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#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1|D3DFVF_TEXCOORDSIZE2(0))
请问D3DFVF_TEXCOORDSIZE2(0))是什么意思?
为什么在下面的代码中画出的立方体是全黑的,没有纹理?是用索引画的.还做了纹理混合操作,下面的代码是不是有什么问题?敬请诸位赐教,感激不尽.
/**-----------------------------------------------------------------------------
* \brief 光影贴图技巧的理解
* 文件: LightMap.cpp
*
* 说明: 所谓光影贴图,是指在一些QUAKE类的游戏中,不使用实际光源而制作出光源效
* 果的技巧.
* 实际游戏中,壁面通过BSP树隔开,通过与光源间的运算,生成光影贴图,
* 使用光影贴图,而非实际光源.
*
*------------------------------------------------------------------------------
*/
#pragma comment(lib,"d3d9.lib")
#pragma comment(lib,"d3dx9.lib")
#pragma comment(lib,"winmm.lib")
#include <d3d9.h>
#include <d3dx9.h>
#include "mmsystem.h"
/**-----------------------------------------------------------------------------
* 全局参数
*------------------------------------------------------------------------------
*/
LPDIRECT3D9 g_pD3D = NULL; /// 创建D3D设备的D3D对象参数
LPDIRECT3DDEVICE9 g_pd3dDevice = NULL; /// 渲染中使用的D3D设备
LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL; /// 储存顶点的顶点缓冲
LPDIRECT3DTEXTURE9 g_pTex0 = NULL; /// Texture 0(壁面)
LPDIRECT3DTEXTURE9 g_pTex1 = NULL; /// Texture 1(光影贴图)
LPDIRECT3DINDEXBUFFER9 g_pIB = NULL; /// 储存索引的索引缓冲
D3DXMATRIXA16 g_matAni;
struct MYINDEX
{
WORD _0, _1, _2; /// 索引大小一般为16位.
/// 也可能是32位,老式绘图卡不支持.
};
/// 定义用户顶点的结构体
struct CUSTOMVERTEX
{
FLOAT x, y, z; /// 顶点的变换坐标
DWORD color; /// 顶点的颜色
FLOAT u,v;
};
/// 表现用户顶点结构体信息的FVF值
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1)
HRESULT InitIB()
{
/// 渲染一个正方体(cube),需要12个面的声明
MYINDEX indices[] =
{
{ 0, 1, 2 }, { 0, 2, 3 }, /// 上面
{ 4, 6, 5 }, { 4, 7, 6 }, /// 下面
{ 0, 3, 7 }, { 0, 7, 4 }, /// 左面
{ 1, 5, 6 }, { 1, 6, 2 }, /// 右面
{ 3, 2, 6 }, { 3, 6, 7 }, /// 前面
{ 0, 4, 5 }, { 0, 5, 1 } /// 后面
};
/// 创建索引缓冲
/// D3DFMT_INDEX16表示索引单位为16位.
/// MYINDEX结构体中声明的是WORD形式,因此,使用D3DFMT_INDEX16.
if( FAILED( g_pd3dDevice->CreateIndexBuffer( 12 * sizeof(MYINDEX), 0, D3DFMT_INDEX16, D3DPOOL_DEFAULT, &g_pIB, NULL ) ) )
{
return E_FAIL;
}
/// 将数据写入索引缓冲.
/// 调用索引缓冲的Lock()函数来定义指针.
VOID* pIndices;
if( FAILED( g_pIB->Lock( 0, sizeof(indices), (void**)&pIndices, 0 ) ) )
return E_FAIL;
memcpy( pIndices, indices, sizeof(indices) );
g_pIB->Unlock();
return S_OK;
}
/**-----------------------------------------------------------------------------
* Direct3D初始化
*------------------------------------------------------------------------------
*/
HRESULT InitD3D( HWND hWnd )
{
/// 创建一个用来创建设备的D3D对象
if( NULL == ( g_pD3D = Direct3DCreate9( D3D_SDK_VERSION ) ) )
return E_FAIL;
/// 创建设备的结构体
/// 绘制复杂对象时需要Z-缓冲.
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;
/// 创建设备
if( FAILED( g_pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING,
&d3dpp, &g_pd3dDevice ) ) )
{
return E_FAIL;
}
/// 起到卷起功能.
g_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_CCW );
/// 起到Z-缓冲功能.
g_pd3dDevice->SetRenderState( D3DRS_ZENABLE, TRUE );
/// 顶点具有颜色值,起到光源功能.
g_pd3dDevice->SetRenderState( D3DRS_LIGHTING, FALSE );
//g_pd3dDevice->SetRenderState( D3DRS_AMBIENT, 0x00202020 );
return S_OK;
}
/**-----------------------------------------------------------------------------
* 创建顶点缓冲,设置顶点值.
*------------------------------------------------------------------------------
*/
HRESULT InitVB()
{
/// 渲染一个正方体(cube)需要8个顶点声明
CUSTOMVERTEX vertices[] =
{
{ -1, 1, 1 , 0xffff0000 }, /// v0
{ 1, 1, 1 , 0xff00ff00 }, /// v1
{ 1, 1, -1 , 0xff0000ff }, /// v2
{ -1, 1, -1 , 0xffffff00 }, /// v3
{ -1, -1, 1 , 0xff00ffff }, /// v4
{ 1, -1, 1 , 0xffff00ff }, /// v5
{ 1, -1, -1 , 0xff000000 }, /// v6
{ -1, -1, -1 , 0xffffffff }, /// v7
};
/// 创建顶点缓冲
/// 设置储存8个用户顶点的存储器.
/// 指定FVF,指定数据的储存格式.
if( FAILED( g_pd3dDevice->CreateVertexBuffer( 8*sizeof(CUSTOMVERTEX),
0, D3DFVF_CUSTOMVERTEX,
D3DPOOL_DEFAULT, &g_pVB, NULL ) ) )
{
return E_FAIL;
}
/// 将顶点数据写入顶点缓冲.
/// 调用顶点的Lock()函数来定义指针.
VOID* pVertices;
if( FAILED( g_pVB->Lock( 0, sizeof(vertices), (void**)&pVertices, 0 ) ) )
return E_FAIL;
memcpy( pVertices, vertices, sizeof(vertices) );
g_pVB->Unlock();
return S_OK;
}
HRESULT InitTexture()
{
if( FAILED( D3DXCreateTextureFromFile( g_pd3dDevice, "env2.bmp", &g_pTex0 ) ) )
return E_FAIL;
if( FAILED( D3DXCreateTextureFromFile( g_pd3dDevice, "spotlite.bmp", &g_pTex1 ) ) )
return E_FAIL;
return S_OK;
}
/**-----------------------------------------------------------------------------
* 几何信息初始化
*------------------------------------------------------------------------------
*/
HRESULT InitGeometry()
{
if( FAILED( InitVB() ) ) return E_FAIL;
if( FAILED( InitTexture() ) ) return E_FAIL;
return S_OK;
}
/**-----------------------------------------------------------------------------
* 创建摄像机矩阵
*------------------------------------------------------------------------------
*/
void SetupCamera()
{
/// 创建世界矩阵
D3DXMATRIXA16 matWorld;
D3DXMatrixIdentity( &matWorld );
g_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
/// 创建视图矩阵
D3DXVECTOR3 vEyePt( 0.0f, 0.0f,-10.0f );
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 );
/// 创建投影矩阵
D3DXMATRIXA16 matProj;
D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, 1.0f, 1.0f, 100.0f );
g_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
}
/**-----------------------------------------------------------------------------
* 创建动画矩阵
*------------------------------------------------------------------------------
*/
VOID Animate()
{
D3DXMatrixIdentity( &g_matAni );
D3DXMatrixRotationY( &g_matAni, GetTickCount()/500.0f ); /// 网格的Z轴旋转矩阵
}
/**-----------------------------------------------------------------------------
* 删除初始化对象
*------------------------------------------------------------------------------
*/
VOID Cleanup()
{
if( g_pVB != NULL )
g_pVB->Release();
if( g_pd3dDevice != NULL )
g_pd3dDevice->Release();
if( g_pD3D != NULL )
g_pD3D->Release();
}
/**-----------------------------------------------------------------------------
* 绘制网格
*------------------------------------------------------------------------------
*/
void DrawMesh( D3DXMATRIXA16* pMat )
{
g_pd3dDevice->SetTransform( D3DTS_WORLD, pMat );
g_pd3dDevice->SetStreamSource( 0, g_pVB, 0, sizeof(CUSTOMVERTEX) );
g_pd3dDevice->SetFVF( D3DFVF_CUSTOMVERTEX );
/// 3. 指定索引缓冲.
g_pd3dDevice->SetIndices( g_pIB );
/// 4. 4. 调用DrawIndexedPrimitive()函数.
g_pd3dDevice->DrawIndexedPrimitive( D3DPT_TRIANGLELIST, 0, 0, 8, 0, 12 );
}
/**-----------------------------------------------------------------------------
* 绘图
*------------------------------------------------------------------------------
*/
VOID Render()
{
D3DXMATRIXA16 matWorld;
/// 后置缓冲和Z-缓冲初始化
g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0,0,255), 1.0f, 0 );
/// 创建动画矩阵
Animate();
/// 开始渲染
if( SUCCEEDED( g_pd3dDevice->BeginScene() ) )
{
g_pd3dDevice->SetTexture( 0, g_pTex0 ); /// 在0号纹理层固定纹理(壁面)
g_pd3dDevice->SetTexture( 1, g_pTex1 ); /// 在1号纹理层固定纹理(光影贴图)
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_TEXCOORDINDEX, 0 ); /// 0号纹理:使用0号纹理索引
g_pd3dDevice->SetTextureStageState( 1, D3DTSS_TEXCOORDINDEX, 0 ); /// 1号纹理:使用0号纹理索引
g_pd3dDevice->SetSamplerState( 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR ); /// 0号纹理层的放大滤镜
g_pd3dDevice->SetSamplerState( 1, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR ); /// 1号纹理层的放大滤镜
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1 );
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1 );
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
g_pd3dDevice->SetTextureStageState( 1, D3DTSS_COLOROP, D3DTOP_MODULATE ); /// 运用MODULATE运算进行颜色混合
g_pd3dDevice->SetTextureStageState( 1, D3DTSS_COLORARG1, D3DTA_TEXTURE );
g_pd3dDevice->SetTextureStageState( 1, D3DTSS_COLORARG2, D3DTA_CURRENT );
g_pd3dDevice->SetTextureStageState( 1, D3DTSS_ALPHAOP, D3DTOP_DISABLE );
g_pd3dDevice->SetTextureStageState( 2, D3DTSS_COLOROP, D3DTOP_DISABLE );
g_pd3dDevice->SetTextureStageState( 2, D3DTSS_ALPHAOP, D3DTOP_DISABLE );
DrawMesh( &g_matAni );
/// 结束渲染
g_pd3dDevice->EndScene();
}
/// 显示后置缓冲的画面!
g_pd3dDevice-> resent( NULL, NULL, NULL, NULL );
}
/**-----------------------------------------------------------------------------
* 窗口过程
*------------------------------------------------------------------------------
*/
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 );
}
/**-----------------------------------------------------------------------------
* 程序的起始地址
*------------------------------------------------------------------------------
*/
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,
"BasicFrame", NULL };
RegisterClassEx( &wc );
/// 创建窗口
HWND hWnd = CreateWindow( "BasicFrame", "LightMapping",
WS_OVERLAPPEDWINDOW, 100, 100, 500, 500,
GetDesktopWindow(), NULL, wc.hInstance, NULL );
/// Direct3D初始化
if( SUCCEEDED( InitD3D( hWnd ) ) )
{
if( SUCCEEDED( InitGeometry() ) )
{
/// 索引缓冲初始化
if( SUCCEEDED( InitIB() ) )
{
/// 创建摄像机矩阵
SetupCamera();
/// 显示窗口
ShowWindow( hWnd, SW_SHOWDEFAULT );
UpdateWindow( hWnd );
/// 消息循环
MSG msg;
ZeroMemory( &msg, sizeof(msg) );
while( msg.message!=WM_QUIT )
{
/// 消息队列中有消息时,调用相应的处理过程
if( PeekMessage( &msg, NULL, 0U, 0U, PM_REMOVE ) )
{
TranslateMessage( &msg );
DispatchMessage( &msg );
}
else
/// 如果没有需要处理的消息,调用Render()函数
Render();
}
}
}
}
/// 删除注册的类
UnregisterClass( "D3D Tutorial", wc.hInstance );
return 0;
}
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