Direct3D提供了对生成的纹理坐标进行坐标变换的功能,与顶点坐标变换相类似,可以指定一个4x4的纹理坐标变换矩阵,把它与生成的纹理坐标相乘,然后将变换之后的纹理坐标输出至Direct3D渲染流水线。使用纹理坐标变换可以对纹理坐标进行诸如平移、旋转和缩放等三维变换。纹理坐标变换对于生成一些特殊效果是非常有用的,它不用直接修改顶点的纹理坐标。例如可以通过一个简单的平移矩阵对纹理坐标进行变换,从而使物体表面上的纹理不断变换位置,产生动画效果。纹理坐标自动生成在三维图形程序中最广泛的应用是环境映射。
可通过函数IDirect3DDevice9::SetTransform()来设置4x4的纹理坐标变换矩阵,它以D3DTS_TEXTURE0~ D3DTS_TEXTURE7作为第一个参数,表示设置纹理层0~7的纹理矩阵。下列代码对纹理层0设置了一个将纹理坐标u、v缩小到原来一半的纹理矩阵:
D3DXMATRIX mat;
D3DXMatrixIdentity(&mat);
mat._11 = 0.5f;
mat._22 = 0.5f;
pd3dDevice->SetTransform(D3DTS_TEXTURE0, &mat);
下面的代码将原来的纹理坐标平移(1.0, 1.0, 0)个单位。
D3DXMATRIX mat;
D3DXMatrixIdentity(&mat);
mat._41 = 1.0f;
mat._42 = 1.0f;
mat._43 = 0.0f;
pd3dDevice->SetTransform(D3DTS_TEXTURE0, &mat);
示例程序通过下列代码对自动生成的纹理坐标进行变换:
// texture coordinate transform
D3DXMATRIX mat_texture, mat_scale, mat_trans;
D3DXMatrixIdentity(&mat_texture);
D3DXMatrixScaling(&mat_scale, 0.5f, -0.5f, 1.0f);
D3DXMatrixTranslation(&mat_trans, 0.5f, 0.5f, 1.0f);
mat_texture = mat_texture * mat_scale * mat_trans;
pd3dDevice->SetTransform(D3DTS_TEXTURE0, &mat_texture);
运行效果图:
主程序:
#include
"
dxstdafx.h
"
#include
"
resource.h
"
#pragma warning(disable :
4127
4995
4996
)
#define
release_com(p) do { if(p) { (p)->Release(); (p) = NULL; } } while(0)
#define
IDC_TOGGLE_FULLSCREEN 1
#define
IDC_TOGGLE_REF 2
#define
IDC_CHANGE_DEVICE 3
struct
sCustomVertex
{
float
x, y, z;
D3DCOLOR color;
};
#define
D3DFVF_CUSTOM_VERTEX (D3DFVF_XYZ | D3DFVF_DIFFUSE)
const
D3DXCOLOR FONT_COLOR(
1.0f
,
0.5f
,
0.25f
,
1.0f
);
CDXUTDialogResourceManager g_dlg_resource_manager;
CD3DSettingsDlg g_settings_dlg;
CDXUTDialog g_button_dlg;
IDirect3DVertexBuffer9
*
g_vertex_buffer;
IDirect3DTexture9
*
g_texture;
ID3DXFont
*
g_font;
ID3DXSprite
*
g_text_sprite;
bool
g_show_help;
//
--------------------------------------------------------------------------------------
//
Rejects any devices that aren't acceptable by returning false
//
--------------------------------------------------------------------------------------
bool
CALLBACK IsDeviceAcceptable( D3DCAPS9
*
pCaps, D3DFORMAT AdapterFormat,
D3DFORMAT BackBufferFormat,
bool
bWindowed,
void
*
pUserContext )
{
//
Typically want to skip backbuffer formats that don't support alpha blending
IDirect3D9
*
pD3D
=
DXUTGetD3DObject();
if
( FAILED( pD3D
->
CheckDeviceFormat( pCaps
->
AdapterOrdinal, pCaps
->
DeviceType, AdapterFormat,
D3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING, D3DRTYPE_TEXTURE, BackBufferFormat ) ) )
return
false
;
return
true
;
}
//
--------------------------------------------------------------------------------------
//
Before a device is created, modify the device settings as needed.
//
--------------------------------------------------------------------------------------
bool
CALLBACK ModifyDeviceSettings( DXUTDeviceSettings
*
pDeviceSettings,
const
D3DCAPS9
*
pCaps,
void
*
pUserContext )
{
//
If video card does not support hardware vertex processing, then uses sofaware vertex processing.
if
((pCaps
->
DevCaps
&
D3DDEVCAPS_HWTRANSFORMANDLIGHT)
==
0
)
pDeviceSettings
->
BehaviorFlags
=
D3DCREATE_SOFTWARE_VERTEXPROCESSING;
static
bool
is_first_time
=
true
;
if
(is_first_time)
{
is_first_time
=
false
;
//
if using reference device, then pop a warning message box.
if
(pDeviceSettings
->
DeviceType
==
D3DDEVTYPE_REF)
DXUTDisplaySwitchingToREFWarning();
}
return
true
;
}
//
--------------------------------------------------------------------------------------
//
Create any D3DPOOL_MANAGED resources here
//
--------------------------------------------------------------------------------------
HRESULT CALLBACK OnCreateDevice( IDirect3DDevice9
*
pd3dDevice,
const
D3DSURFACE_DESC
*
pBackBufferSurfaceDesc,
void
*
pUserContext )
{
HRESULT hr;
V_RETURN(g_dlg_resource_manager.OnCreateDevice(pd3dDevice));
V_RETURN(g_settings_dlg.OnCreateDevice(pd3dDevice));
D3DXCreateFont(pd3dDevice,
18
,
0
, FW_BOLD,
1
, FALSE, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS, DEFAULT_QUALITY,
DEFAULT_PITCH
|
FF_DONTCARE, L
"
Arial
"
,
&
g_font);
V_RETURN(D3DXCreateTextureFromFile(pd3dDevice, L
"
texture.jpg
"
,
&
g_texture));
//
create vertex buffer and fill data
sCustomVertex vertices[]
=
{
{
-
1.0f
,
-
1.0f
,
0.0f
,
0xFFFFFFFF
},
{
-
1.0f
,
1.0f
,
0.0f
,
0xFFFFFFFF
},
{
1.0f
,
-
1.0f
,
0.0f
,
0xFFFFFFFF
},
{
1.0f
,
1.0f
,
0.0f
,
0xFFFFFFFF
}
};
pd3dDevice
->
CreateVertexBuffer(
sizeof
(vertices),
0
, D3DFVF_CUSTOM_VERTEX, D3DPOOL_MANAGED,
&
g_vertex_buffer, NULL);
void
*
ptr;
g_vertex_buffer
->
Lock(
0
,
sizeof
(vertices), (
void
**
)
&
ptr,
0
);
memcpy(ptr, vertices,
sizeof
(vertices));
g_vertex_buffer
->
Unlock();
return
S_OK;
}
//
--------------------------------------------------------------------------------------
//
Create any D3DPOOL_DEFAULT resources here
//
--------------------------------------------------------------------------------------
HRESULT CALLBACK OnResetDevice( IDirect3DDevice9
*
pd3dDevice,
const
D3DSURFACE_DESC
*
pBackBufferSurfaceDesc,
void
*
pUserContext )
{
HRESULT hr;
V_RETURN(g_dlg_resource_manager.OnResetDevice());
V_RETURN(g_settings_dlg.OnResetDevice());
V_RETURN(g_font
->
OnResetDevice());
V_RETURN(D3DXCreateSprite(pd3dDevice,
&
g_text_sprite));
//
set dialog position and size
g_button_dlg.SetLocation(pBackBufferSurfaceDesc
->
Width
-
170
,
0
);
g_button_dlg.SetSize(
170
,
170
);
//
setup world matrix
D3DXMATRIX mat_world;
D3DXMatrixIdentity(
&
mat_world);
pd3dDevice
->
SetTransform(D3DTS_WORLD,
&
mat_world);
//
setup view matrix
D3DXMATRIX mat_view;
D3DXVECTOR3 eye(
0.0f
,
0.0f
,
-
3.0f
);
D3DXVECTOR3 at(
0.0f
,
0.0f
,
0.0f
);
D3DXVECTOR3 up(
0.0f
,
1.0f
,
0.0f
);
D3DXMatrixLookAtLH(
&
mat_view,
&
eye,
&
at,
&
up);
pd3dDevice
->
SetTransform(D3DTS_VIEW,
&
mat_view);
//
set projection matrix
D3DXMATRIX mat_proj;
float
aspect
=
(
float
)pBackBufferSurfaceDesc
->
Width
/
pBackBufferSurfaceDesc
->
Height;
D3DXMatrixPerspectiveFovLH(
&
mat_proj, D3DX_PI
/
4
, aspect,
1.0f
,
100.0f
);
pd3dDevice
->
SetTransform(D3DTS_PROJECTION,
&
mat_proj);
pd3dDevice
->
SetRenderState(D3DRS_LIGHTING, FALSE);
//
set texture color blend method, disalbe alpha blend.
pd3dDevice
->
SetTexture(
0
, g_texture);
pd3dDevice
->
SetTextureStageState(
0
, D3DTSS_COLORARG1, D3DTA_TEXTURE);
pd3dDevice
->
SetTextureStageState(
0
, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
pd3dDevice
->
SetTextureStageState(
0
, D3DTSS_COLOROP, D3DTOP_MODULATE);
pd3dDevice
->
SetTextureStageState(
0
, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
//
create texture coordinate using vertex position in camera space
pd3dDevice
->
SetTextureStageState(
0
, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_CAMERASPACEPOSITION);
pd3dDevice
->
SetTextureStageState(
0
, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2);
//
texture coordinate transform
D3DXMATRIX mat_texture, mat_scale, mat_trans;
D3DXMatrixIdentity(
&
mat_texture);
D3DXMatrixScaling(
&
mat_scale,
0.5f
,
-
0.5f
,
1.0f
);
D3DXMatrixTranslation(
&
mat_trans,
0.5f
,
0.5f
,
1.0f
);
mat_texture
=
mat_texture
*
mat_scale
*
mat_trans;
pd3dDevice
->
SetTransform(D3DTS_TEXTURE0,
&
mat_texture);
return
S_OK;
}
//
--------------------------------------------------------------------------------------
//
Release resources created in the OnResetDevice callback here
//
--------------------------------------------------------------------------------------
void
CALLBACK OnLostDevice(
void
*
pUserContext )
{
g_dlg_resource_manager.OnLostDevice();
g_settings_dlg.OnLostDevice();
g_font
->
OnLostDevice();
release_com(g_text_sprite);
}
//
--------------------------------------------------------------------------------------
//
Release resources created in the OnCreateDevice callback here
//
--------------------------------------------------------------------------------------
void
CALLBACK OnDestroyDevice(
void
*
pUserContext )
{
g_dlg_resource_manager.OnDestroyDevice();
g_settings_dlg.OnDestroyDevice();
release_com(g_font);
release_com(g_vertex_buffer);
release_com(g_texture);
}
//
--------------------------------------------------------------------------------------
//
Handle updates to the scene
//
--------------------------------------------------------------------------------------
void
CALLBACK OnFrameMove( IDirect3DDevice9
*
pd3dDevice,
double
fTime,
float
fElapsedTime,
void
*
pUserContext )
{
}
//
--------------------------------------------------------------------------------------
//
Render the helper information
//
--------------------------------------------------------------------------------------
void
RenderText()
{
CDXUTTextHelper text_helper(g_font, g_text_sprite,
20
);
text_helper.Begin();
//
show frame and device states
text_helper.SetInsertionPos(
5
,
5
);
text_helper.SetForegroundColor(FONT_COLOR);
text_helper.DrawTextLine( DXUTGetFrameStats(
true
) );
text_helper.DrawTextLine( DXUTGetDeviceStats() );
//
show other simple information
//
text_helper.SetForegroundColor( D3DXCOLOR(0.2f, 0.5f, 0.8f, 1.0f) );
//
text_helper.DrawTextLine(L"Texture Coordinate Transform");
//
show helper information
const
D3DSURFACE_DESC
*
surface_desc
=
DXUTGetBackBufferSurfaceDesc();
if
(g_show_help)
{
text_helper.SetInsertionPos(
10
, surface_desc
->
Height
-
18
*
5
);
text_helper.SetForegroundColor(FONT_COLOR);
text_helper.DrawTextLine(L
"
Controls (F1 to hide):
"
);
text_helper.SetInsertionPos(
40
, surface_desc
->
Height
-
18
*
4
);
text_helper.DrawTextLine(L
"
Quit: ESC
"
);
}
else
{
text_helper.SetInsertionPos(
10
, surface_desc
->
Height
-
15
*
4
);
text_helper.SetForegroundColor( D3DXCOLOR(
1.0f
,
1.0f
,
1.0f
,
1.0f
) );
text_helper.DrawTextLine(L
"
Press F1 for help
"
);
}
text_helper.End();
}
//
--------------------------------------------------------------------------------------
//
Render the scene
//
--------------------------------------------------------------------------------------
void
CALLBACK OnFrameRender( IDirect3DDevice9
*
pd3dDevice,
double
fTime,
float
fElapsedTime,
void
*
pUserContext )
{
HRESULT hr;
if
(g_settings_dlg.IsActive())
{
g_settings_dlg.OnRender(fElapsedTime);
return
;
}
//
Clear the render target and the zbuffer
V( pd3dDevice
->
Clear(
0
, NULL, D3DCLEAR_TARGET
|
D3DCLEAR_ZBUFFER, D3DCOLOR_ARGB(
0
,
0
,
0
,
0
),
1.0f
,
0
) );
//
Render the scene
if
( SUCCEEDED( pd3dDevice
->
BeginScene() ) )
{
pd3dDevice
->
SetStreamSource(
0
, g_vertex_buffer,
0
,
sizeof
(sCustomVertex));
pd3dDevice
->
SetFVF(D3DFVF_CUSTOM_VERTEX);
pd3dDevice
->
DrawPrimitive(D3DPT_TRIANGLESTRIP,
0
,
2
);
RenderText();
V(g_button_dlg.OnRender(fElapsedTime));
V( pd3dDevice
->
EndScene() );
}
}
//
--------------------------------------------------------------------------------------
//
Handle messages to the application
//
--------------------------------------------------------------------------------------
LRESULT CALLBACK MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam,
bool
*
pbNoFurtherProcessing,
void
*
pUserContext )
{
*
pbNoFurtherProcessing
=
g_dlg_resource_manager.MsgProc(hWnd, uMsg, wParam, lParam);
if
(
*
pbNoFurtherProcessing)
return
0
;
if
(g_settings_dlg.IsActive())
{
g_settings_dlg.MsgProc(hWnd, uMsg, wParam, lParam);
return
0
;
}
*
pbNoFurtherProcessing
=
g_button_dlg.MsgProc(hWnd, uMsg, wParam, lParam);
if
(
*
pbNoFurtherProcessing)
return
0
;
return
0
;
}
//
--------------------------------------------------------------------------------------
//
Handle keybaord event
//
--------------------------------------------------------------------------------------
void
CALLBACK OnKeyboardProc(UINT charater,
bool
is_key_down,
bool
is_alt_down,
void
*
user_context)
{
if
(is_key_down)
{
switch
(charater)
{
case
VK_F1:
g_show_help
=
!
g_show_help;
break
;
}
}
}
//
--------------------------------------------------------------------------------------
//
Handle events for controls
//
--------------------------------------------------------------------------------------
void
CALLBACK OnGUIEvent(UINT
event
,
int
control_id, CDXUTControl
*
control,
void
*
user_context)
{
switch
(control_id)
{
case
IDC_TOGGLE_FULLSCREEN:
DXUTToggleFullScreen();
break
;
case
IDC_TOGGLE_REF:
DXUTToggleREF();
break
;
case
IDC_CHANGE_DEVICE:
g_settings_dlg.SetActive(
true
);
break
;
}
}
//
--------------------------------------------------------------------------------------
//
Initialize dialogs
//
--------------------------------------------------------------------------------------
void
InitDialogs()
{
g_settings_dlg.Init(
&
g_dlg_resource_manager);
g_button_dlg.Init(
&
g_dlg_resource_manager);
g_button_dlg.SetCallback(OnGUIEvent);
int
x
=
35
, y
=
10
, width
=
125
, height
=
22
;
g_button_dlg.AddButton(IDC_TOGGLE_FULLSCREEN, L
"
Toggle full screen
"
, x, y, width, height);
g_button_dlg.AddButton(IDC_TOGGLE_REF, L
"
Toggle REF (F3)
"
, x, y
+=
24
, width, height);
g_button_dlg.AddButton(IDC_CHANGE_DEVICE, L
"
Change device (F2)
"
, x, y
+=
24
, width, height, VK_F2);
}
//
--------------------------------------------------------------------------------------
//
Initialize everything and go into a render loop
//
--------------------------------------------------------------------------------------
INT WINAPI WinMain( HINSTANCE, HINSTANCE, LPSTR,
int
)
{
//
Enable run-time memory check for debug builds.
#if
defined(DEBUG) | defined(_DEBUG)
_CrtSetDbgFlag( _CRTDBG_ALLOC_MEM_DF
|
_CRTDBG_LEAK_CHECK_DF );
#endif
//
Set the callback functions
DXUTSetCallbackDeviceCreated( OnCreateDevice );
DXUTSetCallbackDeviceReset( OnResetDevice );
DXUTSetCallbackDeviceLost( OnLostDevice );
DXUTSetCallbackDeviceDestroyed( OnDestroyDevice );
DXUTSetCallbackMsgProc( MsgProc );
DXUTSetCallbackFrameRender( OnFrameRender );
DXUTSetCallbackFrameMove( OnFrameMove );
DXUTSetCallbackKeyboard(OnKeyboardProc);
//
TODO: Perform any application-level initialization here
InitDialogs();
//
Initialize DXUT and create the desired Win32 window and Direct3D device for the application
DXUTInit(
true
,
true
,
true
);
//
Parse the command line, handle the default hotkeys, and show msgboxes
DXUTSetCursorSettings(
true
,
true
);
//
Show the cursor and clip it when in full screen
DXUTCreateWindow( L
"
Texture Coordinate Transform
"
);
DXUTCreateDevice( D3DADAPTER_DEFAULT,
true
,
640
,
480
, IsDeviceAcceptable, ModifyDeviceSettings );
//
Start the render loop
DXUTMainLoop();
//
TODO: Perform any application-level cleanup here
return
DXUTGetExitCode();
}