Step 1 - Defining a Custom Vertex Format
// A structure for our custom vertex type. Texture coordinates were added. struct CUSTOMVERTEX { D3DXVECTOR3 position; // The position D3DCOLOR color; // The color #ifndef SHOW_HOW_TO_USE_TCI FLOAT tu, tv; // The texture coordinates #endif }; // Custom flexible vertex format (FVF), which describes custom vertex structure #ifdef SHOW_HOW_TO_USE_TCI #define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE) #else #define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1) #endif设定FVF。
Step 2 - Initializing Screen Geometry
if( FAILED( D3DXCreateTextureFromFile( g_pd3dDevice, "Banana.bmp", &g_pTexture ) ) ) return E_FAIL;首先需要载入纹理。
for( DWORD i=0; i<50; i++ ) { FLOAT theta = (2*D3DX_PI*i)/(50-1); pVertices[2*i+0].position = D3DXVECTOR3( sinf(theta),-1.0f, cosf(theta) ); pVertices[2*i+0].color = 0xffffffff; #ifndef SHOW_HOW_TO_USE_TCI pVertices[2*i+0].tu = ((FLOAT)i)/(50-1); pVertices[2*i+0].tv = 1.0f; #endif pVertices[2*i+1].position = D3DXVECTOR3( sinf(theta), 1.0f, cosf(theta) ); pVertices[2*i+1].color = 0xff808080; #ifndef SHOW_HOW_TO_USE_TCI pVertices[2*i+1].tu = ((FLOAT)i)/(50-1); pVertices[2*i+1].tv = 0.0f; #endif }然后在创建圆柱的代码中加入纹理坐标。
Step 3 - Rendering the Scene
g_pd3dDevice->SetTexture( 0, g_pTexture );先设定纹理为第0层,固定管线中最多可以8层,也就是说序号为0到7。
接下来的一大段代码是关于设定纹理和纹理状态。
// Setup 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, you are modulating // (blending) your 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 ); #ifdef SHOW_HOW_TO_USE_TCI // Note: To use Direct3D texture coordinate generation, use the stage state // D3DTSS_TEXCOORDINDEX, as shown below. In this example, you are using // the position of the vertex in camera space to generate texture // coordinates. The tex coord index (TCI) parameters are passed into a // texture transform, which is a 4x4 matrix that transforms the x,y,z // TCI coordinates into tu, tv texture coordinates. // In this example, the texture matrix is set up to // transform the texture from (-1,+1) position coordinates to (0,1) // texture coordinate space: // tu = 0.5*x + 0.5 // tv = -0.5*y + 0.5 D3DXMATRIXA16 mat; mat._11 = 0.25f; mat._12 = 0.00f; mat._13 = 0.00f; mat._14 = 0.00f; mat._21 = 0.00f; mat._22 =-0.25f; mat._23 = 0.00f; mat._24 = 0.00f; mat._31 = 0.00f; mat._32 = 0.00f; mat._33 = 1.00f; mat._34 = 0.00f; mat._41 = 0.50f; mat._42 = 0.50f; mat._43 = 0.00f; mat._44 = 1.00f; g_pd3dDevice->SetTransform( D3DTS_TEXTURE0, &mat ); g_pd3dDevice->SetTextureStageState( 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2 ); g_pd3dDevice->SetTextureStageState( 0, D3DTSS_TEXCOORDINDEX, D3DTSS_TCI_CAMERASPACEPOSITION ); #endif老实说,我很奇怪为什么设置这么多参数,因为龙书中很多都用了默认参数。这里居然没有设定MIN、MAX和MIP,这我也感到相当奇怪。
宏定义中的代码是用到了TCI,我觉得平常是用不到了呃。