正方形贴图

//material表示材质对光的反应特性,texture指的是贴图
#include<d3d9.h>
#include<d3dx9.h>


#define WINDOW_CLASS    "UGPDX"
#define WINDOW_NAME     "Capturing Screen Shots"
#define WINDOW_WIDTH    640
#define WINDOW_HEIGHT   480


// Function Prototypes...
bool InitializeD3D(HWND hWnd, bool fullscreen);
bool InitializeObjects();
void RenderScene();
void Shutdown();




// Direct3D object and device.
LPDIRECT3D9 g_D3D = NULL;
LPDIRECT3DDEVICE9 g_D3DDevice = NULL;


// Matrices.
D3DXMATRIX g_projection;
D3DXMATRIX g_ViewMatrix;


// Vertex buffer to hold the geometry.
LPDIRECT3DVERTEXBUFFER9 g_VertexBuffer = NULL;


// Holds a texture image.
LPDIRECT3DTEXTURE9 g_Texture = NULL;


// Records if we already saved the screen shot.
bool g_screenShotSaved = false;


// A structure for our custom vertex type
struct stD3DVertex
{
    float x, y, z;
    unsigned long color;
    float tu, tv;
};


// Our custom FVF, which describes our custom vertex structure
#define D3DFVF_VERTEX (D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX1)




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)
{
   // Register the window class
   WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L,
                     GetModuleHandle(NULL), NULL, NULL, NULL, NULL,
                     WINDOW_CLASS, NULL };
   RegisterClassEx(&wc);


   // Create the application's window
   HWND hWnd = CreateWindow(WINDOW_CLASS, WINDOW_NAME, WS_OVERLAPPEDWINDOW,
                            100, 100, WINDOW_WIDTH, WINDOW_HEIGHT,
                            GetDesktopWindow(), NULL, wc.hInstance, NULL);


   // Initialize Direct3D
   if(InitializeD3D(hWnd, false))
      {
         // 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
                  RenderScene();
            }
      }


   // Release any and all resources.
   Shutdown();


   // Unregister our window.
   UnregisterClass(WINDOW_CLASS, wc.hInstance);
   return 0;
}




bool InitializeD3D(HWND hWnd, bool fullscreen)
{
   D3DDISPLAYMODE displayMode;


   // Create the D3D object.
   g_D3D = Direct3DCreate9(D3D_SDK_VERSION);
   if(g_D3D == NULL) return false;


   // Get the desktop display mode.
   if(FAILED(g_D3D->GetAdapterDisplayMode(D3DADAPTER_DEFAULT, &displayMode)))
      return false;


   // Set up the structure used to create the D3DDevice
   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;


   // Create the D3DDevice
   if(FAILED(g_D3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
             D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &g_D3DDevice)))
      {
         return false;
      }


   // Initialize any objects we will be displaying.
   if(!InitializeObjects()) return false;


   return true;
}




bool InitializeObjects()
{


	//左手系坐标点
	stD3DVertex objData[] =
      {
          {-0.3f, -0.5f, 0.0f, D3DCOLOR_XRGB(255,255,255), 0.0f, 1.0f},
          {0.3f, -0.4f, 0.0f, D3DCOLOR_XRGB(255,255,255), 1.0f, 1.0f},
	      {0.2f, 0.4f, 0.0f, D3DCOLOR_XRGB(255,255,255), 1.0f, 0.0f},


	      {0.2f, 0.4f, 0.0f, D3DCOLOR_XRGB(255,255,255), 1.0f, 0.0f},
          {-0.3f, 0.6f, 0.0f, D3DCOLOR_XRGB(255,255,255), 0.0f, 0.0f},
	      {-0.3f, -0.5f, 0.0f, D3DCOLOR_XRGB(255,255,255), 0.0f, 1.0f}


      };


   // Create the vertex buffer.
   if(FAILED(g_D3DDevice->CreateVertexBuffer(sizeof(objData), 0,
             D3DFVF_VERTEX, D3DPOOL_DEFAULT, &g_VertexBuffer, NULL))) return false;
   // Fill the vertex buffer.
   void *ptr;
   if(FAILED(g_VertexBuffer->Lock(0, sizeof(objData), (void**)&ptr, 0))) return false;
   memcpy(ptr, objData, sizeof(objData));
   g_VertexBuffer->Unlock();




   // Load the texture image from file.
   if(D3DXCreateTextureFromFile(g_D3DDevice, "ugp.tga", &g_Texture) != D3D_OK)return false;


   D3DMATERIAL9 mtrl;
   ZeroMemory(&mtrl,sizeof(D3DMATERIAL9));
   mtrl.Diffuse.r=mtrl.Ambient.r=1.0f;
   mtrl.Diffuse.g=mtrl.Ambient.g=1.0f;
   mtrl.Diffuse.b=mtrl.Ambient.b=0.0f;
   mtrl.Diffuse.a=mtrl.Ambient.a=0.0f;
   g_D3DDevice->SetMaterial(&mtrl);




   g_D3DDevice->SetTextureStageState(0,D3DTSS_COLOROP,D3DTOP_MODULATE);
   g_D3DDevice->SetTextureStageState(0,D3DTSS_COLORARG1,D3DTA_TEXTURE);
   g_D3DDevice->SetTextureStageState(0,D3DTSS_COLORARG2,D3DTA_DIFFUSE);
   g_D3DDevice->SetTextureStageState(0,D3DTSS_ALPHAOP,D3DTOP_MODULATE);
   g_D3DDevice->SetTextureStageState(0,D3DTSS_COLORARG1,D3DTA_TEXTURE);
   g_D3DDevice->SetTextureStageState(0,D3DTSS_COLORARG2,D3DTA_DIFFUSE);




   // Set the image states to get a good quality image.
	g_D3DDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
	g_D3DDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
	
	
	// Set default rendering states.
    g_D3DDevice->SetRenderState(D3DRS_LIGHTING, FALSE);
	g_D3DDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);




   // 设置投影(projection)
   D3DXMatrixPerspectiveFovLH(&g_projection, 45.0f, WINDOW_WIDTH/WINDOW_HEIGHT,0.1f, 1000.0f);
   g_D3DDevice->SetTransform(D3DTS_PROJECTION, &g_projection);


   //设置摄像机
   D3DXVECTOR3 cameraPos(0.0f, 0.0f, 3.0f);//位置
   D3DXVECTOR3 lookAtPos(0.0f, 0.0f, 0.0f);//朝向
   D3DXVECTOR3 upDir(0.0f, 1.0f, 0.0f);    //上方的向量
   D3DXMatrixLookAtLH(&g_ViewMatrix, &cameraPos, &lookAtPos, &upDir);//这里用的是LH即左手坐标系,和前面的点有关 RH即使右手系


   return true;
}




void RenderScene()
{
	//先将可能用到的buffer清除掉,0和NULL表示清除的是整个buffer
	//D3DCOLOR_XRGB这个参数用于控制背景色,属于color buffer
	//1.0f指的是depth buffer
	//0指的是stencil buffer
	g_D3DDevice->Clear(0, NULL, D3DCLEAR_TARGET,D3DCOLOR_XRGB(255,255,255), 1.0f, 0);


	g_D3DDevice->BeginScene();// Begin the scene.  Start rendering.


	g_D3DDevice->SetTransform(D3DTS_VIEW, &g_ViewMatrix);      // Apply the view (camera).
	g_D3DDevice->SetTexture(0, g_Texture);
	g_D3DDevice->SetStreamSource(0, g_VertexBuffer, 0, sizeof(stD3DVertex));
	g_D3DDevice->SetFVF(D3DFVF_VERTEX);
	g_D3DDevice->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 2);


	g_D3DDevice->EndScene();// End the scene.  Stop rendering.


	g_D3DDevice->Present(NULL, NULL, NULL, NULL);// Display the scene.
}




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;
}



  • 0
    点赞
  • 0
    收藏
    觉得还不错? 一键收藏
  • 0
    评论
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值