今天尝试了渲染到纹理,在网上找到一篇文章,按照他写的居然出不来;认真的看了看原理,终于明白了~~自己写了个! //----------------------------------------------------------------------------- // File: Meshes.cpp // // Desc: For advanced geometry, most apps will prefer to load pre-authored // meshes from a file. Fortunately, when using meshes, D3DX does most of // the work for this, parsing a geometry file and creating vertx buffers // (and index buffers) for us. This tutorial shows how to use a D3DXMESH // object, including loading it from a file and rendering it. One thing // D3DX does not handle for us is the materials and textures for a mesh, // so note that we have to handle those manually. // // Note: one advanced (but nice) feature that we don't show here is that // when cloning a mesh we can specify the FVF. So, regardless of how the // mesh was authored, we can add/remove normals, add more texture // coordinate sets (for multi-texturing), etc. // // Copyright (c) Microsoft Corporation. All rights reserved. //----------------------------------------------------------------------------- #include <Windows.h> #include <mmsystem.h> #include <d3dx9.h> #pragma warning( disable : 4996 ) // disable deprecated warning #include <strsafe.h> #pragma warning( default : 4996 ) //----------------------------------------------------------------------------- // Global variables //----------------------------------------------------------------------------- LPDIRECT3D9 g_pD3D = NULL; // Used to create the D3DDevice LPDIRECT3DDEVICE9 g_pd3dDevice = NULL; // Our rendering device LPD3DXMESH g_pMesh = NULL; // Our mesh object in sysmem D3DMATERIAL9* g_pMeshMaterials = NULL; // Materials for our mesh LPDIRECT3DTEXTURE9* g_pMeshTextures = NULL; // Textures for our mesh DWORD g_dwNumMaterials = 0L; // Number of mesh materials LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL; // Buffer to hold vertices LPDIRECT3DTEXTURE9 g_pRenderTexture = NULL; struct CUSTOMVERTEX { D3DXVECTOR3 position; // The 3D position for the vertex DWORD color; // The surface normal for the vertex FLOAT tu, tv; }; // Our custom FVF, which describes our custom vertex structure #define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1) //----------------------------------------------------------------------------- // Name: InitD3D() // Desc: Initializes Direct3D //----------------------------------------------------------------------------- HRESULT InitD3D( HWND hWnd ) { // Create the D3D object. if( NULL == ( g_pD3D = Direct3DCreate9( D3D_SDK_VERSION ) ) ) return E_FAIL; // Set up the structure used to create the D3DDevice. Since we are now // using more complex geometry, we will create a device with a zbuffer. D3DPRESENT_PARAMETERS d3dpp; ZeroMemory( &d3dpp, sizeof(d3dpp) ); d3dpp.Windowed = TRUE; d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; d3dpp.BackBufferFormat = D3DFMT_UNKNOWN; d3dpp.EnableAutoDepthStencil = TRUE; d3dpp.AutoDepthStencilFormat = D3DFMT_D16; // Create the D3DDevice if( FAILED( g_pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &g_pd3dDevice ) ) ) { return E_FAIL; } // Turn on the zbuffer g_pd3dDevice->SetRenderState( D3DRS_ZENABLE, TRUE ); // Turn on ambient lighting g_pd3dDevice->SetRenderState( D3DRS_AMBIENT, 0xffffffff ); g_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE ); return S_OK; } //----------------------------------------------------------------------------- // Name: InitGeometry() // Desc: Load the mesh and build the material and texture arrays //----------------------------------------------------------------------------- HRESULT InitGeometry() { //88888888888888888888888888888888888888888888888888888888888888 if(FAILED( g_pd3dDevice->CreateTexture(700,700,1,D3DUSAGE_RENDERTARGET,D3DFMT_X8R8G8B8,D3DPOOL_DEFAULT,&g_pRenderTexture,NULL) )) {return false;} //88888888888888888888888888888888888888888888888888888888888888 CUSTOMVERTEX v[]= { {D3DXVECTOR3( -1,-1,0),0xFFFFFFFF,0.0f,1.0f}, {D3DXVECTOR3( 1,-1,0),0xFFFFFFFF,1.0f,1.0f}, {D3DXVECTOR3( -1,1,0),0xFFFFFFFF,0.0f,0.0f}, {D3DXVECTOR3( 1,1,0),0xFFFFFFFF,1.0f,0.0f}, }; // Create the vertex buffer. if( FAILED( g_pd3dDevice->CreateVertexBuffer( 4*sizeof(CUSTOMVERTEX), 0, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &g_pVB, NULL ) ) ) { return E_FAIL; } // Fill the vertex buffer. We are algorithmically generating a cylinder // here, including the normals, which are used for lighting. CUSTOMVERTEX *pVertices; if( FAILED( g_pVB->Lock( 0, 0, (void**)&pVertices, 0 ) ) ) return E_FAIL; memcpy(pVertices,v,sizeof(v)); g_pVB->Unlock(); LPD3DXBUFFER pD3DXMtrlBuffer; // Load the mesh from the specified file if( FAILED( D3DXLoadMeshFromX( "Tiger.x", D3DXMESH_SYSTEMMEM, g_pd3dDevice, NULL, &pD3DXMtrlBuffer, NULL, &g_dwNumMaterials, &g_pMesh ) ) ) { // If model is not in current folder, try parent folder if( FAILED( D3DXLoadMeshFromX( "..//Tiger.x", D3DXMESH_SYSTEMMEM, g_pd3dDevice, NULL, &pD3DXMtrlBuffer, NULL, &g_dwNumMaterials, &g_pMesh ) ) ) { MessageBox(NULL, "Could not find tiger.x", "Meshes.exe", MB_OK); return E_FAIL; } } // We need to extract the material properties and texture names from the // pD3DXMtrlBuffer D3DXMATERIAL* d3dxMaterials = (D3DXMATERIAL*)pD3DXMtrlBuffer->GetBufferPointer(); g_pMeshMaterials = new D3DMATERIAL9[g_dwNumMaterials]; if( g_pMeshMaterials == NULL ) return E_OUTOFMEMORY; g_pMeshTextures = new LPDIRECT3DTEXTURE9[g_dwNumMaterials]; if( g_pMeshTextures == NULL ) return E_OUTOFMEMORY; for( DWORD i=0; i<g_dwNumMaterials; i++ ) { // Copy the material g_pMeshMaterials[i] = d3dxMaterials[i].MatD3D; // Set the ambient color for the material (D3DX does not do this) g_pMeshMaterials[i].Ambient = g_pMeshMaterials[i].Diffuse; g_pMeshTextures[i] = NULL; if( d3dxMaterials[i].pTextureFilename != NULL && lstrlen(d3dxMaterials[i].pTextureFilename) > 0 ) { // Create the texture if( FAILED( D3DXCreateTextureFromFile( g_pd3dDevice, d3dxMaterials[i].pTextureFilename, &g_pMeshTextures[i] ) ) ) { // If texture is not in current folder, try parent folder const TCHAR* strPrefix = TEXT("..//"); TCHAR strTexture[MAX_PATH]; StringCchCopy( strTexture, MAX_PATH, strPrefix ); StringCchCat( strTexture, MAX_PATH, d3dxMaterials[i].pTextureFilename ); // If texture is not in current folder, try parent folder if( FAILED( D3DXCreateTextureFromFile( g_pd3dDevice, strTexture, &g_pMeshTextures[i] ) ) ) { MessageBox(NULL, "Could not find texture map", "Meshes.exe", MB_OK); } } } } // Done with the material buffer pD3DXMtrlBuffer->Release(); return S_OK; } //----------------------------------------------------------------------------- // Name: Cleanup() // Desc: Releases all previously initialized objects //----------------------------------------------------------------------------- VOID Cleanup() { if( g_pMeshMaterials != NULL ) delete[] g_pMeshMaterials; if( g_pMeshTextures ) { for( DWORD i = 0; i < g_dwNumMaterials; i++ ) { if( g_pMeshTextures[i] ) g_pMeshTextures[i]->Release(); } delete[] g_pMeshTextures; } if( g_pMesh != NULL ) g_pMesh->Release(); if( g_pd3dDevice != NULL ) g_pd3dDevice->Release(); if( g_pD3D != NULL ) g_pD3D->Release(); } //----------------------------------------------------------------------------- // Name: SetupMatrices() // Desc: Sets up the world, view, and projection transform matrices. //----------------------------------------------------------------------------- VOID SetupMatrices() { // Set up world matrix D3DXMATRIXA16 matWorld; D3DXMatrixRotationY( &matWorld, timeGetTime()/1000.0f ); g_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld ); // Set up our view matrix. A view matrix can be defined given an eye point, // a point to lookat, and a direction for which way is up. Here, we set the // eye five units back along the z-axis and up three units, look at the // origin, and define "up" to be in the y-direction. D3DXVECTOR3 vEyePt( 0.0f, 3.0f,-5.0f ); 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 ); // For the projection matrix, we set up a perspective transform (which // transforms geometry from 3D view space to 2D viewport space, with // a perspective divide making objects smaller in the distance). To build // a perpsective transform, we need the field of view (1/4 pi is common), // the aspect ratio, and the near and far clipping planes (which define at // what distances geometry should be no longer be rendered). D3DXMATRIXA16 matProj; D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, 1.0f, 1.0f, 100.0f ); g_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj ); } LPDIRECT3DSURFACE9 mainSceneSurface =NULL; LPDIRECT3DSURFACE9 tempSceneSurface = NULL; //----------------------------------------------------------------------------- // Name: Render() // Desc: Draws the scene //----------------------------------------------------------------------------- VOID Render() { if( SUCCEEDED( g_pd3dDevice->BeginScene() ) ) { //(((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((( //(((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((( //(((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((( if(FAILED( g_pRenderTexture->GetSurfaceLevel(0,&tempSceneSurface) )) {return ;} if(FAILED( g_pd3dDevice->GetRenderTarget(0,&mainSceneSurface))) //保存当前Surface {return ;} if(FAILED( g_pd3dDevice->SetRenderTarget(0,tempSceneSurface ))) return ;//启用内部Surface // Clear the backbuffer and the zbuffer g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER,D3DCOLOR_XRGB(0,0,255), 1.0f, 0 ); SetupMatrices(); // Meshes are divided into subsets, one for each material. Render them in // a loop for( DWORD i=0; i<g_dwNumMaterials; i++ ) { // Set the material and texture for this subset g_pd3dDevice->SetMaterial( &g_pMeshMaterials[i] ); g_pd3dDevice->SetTexture( 0, g_pMeshTextures[i] ); // Draw the mesh subset g_pMesh->DrawSubset( i ); } // End the scene if(FAILED( g_pd3dDevice->SetRenderTarget(0, mainSceneSurface))) return ;//返回当前Surface //(((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((( //(((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((( //(((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((((( g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0,0,255), 1.0f, 0 ); //SetupMatrices(); g_pd3dDevice->SetTexture(0,g_pRenderTexture); // Render the vertex buffer contents g_pd3dDevice->SetStreamSource( 0, g_pVB, 0, sizeof(CUSTOMVERTEX) ); g_pd3dDevice->SetFVF( D3DFVF_CUSTOMVERTEX ); g_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0,2 ); g_pd3dDevice->EndScene(); } // Present the backbuffer contents to the display g_pd3dDevice->Present( NULL, NULL, NULL, NULL ); } //----------------------------------------------------------------------------- // Name: MsgProc() // Desc: The window's message handler //----------------------------------------------------------------------------- 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 ); } //----------------------------------------------------------------------------- // Name: WinMain() // Desc: The application's entry point //----------------------------------------------------------------------------- INT WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPSTR, INT ) { // Register the window class WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, "D3D Tutorial", NULL }; RegisterClassEx( &wc ); // Create the application's window HWND hWnd = CreateWindow( "D3D Tutorial", "D3D Tutorial 06: Meshes", WS_OVERLAPPEDWINDOW, 100, 100, 800, 800, NULL, NULL, wc.hInstance, NULL ); // Initialize Direct3D if( SUCCEEDED( InitD3D( hWnd ) ) ) { // Create the scene geometry if( SUCCEEDED( InitGeometry() ) ) { // Show the window ShowWindow( hWnd, SW_SHOWDEFAULT ); UpdateWindow( hWnd ); // Enter the message loop 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(); } } } UnregisterClass( "D3D Tutorial", wc.hInstance ); return 0; } 运行结果是,把D3d例题中的不停旋转的老虎贴在了一个面片上!