Click to See Complete Forum and Search --> : How do i repeat my texture?


thebuzzards
May 2nd, 2009, 10:51 AM
Thanks for reading and helping

Main.h

/*----------------------------------Include Files-------------------------------------------//
//------------------------------------------------------------------------------------------*/
#include <windows.h>
#include <windowsx.h>
#include <d3d9.h>
#include <d3dx9.h>

/*----------------define the screen resolution and keyboard macros--------------------------//
//------------------------------------------------------------------------------------------*/
#define SCREEN_WIDTH 1028
#define SCREEN_HEIGHT 720
#define KEY_DOWN(vk_code) ((GetAsyncKeyState(vk_code) & 0x8000) ? 1 : 0)
#define KEY_UP(vk_code) ((GetAsyncKeyState(vk_code) & 0x8000) ? 0 : 1)
#pragma comment (lib, "d3d9.lib")
#pragma comment (lib, "d3dx9.lib")
// global declarations
LPDIRECT3D9 d3d; // the pointer to our Direct3D interface
LPDIRECT3DDEVICE9 d3ddev; // the pointer to the device class
LPDIRECT3DVERTEXBUFFER9 t_buffer = NULL; // the pointer to the vertex buffer
LPDIRECT3DTEXTURE9 texture_1; // our first texture
LPD3DXFONT dxfont; // the pointer to the font object
struct CUSTOMVERTEX {FLOAT X, Y, Z;
DWORD COLOR;
FLOAT U, V;};
#define CUSTOMFVF (D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX1)

// function prototypes
void initD3D(HWND hWnd); // sets up and initializes Direct3D
void render_frame(void); // renders a single frame
void cleanD3D(void); // closes Direct3D and releases memory
void init_graphics(void); // 3D declarations
LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam); // the WindowProc function prototype




Main.cpp


#include "main.h"

/*------------------------------------------ Main function ------------------------------------------------//
// the entry point for any Windows program
//---------------------------------------------------------------------------------------------------------*/
int WINAPI WinMain(HINSTANCE hInstance,HINSTANCE hPrevInstance,LPSTR lpCmdLine,int nCmdShow){
HWND hWnd;
WNDCLASSEX wc;
ZeroMemory(&wc, sizeof(WNDCLASSEX));
//Filling in the windows class structure
wc.cbSize = sizeof(WNDCLASSEX);
wc.style = CS_HREDRAW | CS_VREDRAW;
wc.lpfnWndProc = WindowProc;
wc.hInstance = hInstance;
wc.hCursor = LoadCursor(NULL, IDC_ARROW);
wc.lpszClassName = "WindowClass";

RegisterClassEx(&wc);

hWnd = CreateWindowEx(NULL,"WindowClass","Textured Geometry - Dx9",
WS_OVERLAPPEDWINDOW,0, 0,
SCREEN_WIDTH, SCREEN_HEIGHT,
NULL,NULL,hInstance,NULL);

ShowWindow(hWnd, nCmdShow);

initD3D(hWnd); // set up and initialize Direct3D

MSG msg;

while(TRUE){
while(PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)){
TranslateMessage(&msg);
DispatchMessage(&msg);
}

if(msg.message == WM_QUIT){
break;
}

render_frame();

if(KEY_DOWN(VK_ESCAPE)){
PostMessage(hWnd, WM_DESTROY, 0, 0);
}
}

cleanD3D();// clean up DirectX and COM

return msg.wParam;
}


/*----------------------------------------Windows Procedure ----------------------------------------------//
this is the main message handler for the program
//---------------------------------------------------------------------------------------------------------*/
LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam){
switch(message){
case WM_DESTROY:
{
PostQuitMessage(0);
return 0;
} break;
}
return DefWindowProc (hWnd, message, wParam, lParam);
}


/*----------------------------------------initD3D function ------------------------------------------------//
this function initializes and prepares Direct3D for use
//---------------------------------------------------------------------------------------------------------*/
void initD3D(HWND hWnd){

d3d = Direct3DCreate9(D3D_SDK_VERSION);

D3DPRESENT_PARAMETERS d3dpp;

ZeroMemory(&d3dpp, sizeof(d3dpp));
d3dpp.Windowed = true;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.hDeviceWindow = hWnd;
d3dpp.BackBufferFormat = D3DFMT_X8R8G8B8;
d3dpp.BackBufferWidth = SCREEN_WIDTH;
d3dpp.BackBufferHeight = SCREEN_HEIGHT;

// create a device class using this information and the info from the d3dpp stuct
d3d->CreateDevice(D3DADAPTER_DEFAULT,
D3DDEVTYPE_HAL,
hWnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING,
&d3dpp,
&d3ddev);

LPD3DXFONT font_1; // create a font object

D3DXCreateFont(d3ddev, // the Direct3D Device
20, 0, // font size twenty with the default width
FW_NORMAL, // normal font weight
1, // no mipmap levels
FALSE, // not italic
DEFAULT_CHARSET, // default character set
OUT_DEFAULT_PRECIS, // default precision
PROOF_QUALITY, // default quality
DEFAULT_PITCH || FF_DONTCARE, // more defaults...
"Arial", // typeface "Arial"
&dxfont); // address of the font object created above

d3ddev->SetRenderState(D3DRS_LIGHTING, FALSE); // turn off the 3D lighting
d3ddev->SetRenderState(D3DRS_ZENABLE, TRUE); // turn on the z-buffer

init_graphics(); // call the function to initialize the triangle





return;
}


/*----------------------------------------Render Frame function -------------------------------------------//

//---------------------------------------------------------------------------------------------------------*/
void render_frame(void){

d3ddev->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 50, 0), 1.0f, 0);
d3ddev->Clear(0, NULL, D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);

d3ddev->BeginScene(); // all things to be rendered go here.

static RECT textbox; SetRect(&textbox, 10, 10, SCREEN_WIDTH, SCREEN_HEIGHT);

dxfont->DrawTextA(NULL,
"Rendering textured geometry.",
27,
&textbox,
DT_LEFT,
D3DCOLOR_ARGB(255, 255, 255, 255));


// select which vertex format we are using
d3ddev->SetFVF(CUSTOMFVF);

// set the view transform
D3DXMATRIX matView; // the view transform matrix

D3DXMatrixLookAtLH(&matView,
&D3DXVECTOR3 (0.0f, 8.0f, 25.0f), // the camera position
&D3DXVECTOR3 (0.0f, 0.0f, 0.0f), // the look-at position
&D3DXVECTOR3 (0.0f, 1.0f, 0.0f)); // the up direction

d3ddev->SetTransform(D3DTS_VIEW, &matView); // set the view transform to matView

// set the projection transform
D3DXMATRIX matProjection; // the projection transform matrix
D3DXMatrixPerspectiveFovLH(&matProjection,
D3DXToRadian(45), // the horizontal field of view
(FLOAT)SCREEN_WIDTH / (FLOAT)SCREEN_HEIGHT, // aspect ratio
1.0f, // the near view-plane
100.0f); // the far view-plane

d3ddev->SetTransform(D3DTS_PROJECTION, &matProjection); // set the projection

// select the vertex buffer to display
d3ddev->SetStreamSource(0, t_buffer, 0, sizeof(CUSTOMVERTEX));

// set the texture
d3ddev->SetTexture(0, texture_1);

// draw the textured square
d3ddev->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2);

d3ddev->EndScene();

d3ddev->Present(NULL, NULL, NULL, NULL);


return;
}



/*----------------------------------------cleanD3D function ------------------------------------------------//
this is the function that cleans up direct3d and COM
//---------------------------------------------------------------------------------------------------------*/
void cleanD3D(void){
t_buffer->Release(); // close and release the vertex buffer
texture_1->Release(); // close and release the texture
d3ddev->Release(); // close and release the 3D device
d3d->Release(); // close and release Direct3D
return;
}


/*----------------------------------------init_Graphics function ------------------------------------------//
this is the function that puts the 3d models into video RAM
//---------------------------------------------------------------------------------------------------------*/
void init_graphics(void){

D3DXCreateTextureFromFile(d3ddev, //Direct3D Device
"texture8.jpg", //File Name
&texture_1); //Texture handle

// create the vertices using the CUSTOMVERTEX struct
CUSTOMVERTEX t_vert[] =
{
{10, 0, -10, 0xffffffff, 1, 0,},//top right
{-10, 0, -10, 0xffffffff, 0, 0,},//top left
{10, 0, 10, 0xffffffff, 1, 1,},//bottom right
{-10, 0, 10, 0xffffffff, 0, 1,},//bottom left
};


// create a vertex buffer interface called t_buffer
d3ddev->CreateVertexBuffer(4*sizeof(CUSTOMVERTEX),
0,
CUSTOMFVF,
D3DPOOL_MANAGED,
&t_buffer,
NULL);

VOID* pVoid; // a void pointer

// lock t_buffer and load the vertices into it
t_buffer->Lock(0, 0, (void**)&pVoid, 0);
memcpy(pVoid, t_vert, sizeof(t_vert));
t_buffer->Unlock();

return;
}