在D3D里面如何使用Render to Texture?

ChinaShrimp 2004-10-20 05:31:25
我知道在OpenGL可以生成一个float类型的pbuffer,然后将可以渲染到里面去,但是操作起来很复杂。我想D3D里肯定也能实现Render to Texture,而且据说用起来很方便,我想请问一下如何使用?另外我还想问的就是在D3D里面能否设置pbuffer中的数据类型(例如浮点型)?多谢!
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潘李亮 2004-10-24
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SetRenderTarget.把一个纹理当作Surface.
seagate 2004-10-21
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IDirect3DDevice9有个函数是SetRenderTarget。它能实现你要的功能。它有个参数是IDirect3DSurface9,可以作为存放的buffer。数据类型是创建这个surface时自己定的。
lly20000 2004-10-21
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在D3D中可以通过d3dxsavetofile来保存当前的截图

D3DXSaveSurfaceToFile(file_name, D3DXIFF_JPG, frontbuf, NULL, NULL);
This book describes the Direct3D graphics pipeline, from presentation of scene data to pixels appearing on the screen. The book is organized sequentially following the data °ow through the pipeline from the application to the image displayed on the monitor. Each major section of the pipeline is treated by a part of the book, with chapters and subsections detailing each discrete stage of the pipeline. This section summarizes the contents of the book. Part I begins with a review of basic concepts used in 3D computer graphics and their representations in Direct3D. The IDirect3D9 interface is introduced and device selection is described. The IDirect3DDevice9 interface is introduced and an overview of device methods and internal state is given. Finally, a basic framework is given for a 2D application. Chapter 1 begins with an overview of the entire book. A review is given of display technology and the important concept of gamma correction. The representation of color in Direct3D and the macros for manipulating color values are described. The relevant mathematics of vectors, geometry and matrices are reviewed and summarized. A summary of COM and the IUnknown interface is COM: Component Object Model given. Finally, the coding style conventions followed in this book are presented along with some useful C++ coding techniques. Chapter 2 describes the Direct3D object. Every application instantiates this object to select a device from those available. Available devices advertise their location in the Win32 virtual desktop and their capabilities to applications 34 CHAPTER 1. INTRODUCTION through the Direct3D object. Selecting a device from those available and exam- ining a device's capabilities are described. Multiple monitor considerations are also discussed. Chapter 3 describes the Direct3D device object which provides access to the rendering pipeline. The device is the interface an application will use most often and it has a large amount of internal state that controls every stage of the rendering pipeline. This chapter provides a high-level overview of the device and its associated internal state. Detailed discussion of the device state appears throughout the rest of the book. Chapter 4 describes the basic architecture of a typical Direct3D application. Every 3D application can use 2D operations for manipulating frame bu®er con- tents directly. An application can run in full-screen or windowed modes and the di®erences are presented here. The handling of Windows messages and a ba- sic display processing loop are presented. At times it may be convenient to use GDI in a Direct3D application window and a method for mixing these two Win- dows subsystems is presented. Almost every full-screen application will want to use the cursor management provided by the device. Device color palettes and methods for gamma correction are presented. Part II describes the geometry processing portion of the graphics pipeline. The application delivers scene data to the pipeline in the form of geometric primitives. The pipeline processes the geometric primitives through a series of stages that results in pixels displayed on the monitor. This part describes the start of the pipeline where the processing of geometry takes place. Chapter 5 describes how to construct a scene representing the digital world that is imaged by the imaginary camera of the device. A scene consists of a collection of models drawn in sequence. Models are composed of a collection of graphic primitives. Graphic primitives are composed from streams of vertex and index data de¯ning the shape and appearance of objects in the scene. Vertices and indices are stored in resources created through the device. Chapter 6 covers vertex transformations, vertex blending and user-de¯ned clipping planes. With transformations, primitives can be positioned relative to each other in space. Vertex blending, also called \skinning", allows for smooth mesh interpolation. User-de¯ned clipping planes can be used to provide cut away views of primitives. Chapter 7 covers viewing with a virtual camera and projection onto the viewing plane which is displayed as pixels on the monitor. After modeling, objects are positioned relative to a camera. Objects are then projected from 3D camera space into the viewing plane for conversion into 2D screen pixels. Chapter 8 describes the lighting of geometric primitives. The lighting model is introduced and the supported shading algorithms and light types are de- scribed. Chapter 9 covers programmable vertex shading. Programmable vertex shaders can process the vertex data streams with custom code, producing a single ver- tex that is used for rasterization. The vertex shading machine architecture and instruction set are presented. Part III covers the rasterization portion of the pipeline where geometry is1.1. OVERVIEW 5 converted to a series of pixels for display on the monitor. Geometric primitives are lit based on the lighting of their environment and their material properties. After light has been applied to a primitive, it is scan converted into pixels for processing into the frame bu®er. Textures can be used to provide detailed surface appearance without extensive geometric modeling. Pixel shaders can be used to provide custom per-pixel appearance processing instead of the ¯xed- function pixel processing provided by the stock pipeline. Finally, the pixels generated from the scan conversion process are incorporated into the render target surface by the frame bu®er. Chapter 10 describes the scanline conversion of primitives into pixel frag- ments. Lighting and shading are used to process vertex positions and their associated data into a series of pixel fragments to be processed by the frame bu®er. Chapter 11 describes textures and volumes. Textures provide many e±cient per-pixel e®ects and can be used in a variety of manners. Volumes extend texture images to three dimensions and can be used for a volumetric per-pixel rendering e®ects. Chapter 13 describes programmable pixel shaders. Programmable pixel shaders combine texture map information and interpolated vertex information to produce a source pixel fragment. The pixel shading machine architecture and instruction set are presented. Chapter 14 describes how fragments are processed into the frame bu®er. After pixel shading, fragments are processed by the fog, alpha test, depth test, stencil test, alpha blending, dither, and color channel mask stages of the pipeline before being incorporated into the render target. A render target is presented for display on the monitor and video scan out. Part IV covers the D3DX utility library. D3DX provides an implementation of common operations used by Direct3D client programs. The code in D3DX consists entirely of client code and no system components. An application is free to reimplement the operations provided by D3DX, if necessary. Chapter 15 introduces D3DX and summarizes features not described else- where. Chapter 16 describes the abstract data types provided by D3DX. D3DX provides support for RGBA color, point, vector, plane, quaternion, and matrix data types. Chapter 17 describes the helper COM objects provided by D3DX. D3DX provides a matrix stack object to assist in rendering frame hierarchies, a font object to assist in the rendering of text, a sprite object to assist in the rendering of 2D images, an object to assist in rendering to a surface or an environment map and objects for the rendering of special e®ects. Chapter 19 describes the mesh objects provided by D3DX. The mesh objects provided by D3DX encompass rendering of indexed triangle lists as well as progressive meshes, mesh simpli¯cation and skinned meshes. Chapter 21 describes the X ¯le format with the ¯le extension .x. The X ¯le format provides for extensible hierarchical storage of data objects with object instancing.6 CHAPTER 1. INTRODUCTION Part V covers application level considerations. This part of the book de- scribes issues that are important to applications but aren't strictly part of the graphics pipeline. Debugging strategies for applications are presented. Almost all Direct3D applications will be concerned with performance; API related per- formance issues are discussed here. Finally, installation and deployment issues for Direct3D applications are discussed. Chapter 22 describes debugging strategies for Direct3D applications. This includes using the debug run-time for DirectX 9.0c, techniques for debugging full-screen applications and remote debugging. Chapter 23 covers application performance considerations. All real devices have limitations that a®ect performance. A general consideration of how the pipeline state a®ects performance is given. Chapter 24 covers application installation and setup. Appendix A provides a guided tour of the DirectX SDK materials.
时分法,真正的三维编程,场景渲染 #pragma warning(disable: 4995) #include #include #include // Scenes 场景 #include "Scene.h" #include "StanfordBunnyScene.h" // Include nvstereo, but only for Dx10. #define NO_STEREO_D3D9 #include "nvstereo.h" // Text rendering ID3DX10Font* gFont10 = NULL; ID3DX10Sprite* gSprite10 = NULL; CDXUTTextHelper* gTxtHelper = NULL; // our global vector of all our scenes. // Make this global because it's easier to work with DXUT this way const int cNoActiveScene = -1; std::vector gScenes; int gActiveScene = cNoActiveScene; // A little UI stuff GUI图形用户界面 //CDXUTDialog这个类负责纪录一个对话框的所有属性以及它上面的所有控件信息 //CDXUTDialogResourceManager,这个类保存了所有注册过的对话框链表,以及这些对话框共享的资源 //CDXUTElement 这个类保存了需要渲染的元素信息,经常会在渲染函数中用到 //CGrowableArray< TYPE >类 可动态增长的链表类。 CDXUTDialogResourceManager gDialogResourceManager; CDXUTDialog gUI; // Our parameters for the stereo parameters texture.纹理立体参数 nv::stereo::ParamTextureManagerD3D10* gStereoTexMgr = NULL; ID3D10Texture2D* gStereoParamTexture = NULL; ID3D10ShaderResourceView* gStereoParamTextureRV = NULL; // Support going back and forth between fullscreen and windowed mode #define IDC_TOGGLEFULLSCREEN 1 #define IDC_MENU 2 // ------------------------------------------------------------------------------------------------ void ClearRenderTargets(ID3D10Device* d3d10) { // Clearing every frame is a good practice for SLI. By clearing surfaces, you indicate to the // driver that information from the previous frame is not needed by the other GPU(s) involved // in rendering. float ClearColor[4] = { 0.0, 0.0, 0.5, 0.0 }; ID3D10RenderTargetView* pRTV = DXUTGetD3D10RenderTargetView(); d3d10->ClearRenderTargetView(pRTV, ClearColor); ID3D10DepthStencilView* pDSV = DXUTGetD3D10DepthStencilView(); d3d10->ClearDepthStencilView(pDSV, D3D10_CLEAR_DEPTH, 1.0, 0); } // ------------------------------------------------------------------------------------------------ void RenderWorld(ID3D10Device* d3d10, double fTime, float fElapsedTime) { // Give the active scene a shot at rendering the world. gScenes[gActiveScene]->Render(d3d10); } // ------------------------------------------------------------------------------------------------ void RenderText() { // Render common text, then give the active scene a chance to display text information // about itself. gTxtHelper->Begin(); gTxtHelper->SetInsertionPos(8, 8); gTxtHelper->SetForegroundColor(D3DXCOLOR(1.0f, 1.0f, 0.0f, 1.0f)); gTxtHelper->DrawTextLine(L""); gTxtHelper->DrawTextLine(L""); gTxtHelper->DrawTextLine(L""); gTxtHelper->DrawTextLine(DXUTGetFrameStats(true)); gTxtHelper->DrawTextLine(DXUTGetDeviceStats()); bool stereoActive = gStereoTexMgr->IsStereoActive(); if (stereoActive) { gTxtHelper->DrawTextLine(L"Stereo Active"); } else { gTxtHelper->SetForegroundColor(D3DXCOLOR(1.0f, 0.2f, 0.2f, 1.0f)); gTxtHelper->DrawTextLine(L"Stereo is currently disabled--you should see no differences between techniques."); gTxtHelper->SetForegroundColor(D3DXCOLOR(1.0f, 0.5f, 0.0f, 1.0f)); } gScenes[gActiveScene]->RenderText(gTxtHelper, stereoActive); gTxtHelper->End(); } // ------------------------------------------------------------------------------------------------ void RenderCursor(ID3D10Device* d3d10) { // Cursor rendering is handled by the active scene. // Cursors need a bit of stereo love, so the scenes handle that. gScenes[gActiveScene]->RenderCursor(d3d10); } // ------------------------------------------------------------------------------------------------ void RenderHUD(ID3D10Device* d3d10, double fTime, float fElapsedTime) { RenderText(); gUI.OnRender( fElapsedTime ); // Render the cursor last for the obvious reason that we want it to appear above everything // else RenderCursor(d3d10); } // ------------------------------------------------------------------------------------------------ HRESULT CreateStereoParamTextureAndView(ID3D10Device* d3d10) { // This function creates a texture that is suitable to be stereoized by the driver. // Note that the parameters primarily come from nvstereo.h using nv::stereo::ParamTextureManagerD3D10; HRESULT hr = D3D_OK; D3D10_TEXTURE2D_DESC desc; desc.Width = ParamTextureManagerD3D10::Parms::StereoTexWidth; desc.Height = ParamTextureManagerD3D10::Parms::StereoTexHeight; desc.MipLevels = 1; desc.ArraySize = 1; desc.Format = ParamTextureManagerD3D10::Parms::StereoTexFormat; desc.SampleDesc.Count = 1; desc.SampleDesc.Quality = 0; desc.Usage = D3D10_USAGE_DYNAMIC; desc.BindFlags = D3D10_BIND_SHADER_RESOURCE; desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE; desc.MiscFlags = 0; V_RETURN(d3d10->CreateTexture2D(&desc;, NULL, &gStereoParamTexture;)); // Since we need to bind the texture to a shader input, we also need a resource view. D3D10_SHADER_RESOURCE_VIEW_DESC descRV; descRV.Format = desc.Format; descRV.ViewDimension = D3D10_SRV_DIMENSION_TEXTURE2D; descRV.Texture2D.MipLevels = 1; descRV.Texture2D.MostDetailedMip = 0; descRV.Texture2DArray.MostDetailedMip = 0; descRV.Texture2DArray.MipLevels = 1; descRV.Texture2DArray.FirstArraySlice = 0; descRV.Texture2DArray.ArraySize = desc.ArraySize; V_RETURN(d3d10->CreateShaderResourceView(gStereoParamTexture, &descRV;, &gStereoParamTextureRV;)); return hr; } // ------------------------------------------------------------------------------------------------ bool CALLBACK IsD3D10DeviceAcceptable(UINT Adapter, UINT Output, D3D10_DRIVER_TYPE DeviceType, DXGI_FORMAT BackBufferFormat, bool bWindowed, void* pUserContext) { // Only accept hardware devices return DeviceType == D3D10_DRIVER_TYPE_HARDWARE; } // ------------------------------------------------------------------------------------------------ HRESULT CALLBACK OnD3D10CreateDevice(ID3D10Device* d3d10, const DXGI_SURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext) { HRESULT hr = D3D_OK; V_RETURN(gDialogResourceManager.OnD3D10CreateDevice(d3d10)); V_RETURN(D3DX10CreateFont(d3d10, 15, 0, FW_BOLD, 1, FALSE, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, DEFAULT_PITCH | FF_DONTCARE, L"Verdana", &gFont10;)); V_RETURN(D3DX10CreateSprite(d3d10, 512, &gSprite10;)); gTxtHelper = new CDXUTTextHelper(NULL, NULL, gFont10, gSprite10, 15); // Create our stereo parameter texture V_RETURN(CreateStereoParamTextureAndView(d3d10)); // Initialize the stereo texture manager. Note that the StereoTextureManager was created // before the device. This is important, because NvAPI_Stereo_CreateConfigurationProfileRegistryKey // must be called BEFORE device creation. gStereoTexMgr->Init(d3d10); // Give each of our scenes a chance to load their resources. for (std::vector::iterator it = gScenes.begin(); it != gScenes.end(); ++it) { (*it)->SetStereoParamRV(gStereoParamTextureRV); V_RETURN((*it)->LoadResources(d3d10)); } return hr; } // ------------------------------------------------------------------------------------------------ void CALLBACK OnD3D10DestroyDevice(void* pUserContext) { // Clean everything up. gDialogResourceManager.OnD3D10DestroyDevice(); for (std::vector::iterator it = gScenes.begin(); it != gScenes.end(); ++it) { (*it)->UnloadResources(); } SAFE_RELEASE(gStereoParamTextureRV); SAFE_RELEASE(gStereoParamTexture); SAFE_DELETE(gStereoTexMgr); SAFE_RELEASE(gFont10); SAFE_RELEASE(gSprite10); SAFE_DELETE(gTxtHelper); } // ------------------------------------------------------------------------------------------------ HRESULT CALLBACK OnD3D10ResizedSwapChain(ID3D10Device* d3d10, IDXGISwapChain *pSwapChain, const DXGI_SURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext) { HRESULT hr = D3D_OK; V_RETURN(gDialogResourceManager.OnD3D10ResizedSwapChain(d3d10, pBackBufferSurfaceDesc)); // All scenes need a chance to handle the resize. for (std::vector::iterator it = gScenes.begin(); it != gScenes.end(); ++it) { (*it)->OnD3D10ResizedSwapChain(d3d10, pSwapChain, pBackBufferSurfaceDesc); } gUI.SetLocation( pBackBufferSurfaceDesc->Width - 170, 0 ); gUI.SetSize( 170, 170 ); return hr; } // ------------------------------------------------------------------------------------------------ void CALLBACK Render(ID3D10Device* d3d10, double fTime, float fElapsedTime, void* pUserContext) { // First, we update our stereo texture gStereoTexMgr->UpdateStereoTexture(d3d10, gStereoParamTexture, false); // Then, we tell the scene what the current convergence depth is. Cursor rendering // uses this information to cause the cursor to draw at screen depth if the cursor // isn't currently over an object in the scene. gScenes[gActiveScene]->SetConvergenceDepth(gStereoTexMgr->GetConvergenceDepth()); // Then, clear our render targets, render the world and finish with the hud. ClearRenderTargets(d3d10); RenderWorld(d3d10, fTime, fElapsedTime); RenderHUD(d3d10, fTime, fElapsedTime); } // ------------------------------------------------------------------------------------------------ void CALLBACK OnD3D10ReleasingSwapChain(void* pUserContext) { gDialogResourceManager.OnD3D10ReleasingSwapChain(); } // ------------------------------------------------------------------------------------------------ bool CALLBACK ModifyDeviceSettings(DXUTDeviceSettings* pDeviceSettings, void* pUserContext) { if (pDeviceSettings->ver == DXUT_D3D10_DEVICE) { #if _DEBUG // Set debug if debugging. In debug, run aliased mode because // otherwise DXUT deletes a target while bound, causing many, many // spew messages. pDeviceSettings->d3d10.CreateFlags |= D3D10_CREATE_DEVICE_DEBUG; pDeviceSettings->d3d10.sd.SampleDesc.Count = 1; #else // I like AA, so turn it on here. pDeviceSettings->d3d10.sd.SampleDesc.Count = 4; #endif pDeviceSettings->d3d10.sd.SampleDesc.Quality = 0; } return true; } // ------------------------------------------------------------------------------------------------ LRESULT CALLBACK MsgProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam, bool* pbNoFurtherProcessing, void* pUserContext) { // WM_MOUSEMOVE needs to make it to the active scene to draw the cursor in the right place. *pbNoFurtherProcessing = gDialogResourceManager.MsgProc(hWnd, uMsg, wParam, lParam); if( *pbNoFurtherProcessing && uMsg != WM_MOUSEMOVE) return 0; // Again, make sure that WM_MOUSEMOVE makes it to the active scene, otherwise the mouse will // freeze when it's over our GUI elements, making it significantly less useful. *pbNoFurtherProcessing = gUI.MsgProc(hWnd, uMsg, wParam, lParam); if( *pbNoFurtherProcessing && uMsg != WM_MOUSEMOVE) return 0; // Pass all remaining windows messages to camera so it can respond to user input if (gActiveScene != cNoActiveScene) { return gScenes[gActiveScene]->HandleMessages(hWnd, uMsg, wParam, lParam); } return 0; } // ------------------------------------------------------------------------------------------------ void CALLBACK Update(double fTime, float fElapsedTime, void* pUserContext) { // Only the active scene gets the update gScenes[gActiveScene]->Update(fTime, fElapsedTime); } // ------------------------------------------------------------------------------------------------ void CALLBACK OnGUIEvent(UINT nEvent, int nControlID, CDXUTControl* pControl, void* pUserContext) { switch( nControlID ) { case IDC_TOGGLEFULLSCREEN: DXUTToggleFullScreen(); break; case IDC_MENU: default: // All other messages need to be given to all scenes, in case they need to handle // them. for (std::vector::iterator it = gScenes.begin(); it != gScenes.end(); ++it) { (*it)->OnGUIEvent(nEvent, nControlID, pControl, pUserContext); } } } // ------------------------------------------------------------------------------------------------ void InitUI() //UI User Interface 用户界面 { gUI.Init(&gDialogResourceManager;); int y = 10; gUI.SetCallback(OnGUIEvent); gUI.AddButton( IDC_TOGGLEFULLSCREEN, L"Toggle full screen", 35, y, 125, 22 ); gUI.AddButton(IDC_MENU,L"Menu",-1024,y,125,22); y += 24; int startId = IDC_TOGGLEFULLSCREEN + 1; for (std::vector::iterator it = gScenes.begin(); it != gScenes.end(); ++it) { (*it)->InitUI(gUI, 35, y, startId); } } // ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------ INT WINAPI WinMain(HINSTANCE, HINSTANCE, LPSTR, INT) { HRESULT hr; V_RETURN(DXUTSetMediaSearchPath(L"..\\Source\\StereoIssues")); // Set Direct3D 10 callbacks. This sample won't work with Dx9, so don't bother setting any of // those. 设置 Direct3D 10回调信号 DXUTSetCallbackD3D10DeviceAcceptable(IsD3D10DeviceAcceptable); DXUTSetCallbackD3D10DeviceCreated(OnD3D10CreateDevice); DXUTSetCallbackD3D10SwapChainResized(OnD3D10ResizedSwapChain); DXUTSetCallbackD3D10FrameRender(Render); DXUTSetCallbackD3D10SwapChainReleasing(OnD3D10ReleasingSwapChain); DXUTSetCallbackD3D10DeviceDestroyed(OnD3D10DestroyDevice); // Set the generic callback functions 设置通用的回调函数 DXUTSetCallbackDeviceChanging(ModifyDeviceSettings); DXUTSetCallbackMsgProc(MsgProc); DXUTSetCallbackFrameMove(Update); // We'll deal with our own cursor in fullscreen mode. DXUTSetCursorSettings(false, false); // Needs to be called before any other NVAPI functions, so before device creation is fine. NvAPI_Initialize(); // ParamTextureManager must be created before the device to give our settings-loading code a chance to fire. gStereoTexMgr = new nv::stereo::ParamTextureManagerD3D10; gScenes.push_back(new StanfordBunnyScene); gActiveScene = 0; InitUI(); // UI用户界面 // Initialize DXUT and create the desired Win32 window and Direct3D device for the application DXUTInit(true, true); // Stereo is a Vista/Win7 feature for Dx9 and Dx10. One of the restrictions is that it only works // in fullscreen mode, but it's useful to debug and place breakpoints in windowed mode. // In any event, there is a button in the sample to toggle to fullscreen if needed, this only // controls the starting state of the app. bool windowed = false; #ifdef _DEBUG windowed = true; #endif DXUTCreateWindow(L"Stereo Issues"); DXUTCreateDevice(windowed); // Start the render loop 开始DXUT主要渲染循环 DXUTMainLoop(); int retval = DXUTGetExitCode(); // Clean everything up DXUTShutdown(retval); // We no longer have an active scene. gActiveScene = cNoActiveScene; // No memory leaks! for (std::vector::iterator it = gScenes.begin(); it != gScenes.end(); ++it) { SAFE_DELETE(*it); } return retval; }
directx 3d 实例#include #include "d3d9.h" #include "d3dx9.h" #include "Direct3D.h" // Direct3D objects IDirect3D9 *g_pD3D = NULL; IDirect3DDevice9 *g_pD3DDevice = NULL; // Sky vertex structure, fvf, vertex buffer, and texture typedef struct { float x, y, z, rhw; float u, v; } sSkyVertex; #define SKYFVF (D3DFVF_XYZRHW | D3DFVF_TEX1) IDirect3DVertexBuffer9 *g_SkyVB = NULL; IDirect3DTexture9 *g_SkyTexture = NULL; // Land and water meshes D3DXMESHCONTAINER_EX *g_WaterMesh = NULL; D3DXMESHCONTAINER_EX *g_LandMesh = NULL; // Window class and caption text char g_szClass[] = "TextureTransformationClass"; char g_szCaption[] = "Texture Transformation Demo by Jim Adams"; // Function prototypes int PASCAL WinMain(HINSTANCE hInst, HINSTANCE hPrev, LPSTR szCmdLine, int nCmdShow); long FAR PASCAL WindowProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam); void Matrix4x4To3x3(D3DXMATRIX *matOut, D3DXMATRIX *matIn); BOOL DoInit(HWND hWnd, BOOL Windowed = TRUE); void DoShutdown(); void DoFrame(); int PASCAL WinMain(HINSTANCE hInst, HINSTANCE hPrev, LPSTR szCmdLine, int nCmdShow) { WNDCLASSEX wcex; MSG Msg; HWND hWnd; // Initialize the COM system CoInitialize(NULL); // Create the window class here and register it wcex.cbSize = sizeof(wcex); wcex.style = CS_CLASSDC; wcex.lpfnWndProc = WindowProc; wcex.cbClsExtra = 0; wcex.cbWndExtra = 0; wcex.hInstance = hInst; wcex.hIcon = LoadIcon(NULL, IDI_APPLICATION); wcex.hCursor = LoadCursor(NULL, IDC_ARROW); wcex.hbrBackground = NULL; wcex.lpszMenuName = NULL; wcex.lpszClassName = g_szClass; wcex.hIconSm = LoadIcon(NULL, IDI_APPLICATION); if(!RegisterClassEx(&wcex)) return FALSE; // Create the main window hWnd = CreateWindow(g_szClass, g_szCaption, WS_CAPTION | WS_SYSMENU | WS_MINIMIZEBOX, 0, 0, 640, 480, NULL, NULL, hInst, NULL); if(!hWnd) return FALSE; ShowWindow(hWnd, SW_NORMAL); UpdateWindow(hWnd); // Call init function and enter message pump if(DoInit(hWnd) == TRUE) { // Start message pump, waiting for user to exit ZeroMemory(&Msg, sizeof(MSG)); while(Msg.message != WM_QUIT) { if(PeekMessage(&Msg, NULL, 0, 0, PM_REMOVE)) { TranslateMessage(&Msg); DispatchMessage(&Msg); } // Render a single frame DoFrame(); } } // Call shutdown DoShutdown(); // Unregister the window class UnregisterClass(g_szClass, hInst); // Shut down the COM system CoUninitialize(); return 0; } long FAR PASCAL WindowProc(HWND hWnd, UINT uMsg, \ WPARAM wParam, LPARAM lParam) { // Only handle window destruction messages switch(uMsg) { case WM_DESTROY: PostQuitMessage(0); break; default: return DefWindowProc(hWnd, uMsg, wParam, lParam); } return 0; } BOOL DoInit(HWND hWnd, BOOL Windowed) { // Initialize Direct3D InitD3D(&g_pD3D, &g_pD3DDevice, hWnd); // Load the land and water meshes LoadMesh(&g_WaterMesh, g_pD3DDevice, "..\\Data\\Water.x", "..\\Data\\"); LoadMesh(&g_LandMesh, g_pD3DDevice, "..\\Data\\Land.x", "..\\Data\\"); // Create the sky backdrop sSkyVertex SkyVerts[4] = { { 0.0f, 0.0, 1.0, 1.0f, 0.0f, 0.0f }, { 640.0f, 0.0, 1.0, 1.0f, 1.0f, 0.0f }, { 0.0f, 480.0, 1.0, 1.0f, 0.0f, 1.0f }, { 640.0f, 480.0, 1.0, 1.0f, 1.0f, 1.0f } }; g_pD3DDevice->CreateVertexBuffer(sizeof(SkyVerts), D3DUSAGE_WRITEONLY, SKYFVF, D3DPOOL_DEFAULT, &g_SkyVB, NULL); char *Ptr; g_SkyVB->Lock(0,0, (void**)&Ptr, 0); memcpy(Ptr, SkyVerts, sizeof(SkyVerts)); g_SkyVB->Unlock(); D3DXCreateTextureFromFile(g_pD3DDevice, "..\\Data\\Sky.bmp", &g_SkyTexture); // Setup a light D3DLIGHT9 Light; ZeroMemory(&Light, sizeof(Light)); Light.Diffuse.r = Light.Diffuse.g = Light.Diffuse.b = Light.Diffuse.a = 1.0f; Light.Type = D3DLIGHT_DIRECTIONAL; D3DXVECTOR3 vecLight = D3DXVECTOR3(-1.0f, -1.0f, 0.5f); D3DXVec3Normalize(&vecLight, &vecLight); Light.Direction = vecLight; g_pD3DDevice->SetLight(0, &Light); g_pD3DDevice->LightEnable(0, TRUE); // Start playing a waterfall sound PlaySound("..\\Data\\Waterfall.wav", NULL, SND_ASYNC | SND_LOOP); return TRUE; } void DoShutdown() { // Stop playing an ocean sound PlaySound(NULL, NULL, 0); // Free meshes delete g_WaterMesh; g_WaterMesh = NULL; delete g_LandMesh; g_LandMesh = NULL; // Release sky data ReleaseCOM(g_SkyVB); ReleaseCOM(g_SkyTexture); // Release D3D objects ReleaseCOM(g_pD3DDevice); ReleaseCOM(g_pD3D); } void DoFrame() { // Create and set the view transformation D3DXMATRIX matView; D3DXMatrixLookAtLH(&matView, &D3DXVECTOR3(360.0f, -170.0f, -430.0f), &D3DXVECTOR3(65.0f, 70.0f, -15.0f), &D3DXVECTOR3(0.0f, 1.0f, 0.0f)); g_pD3DDevice->SetTransform(D3DTS_VIEW, &matView); // Clear the device and start drawing the scene g_pD3DDevice->Clear(NULL, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_RGBA(0,0,64,255), 1.0, 0); if(SUCCEEDED(g_pD3DDevice->BeginScene())) { // Set identity matrix for world transformation D3DXMATRIX matWorld; D3DXMatrixIdentity(&matWorld); g_pD3DDevice->SetTransform(D3DTS_WORLD, &matWorld); // Draw the sky g_pD3DDevice->SetFVF(SKYFVF); g_pD3DDevice->SetStreamSource(0, g_SkyVB, 0, sizeof(sSkyVertex)); g_pD3DDevice->SetTexture(0, g_SkyTexture); g_pD3DDevice->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2); // Enable lighting g_pD3DDevice->SetRenderState(D3DRS_LIGHTING, TRUE); // Draw the land meshes DrawMeshes(g_LandMesh); // Setup the texture transformation float TimeFactor = (float)(timeGetTime() / 500.0f); D3DXMATRIX matTexture; D3DXMatrixTranslation(&matTexture, 0.0f, -TimeFactor, 0.0f); Matrix4x4To3x3(&matTexture, &matTexture); g_pD3DDevice->SetTransform(D3DTS_TEXTURE0, &matTexture); g_pD3DDevice->SetTextureStageState(0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2); // Draw the water (using alpha blending) DrawMeshes(g_WaterMesh); g_pD3DDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE); // Disable lighting g_pD3DDevice->SetRenderState(D3DRS_LIGHTING, FALSE); // Turn off texture transformations g_pD3DDevice->SetTextureStageState(0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE); // End the scene g_pD3DDevice->EndScene(); } // Present the scene to the user g_pD3DDevice->Present(NULL, NULL, NULL, NULL); } void Matrix4x4To3x3(D3DXMATRIX *matOut, D3DXMATRIX *matIn) { matOut->_11 = matIn->_11; // Copy over 1st row matOut->_12 = matIn->_12; matOut->_13 = matIn->_13; matOut->_14 = 0.0f; matOut->_21 = matIn->_21; // Copy over 2nd row matOut->_22 = matIn->_22; matOut->_23 = matIn->_23; matOut->_24 = 0.0f; matOut->_31 = matIn->_41; // Copy bottom row matOut->_32 = matIn->_42; // used for translation matOut->_33 = matIn->_43; matOut->_34 = 0.0f; matOut->_41 = 0.0f; // Clear the bottom row matOut->_42 = 0.0f; matOut->_43 = 0.0f; matOut->_44 = 1.0f; }

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