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- //-----------------------------------------------------------------------------
- // File: Textures.cpp
- //
- // Desc: Better than just lights and materials, 3D objects look much more
- // convincing when texture-mapped. Textures can be thought of as a sort
- // of wallpaper, that is shrinkwrapped to fit a texture. Textures are
- // typically loaded from image files, and D3DX provides a utility to
- // function to do this for us. Like a vertex buffer, textures have
- // Lock() and Unlock() functions to access (read or write) the image
- // data. Textures have a width, height, miplevel, and pixel format. The
- // miplevel is for "mipmapped" textures, an advanced performance-
- // enhancing feature which uses lower resolutions of the texture for
- // objects in the distance where detail is less noticeable. The pixel
- // format determines how the colors are stored in a texel. The most
- // common formats are the 16-bit R5G6B5 format (5 bits of red, 6-bits of
- // green and 5 bits of blue) and the 32-bit A8R8G8B8 format (8 bits each
- // of alpha, red, green, and blue).
- //
- // Textures are associated with geometry through texture coordinates.
- // Each vertex has one or more sets of texture coordinates, which are
- // named tu and tv and range from 0.0 to 1.0. Texture coordinates can be
- // supplied by the geometry, or can be automatically generated using
- // Direct3D texture coordinate generation (which is an advanced feature).
- //
- // Copyright (c) 2000-2001 Microsoft Corporation. All rights reserved.
- //-----------------------------------------------------------------------------
- #include <d3dx8.h>
- #include <mmsystem.h>
-
-
-
-
- //-----------------------------------------------------------------------------
- // Global variables
- //-----------------------------------------------------------------------------
- LPDIRECT3D8 g_pD3D = NULL; // Used to create the D3DDevice
- LPDIRECT3DDEVICE8 g_pd3dDevice = NULL; // Our rendering device
- LPDIRECT3DVERTEXBUFFER8 g_pVB = NULL; // Buffer to hold vertices
- LPDIRECT3DTEXTURE8 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
- 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: InitD3D()
- // Desc: Initializes Direct3D
- //-----------------------------------------------------------------------------
- HRESULT InitD3D( HWND hWnd )
- {
- // Create the D3D object.
- if( NULL == ( g_pD3D = Direct3DCreate8( D3D_SDK_VERSION ) ) )
- return E_FAIL;
-
- // Get the current desktop display mode, so we can set up a back
- // buffer of the same format
- D3DDISPLAYMODE d3ddm;
- if( FAILED( g_pD3D->GetAdapterDisplayMode( D3DADAPTER_DEFAULT, &d3ddm ) ) )
- 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 = d3ddm.Format;
- 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, "banana.bmp",
- &g_pTexture ) ) )
- return E_FAIL;
-
- // Create the vertex buffer.
- if( FAILED( g_pd3dDevice->CreateVertexBuffer( 50*2*sizeof(CUSTOMVERTEX),
- 0, D3DFVF_CUSTOMVERTEX,
- D3DPOOL_DEFAULT, &g_pVB ) ) )
- {
- 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, (BYTE**)&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;
- pVertices[2*i+0].tu = ((FLOAT)i)/(50-1);
- pVertices[2*i+0].tv = 1.0f;
-
- pVertices[2*i+1].position = D3DXVECTOR3( sinf(theta), 1.0f, cosf(theta) );
- pVertices[2*i+1].color = 0xff808080;
- pVertices[2*i+1].tu = ((FLOAT)i)/(50-1);
- pVertices[2*i+1].tv = 0.0f;
- }
- g_pVB->Unlock();
-
- return S_OK;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: Cleanup()
- // Desc: Releases all previously initialized objects
- //-----------------------------------------------------------------------------
- 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()
- {
- // For our world matrix, we will just leave it as the identity
- D3DXMATRIX 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.
- D3DXMATRIX matView;
- D3DXMatrixLookAtLH( &matView, &D3DXVECTOR3( 0.0f, 3.0f,-5.0f ),
- &D3DXVECTOR3( 0.0f, 0.0f, 0.0f ),
- &D3DXVECTOR3( 0.0f, 1.0f, 0.0f ) );
- 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).
- D3DXMATRIX 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
- 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 to generate texture
- // coordinates. 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 texture from (-1,+1) position coordinates to (0,1)
- // texture coordinate space:
- // tu = 0.5*x + 0.5
- // tv = -0.5*y + 0.5
- D3DXMATRIX mat;
- mat._11 = 0.25f; mat._12 = 0.00f; mat._13 = 0.00f; mat._14 = 0.00f;
- mat._21 = 0.00f; mat._22 =-0.25f; mat._23 = 0.00f; mat._24 = 0.00f;
- mat._31 = 0.00f; mat._32 = 0.00f; mat._33 = 1.00f; mat._34 = 0.00f;
- mat._41 = 0.50f; mat._42 = 0.50f; mat._43 = 0.00f; mat._44 = 1.00f;
-
- g_pd3dDevice->SetTransform( D3DTS_TEXTURE0, &mat );
- g_pd3dDevice->SetTextureStageState( 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2 );
- g_pd3dDevice->SetTextureStageState( 0, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_CAMERASPACEPOSITION );
- #endif
-
- // Render the vertex buffer contents
- g_pd3dDevice->SetStreamSource( 0, g_pVB, sizeof(CUSTOMVERTEX) );
- g_pd3dDevice->SetVertexShader( 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:
- PostQuitMessage( 0 );
- return 0;
- }
-
- return DefWindowProc( hWnd, msg, wParam, lParam );
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name: WinMain()
- // Desc: The application's entry point
- //-----------------------------------------------------------------------------
- INT WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPSTR, INT )
- {
- // Register the window class
- WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L,
- GetModuleHandle(NULL), NULL, NULL, NULL, NULL,
- "D3D Tutorial", NULL };
- RegisterClassEx( &wc );
-
- // Create the application's window
- HWND hWnd = CreateWindow( "D3D Tutorial", "D3D Tutorial 05: Textures",
- WS_OVERLAPPEDWINDOW, 100, 100, 300, 300,
- GetDesktopWindow(), 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();
- }
- }
- }
-
- // Clean up everything and exit the app
- Cleanup();
- UnregisterClass( "D3D Tutorial", wc.hInstance );
- return 0;
- }
-
-
-
-