DirectX 基础学习系列5 纹理映射
1 纹理坐标
类似BMP图像坐标系,左上为原点
纹理坐标为了规范化,范围限定在[0,1]之间,使用纹理的时候,需要修改顶点结构
struct ColorVetex
{
float x, y,z;
float _nx,_ny,_nz ;
float _u,_y ;
static const DWORD FVF;
}
const DWORD ColorVetex::FVF = D3DFVF_XYZ | D3DFVF_NORMAL|D3DFVF_TEX1;
2创建并启用纹理
从文件中加载纹理数据
HRESULT D3DXCreateTextureFromFile( LPDIRECT3DDEVICE9 pDevice, LPCTSTR pSrcFile, LPDIRECT3DTEXTURE9 * ppTexture );
从内存中加载
HRESULT D3DXCreateTextureFromFileInMemory( LPDIRECT3DDEVICE9 pDevice, LPCVOID pSrcData, UINT SrcDataSize, LPDIRECT3DTEXTURE9 * ppTexture);
从资源加载
HRESULT D3DXCreateTextureFromResource( LPDIRECT3DDEVICE9 pDevice, HMODULE hSrcModule, LPCTSTR pSrcResource, LPDIRECT3DTEXTURE9 * ppTexture);
设置问题。,DX最多可以设置8层纹理,从而组合得到更细致的图片
SetTexture(0,&_stonewall);
禁用纹理
SetTexture(0,0);
3 纹理过滤器
纹理三角形和屏幕三角形大小不适合的时候,通过这项技术,让二者适应
DX提供三种纹理过滤器:
最近点采样:默认情况,速度快,效果差
setsamplerstate(0,D3DSAMP_MAGFILTER,D3DTEXT_POINT);
setsamplerstate(0,D3DSAMP_MINFILTER,D3DTEXT_POINT);
线性纹理过滤器:线性插值,可以分为 放大和缩小
SetSamplerState(0,D3DSAMP_MAGFILTER,D3DTEXT_LINEAR);
SetSamplerState(0,D3DSAMP_MINFILTER,D3DTEXT_LINEAR);
各向异性纹理过滤器:多线条采样技术,
setsamplerstate(0,D3DSAMP_MAGFILTER,D3DTEXT_ANISOTROPIC);
setsamplerstate(0,D3DSAMP_MINFILTER, D3DTEXT_ANISOTROPIC);
使用anisotropic filter时,需要对D3DSAMP_MAXANISOTROPIC 水平进行设置
4 多级渐进纹理
消除纹理和三角尺寸不一致的问题,创建多级渐进纹理,
多级渐进纹理过滤器:
Device->SetSamplerState(0,D3D_MIPFILTER,flag);
flag:D3DTEXT_NONE :不适用
D3DTEXF_POINT 选族最近接的一级纹理,选择后使用指定的纹理过滤器进行处理 D3DTEXF_LINEAR 选择最近的两极纹理,用指定纹理过滤器过滤后,再对两极纹理进行线性融合
使用多级渐进纹理之后 DX会自动选用合适的尺寸纹理
5 寻址模式 :处理纹理坐标超过[0,1]范围的问题
有四种扩展模式:
重复寻址模式
Device->SetSamplerState(0,D3DSAMP_ADDRESSU,D3DTADDRESS_WRAP);
Device->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_WRAP);
边界颜色模式
Device->SetSamplerState(0,D3DSAMP_ADDRESSU,D3DTADDRESS_BORDER);
Device->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER);
Device->SetSamplerState(0, D3DSAMP_BORDERCOLOR,0x000000FF);
嵌位寻址模式
Device->SetSamplerState(0,D3DSAMP_ADDRESSU,D3DTADDRESS_CLAMP);
Device->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
镜像寻址模式
Device->SetSamplerState(0,D3DSAMP_ADDRESSU,D3DTADDRESS_MIRROR);
Device->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_MIRROR);
6纹理映射的过程
(1)构建具有纹理坐标的顶点
(2)读取纹理数据
(3)设置 缩小 放大过滤器,多级渐进纹理过滤器
(4)将纹理与物体关
下列代码为《directx9.0c游戏开发基础教程》第六章的代码:配合光源 纹理 ,物理的旋转采用更改观察者视角
#include "d3dUtility.h"
#include "cube.h"
#include "vertex.h"
//
// Globals
//
IDirect3DDevice9* Device = 0;const int Width = 640;const int Height = 480;Cube* Box = 0;IDirect3DTexture9* Tex = 0;//
// Framework Functions
//
bool Setup()
{//
// Create the cube.
//
Box = new Cube(Device);
//
// Set a directional light.
//
D3DLIGHT9 light;::ZeroMemory(&light, sizeof(light));
light.Type = D3DLIGHT_DIRECTIONAL;light.Ambient = D3DXCOLOR(0.1f, 0.8f, 0.8f, 1.0f);light.Diffuse = D3DXCOLOR(0.9f, 1.0f, 1.0f, 1.0f);light.Specular = D3DXCOLOR(0.0f, 0.2f, 1.0f, 1.0f);light.Direction = D3DXVECTOR3(1.0f, 0.0f, 0.0f);Device->SetLight(0, &light);Device->LightEnable(0, true);
Device->SetRenderState(D3DRS_NORMALIZENORMALS, true);
Device->SetRenderState(D3DRS_SPECULARENABLE, true);
//
// Create texture.
//
D3DXCreateTextureFromFile(Device,"crate.jpg",
&Tex);//
// Set Texture Filter States.
//
Device->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);Device->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);Device->SetSamplerState(0, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR);//
// Set the projection matrix.
//
D3DXMATRIX proj;D3DXMatrixPerspectiveFovLH(&proj,D3DX_PI * 0.5f, // 90 - degree
(float)Width / (float)Height,1.0f,1000.0f);Device->SetTransform(D3DTS_PROJECTION, &proj);return true;}void Cleanup()
{d3d::Delete<Cube*>(Box);d3d::Release<IDirect3DTexture9*>(Tex);}bool Display(float timeDelta){if( Device )
{//
// Update the scene: update camera position.
//
static float angle = (3.0f * D3DX_PI) / 2.0f;static float height = 2.0f;if( ::GetAsyncKeyState(VK_LEFT) & 0x8000f )
angle -= 0.5f * timeDelta;if( ::GetAsyncKeyState(VK_RIGHT) & 0x8000f )
angle += 0.5f * timeDelta;if( ::GetAsyncKeyState(VK_UP) & 0x8000f )
height += 5.0f * timeDelta;if( ::GetAsyncKeyState(VK_DOWN) & 0x8000f )
height -= 5.0f * timeDelta;D3DXVECTOR3 position( cosf(angle) * 3.0f, height, sinf(angle) * 3.0f );D3DXVECTOR3 target(0.0f, 0.0f, 0.0f);D3DXVECTOR3 up(0.0f, 1.0f, 0.0f);D3DXMATRIX V;D3DXMatrixLookAtLH(&V, &position, &target, &up);Device->SetTransform(D3DTS_VIEW, &V);//
// Draw the scene:
//
Device->Clear(0, 0, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 1.0f, 0);Device->BeginScene();Device->SetMaterial(&d3d::RED_MTRL);Device->SetTexture(0, Tex);Box->draw(0, 0, 0);Device->EndScene();Device->Present(0, 0, 0, 0);}return true;}//
// WndProc
//
LRESULT CALLBACK d3d::WndProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam){switch( msg )
{case WM_DESTROY:
::PostQuitMessage(0);break;
case WM_KEYDOWN:
if( wParam == VK_ESCAPE )
::DestroyWindow(hwnd);break;
}return ::DefWindowProc(hwnd, msg, wParam, lParam);
}//
// WinMain
//
int WINAPI WinMain(HINSTANCE hinstance,
HINSTANCE prevInstance,PSTR cmdLine,int showCmd)
{if(!d3d::InitD3D(hinstance,
Width, Height, true, D3DDEVTYPE_HAL, &Device))
{::MessageBox(0, "InitD3D() - FAILED", 0, 0);
return 0;
}if(!Setup())
{::MessageBox(0, "Setup() - FAILED", 0, 0);
return 0;
}d3d::EnterMsgLoop( Display );Cleanup();Device->Release();return 0;
}