《精通DirectX 3D》第六章 纹理映射基础 01_TextureBase
Rectangle顶点UV坐标
把这张图贴上去就更清楚了
//
=============================================================================
// 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
// -----------------------------------------------------------------------------
// 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_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 );
// 设置变换矩阵
SetupMatrices();
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 -> SetTexture( 0 , g_pTexture ); // 设置纹理(重剑:在俩三角形上贴了张图)
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 , 600 , 500 ,
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 ;
}
// 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
// -----------------------------------------------------------------------------
// 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_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 );
// 设置变换矩阵
SetupMatrices();
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 -> SetTexture( 0 , g_pTexture ); // 设置纹理(重剑:在俩三角形上贴了张图)
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 , 600 , 500 ,
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 ;
}