被群里的童鞋问到DX纹理平移的问题,开始实在没心思写,以为太简单了,最后他问了一天,出于好心答应帮他看下,结果看的时候花了我将近2个小时找出原因。贴个代码,以供以后参考!
#include "d3dUtility.h"
#include <vector>
#include "D3dx9math.h"
#include <d3d9.h>
#pragma comment(lib, "d3d9.lib ")
#pragma comment(lib, "winmm.lib ")
#pragma comment(lib, "d3dx9.lib ")
#pragma comment(lib, "msvcrtd.lib ")
//
// Globals
//
IDirect3DDevice9* Device = 0;
const int Width = 640;
const int Height = 480;
ID3DXMesh* Teapot = 0;
D3DMATERIAL9 TeapotMtrl;
IDirect3DVertexBuffer9* BkGndQuad = 0;
IDirect3DTexture9* CrateTex = 0;
IDirect3DTexture9* StrideTex=0;
D3DMATERIAL9 BkGndMtrl;
//
// Classes and Structures
//
struct Vertex
{
Vertex(){}
Vertex(
float x, float y, float z,
float nx, float ny, float nz,
float u, float v)
{
_x = x; _y = y; _z = z;
_nx = nx; _ny = ny; _nz = nz;
_u = u; _v = v;
}
float _x, _y, _z;
float _nx, _ny, _nz;
float _u, _v; // texture coordinates
static const DWORD FVF;
};
const DWORD Vertex::FVF = D3DFVF_XYZ | D3DFVF_NORMAL | D3DFVF_TEX1;
//
// Framework Functions
//
bool Setup()
{
//
// Init Materials
//
TeapotMtrl = d3d::RED_MTRL;
TeapotMtrl.Diffuse.a = 0.5f; // set alpha to 50% opacity
BkGndMtrl = d3d::GREEN_MTRL;
//
// Create the teapot.
//
D3DXCreateTeapot(Device, &Teapot, 0);
//
// Create the background quad.
//
Device->CreateVertexBuffer(
6 * sizeof(Vertex),
D3DUSAGE_WRITEONLY,
Vertex::FVF,
D3DPOOL_MANAGED,
&BkGndQuad,
0);
Vertex* v;
BkGndQuad->Lock(0, 0, (void**)&v, 0);
v[0] = Vertex(-1.0f, -1.0f, 0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f);
v[1] = Vertex(-1.0f, 1.0f, 0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f);
v[2] = Vertex( 1.0f, 1.0f, 0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f);
v[3] = Vertex(-1.0f, -1.0f, 0.5f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f);
v[4] = Vertex( 1.0f, 1.0f, 0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f);
v[5] = Vertex( 1.0f, -1.0f, 0.5f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f);
BkGndQuad->Unlock();
Device->SetRenderState(D3DRS_LIGHTING ,false);
Device->SetRenderState(D3DRS_NORMALIZENORMALS, true);
Device->SetRenderState(D3DRS_SPECULARENABLE, true);
Device->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
Device->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
Device->SetSamplerState(0, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR);
Device->SetSamplerState( 0, D3DSAMP_ADDRESSU, D3DTADDRESS_WRAP );
Device->SetSamplerState( 0, D3DSAMP_ADDRESSV, D3DTADDRESS_WRAP );
D3DXCreateTextureFromFile(
Device,
"crate.jpg",
&CrateTex);
D3DXVECTOR3 pos(0.0f, 0.0f, -3.0f);
D3DXVECTOR3 target(0.0f, 0.0f, 0.0f);
D3DXVECTOR3 up(0.0f, 1.0f, 0.0f);
D3DXMATRIX V;
D3DXMatrixLookAtLH(&V, &pos, &target, &up);
Device->SetTransform(D3DTS_VIEW, &V);
//
// Set projection matrix.
//
D3DXMATRIX proj;
D3DXMatrixPerspectiveFovLH(
&proj,
D3DX_PI * 0.5f, // 90 - degree
(float)Width / (float)Height,
1.0f,
1000.0f);
Device->SetTransform(D3DTS_PROJECTION, &proj);
return true;
}
void Cleanup()
{
d3d::Release<IDirect3DVertexBuffer9*>(BkGndQuad);
d3d::Release<ID3DXMesh*>(Teapot);
d3d::Release<IDirect3DTexture9*>(CrateTex);
}
bool Display(float timeDelta)
{
if( Device )
{
D3DXMATRIX mat_texture;
Device->SetTextureStageState(0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2);
D3DXMatrixIdentity(&mat_texture);
mat_texture._31 = 0.5;//这样写平移,因为二维的坐标(x,y)在变换时算成(x,y,1,0)与纹理变换矩阵相乘的
//D3DXMatrixTranslation(&mat_texture, 0.5, 0, 0);//这样写不能平移
HRESULT hr = Device->SetTransform(D3DTS_TEXTURE0, &mat_texture);
Device->Clear(0, 0, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00000000, 1.0f, 0);
Device->BeginScene();
Device->SetFVF(Vertex::FVF);
Device->SetStreamSource(0, BkGndQuad, 0, sizeof(Vertex));
Device->SetTexture(0, CrateTex);
Device->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 2);
Device->EndScene();
Device->Present(0, 0, 0, 0);
}
return true;
}
//
// WndProc
//
LRESULT CALLBACK d3d::WndProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
switch( msg )
{
case WM_DESTROY:
::PostQuitMessage(0);
break;
case WM_KEYDOWN:
if( wParam == VK_ESCAPE )
::DestroyWindow(hwnd);
break;
}
return ::DefWindowProc(hwnd, msg, wParam, lParam);
}
//
// WinMain
//
int WINAPI WinMain(HINSTANCE hinstance,
HINSTANCE prevInstance,
PSTR cmdLine,
int showCmd)
{
if(!d3d::InitD3D(hinstance,
Width, Height, true, D3DDEVTYPE_HAL, &Device))
{
::MessageBox(0, "InitD3D() - FAILED", 0, 0);
return 0;
}
if(!Setup())
{
::MessageBox(0, "Setup() - FAILED", 0, 0);
return 0;
}
d3d::EnterMsgLoop( Display );
Cleanup();
Device->Release();
return 0;
}