【游戏程序设计】Direct 3D纹理过滤与寻址

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【游戏程序设计】Direct 3D纹理过滤与寻址

【游戏程序设计】Direct 3D纹理过滤与寻址

【游戏程序设计】Direct 3D纹理过滤与寻址

【游戏程序设计】Direct 3D纹理过滤与寻址

首先我们对DirectInput进行封装便于我们以后的使用。

DirectInputClass.h

//=============================================================================
//封装了DirectInput键盘输入处理类的头文件
//=============================================================================
#pragma once
#include <dinput.h>
#include "D3DUtil.h"
//DirectInputClass类定义开始
class DirectInputClass
{
private:
	LPDIRECTINPUT8  m_pDirectInput;											//IDirectInput8接口对象
	LPDIRECTINPUTDEVICE8 m_MouseDevice;										//鼠标设备接口对象
	DIMOUSESTATE m_MouseState;												//用于鼠标键值存储的一个结构
	LPDIRECTINPUTDEVICE8 m_KeyboardDevice;									//键盘设备接口对象
	char m_KeyboardBuffer[256];												//用于键盘键值存储的数组
public:
	//初始化DirectInput键盘及鼠标输入设备
	HRESULT Init(HWND hWnd, HINSTANCE hInstance, DWORD keyboardCoopFlags, DWORD mouseCoopFlags);
	void GetInput();														//用于获取设备信息的函数
	bool IsKeyDown(int iKey);												//判断键盘上某键是否按下
	bool IsMouseButtonDown(int button);										//判断鼠标按键是否被按下
	float MouseDX();														//返回鼠标的X轴坐标值
	float MouseDY();														//返回鼠标的Y轴坐标值
	float MouseDZ();														//返回鼠标的Z轴坐标值
	DirectInputClass(void);													//构造函数
	~DirectInputClass(void);												//析构函数
};

DirectInputClass.cpp

//=============================================================================
//封装了DirectInput鼠标键盘输入处理类的源文件
//=============================================================================
#include "DirectInputClass.h"
//-----------------------------------------------------------------------------  
//构造函数
//-----------------------------------------------------------------------------  
DirectInputClass::DirectInputClass(void)
{
	m_pDirectInput = NULL;
	m_KeyboardDevice = NULL;
	m_MouseDevice= NULL;
	ZeroMemory(m_KeyboardBuffer,sizeof(char)*256);
	ZeroMemory(&m_MouseState, sizeof(m_MouseState));
}
//-----------------------------------------------------------------------------  
//初始化DirectInput键盘及鼠标输入设备
//-----------------------------------------------------------------------------  
HRESULT DirectInputClass::Init(HWND hWnd, HINSTANCE hInstance, DWORD keyboardCoopFlags, DWORD mouseCoopFlags)
{
	HRESULT hr;
	//初始化一个IDirectInput8接口对象
	HR(DirectInput8Create(hInstance, DIRECTINPUT_VERSION, IID_IDirectInput8,  (LPVOID*)&m_pDirectInput, NULL));
	//进行键盘设备的初始化
	HR(m_pDirectInput->CreateDevice(GUID_SysKeyboard, &m_KeyboardDevice, NULL));
	HR(m_KeyboardDevice->SetCooperativeLevel(hWnd, keyboardCoopFlags));
	HR(m_KeyboardDevice->SetDataFormat(&c_dfDIKeyboard));
	//进行鼠标设备的初始化
	HR(m_pDirectInput->CreateDevice(GUID_SysMouse, &m_MouseDevice, NULL));
	HR(m_MouseDevice->SetCooperativeLevel(hWnd, mouseCoopFlags));
	HR(m_MouseDevice->SetDataFormat(&c_dfDIMouse));

	return S_OK;
}
//-----------------------------------------------------------------------------  
//用于获取设备信息的函数
//-----------------------------------------------------------------------------  
void DirectInputClass::GetInput()
{
	//鼠标设备轮询
	m_MouseDevice->Poll();
	//获取鼠标设备的控制权
	m_MouseDevice->Acquire();
	//获取鼠标输入信息
	m_MouseDevice->GetDeviceState(sizeof(m_MouseState), &m_MouseState);
	//键盘设备轮询
	m_KeyboardDevice->Poll();
	//获取键盘设备的控制权
	m_KeyboardDevice->Acquire();
	//获取键盘输入信息
	m_KeyboardDevice->GetDeviceState(sizeof(m_KeyboardBuffer), &m_KeyboardBuffer);
}
//-----------------------------------------------------------------------------  
//判断键盘上某个键是否按下  
//-----------------------------------------------------------------------------  
bool DirectInputClass::IsKeyDown(int iKey)
{
	return (m_KeyboardBuffer[iKey] & 0x80) != 0;
}
//-----------------------------------------------------------------------------  
//判断鼠标上某个键是否按下  
//-----------------------------------------------------------------------------  
bool DirectInputClass::IsMouseButtonDown(int button)
{ 
	return (m_MouseState.rgbButtons[button] & 0x80) != 0;
}
//-----------------------------------------------------------------------------  
//返回鼠标指针的X轴坐标值
//-----------------------------------------------------------------------------  
float DirectInputClass::MouseDX()
{
	return (float)m_MouseState.lX;
}
//-----------------------------------------------------------------------------  
//返回鼠标指针的Y轴坐标值
//-----------------------------------------------------------------------------  
float DirectInputClass::MouseDY()
{
	return (float)m_MouseState.lY;
}
//-----------------------------------------------------------------------------  
//返回鼠标指针的Z轴坐标值(滚轮)
//-----------------------------------------------------------------------------  
float DirectInputClass::MouseDZ()
{
	return (float)m_MouseState.lZ;
}
//-----------------------------------------------------------------------------  
//析构函数
//-----------------------------------------------------------------------------  
DirectInputClass::~DirectInputClass(void)
{
	SAFE_RELEASE(m_pDirectInput);
	if(m_KeyboardDevice)
		m_KeyboardDevice->Unacquire();
	if(m_MouseDevice)
		m_MouseDevice->Unacquire();
	SAFE_RELEASE(m_KeyboardDevice);
	SAFE_RELEASE(m_MouseDevice);
}

我们再下一个头文件D3DUti.h来定义各种自定义操作。

D3DUti.h:

//自定义一个HR,方便执行错误的返回
#ifndef HR
#define HR(x) {hr = x; if(FAILED(hr)) return hr;}
#endif
//自定义一个SAFE_RELEASE宏,方便COM资源的释放
#ifndef SAFE_RELEASE
#define SAFE_RELEASE(p) {if(p) {(p)->Release(); (p)=NULL;}}
#endif
//自定义一个SAFE_DELETE宏,方便指针资源的释放
#ifndef SAFE_DELETE
#define SAFE_DELETE(p) {if(p) {delete (p); (p)=NULL;}}
#endif

WinMain源代码:

#include <d3d9.h>
#include <d3dx9.h>
#include <tchar.h>
#include "DirectInputClass.h"

#define WINDOW_WIDTH 800
#define WINDOW_HEIGHT 600
#define WINDOW_TITLE L"Direct 3D纹理过滤与寻址"

struct CUSTOMVERTEX
{
	float x, y, z;																					//顶点的位置
	float u, v;																						//纹理坐标

	CUSTOMVERTEX(float _x, float _y, float _z, float _u, float _v):
	x(_x), y(_y), z(_z), u(_u), v(_v){}
};
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ | D3DFVF_TEX1) 

//---------------------------------------【全局变量声明部分】------------------------------------------------
//描述:全局变量的声明
//-----------------------------------------------------------------------------------------------------------
LPDIRECT3DDEVICE9 g_pd3dDevice;																//Direct 3D设备对象
wchar_t g_strFPS[50];																		//包含帧频率的字符数组
LPDIRECT3DVERTEXBUFFER9 g_pVertexBuffer;													//顶点缓存对象
LPDIRECT3DINDEXBUFFER9 g_pIndexBuffer;														//索引缓存对象
LPDIRECT3DTEXTURE9 g_pMipTexture;															//纹理接口对象,用于渐进纹理
D3DXMATRIX g_matWorld;																		//世界矩阵
DirectInputClass *g_pDInput;																//一个DirectInput类的指针
LPD3DXFONT g_pTextAdapterName;																//显卡名字的2D文本
LPD3DXFONT g_pTextHelpter;																	//帮助文本的2D文本
LPD3DXFONT g_pTextInfor;																	//绘制信息的2D文本
LPD3DXFONT g_pTextFPS;																		//FPS文本的2D文本
wchar_t g_strAdapterName[60];																//包括显卡名字的字符串																	//包含帧频率的字符数组

LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);
HRESULT Direct3D_Init(HWND);													//在这个函数中继续Direct3D的初始化
HRESULT Objects_Init(HWND);														//在这个函数中进行要绘制的物体的资源初始化
void Direct3D_Render(HWND);														//在这个函数中进行Direct3D渲染代码的书写
void Direct3D_Update();
void Direct3D_ClearUp();														//在这个函数中清理COM资源以及其他资源
float Get_FPS();
void Matrix_Set();
//----------------------------------------【WinMain()函数】-------------------------------------------------
//描述:Windows应用程序的入口函数
//-------------------------------------------------------------------------------------------------------------
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPreInstance, LPSTR lpCmdLine, int nCmdShow)
{
	WNDCLASSEX wndClass = {0};
	wndClass.cbSize = sizeof(WNDCLASSEX);
	wndClass.style = CS_HREDRAW | CS_VREDRAW;
	wndClass.lpfnWndProc = (WNDPROC)WndProc;
	wndClass.cbClsExtra = 0;
	wndClass.cbWndExtra = 0;
	wndClass.hInstance = hInstance;
	wndClass.hIcon = (HICON)LoadImage(NULL, L"icon.ico", IMAGE_ICON, 0, 0, LR_LOADFROMFILE | LR_DEFAULTSIZE);
	wndClass.hCursor = LoadCursor(NULL, IDC_ARROW);
	wndClass.hbrBackground = (HBRUSH)GetStockObject(GRAY_BRUSH);
	wndClass.lpszMenuName = NULL;
	wndClass.lpszClassName = L"3DGameBase";
	if(!RegisterClassEx(&wndClass))
		return -1;

	HWND hWnd = CreateWindow(L"3DGameBase", WINDOW_TITLE, WS_OVERLAPPEDWINDOW, CW_USEDEFAULT, CW_USEDEFAULT, 
		WINDOW_WIDTH, WINDOW_HEIGHT, NULL, NULL, hInstance, NULL);
	MoveWindow(hWnd, 250, 80, WINDOW_WIDTH, WINDOW_HEIGHT, true);
	ShowWindow(hWnd, nCmdShow);
	UpdateWindow(hWnd);
	//进行DirectInput类的初始化
	g_pDInput = new DirectInputClass();
	g_pDInput->Init(hWnd, hInstance, DISCL_FOREGROUND | DISCL_NONEXCLUSIVE, DISCL_FOREGROUND | DISCL_NONEXCLUSIVE); 

	PlaySound(L"Final Fantasy XIII.wav", NULL, SND_LOOP | SND_ASYNC | SND_FILENAME);
	
	if(FAILED(Direct3D_Init(hWnd)))
		MessageBox(hWnd, L"Direct3D 初始化失败!", L"消息窗口", 0);
	MSG msg = {0};
	while(msg.message != WM_QUIT)
	{
		if(PeekMessage(&msg, 0, 0, 0, PM_REMOVE))
		{
			TranslateMessage(&msg);
			DispatchMessage(&msg);
		}
		else
		{
			Direct3D_Update();
			Direct3D_Render(hWnd);
		}
			
	}
	UnregisterClass(L"3DGameBase", wndClass.hInstance);
	return 0;
}

LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
	switch(message)
	{
	case WM_PAINT:
		Direct3D_Render(hWnd);
		ValidateRect(hWnd, NULL);													//使窗口区域生效
		break;
	case WM_KEYDOWN:
		if(wParam == VK_ESCAPE)
			DestroyWindow(hWnd);
		break;
	case WM_DESTROY:
		//调用自定义的资源清理函数Direct3D_ClearUp();进行退出前的资源清理
		Direct3D_ClearUp();
		PostQuitMessage(0);
		break;
	default:
		return DefWindowProc(hWnd, message, wParam, lParam);
	}

	return 0;
}
//---------------------------------------------【Direct3D_Init()函数】-----------------------------------------
//描述:Direct3D初始化函数,进行Direct3D的初始化
//---------------------------------------------------------------------------------------------------------------
HRESULT Direct3D_Init(HWND hWnd)
{
	//---------------------------------------------------------------------------------------------------------------
	//【Direct3D初始化步骤一】:创建Direct3D接口对象,以便用该Direct3D对象创建Direct3D设备对象
	//---------------------------------------------------------------------------------------------------------------
	LPDIRECT3D9 pD3D = NULL; //Direct3D接口对象的创建。

	if((pD3D = Direct3DCreate9(D3D_SDK_VERSION)) == NULL)						//初始化Direct3D接口对象,并进行DirectX版本协商。
		return E_FAIL;
	//---------------------------------------------------------------------------------------------------------------
	//【Direct3D初始化步骤二】:获取硬件设备信息
	//---------------------------------------------------------------------------------------------------------------
	D3DCAPS9 caps;
	int vp = 0;
	if(FAILED(pD3D->GetDeviceCaps(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, &caps))) 
		return E_FAIL;
	if(caps.DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT)
		vp = D3DCREATE_HARDWARE_VERTEXPROCESSING;								//支持硬件顶点运算,采用硬件顶点运算
	else
		vp = D3DCREATE_SOFTWARE_VERTEXPROCESSING;								//不支持硬件顶点运算,采用软件顶点运算

	//---------------------------------------------------------------------------------------------------------------
	//【Direct3D初始化步骤三】:填充D3DPRESENT_PARAMETERS结构体
	//---------------------------------------------------------------------------------------------------------------
	D3DPRESENT_PARAMETERS d3dpp;
	ZeroMemory(&d3dpp, sizeof(d3dpp));

	d3dpp.BackBufferWidth = WINDOW_WIDTH;
	d3dpp.BackBufferHeight = WINDOW_HEIGHT;
	d3dpp.BackBufferFormat = D3DFMT_A8R8G8B8;
	d3dpp.BackBufferCount = 1;
	d3dpp.MultiSampleType = D3DMULTISAMPLE_NONE;
	d3dpp.MultiSampleQuality = 0;
	d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
	d3dpp.hDeviceWindow = hWnd;
	d3dpp.Windowed = true;
	d3dpp.EnableAutoDepthStencil = true;
	d3dpp.AutoDepthStencilFormat = D3DFMT_D24S8;
	d3dpp.Flags = 0;
	d3dpp.FullScreen_RefreshRateInHz = 0;
	d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
	//---------------------------------------------------------------------------------------------------------------
	//【Direct3D初始化步骤四】:创建Direct3D设备接口。
	//---------------------------------------------------------------------------------------------------------------
	if(FAILED(pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd, vp, &d3dpp, &g_pd3dDevice)))
		return E_FAIL;

	//获取显卡信息到g_strAdapterName中,并在显卡名称前加上“当前显卡型号:”字符串
	//定义一个D3DADAPTER_IDENTIFIER9结构体,用于存储显卡信息  
	D3DADAPTER_IDENTIFIER9 Adapter;
	//调用GetAdapterIdentifier,获取显卡信息
	if(FAILED(pD3D->GetAdapterIdentifier(0, 0, &Adapter)))
		return E_FAIL;
	//显卡名称现在已经在Adapter.Description中了,但是其为char类型,我们要将其转为wchar_t类型  
	int len = MultiByteToWideChar(CP_ACP, 0, Adapter.Description, -1, NULL, 0);
	//这步操作完成后,g_strAdapterName中就为当前我们的显卡类型名的wchar_t型字符串了 
	MultiByteToWideChar(CP_ACP, 0, Adapter.Description, -1, g_strAdapterName, len);
	//定义一个临时字符串,且方便了把"当前显卡型号:"字符串引入我们的目的字符串中  
	wchar_t tempName[50] = L"当前显卡型号:";
	//把当前我们的显卡名加到“当前显卡型号:”字符串后面,结果存在TempName中  
	wcscat_s(tempName, g_strAdapterName);
	//把TempName中的结果拷贝到全局变量g_strAdapterName中
	wcscpy_s(g_strAdapterName, tempName);

	SAFE_RELEASE(pD3D);														//LPDIRECT3D9接口对象的使命完成,将其释放掉
	if(FAILED(Objects_Init(hWnd)))											//调用一次Objects_Init,进行渲染资源的初始化
		return E_FAIL;

	return S_OK;
}
//------------------------------------------【Objects_Init()】函数---------------------------------------------
//描述:渲染资源初始化函数,在此函数中进行要被渲染的物体的资源的初始化
//---------------------------------------------------------------------------------------------------------------
HRESULT Objects_Init(HWND hWnd)
{
	//创建字体  
	if(FAILED(D3DXCreateFont(g_pd3dDevice, 36, 0, 0, 1000, false, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS, 
													DEFAULT_QUALITY, 0, L"Calibri", &g_pTextFPS)))
		return E_FAIL;
	if(FAILED(D3DXCreateFont(g_pd3dDevice, 20, 0, 0, 1000, false, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS,
													DEFAULT_QUALITY, 0, L"华文中宋", &g_pTextAdapterName)))
		return E_FAIL;
	if(FAILED(D3DXCreateFont(g_pd3dDevice, 23, 0, 0, 1000, false, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS,
													DEFAULT_QUALITY, 0, L"微软雅黑", &g_pTextHelpter)))
		return E_FAIL;
	if(FAILED(D3DXCreateFont(g_pd3dDevice, 26, 0, 0, 1000, false, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS,
													DEFAULT_QUALITY, 0, L"黑体", &g_pTextInfor)))
		return E_FAIL;
	
	//创建顶点缓存
	if(FAILED(g_pd3dDevice->CreateVertexBuffer(24*sizeof(CUSTOMVERTEX), 0, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, 
		&g_pVertexBuffer, 0)))
		return E_FAIL;
	//创建索引缓存
	if(FAILED(g_pd3dDevice->CreateIndexBuffer(36*sizeof(WORD), 0, D3DFMT_INDEX16, D3DPOOL_DEFAULT,
		&g_pIndexBuffer, 0)))
		return E_FAIL;
	//填充顶点缓存
	CUSTOMVERTEX *pVertices = NULL;
	if(FAILED(g_pVertexBuffer->Lock(0, 24*sizeof(CUSTOMVERTEX), (void**)&pVertices, 0)))
		return E_FAIL;

	// 正面顶点数据
	pVertices[0] = CUSTOMVERTEX(-10.0f,  10.0f, -10.0f, 0.0f, 0.0f);
	pVertices[1] = CUSTOMVERTEX( 10.0f,  10.0f, -10.0f, 2.0f, 0.0f);
	pVertices[2] = CUSTOMVERTEX( 10.0f, -10.0f, -10.0f, 2.0f, 2.0f);
	pVertices[3] = CUSTOMVERTEX(-10.0f, -10.0f, -10.0f, 0.0f, 2.0f);

	// 背面顶点数据
	pVertices[4] = CUSTOMVERTEX( 10.0f,  10.0f, 10.0f, 0.0f, 0.0f);
	pVertices[5] = CUSTOMVERTEX(-10.0f,  10.0f, 10.0f, 2.0f, 0.0f);
	pVertices[6] = CUSTOMVERTEX(-10.0f, -10.0f, 10.0f, 2.0f, 2.0f);
	pVertices[7] = CUSTOMVERTEX( 10.0f, -10.0f, 10.0f, 0.0f, 2.0f);

	// 顶面顶点数据
	pVertices[8]  = CUSTOMVERTEX(-10.0f, 10.0f,  10.0f, 0.0f, 0.0f);
	pVertices[9]  = CUSTOMVERTEX( 10.0f, 10.0f,  10.0f, 2.0f, 0.0f);
	pVertices[10] = CUSTOMVERTEX( 10.0f, 10.0f, -10.0f, 2.0f, 2.0f);
	pVertices[11] = CUSTOMVERTEX(-10.0f, 10.0f, -10.0f, 0.0f, 2.0f);

	// 底面顶点数据
	pVertices[12] = CUSTOMVERTEX(-10.0f, -10.0f, -10.0f, 0.0f, 0.0f);
	pVertices[13] = CUSTOMVERTEX( 10.0f, -10.0f, -10.0f, 2.0f, 0.0f);
	pVertices[14] = CUSTOMVERTEX( 10.0f, -10.0f,  10.0f, 2.0f, 2.0f);
	pVertices[15] = CUSTOMVERTEX(-10.0f, -10.0f,  10.0f, 0.0f, 2.0f);

	// 左侧面顶点数据
	pVertices[16] = CUSTOMVERTEX(-10.0f,  10.0f,  10.0f, 0.0f, 0.0f);
	pVertices[17] = CUSTOMVERTEX(-10.0f,  10.0f, -10.0f, 1.0f, 0.0f);
	pVertices[18] = CUSTOMVERTEX(-10.0f, -10.0f, -10.0f, 1.0f, 1.0f);
	pVertices[19] = CUSTOMVERTEX(-10.0f, -10.0f,  10.0f, 0.0f, 1.0f);

	// 右侧面顶点数据
	pVertices[20] = CUSTOMVERTEX( 10.0f,  10.0f, -10.0f, 0.0f, 0.0f);
	pVertices[21] = CUSTOMVERTEX( 10.0f,  10.0f,  10.0f, 1.0f, 0.0f);
	pVertices[22] = CUSTOMVERTEX( 10.0f, -10.0f,  10.0f, 1.0f, 1.0f);
	pVertices[23] = CUSTOMVERTEX( 10.0f, -10.0f, -10.0f, 0.0f, 1.0f);

	g_pVertexBuffer->Unlock();

	// 填充索引数据
	WORD *pIndices = NULL;
	g_pIndexBuffer->Lock(0, 0, (void**)&pIndices, 0);

	// 正面索引数据
	pIndices[0] = 0; pIndices[1] = 1; pIndices[2] = 2;
	pIndices[3] = 0; pIndices[4] = 2; pIndices[5] = 3;

	// 背面索引数据
	pIndices[6] = 4; pIndices[7]  = 5; pIndices[8]  = 6;
	pIndices[9] = 4; pIndices[10] = 6; pIndices[11] = 7;

	// 顶面索引数据
	pIndices[12] = 8; pIndices[13] =  9; pIndices[14] = 10;
	pIndices[15] = 8; pIndices[16] = 10; pIndices[17] = 11;

	// 底面索引数据
	pIndices[18] = 12; pIndices[19] = 13; pIndices[20] = 14;
	pIndices[21] = 12; pIndices[22] = 14; pIndices[23] = 15;

	// 左侧面索引数据
	pIndices[24] = 16; pIndices[25] = 17; pIndices[26] = 18;
	pIndices[27] = 16; pIndices[28] = 18; pIndices[29] = 19;

	// 右侧面索引数据
	pIndices[30] = 20; pIndices[31] = 21; pIndices[32] = 22;
	pIndices[33] = 20; pIndices[34] = 22; pIndices[35] = 23;

	g_pIndexBuffer->Unlock();
	//设置材质
	D3DMATERIAL9 mtrl;
	ZeroMemory(&mtrl, sizeof(mtrl));
	mtrl.Ambient = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f);
	mtrl.Diffuse = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f);
	mtrl.Specular = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f);
	g_pd3dDevice->SetMaterial(&mtrl);
	//创建纹理
	D3DXCreateTextureFromFileEx(g_pd3dDevice, L"pal5q.jpg", 0, 0, 6, 0, D3DFMT_X8R8G8B8,
		D3DPOOL_MANAGED, D3DX_DEFAULT, D3DX_DEFAULT, 0xFF000000, NULL, NULL, &g_pMipTexture);
	//各向异性过滤
	g_pd3dDevice->SetSamplerState(0, D3DSAMP_MAXANISOTROPY, 3);
	g_pd3dDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_ANISOTROPIC);
	g_pd3dDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_ANISOTROPIC);
	//线性纹理过滤
	//g_pd3dDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
	//g_pd3dDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
	//最近点采样过滤
	//g_pd3dDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_POINT);
	//g_pd3dDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_POINT);
	//渐进纹理过滤
	//g_pd3dDevice->SetSamplerState(0, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR);  
	//g_pd3dDevice->SetSamplerState(0, D3DSAMP_MAXMIPLEVEL, 16);
	
	Matrix_Set();
	g_pd3dDevice->SetRenderState(D3DRS_AMBIENT, D3DXCOLOR(1.0, 1.0f, 1.0f, 1.0));	//设置环境光
	
	return S_OK;
}

void Matrix_Set()
{	
	D3DXMATRIX matView;
	D3DXVECTOR3 vEye(0.0f, 0.0f, -50.0f);
	D3DXVECTOR3 vAt(0.0f, 0.0f, 0.0f);
	D3DXVECTOR3 vUp(0.0f, 1.0f, 0.0f);
	D3DXMatrixLookAtLH(&matView, &vEye, &vAt, &vUp);
	g_pd3dDevice->SetTransform(D3DTS_VIEW, &matView);

	D3DXMATRIX matProj;
	D3DXMatrixPerspectiveFovLH(&matProj, D3DX_PI / 4.0f, (float)WINDOW_WIDTH/WINDOW_HEIGHT, 1.0f, 1000.0f);
	g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &matProj);

	D3DVIEWPORT9 vp;
	vp.X = 0;
	vp.Y = 0;
	vp.Width = WINDOW_WIDTH;
	vp.Height = WINDOW_HEIGHT;
	vp.MinZ = 0.0f;
	vp.MaxZ = 1.0f;
	g_pd3dDevice->SetViewport(&vp);
}

//-----------------------------------------【Get_FPS()函数】---------------------------------------------------
//描述:用于计算帧频率
//---------------------------------------------------------------------------------------------------------------
float Get_FPS()
{
	//定义四个静态变量
	static int frameCount = 0;																	//帧数
	static float currentTime = 0;																//当前时间 
	static float lastTime = 0;																	//上次计算帧频率的时间
	static float fps = 0;																		//需要计算的fps值
	
	++frameCount;																				//每调用一次此函数,帧数加一
	//获取系统时间, timeGetTime() 返回系统时间,以毫秒为单位,乘以0.001得到秒
	currentTime = timeGetTime() * 0.001f;												
	//如果当前时间减去之前计算帧频率的时间大于1秒钟,就进行帧频率的更新,并将帧数归零
	if(currentTime - lastTime > 1.0f)															//将时间控制在1秒钟
	{
		fps = frameCount / (currentTime - lastTime);											//计算这一秒的fps值
		frameCount = 0;																			//将本次帧数清零
		lastTime = currentTime;								//将当前时间赋给上次计算帧频率的时间,作为下一秒的基准时间
	}

	return fps;
}

void Direct3D_Update()
{
	//使用DirectInput类读取数据
	g_pDInput->GetInput();
	//根据键盘俺家的按下,设置为纹理寻址方式
	if(g_pDInput->IsKeyDown(DIK_1))
	{
		//设置重复纹理寻址模式
		g_pd3dDevice->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_WRAP);
		g_pd3dDevice->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_WRAP);
	}
	if(g_pDInput->IsKeyDown(DIK_2))
	{
		///设置镜像纹理寻址模式
		g_pd3dDevice->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_MIRROR);
		g_pd3dDevice->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_MIRROR);
	}
	if(g_pDInput->IsKeyDown(DIK_3))
	{
		//设置夹取纹理寻址模式
		g_pd3dDevice->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
		g_pd3dDevice->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
	}
	if(g_pDInput->IsKeyDown(DIK_4))
	{
		//设置边框纹理寻址模式
		g_pd3dDevice->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER);
		g_pd3dDevice->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER);
	}
	//按住鼠标左键并拖动,为平移操作  
	static float fPosX = 0.0f, fPosY = 0.0f, fPosZ = 0.0f;
	if(g_pDInput->IsMouseButtonDown(0))
	{
		fPosX += g_pDInput->MouseDX() * 0.08f;
		fPosY -= g_pDInput->MouseDY() * 0.08f;
	}
	//鼠标滚轮,为观察点收缩操作  
	fPosZ -= g_pDInput->MouseDZ() * 0.02f;
	//A,W,S,D键平移物体  
	if(g_pDInput->IsKeyDown(DIK_W))
		fPosY += 0.08f;
	if(g_pDInput->IsKeyDown(DIK_S))
		fPosY -= 0.08f;
	if(g_pDInput->IsKeyDown(DIK_A))
		fPosX -= 0.08f;
	if(g_pDInput->IsKeyDown(DIK_D))
		fPosX += 0.08f;

	D3DXMatrixTranslation(&g_matWorld, fPosX, fPosY, fPosZ);
	 // 按住鼠标右键并拖动,为旋转操作  
	static float fAngleX = 0.0f, fAngleY = 0.0f;
	if(g_pDInput->IsMouseButtonDown(1))
	{
		fAngleX -= g_pDInput->MouseDY() * 0.01f;
		fAngleY -= g_pDInput->MouseDX() * 0.01f;
	} 
	//上下左右键旋转物体  
	if(g_pDInput->IsKeyDown(DIK_UP))
		fAngleX += 0.005f;
	if(g_pDInput->IsKeyDown(DIK_DOWN))
		fAngleX -= 0.005f;
	if(g_pDInput->IsKeyDown(DIK_LEFT))
		fAngleY -= 0.005f;
	if(g_pDInput->IsKeyDown(DIK_RIGHT))
		fAngleY += 0.005f;

	D3DXMATRIX Rx, Ry;
	D3DXMatrixRotationX(&Rx, fAngleX);
	D3DXMatrixRotationY(&Ry, fAngleY);
	g_matWorld = Rx * Ry * g_matWorld;

	g_pd3dDevice->SetTransform(D3DTS_WORLD, &g_matWorld); 
}

//----------------------------------------【Direct3D_Render()函数】--------------------------------------------
//描述:使用Direct3D进行渲染
//---------------------------------------------------------------------------------------------------------------
void Direct3D_Render(HWND hWnd)
{
	//---------------------------------------------------------------------------------------------------------------
	//【Direct3D渲染步骤一】:清屏操作
	//---------------------------------------------------------------------------------------------------------------
	g_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0,0,0), 1.0f, 0);
	//定义一个矩形,用来获取主窗口矩形
	RECT formatRect;
	GetClientRect(hWnd, &formatRect);
	//---------------------------------------------------------------------------------------------------------------
	//【Direct3D渲染步骤二】:开始绘制
	//---------------------------------------------------------------------------------------------------------------
	g_pd3dDevice->BeginScene();																				//开始绘制
	//---------------------------------------------------------------------------------------------------------------
	//【Direct3D渲染步骤三】:正式绘制
	//---------------------------------------------------------------------------------------------------------------

	//在窗口右上角处,显示每秒帧数  
	swprintf_s(g_strFPS, L"FPS:%.3f", Get_FPS());
	g_pTextFPS->DrawText(0, g_strFPS, -1, &formatRect, DT_TOP | DT_RIGHT, D3DCOLOR_XRGB(255,255,255));
	 //显示显卡类型名  
	g_pTextAdapterName->DrawText(0, g_strAdapterName, -1, &formatRect, DT_TOP | DT_LEFT, D3DXCOLOR(1.0f, 0.5f, 0.0f, 1.0f));
	formatRect.top = 30;
	static wchar_t strInfor[256] = {0};
	// 输出绘制信息  
	swprintf_s(strInfor, L"模型坐标:(%.2f, %.2f, %.2f)", g_matWorld._41, g_matWorld._42, g_matWorld._43);
	g_pTextInfor->DrawText(0, strInfor, -1, &formatRect, DT_SINGLELINE | DT_NOCLIP | DT_LEFT, D3DCOLOR_RGBA(135, 239, 136, 255));
	// 输出帮助信息  
	formatRect.top = 380;
	g_pTextHelpter->DrawText(0, L"控制说明:", -1, &formatRect, DT_SINGLELINE | DT_NOCLIP | DT_LEFT, D3DCOLOR_RGBA(235,123,230,255));
	formatRect.top += 35;
	g_pTextHelpter->DrawText(0, L"    按住鼠标左键并拖动:平移模型", -1, &formatRect, DT_SINGLELINE | DT_NOCLIP | DT_LEFT, 
		D3DCOLOR_RGBA(255,200,0,255));
	formatRect.top += 25;
	g_pTextHelpter->DrawText(0, L"    按住鼠标右键并拖动:旋转模型", -1, &formatRect, DT_SINGLELINE | DT_NOCLIP | DT_LEFT, 
		D3DCOLOR_RGBA(255,200,0,255));
	formatRect.top += 25;
	g_pTextHelpter->DrawText(0, L"    按住鼠标滚轮:拉伸模型", -1, &formatRect, DT_SINGLELINE | DT_NOCLIP | DT_LEFT, 
		D3DCOLOR_RGBA(255,200,0,255));
	formatRect.top += 25;
	g_pTextHelpter->DrawText(0, L"    W、S、A、D键:平移模型 ", -1, &formatRect, DT_SINGLELINE | DT_NOCLIP | DT_LEFT, 
		D3DCOLOR_RGBA(255,200,0,255));
	formatRect.top += 25;
	g_pTextHelpter->DrawText(0, L"    上、下、左、右键:旋转模型 ", -1, &formatRect, DT_SINGLELINE | DT_NOCLIP | DT_LEFT, 
		D3DCOLOR_RGBA(255,200,0,255));  
	formatRect.top += 25;
	g_pTextHelpter->DrawText(0, L"    键盘上1、2、3、4数字键,在四种寻址模式之间切换", -1, &formatRect, DT_SINGLELINE | DT_NOCLIP | DT_LEFT, 
		D3DCOLOR_RGBA(255,200,0,255));  
	formatRect.top += 25;
	g_pTextHelpter->DrawText(0, L"    ESC键 : 退出程序", -1, &formatRect, DT_SINGLELINE | DT_NOCLIP | DT_LEFT, 
		D3DCOLOR_RGBA(255,200,0,255));  

	g_pd3dDevice->SetStreamSource(0, g_pVertexBuffer, 0, sizeof(CUSTOMVERTEX));
	g_pd3dDevice->SetFVF(D3DFVF_CUSTOMVERTEX);
	g_pd3dDevice->SetIndices(g_pIndexBuffer);
	g_pd3dDevice->SetTexture(0, g_pMipTexture);																//启用纹理
	g_pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0, 24, 0, 12);

	//---------------------------------------------------------------------------------------------------------------
	//【Direct3D渲染步骤四】:结束绘制
	//---------------------------------------------------------------------------------------------------------------
	g_pd3dDevice->EndScene();																				//结束绘制
	//---------------------------------------------------------------------------------------------------------------
	//【Direct3D渲染步骤五】:显示翻转
	//---------------------------------------------------------------------------------------------------------------
	g_pd3dDevice->Present(NULL, NULL, NULL, NULL);															//翻转与显示
}
//------------------------------------------------【 Direct3D_ClearUp函数】------------------------------------------
//描述:资源清理函数,在此函数中进行程序退出前资源的清理工作
//-------------------------------------------------------------------------------------------------------------------
void Direct3D_ClearUp()
{
	SAFE_RELEASE(g_pd3dDevice);
	//释放COM接口对象
	SAFE_RELEASE(g_pVertexBuffer);
	SAFE_RELEASE(g_pIndexBuffer);
	SAFE_RELEASE(g_pMipTexture);
	SAFE_DELETE(g_pDInput);
	SAFE_RELEASE(g_pTextAdapterName);
	SAFE_RELEASE(g_pTextFPS);
	SAFE_RELEASE(g_pTextInfor);
	SAFE_RELEASE(g_pTextHelpter);
}