现在的位置: 首页 > 综合 > 正文

d3d纹理过滤

2013年08月03日 ⁄ 综合 ⁄ 共 7263字 ⁄ 字号 评论关闭

//=============================================================================
// Desc: 最近点采样和线性纹理过滤方式
//=============================================================================

#include <d3dx9.h>
#pragma comment(lib, "d3d9.lib")
#pragma comment(lib, "d3dx9.lib")
//-----------------------------------------------------------------------------
// 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
LPDIRECT3DINDEXBUFFER9  g_pIB   = NULL;    //索引缓冲区对象
LPDIRECT3DTEXTURE9      g_pTexture   = NULL;    //纹理对象

//-----------------------------------------------------------------------------
// 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: 设置变换矩阵
//-----------------------------------------------------------------------------
VOID SetupMatrices()
{
      //创建并设置世界矩阵
    D3DXMATRIXA16 matWorld;
    D3DXMatrixIdentity( &matWorld );
    g_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );

 //创建并设置观察矩阵
    D3DXVECTOR3 vEyePt( 0.0f, 0.0f, -8 );
    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 );

 //创建并设置投影矩阵
    D3DXMATRIXA16 matProj;
    D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, 1.0f, 1.0f, 100.0f );
    g_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
}

//-----------------------------------------------------------------------------
// 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 );

 //设置变换矩阵
 SetupMatrices();

    return S_OK;
}

//-----------------------------------------------------------------------------
// Desc: 创建场景图形
//-----------------------------------------------------------------------------
HRESULT InitGriphics()
{
 //创建纹理对象
 if( FAILED( D3DXCreateTextureFromFile( g_pd3dDevice, "texture.jpg", &g_pTexture ) ) )
    {
       MessageBox(NULL, "创建纹理失败", "Texture.exe", MB_OK);
       return E_FAIL;
    }

 //顶点数据
    CUSTOMVERTEX g_Vertices[] =
    {
  { -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();

 // 创建索引缓冲区
 if (FAILED(g_pd3dDevice->CreateIndexBuffer(6*sizeof(WORD), 0, D3DFMT_INDEX16, D3DPOOL_DEFAULT, &g_pIB, NULL))) {
  return E_FAIL;
 }

 WORD *pIndex;
 if(FAILED(g_pIB->Lock(0, 0, (void**)&pIndex, 0))) {
  return E_FAIL;
 }

 pIndex[0] = 0;
 pIndex[1] = 1;
 pIndex[2] = 2;
 pIndex[3] = 3;
 pIndex[4] = 2;
 pIndex[5] = 1;

 g_pIB->Unlock();

    return S_OK;
}

//-----------------------------------------------------------------------------
// Desc: 释放创建的对象
//-----------------------------------------------------------------------------
VOID Cleanup(HWND hWnd)
{
 KillTimer(hWnd, 1);
 //释放纹理对象
 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: 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 );
 
 //开始在后台缓冲区绘制图形
 if( SUCCEEDED( g_pd3dDevice->BeginScene() ) )
 {
  g_pd3dDevice->SetTexture( 0, g_pTexture ); //设置纹理
  g_pd3dDevice->SetStreamSource( 0, g_pVB, 0, sizeof(CUSTOMVERTEX) );
  g_pd3dDevice->SetFVF(D3DFVF_CUSTOMVERTEX);
  g_pd3dDevice->SetIndices(g_pIB);
  g_pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0, 6, 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 );
}

void CALLBACK TimerProc(HWND hwnd, UINT uMsg, UINT idEvent, DWORD dwTime)
{
 Render();
}

//-----------------------------------------------------------------------------
// Desc: 消息处理
//-----------------------------------------------------------------------------
LRESULT WINAPI MsgProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam )
{
 switch( msg )
 {
 case WM_DESTROY:
  Cleanup(hWnd);
  PostQuitMessage( 0 );
  return 0;

 case WM_KEYDOWN:
  switch(wParam)
  {
  case 49:    //“1”键, 使用最近点采样纹理过滤
   g_pd3dDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_POINT);
   g_pd3dDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_POINT);
   break;

  case 50:    //“2”键, 使用线性纹理过滤
   g_pd3dDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
   g_pd3dDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
   break;
  }
  return 0;
 }

    return DefWindowProc( hWnd, msg, wParam, lParam );
}

 

//-----------------------------------------------------------------------------
// Desc: 入口函数
//-----------------------------------------------------------------------------
INT WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPSTR, INT )
{
    //注册窗口类
    WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L,
                      GetModuleHandle(NULL), NULL, NULL, NULL, NULL,
                       "ClassName", NULL };
    RegisterClassEx( &wc );

    //创建窗口
    HWND hWnd = CreateWindow(  "ClassName", "纹理过滤方式",
                              WS_OVERLAPPEDWINDOW, 200, 100, 400, 360,
                              GetDesktopWindow(), NULL, wc.hInstance, NULL );

 //初始化Direct3D
    if( SUCCEEDED( InitD3D( hWnd ) ) )
    {
  //创建场景图形
        if( SUCCEEDED( InitGriphics() ) )
        {
            //显示窗口
            ShowWindow( hWnd, SW_SHOWDEFAULT );
            UpdateWindow( hWnd );
   SetTimer(hWnd, 1, 10, TimerProc);

            //进入消息循环
            MSG msg;
            ZeroMemory( &msg, sizeof(msg) );
            while( msg.message!=WM_QUIT )
            {
                if( PeekMessage( &msg, NULL, 0U, 0U, PM_REMOVE ) )
                {
                    TranslateMessage( &msg );
                    DispatchMessage( &msg );
                }
            }
        }
    }

    UnregisterClass("ClassName", wc.hInstance );
    return 0;
}

 

用d3d渲染时,最好使用索引,否则方向不可控,会出现纹理图贴乱或者与想象的图形不一致

  g_pd3dDevice->SetIndices(g_pIB);
  g_pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0, 6, 0, 2);

抱歉!评论已关闭.