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| struct Vertex
{
float x, y, z;
float tu, tv;
};
Vertex g_quadVertices[] =
{
{-1.0f, 1.0f, 2.0f, 0.0f,0.0f },
{ 1.0f, 1.0f, 2.0f, 1.0f,0.0f },
{-1.0f,-1.0f, 2.0f, 0.0f,1.0f },
{ 1.0f,-1.0f, 2.0f, 1.0f,1.0f }
};
Vertex g_g_objectVertices[] =
{
{-0.5f, 0.5f, 4.0f, 0.0f,0.0f },
{ 0.5f, 0.5f, 4.0f, 1.0f,0.0f },
{-0.5f,-0.5f, 4.0f, 0.0f,1.0f },
{ 0.5f,-0.5f, 4.0f, 1.0f,1.0f }
};
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_TEX1)
//-----------------------------------------------------------------------------
// Name: loadTexture()
// Desc:
//-----------------------------------------------------------------------------
void loadTexture(void)
{
// On crée la texture dans laquelle on va copier notre surface de rendu
g_pd3dDevice->CreateTexture(800, 800, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &g_pTexture);
// On récupère la surface principale, c'est elle qui va nous servir pour le rendu
g_pTexture->GetSurfaceLevel (0, &pLevel0Surface);
// On récupère le Z-Buffer qui a était passé lors de la création du device
g_pd3dDevice->GetDepthStencilSurface(&pZSurface);
D3DXCreateTextureFromFile( g_pd3dDevice, "texturebois.bmp", &g_ptextureObjet );
g_pd3dDevice->SetTextureStageState(0, D3DTSS_MINFILTER, D3DTEXF_LINEAR);
g_pd3dDevice->SetTextureStageState(0, D3DTSS_MAGFILTER, D3DTEXF_LINEAR);
}
//-----------------------------------------------------------------------------
// Name: init()
// Desc:
//-----------------------------------------------------------------------------
void init( void )
{
g_pD3D = Direct3DCreate8( D3D_SDK_VERSION );
D3DDISPLAYMODE d3ddm;
g_pD3D->GetAdapterDisplayMode( D3DADAPTER_DEFAULT, &d3ddm );
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory( &d3dpp, sizeof(d3dpp) );
d3dpp.Windowed = TRUE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.BackBufferFormat = d3ddm.Format;
d3dpp.EnableAutoDepthStencil = TRUE;
d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
g_pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, g_hWnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING,
&d3dpp, &g_pd3dDevice );
loadTexture();
void *pVertices = NULL;
g_pd3dDevice->CreateVertexBuffer( 4*sizeof(Vertex), D3DUSAGE_WRITEONLY,
D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT,
&g_pVertexBuffer );
g_pVertexBuffer->Lock( 0, sizeof(g_quadVertices), (BYTE**)&pVertices, 0 );
memcpy( pVertices, g_quadVertices, sizeof(g_quadVertices) );
g_pVertexBuffer->Unlock();
g_pd3dDevice->CreateVertexBuffer( 4*sizeof(Vertex), D3DUSAGE_WRITEONLY,
D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT,
&g_pVertexBufferObjet );
g_pVertexBufferObjet->Lock( 0, sizeof(g_g_objectVertices), (BYTE**)&pVertices, 0 );
memcpy( pVertices, g_g_objectVertices, sizeof(g_g_objectVertices) );
g_pVertexBufferObjet->Unlock();
D3DXMATRIX matProj;
D3DXMatrixPerspectiveFovLH( &matProj, 45.0f, 640.0f / 480.0f, 0.1f, 100.0f );
g_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
g_pd3dDevice->SetRenderState(D3DRS_LIGHTING, FALSE);
}
//-----------------------------------------------------------------------------
// Name: render()
// Desc:
//-----------------------------------------------------------------------------
void render( void )
{
g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER,
D3DCOLOR_COLORVALUE(0.0f,0.0f,0.0f,1.0f), 1.0f, 0 );
D3DXMATRIX matWorld;
D3DXMatrixTranslation( &matWorld, 0.0f, 0.0f, 3.0f );
g_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
g_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE);
g_pd3dDevice->SetRenderState( D3DRS_ZENABLE, FALSE );
/*
g_pd3dDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, TRUE );
g_pd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_SRCALPHA );
g_pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_ONE );
*/
g_pd3dDevice->SetRenderTarget (pLevel0Surface, pZSurface);
g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER,
D3DCOLOR_COLORVALUE(0.0f,0.0f,0.0f,1.0f), 1.0f, 0 );
g_pd3dDevice->BeginScene();
g_pd3dDevice->SetTexture( 0, g_pTexture );
g_pd3dDevice->SetStreamSource( 0, g_pVertexBuffer, sizeof(Vertex) );
g_pd3dDevice->SetVertexShader( D3DFVF_CUSTOMVERTEX );
g_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 2 );
g_pd3dDevice->SetTexture( 0, g_ptextureObjet );
g_pd3dDevice->SetStreamSource( 0, g_pVertexBufferObjet, sizeof(Vertex) );
g_pd3dDevice->SetVertexShader( D3DFVF_CUSTOMVERTEX );
g_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 2 );
g_pd3dDevice->EndScene();
g_pd3dDevice->Present( NULL, NULL, NULL, NULL );
} |
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