📄 tex1.cpp
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//-----------------------------------------------------------------------------
// File: tex1.cpp
//
// Desc: Example code showing how to use a texture as background
//
// Note: This code uses the D3D Framework helper library.
//
// Copyright (c) 2001 Sean Murphy
//-----------------------------------------------------------------------------
#define D3D_OVERLOADS
#define STRICT
#include "D3DApp.h"
#include "D3DTextr.h"
#include "D3DUtil.h"
#include "D3DMath.h"
//-----------------------------------------------------------------------------
// Name: class CMyD3DApplication
// Desc: Application class. The base class provides just about all the
// functionality we want, so we're just supplying stubs to interface with
// the non-C++ functions of the app.
//-----------------------------------------------------------------------------
class CMyD3DApplication : public CD3DApplication
{
D3DTLVERTEX m_Background[4]; // Vertices used to render the backdrop
FLOAT m_fStartTimeKey; // Time reference for calculations
static HRESULT ConfirmDevice( DDCAPS* pddDriverCaps,
D3DDEVICEDESC7* pd3dDeviceDesc );
protected:
HRESULT OneTimeSceneInit();
HRESULT InitDeviceObjects();
HRESULT DeleteDeviceObjects();
HRESULT Render();
HRESULT FrameMove( FLOAT fTimeKey );
HRESULT FinalCleanup();
public:
CMyD3DApplication();
};
//-----------------------------------------------------------------------------
// Name: WinMain()
// Desc: Entry point to the program. Initializes everything, and goes into a
// message-processing loop. Idle time is used to render the scene.
//-----------------------------------------------------------------------------
INT WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPSTR strCmdLine, INT )
{
CMyD3DApplication d3dApp;
if( FAILED( d3dApp.Create( hInst, strCmdLine ) ) )
return 0;
return d3dApp.Run();
}
//-----------------------------------------------------------------------------
// Name: CMyD3DApplication()
// Desc: Application constructor. Sets attributes for the app.
//-----------------------------------------------------------------------------
CMyD3DApplication::CMyD3DApplication()
:CD3DApplication()
{
m_strWindowTitle = TEXT( "Tex1: Smashing a texture at the background" );
m_bAppUseZBuffer = FALSE;
m_bAppUseStereo = TRUE;
m_bShowStats = TRUE;
m_fnConfirmDevice = ConfirmDevice;
m_fStartTimeKey = 0.0f;
}
//-----------------------------------------------------------------------------
// Name: OneTimeSceneInit()
// Desc: Called during initial app startup, this function performs all the
// permanent initialization.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::OneTimeSceneInit()
{
// Initializes vertices used to render the background
D3DVECTOR vFar = D3DVECTOR( 0.0f, 0.0f, 0.5f );
m_Background[0] = D3DTLVERTEX( vFar, 0.5f, 0xffffffff, 0, 0.0f, 1.0f );
m_Background[1] = D3DTLVERTEX( vFar, 0.5f, 0xffffffff, 0, 0.0f, 0.0f );
m_Background[2] = D3DTLVERTEX( vFar, 0.5f, 0xffffffff, 0, 1.0f, 1.0f );
m_Background[3] = D3DTLVERTEX( vFar, 0.5f, 0xffffffff, 0, 1.0f, 0.0f );
// Load in textures
D3DTextr_CreateTextureFromFile( "lake.bmp" );
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: FrameMove()
// Desc: Called once per frame, the call is the entry point for animating
// the scene.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::FrameMove( FLOAT fTimeKey )
{
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: Render()
// Desc: Called once per frame, the call is the entry point for 3d
// rendering. This function sets up render states, clears the
// viewport, and renders the scene.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::Render()
{
// Begin the scene
if( SUCCEEDED( m_pd3dDevice->BeginScene() ) )
{
// Draw the background
m_pd3dDevice->SetTexture( 0, D3DTextr_GetSurface("lake.bmp") );
m_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, D3DFVF_TLVERTEX,
m_Background, 4, 0 );
// End the scene.
m_pd3dDevice->EndScene();
}
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: InitDeviceObjects()
// Desc: Initialize scene objects
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::InitDeviceObjects()
{
D3DTextr_RestoreAllTextures( m_pd3dDevice );
// Set up the dimensions for the background image
D3DVIEWPORT7 vp;
m_pd3dDevice->GetViewport(&vp);
m_Background[0].sy = (FLOAT)vp.dwHeight;
m_Background[2].sy = (FLOAT)vp.dwHeight;
m_Background[2].sx = (FLOAT)vp.dwWidth;
m_Background[3].sx = (FLOAT)vp.dwWidth;
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: FinalCleanup()
// Desc: Called before the app exits, this function gives the app the chance
// to cleanup after itself.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::FinalCleanup()
{
D3DTextr_DestroyTexture( "lake.bmp" );
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: DeleteDeviceObjects()
// Desc: Called when the app is exitting, or the device is being changed,
// this function deletes any device dependant objects.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::DeleteDeviceObjects()
{
D3DTextr_InvalidateAllTextures();
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: ConfirmDevice()
// Desc: Called during device intialization, this code checks the device
// for some minimum set of capabilities
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::ConfirmDevice( DDCAPS* pddDriverCaps,
D3DDEVICEDESC7* pd3dDeviceDesc )
{
return S_OK;
}
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