LPDIRECT3D9 m_pD3d = Direct3DCreate9(D3D_SDK_VERSION);
if ( m_pD3d == NULL)
return;
D3DPRESENT_PARAMETERS d3dpp;
IDirect3DDevice9 *dev;
D3DDISPLAYMODE d3ddm; m_pD3d->GetAdapterDisplayMode(D3DADAPTER_DEFAULT,&d3ddm); ZeroMemory(&d3dpp,sizeof(d3dpp));
d3dpp.Windowed = true;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.BackBufferWidth = Panel1->Width;
d3dpp.BackBufferHeight = Panel1->Height; d3dpp.BackBufferFormat = d3ddm.Format;
d3dpp.BackBufferCount = 1;
d3dpp.MultiSampleType = 0;
d3dpp.MultiSampleQuality = 0;
d3dpp.SwapEffect = D3DSWAPEFFECT_COPY;
d3dpp.EnableAutoDepthStencil = false; if( FAILED(m_pD3d->CreateDevice(D3DADAPTER_DEFAULT,D3DDEVTYPE_HAL, Panel1->Handle, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp,&dev)))
return; dev->SetRenderState(D3DRS_CULLMODE,D3DCULL_NONE);
dev->SetRenderState(D3DRS_LIGHTING,false);
dev->Clear(0,NULL,D3DCLEAR_TARGET,D3DCOLOR_XRGB(0,0,255),1.0F,0);
dev->BeginScene();
dev->Present(NULL,NULL,NULL,NULL);
if ( m_pD3d == NULL)
return;
D3DPRESENT_PARAMETERS d3dpp;
IDirect3DDevice9 *dev;
D3DDISPLAYMODE d3ddm; m_pD3d->GetAdapterDisplayMode(D3DADAPTER_DEFAULT,&d3ddm); ZeroMemory(&d3dpp,sizeof(d3dpp));
d3dpp.Windowed = true;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.BackBufferWidth = Panel1->Width;
d3dpp.BackBufferHeight = Panel1->Height; d3dpp.BackBufferFormat = d3ddm.Format;
d3dpp.BackBufferCount = 1;
d3dpp.MultiSampleType = 0;
d3dpp.MultiSampleQuality = 0;
d3dpp.SwapEffect = D3DSWAPEFFECT_COPY;
d3dpp.EnableAutoDepthStencil = false; if( FAILED(m_pD3d->CreateDevice(D3DADAPTER_DEFAULT,D3DDEVTYPE_HAL, Panel1->Handle, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp,&dev)))
return; dev->SetRenderState(D3DRS_CULLMODE,D3DCULL_NONE);
dev->SetRenderState(D3DRS_LIGHTING,false);
dev->Clear(0,NULL,D3DCLEAR_TARGET,D3DCOLOR_XRGB(0,0,255),1.0F,0);
dev->BeginScene();
dev->Present(NULL,NULL,NULL,NULL);
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D:\Program Files\Microsoft DirectX SDK (November 2008)\Samples\C++\Direct3D\Tutorials\Tut05_Textures
#include <Windows.h>
#include <mmsystem.h>
#include <d3dx9.h>
#pragma warning( disable : 4996 ) // disable deprecated warning
#include <strsafe.h>
#pragma warning( default : 4996 )//-----------------------------------------------------------------------------
// Global variables
//-----------------------------------------------------------------------------
LPDIRECT3D9 g_pD3D = NULL; // Used to create the D3DDevice
LPDIRECT3DDEVICE9 g_pd3dDevice = NULL; // Our rendering device
LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL; // Buffer to hold vertices
LPDIRECT3DTEXTURE9 g_pTexture = NULL; // Our texture// A structure for our custom vertex type. We added texture coordinates
struct CUSTOMVERTEX
{
D3DXVECTOR3 position; // The position
D3DCOLOR color; // The color
#ifndef SHOW_HOW_TO_USE_TCI
FLOAT tu, tv; // The texture coordinates
#endif
};// Our custom FVF, which describes our custom vertex structure
#ifdef SHOW_HOW_TO_USE_TCI
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE)
#else
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1)
#endif//-----------------------------------------------------------------------------
// Name: InitD3D()
// Desc: Initializes Direct3D
//-----------------------------------------------------------------------------
HRESULT InitD3D( HWND hWnd )
{
// Create the D3D object.
if( NULL == ( g_pD3D = Direct3DCreate9( D3D_SDK_VERSION ) ) )
return E_FAIL; // Set up the structure used to create the D3DDevice. Since we are now
// using more complex geometry, we will create a device with a zbuffer.
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory( &d3dpp, sizeof( d3dpp ) );
d3dpp.Windowed = TRUE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
d3dpp.EnableAutoDepthStencil = TRUE;
d3dpp.AutoDepthStencilFormat = D3DFMT_D16; // Create the D3DDevice
if( FAILED( g_pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING,
&d3dpp, &g_pd3dDevice ) ) )
{
return E_FAIL;
} // Turn off culling
g_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE ); // Turn off D3D lighting
g_pd3dDevice->SetRenderState( D3DRS_LIGHTING, FALSE ); // Turn on the zbuffer
g_pd3dDevice->SetRenderState( D3DRS_ZENABLE, TRUE ); return S_OK;
}
//-----------------------------------------------------------------------------
// Name: InitGeometry()
// Desc: Create the textures and vertex buffers
//-----------------------------------------------------------------------------
HRESULT InitGeometry()
{
// Use D3DX to create a texture from a file based image
if( FAILED( D3DXCreateTextureFromFile( g_pd3dDevice, L"banana.bmp", &g_pTexture ) ) )
{
// If texture is not in current folder, try parent folder
if( FAILED( D3DXCreateTextureFromFile( g_pd3dDevice, L"..\\banana.bmp", &g_pTexture ) ) )
{
MessageBox( NULL, L"Could not find banana.bmp", L"Textures.exe", MB_OK );
return E_FAIL;
}
} // Create the vertex buffer.
if( FAILED( g_pd3dDevice->CreateVertexBuffer( 50 * 2 * sizeof( CUSTOMVERTEX ),
0, D3DFVF_CUSTOMVERTEX,
D3DPOOL_DEFAULT, &g_pVB, NULL ) ) )
{
return E_FAIL;
} // Fill the vertex buffer. We are setting the tu and tv texture
// coordinates, which range from 0.0 to 1.0
CUSTOMVERTEX* pVertices;
if( FAILED( g_pVB->Lock( 0, 0, ( void** )&pVertices, 0 ) ) )
return E_FAIL;
for( DWORD i = 0; i < 50; i++ )
{
FLOAT theta = ( 2 * D3DX_PI * i ) / ( 50 - 1 ); pVertices[2 * i + 0].position = D3DXVECTOR3( sinf( theta ), -1.0f, cosf( theta ) );
pVertices[2 * i + 0].color = 0xffffffff;
#ifndef SHOW_HOW_TO_USE_TCI
pVertices[2 * i + 0].tu = ( ( FLOAT )i ) / ( 50 - 1 );
pVertices[2 * i + 0].tv = 1.0f;
#endif pVertices[2 * i + 1].position = D3DXVECTOR3( sinf( theta ), 1.0f, cosf( theta ) );
pVertices[2 * i + 1].color = 0xff808080;
#ifndef SHOW_HOW_TO_USE_TCI
pVertices[2 * i + 1].tu = ( ( FLOAT )i ) / ( 50 - 1 );
pVertices[2 * i + 1].tv = 0.0f;
#endif
}
g_pVB->Unlock(); return S_OK;
}
VOID Cleanup()
{
if( g_pTexture != NULL )
g_pTexture->Release(); if( g_pVB != NULL )
g_pVB->Release(); if( g_pd3dDevice != NULL )
g_pd3dDevice->Release(); if( g_pD3D != NULL )
g_pD3D->Release();
}//-----------------------------------------------------------------------------
// Name: SetupMatrices()
// Desc: Sets up the world, view, and projection transform matrices.
//-----------------------------------------------------------------------------
VOID SetupMatrices()
{
// Set up world matrix
D3DXMATRIXA16 matWorld;
D3DXMatrixIdentity( &matWorld );
D3DXMatrixRotationX( &matWorld, timeGetTime() / 1000.0f );
g_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld ); // Set up our view matrix. A view matrix can be defined given an eye point,
// a point to lookat, and a direction for which way is up. Here, we set the
// eye five units back along the z-axis and up three units, look at the
// origin, and define "up" to be in the y-direction.
D3DXVECTOR3 vEyePt( 0.0f, 3.0f,-5.0f );
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 ); // For the projection matrix, we set up a perspective transform (which
// transforms geometry from 3D view space to 2D viewport space, with
// a perspective divide making objects smaller in the distance). To build
// a perpsective transform, we need the field of view (1/4 pi is common),
// the aspect ratio, and the near and far clipping planes (which define at
// what distances geometry should be no longer be rendered).
D3DXMATRIXA16 matProj;
D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI / 4, 1.0f, 1.0f, 100.0f );
g_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
}
//-----------------------------------------------------------------------------
// Name: Render()
// Desc: Draws the scene
//-----------------------------------------------------------------------------
VOID Render()
{
// Clear the backbuffer and the zbuffer
g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER,
D3DCOLOR_XRGB( 0, 0, 255 ), 1.0f, 0 ); // Begin the scene
if( SUCCEEDED( g_pd3dDevice->BeginScene() ) )
{
// Setup the world, view, and projection matrices
SetupMatrices(); // Setup our texture. Using textures introduces the texture stage states,
// which govern how textures get blended together (in the case of multiple
// textures) and lighting information. In this case, we are modulating
// (blending) our texture with the diffuse color of the vertices.
g_pd3dDevice->SetTexture( 0, g_pTexture );
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE );
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_DISABLE );#ifdef SHOW_HOW_TO_USE_TCI
// Note: to use D3D texture coordinate generation, use the stage state
// D3DTSS_TEXCOORDINDEX, as shown below. In this example, we are using
// the position of the vertex in camera space (D3DTSS_TCI_CAMERASPACEPOSITION)
// to generate texture coordinates. Camera space is the vertex position
// multiplied by the World and View matrices. The tex coord index (TCI)
// parameters are passed into a texture transform, which is a 4x4 matrix
// which transforms the x,y,z TCI coordinates into tu, tv texture coordinates. // In this example, the texture matrix is setup to transform the input
// camera space coordinates (all of R^3) to projection space (-1,+1)
// and finally to texture space (0,1).
// CameraSpace.xyzw = (input vertex position) * (WorldView)
// ProjSpace.xyzw = CameraSpace.xyzw * Projection //move to -1 to 1
// TexSpace.xyzw = ProjSpace.xyzw * ( 0.5, -0.5, 1.0, 1.0 ) //scale to -0.5 to 0.5 (flip y)
// TexSpace.xyzw += ( 0.5, 0.5, 0.0, 0.0 ) //shift to 0 to 1 // Setting D3DTSS_TEXTURETRANSFORMFLAGS to D3DTTFF_COUNT4 | D3DTTFF_PROJECTED
// tells D3D to divide the input texture coordinates by the 4th (w) component.
// This divide is necessary when performing a perspective projection since
// the TexSpace.xy coordinates prior to the homogeneous divide are not actually
// in the 0 to 1 range.
D3DXMATRIXA16 mTextureTransform;
D3DXMATRIXA16 mProj;
D3DXMATRIXA16 mTrans;
D3DXMATRIXA16 mScale; g_pd3dDevice->GetTransform( D3DTS_PROJECTION, &mProj );
D3DXMatrixTranslation( &mTrans, 0.5f, 0.5f, 0.0f );
D3DXMatrixScaling( &mScale, 0.5f, -0.5f, 1.0f );
mTextureTransform = mProj * mScale * mTrans; g_pd3dDevice->SetTransform( D3DTS_TEXTURE0, &mTextureTransform );
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT4 | D3DTTFF_PROJECTED );
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_CAMERASPACEPOSITION );
#endif // Render the vertex buffer contents
g_pd3dDevice->SetStreamSource( 0, g_pVB, 0, sizeof( CUSTOMVERTEX ) );
g_pd3dDevice->SetFVF( D3DFVF_CUSTOMVERTEX );
g_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 2 * 50 - 2 ); // End the scene
g_pd3dDevice->EndScene();
} // Present the backbuffer contents to the display
g_pd3dDevice->Present( NULL, NULL, NULL, NULL );
}
//-----------------------------------------------------------------------------
// Name: MsgProc()
// Desc: The window's message handler
//-----------------------------------------------------------------------------
LRESULT WINAPI MsgProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam )
{
switch( msg )
{
case WM_DESTROY:
Cleanup();
PostQuitMessage( 0 );
return 0;
} return DefWindowProc( hWnd, msg, wParam, lParam );
}
//-----------------------------------------------------------------------------
// Name: WinMain()
// Desc: The application's entry point
//-----------------------------------------------------------------------------
INT WINAPI wWinMain( HINSTANCE hInst, HINSTANCE, LPWSTR, INT )
{
// Register the window class
WNDCLASSEX wc =
{
sizeof( WNDCLASSEX ), CS_CLASSDC, MsgProc, 0L, 0L,
GetModuleHandle( NULL ), NULL, NULL, NULL, NULL,
L"D3D Tutorial", NULL
};
RegisterClassEx( &wc ); // Create the application's window
HWND hWnd = CreateWindow( L"D3D Tutorial", L"D3D Tutorial 05: Textures",
WS_OVERLAPPEDWINDOW, 100, 100, 300, 300,
NULL, NULL, wc.hInstance, NULL ); // Initialize Direct3D
if( SUCCEEDED( InitD3D( hWnd ) ) )
{
// Create the scene geometry
if( SUCCEEDED( InitGeometry() ) )
{
// Show the window
ShowWindow( hWnd, SW_SHOWDEFAULT );
UpdateWindow( hWnd ); // Enter the message loop
MSG msg;
ZeroMemory( &msg, sizeof( msg ) );
while( msg.message != WM_QUIT )
{
if( PeekMessage( &msg, NULL, 0U, 0U, PM_REMOVE ) )
{
TranslateMessage( &msg );
DispatchMessage( &msg );
}
else
Render();
}
}
} UnregisterClass( L"D3D Tutorial", wc.hInstance );
return 0;
}