DirectX Texturing a Quad problem

Hi

I am trying to adapt a Quad class to have texture mapping rather than just vertex colour. I have tried numerous approaches but the only output is a black quad on screen. Any suggestions would be greatly appreciated.

The vertex format has been changed to have a U and V co-ordinate so ignore any reference to colour as this was used in the previous format. Area's commented out were my attempts to map the texture to a single quad. The ideal aim is to specify a large quad made of several smaller ones and use the delta value to set thier U,V values.

Hope this is clear, the .h and .cpp are included below. If anything else is needed then let me know.

Thanks

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#ifndef _QUAD_H_
#define _QUAD_H_

class Material;

class Quad
{
public:
	Quad(void);
	Quad(Vector3D position, Vector3D rotation, int width, int height, int verts, DWORD colour);
	~Quad(void);

	void CreateQuad(Vector3D position, Vector3D rotation, int width, int height, int verts, DWORD colour);

	void Render();

	void SetWidth(int width);

	void SetHeight(int height);

	void SetVerts(int verts);

	void SetPosition(Vector3D position);

	void SetRotation(Vector3D rotation);

	void LoadTexture();


private:

	Material* m_material;

	Vector3D m_position;
	Vector3D m_rotation;

	int m_width;
	int m_height;

	int m_numberOfVerts;

	DWORD m_colour;

	LPDIRECT3DTEXTURE9 m_texture;
	const char* m_textureFileName;

	IDirect3DVertexBuffer9* m_vertexBuffer;

};

#endif 



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#include "Types.h"
#include "Vertex.h"
#include "CameraController.h"
#include "Material.h"
#include "Quad.h"

/************************************************************************/
Quad::Quad(void)
{
}
/************************************************************************/
Quad::Quad(Vector3D position, Vector3D rotation, int width, int height, int verts, DWORD colour)
{
	CreateQuad(position,rotation,width,height,verts,colour);
}
/************************************************************************/
Quad::~Quad(void)
{
	if(m_material)
	{
		delete m_material;
	}
	m_vertexBuffer->Release();
	m_texture->Release();
}
/************************************************************************/
void
Quad::CreateQuad(Vector3D position, Vector3D rotation, int width, int height, int verts,DWORD colour)
{
	m_position = position;
	m_rotation = rotation;
	m_width = width;
	m_height = height;
	m_colour = colour;

	//LOAD TEXTURE
	m_texture = NULL;
	m_textureFileName = "..\\road.bmp";
	LoadTexture();
	
	if(verts <= 0)
	{
		ErrorMessage("Cannot create a quad with no verts");
	}
	
	m_numberOfVerts = verts * verts * 6;

 	const float delta = 1.0f/((float)verts);

	m_D3DDevice->CreateVertexBuffer(m_numberOfVerts * sizeof(VertexPositionTexCoord),D3DUSAGE_WRITEONLY,0,D3DPOOL_DEFAULT,&m_vertexBuffer,0);

	VertexPositionTexCoord* vertex;

	m_vertexBuffer->Lock(0,0,(void**)&vertex,0);

	/*vertex[0]  = VertexPositionTexCoord(0.0f, 0.0f,-1.0f,  0.0f,1.0f);
	vertex[1]  = VertexPositionTexCoord( 0.0f, 1.0f,-1.0f,  0.0f,0.0f);
	vertex[2]  = VertexPositionTexCoord(1.0f,1.0f,-1.0f,  1.0f,0.0f);
	vertex[3]  = VertexPositionTexCoord( 0.0f,0.0f,-1.0f,  0.0f,1.0f);
	vertex[4]  = VertexPositionTexCoord(1.0f, 1.0f, -1.0f,  1.0f,0.0f);
	vertex[5]  = VertexPositionTexCoord(1.0f,0.0f, -1.0f,  1.0f,1.0f);*/

	for (int i = 0 ; i < m_numberOfVerts; i++)
	{
		vertex[i] = VertexPositionTexCoord();

		//vertex[i].normal.x = 0;
		//vertex[i].normal.y = 0;
		//vertex[i].normal.z = -1;

		vertex[i].textureCoord.x = 0.0f;
		vertex[i].textureCoord.y = 0.0f;
	}

	int counter = 0;
	for (int y = 0 ; y < verts; y++)
	{
		for (int x = 0; x < verts ; x++)
		{
			//create the first poly
			vertex[counter].pos.x = (width * x * delta) - width /2 ;
			vertex[counter].pos.y = (height * y * delta) - height /2;
			counter++;

			vertex[counter].pos.x = (width * x * delta)- width /2 ;
			vertex[counter].pos.y = (height * (y+1) * delta) - height /2;
			counter++;

			vertex[counter].pos.x = (width * (x+1) * delta) - width /2;
			vertex[counter].pos.y = (height * (y+1) * delta) - height /2;
			counter++;

			vertex[counter].pos.x = (width * x * delta )- width /2;
			vertex[counter].pos.y = (height * y * delta) - height /2;
			counter++;

			vertex[counter].pos.x = (width * (x+1) * delta) - width /2;
			vertex[counter].pos.y = (height * (y+1) * delta) - height /2;
			counter++;	
			
			vertex[counter].pos.x = (width * (x+1) * delta) - width /2;
			vertex[counter].pos.y = (height * y * delta) - height /2;
			counter++;
		}
	}

	m_vertexBuffer->Unlock();

	m_material = new Material((DWORD)0,(DWORD)0,(DWORD)0,0);

	

}
/************************************************************************/
void
Quad::SetPosition(Vector3D position)
{
	m_position.x = position.x;
	m_position.y = position.y;
	m_position.z = position.z;
}
/************************************************************************/
void
Quad::SetRotation(Vector3D rotation)
{
	m_rotation.x = rotation.x;
	m_rotation.y = rotation.y;
	m_rotation.z = rotation.z;
}
/************************************************************************/
void
Quad::SetWidth(int width)
{
	m_vertexBuffer->Release();
	CreateQuad(m_position,m_rotation,width,m_height,m_numberOfVerts,m_colour);
}
/************************************************************************/
void
Quad::SetHeight(int height)
{
	m_vertexBuffer->Release();
	CreateQuad(m_position,m_rotation,m_width,height,m_numberOfVerts,m_colour);
}
/************************************************************************/
void
Quad::SetVerts(int verts)
{
	m_vertexBuffer->Release();
	CreateQuad(m_position,m_rotation,m_width,m_height,verts,m_colour);
}
/************************************************************************/
void
Quad::Render()
{
	
	Matrix positionMatrix;
	Matrix rotationMatrix;
	Matrix world;

	//create matrix to move quad in world;
	MatrixTranslation(&positionMatrix,m_position.x,m_position.y,m_position.z);
	MatrixRotationYawPitchRoll(&rotationMatrix,D3DXToRadian(m_rotation.y),D3DXToRadian(m_rotation.x),D3DXToRadian(m_rotation.z));
	world = rotationMatrix * positionMatrix;

	CameraController::GetInstance()->SetWorld(world);

	m_D3DDevice->SetStreamSource(0, m_vertexBuffer, 0 , sizeof(VertexPositionTexCoord));
	
	m_D3DDevice->SetMaterial(m_material->GetDXMaterial());

	m_D3DDevice->SetVertexDeclaration(VertexPositionTexCoord::Decl);

 	m_D3DDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);

	//m_D3DDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_WIREFRAME);

	m_D3DDevice->SetTexture(0, m_texture);

	m_D3DDevice->DrawPrimitive( D3DPT_TRIANGLELIST, 0, m_numberOfVerts/3 );

	CameraController::GetInstance()->ResetWorld();

	m_D3DDevice->SetTexture(0, NULL);
}
/************************************************************************/

void
Quad::LoadTexture()
{
	D3DXCreateTextureFromFile(m_D3DDevice,m_textureFileName,&m_texture);
	m_D3DDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
	m_D3DDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);

}

/*******************************************************************/
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