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D3D中2D图片的绘制两种方法

2015-11-07 16:04 330 查看
2014/09/19

(转载自:/article/1704714.html)

想要在D3D中加载2D图片可以使用如下两种方法(我只想到这两种方法,如果有其他方法,请指教)。第一种就是把图片以纹理方式加载,然后以此为纹理绘制一个四边形即可;第二种就是使用2D点精灵,不解释,你懂得;下面分别给出两种方法的代码:

第一种:绘制四边形

[cpp] view plaincopy

#include <d3dx9.h>

//-----------------------------------------------------------------------------
// Desc: 全局变量
//-----------------------------------------------------------------------------
LPDIRECT3D9 g_pD3D = NULL; //Direct3D对象
LPDIRECT3DDEVICE9 g_pd3dDevice = NULL; //Direct3D设备对象
LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL; //顶点缓冲区对象
LPDIRECT3DTEXTURE9 g_pTex = NULL; //纹理

//-----------------------------------------------------------------------------
// Desc: 顶点结构
//-----------------------------------------------------------------------------
struct CUSTOMVERTEX
{
FLOAT x, y, z, rhw;
FLOAT u, v;
};
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZRHW|D3DFVF_TEX1) //顶点格式

//-----------------------------------------------------------------------------
// Desc: 初始化Direct3D
//-----------------------------------------------------------------------------
HRESULT InitD3D( HWND hWnd )
{
//创建Direct3D对象, 该对象用于创建Direct3D设备对象
if( NULL == ( g_pD3D = Direct3DCreate9( D3D_SDK_VERSION ) ) )
return E_FAIL;

//设置D3DPRESENT_PARAMETERS结构, 准备创建Direct3D设备对象
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory( &d3dpp, sizeof(d3dpp) );
d3dpp.Windowed = TRUE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;

//创建Direct3D设备对象
if( FAILED( g_pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING,
&d3dpp, &g_pd3dDevice ) ) )
{
return E_FAIL;
}

//加载纹理
if (FAILED(D3DXCreateTextureFromFile(g_pd3dDevice, L"Water lilies.jpg", &g_pTex)))
{
return E_FAIL;
}

return S_OK;
}

//-----------------------------------------------------------------------------
// Desc: 创建并填充顶点缓冲区
//-----------------------------------------------------------------------------
HRESULT InitVB()
{
//顶点数据
CUSTOMVERTEX vertices[] =
{
{ 100.0f, 100.0f, 0.5f, 1.0f, 0.f, 0.f },
{ 400.0f, 100.0f, 0.5f, 1.0f, 1.f, 0.f},
{ 400.0f, 400.0f, 0.5f, 1.0f, 1.f, 1.f},

{ 100.0f, 100.0f, 0.5f, 1.0f, 0.f, 0.f },
{ 400.0f, 400.0f, 0.5f, 1.0f, 1.f, 1.f},
{ 100.0f, 400.0f, 0.5f, 1.0f, 0.f, 1.f},
};

//创建顶点缓冲区
if( FAILED( g_pd3dDevice->CreateVertexBuffer( 6*sizeof(CUSTOMVERTEX),
0, D3DFVF_CUSTOMVERTEX,
D3DPOOL_DEFAULT, &g_pVB, NULL ) ) )
{
return E_FAIL;
}

//填充顶点缓冲区
VOID* pVertices;
if( FAILED( g_pVB->Lock( 0, sizeof(vertices), (void**)&pVertices, 0 ) ) )
return E_FAIL;
memcpy( pVertices, vertices, sizeof(vertices) );
g_pVB->Unlock();

return S_OK;
}

//-----------------------------------------------------------------------------
// Desc: 释放创建的对象
//-----------------------------------------------------------------------------
VOID Cleanup()
{
//释放纹理
if(g_pTex != NULL)
{
g_pTex->Release();
}
//释放顶点缓冲区对象
if( g_pVB != NULL )
g_pVB->Release();

//释放Direct3D设备对象
if( g_pd3dDevice != NULL )
g_pd3dDevice->Release();

//释放Direct3D对象
if( g_pD3D != NULL )
g_pD3D->Release();
}

//-----------------------------------------------------------------------------
// Desc: 渲染图形
//-----------------------------------------------------------------------------
VOID Render()
{
//清空后台缓冲区
g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(45, 50, 170), 1.0f, 0 );

//开始在后台缓冲区绘制图形
if( SUCCEEDED( g_pd3dDevice->BeginScene() ) )
{
//在后台缓冲区绘制图形
g_pd3dDevice->SetStreamSource( 0, g_pVB, 0, sizeof(CUSTOMVERTEX) );
g_pd3dDevice->SetFVF( D3DFVF_CUSTOMVERTEX );
g_pd3dDevice->SetTexture(0, g_pTex);
g_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLELIST, 0, 2 );

//结束在后台缓冲区绘制图形
g_pd3dDevice->EndScene();
}

//将在后台缓冲区绘制的图形提交到前台缓冲区显示
g_pd3dDevice->Present( NULL, NULL, NULL, NULL );
}

//-----------------------------------------------------------------------------
// Desc: 消息处理
//-----------------------------------------------------------------------------
LRESULT WINAPI MsgProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam )
{
switch( msg )
{
case WM_DESTROY:
Cleanup();
PostQuitMessage( 0 );
return 0;
}

return DefWindowProc( hWnd, msg, wParam, lParam );
}

//-----------------------------------------------------------------------------
// Desc: 入口函数
//-----------------------------------------------------------------------------
INT WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPSTR, INT )
{
//注册窗口类
WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L,
GetModuleHandle(NULL), NULL, NULL, NULL, NULL,
L"ClassName", NULL };
RegisterClassEx( &wc );

//创建窗口
HWND hWnd = CreateWindow( L"ClassName", L"顶点缓冲区",
WS_OVERLAPPEDWINDOW, 200, 100, 600, 500,
GetDesktopWindow(), NULL, wc.hInstance, NULL );

//初始化Direct3D
if( SUCCEEDED( InitD3D( hWnd ) ) )
{
//创建并填充顶点缓冲区
if( SUCCEEDED( InitVB() ) )
{
//显示窗口
ShowWindow( hWnd, SW_SHOWDEFAULT );
UpdateWindow( hWnd );

//进入消息循环
MSG msg;
ZeroMemory( &msg, sizeof(msg) );
while( msg.message!=WM_QUIT )
{
if( PeekMessage( &msg, NULL, 0U, 0U, PM_REMOVE ) )
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
else
{
Render(); //渲染图形
}
}
}
}

UnregisterClass(L"ClassName", wc.hInstance);
return 0;
}

第二种:点精灵

[cpp] view plaincopy

#include <d3dx9.h>

//-----------------------------------------------------------------------------
// Desc: 全局变量
//-----------------------------------------------------------------------------
LPDIRECT3D9 g_pD3D = NULL; //Direct3D对象
LPDIRECT3DDEVICE9 g_pd3dDevice = NULL; //Direct3D设备对象
LPDIRECT3DTEXTURE9 g_pTex = NULL; //纹理
LPD3DXSPRITE g_pSprite = NULL; //点精灵

//-----------------------------------------------------------------------------
// Desc: 初始化Direct3D
//-----------------------------------------------------------------------------
HRESULT InitD3D( HWND hWnd )
{
//创建Direct3D对象, 该对象用于创建Direct3D设备对象
if( NULL == ( g_pD3D = Direct3DCreate9( D3D_SDK_VERSION ) ) )
return E_FAIL;

//设置D3DPRESENT_PARAMETERS结构, 准备创建Direct3D设备对象
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory( &d3dpp, sizeof(d3dpp) );
d3dpp.Windowed = TRUE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;

//创建Direct3D设备对象
if( FAILED( g_pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING,
&d3dpp, &g_pd3dDevice ) ) )
{
return E_FAIL;
}

// 创建点精灵
if (FAILED(D3DXCreateSprite( g_pd3dDevice, &g_pSprite )))
{
return E_FAIL;
}

//加载纹理
if (FAILED(D3DXCreateTextureFromFile(g_pd3dDevice, L"Water lilies.jpg", &g_pTex)))
{
return E_FAIL;
}

return S_OK;
}

//-----------------------------------------------------------------------------
// Desc: 释放创建的对象
//-----------------------------------------------------------------------------
VOID Cleanup()
{
//释放纹理
if(g_pTex != NULL)
{
g_pTex->Release();
}
//释放点精灵
if (g_pSprite != NULL)
{
g_pSprite->Release();
}

//释放Direct3D设备对象
if( g_pd3dDevice != NULL )
g_pd3dDevice->Release();

//释放Direct3D对象
if( g_pD3D != NULL )
g_pD3D->Release();
}

//-----------------------------------------------------------------------------
// Desc: 渲染图形
//-----------------------------------------------------------------------------
VOID Render()
{
//清空后台缓冲区
g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(45, 50, 170), 1.0f, 0 );

//开始在后台缓冲区绘制图形
if( SUCCEEDED( g_pd3dDevice->BeginScene() ) )
{
if ( SUCCEEDED( g_pSprite->Begin(D3DXSPRITE_ALPHABLEND) ) )
{
g_pSprite->Draw(g_pTex, NULL, NULL, NULL, 0xffffffff);
g_pSprite->End();
}
//结束在后台缓冲区绘制图形
g_pd3dDevice->EndScene();
}

//将在后台缓冲区绘制的图形提交到前台缓冲区显示
g_pd3dDevice->Present( NULL, NULL, NULL, NULL );
}

//-----------------------------------------------------------------------------
// Desc: 消息处理
//-----------------------------------------------------------------------------
LRESULT WINAPI MsgProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam )
{
switch( msg )
{
case WM_DESTROY:
Cleanup();
PostQuitMessage( 0 );
return 0;
}

return DefWindowProc( hWnd, msg, wParam, lParam );
}

//-----------------------------------------------------------------------------
// Desc: 入口函数
//-----------------------------------------------------------------------------
INT WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPSTR, INT )
{
//注册窗口类
WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L,
GetModuleHandle(NULL), NULL, NULL, NULL, NULL,
L"ClassName", NULL };
RegisterClassEx( &wc );

//创建窗口
HWND hWnd = CreateWindow( L"ClassName", L"顶点缓冲区",
WS_OVERLAPPEDWINDOW, 200, 100, 800, 600,
GetDesktopWindow(), NULL, wc.hInstance, NULL );

//初始化Direct3D
if( SUCCEEDED( InitD3D( hWnd ) ) )
{
//创建并填充顶点缓冲区
if( SUCCEEDED( TRUE ) )
{
//显示窗口
ShowWindow( hWnd, SW_SHOWDEFAULT );
UpdateWindow( hWnd );

//进入消息循环
MSG msg;
ZeroMemory( &msg, sizeof(msg) );
while( msg.message!=WM_QUIT )
{
if( PeekMessage( &msg, NULL, 0U, 0U, PM_REMOVE ) )
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
else
{
Render(); //渲染图形
}
}
}
}

UnregisterClass(L"ClassName", wc.hInstance);
return 0;
}
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