资源描述
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
展开阅读全文