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D3D中的纹理映射(4)

该例程演示了如何设置纹理寻址模式。

截图:

源程序:

 

/**************************************************************************************
  Allows the user to switch between the different texture address modes to see what they do. 
  Use the following keys:
           'W' - Switches to Wrap mode
           'B' - Switches to Border mode
           'C' - Switches to Clamp mode
           'M' - Switches to Mirror mode  
 *************************************************************************************
*/

#include 
"d3dUtility.h"

#pragma warning(disable : 
4100)

const int WIDTH  = 640;
const int HEIGHT = 480;

IDirect3DDevice9
*        g_d3d_device;
IDirect3DVertexBuffer9
* g_quad_vb;
IDirect3DTexture9
*        g_d3d_texture;

class cTextureVertex
{
public:
    
float m_x,  m_y,  m_z;
    
float m_nx, m_ny, m_nz;
    
float m_u, m_v; // texture coordinates    

    cTextureVertex() { }

    cTextureVertex(
float x,  float y,  float z,
                   
float nx, float ny, float nz,
                   
float u,  float v)
    {
        m_x  
= x;  m_y  = y;  m_z  = z;
        m_nx 
= nx; m_ny = ny; m_nz = nz;
        m_u  
= u;  m_v  = v;
    }    
};

const DWORD TEXTURE_VERTEX_FVF = D3DFVF_XYZ | D3DFVF_NORMAL | D3DFVF_TEX1;

////////////////////////////////////////////////////////////////////////////////////////////////////

bool setup()
{    
    
// create the quad vertex buffer and fill it with the quad geometry
    g_d3d_device->CreateVertexBuffer(6 * sizeof(cTextureVertex), D3DUSAGE_WRITEONLY, TEXTURE_VERTEX_FVF,
                                     D3DPOOL_MANAGED, 
&g_quad_vb, NULL);

    cTextureVertex
* vertices;

    g_quad_vb
->Lock(00, (void**)&vertices, 0);

    
// quad built from two triangles, note texture coordinate.

    vertices[
0= cTextureVertex(-1.0f-1.0f1.25f0.0f0.0f-1.0f0.0f3.0f);
    vertices[
1= cTextureVertex(-1.0f,  1.0f1.25f0.0f0.0f-1.0f0.0f0.0f);
    vertices[
2= cTextureVertex( 1.0f,  1.0f1.25f0.0f0.0f-1.0f3.0f0.0f);

    vertices[
3= cTextureVertex(-1.0f-1.0f1.25f0.0f0.0f-1.0f0.0f3.0f);
    vertices[
4= cTextureVertex( 1.0f,  1.0f1.25f0.0f0.0f-1.0f3.0f0.0f);
    vertices[
5= cTextureVertex( 1.0f-1.0f1.25f0.0f0.0f-1.0f3.0f3.0f);

    g_quad_vb
->Unlock();

    
// create the texture and set filters

    D3DXCreateTextureFromFile(g_d3d_device, 
"dx5_logo.bmp"&g_d3d_texture);

    g_d3d_device
->SetTexture(0, g_d3d_texture);

    g_d3d_device
->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
    g_d3d_device
->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
    g_d3d_device
->SetSamplerState(0, D3DSAMP_MIPFILTER, D3DTEXF_POINT);

    
// don't use lighting for this sample
    g_d3d_device->SetRenderState(D3DRS_LIGHTING, FALSE);

    
// set the projection matrix
    D3DXMATRIX proj;
    D3DXMatrixPerspectiveFovLH(
&proj, D3DX_PI * 0.5f, (float)WIDTH/HEIGHT, 1.0f1000.0f);
    g_d3d_device
->SetTransform(D3DTS_PROJECTION, &proj);
    
    
return true;
}

void cleanup()
{    
    safe_release
<IDirect3DVertexBuffer9*>(g_quad_vb);
    safe_release
<IDirect3DTexture9*>(g_d3d_texture);
}

bool display(float time_delta)
{
    
// set wrap address mode
    if(GetAsyncKeyState('W'& 0x8000f)
    {
        g_d3d_device
->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_WRAP);
        g_d3d_device
->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_WRAP);
    }

    
// set border color address mode
    if(GetAsyncKeyState('B'& 0x8000f)
    {
        g_d3d_device
->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER);
        g_d3d_device
->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER);
        g_d3d_device
->SetSamplerState(0,  D3DSAMP_BORDERCOLOR, 0x000000ff);
    }

    
// set clamp address mode
    if(GetAsyncKeyState('C'& 0x8000f)
    {
        g_d3d_device
->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
        g_d3d_device
->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
    }

    
// set mirror address mode
    if(GetAsyncKeyState('M'& 0x8000f)
    {
        g_d3d_device
->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_MIRROR);
        g_d3d_device
->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_MIRROR);
    }    

    
// draw the scene

    g_d3d_device
->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff1.0f0);

    g_d3d_device
->BeginScene();

    g_d3d_device
->SetStreamSource(0, g_quad_vb, 0sizeof(cTextureVertex));
    g_d3d_device
->SetFVF(TEXTURE_VERTEX_FVF);
    g_d3d_device
->DrawPrimitive(D3DPT_TRIANGLELIST, 02);
    
    g_d3d_device
->EndScene();

    g_d3d_device
->Present(NULL, NULL, NULL, NULL);

    
return true;
}

LRESULT CALLBACK wnd_proc(HWND hwnd, UINT msg, WPARAM word_param, LPARAM long_param)
{
    
switch(msg)
    {
    
case WM_DESTROY:
        PostQuitMessage(
0);
        
break;

    
case WM_KEYDOWN:
        
if(word_param == VK_ESCAPE)
            DestroyWindow(hwnd);
        
break;
    }

    
return DefWindowProc(hwnd, msg, word_param, long_param);
}

int WINAPI WinMain(HINSTANCE inst, HINSTANCE, PSTR cmd_line, int cmd_show)
{
    
if(! init_d3d(inst, WIDTH, HEIGHT, true, D3DDEVTYPE_HAL, &g_d3d_device))
    {
        MessageBox(NULL, 
"init_d3d() - failed."0, MB_OK);
        
return 0;
    }

    
if(! setup())
    {
        MessageBox(NULL, 
"Steup() - failed."0, MB_OK);
        
return 0;
    }

    enter_msg_loop(display);

    cleanup();
    g_d3d_device
->Release();

    
return 0;
}

 

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posted on 2008-03-17 17:49 lovedday 阅读(629) 评论(0)  编辑 收藏 引用


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