D3DX8指南05_Textures

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根据 DirectX 8.1 SDK samples/Multimedia/Direct3D/Tutorials/Tut05_Textures翻译
保留原文注释
请自行准备材质图片,文件名为banana.bmp,大小不限,建议为256*256

//-----------------------------------------------------------------------------
// File: Textures.cpp
//
// Desc: Better than just lights and materials, 3D objects look much more
//       convincing when texture-mapped. Textures can be thought of as a sort
//       of wallpaper, that is shrinkwrapped to fit a texture. Textures are
//       typically loaded from image files, and D3DX provides a utility to
//       function to do this for us. Like a vertex buffer, textures have
//       Lock() and Unlock() functions to access (read or write) the image
//       data. Textures have a width, height, miplevel, and pixel format. The
//       miplevel is for "mipmapped" textures, an advanced performance-
//       enhancing feature which uses lower resolutions of the texture for
//       objects in the distance where detail is less noticeable. The pixel
//       format determines how the colors are stored in a texel. The most
//       common formats are the 16-bit R5G6B5 format (5 bits of red, 6-bits of
//       green and 5 bits of blue) and the 32-bit A8R8G8B8 format (8 bits each
//       of alpha, red, green, and blue).
//
//       Textures are associated with geometry through texture coordinates.
//       Each vertex has one or more sets of texture coordinates, which are
//       named tu and tv and range from 0.0 to 1.0. Texture coordinates can be
//       supplied by the geometry, or can be automatically generated using
//       Direct3D texture coordinate generation (which is an advanced feature).
//-----------------------------------------------------------------------------
program Tut05_Textures;

uses
  Windows,
  Messages,
  Direct3D8 in 'JEDI/Direct3D8.pas',
  DXTypes in 'JEDI/DXTypes.pas',
  DXFile in 'JEDI/DXFile.pas',
  D3DX8 in 'JEDI/D3DX8.pas';

//-----------------------------------------------------------------------------
// Global variables
//-----------------------------------------------------------------------------
var
g_pD3D      :IDirect3D8             = nil; // Used to create the D3DDevice
g_pd3dDevice:IDirect3DDevice8       = nil; // Our rendering device
g_pVB       :IDirect3DVertexBuffer8 = nil; // Buffer to hold vertices
g_pTexture  :IDirect3DTexture8      = nil; // Our texture

// A structure for our custom vertex type. We added texture coordinates
type
  CUSTOMVERTEX=record
    position:TD3DXVector3; // The position
    color   :TD3DColor;    // The color
    tu, tv  :Single;       // The texture coordinates
  end;

// Our custom FVF, which describes our custom vertex structure
const D3DFVF_CUSTOMVERTEX = (D3DFVF_XYZ or D3DFVF_DIFFUSE or D3DFVF_TEX1);

//-----------------------------------------------------------------------------
// Name: InitD3D()
// Desc: Initializes Direct3D
//-----------------------------------------------------------------------------
function InitD3D(hWnd: THandle) :HRESULT;
var
 d3ddm :TD3DDisplayMode;
 d3dpp :TD3DPresentParameters;
begin
 // Create the D3D object.
 g_pD3D:=Direct3DCreate8(D3D_SDK_VERSION);
 if g_pD3D=nil then begin
   Result:=E_FAIL;
   exit;
 end;

 // Get the current desktop display mode, so we can set up a back
 // buffer of the same format
 if FAILED(g_pD3D.GetAdapterDisplayMode( D3DADAPTER_DEFAULT, d3ddm )) then begin
   Result:=E_FAIL;
   exit;
 end;

 // Set up the structure used to create the D3DDevice. Since we are now
 // using more complex geometry, we will create a device with a zbuffer.
 Fillchar(d3dpp, sizeof(d3dpp), 0);
 d3dpp.Windowed := TRUE;
 d3dpp.SwapEffect := D3DSWAPEFFECT_DISCARD;
 d3dpp.BackBufferFormat := d3ddm.Format;
 d3dpp.EnableAutoDepthStencil := TRUE;
 d3dpp.AutoDepthStencilFormat := D3DFMT_D16;

 // Create the Direct3D device.
 if FAILED(g_pD3D.CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
                                      D3DCREATE_SOFTWARE_VERTEXPROCESSING,
                                      d3dpp, g_pd3dDevice )) then begin
   Result:=E_FAIL;
   exit;
  end;

  // Turn off culling
  g_pd3dDevice.SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE );

  // Turn off D3D lighting
  g_pd3dDevice.SetRenderState( D3DRS_LIGHTING, Ord(FALSE) );

  // Turn on the zbuffer
  g_pd3dDevice.SetRenderState( D3DRS_ZENABLE, Ord(TRUE) );

  Result:=S_OK;
end;

//-----------------------------------------------------------------------------
// Name: InitGeometry()
// Desc: Creates the scene geometry
//-----------------------------------------------------------------------------
function InitGeometry :HRESULT;
var
 pVertices,P:^CUSTOMVERTEX;
 i:DWORD;
 theta:Single;
begin
 // Use D3DX to create a texture from a file based image
 if FAILED(D3DXCreateTextureFromFile( g_pd3dDevice, 'banana.bmp',
                                           g_pTexture )) then begin
   Result:=E_FAIL;
   exit;
 end;

 // Create the vertex buffer.
 if FAILED(g_pd3dDevice.CreateVertexBuffer(50*2*sizeof(CUSTOMVERTEX),
                                            0, D3DFVF_CUSTOMVERTEX,
                                            D3DPOOL_DEFAULT, g_pVB)) then begin
   Result:=E_FAIL;
   exit;
 end;

  // Fill the vertex buffer. We are setting the tu and tv texture
  // coordinates, which range from 0.0 to 1.0
  pVertices:=nil;
  if FAILED(g_pVB.Lock(0, 0, PByte(pVertices), 0)) then begin
   Result:=E_FAIL;
   exit;
  end;
  for i:=0 to 49 do begin
     theta:=(2*D3DX_PI*i)/(50-1);

     P:=pVertices;
     Inc(P,2*i+0);
     P.position := D3DXVECTOR3( sin(theta),-1.0, cos(theta) );
     P.color    := $FFFFFF;
     P.tu       := i/(50-1);
     P.tv       := 1.0;

     P:=pVertices;
     Inc(P,2*i+1);
     P.position := D3DXVECTOR3( sin(theta),1.0, cos(theta) );
     P.color    := $808080;
     P.tu       := i/(50-1);
     P.tv       := 0;
  end;
  g_pVB.Unlock;

  pVertices:=nil;

  Result:=S_OK;
end;

//-----------------------------------------------------------------------------
// Name: Cleanup()
// Desc: Releases all previously initialized objects
//-----------------------------------------------------------------------------
procedure Cleanup;
begin
 g_pTexture  :=nil;
 g_pVB       :=nil;
 g_pd3dDevice:=nil;
 g_pD3D      :=nil;
end;

//-----------------------------------------------------------------------------
// Name: SetupMatrices()
// Desc: Sets up the world, view, and projection transform matrices.
//-----------------------------------------------------------------------------
procedure SetupMatrices;
var
 matWorld, matView, matProj :TD3DXMatrix;
begin
 // For our world matrix, we will just leave it as the identity
 D3DXMatrixIdentity( matWorld );
 D3DXMatrixRotationX( matWorld, GetTickCount/1000.0 ); //原文使用mmsystem的timeGetTime()/1000.0f
 g_pd3dDevice.SetTransform( D3DTS_WORLD, matWorld );

 // Set up our view matrix. A view matrix can be defined given an eye point,
 // a point to lookat, and a direction for which way is up. Here, we set the
 // eye five units back along the z-axis and up three units, look at the
 // origin, and define "up" to be in the y-direction.
 D3DXMatrixLookAtLH( matView, D3DXVECTOR3( 0.0, 3.0,-5.0 ),
                              D3DXVECTOR3( 0.0, 0.0, 0.0 ),
                              D3DXVECTOR3( 0.0, 1.0, 0.0 ) );
 g_pd3dDevice.SetTransform( D3DTS_VIEW, matView );

 // For the projection matrix, we set up a perspective transform (which
 // transforms geometry from 3D view space to 2D viewport space, with
 // a perspective divide making objects smaller in the distance). To build
 // a perpsective transform, we need the field of view (1/4 pi is common),
 // the aspect ratio, and the near and far clipping planes (which define at
 // what distances geometry should be no longer be rendered).
 D3DXMatrixPerspectiveFovLH( matProj, D3DX_PI/4, 1.0, 1.0, 100.0 );
 g_pd3dDevice.SetTransform( D3DTS_PROJECTION, matProj );
end;

//-----------------------------------------------------------------------------
// Name: Render()
// Desc: Draws the scene
//-----------------------------------------------------------------------------
procedure Render;
begin
  // Clear the backbuffer to a blue color
  g_pd3dDevice.Clear( 0, nil, D3DCLEAR_TARGET or D3DCLEAR_ZBUFFER,
                         D3DCOLOR_XRGB(0,0,255), 1.0, 0 );

  // Begin the scene
  g_pd3dDevice.BeginScene;

  // Setup the world, view, and projection matrices
  SetupMatrices;

  // Setup our texture. Using textures introduces the texture stage states,
  // which govern how textures get blended together (in the case of multiple
  // textures) and lighting information. In this case, we are modulating
  // (blending) our texture with the diffuse color of the vertices.
  g_pd3dDevice.SetTexture( 0, g_pTexture );
  g_pd3dDevice.SetTextureStageState( 0, D3DTSS_COLOROP,   D3DTOP_MODULATE );
  g_pd3dDevice.SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
  g_pd3dDevice.SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
  g_pd3dDevice.SetTextureStageState( 0, D3DTSS_ALPHAOP,   D3DTOP_DISABLE );

  // Render the vertex buffer contents
  g_pd3dDevice.SetStreamSource( 0, g_pVB, sizeof(CUSTOMVERTEX) );
  g_pd3dDevice.SetVertexShader( D3DFVF_CUSTOMVERTEX );
  g_pd3dDevice.DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 2*50-2 );


  // End the scene
  g_pd3dDevice.EndScene;

  // Present the backbuffer contents to the display
  g_pd3dDevice.Present(nil, nil, 0, nil);
end;

//-----------------------------------------------------------------------------
// Name: MsgProc()
// Desc: The window's message handler
//-----------------------------------------------------------------------------
function MsgProc( h_Wnd : THandle; aMSG : Cardinal; wParam : Cardinal; lParam : Integer ) : LRESULT; stdcall;
begin
  case aMSG of
    WM_DESTROY:
       PostQuitMessage( 0 );
  end;

  Result :=DefWindowProc(h_Wnd, aMSG, wParam, lParam);
end;

//-----------------------------------------------------------------------------
// Name: WinMain()
// Desc: The application's entry point
//-----------------------------------------------------------------------------
function WinMain( hInst :LongWord  ) :Integer;
var
 wc   :TWndClassEx;
 hWnd :THandle;
 aMsg :TMsg;
begin
 // Register the window class
 FillChar(wc,sizeof(wc),0);
 wc.cbSize:=sizeof(wc);
 wc.style:=CS_CLASSDC;
 wc.lpfnWndProc:=@MsgProc;
 wc.cbClsExtra:=0;
 wc.cbWndExtra:=0;
 wc.hInstance:=hInst;
 wc.hIcon:=0;
 wc.hCursor:=0;
 wc.hbrBackground:=0;
 wc.lpszMenuName:=nil;
 wc.lpszClassName:='D3D Tutorial';
 wc.hIconSm:=0;
 RegisterClassEx(wc);

 // Create the application's window
 hWnd := CreateWindow('D3D Tutorial', 'D3D Tutorial 05: Textures',
                      WS_OVERLAPPEDWINDOW, 100, 100, 300, 300,
                      GetDesktopWindow(), 0, wc.hInstance, nil);

 // Initialize Direct3D
 if SUCCEEDED(InitD3D(hWnd)) then
    // Create the scene geometry
    if SUCCEEDED(InitGeometry) then begin
       // Show the window
       ShowWindow( hWnd, SW_SHOWDEFAULT );
       UpdateWindow( hWnd );

       // Enter the message loop
       Fillchar(aMSG, sizeof(aMSG), 0);
       while not (aMsg.message = WM_QUIT) do
         if PeekMessage( aMsg, 0, 0, 0, PM_REMOVE ) then begin
           TranslateMessage ( aMsg ) ;
           DispatchMessage ( aMsg ) ;
         end else
           Render;
    end;

 // Clean up everything and exit the app
 Cleanup;
 UnregisterClass( 'D3D Tutorial', wc.hInstance );
 Result:=0;
end;

begin
  WinMain(hInstance);
  Halt(0);
end.

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