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实验四:纹理包装.doc

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网络游戏编程实验报告 一、 实验内容 实现纹理包装。 二、程序代码 //-------------------------------------------------------------------------------------- // File: TextureWrap.cpp //-------------------------------------------------------------------------------------- #include <d3d9.h> // Direct3D头文件 #include <d3dx9.h> // D3DX库的头文件 #define SAFE_RELEASE(p) { if(p) { (p)->Release(); (p)=NULL; } } wchar_t *g_pClassName = L"TextureWrap"; // 窗口类名 wchar_t *g_pWindowName = L"纹理包装示例"; // 窗口标题名 LPDIRECT3DDEVICE9 g_pd3dDevice = NULL; // D3D设备接口 LPDIRECT3DVERTEXBUFFER9 g_pVertexBuf = NULL; // 顶点缓存接口 LPDIRECT3DINDEXBUFFER9 g_pIndexBuf = NULL; // 索引缓存接口 LPDIRECT3DTEXTURE9 g_pTexture = NULL; // 纹理接口 // 顶点结构 struct CUSTOMVERTEX { FLOAT _x, _y, _z; // 顶点的位置 FLOAT _u, _v; // 纹理坐标 CUSTOMVERTEX(FLOAT x, FLOAT y, FLOAT z, FLOAT u, FLOAT v) : _x(x), _y(y), _z(z), _u(u), _v(v) {} }; #define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ | D3DFVF_TEX1) HRESULT InitDirect3D(HWND hWnd); // 初始化Direct3D VOID Direct3DRender(); // 渲染图形 VOID Direct3DCleanup(); // 清理Direct3D资源 // 窗口消息处理函数声明 LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM); //-------------------------------------------------------------------------------------- // Name: WinMain(); // Desc: Windows应用程序入口函数 //-------------------------------------------------------------------------------------- int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nShowCmd) { // 初始化窗口类 WNDCLASS wndclass; wndclass.cbClsExtra = 0; wndclass.cbWndExtra = 0; wndclass.hbrBackground = (HBRUSH)GetStockObject(WHITE_BRUSH); // 窗口背景 wndclass.hCursor = LoadCursor(NULL, IDC_ARROW); // 光标形状 wndclass.hIcon = LoadIcon(NULL, IDI_APPLICATION); // 窗口小图标 wndclass.hInstance = hInstance; wndclass.lpfnWndProc = WndProc; wndclass.lpszClassName = g_pClassName; wndclass.lpszMenuName = NULL; wndclass.style = CS_HREDRAW | CS_VREDRAW; // 注册窗口类 if (!RegisterClass(&wndclass)) return 0; // 创建窗口 HWND hWnd = CreateWindow(g_pClassName, g_pWindowName, WS_OVERLAPPEDWINDOW, 100, 100, 640, 480, NULL, NULL, wndclass.hInstance, NULL); // 初始化Direct3D InitDirect3D(hWnd); // 显示、更新窗口 ShowWindow(hWnd, SW_SHOWDEFAULT); UpdateWindow(hWnd); // 消息循环 MSG msg; ZeroMemory(&msg, sizeof(msg)); while (msg.message!=WM_QUIT) { if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE)) { TranslateMessage(&msg); DispatchMessage(&msg); } else { Direct3DRender(); // 绘制D场景 } } UnregisterClass(g_pClassName, wndclass.hInstance); return 0; } //-------------------------------------------------------------------------------------- // Name: WndProc() // Desc: 窗口消息处理函数 //-------------------------------------------------------------------------------------- LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam) { switch (message) { case WM_PAINT: // 客户区重绘消息 Direct3DRender(); // 渲染图形 ValidateRect(hWnd, NULL); // 更新客户区的显示 break; case WM_KEYDOWN: // 键盘按下消息 if (wParam == VK_ESCAPE) // ESC键 DestroyWindow(hWnd); // 销毁窗口, 并发送一条WM_DESTROY消息 break; case WM_DESTROY: // 窗口销毁消息 Direct3DCleanup(); // 清理Direct3D PostQuitMessage(0); // 退出程序 break; } // 默认的消息处理 return DefWindowProc( hWnd, message, wParam, lParam ); } //-------------------------------------------------------------------------------------- // Name: InitDirect3D() // Desc: 初始化Direct3D //-------------------------------------------------------------------------------------- HRESULT InitDirect3D(HWND hWnd) { // 创建IDirect3D接口 LPDIRECT3D9 pD3D = NULL; // IDirect3D9接口 pD3D = Direct3DCreate9(D3D_SDK_VERSION); // 创建IDirect3D9接口对象 if (pD3D == NULL) return E_FAIL; // 获取硬件设备信息 D3DCAPS9 caps; int vp = 0; pD3D->GetDeviceCaps( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, &caps ); if( caps.DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT ) vp = D3DCREATE_HARDWARE_VERTEXPROCESSING; else vp = D3DCREATE_SOFTWARE_VERTEXPROCESSING; // 创建Direct3D设备接口 D3DPRESENT_PARAMETERS d3dpp; ZeroMemory(&d3dpp, sizeof(d3dpp)); d3dpp.BackBufferWidth = 640; d3dpp.BackBufferHeight = 480; d3dpp.BackBufferFormat = D3DFMT_A8R8G8B8; d3dpp.BackBufferCount = 1; d3dpp.MultiSampleType = D3DMULTISAMPLE_NONE; d3dpp.MultiSampleQuality = 0; d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; d3dpp.hDeviceWindow = hWnd; d3dpp.Windowed = true; d3dpp.EnableAutoDepthStencil = true; d3dpp.AutoDepthStencilFormat = D3DFMT_D24S8; d3dpp.Flags = 0; d3dpp.FullScreen_RefreshRateInHz = D3DPRESENT_RATE_DEFAULT; d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd, vp, &d3dpp, &g_pd3dDevice); pD3D->Release(); // 创建纹理 D3DXCreateTextureFromFile(g_pd3dDevice, L"wrap.bmp", &g_pTexture); // 创建顶点缓存 g_pd3dDevice->CreateVertexBuffer(8 * sizeof(CUSTOMVERTEX), 0, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &g_pVertexBuf, NULL); // 填充顶点数据 CUSTOMVERTEX *pVertices = NULL; g_pVertexBuf->Lock(0, 0, (void**)&pVertices, 0); pVertices[0] = CUSTOMVERTEX(-5.0f, 25.0f, -5.0f, 1.0f/8.0f, 0.0f); pVertices[1] = CUSTOMVERTEX(-5.0f, 25.0f, 5.0f, 3.0f/8.0f, 0.0f); pVertices[2] = CUSTOMVERTEX( 5.0f, 25.0f, 5.0f, 5.0f/8.0f, 0.0f); pVertices[3] = CUSTOMVERTEX( 5.0f, 25.0f, -5.0f, 7.0f/8.0f, 0.0f); pVertices[4] = CUSTOMVERTEX(-5.0f, -25.0f, -5.0f, 1.0f/8.0f, 1.0f); pVertices[5] = CUSTOMVERTEX(-5.0f, -25.0f, 5.0f, 3.0f/8.0f, 1.0f); pVertices[6] = CUSTOMVERTEX( 5.0f, -25.0f, 5.0f, 5.0f/8.0f, 1.0f); pVertices[7] = CUSTOMVERTEX( 5.0f, -25.0f, -5.0f, 7.0f/8.0f, 1.0f); g_pVertexBuf->Unlock(); // 创建索引缓存 g_pd3dDevice->CreateIndexBuffer(36 * sizeof(WORD), 0, D3DFMT_INDEX16, D3DPOOL_DEFAULT, &g_pIndexBuf, NULL); // 填充索引数据 WORD *pIndices = NULL; g_pIndexBuf->Lock(0, 0, (void**)&pIndices, 0); // 顶面 pIndices[0] = 0, pIndices[1] = 1, pIndices[2] = 2; pIndices[3] = 0, pIndices[4] = 2, pIndices[5] = 3; // 正面 pIndices[6] = 0, pIndices[7] = 3, pIndices[8] = 7; pIndices[9] = 0, pIndices[10] = 7, pIndices[11] = 4; // 左侧面 pIndices[12] = 0, pIndices[13] = 4, pIndices[14] = 5; pIndices[15] = 0, pIndices[16] = 5, pIndices[17] = 1; // 右侧面 pIndices[18] = 2, pIndices[19] = 6, pIndices[20] = 7; pIndices[21] = 2, pIndices[22] = 7, pIndices[23] = 3; // 背面 pIndices[24] = 2, pIndices[25] = 5, pIndices[26] = 6; pIndices[27] = 2, pIndices[28] = 1, pIndices[29] = 5; // 底面 pIndices[30] = 4, pIndices[31] = 6, pIndices[32] = 5; pIndices[33] = 4, pIndices[34] = 7, pIndices[35] = 6; g_pIndexBuf->Unlock(); // 设置材质 D3DMATERIAL9 mtrl; ::ZeroMemory(&mtrl, sizeof(mtrl)); mtrl.Ambient = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f); mtrl.Diffuse = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f); mtrl.Specular = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f); g_pd3dDevice->SetMaterial(&mtrl); // 设置环境光 g_pd3dDevice->SetRenderState(D3DRS_AMBIENT, D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f)); // 设置取景变换矩阵 D3DXMATRIX matView; D3DXVECTOR3 vEye(0.0f, 0.0f, -150.0f); D3DXVECTOR3 vAt(0.0f, 0.0f, 0.0f); D3DXVECTOR3 vUp(0.0f, 1.0f, 0.0f); D3DXMatrixLookAtLH(&matView, &vEye, &vAt, &vUp); g_pd3dDevice->SetTransform(D3DTS_VIEW, &matView); // 设置投影变换矩阵 D3DXMATRIX matProj; D3DXMatrixPerspectiveFovLH(&matProj, D3DX_PI / 4.0f, 1.0f, 1.0f, 1000.0f); g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &matProj); return S_OK; } //-------------------------------------------------------------------------------------- // Name: Direct3DRender() // Desc: 绘制D场景 //-------------------------------------------------------------------------------------- VOID Direct3DRender() { g_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0); g_pd3dDevice->BeginScene(); // 开始绘制 // 设置世界变换矩阵 FLOAT fAngle = (float)::timeGetTime() / 600.0f; D3DXMATRIX matWorld, Ry; D3DXMatrixTranslation(&matWorld, -15.0f, 0.0f, 0.0f); D3DXMatrixRotationY(&Ry, fAngle); D3DXMatrixMultiply(&matWorld, &Ry, &matWorld); g_pd3dDevice->SetTransform(D3DTS_WORLD, &matWorld); // 关闭纹理包装 g_pd3dDevice->SetRenderState(D3DRS_WRAP0, 0); // 绘制立方体 g_pd3dDevice->SetStreamSource(0, g_pVertexBuf, 0, sizeof(CUSTOMVERTEX)); g_pd3dDevice->SetFVF(D3DFVF_CUSTOMVERTEX); g_pd3dDevice->SetIndices(g_pIndexBuf); g_pd3dDevice->SetTexture(0, g_pTexture); g_pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0, 24, 0, 12); // 在U方向上启用纹理包装 g_pd3dDevice->SetRenderState(D3DRS_WRAP0, D3DWRAP_U); // 重新绘制立方体 D3DXMatrixTranslation(&matWorld, 15.0f, 0.0f, 0.0f); D3DXMatrixMultiply(&matWorld, &Ry, &matWorld); g_pd3dDevice->SetTransform(D3DTS_WORLD, &matWorld); g_pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0, 8, 0, 12); g_pd3dDevice->EndScene(); // 结束绘制 g_pd3dDevice->Present(NULL, NULL, NULL, NULL); // 翻转 } //-------------------------------------------------------------------------------------- // Name: Direct3DCleanup() // Desc: 清理Direct3D, 并释放COM接口 //-------------------------------------------------------------------------------------- VOID Direct3DCleanup() { SAFE_RELEASE(g_pTexture); SAFE_RELEASE(g_pIndexBuf); SAFE_RELEASE(g_pVertexBuf); SAFE_RELEASE(g_pd3dDevice); } 三、 程序运行结果
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