//
=============================================================================
//
Desc: 纹理影射基础
//
=============================================================================
#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_pTexture
=
NULL;
//
纹理对象
LPDIRECT3DTEXTURE9 g_pRender2Tex
=
NULL;
LPDIRECT3DSURFACE9 g_pRenderSur
=
NULL;
LPDIRECT3DSURFACE9 g_pBackupSur
=
NULL;
//
-----------------------------------------------------------------------------
//
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: 设置变换矩阵
//
-----------------------------------------------------------------------------
VOID SetupMatrices()
{
//
创建并设置世界矩阵
D3DXMATRIXA16 matWorld;
D3DXMatrixIdentity(
&
matWorld );
g_pd3dDevice
->
SetTransform( D3DTS_WORLD,
&
matWorld );
//
创建并设置观察矩阵
D3DXVECTOR3 vEyePt(
0.0f
,
0.0f
,
-
10
);
D3DXVECTOR3 vLookatPt(
0.0f
,
0.0f
,
0.0f
);
D3DXVECTOR3 vUpVec(
0.0f
,
1.0f
,
0.0f
);
D3DXMATRIXA16 matView;
D3DXMatrixLookAtLH(
&
matView,
&
vEyePt,
&
vLookatPt,
&
vUpVec );
g_pd3dDevice
->
SetTransform( D3DTS_VIEW,
&
matView );
//
创建并设置投影矩阵
D3DXMATRIXA16 matProj;
D3DXMatrixPerspectiveFovLH(
&
matProj, D3DX_PI
/
4
,
1.0f
,
1.0f
,
100.0f
);
g_pd3dDevice
->
SetTransform( D3DTS_PROJECTION,
&
matProj );
}
//
-----------------------------------------------------------------------------
//
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_X8R8G8B8;
//
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 );
//
设置变换矩阵
SetupMatrices();
HRESULT hr
=
g_pd3dDevice
->
CreateTexture(
256
,
256
,
1
,D3DUSAGE_RENDERTARGET,
D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT,
&
g_pRender2Tex, NULL);
if
(FAILED(hr))
{
return
E_FAIL;
}
g_pRender2Tex
->
GetSurfaceLevel(
0
,
&
g_pRenderSur);
return
S_OK;
}
//
-----------------------------------------------------------------------------
//
Desc: 创建场景图形
//
-----------------------------------------------------------------------------
HRESULT InitGriphics()
{
//
创建纹理对象
if
( FAILED( D3DXCreateTextureFromFile( g_pd3dDevice, L
"
texture.jpg
"
,
&
g_pTexture ) ) )
{
MessageBox(NULL, L
"
创建纹理失败
"
, L
"
Texture.exe
"
, MB_OK);
return
E_FAIL;
}
//
顶点数据
CUSTOMVERTEX g_Vertices[]
=
{
{
-
3
,
-
3
,
0.0f
,
0.0f
,
1.0f
},
{
-
3
,
3
,
0.0f
,
0.0f
,
0.0f
},
{
3
,
-
3
,
0.0f
,
1.0f
,
1.0f
},
{
3
,
3
,
0.0f
,
1.0f
,
0.0f
}
};
//
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(
0
,
sizeof
(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: 渲染图形
//
-----------------------------------------------------------------------------
VOID Render()
{
//
清空后台缓冲区
g_pd3dDevice
->
Clear(
0
, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(
45
,
50
,
170
),
1.0f
,
0
);
//
开始在后台缓冲区绘制图形
if
( SUCCEEDED( g_pd3dDevice
->
BeginScene() ) )
{
g_pd3dDevice
->
GetRenderTarget(
0
,
&
g_pBackupSur);
g_pd3dDevice
->
SetRenderTarget(
0
, g_pRenderSur);
/*
RTT
*/
g_pd3dDevice
->
Clear(
0
, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(
0
,
0
,
0
),
1.0f
,
0
);
g_pd3dDevice
->
SetTexture(
0
, g_pTexture );
//
设置纹理
g_pd3dDevice
->
SetStreamSource(
0
, g_pVB,
0
,
sizeof
(CUSTOMVERTEX) );
g_pd3dDevice
->
SetFVF( D3DFVF_CUSTOMVERTEX );
g_pd3dDevice
->
DrawPrimitive( D3DPT_TRIANGLESTRIP,
0
,
2
);
D3DXSaveTextureToFileA(
"
tt.tga
"
, D3DXIFF_TGA, g_pRender2Tex, NULL);
/*
真是场景
*/
g_pd3dDevice
->
SetRenderTarget(
0
, g_pBackupSur);
g_pd3dDevice
->
SetTexture(
0
, g_pTexture );
//
设置纹理
g_pd3dDevice
->
SetStreamSource(
0
, g_pVB,
0
,
sizeof
(CUSTOMVERTEX) );
g_pd3dDevice
->
SetFVF( D3DFVF_CUSTOMVERTEX );
g_pd3dDevice
->
DrawPrimitive( D3DPT_TRIANGLESTRIP,
0
,
2
);
//
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
;
}
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,
0L
,
0L
,
GetModuleHandle(NULL), NULL, NULL, NULL, NULL,
L
"
ClassName
"
, NULL };
RegisterClassEx(
&
wc );
//
创建窗口
HWND hWnd
=
CreateWindow( L
"
ClassName
"
, L
"
纹理影射基础
"
,
WS_OVERLAPPEDWINDOW,
200
,
100
,
800
,
600
,
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,
0U
,
0U
, PM_REMOVE ) )
{
TranslateMessage(
&
msg );
DispatchMessage(
&
msg );
}
else
{
Render();
//
渲染图形
}
}
}
}
UnregisterClass( L
"
ClassName
"
, wc.hInstance );
return
0
;
}