纹理

#include "stdafx.h"

#define WINDOW_CLASS    _T("UGPDX")
#define WINDOW_NAME     _T("D3D Texture Mapping")
#define WINDOW_WIDTH    640
#define WINDOW_HEIGHT   480

bool InitializeD3D(HWND hWnd, bool fullscreen);
bool InitializeObjects();
void RenderScene();
void Shutdown();


LPDIRECT3D9 g_D3D = NULL;
LPDIRECT3DDEVICE9 g_D3DDevice = NULL;
D3DXMATRIX g_projection;
D3DXMATRIX g_ViewMatrix;
LPDIRECT3DVERTEXBUFFER9 g_VertexBuffer = NULL;
LPDIRECT3DTEXTURE9 g_Texture = NULL;

struct stD3DVertex
{
	float x, y, z;
	float tu, tv;
};



LRESULT WINAPI MsgProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
	switch(msg)
	{
	case WM_DESTROY:
		PostQuitMessage(0);
		return 0;
		break;

	case WM_KEYUP:
		if(wParam == VK_ESCAPE) PostQuitMessage(0);
		break;
	}

	return DefWindowProc(hWnd, msg, wParam, lParam);
}


int WINAPI WinMain(HINSTANCE hInst, HINSTANCE prevhInst, LPSTR cmdLine, int show)
{
	WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L,
		GetModuleHandle(NULL), NULL, NULL, NULL, NULL,
		WINDOW_CLASS, NULL };
	RegisterClassEx(&wc);
	HWND hWnd = CreateWindow(WINDOW_CLASS, WINDOW_NAME, WS_OVERLAPPEDWINDOW,
		100, 100, WINDOW_WIDTH, WINDOW_HEIGHT,
		GetDesktopWindow(), NULL, wc.hInstance, NULL);
	if(InitializeD3D(hWnd, false))
	{
		ShowWindow(hWnd, SW_SHOWDEFAULT);
		UpdateWindow(hWnd);
		MSG msg;
		ZeroMemory(&msg, sizeof(msg));
		while(msg.message != WM_QUIT)
		{
			if(PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
			{
				TranslateMessage(&msg);
				DispatchMessage(&msg);
			}
			else
				RenderScene();
		}
	}

	Shutdown();
	UnregisterClass(WINDOW_CLASS, wc.hInstance);
	return 0;
}


bool InitializeD3D(HWND hWnd, bool fullscreen)
{
	D3DDISPLAYMODE displayMode;
	g_D3D = Direct3DCreate9(D3D_SDK_VERSION);
	if(g_D3D == NULL) return false;
	if(FAILED(g_D3D->GetAdapterDisplayMode(D3DADAPTER_DEFAULT, &displayMode)))
		return false;
	D3DPRESENT_PARAMETERS d3dpp;
	ZeroMemory(&d3dpp, sizeof(d3dpp));
	if(fullscreen)
	{
		d3dpp.Windowed = FALSE;
		d3dpp.BackBufferWidth = WINDOW_WIDTH;
		d3dpp.BackBufferHeight = WINDOW_HEIGHT;
	}
	else
		d3dpp.Windowed = TRUE;
	d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
	d3dpp.BackBufferFormat = displayMode.Format;
	if(FAILED(g_D3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
		D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &g_D3DDevice)))
	{
		return false;
	}
	if(!InitializeObjects()) return false;
	return true;
}


bool InitializeObjects()
{
	stD3DVertex objData[] =
	{
		{-3.0f, -4.0f, 0, 0, 1},
		{3.0f, -4.0f, 0, 1, 1},
		{3.0f, 4.0f, 0, 1, 0},

		{3.0f, 4.0f, 0, 1, 0},
		{-3.0f, 4.0f, 0,0, 0},
		{-3.0f, -4.0f, 0,0, 1}
	};

	if(FAILED(g_D3DDevice->CreateVertexBuffer(sizeof(objData),0,
		D3DTEXTUREFVF, D3DPOOL_DEFAULT,
		&g_VertexBuffer, NULL))) return false;
	void *ptr;
	if(FAILED(g_VertexBuffer->Lock(0, sizeof(objData),
		(void**)&ptr, 0))) return false;
	memcpy(ptr, objData, sizeof(objData));
	g_VertexBuffer->Unlock();
	if(D3DXCreateTextureFromFile(g_D3DDevice, _T(".\\skybox\\3\\Right3.JPG"),
		&g_Texture) != D3D_OK) return false;

	/*g_D3DDevice->SetSamplerState(0, D3DSAMP_MINFILTER,
		D3DTEXF_LINEAR);
	g_D3DDevice->SetSamplerState(0, D3DSAMP_MAGFILTER,
		D3DTEXF_LINEAR);*/

	g_D3DDevice->SetRenderState(D3DRS_LIGHTING, FALSE);
	g_D3DDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CW);

	D3DXMatrixPerspectiveFovLH(&g_projection, 45.0f,
		WINDOW_WIDTH/WINDOW_HEIGHT, 1.0f, 1000.0f);
	g_D3DDevice->SetTransform(D3DTS_PROJECTION, &g_projection);
	D3DXVECTOR3 cameraPos(0.0f, 0.0f, -10.0f);
	D3DXVECTOR3 lookAtPos(0.0f, 0.0f, 0.0f);
	D3DXVECTOR3 upDir(0.0f, 1.0f, 0.0f);
	D3DXMatrixLookAtLH(&g_ViewMatrix, &cameraPos,
		&lookAtPos, &upDir);
	g_D3DDevice->SetTransform(D3DTS_VIEW, &g_ViewMatrix);

	return true;
}


void RenderScene()
{
	g_D3DDevice->Clear(0, NULL, D3DCLEAR_TARGET,
		D3DCOLOR_XRGB(0,0,0), 1.0f, 0);
	g_D3DDevice->BeginScene();

	g_D3DDevice->SetTexture(0, g_Texture);
	g_D3DDevice->SetStreamSource(0, g_VertexBuffer,
		0, sizeof(stD3DVertex));
	g_D3DDevice->SetFVF(D3DTEXTUREFVF);
	g_D3DDevice->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 2);

	g_D3DDevice->EndScene();
	g_D3DDevice->Present(NULL,NULL,NULL,NULL);
}


void Shutdown()
{
	if(g_D3DDevice != NULL) g_D3DDevice->Release();
	g_D3DDevice = NULL;
	if(g_D3D != NULL) g_D3D->Release();
	g_D3D = NULL;
	if(g_VertexBuffer != NULL) g_VertexBuffer->Release();
	g_VertexBuffer = NULL;
	if(g_Texture != NULL) g_Texture->Release();
	g_Texture = NULL;
}

纹理_第1张图片

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