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struct SVertex
{
tbVector3 vPosition; // Position des Vertex
tbVector2 vTexture; // Texturkoordinaten
static const DWORD dwFVF; // Vertexformat (statisch)
};
const DWORD SVertex::dwFVF = D3DFVF_XYZ | D3DFVF_PSIZE | D3DFVF_TEX1;
[...]
tbResult InitScene()
{
HRESULT hResult;
tbMatrix mProjection;
float fAspect;
// Vertexformat setzen - Positions- und Farbangabe
if(FAILED(hResult = g_pD3DDevice->SetFVF(SVertex::dwFVF)))
{
// Fehler beim Setzen des Vertexformats!
TB_ERROR_DIRECTX("g_pD3DDevice->SetFVF", hResult, TB_ERROR);
}
// Beleuchtung und Culling ausschalten, Dithering aktivieren
g_pD3DDevice->SetRenderState(D3DRS_LIGHTING, FALSE);
g_pD3DDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
g_pD3DDevice->SetRenderState(D3DRS_DITHERENABLE, TRUE);
// Das Bildseitenverhältnis berechnen
fAspect = (float)(g_Direct3DParameters.VideoMode.Width)
/ (float)(g_Direct3DParameters.VideoMode.Height);
// Die Projektionsmatrix erzeugen
mProjection = tbMatrixProjection(TB_DEG_TO_RAD(90.0f), // Sichtfeld: 90° (180°)
fAspect, // Bildseitenverhältnis
0.1f, // Nahe Clipping-Ebene
100.0f); // Ferne Clipping-Ebene
// Projektionsmatrix einsetzen
g_pD3DDevice->SetTransform(D3DTS_PROJECTION, (D3DMATRIX*)(&mProjection));
// Initialisieren des Dreiecks
g_aTriangleVertex[0].vPosition = tbVector3( 0.0f, 1.0f, 0.0f);
g_aTriangleVertex[1].vPosition = tbVector3( 1.0f, -1.0f, 0.0f);
g_aTriangleVertex[2].vPosition = tbVector3(-1.0f, -1.0f, 0.0f);
g_aTriangleVertex[0].vTexture = tbVector2(0.5f, 0.0f);
g_aTriangleVertex[1].vTexture = tbVector2(1.0f, 1.0f);
g_aTriangleVertex[2].vTexture = tbVector2(0.0f, 1.0f);
// Die Textur laden
if(FAILED(hResult = D3DXCreateTextureFromFileEx(g_pD3DDevice, // Device
"Paver400.bmp", // Dateiname
D3DX_DEFAULT, // Breite
D3DX_DEFAULT, // Höhe
D3DX_DEFAULT, // MIP-Maps
0, // Verwendungszweck
D3DFMT_UNKNOWN, // Format
D3DPOOL_MANAGED, // Speicherklasse
D3DX_FILTER_NONE, // Filter
D3DX_DEFAULT, // MIP-Map-Filter
0, // Color-Key
NULL, // Unwichtig
NULL, // Unwichtig
&g_pTexture))) // Die Textur
{
// Fehler!
TB_ERROR_DIRECTX("D3DXCreateTextureFromFileEx", hResult, TB_ERROR);
}
//Textursamplerstate WRAP einstellen
g_pD3DDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
g_pD3DDevice->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_WRAP);
g_pD3DDevice->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_WRAP);
// Und nun die Textur einsetzen
g_pD3DDevice->SetTexture(0, g_pTexture);
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