gpt4 book ai didi

c++ - C++ 中的 DirectX 如何在两个对象上渲染不同的纹理

转载 作者:行者123 更新时间:2023-11-30 03:02:56 25 4
gpt4 key购买 nike

这似乎是一个愚蠢的问题,但我在屏幕上渲染了两个立方体。我的任务是使它们具有不同的纹理并以相反的旋转 vector 旋转。我可以旋转但不能做纹理。如果有帮助,这是我的代码。

``

 //////////////////////////////////////////////////////////////////////////
// Name: DirectXFramework.cpp
// Date: April 2nd, 2010
// Author: Kyle Lauing [klauing@devry.edu] or [kylelauing@gmail.com]
// Purpose: This file is used to create a very simple framework for using
// DirectX 9 for the GSP 381 course for DeVry University.
// Disclaimer:
// Copyright © 2010 by DeVry Educational Development Corporation.
// All rights reserved. No part of this work may be reproduced
// or used in any form or by any means – graphic, electronic, or
// mechanical, including photocopying, recording, Web distribution
// or information storage and retrieval systems – without the
// prior consent of DeVry Educational Development Corporation.
//////////////////////////////////////////////////////////////////////////
#include "DirectXFramework.h"

CDirectXFramework::CDirectXFramework(void)
{
// Init or NULL objects before use to avoid any undefined behavior
m_bVsync = false;
m_pD3DObject = 0;
m_pD3DDevice = 0;
m_currTime = 0;
m_prevTime = 0;
m_bVideoPlaying = true;
ZeroMemory(m_bKeyDown, sizeof(m_bKeyDown));//Matt K

vertexBuffer = NULL;
indexBuffer = NULL;
}

CDirectXFramework::~CDirectXFramework(void)
{
// If Shutdown is not explicitly called correctly, call it when
// this class is destroyed or falls out of scope as an error check.
Shutdown();
}

void CDirectXFramework::Init(HWND& hWnd, HINSTANCE& hInst, bool bWindowed)
{
m_hWnd = hWnd;
//////////////////////////////////////////////////////////////////////////
// Direct3D Foundations - D3D Object, Present Parameters, and D3D Device
//////////////////////////////////////////////////////////////////////////

// Create the D3D Object
m_pD3DObject = Direct3DCreate9(D3D_SDK_VERSION);

// Find the width and height of window using hWnd and GetWindowRect()
RECT rect;
GetWindowRect(hWnd, &rect);
int width = rect.right - rect.left;
int height = rect.bottom - rect.top;

// Set D3D Device presentation parameters before creating the device
ZeroMemory(&D3Dpp, sizeof(D3Dpp)); // NULL the structure's memory//Matt K

D3Dpp.hDeviceWindow = hWnd; // Handle to the focus window
D3Dpp.Windowed = bWindowed; // Windowed or Full-screen boolean
D3Dpp.AutoDepthStencilFormat = D3DFMT_D24S8; // Format of depth/stencil buffer, 24 bit depth, 8 bit stencil
D3Dpp.EnableAutoDepthStencil = TRUE; // Enables Z-Buffer (Depth Buffer)
D3Dpp.BackBufferCount = 1; // Change if need of > 1 is required at a later date
D3Dpp.BackBufferFormat = D3DFMT_X8R8G8B8; // Back-buffer format, 8 bits for each pixel
D3Dpp.BackBufferHeight = height; // Make sure resolution is supported, use adapter modes
D3Dpp.BackBufferWidth = width; // (Same as above)
D3Dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; // Discard back-buffer, must stay discard to support multi-sample
D3Dpp.PresentationInterval = m_bVsync ? D3DPRESENT_INTERVAL_DEFAULT : D3DPRESENT_INTERVAL_IMMEDIATE; // Present back-buffer immediately, unless V-Sync is on
D3Dpp.Flags = D3DPRESENTFLAG_DISCARD_DEPTHSTENCIL; // This flag should improve performance, if not set to NULL.
D3Dpp.FullScreen_RefreshRateInHz = bWindowed ? 0 : D3DPRESENT_RATE_DEFAULT; // Full-screen refresh rate, use adapter modes or default
D3Dpp.MultiSampleQuality = 0; // MSAA currently off, check documentation for support.
D3Dpp.MultiSampleType = D3DMULTISAMPLE_NONE; // MSAA currently off, check documentation for support.
D3Dpp.AutoDepthStencilFormat = D3DFMT_D24S8;
D3Dpp.EnableAutoDepthStencil = TRUE;

// Check device capabilities
DWORD deviceBehaviorFlags = 0;
m_pD3DObject->GetDeviceCaps(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, &m_D3DCaps);

// Determine vertex processing mode
if(m_D3DCaps.DevCaps & D3DCREATE_HARDWARE_VERTEXPROCESSING)
{
// Hardware vertex processing supported? (Video Card)
deviceBehaviorFlags |= D3DCREATE_HARDWARE_VERTEXPROCESSING;
}
else
{
// If not, use software (CPU)
deviceBehaviorFlags |= D3DCREATE_SOFTWARE_VERTEXPROCESSING;
}

// If hardware vertex processing is on, check pure device support
if(m_D3DCaps.DevCaps & D3DDEVCAPS_PUREDEVICE && deviceBehaviorFlags & D3DCREATE_HARDWARE_VERTEXPROCESSING)
{
deviceBehaviorFlags |= D3DCREATE_PUREDEVICE;
}

// Create the D3D Device with the present parameters and device flags above
m_pD3DObject->CreateDevice(
D3DADAPTER_DEFAULT, // which adapter to use, set to primary
D3DDEVTYPE_HAL, // device type to use, set to hardware rasterization
hWnd, // handle to the focus window
deviceBehaviorFlags, // behavior flags
&D3Dpp, // presentation parameters
&m_pD3DDevice); // returned device pointer

//*************************************************************************

//////////////////////////////////////////////////////////////////////////
// Create a Font Object
//////////////////////////////////////////////////////////////////////////

// Load a font for private use for this process
AddFontResourceEx(L"Delicious-Roman.otf", FR_PRIVATE, 0); //Matt K

// Load D3DXFont, each font style you want to support will need an ID3DXFont
D3DXCreateFont(m_pD3DDevice, 30, 0, FW_BOLD, 0, false, DEFAULT_CHARSET,
OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, DEFAULT_PITCH |
FF_DONTCARE, TEXT("Delicious-Roman"), &m_pD3DFont); //Matt K


//////////////////////////////////////////////////////////////////////////
// Create Sprite Object and Textures
//////////////////////////////////////////////////////////////////////////

// Create a sprite object, note you will only need one for all 2D sprites
D3DXCreateSprite(m_pD3DDevice, &m_pD3DSprite); //Matt K


// Create a texture, each different 2D sprite to display to the screen
// will need a new texture object. If drawing the same sprite texture
// multiple times, just call that sprite's Draw() with different
// transformation values.
D3DXCreateTextureFromFileEx(m_pD3DDevice, L"floor.bmp", 0, 0, 0, 0,
D3DFMT_UNKNOWN, D3DPOOL_MANAGED, D3DX_DEFAULT,
D3DX_DEFAULT, D3DCOLOR_XRGB(255, 0, 0),
&m_imageInfo, 0, &m_pTexturefloor); //Matt K

D3DXCreateTextureFromFileEx(m_pD3DDevice, L"ground2.bmp", 0, 0, 0, 0,
D3DFMT_UNKNOWN, D3DPOOL_MANAGED, D3DX_DEFAULT,
D3DX_DEFAULT, D3DCOLOR_XRGB(0, 255, 0),
&m_imageInfo, 0, &m_pTextureground); //Matt K

D3DXCreateTextureFromFileEx(m_pD3DDevice, L"seafloor.bmp", 0, 0, 0, 0,
D3DFMT_UNKNOWN, D3DPOOL_MANAGED, D3DX_DEFAULT,
D3DX_DEFAULT, D3DCOLOR_XRGB(0, 0, 255),
&m_imageInfo, 0, &m_pTextureseafloor); //Matt K

// Create the DI Object
DirectInput8Create(hInst, DIRECTINPUT_VERSION, IID_IDirectInput8, (void**)&m_pDIObject, NULL);//Matt K
// Initialize Keyboard
m_pDIObject->CreateDevice(GUID_SysKeyboard, &m_pDIKeyboard, NULL);//Matt K

// Initialize Mouse
m_pDIObject->CreateDevice(GUID_SysMouse, &m_pDIMouse, NULL);//Matt K

// Set up Keyboard
m_pDIKeyboard->SetCooperativeLevel(hWnd, DISCL_FOREGROUND | DISCL_NONEXCLUSIVE); //Matt k
m_pDIKeyboard->SetDataFormat(&c_dfDIKeyboard); // Matt k

// Set up Mouse (c_dfDIMouse2 = 8 button mouse)
m_pDIMouse->SetCooperativeLevel(hWnd, DISCL_FOREGROUND | DISCL_NONEXCLUSIVE); //Matt k
m_pDIMouse->SetDataFormat(&c_dfDIMouse2); //Matt k

//Cube shit
rotation1 = 0.0f;
rotation2 = 0.0f;
rotation3 = 0.0f;

D3DXVECTOR3 viewVectors[3] = {
D3DXVECTOR3(0.0f, 0.0f, -11.0f),
D3DXVECTOR3(0.0f, 0.0f, 0.0f),
D3DXVECTOR3(0.0f, 1.0f, 0.0f)
};
setViewMatrix(viewVectors);

// The default projection matrix is just fine.
setProjectionMatrix();

// And don't forget to disable lighting!
m_pD3DDevice->SetRenderState(D3DRS_SPECULARENABLE, TRUE);
m_pD3DDevice->SetRenderState(D3DRS_AMBIENT, D3DCOLOR_XRGB(60, 60, 60));

m_pD3DDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
m_pD3DDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);

ZeroMemory(&light, sizeof(light));
light.Ambient = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f);
light.Diffuse = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f);
light.Specular = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f);
light.Type = D3DLIGHT_POINT;
light.Position = D3DXVECTOR3(30.0f, 10.0f, -10.0f);
light.Range = 100.0f;
light.Attenuation0 = 0.0f;
light.Attenuation1 = 0.05f;
light.Attenuation2 = 0.0f;

m_pD3DDevice->SetLight(0, &light);
m_pD3DDevice->LightEnable(0, TRUE);

Vertex_UTx vertices[] = {
// Front Face (1-2-3-4)
{ -1.0f, 1.0f, -1.0f, 0.0f, 0.0f },
{ 1.0f, 1.0f, -1.0f, 1.0f, 0.0f },
{ -1.0f, -1.0f, -1.0f, 0.0f, 1.0f },
{ 1.0f, -1.0f, -1.0f, 1.0f, 1.0f },

// Right Face (2-6-4-8)
{ 1.0f, 1.0f, -1.0f, 0.0f, 0.0f },
{ 1.0f, 1.0f, 1.0f, 1.0f, 0.0f },
{ 1.0f, -1.0f, -1.0f, 0.0f, 1.0f },
{ 1.0f, -1.0f, 1.0f, 1.0f, 1.0f },

// Top Face (5-6-1-2)
{ -1.0f, 1.0f, 1.0f, 0.0f, 0.0f },
{ 1.0f, 1.0f, 1.0f, 1.0f, 0.0f },
{ -1.0f, 1.0f, -1.0f, 0.0f, 1.0f },
{ 1.0f, 1.0f, -1.0f, 1.0f, 1.0f },

// Back Face (6-5-8-7)
{ 1.0f, 1.0f, 1.0f, 0.0f, 0.0f },
{ -1.0f, 1.0f, 1.0f, 1.0f, 0.0f },
{ 1.0f, -1.0f, 1.0f, 0.0f, 1.0f },
{ -1.0f, -1.0f, 1.0f, 1.0f, 1.0f },

// Left Face (5-1-7-3)
{ -1.0f, 1.0f, 1.0f, 0.0f, 0.0f },
{ -1.0f, 1.0f, -1.0f, 1.0f, 0.0f },
{ -1.0f, -1.0f, 1.0f, 0.0f, 1.0f },
{ -1.0f, -1.0f, -1.0f, 1.0f, 1.0f },

// Bottom Face (3-4-7-8)
{ -1.0f, -1.0f, -1.0f, 0.0f, 0.0f },
{ 1.0f, -1.0f, -1.0f, 1.0f, 0.0f },
{ -1.0f, -1.0f, 1.0f, 0.0f, 1.0f },
{ 1.0f, -1.0f, 1.0f, 1.0f, 1.0f }
};

// Create the vertex buffer.
HRESULT result = m_pD3DDevice->CreateVertexBuffer(sizeof(vertices),
D3DUSAGE_WRITEONLY, vertices[0].FORMAT, D3DPOOL_DEFAULT, &vertexBuffer, NULL);

// Move vertices into the buffer.
void* bufferMemory;
result = vertexBuffer->Lock(0, sizeof(vertices), &bufferMemory, NULL);
memcpy(bufferMemory, vertices, sizeof(vertices));
vertexBuffer->Unlock();

// Tell D3D what vertex format we're using, and to use our new buffer as the stream source.
m_pD3DDevice->SetFVF(vertices[0].FORMAT);
m_pD3DDevice->SetStreamSource(0, vertexBuffer, 0, vertices[0].STRIDE_SIZE);


ZeroMemory(&lightMat, sizeof(lightMat));
lightMat.Ambient = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f);
lightMat.Diffuse = D3DXCOLOR(1.0f, 0.0f, 0.0f, 1.0f);
lightMat.Specular = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f);
lightMat.Power = 30.0f;

m_pD3DDevice->SetMaterial(&lightMat);
m_pD3DDevice->SetSamplerState(D3DVERTEXTEXTURESAMPLER0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
m_pD3DDevice->SetSamplerState(D3DVERTEXTEXTURESAMPLER0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
m_pD3DDevice->SetSamplerState(D3DVERTEXTEXTURESAMPLER0, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR);
m_pD3DDevice->SetTexture(0, m_pTexturefloor);
}

void CDirectXFramework::Update()
{
// buffer - Stores our keyboard device state
char buffer[256]; //Matt k
ZeroMemory(buffer, sizeof(buffer)); //Matt k

// Get the input device state
HRESULT hr; //Matt k
hr = m_pDIKeyboard->GetDeviceState( sizeof(buffer), (LPVOID)&buffer ); //Matt k

if(FAILED(hr)) //Matt k
{
hr = m_pDIKeyboard->Acquire(); //Matt k

// Device has probably been lost if failed, if so keep trying to get it until it’s found.
while( hr == DIERR_INPUTLOST) //Matt k
{
hr = m_pDIKeyboard->Acquire(); //Matt k
}

// If we failed for some other reason
if(FAILED(hr)) //Matt k
return; //Matt k

// Read the device state again
m_pDIKeyboard->GetDeviceState(sizeof(buffer), buffer); //Matt k


}

// Stores our mouse state for an 8 button mouse.
DIMOUSESTATE2 mouseState; //Matt k
ZeroMemory(&mouseState, sizeof(mouseState)); //Matt k

// Get the input device state
hr = m_pDIMouse->GetDeviceState( sizeof(DIMOUSESTATE2), &mouseState ); //Matt k
if(FAILED(hr)) //Matt k
{
hr = m_pDIMouse->Acquire(); //Matt k

// Device has probably been lost if failed, if so keep trying to get it until it’s found.
while( hr == DIERR_INPUTLOST) //Matt k
{
hr = m_pDIMouse->Acquire(); //Matt k
}

// If we failed for some other reason
if(FAILED(hr)) //Matt k
return; //Matt k
// Read the device state again
m_pDIMouse->GetDeviceState(sizeof(DIMOUSESTATE2), &mouseState); //Matt k
}
}

void CDirectXFramework::Render()
{
//y rotation set
rotation2 += D3DX_PI / 9000.0f; //Professor.... my PC runs this program at almost 8K FPS.... this 7K rot divisor
//Makes the cube rotate at a decent speed ON MY MACHINE. I recommend between 90 and 360 on slower machines
//Larger numbers rotate slower

// If the device was not created successfully, return
if(!m_pD3DDevice)
return;
//*************************************************************************

//////////////////////////////////////////////////////////////////////////
// All draw calls between swap chain's functions, and pre-render and post-
// render functions (Clear and Present, BeginScene and EndScene)
//////////////////////////////////////////////////////////////////////////

// Clear the back buffer, call BeginScene()
m_pD3DDevice->Clear(0, 0, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f), 1.0f, 0);
m_pD3DDevice->BeginScene(); //Matt K

//////////////////////////////////////////////////////////////////////////
// Draw 3D Objects (for future labs - not used in Week #1)
//////////////////////////////////////////////////////////////////////////
// Then, we create Rotation matrices for each.
D3DXMATRIXA16 baseMatrix, worldMatrix, rotationMatrix1, rotationMatrix2, rotationMatrix3, translateMatrix;
m_pD3DDevice->GetTransform(D3DTS_WORLD, &baseMatrix);

//Cube 1
worldMatrix = baseMatrix * *D3DXMatrixRotationX(&rotationMatrix1, rotation1) *
*D3DXMatrixRotationY(&rotationMatrix2, rotation2) *
*D3DXMatrixTranslation(&translateMatrix, 4.0f, 0.0f, 0.0f);
m_pD3DDevice->SetTransform(D3DTS_WORLD, &worldMatrix);
renderCube();

// #2
worldMatrix = baseMatrix * *D3DXMatrixRotationX(&rotationMatrix1, rotation1) *
*D3DXMatrixRotationY(&rotationMatrix2, -rotation2) *
*D3DXMatrixTranslation(&translateMatrix, -4.0f, 0.0f, 0.0f);
m_pD3DDevice->SetTransform(D3DTS_WORLD, &worldMatrix);
renderCube();

m_pD3DDevice->SetTransform(D3DTS_WORLD, &baseMatrix);
/////////
// Draw 2D sprites
//////////////////////////////////////////////////////////////////////////
// Note: You should only be calling the sprite object's begin and end once,
// with all draw calls of sprites between them

// Call Sprite's Begin to start rendering 2D sprite objects
if (SUCCEEDED(m_pD3DSprite->Begin(D3DXSPRITE_ALPHABLEND | D3DXSPRITE_SORT_DEPTH_FRONTTOBACK))) //Matt K
{
// End drawing 2D sprites
m_pD3DSprite->End();
}
//////////////////////////////////////////////////////////////////////////
// Draw Text
//////////////////////////////////////////////////////////////////////////

// Calculate RECT structure for text drawing placement, using whole screen
RECT rect;
GetWindowRect(m_hWnd, &rect);

rect.right = rect.right - rect.left;
rect.bottom = rect.bottom - rect.top;
rect.top = 0;
rect.left = 0;

// Draw Text, using DT_TOP, DT_RIGHT for placement in the top right of the
// screen. DT_NOCLIP can improve speed of text rendering, but allows text
// to be drawn outside of the rect specified to draw text in.
// Draw FPS
wchar_t buffer[64];
swprintf_s(buffer, 64, L"FPS: %d", m_FPS);
m_pD3DFont->DrawText(0, buffer, -1, &rect, DT_TOP | DT_NOCLIP, D3DCOLOR_ARGB(255, 0, 0, 0));

// EndScene, and Present the back buffer to the display buffer
m_pD3DDevice->EndScene(); //Matt K
m_pD3DDevice->Present(0, 0, 0, 0); //Matt K

// Calculate Frames per Second
m_currTime = (float)timeGetTime();
static int fpsCounter = 0;
if(m_currTime - m_prevTime >= 1000.0f)
{
m_prevTime = m_currTime;
m_FPS = fpsCounter;
fpsCounter = 0;
}
else
{
++fpsCounter;
}
}

void CDirectXFramework::Shutdown()
{
//*************************************************************************
// Release COM objects in the opposite order they were created in

// Texture
SAFE_RELEASE(m_pTexturefloor); //Matt K
SAFE_RELEASE(m_pTextureground); //Matt K
SAFE_RELEASE(m_pTextureseafloor); //Matt K

// Sprite
SAFE_RELEASE(m_pD3DSprite); //Matt K

// Font
SAFE_RELEASE(m_pD3DFont); //Matt K

// 3DDevice
SAFE_RELEASE(m_pD3DDevice); //Matt K

// 3DObject
SAFE_RELEASE(m_pD3DObject); //Matt K

if (vertexBuffer != NULL) { vertexBuffer->Release(); vertexBuffer = NULL; }

//*************************************************************************
}

// -------------------------------------------------
/* public setViewMatrix */
// Sets the view matrix.
// -------------------------------------------------
void CDirectXFramework::setViewMatrix(const D3DXVECTOR3& eye, const D3DXVECTOR3& lookAt, const D3DXVECTOR3& up) {
D3DXMATRIXA16 viewMatrix;
D3DXMatrixLookAtLH(&viewMatrix, &eye, &lookAt, &up);
m_pD3DDevice->SetTransform(D3DTS_VIEW, &viewMatrix);
}

// -------------------------------------------------
/* public setProjectionMatrix */
// Sets the projection matrix.
// -------------------------------------------------
void CDirectXFramework::setProjectionMatrix(float fov, float aspectRatio, float zClose, float zFar) {
D3DXMATRIXA16 projectionMatrix;
D3DXMatrixPerspectiveFovLH(&projectionMatrix, fov, aspectRatio, zClose, zFar);
m_pD3DDevice->SetTransform(D3DTS_PROJECTION, &projectionMatrix);
}

// -------------------------------------------------
/* renderCube */
// This will draw a cube at the current world location.
// -------------------------------------------------
void CDirectXFramework::renderCube() {
for (int i = 0; i < 6; i++)
m_pD3DDevice->DrawPrimitive(D3DPT_TRIANGLESTRIP, i * 4, 2);
}

感谢任何帮助。

最佳答案

问题是你没有改变你的纹理。
m_pD3DDevice->SetTexture(0, m_pTexturefloor);
现在使用的纹理是地板纹理。如果您希望一个多维数据集使用这个而另一个多维数据集使用另一个。在渲染调用之间更改当前纹理。我想你想要的是这样的:

...
m_pD3DDevice->SetTexture(0, m_pTexturefloor);
worldMatrix = baseMatrix * *D3DXMatrixRotationX(&rotationMatrix1, rotation1) *
*D3DXMatrixRotationY(&rotationMatrix2, rotation2) *
*D3DXMatrixTranslation(&translateMatrix, 4.0f, 0.0f, 0.0f);
m_pD3DDevice->SetTransform(D3DTS_WORLD, &worldMatrix);
renderCube();

// #2
m_pD3DDevice->SetTexture(0, m_pTextureground);
worldMatrix = baseMatrix * *D3DXMatrixRotationX(&rotationMatrix1, rotation1) *
*D3DXMatrixRotationY(&rotationMatrix2, -rotation2) *
*D3DXMatrixTranslation(&translateMatrix, -4.0f, 0.0f, 0.0f);
m_pD3DDevice->SetTransform(D3DTS_WORLD, &worldMatrix);
renderCube();
....

关于c++ - C++ 中的 DirectX 如何在两个对象上渲染不同的纹理,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/9811277/

25 4 0
Copyright 2021 - 2024 cfsdn All Rights Reserved 蜀ICP备2022000587号
广告合作:1813099741@qq.com 6ren.com