Direct3D提供了对生成的纹理坐标进行坐标变换的功能,与顶点坐标变换相类似,可以指定一个4x4的纹理坐标变换矩阵,把它与生成的纹理坐标相乘,然后将变换之后的纹理坐标输出至Direct3D渲染流水线。使用纹理坐标变换可以对纹理坐标进行诸如平移、旋转和缩放等三维变换。纹理坐标变换对于生成一些特殊效果是非常有用的,它不用直接修改顶点的纹理坐标。例如可以通过一个简单的平移矩阵对纹理坐标进行变换,从而使物体表面上的纹理不断变换位置,产生动画效果。纹理坐标自动生成在三维图形程序中最广泛的应用是环境映射。
可通过函数IDirect3DDevice9::SetTransform()来设置4x4的纹理坐标变换矩阵,它以D3DTS_TEXTURE0~ D3DTS_TEXTURE7作为第一个参数,表示设置纹理层0~7的纹理矩阵。下列代码对纹理层0设置了一个将纹理坐标u、v缩小到原来一半的纹理矩阵:
D3DXMATRIX mat;
D3DXMatrixIdentity(&mat);
mat._11 = 0.5f;
mat._22 = 0.5f;
pd3dDevice->SetTransform(D3DTS_TEXTURE0, &mat);
下面的代码将原来的纹理坐标平移(1.0, 1.0, 0)个单位。
D3DXMATRIX mat;
D3DXMatrixIdentity(&mat);
mat._41 = 1.0f;
mat._42 = 1.0f;
mat._43 = 0.0f;
pd3dDevice->SetTransform(D3DTS_TEXTURE0, &mat);
示例程序通过下列代码对自动生成的纹理坐标进行变换:
// texture coordinate transform
D3DXMATRIX mat_texture, mat_scale, mat_trans;
D3DXMatrixIdentity(&mat_texture);
D3DXMatrixScaling(&mat_scale, 0.5f, -0.5f, 1.0f);
D3DXMatrixTranslation(&mat_trans, 0.5f, 0.5f, 1.0f);
mat_texture = mat_texture * mat_scale * mat_trans;
pd3dDevice->SetTransform(D3DTS_TEXTURE0, &mat_texture);
运行效果图:
主程序:
#include " resource.h "
#pragma warning(disable : 4127 4995 4996 )
#define release_com(p) do { if(p) { (p)->Release(); (p) = NULL; } } while(0)
#define IDC_TOGGLE_FULLSCREEN 1
#define IDC_TOGGLE_REF 2
#define IDC_CHANGE_DEVICE 3
struct sCustomVertex
{
float x, y, z;
D3DCOLOR color;
};
#define D3DFVF_CUSTOM_VERTEX (D3DFVF_XYZ | D3DFVF_DIFFUSE)
const D3DXCOLOR FONT_COLOR( 1.0f , 0.5f , 0.25f , 1.0f );
CDXUTDialogResourceManager g_dlg_resource_manager;
CD3DSettingsDlg g_settings_dlg;
CDXUTDialog g_button_dlg;
IDirect3DVertexBuffer9 * g_vertex_buffer;
IDirect3DTexture9 * g_texture;
ID3DXFont * g_font;
ID3DXSprite * g_text_sprite;
bool g_show_help;
// --------------------------------------------------------------------------------------
// Rejects any devices that aren't acceptable by returning false
// --------------------------------------------------------------------------------------
bool CALLBACK IsDeviceAcceptable( D3DCAPS9 * pCaps, D3DFORMAT AdapterFormat,
D3DFORMAT BackBufferFormat, bool bWindowed, void * pUserContext )
{
// Typically want to skip backbuffer formats that don't support alpha blending
IDirect3D9 * pD3D = DXUTGetD3DObject();
if ( FAILED( pD3D -> CheckDeviceFormat( pCaps -> AdapterOrdinal, pCaps -> DeviceType, AdapterFormat,
D3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING, D3DRTYPE_TEXTURE, BackBufferFormat ) ) )
return false ;
return true ;
}
// --------------------------------------------------------------------------------------
// Before a device is created, modify the device settings as needed.
// --------------------------------------------------------------------------------------
bool CALLBACK ModifyDeviceSettings( DXUTDeviceSettings * pDeviceSettings, const D3DCAPS9 * pCaps, void * pUserContext )
{
// If video card does not support hardware vertex processing, then uses sofaware vertex processing.
if ((pCaps -> DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT) == 0 )
pDeviceSettings -> BehaviorFlags = D3DCREATE_SOFTWARE_VERTEXPROCESSING;
static bool is_first_time = true ;
if (is_first_time)
{
is_first_time = false ;
// if using reference device, then pop a warning message box.
if (pDeviceSettings -> DeviceType == D3DDEVTYPE_REF)
DXUTDisplaySwitchingToREFWarning();
}
return true ;
}
// --------------------------------------------------------------------------------------
// Create any D3DPOOL_MANAGED resources here
// --------------------------------------------------------------------------------------
HRESULT CALLBACK OnCreateDevice( IDirect3DDevice9 * pd3dDevice,
const D3DSURFACE_DESC * pBackBufferSurfaceDesc,
void * pUserContext )
{
HRESULT hr;
V_RETURN(g_dlg_resource_manager.OnCreateDevice(pd3dDevice));
V_RETURN(g_settings_dlg.OnCreateDevice(pd3dDevice));
D3DXCreateFont(pd3dDevice, 18 , 0 , FW_BOLD, 1 , FALSE, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS, DEFAULT_QUALITY,
DEFAULT_PITCH | FF_DONTCARE, L " Arial " , & g_font);
V_RETURN(D3DXCreateTextureFromFile(pd3dDevice, L " texture.jpg " , & g_texture));
// create vertex buffer and fill data
sCustomVertex vertices[] =
{
{ - 1.0f , - 1.0f , 0.0f , 0xFFFFFFFF },
{ - 1.0f , 1.0f , 0.0f , 0xFFFFFFFF },
{ 1.0f , - 1.0f , 0.0f , 0xFFFFFFFF },
{ 1.0f , 1.0f , 0.0f , 0xFFFFFFFF }
};
pd3dDevice -> CreateVertexBuffer( sizeof (vertices), 0 , D3DFVF_CUSTOM_VERTEX, D3DPOOL_MANAGED, & g_vertex_buffer, NULL);
void * ptr;
g_vertex_buffer -> Lock( 0 , sizeof (vertices), ( void ** ) & ptr, 0 );
memcpy(ptr, vertices, sizeof (vertices));
g_vertex_buffer -> Unlock();
return S_OK;
}
// --------------------------------------------------------------------------------------
// Create any D3DPOOL_DEFAULT resources here
// --------------------------------------------------------------------------------------
HRESULT CALLBACK OnResetDevice( IDirect3DDevice9 * pd3dDevice,
const D3DSURFACE_DESC * pBackBufferSurfaceDesc,
void * pUserContext )
{
HRESULT hr;
V_RETURN(g_dlg_resource_manager.OnResetDevice());
V_RETURN(g_settings_dlg.OnResetDevice());
V_RETURN(g_font -> OnResetDevice());
V_RETURN(D3DXCreateSprite(pd3dDevice, & g_text_sprite));
// set dialog position and size
g_button_dlg.SetLocation(pBackBufferSurfaceDesc -> Width - 170 , 0 );
g_button_dlg.SetSize( 170 , 170 );
// setup world matrix
D3DXMATRIX mat_world;
D3DXMatrixIdentity( & mat_world);
pd3dDevice -> SetTransform(D3DTS_WORLD, & mat_world);
// setup view matrix
D3DXMATRIX mat_view;
D3DXVECTOR3 eye( 0.0f , 0.0f , - 3.0f );
D3DXVECTOR3 at( 0.0f , 0.0f , 0.0f );
D3DXVECTOR3 up( 0.0f , 1.0f , 0.0f );
D3DXMatrixLookAtLH( & mat_view, & eye, & at, & up);
pd3dDevice -> SetTransform(D3DTS_VIEW, & mat_view);
// set projection matrix
D3DXMATRIX mat_proj;
float aspect = ( float )pBackBufferSurfaceDesc -> Width / pBackBufferSurfaceDesc -> Height;
D3DXMatrixPerspectiveFovLH( & mat_proj, D3DX_PI / 4 , aspect, 1.0f , 100.0f );
pd3dDevice -> SetTransform(D3DTS_PROJECTION, & mat_proj);
pd3dDevice -> SetRenderState(D3DRS_LIGHTING, FALSE);
// set texture color blend method, disalbe alpha blend.
pd3dDevice -> SetTexture( 0 , g_texture);
pd3dDevice -> SetTextureStageState( 0 , D3DTSS_COLORARG1, D3DTA_TEXTURE);
pd3dDevice -> SetTextureStageState( 0 , D3DTSS_COLORARG2, D3DTA_DIFFUSE);
pd3dDevice -> SetTextureStageState( 0 , D3DTSS_COLOROP, D3DTOP_MODULATE);
pd3dDevice -> SetTextureStageState( 0 , D3DTSS_ALPHAOP, D3DTOP_DISABLE);
// create texture coordinate using vertex position in camera space
pd3dDevice -> SetTextureStageState( 0 , D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_CAMERASPACEPOSITION);
pd3dDevice -> SetTextureStageState( 0 , D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2);
// texture coordinate transform
D3DXMATRIX mat_texture, mat_scale, mat_trans;
D3DXMatrixIdentity( & mat_texture);
D3DXMatrixScaling( & mat_scale, 0.5f , - 0.5f , 1.0f );
D3DXMatrixTranslation( & mat_trans, 0.5f , 0.5f , 1.0f );
mat_texture = mat_texture * mat_scale * mat_trans;
pd3dDevice -> SetTransform(D3DTS_TEXTURE0, & mat_texture);
return S_OK;
}
// --------------------------------------------------------------------------------------
// Release resources created in the OnResetDevice callback here
// --------------------------------------------------------------------------------------
void CALLBACK OnLostDevice( void * pUserContext )
{
g_dlg_resource_manager.OnLostDevice();
g_settings_dlg.OnLostDevice();
g_font -> OnLostDevice();
release_com(g_text_sprite);
}
// --------------------------------------------------------------------------------------
// Release resources created in the OnCreateDevice callback here
// --------------------------------------------------------------------------------------
void CALLBACK OnDestroyDevice( void * pUserContext )
{
g_dlg_resource_manager.OnDestroyDevice();
g_settings_dlg.OnDestroyDevice();
release_com(g_font);
release_com(g_vertex_buffer);
release_com(g_texture);
}
// --------------------------------------------------------------------------------------
// Handle updates to the scene
// --------------------------------------------------------------------------------------
void CALLBACK OnFrameMove( IDirect3DDevice9 * pd3dDevice, double fTime, float fElapsedTime, void * pUserContext )
{
}
// --------------------------------------------------------------------------------------
// Render the helper information
// --------------------------------------------------------------------------------------
void RenderText()
{
CDXUTTextHelper text_helper(g_font, g_text_sprite, 20 );
text_helper.Begin();
// show frame and device states
text_helper.SetInsertionPos( 5 , 5 );
text_helper.SetForegroundColor(FONT_COLOR);
text_helper.DrawTextLine( DXUTGetFrameStats( true ) );
text_helper.DrawTextLine( DXUTGetDeviceStats() );
// show other simple information
// text_helper.SetForegroundColor( D3DXCOLOR(0.2f, 0.5f, 0.8f, 1.0f) );
// text_helper.DrawTextLine(L"Texture Coordinate Transform");
// show helper information
const D3DSURFACE_DESC * surface_desc = DXUTGetBackBufferSurfaceDesc();
if (g_show_help)
{
text_helper.SetInsertionPos( 10 , surface_desc -> Height - 18 * 5 );
text_helper.SetForegroundColor(FONT_COLOR);
text_helper.DrawTextLine(L " Controls (F1 to hide): " );
text_helper.SetInsertionPos( 40 , surface_desc -> Height - 18 * 4 );
text_helper.DrawTextLine(L " Quit: ESC " );
}
else
{
text_helper.SetInsertionPos( 10 , surface_desc -> Height - 15 * 4 );
text_helper.SetForegroundColor( D3DXCOLOR( 1.0f , 1.0f , 1.0f , 1.0f ) );
text_helper.DrawTextLine(L " Press F1 for help " );
}
text_helper.End();
}
// --------------------------------------------------------------------------------------
// Render the scene
// --------------------------------------------------------------------------------------
void CALLBACK OnFrameRender( IDirect3DDevice9 * pd3dDevice, double fTime, float fElapsedTime, void * pUserContext )
{
HRESULT hr;
if (g_settings_dlg.IsActive())
{
g_settings_dlg.OnRender(fElapsedTime);
return ;
}
// Clear the render target and the zbuffer
V( pd3dDevice -> Clear( 0 , NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_ARGB( 0 , 0 , 0 , 0 ), 1.0f , 0 ) );
// Render the scene
if ( SUCCEEDED( pd3dDevice -> BeginScene() ) )
{
pd3dDevice -> SetStreamSource( 0 , g_vertex_buffer, 0 , sizeof (sCustomVertex));
pd3dDevice -> SetFVF(D3DFVF_CUSTOM_VERTEX);
pd3dDevice -> DrawPrimitive(D3DPT_TRIANGLESTRIP, 0 , 2 );
RenderText();
V(g_button_dlg.OnRender(fElapsedTime));
V( pd3dDevice -> EndScene() );
}
}
// --------------------------------------------------------------------------------------
// Handle messages to the application
// --------------------------------------------------------------------------------------
LRESULT CALLBACK MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam,
bool * pbNoFurtherProcessing, void * pUserContext )
{
* pbNoFurtherProcessing = g_dlg_resource_manager.MsgProc(hWnd, uMsg, wParam, lParam);
if ( * pbNoFurtherProcessing)
return 0 ;
if (g_settings_dlg.IsActive())
{
g_settings_dlg.MsgProc(hWnd, uMsg, wParam, lParam);
return 0 ;
}
* pbNoFurtherProcessing = g_button_dlg.MsgProc(hWnd, uMsg, wParam, lParam);
if ( * pbNoFurtherProcessing)
return 0 ;
return 0 ;
}
// --------------------------------------------------------------------------------------
// Handle keybaord event
// --------------------------------------------------------------------------------------
void CALLBACK OnKeyboardProc(UINT charater, bool is_key_down, bool is_alt_down, void * user_context)
{
if (is_key_down)
{
switch (charater)
{
case VK_F1:
g_show_help = ! g_show_help;
break ;
}
}
}
// --------------------------------------------------------------------------------------
// Handle events for controls
// --------------------------------------------------------------------------------------
void CALLBACK OnGUIEvent(UINT event , int control_id, CDXUTControl * control, void * user_context)
{
switch (control_id)
{
case IDC_TOGGLE_FULLSCREEN:
DXUTToggleFullScreen();
break ;
case IDC_TOGGLE_REF:
DXUTToggleREF();
break ;
case IDC_CHANGE_DEVICE:
g_settings_dlg.SetActive( true );
break ;
}
}
// --------------------------------------------------------------------------------------
// Initialize dialogs
// --------------------------------------------------------------------------------------
void InitDialogs()
{
g_settings_dlg.Init( & g_dlg_resource_manager);
g_button_dlg.Init( & g_dlg_resource_manager);
g_button_dlg.SetCallback(OnGUIEvent);
int x = 35 , y = 10 , width = 125 , height = 22 ;
g_button_dlg.AddButton(IDC_TOGGLE_FULLSCREEN, L " Toggle full screen " , x, y, width, height);
g_button_dlg.AddButton(IDC_TOGGLE_REF, L " Toggle REF (F3) " , x, y += 24 , width, height);
g_button_dlg.AddButton(IDC_CHANGE_DEVICE, L " Change device (F2) " , x, y += 24 , width, height, VK_F2);
}
// --------------------------------------------------------------------------------------
// Initialize everything and go into a render loop
// --------------------------------------------------------------------------------------
INT WINAPI WinMain( HINSTANCE, HINSTANCE, LPSTR, int )
{
// Enable run-time memory check for debug builds.
#if defined(DEBUG) | defined(_DEBUG)
_CrtSetDbgFlag( _CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF );
#endif
// Set the callback functions
DXUTSetCallbackDeviceCreated( OnCreateDevice );
DXUTSetCallbackDeviceReset( OnResetDevice );
DXUTSetCallbackDeviceLost( OnLostDevice );
DXUTSetCallbackDeviceDestroyed( OnDestroyDevice );
DXUTSetCallbackMsgProc( MsgProc );
DXUTSetCallbackFrameRender( OnFrameRender );
DXUTSetCallbackFrameMove( OnFrameMove );
DXUTSetCallbackKeyboard(OnKeyboardProc);
// TODO: Perform any application-level initialization here
InitDialogs();
// Initialize DXUT and create the desired Win32 window and Direct3D device for the application
DXUTInit( true , true , true ); // Parse the command line, handle the default hotkeys, and show msgboxes
DXUTSetCursorSettings( true , true ); // Show the cursor and clip it when in full screen
DXUTCreateWindow( L " Texture Coordinate Transform " );
DXUTCreateDevice( D3DADAPTER_DEFAULT, true , 640 , 480 , IsDeviceAcceptable, ModifyDeviceSettings );
// Start the render loop
DXUTMainLoop();
// TODO: Perform any application-level cleanup here
return DXUTGetExitCode();
}