📄 ch11p3_orthoproj.cpp
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/*
#############################################################################
Ch11p3_OrthoProj.cpp: a program that demonstrates orthographic projections,
and how they can be used to copy a texture.
#############################################################################
*/
// include files ////////////////////////////////////////////////////////////
#define STRICT
#include <stdio.h>
#include <math.h>
#include <D3DX8.h>
#include "D3DApp.h"
#include "D3DFile.h"
#include "D3DUtil.h"
#include "DXUtil.h"
#include "D3DHelperFuncs.h"
#include "Ch11p3_resource.h"
#include "CommonFuncs.h"
// A structure for our custom vertex type.
struct CUSTOMVERTEX
{
D3DXVECTOR3 position; // The position
D3DCOLOR color; // The color
FLOAT tu, tv; // The texture coordinates
};
// Our custom FVF, which describes our custom vertex structure
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1)
//-----------------------------------------------------------------------------
// Name: class CMyD3DApplication
// Desc: Application class. The base class (CD3DApplication) provides the
// generic functionality needed in all Direct3D samples. CMyD3DApplication
// adds functionality specific to this sample program.
//-----------------------------------------------------------------------------
class CMyD3DApplication : public CD3DApplication
{
// original and scratch textures
LPDIRECT3DTEXTURE8 m_pImageTex;
// width and height of texture image
int m_iTextureWidth, m_iTextureHeight;
// vertex buffer used to render texture onto back buffer
LPDIRECT3DVERTEXBUFFER8 m_pVB;
int m_dwNumVertices;
protected:
void ProcessFeedback();
HRESULT OneTimeSceneInit();
HRESULT InitDeviceObjects();
HRESULT RestoreDeviceObjects();
HRESULT InvalidateDeviceObjects();
HRESULT DeleteDeviceObjects();
HRESULT FinalCleanup();
HRESULT Render();
HRESULT FrameMove();
HRESULT ConfirmDevice( D3DCAPS8* pCaps, DWORD dwBehavior, D3DFORMAT Format );
LRESULT MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam );
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, INT )
{
CMyD3DApplication d3dApp;
if( FAILED( d3dApp.Create( hInst ) ) )
return 0;
return d3dApp.Run();
}
//-----------------------------------------------------------------------------
// Name: CMyD3DApplication()
// Desc: Application constructor. Sets attributes for the app.
//-----------------------------------------------------------------------------
CMyD3DApplication::CMyD3DApplication()
{
m_strWindowTitle = _T("Ch11p3_OrthoProj");
m_bUseDepthBuffer = TRUE;
m_dwNumVertices = 0;
m_pImageTex = NULL;
}
//-----------------------------------------------------------------------------
// Name: OneTimeSceneInit()
// Desc: Called during initial app startup, this function performs all the
// permanent initialization.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::OneTimeSceneInit()
{
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: FrameMove()
// Desc: Called once per frame, the call is the entry point for animating
// the scene.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::FrameMove()
{
FLOAT fSecsPerFrame = m_fElapsedTime;
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()
{
// Set up an orthagonal projection matrix, so we can render the entire
// texture.
D3DXMATRIX mat;
D3DXMatrixOrthoLH(&mat, (float)m_iTextureWidth, (float)m_iTextureHeight,
0.0, 100.0);
m_pd3dDevice->SetTransform( D3DTS_PROJECTION, &mat );
// this world matrix, combined with orthogonal projection, causes the
// texture to completely and exactly fill the rendering surface.
D3DXMATRIX matWorld,matTrans,matScale;
D3DXMatrixScaling(&matScale, (float)m_iTextureWidth/2.0f, (float)m_iTextureHeight/2.0f, 1.0);
// move the quad left and up 0.5 units, so that the texels are perfectly
// centered on the screen pixels.
D3DXMatrixMultiply(&matWorld, &matScale, D3DXMatrixTranslation(&matTrans, -0.5f, -0.5f, 0));
// our matrix is now finished. Tell D3D to use it!
m_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
// Clear the backbuffer
m_pd3dDevice->Clear( 0L, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER,
0x000000, 1.0f, 0L );
// begin rendering the scene
if( SUCCEEDED( m_pd3dDevice->BeginScene() ) )
{
// no alpha blending
m_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
// set our texture active...
m_pd3dDevice->SetTexture( 0, m_pImageTex );
// set up our texture stages for a simple texture copy...
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1 );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1 );
// draw our quad
m_pd3dDevice->SetStreamSource( 0, m_pVB, sizeof(CUSTOMVERTEX) );
m_pd3dDevice->SetVertexShader( D3DFVF_CUSTOMVERTEX );
m_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLELIST, 0, 2 );
// End the scene.
m_pd3dDevice->EndScene();
}
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: InitDeviceObjects()
// Desc: Initialize scene objects.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::InitDeviceObjects()
{
// set up a default view matrix. since we're using an orthogonal projection,
// we don't really care about the z-distance between the camera and the
// object(s) we're viewing. What's more important is the x and y alignment -
// in this case, making sure that our camera is exactly perpendicular to our
// quad, and positioned (and aimed at) the quad's exact center.
D3DXMATRIX matView;
D3DXVECTOR3 vEye = D3DXVECTOR3( 0.0f, -0.0f, -10.0f );
D3DXVECTOR3 vAt = D3DXVECTOR3( 0.0f, -0.0f, 0.0f );
D3DXVECTOR3 vUp = D3DXVECTOR3( 0.0f, 1.0f, 0.0f );
D3DXMatrixLookAtLH( &matView, &vEye, &vAt, &vUp );
m_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );
// turn OFF linear filtering, so that if things are scaled the effects
// are obvious.
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MAGFILTER, D3DTEXF_POINT);
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MINFILTER, D3DTEXF_POINT);
m_pd3dDevice->SetTextureStageState( 0, D3DTSS_MIPFILTER, D3DTEXF_POINT);
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: RestoreDeviceObjects()
// Desc: Initialize scene objects.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::RestoreDeviceObjects()
{
HRESULT hr;
// Setup render states
m_pd3dDevice->SetRenderState( D3DRS_LIGHTING, FALSE );
m_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE );
D3DXIMAGE_INFO imageinfo;
// create texture image. It's possible your video card may not support textures
// large enough to hold this 640x480 image. If you get errors, try loading
// Ch11p3_TestImage_160.png -- a 160x120 test image -- here instead.
if (FAILED(hr = D3DXCreateTextureFromFileEx(m_pd3dDevice, "Ch11p3_TestImage.png",
D3DX_DEFAULT,
D3DX_DEFAULT,
1, 0, D3DFMT_UNKNOWN, D3DPOOL_MANAGED, D3DX_FILTER_NONE, D3DX_FILTER_NONE,
0, &imageinfo, NULL, &m_pImageTex))) {
return(hr);
}
// store texture width/height
m_iTextureWidth = imageinfo.Width;
m_iTextureHeight = imageinfo.Height;
// Create vertex buffer
{
CUSTOMVERTEX* pVertices;
if( FAILED( hr = m_pd3dDevice->CreateVertexBuffer( 6*sizeof(CUSTOMVERTEX),
0, D3DFVF_CUSTOMVERTEX,
D3DPOOL_MANAGED, &m_pVB ) ) )
return hr;
if( FAILED( hr = m_pVB->Lock( 0, m_dwNumVertices*sizeof(CUSTOMVERTEX), (BYTE**)&pVertices, 0 ) ) )
return hr;
float tex1horz = (float)(m_iTextureWidth+1)/GetLowestPowerOf2(m_iTextureWidth);
float tex1vert = (float)(m_iTextureHeight+1)/GetLowestPowerOf2(m_iTextureHeight);
// first triangle
pVertices[0].position = D3DXVECTOR3(-1.0f, 1.0f, 0.0f);
pVertices[0].color = D3DCOLOR_ARGB(255,0,0,0);
pVertices[0].tu = 0.0f;
pVertices[0].tv = 0.0f;
pVertices[1].position = D3DXVECTOR3(1.0f, 1.0f, 0.0f);
pVertices[1].color = D3DCOLOR_ARGB(255,0,0,0);
pVertices[1].tu = tex1horz;
pVertices[1].tv = 0.0f;
pVertices[2].position = D3DXVECTOR3(1.0f, -1.0f, 0.0f);
pVertices[2].color = D3DCOLOR_ARGB(255,0,0,0);
pVertices[2].tu = tex1horz;
pVertices[2].tv = tex1vert;
// second triangle
pVertices[3].position = D3DXVECTOR3(-1.0f, 1.0f, 0.0f);
pVertices[3].color = D3DCOLOR_ARGB(255,0,0,0);
pVertices[3].tu = 0.0f;
pVertices[3].tv = 0.0f;
pVertices[4].position = D3DXVECTOR3(1.0f, -1.0f, 0.0f);
pVertices[4].color = D3DCOLOR_ARGB(255,0,0,0);
pVertices[4].tu = tex1horz;
pVertices[4].tv = tex1vert;
pVertices[5].position = D3DXVECTOR3(-1.0f, -1.0f, 0.0f);
pVertices[5].color = D3DCOLOR_ARGB(255,0,0,0);
pVertices[5].tu = 0.0f;
pVertices[5].tv = tex1vert;
if( FAILED( hr = m_pVB->Unlock() ) )
return hr;
}
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: InvalidateDeviceObjects()
// Desc:
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::InvalidateDeviceObjects()
{
SAFE_RELEASE( m_pVB );
SAFE_RELEASE( m_pImageTex );
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: DeleteDeviceObjects()
// Desc: Called when the app is exiting, or the device is being changed,
// this function deletes any device dependent objects.
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::DeleteDeviceObjects()
{
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()
{
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: ConfirmDevice()
// Desc: Called during device intialization, this code checks the device
// for some minimum set of capabilities
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::ConfirmDevice( D3DCAPS8* pCaps, DWORD dwBehavior,
D3DFORMAT Format )
{
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: MsgProc()
// Desc: Message proc function to handle key and menu input
//-----------------------------------------------------------------------------
LRESULT CMyD3DApplication::MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam,
LPARAM lParam )
{
// Pass remaining messages to default handler
return CD3DApplication::MsgProc( hWnd, uMsg, wParam, lParam );
}
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