2014/09/19
(转载自:http://blog.csdn.net/rabbit729/article/details/6388703)
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
- #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
- #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;
- }