• Direct3D 纹理映射


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    纹理映射是将2D的图片映射到一个3D物体上面,物体上漂亮图案被称为纹理贴图, 一个表面可以支持多张贴图等等,下面简单介绍下纹理贴图

    纹理贴图UV: 贴图是一个个像素点组成,每一个像素点都由一个坐标最后形成一张贴图,贴图纹理坐标系UV两个轴组成, 从左上为原点

    image


    那我们在学习下如何在Direct3D中创建一个纹理,绘制到一个正方形上面去。

    设计顶点格式:

    struct  CUSTOMVERTEX
    {
        float x,y,z,rhw;
        float u,v;
    };
    //至少要一张贴图D3DFVF_TEX1
    #define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZRHW | D3DFVF_TEX1)
    创建纹理:
    LPDIRECT3DTEXTURE9 g_pTexture = NULL;
    //使用本地图片,创建纹理
    D3DXCreateTextureFromFile(g_pd3dDevice,L"p5.jpg",&g_pTexture);

    设置纹理:

    g_pd3dDevice->SetTexture(0,g_pTexture);

    效果图:

    image

    整体代码:

    #include <d3d9.h>
    #include <d3dx9.h>
    #include <tchar.h>
    
    #pragma comment(lib,"winmm.lib")
    #pragma comment(lib,"d3d9.lib")
    #pragma comment(lib,"d3dx9.lib")
    
    #define WINDOW_WIDTH 800
    #define WINDOW_HEIGHT 600
    #define WINDOW_TITLE L"盘子脸的程序"
    #define SAFE_RELEASE(p) { if(p) { (p) -> Release();(p)=NULL;} }
    
    struct  CUSTOMVERTEX
    {
        float x,y,z,rhw;
        float u,v;
    };
    //至少要一张贴图D3DFVF_TEX1
    #define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZRHW | D3DFVF_TEX1) 
    
    
    //声明变量
    LPDIRECT3DDEVICE9 g_pd3dDevice = NULL;
    ID3DXFont* g_pFont = NULL;                    
    float g_FPS = 0.0f;
    wchar_t g_strFPS[50];                                    //包含帧速率的字符
    LPDIRECT3DVERTEXBUFFER9 g_pVertexBuffer = NULL;            //顶点缓冲区对象
    LPDIRECT3DINDEXBUFFER9 g_pIndexBuffer = NULL;            //索引缓存
    LPDIRECT3DTEXTURE9 g_pTexture = NULL;
        
    
    //全局函数声明部分
    LRESULT CALLBACK WndProc(HWND hwnd,UINT message,WPARAM wParam,LPARAM lParam);
    HRESULT Direct3DInit(HWND hwnd);
    HRESULT ObjectsInit(HWND hwnd);
    VOID Direct3DRender(HWND hwnd);
    VOID Direct3DCleanUp();
    
    
    
    //主函数
    int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance,LPSTR lpCmdLine,int nShowCmd)
    {
        //设置一个完整的窗口类,没有设置图标
        WNDCLASSEX wndClass = {0};
        wndClass.cbSize = sizeof(WNDCLASSEX);
        wndClass.style = CS_HREDRAW | CS_VREDRAW;            //设置窗口样式
        wndClass.lpfnWndProc = WndProc;
        wndClass.cbClsExtra = 0;
        wndClass.cbWndExtra = 0;
        wndClass.hInstance = hInstance;
        wndClass.hCursor = LoadCursor(NULL,IDC_ARROW);
        wndClass.hbrBackground = (HBRUSH)GetStockObject(GRAY_BRUSH);
        wndClass.lpszMenuName = NULL;
        wndClass.lpszClassName = L"GameDevelop";
    
    
        //注册窗口类
        if(!RegisterClassEx(&wndClass))
        {
            return -1;
        }
    
        //正式创建窗口
        HWND hwnd = CreateWindow(L"GameDevelop",WINDOW_TITLE,WS_OVERLAPPEDWINDOW,CW_USEDEFAULT,CW_USEDEFAULT,WINDOW_WIDTH,
            WINDOW_HEIGHT,NULL,NULL,hInstance,NULL);
    
        //初始化Direct3D资源
        if(!(S_OK == Direct3DInit(hwnd)))
        {
            MessageBox(hwnd,_T("初始化Direct3D失败"),_T("盘子脸的消息窗口"),0);
        }
    
    
        MoveWindow(hwnd,250,80,WINDOW_WIDTH,WINDOW_HEIGHT,true);
        ShowWindow(hwnd,nShowCmd);
        UpdateWindow(hwnd);
    
        //消息循环过程
        MSG msg = {0};        
        while(msg.message != WM_QUIT)
        {
            if(PeekMessage(&msg,0,0,0,PM_REMOVE))
            {
                TranslateMessage(&msg);
                DispatchMessage(&msg);
            }else
            {
                Direct3DRender(hwnd);
            }
        }
    
        //窗口类的注销
        UnregisterClass(L"GameDevelop",wndClass.hInstance);
    
        return 0;
    }
    
    //消息处理函数
    LRESULT CALLBACK WndProc(HWND hwnd,UINT message,WPARAM wParam,LPARAM lParam)
    {
        switch (message)
        {
        case WM_PAINT:
            Direct3DRender(hwnd);
            ValidateRect(hwnd,NULL);
            break;
        case WM_KEYDOWN:
            if(wParam == VK_ESCAPE)
            {
                DestroyWindow(hwnd);
            }
            break;
        case WM_DESTROY:
            Direct3DCleanUp();                //失败Direct3D资源
            PostQuitMessage(0);
            break;
        default:
            return DefWindowProc(hwnd,message,wParam,lParam);
        }
    
        return 0;
    }
    
    HRESULT Direct3DInit(HWND hwnd)
    {
        //创建Direct3D接口对象
        LPDIRECT3D9 pD3D = NULL;
        if(NULL == (pD3D = Direct3DCreate9(D3D_SDK_VERSION)))
        {
            return E_FAIL;
        }
    
        //获取硬件消息
        D3DCAPS9 caps;
        int vp = 0;
        if(FAILED(pD3D->GetDeviceCaps(D3DADAPTER_DEFAULT,D3DDEVTYPE_HAL,&caps)))
        {
            return E_FAIL;
        }
    
        if(caps.DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT)
        {
            //支出硬件顶点运算
            vp = D3DCREATE_HARDWARE_VERTEXPROCESSING;
        }
        else
        {
            vp = D3DCREATE_SOFTWARE_VERTEXPROCESSING;
        }
    
    
        //填充Direct3Dpresent参数
        D3DPRESENT_PARAMETERS d3dpp;
        ZeroMemory(&d3dpp,sizeof(d3dpp));
        d3dpp.BackBufferWidth = WINDOW_WIDTH;
        d3dpp.BackBufferHeight = WINDOW_HEIGHT;
        d3dpp.BackBufferFormat = D3DFMT_A8R8G8B8;
        d3dpp.BackBufferCount = 1;
        d3dpp.MultiSampleType = D3DMULTISAMPLE_NONE;
        d3dpp.MultiSampleQuality = 0;
        d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
        d3dpp.hDeviceWindow = hwnd;
        d3dpp.Windowed = true;
        d3dpp.EnableAutoDepthStencil = true;
        d3dpp.AutoDepthStencilFormat = D3DFMT_D24S8;
        d3dpp.Flags = 0;
        d3dpp.FullScreen_RefreshRateInHz = 0;
        d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
    
    
        //创建Direct3D设备接口
        if(FAILED(pD3D->CreateDevice(D3DADAPTER_DEFAULT,D3DDEVTYPE_HAL,hwnd,vp,&d3dpp,&g_pd3dDevice)))
        {
            return E_FAIL;
        }
    
        SAFE_RELEASE(pD3D);
    
        if(!(S_OK == ObjectsInit(hwnd)))
        {
            return E_FAIL;
        }
    
        return S_OK;
    }
    
    HRESULT ObjectsInit(HWND hwnd)
    {
        //创建字体
        if(FAILED(D3DXCreateFont(g_pd3dDevice,36,0,0,1,false,DEFAULT_CHARSET,OUT_DEFAULT_PRECIS,DEFAULT_QUALITY,0,_T("微软雅黑"),&g_pFont)))
        {
            return E_FAIL;
        }
    
        //创建顶点缓存
        if(FAILED(g_pd3dDevice->CreateVertexBuffer(4*sizeof(CUSTOMVERTEX),0,D3DFVF_CUSTOMVERTEX,D3DPOOL_DEFAULT,&g_pVertexBuffer,NULL)))
        {
            return E_FAIL;
        }
    
        //创建索引缓存
        if(FAILED(g_pd3dDevice->CreateIndexBuffer(6 * sizeof(WORD),D3DUSAGE_WRITEONLY,D3DFMT_INDEX16,D3DPOOL_MANAGED,&g_pIndexBuffer,0)))
        {
            return E_FAIL;
        }
    
        //创建顶点数据
        CUSTOMVERTEX vertices [] = 
        {
            { 100.0f, 100.0f, 0.0f, 1.0f, 0.0f,0.0f },
            { 300.0f, 100.0f, 0.0f, 1.0f, 1.0f,0.0f }, 
            { 300.0f, 300.0f, 0.0f, 1.0f, 1.0f,1.0f},
            { 100.0f, 300.0f, 0.0f, 1.0f, 0.0f,1.0f},
        };
    
        //填充顶点缓冲区
        VOID *pVertices;
        if(FAILED(g_pVertexBuffer->Lock(0,sizeof(vertices),(void**)&pVertices,0)))        //加锁
        {
            return E_FAIL;
        }
    
        memcpy(pVertices,vertices,sizeof(vertices));        //把顶点数据保存到顶点缓存中
        g_pVertexBuffer->Unlock();                            //解锁
    
        //这是索引缓存数据
        WORD * indices = 0;
        g_pIndexBuffer->Lock(0,0,(void**)&indices,0);
    
        //第一个三角形由0,1,3顶点组成
        indices[0] = 0;
        indices[1] = 1;
        indices[2] = 2;
        
        //第二个三角形由1,2,3顶点组成
        indices[3] = 0;
        indices[4] = 2;
        indices[5] = 3;
    
        g_pIndexBuffer->Unlock();
    
    
        //使用本地图片,创建纹理
        D3DXCreateTextureFromFile(g_pd3dDevice,L"p5.jpg",&g_pTexture);
    
    
    
        return S_OK;
    
    }
    
    void Direct3DRender(HWND hwnd)
    {
        g_pd3dDevice->Clear(0,NULL,D3DCLEAR_TARGET,D3DCOLOR_XRGB(245,245,245),1.0f,0);
        
        //定义一个矩形
        RECT formatRect;
        GetClientRect(hwnd,&formatRect);
    
        g_pd3dDevice->BeginScene();
        g_pd3dDevice->SetRenderState(D3DRS_SHADEMODE,D3DSHADE_GOURAUD);
        g_pd3dDevice->SetRenderState(D3DRS_CULLMODE,false);
        g_pd3dDevice->SetRenderState(D3DRS_LIGHTING,false);
    
        g_pd3dDevice->SetTexture(0,g_pTexture);
        //绘制图形
        g_pd3dDevice->SetStreamSource(0,g_pVertexBuffer,0,sizeof(CUSTOMVERTEX));        //设置绘制的顶点数据
        g_pd3dDevice->SetIndices(g_pIndexBuffer);                                        //设置索引缓存
        g_pd3dDevice->SetFVF(D3DFVF_CUSTOMVERTEX);                                        //设置灵活顶点格式
        g_pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST,0,0,4,0,2);                //根据索引绘制图形,4代表使用4个顶点,2代表两个三角形,其他查询API了解吧
    
        //g_pd3dDevice->DrawPrimitive(D3DPT_TRIANGLELIST,0,4);
    
        //绘制文本信息
        g_pFont->DrawTextW(NULL,L"盘子脸",3,&formatRect,DT_TOP | DT_RIGHT , D3DCOLOR_XRGB(255,39,136));
    
        g_pd3dDevice->EndScene();
        g_pd3dDevice->Present(NULL,NULL,NULL,NULL);
    }
    
    void Direct3DCleanUp()
    {
        SAFE_RELEASE(g_pVertexBuffer);
        SAFE_RELEASE(g_pFont);
        SAFE_RELEASE(g_pd3dDevice);
    }
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  • 原文地址:https://www.cnblogs.com/plateFace/p/4970461.html
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