//------------------------------------------------------------------------------- int CMaterialManager::SetDefaultTexture(IDirect3DTexture9** p_ppiOut) { if(FAILED(g_piDevice->CreateTexture( 256, 256, 0, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, p_ppiOut, NULL))) { CLogDisplay::Instance().AddEntry("[ERROR] Unable to create default texture", D3DCOLOR_ARGB(0xFF,0xFF,0,0)); *p_ppiOut = NULL; } D3DXFillTexture(*p_ppiOut,&FillFunc,NULL); // {9785DA94-1D96-426b-B3CB-BADC36347F5E} static const GUID guidPrivateData = { 0x9785da94, 0x1d96, 0x426b, { 0xb3, 0xcb, 0xba, 0xdc, 0x36, 0x34, 0x7f, 0x5e } }; uint32_t iData = 0xFFFFFFFF; (*p_ppiOut)->SetPrivateData(guidPrivateData,&iData,4,0); return 1; }
void Texture::Initialize(const std::string * name, uint32_t width, uint32_t height, D3DXCOLOR* color) { GameResource::Initialize(name, name); HRESULT h = D3DXCreateTexture(Renderer::GetInstance()->GetDirect3DDevice(), width, height, 0, NULL, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &m_texture); D3DXFillTexture(m_texture, Texture::ColorFill, color); GetInfoFromTexture(); }
/* --------------------------------------- 清除离屏表面 --------------------------------------- */ static bool_t iGFX2_DX8S_clear ( __CR_IN__ iGFX2* that, __CR_IN__ cl32_t color, __CR_IN__ int32u param ) { sint_t vals; HRESULT retc; iGFX2_DX8S* real; D3DXVECTOR4 fill; /* R */ vals = (sint_t)((color >> 16) & 0xFF); fill.x = (fp32_t)(vals + (vals >> 7)) / 256.0f; /* G */ vals = (sint_t)((color >> 8) & 0xFF); fill.y = (fp32_t)(vals + (vals >> 7)) / 256.0f; /* B */ vals = (sint_t)(color & 0xFF); fill.z = (fp32_t)(vals + (vals >> 7)) / 256.0f; /* A */ vals = (sint_t)(color >> 24); fill.w = (fp32_t)(vals + (vals >> 7)) / 256.0f; /* 填充 */ real = (iGFX2_DX8S*)that; retc = D3DXFillTexture(real->m_texture->obj.tex2, tex_fill, &fill); if (FAILED(retc)) return (FALSE); CR_NOUSE(param); return (TRUE); }
void Mesh::SetTexture(Tex *t) { D3DXCreateTexture(g_d3ddev, t->m_mipmaps[0].m_width, t->m_mipmaps[0].m_height, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8B8G8R8, D3DPOOL_DEFAULT, &m_texture); D3DXFillTexture(m_texture, FillFuncMesh, t); }
HRESULT RacorX8::RestoreDeviceObjects() { HRESULT hr; IDirect3DDevice8* device; hr = m_spD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, m_hWnd, m_iVP, &m_dpps, &device); if (FAILED(hr)) { MessageBox(m_hWnd, L"CreateDevice failed!", L"Error", 0); return E_FAIL; } m_spDevice.reset(device, [](IDirect3DDevice8* device) { device->Release(); }); //CreateSphere(); LoadXFile("sphere.x"); IDirect3DVertexBuffer8* vbNormal; hr = m_spDevice->CreateVertexBuffer(m_iNumVertices * 2 * sizeof SimpleVertex, D3DUSAGE_WRITEONLY, D3DFVF_XYZ, D3DPOOL_MANAGED, &vbNormal); if (FAILED(hr)) { MessageBox(m_hWnd, L"CreateVertexBuffer failed!", L"Error", 0); return E_FAIL; } hr = CreateNormal<ShaderVertex, SimpleVertex>(m_spVB.get(), vbNormal); if (FAILED(hr)) { MessageBox(m_hWnd, L"CreateNormal failed!", L"Error", 0); return E_FAIL; } m_spVBNormal.reset(vbNormal, [](IDirect3DVertexBuffer8* vbNormal){vbNormal->Release(); }); IDirect3DVertexBuffer8* vbTangent; hr = m_spDevice->CreateVertexBuffer(m_iNumVertices * 2 * sizeof SimpleVertex, D3DUSAGE_WRITEONLY, D3DFVF_XYZ, D3DPOOL_MANAGED, &vbTangent); if (FAILED(hr)) { MessageBox(m_hWnd, L"CreateVertexBuffer failed!", L"Error", 0); return E_FAIL; } hr = CreateTangent<ShaderVertex, SimpleVertex>(m_spVB.get(), vbTangent); if (FAILED(hr)) { MessageBox(m_hWnd, L"CreateTangent failed!", L"Error", 0); return E_FAIL; } m_spVBTangent.reset(vbTangent, [](IDirect3DVertexBuffer8* vbTangent){vbTangent->Release(); }); //DWORD dwDecl[MAX_FVF_DECL_SIZE]; //ZeroMemory(dwDecl, sizeof dwDecl); //pSphere->GetDeclaration(dwDecl); DWORD decl[] = { D3DVSD_STREAM(0), D3DVSD_REG(D3DVSDE_POSITION, D3DVSDT_FLOAT3), D3DVSD_REG(D3DVSDE_NORMAL, D3DVSDT_FLOAT3), D3DVSD_REG(D3DVSDE_TEXCOORD0, D3DVSDT_FLOAT2), D3DVSD_REG(D3DVSDE_TEXCOORD1, D3DVSDT_FLOAT3), D3DVSD_END() }; hr = CreateVSFromBinFile(m_spDevice.get(), decl, L"specular.vso", &m_dwVSH); if (FAILED(hr)) { MessageBox(m_hWnd, L"CreateVSFromBinFile failed!", L"Error", 0); return E_FAIL; } hr = CreatePSFromBinFile(m_spDevice.get(), L"specular.pso", &m_dwPSH); if (FAILED(hr)) { MessageBox(m_hWnd, L"CreatePSFromBinFile failed!", L"Error", 0); return E_FAIL; } hr = CreatePSFromBinFile(m_spDevice.get(), L"specularBump.pso", &m_dwPSHBump); if (FAILED(hr)) { MessageBox(m_hWnd, L"CreatePSFromBinFile failed!", L"Error", 0); return E_FAIL; } if (m_bPS14Avaliable) { hr = CreatePSFromBinFile(m_spDevice.get(), L"specularBump14.pso", &m_dwPSHBump14); if (FAILED(hr)) { MessageBox(m_hWnd, L"CreatePSFromBinFile failed!", L"Error", 0); return E_FAIL; } } DWORD declLine[] = { D3DVSD_STREAM(0), D3DVSD_REG(D3DVSDE_POSITION, D3DVSDT_FLOAT3), D3DVSD_END() }; hr = CreateVSFromBinFile(m_spDevice.get(), declLine, L"line.vso", &m_dwVSHLine); if (FAILED(hr)) { MessageBox(m_hWnd, L"CreateVSFromBinFile failed!", L"Error", 0); return E_FAIL; } hr = CreatePSFromBinFile(m_spDevice.get(), L"line.pso", &m_dwVPHLine); if (FAILED(hr)) { MessageBox(m_hWnd, L"CreatePSFromBinFile failed!", L"Error", 0); return E_FAIL; } IDirect3DTexture8* color_map; hr = D3DXCreateTextureFromFile(m_spDevice.get(), _T("earth.bmp"), &color_map); if (FAILED(hr)) { MessageBox(m_hWnd, L"D3DXCreateTextureFromFile failed!", L"Error", 0); return E_FAIL; } m_spColorMap.reset(color_map, [](IDirect3DTexture8* color_map){ color_map->Release(); }); IDirect3DTexture8* heightMap; hr = D3DXCreateTextureFromFile(m_spDevice.get(), _T("earthbump.bmp"), &heightMap); if (FAILED(hr)) { MessageBox(m_hWnd, L"D3DXCreateTextureFromFile failed!", L"Error", 0); return E_FAIL; } m_spHeightMap.reset(heightMap, [](IDirect3DTexture8* heightMap) { heightMap->Release(); }); D3DSURFACE_DESC desc; m_spHeightMap->GetLevelDesc(0, &desc); IDirect3DTexture8* normalMap; hr = D3DXCreateTexture(m_spDevice.get(), desc.Width, desc.Height, 0, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &normalMap); if (FAILED(hr)) { MessageBox(m_hWnd, L"D3DXCreateTexture failed!", L"Error", 0); return E_FAIL; } m_spNormalMap.reset(normalMap, [](IDirect3DTexture8* normalMap){ normalMap->Release(); }); hr = D3DXComputeNormalMap(m_spNormalMap.get(), m_spHeightMap.get(), NULL, 0, D3DX_CHANNEL_RED, 10); if (FAILED(hr)) { MessageBox(m_hWnd, L"D3DXComputeNormalMap failed!", L"Error", 0); return E_FAIL; } IDirect3DTexture8* power; hr = D3DXCreateTexture(m_spDevice.get(), 256, 256, 0, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &power); if (FAILED(hr)) { MessageBox(m_hWnd, L"D3DXCreateTexture failed!", L"Error", 0); return E_FAIL; } m_spPower.reset(power, [](IDirect3DTexture8* power){ power->Release(); }); FLOAT fPower = 16.0f; hr = D3DXFillTexture(power, LightEval, &fPower); if (FAILED(hr)) { MessageBox(m_hWnd, L"D3DXFillTexture failed!", L"Error", 0); return E_FAIL; } m_spDevice->SetViewport(&m_Viewport); m_spDevice->SetRenderState(D3DRS_DITHERENABLE, TRUE); m_spDevice->SetRenderState(D3DRS_ZENABLE, TRUE); m_spDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CCW); m_spDevice->SetRenderState(D3DRS_LIGHTING, FALSE); m_spDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE); //m_spDevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD); //m_spDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_WIREFRAME); //m_spDevice->SetRenderState(D3DRS_SPECULARENABLE, TRUE); //m_spDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE); //m_spDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE); //m_spDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE); //m_spDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE); //m_spDevice->SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_DISABLE); m_spDevice->SetTextureStageState(0, D3DTSS_MINFILTER, D3DTEXF_LINEAR); m_spDevice->SetTextureStageState(0, D3DTSS_MAGFILTER, D3DTEXF_LINEAR); //m_spDevice->SetTextureStageState(0, D3DTSS_MIPFILTER, D3DTEXF_LINEAR); //m_spDevice->SetTextureStageState(0, D3DTSS_ADDRESSU, D3DTADDRESS_CLAMP); //m_spDevice->SetTextureStageState(0, D3DTSS_ADDRESSV, D3DTADDRESS_CLAMP); m_spDevice->SetTextureStageState(2, D3DTSS_ADDRESSU, D3DTADDRESS_CLAMP); m_spDevice->SetTextureStageState(2, D3DTSS_ADDRESSV, D3DTADDRESS_CLAMP); D3DXVECTOR4 vLight(0.0f, 0.0f, 1.0f, 0.0f); D3DXVec4Normalize(&vLight, &vLight); m_spDevice->SetVertexShaderConstant(12, &vLight, 1); D3DXVECTOR4 half(0.5f, 0.5f, 0.5f, 0.5f); m_spDevice->SetVertexShaderConstant(33, &half, 1); return S_OK; }
// 채우기 void CTexture::Fill(D3DXVECTOR4* color) const { D3DXFillTexture(Texture, FillTexture, color); }