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D3D 纹理 例子程序
D3D 纹理 例子程序
程序目的
将纹理图片显示到图元表面。
程序实现
#pragma once #pragma comment(lib,"winmm.lib") #pragma comment(lib,"d3d9.lib") #pragma comment(lib,"d3dx9.lib") #include<d3d9.h> #include<d3dx9.h> struct CUSTOMVERTEX { D3DXVECTOR3 position; FLOAT tu; FLOAT tv; }; #define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_TEX1) LRESULT CALLBACK MsgProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); HRESULT Init(HWND hWnd); HRESULT InitD3D(HWND hWnd); HRESULT InitGeometry(); void SetUpMatrices(); void SetUpTextures(); void Render(); void CleanUp(); //global variables. LPDIRECT3D9 pd3d9=NULL; LPDIRECT3DDEVICE9 pd3dDevice9=NULL; LPDIRECT3DVERTEXBUFFER9 pd3dVB=NULL; LPDIRECT3DTEXTURE9 pd3dTexture=NULL; INT WINAPI wWinMain( HINSTANCE, HINSTANCE, LPWSTR, INT) { //wnd class. WNDCLASSEX wcex; ZeroMemory(&wcex,sizeof(wcex)); wcex.cbSize=sizeof(wcex); wcex.hInstance=GetModuleHandle(NULL); wcex.lpfnWndProc=MsgProc; wcex.lpszClassName=L"DXTextures"; wcex.style=CS_CLASSDC; //register class. RegisterClassEx(&wcex); //create window. HWND hWnd=CreateWindowEx( WS_EX_OVERLAPPEDWINDOW, L"DXTextures", L"DXTextures Window", WS_OVERLAPPEDWINDOW, 100, 100, 300, 300, NULL, NULL, wcex.hInstance, NULL); //show window. ShowWindow(hWnd,SW_SHOWDEFAULT); UpdateWindow(hWnd); //init global variables. if(FAILED(Init(hWnd))) { return -1; } //message loop MSG msg; ZeroMemory(&msg,sizeof(msg)); while(msg.message != WM_QUIT) { if(PeekMessage(&msg,hWnd,0,0,PM_REMOVE)) { TranslateMessage(&msg); DispatchMessage(&msg); } else { Render(); } } return 0; } LRESULT CALLBACK MsgProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) { switch(msg) { case WM_DESTROY: CleanUp(); PostQuitMessage(0); return 0; } return DefWindowProc(hWnd,msg,wParam,lParam); } void Render() { pd3dDevice9->Clear( 0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0,0,255), 1.0f, 0); if(SUCCEEDED(pd3dDevice9->BeginScene())) { SetUpMatrices(); SetUpTextures(); pd3dDevice9->SetStreamSource( 0, pd3dVB, 0, sizeof( CUSTOMVERTEX ) ); pd3dDevice9->SetFVF( D3DFVF_CUSTOMVERTEX ); pd3dDevice9->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 2 * 50 - 2 ); pd3dDevice9->EndScene(); } pd3dDevice9->Present(NULL,NULL,NULL,NULL); } HRESULT InitD3D(HWND hWnd) { //create d3d. pd3d9=Direct3DCreate9(D3D_SDK_VERSION); if(pd3d9 == NULL) { return E_FAIL; } //init present param. D3DPRESENT_PARAMETERS d3dpp; ZeroMemory(&d3dpp,sizeof(d3dpp)); d3dpp.Windowed=TRUE; d3dpp.BackBufferFormat=D3DFMT_UNKNOWN; d3dpp.SwapEffect=D3DSWAPEFFECT_DISCARD; d3dpp.EnableAutoDepthStencil=TRUE; d3dpp.AutoDepthStencilFormat=D3DFMT_D16; //create device. if(FAILED(pd3d9->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &pd3dDevice9))) { return E_FAIL; } return S_OK; } void CleanUp() { if(pd3dVB != NULL) { pd3dVB->Release(); pd3dVB=NULL; } if(pd3dDevice9 != NULL) { pd3dDevice9->Release(); pd3dDevice9=NULL; } if(pd3d9 != NULL) { pd3d9->Release(); pd3d9=NULL; } } void SetUpMatrices() { //world matrix. D3DXMATRIXA16 worldMat; D3DXMatrixIdentity(&worldMat); D3DXMatrixRotationY(&worldMat,timeGetTime()/1000.0f); pd3dDevice9->SetTransform(D3DTS_WORLD,&worldMat); //view matrix. D3DXMATRIXA16 viewMat; D3DXVECTOR3 vEye(0.0f,2.0f,-5.0f); D3DXVECTOR3 vLookAt(0.0f,0.0f,0.0f); D3DXVECTOR3 vUp(0.0f,1.0f,0.0f); D3DXMatrixLookAtLH(&viewMat,&vEye,&vLookAt,&vUp); pd3dDevice9->SetTransform(D3DTS_VIEW,&viewMat); //projection matrix. D3DXMATRIXA16 projMat; D3DXMatrixPerspectiveFovLH(&projMat,D3DX_PI/4,1.0f,1.0f,1000.0f); pd3dDevice9->SetTransform(D3DTS_PROJECTION,&projMat); } HRESULT InitGeometry() { //create texture. if(FAILED(D3DXCreateTextureFromFile( pd3dDevice9, L"dxts.jpg", &pd3dTexture))) { return E_FAIL; } //create vertex buffer. if(FAILED(pd3dDevice9->CreateVertexBuffer( 50*2*sizeof(CUSTOMVERTEX), 0, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &pd3dVB, NULL))) { return E_FAIL; } //assgin value. CUSTOMVERTEX* pVertices; if(FAILED(pd3dVB->Lock( 0, 50*2*sizeof(CUSTOMVERTEX), (void**)&pVertices, 0))) { return E_FAIL; } for( DWORD i = 0; i < 50; i++ ) { FLOAT theta = ( 2 * D3DX_PI * i ) / ( 50 - 1 ); pVertices[2 * i + 0].position = D3DXVECTOR3( cosf( theta ), -1.0f, sinf( theta ) ); pVertices[2 * i + 0].tu=(2*(FLOAT)i)/49.0f; pVertices[2 * i + 0].tv=1.0f; pVertices[2 * i + 1].position = D3DXVECTOR3( cosf( theta ), 1.0f, sinf( theta ) ); pVertices[2 * i + 1].tu=(2*(FLOAT)i)/49.0f; pVertices[2 * i + 1].tv=0.0f; } pd3dVB->Unlock(); // Turn off culling pd3dDevice9->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE ); // Turn off D3D lighting pd3dDevice9->SetRenderState( D3DRS_LIGHTING, FALSE ); // Turn on the zbuffer pd3dDevice9->SetRenderState( D3DRS_ZENABLE, TRUE ); return S_OK; } void SetUpTextures() { pd3dDevice9->SetTexture(0,pd3dTexture); } HRESULT Init(HWND hWnd) { if(FAILED(InitD3D(hWnd))) { return E_FAIL; } if(FAILED(InitGeometry())) { return E_FAIL; } return S_OK; }
程序结果
总结
1.d3d学习至今,纹理卡的时间最长,里面涉及的参数太多。现在也不是很懂。
2.d3d大约的流程是:声明一种特性,特性初始化,设置这种特性,使用这种特性。
3.如果想运行这个程序,将DX路径配置好,寻找一个图片,大小2的幂数,修改名字为dxts.jpg加载到工程就可以运行了。
4.学习d3d看来是需要有知识基础的,数学里面的空间与几何是需要的,后面还将会用到矩阵,路漫漫...
5.上周去面试发现这些都没有什么用,唉,等到什么程度才能真的顶用呢?
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