//=============================================================================
// Desc: 多级渐进纹理
//=============================================================================
#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_pMipTex = NULL; //多级渐进纹理
LPDIRECT3DTEXTURE9 g_pTexture = NULL; //非多级渐进纹理
float g_fDistance = -10; //摄影机距图形的距离
bool g_bUseMipTex = true; //标志是否使用多级渐进纹理
//-----------------------------------------------------------------------------
// 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: 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 );
//设置纹理过滤方式
g_pd3dDevice->SetSamplerState(0, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR);
return S_OK;
}
//-----------------------------------------------------------------------------
// Desc: 创建场景图形
//-----------------------------------------------------------------------------
HRESULT InitGriphics()
{
//创建多级渐进纹理
if( FAILED( D3DXCreateTextureFromFileEx( g_pd3dDevice,
L"texture.jpg",
0, 0, //纹理宽度和高度, "0"表示以图形文件的宽度和高度作为纹理的宽度和高度
0, //渐进纹理序列级数,指定为0表示尽可能多的生成纹理序列
0, //纹理使用方式, 一般为0
D3DFMT_X8R8G8B8, //纹理图形格式
D3DPOOL_MANAGED, //纹理资源的内存类型
D3DX_DEFAULT,
D3DX_DEFAULT,
0xFF000000,0,0,
&g_pMipTex ) ) )
{
return E_FAIL;
}
//创建非多级渐进纹理纹理
if( FAILED( D3DXCreateTextureFromFileEx( g_pd3dDevice,
L"texture.jpg",
0, 0, //纹理宽度和高度, "0"表示以图形文件的宽度和高度作为纹理的宽度和高度
1, //渐进纹理序列级数 1 表示只生成一级纹理序列
0, //纹理使用方式, 一般为0
D3DFMT_X8R8G8B8, //纹理图形格式
D3DPOOL_MANAGED, //纹理资源的内存类型
D3DX_DEFAULT,
D3DX_DEFAULT,
0xFF000000,0,0,
&g_pTexture ) ) )
{
return E_FAIL;
}
//顶点数据
CUSTOMVERTEX g_Vertices[] =
{
#define fdiv 80.f
{ -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()
{
//释放多级渐进纹理对象
if( g_pMipTex != NULL )
g_pMipTex->Release();
//释放多级渐进纹理对象
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: 设置变换矩阵
//-----------------------------------------------------------------------------
VOID SetupMatrices()
{
//世界矩阵
D3DXMATRIXA16 matWorld;
D3DXMatrixIdentity( &matWorld );
g_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
//观察矩阵, 观察点根据输入逐渐拉近或变远
D3DXVECTOR3 vEyePt( 0.0f, 0.0f, g_fDistance );
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 );
//投影矩阵
D3DXMATRIXA16 matProj;
D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, 1.0f, 1.0f, 100.0f );
g_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
}
//-----------------------------------------------------------------------------
// 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 );
SetupMatrices(); //设置变换矩阵,
//开始在后台缓冲区绘制图形
if( SUCCEEDED( g_pd3dDevice->BeginScene() ) )
{
//在后台缓冲区绘制图形
if(g_bUseMipTex==true)
g_pd3dDevice->SetTexture( 0, g_pMipTex ); //使用多级渐进纹理
else
g_pd3dDevice->SetTexture( 0, g_pTexture ); //使用普通纹理
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;
case WM_KEYDOWN:
switch(wParam)
{
case 49: //“1”键, 使用多级渐进纹理
g_bUseMipTex = true;
break;
case 50: //“2”键, 不使用多级渐进纹理
g_bUseMipTex = false;
break;
case VK_DOWN:
g_fDistance -= 0.1f;
break;
case VK_UP:
g_fDistance += 0.1f;
break;
}
return 0;
}
return DefWindowProc( hWnd, msg, wParam, lParam );
}
//-----------------------------------------------------------------------------
// Desc: 入口函数
//------------
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