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0,1选纹理;上下键调距离




//=============================================================================
// Desc: 多级渐进纹理
//=============================================================================

#include 
<d3dx9.h>

//-----------------------------------------------------------------------------
// Desc: 全局变量
//-----------------------------------------------------------------------------
LPDIRECT3D9             g_pD3D       = NULL;    //Direct3D对象
LPDIRECT3DDEVICE9       g_pd3dDevice = NULL;    //Direct3D设备对象
LPDIRECT3DVERTEXBUFFER9 g_pVB        = NULL;    //顶点缓冲区对象
LPDIRECT3DTEXTURE9      g_pMipTex    = NULL;    //多级渐进纹理
LPDIRECT3DTEXTURE9      g_pTexture   = NULL;    //非多级渐进纹理
float                   g_fDistance  = -10;     //摄影机距图形的距离
bool                    g_bUseMipTex = true;    //标志是否使用多级渐进纹理


//-----------------------------------------------------------------------------
// Desc: 顶点结构
//-----------------------------------------------------------------------------
struct CUSTOMVERTEX
{
    FLOAT x, y, z;    
//顶点位置  
    FLOAT u,v ;          //顶点纹理坐标
};
#define D3DFVF_CUSTOMVERTEX   (D3DFVF_XYZ | D3DFVF_TEX1)


//-----------------------------------------------------------------------------
// Desc: 初始化Direct3D
//-----------------------------------------------------------------------------
HRESULT InitD3D( HWND hWnd )
{
    
//创建Direct3D对象, 该对象用于创建Direct3D设备对象
    if( NULL == ( g_pD3D = Direct3DCreate9( D3D_SDK_VERSION ) ) )
        
return E_FAIL;

    
//设置D3DPRESENT_PARAMETERS结构, 准备创建Direct3D设备对象
    D3DPRESENT_PARAMETERS d3dpp;
    ZeroMemory( 
&d3dpp, sizeof(d3dpp) );
    d3dpp.Windowed 
= TRUE;
    d3dpp.SwapEffect 
= D3DSWAPEFFECT_DISCARD;
    d3dpp.BackBufferFormat 
= D3DFMT_UNKNOWN;

    
//创建Direct3D设备对象
    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 );

    
    
//设置纹理过滤方式
    g_pd3dDevice->SetSamplerState(0, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR);

    
return S_OK;
}


//-----------------------------------------------------------------------------
// Desc: 创建场景图形
//-----------------------------------------------------------------------------
HRESULT InitGriphics()
{
    
//创建多级渐进纹理
    if( FAILED( D3DXCreateTextureFromFileEx( g_pd3dDevice, 
                                            L
"texture.jpg",
                                             
00,             //纹理宽度和高度, "0"表示以图形文件的宽度和高度作为纹理的宽度和高度
                                             0,                //渐进纹理序列级数
                                             0,                //纹理使用方式, 一般为0
                                             D3DFMT_X8R8G8B8,  //纹理图形格式
                                             D3DPOOL_MANAGED,  //纹理资源的内存类型
                                             D3DX_DEFAULT,    
                                             D3DX_DEFAULT, 
                                             
0xFF000000,0,0,
                                             
&g_pMipTex ) ) )
    {
        
return E_FAIL;
    }

    
//创建非多级渐进纹理纹理
    if( FAILED( D3DXCreateTextureFromFileEx( g_pd3dDevice, 
                                            L
"texture.jpg",
                                             
00,             //纹理宽度和高度, "0"表示以图形文件的宽度和高度作为纹理的宽度和高度
                                             1,                //渐进纹理序列级数
                                             0,                //纹理使用方式, 一般为0
                                             D3DFMT_X8R8G8B8,  //纹理图形格式
                                             D3DPOOL_MANAGED,  //纹理资源的内存类型
                                             D3DX_DEFAULT,    
                                             D3DX_DEFAULT, 
                                             
0xFF000000,0,0,
                                             
&g_pTexture ) ) )
    {
        
return E_FAIL;
    }

    
//顶点数据
    CUSTOMVERTEX g_Vertices[] =
    {
        
#define fdiv 80.f
        { 
-3,   -3,  0.0f0.0f1.0f},   
        { 
-3,    3,  0.0f0.0f0.0f},    
        {  
3,   -3,  0.0f1.0f1.0f},    
        {  
3,    3,  0.0f1.0f0.0f }

    };
    
    
//创建顶点缓冲区
    if( FAILED( g_pd3dDevice->CreateVertexBuffer( 4*sizeof(CUSTOMVERTEX),
                                                 
0, D3DFVF_CUSTOMVERTEX,
                                                 D3DPOOL_MANAGED, 
&g_pVB,NULL ) ) )
    {
        
return E_FAIL;
    }

    
//填充顶点缓冲区
    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: 释放创建的对象
//-----------------------------------------------------------------------------
VOID Cleanup()
{
    
//释放多级渐进纹理对象
    if( g_pMipTex != NULL )
        g_pMipTex
->Release();

    
//释放多级渐进纹理对象
    if( g_pTexture != NULL )
        g_pTexture
->Release();

    
//释放顶点缓冲区对象
    if( g_pVB != NULL )        
        g_pVB
->Release();

    
//释放Direct3D设备对象
    if( g_pd3dDevice != NULL ) 
        g_pd3dDevice
->Release();

    
//释放Direct3D对象
    if( g_pD3D != NULL )       
        g_pD3D
->Release();
}


//-----------------------------------------------------------------------------
// Desc: 设置变换矩阵
//-----------------------------------------------------------------------------
VOID SetupMatrices()
{
    
//世界矩阵
    D3DXMATRIXA16 matWorld;
    D3DXMatrixIdentity( 
&matWorld );
    g_pd3dDevice
->SetTransform( D3DTS_WORLD, &matWorld );

    
//观察矩阵, 观察点根据输入逐渐拉近或变远
    D3DXVECTOR3 vEyePt( 0.0f0.0f, g_fDistance );
    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 );

    
//投影矩阵
    D3DXMATRIXA16 matProj;
    D3DXMatrixPerspectiveFovLH( 
&matProj, D3DX_PI/41.0f1.0f100.0f );
    g_pd3dDevice
->SetTransform( D3DTS_PROJECTION, &matProj );
}


//-----------------------------------------------------------------------------
// Desc: 渲染图形 
//-----------------------------------------------------------------------------
VOID Render()
{
    
//清空后台缓冲区
    g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(4550170), 1.0f0 );
    SetupMatrices();  
//设置变换矩阵,

    
//开始在后台缓冲区绘制图形
    if( SUCCEEDED( g_pd3dDevice->BeginScene() ) )
    {
        
//在后台缓冲区绘制图形
        if(g_bUseMipTex==true)
            g_pd3dDevice
->SetTexture( 0, g_pMipTex );  //使用多级渐进纹理
        else
            g_pd3dDevice
->SetTexture( 0, g_pTexture ); //使用普通纹理
        
        g_pd3dDevice
->SetStreamSource( 0, g_pVB, 0sizeof(CUSTOMVERTEX) );
        g_pd3dDevice
->SetFVF( D3DFVF_CUSTOMVERTEX );
        g_pd3dDevice
->DrawPrimitive( D3DPT_TRIANGLESTRIP, 02);

        
//结束在后台缓冲区绘制图形
        g_pd3dDevice->EndScene();
    }

    
//将在后台缓冲区绘制的图形提交到前台缓冲区显示
    g_pd3dDevice->Present( NULL, NULL, NULL, NULL );
}


//-----------------------------------------------------------------------------
// Desc: 消息处理
//-----------------------------------------------------------------------------
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”键, 使用多级渐进纹理
            g_bUseMipTex = true;
            
break;

        
case 50:    //“2”键, 不使用多级渐进纹理
            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: 入口函数
//-----------------------------------------------------------------------------
INT WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPSTR, INT )
{

    
//注册窗口类
    WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L0L,
                      GetModuleHandle(NULL), NULL, NULL, NULL, NULL,
                       L
"ClassName", NULL };
    RegisterClassEx( 
&wc );

    
//创建窗口
    HWND hWnd = CreateWindow(  L"ClassName", L"多级渐进纹理",
                              WS_OVERLAPPEDWINDOW, 
200100600500,
                              GetDesktopWindow(), NULL, wc.hInstance, NULL );

    
//初始化Direct3D
    if( SUCCEEDED( InitD3D( hWnd ) ) )
    {
        
//创建场景图形
        if( SUCCEEDED( InitGriphics() ) )
        {
            
//显示窗口
            ShowWindow( hWnd, SW_SHOWDEFAULT );
            UpdateWindow( hWnd );

            
//进入消息循环
            MSG msg;
            ZeroMemory( 
&msg, sizeof(msg) );
            
while( msg.message!=WM_QUIT )
            {
                
if( PeekMessage( &msg, NULL, 0U0U, PM_REMOVE ) )
                {
                    TranslateMessage( 
&msg );
                    DispatchMessage( 
&msg );
                }
                
else
                {
                    Render();  
//渲染图形
                }
            }
        }
    }

    UnregisterClass(  L
"ClassName", wc.hInstance );
    
return 0;
}



posted on 2008-03-25 16:09 七星重剑 阅读(467) 评论(0)  编辑 收藏 引用 所属分类: Game Graphics

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