_pos);
                            texture_cone.Render();

                            // update last render time
                            last_render_time = ge_timer.Get_Game_Play_Time();
                        }
                    }
                }    

                UnregisterClass(WINDOW_CLASS_NAME, instance);

                return true;
            }

            用左右上三個方向鍵控制使用不同的紋理圖渲染。

            運行效果:






             
             

            posted on 2007-05-14 00:04 lovedday 閱讀(2783) 評論(2)  編輯 收藏 引用

            評論

            # re: D3D中的紋理貼圖(1) 2007-11-16 10:28 11

            不知道如何給紋理貼圖+變量,可以控制貼圖的數量在規定的范圍內
              回復  更多評論   

            # re: D3D中的紋理貼圖(2) 2010-06-25 00:38 bruce

            兄之文章,言簡意賅,深入淺出,實為DX學習之佳品。讀之即有醍醐灌頂之感。實在是難得啊。  回復  更多評論   

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