九宫格示意图:
下面是代码实现:
#include <Windows.h>
#include <D3D9.h>
#include <cstdio>
#include <D3dx9tex.h>
#pragma comment(lib, "D3D9.lib")
#pragma comment(lib, "D3dx9.lib")
#define D3D_FVF_VECTOR (D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_TEX1)
HINSTANCE kInstance = nullptr;
const TCHAR *kClassName = L"NineSquared_D3D";
D3DPRESENT_PARAMETERS params;
IDirect3D9 *d3d9 = nullptr;
IDirect3DDevice9 *device9 = nullptr;
IDirect3DVertexBuffer9 *vectex_buffer9 = nullptr;
IDirect3DTexture9 *picture_texture = nullptr;
IDirect3DSurface9 *picture_surface = nullptr;
int kVertexCount = 0; //顶点个数
int kVertexMaxCount = 2000;//顶点最大数
int kWndWidth = 1024;
int kWndHeight = 800;
bool window_mode = true;
extern "C" {
extern unsigned char *stbi_load(char const *filename, int *x, int *y, int *comp, int req_comp);
extern void stbi_image_free(void *retval_from_stbi_load);
};
bool InitD3D(HWND hwnd);//初始化
bool Done();//完成
bool Paint();
IDirect3DSurface9 *LoadImage(char const *filename);
RECT GetTexturePicturePos(IDirect3DSurface9 *surface);
void DrawImage(const RECT &src, const RECT &dest, const RECT &nine_squared);
LRESULT CALLBACK WindowProc(
_In_ HWND hwnd,
_In_ UINT uMsg,
_In_ WPARAM wParam,
_In_ LPARAM lParam
);
struct Vertex {
Vertex(float v_x, float v_y, float v_z, DWORD c, float u, float v)
: x(v_x),
y(v_y),
z(v_z),
color(c),
picture_u(u),
picture_v(v) {
rhw = 1.0f;
z = 0.0f;
}
Vertex() {
rhw = 1.0f;
z = 0.0f;
}
float x, y, z, rhw;
DWORD color;
float picture_u, picture_v;//图片纹理
};
Vertex *vector_buffer = nullptr;
int CALLBACK WinMain(
_In_ HINSTANCE hInstance,
_In_ HINSTANCE hPrevInstance,
_In_ LPSTR lpCmdLine,
_In_ int nCmdShow
) {
kInstance = hInstance;
//init app
WNDCLASSEX wndclassex;
wndclassex.cbSize = sizeof(WNDCLASSEX);
wndclassex.style = CS_HREDRAW | CS_VREDRAW;
wndclassex.lpfnWndProc = WindowProc;
wndclassex.cbClsExtra = 0;
wndclassex.cbWndExtra = 0;
wndclassex.hInstance = hInstance;
wndclassex.hIcon = nullptr;
wndclassex.hCursor = LoadCursor(hInstance, IDC_ARROW);
wndclassex.hbrBackground = (HBRUSH)GetStockObject(BLACK_BRUSH);
wndclassex.lpszMenuName = nullptr;
wndclassex.lpszClassName = kClassName;
wndclassex.hIconSm = nullptr;
RegisterClassEx(&wndclassex);
//WS_OVERLAPPEDWINDOW
HWND hwnd = CreateWindowEx(0, kClassName, L"图片九宫格", WS_OVERLAPPEDWINDOW, 100, 100, kWndWidth, kWndHeight, nullptr, nullptr, hInstance, nullptr);
ShowWindow(hwnd, nCmdShow);
InitD3D(hwnd);
UpdateWindow(hwnd);
MSG msg;
BOOL ret;
while((ret = GetMessage(&msg, nullptr, 0, 0)) != 0) {
if (ret == -1) {
//出现了错误
} else {
::TranslateMessage(&msg);
::DispatchMessage(&msg);
}
}
Done();
return 0;
}
LRESULT CALLBACK WindowProc(
_In_ HWND hwnd,
_In_ UINT uMsg,
_In_ WPARAM wParam,
_In_ LPARAM lParam
) {
PAINTSTRUCT ps;
HDC hdc;
if (uMsg == WM_PAINT) {
hdc = BeginPaint(hwnd, &ps);
Paint();
EndPaint(hwnd, &ps);
}else if (uMsg == WM_DESTROY) {
PostMessage(hwnd, WM_QUIT, 0, 0);
}
return DefWindowProc(hwnd, uMsg, wParam, lParam);
}
bool Paint() {
if (nullptr == device9) {
return false;
}
BYTE *vertices = NULL;
INT length = kVertexCount * sizeof(Vertex);
// 拷贝顶点数据
if (SUCCEEDED(vectex_buffer9->Lock(0, length, (LPVOID*)&vertices, 0))){
memcpy_s(vertices, length,vector_buffer, length);
vectex_buffer9->Unlock();
}
device9->Clear(0, nullptr, D3DCLEAR_TARGET, D3DCOLOR_ARGB(255, 255, 255, 255), 0.0f, 0);
device9->SetStreamSource(0, vectex_buffer9, 0, sizeof(Vertex));
device9->SetFVF(D3D_FVF_VECTOR);
device9->BeginScene();
device9->DrawPrimitive(D3DPT_TRIANGLELIST, 0, kVertexCount / 3);
device9->EndScene();
device9->Present(0, 0, 0, 0);
return true;
}
bool Done() {
#if _DEBUG
D3DXSaveTextureToFileW(L"PicTexture.png", D3DXIFF_PNG, picture_texture, NULL);
#endif
if (nullptr != picture_surface) {
picture_surface->Release();
picture_surface = nullptr;
}
if (nullptr != picture_texture) {
picture_texture->Release();
picture_texture = nullptr;
}
if (nullptr != vectex_buffer9) {
vectex_buffer9->Release();
vectex_buffer9 = nullptr;
}
if (nullptr != device9) {
device9->Release();
device9 = nullptr;
}
if (nullptr != d3d9) {
d3d9->Release();
d3d9 = nullptr;
}
if (nullptr != vector_buffer) {
delete []vector_buffer;
vector_buffer = nullptr;
}
return true;
}
bool InitD3D(HWND hwnd) {
d3d9 = Direct3DCreate9(D3D_SDK_VERSION);
if (nullptr == d3d9) {
return false;
}
params.BackBufferWidth = kWndWidth;
params.BackBufferHeight = kWndHeight;
params.BackBufferFormat = D3DFMT_A8R8G8B8;
params.BackBufferCount = 1;
params.MultiSampleType = D3DMULTISAMPLE_NONE;
params.MultiSampleQuality = 0;
params.SwapEffect = D3DSWAPEFFECT_COPY;
params.hDeviceWindow = hwnd;
params.Windowed = window_mode ? TRUE : FALSE;
params.EnableAutoDepthStencil = FALSE;
params.AutoDepthStencilFormat = D3DFMT_UNKNOWN;
params.Flags = 0;
params.FullScreen_RefreshRateInHz = 0;
params.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
HRESULT hr = d3d9->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hwnd, D3DCREATE_SOFTWARE_VERTEXPROCESSING, ¶ms, &device9);
if (FAILED(hr)) {
return false;
}
device9->SetRenderState(D3DRS_LIGHTING, false);
// 开启AlphaBlend
device9->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
device9->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
device9->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
hr = device9->CreateVertexBuffer(kVertexMaxCount * sizeof(Vertex), 0, D3D_FVF_VECTOR, D3DPOOL_SYSTEMMEM, &vectex_buffer9, nullptr);
if (FAILED(hr)) {
return false;
}
//创建图片纹理
hr = device9->CreateTexture(1024, 1024, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &picture_texture, 0);
if (FAILED(hr)) {
return false;
}
picture_texture->GetSurfaceLevel(0, &picture_surface);
device9->SetTexture(0, picture_texture);
if (nullptr == vector_buffer) {
vector_buffer = new Vertex[kVertexMaxCount];
}
kVertexCount = 0;
IDirect3DSurface9 *surface = LoadImage("widi_bg.png");
RECT src = GetTexturePicturePos(surface);
RECT dest;
::SetRect(&dest, 100,100, 500, 500);
RECT corner;
::SetRect(&corner, 180, 60, 15, 15);
DrawImage(src, dest, corner);
surface->Release();
return true;
}
IDirect3DSurface9 *LoadImage(char const *filename) {
LPBYTE image_buffer = nullptr;
int x,y,n;
image_buffer = stbi_load(filename, &x, &y, &n, 4);
if (nullptr == image_buffer) {
return nullptr;
}
BITMAPINFO bitmap_info;
::ZeroMemory(&bitmap_info, sizeof(BITMAPINFO));
bitmap_info.bmiHeader.biSize = sizeof(BITMAPINFOHEADER);
bitmap_info.bmiHeader.biWidth = x;
bitmap_info.bmiHeader.biHeight = -y;
bitmap_info.bmiHeader.biPlanes = 1;
bitmap_info.bmiHeader.biBitCount = 32;
bitmap_info.bmiHeader.biCompression = BI_RGB;
bitmap_info.bmiHeader.biSizeImage = x * y * 4;
LPBYTE buffer = nullptr;
HBITMAP bitmap = ::CreateDIBSection(NULL, &bitmap_info,DIB_RGB_COLORS,(void**)&buffer, NULL, 0);
for (int i = 0; i< x * y; ++i) {
buffer[i*4 + 3] = image_buffer[i*4 + 3];
if (buffer[i*4 + 3] < 255) {
buffer[i*4] = (BYTE)(DWORD(image_buffer[i*4 + 2])*image_buffer[i*4 + 3]/255);
buffer[i*4 + 1] = (BYTE)(DWORD(image_buffer[i*4 + 1])*image_buffer[i*4 + 3]/255);
buffer[i*4 + 2] = (BYTE)(DWORD(image_buffer[i*4])*image_buffer[i*4 + 3]/255);
} else {
buffer[i*4] = image_buffer[i*4 + 2];
buffer[i*4 + 1] = image_buffer[i*4 + 1];
buffer[i*4 + 2] = image_buffer[i*4];
}
}
stbi_image_free((void*)image_buffer);
IDirect3DSurface9 *surface = nullptr;
HRESULT hr = device9->CreateOffscreenPlainSurface(x, y, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &surface, nullptr);
if (FAILED(hr)) {
nullptr;
}
D3DLOCKED_RECT lock_rect;
surface->LockRect(&lock_rect, nullptr, 0);
BYTE* surface_buffer = static_cast<BYTE*>(lock_rect.pBits);
for(int h = 0; h < y; ++h) {
memcpy((BYTE*)surface_buffer + h * lock_rect.Pitch, buffer + h*x*4, x * 4);
}
surface->UnlockRect();
DeleteObject(bitmap);
return surface;
}
void DrawImage(const RECT &src, const RECT &dest, const RECT &nine_squared) {
if (nullptr == picture_surface) {
return;
}
//九宫格绘制
RECT texture_rect;
RECT paint_rect;
bool is_draw = false;
Vertex vectors[6];
for (int grid = 0; grid < 9; ++grid) {
vectors[0] = Vertex(0, 0, 0, 0xffFFFFFF, 0, 1);
vectors[1] = Vertex(0, 0, 0, 0xffFFFFFF, 0, 0);
vectors[2] = Vertex(0, 0, 0, 0xffFFFFFF, 1, 0);
vectors[3] = Vertex(0, 0, 0, 0xffFFFFFF, 0, 1);
vectors[4] = Vertex(0, 0, 0, 0xffFFFFFF, 1, 0);
vectors[5] = Vertex(0, 0, 0, 0xffFFFFFF, 1, 1);
is_draw = false;
if (grid == 0) {
//middle
paint_rect.left = dest.left + nine_squared.left;
paint_rect.top = dest.top + nine_squared.top;
paint_rect.right = dest.right - nine_squared.right;
paint_rect.bottom = dest.bottom - nine_squared.bottom;
texture_rect.left = src.left + nine_squared.left;
texture_rect.top = src.top + nine_squared.top;
texture_rect.right = src.right - nine_squared.right;
texture_rect.bottom = src.bottom - nine_squared.bottom;
is_draw = true;
} else if (grid == 1 && nine_squared.left > 0 && nine_squared.top > 0) {
//left-top
paint_rect.left = dest.left;
paint_rect.top = dest.top;
paint_rect.right = dest.left + nine_squared.left;
paint_rect.bottom = dest.top + nine_squared.top;
texture_rect.left = src.left;
texture_rect.top = src.top;
texture_rect.right = src.left + nine_squared.left;
texture_rect.bottom = src.top + nine_squared.top;
is_draw = true;
} else if (grid == 2 && nine_squared.top > 0) {
//top
paint_rect.left = dest.left + nine_squared.left;
paint_rect.top = dest.top;
paint_rect.right = dest.right - nine_squared.right;
paint_rect.bottom = dest.top + nine_squared.top;
texture_rect.left = src.left + nine_squared.left;
texture_rect.top = src.top;
texture_rect.right = src.right - nine_squared.right;
texture_rect.bottom = src.top + nine_squared.top;
is_draw = true;
} else if (grid == 3 && nine_squared.right > 0 && nine_squared.top > 0) {
//right-top
paint_rect.left = dest.right - nine_squared.right;
paint_rect.top = dest.top;
paint_rect.right = dest.right;
paint_rect.bottom = dest.top + nine_squared.top;
texture_rect.left = src.right - nine_squared.right;
texture_rect.top = src.top;
texture_rect.right = src.right;
texture_rect.bottom = src.top + nine_squared.top;
is_draw = true;
} else if (grid == 4 && nine_squared.left > 0) {
//left
paint_rect.left = dest.left;
paint_rect.top = dest.top + nine_squared.top;
paint_rect.right = dest.left + nine_squared.left;
paint_rect.bottom = dest.bottom - nine_squared.bottom;
texture_rect.left = src.left;
texture_rect.top = src.top + nine_squared.top;
texture_rect.right = src.left + nine_squared.left;
texture_rect.bottom = src.bottom - nine_squared.bottom;
is_draw = true;
} else if (grid == 5 && nine_squared.right > 0) {
//right
paint_rect.left = dest.right - nine_squared.right;
paint_rect.top = dest.top + nine_squared.top;
paint_rect.right = dest.right;
paint_rect.bottom = dest.bottom - nine_squared.bottom;
texture_rect.left = src.right - nine_squared.right;
texture_rect.top = src.top + nine_squared.top;
texture_rect.right = src.right;
texture_rect.bottom = src.bottom - nine_squared.bottom;
is_draw = true;
} else if (grid == 6 && nine_squared.left > 0 && nine_squared.bottom > 0) {
//left-bottom
paint_rect.left = dest.left;
paint_rect.top = dest.bottom - nine_squared.bottom;
paint_rect.right = dest.left + nine_squared.left;
paint_rect.bottom = dest.bottom;
texture_rect.left = src.left;
texture_rect.top = src.bottom - nine_squared.bottom;
texture_rect.right = src.left + nine_squared.left;
texture_rect.bottom = src.bottom;
is_draw = true;
} else if (grid == 7 && nine_squared.bottom > 0) {
//bottom
paint_rect.left = dest.left + nine_squared.left;
paint_rect.top = dest.bottom - nine_squared.bottom;
paint_rect.right = dest.right - nine_squared.right;
paint_rect.bottom = dest.bottom;
texture_rect.left = src.left + nine_squared.left;
texture_rect.top = src.bottom - nine_squared.bottom;
texture_rect.right = src.right - nine_squared.right;
texture_rect.bottom = src.bottom;
is_draw = true;
} else if (grid == 8 && nine_squared.right > 0 && nine_squared.bottom > 0) {
//right-bottom
paint_rect.left = dest.right - nine_squared.right;
paint_rect.top = dest.bottom - nine_squared.bottom;
paint_rect.right = dest.right;
paint_rect.bottom = dest.bottom;
texture_rect.left = src.right - nine_squared.right;
texture_rect.top = src.bottom - nine_squared.bottom;
texture_rect.right = src.right;
texture_rect.bottom = src.bottom;
is_draw = true;
}
if (is_draw) {
D3DSURFACE_DESC pic_desc;
picture_surface->GetDesc(&pic_desc);
Vertex *vertex = vector_buffer + kVertexCount;
memcpy_s(vertex, 6*sizeof(Vertex), vectors, 6*sizeof(Vertex));
vertex[0].x = static_cast<float>(paint_rect.left);
vertex[0].y = static_cast<float>(paint_rect.bottom);
vertex[0].picture_u = static_cast<float>(texture_rect.left) / pic_desc.Width;
vertex[0].picture_v = static_cast<float>(texture_rect.bottom) / pic_desc.Height;
vertex[1].x = static_cast<float>(paint_rect.left);
vertex[1].y = static_cast<float>(paint_rect.top);
vertex[1].picture_u = static_cast<float>(texture_rect.left) / pic_desc.Width;
vertex[1].picture_v = static_cast<float>(texture_rect.top) / pic_desc.Height;
vertex[2].x = static_cast<float>(paint_rect.right);
vertex[2].y = static_cast<float>(paint_rect.top);
vertex[2].picture_u = static_cast<float>(texture_rect.right) / pic_desc.Width;
vertex[2].picture_v = static_cast<float>(texture_rect.top) / pic_desc.Height;
vertex[3].x = static_cast<float>(paint_rect.left);
vertex[3].y = static_cast<float>(paint_rect.bottom);
vertex[3].picture_u = static_cast<float>(texture_rect.left) / pic_desc.Width;
vertex[3].picture_v = static_cast<float>(texture_rect.bottom) / pic_desc.Height;
vertex[4].x = static_cast<float>(paint_rect.right);
vertex[4].y = static_cast<float>(paint_rect.top);
vertex[4].picture_u = static_cast<float>(texture_rect.right) / pic_desc.Width;
vertex[4].picture_v = static_cast<float>(texture_rect.top) / pic_desc.Height;
vertex[5].x = static_cast<float>(paint_rect.right);
vertex[5].y = static_cast<float>(paint_rect.bottom);
vertex[5].picture_u = static_cast<float>(texture_rect.right) / pic_desc.Width;
vertex[5].picture_v = static_cast<float>(texture_rect.bottom) / pic_desc.Height;
kVertexCount += 6;
}
}
}
RECT GetTexturePicturePos(IDirect3DSurface9 *surface) {
//这个函数应该写个纹理管理算法,这里只是简单的放到上面去
RECT dest = {0};
if (nullptr == surface) {
return dest;
}
D3DSURFACE_DESC desc;
surface->GetDesc(&desc);
RECT src;
::SetRect(&src, 0, 0, desc.Width, desc.Height);
HRESULT hr = device9->StretchRect(surface, &src, picture_surface, &src, D3DTEXF_NONE);
return src;
}
需要下载一个stb_image.c文件,这个文件是开源的。
然后就是效果图: