Windows D3D渲染到纹理

2023-03-07,,

D3D渲染纹理

  1 #include <d3dx9.h>
2
3 //-----------------------------------------------------------------------------
4 // Desc: 全局变量
5 //-----------------------------------------------------------------------------
6 LPDIRECT3D9 g_pD3D = NULL; //Direct3D对象
7 LPDIRECT3DDEVICE9 g_pd3dDevice = NULL; //Direct3D设备对象
8 LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL; //顶点缓冲区对象
9 LPDIRECT3DTEXTURE9 g_pTexture = NULL; //纹理对象
10
11 LPDIRECT3DTEXTURE9 g_pRender2Tex = NULL;
12 LPDIRECT3DSURFACE9 g_pRenderSur = NULL;
13 LPDIRECT3DSURFACE9 g_pBackupSur = NULL;
14
15 //-----------------------------------------------------------------------------
16 // Desc: 顶点结构
17 //-----------------------------------------------------------------------------
18 struct CUSTOMVERTEX
19 {
20 FLOAT x, y, z; //顶点位置
21 FLOAT u,v ; //顶点纹理坐标
22 };
23 #define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_TEX1)
24
25
26 //-----------------------------------------------------------------------------
27 // Desc: 设置变换矩阵
28 //-----------------------------------------------------------------------------
29 VOID SetupMatrices()
30 {
31 //创建并设置世界矩阵
32 D3DXMATRIXA16 matWorld;
33 D3DXMatrixIdentity( &matWorld );
34 g_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
35
36 //创建并设置观察矩阵
37 D3DXVECTOR3 vEyePt( 0.0f, 0.0f, -10 );
38 D3DXVECTOR3 vLookatPt( 0.0f, 0.0f, 0.0f );
39 D3DXVECTOR3 vUpVec( 0.0f, 1.0f, 0.0f );
40 D3DXMATRIXA16 matView;
41 D3DXMatrixLookAtLH( &matView, &vEyePt, &vLookatPt, &vUpVec );
42 g_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );
43
44 //创建并设置投影矩阵
45 D3DXMATRIXA16 matProj;
46 D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, 1.0f, 1.0f, 100.0f );
47 g_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
48 }
49
50
51 //-----------------------------------------------------------------------------
52 // Desc: 初始化Direct3D
53 //-----------------------------------------------------------------------------
54 HRESULT InitD3D( HWND hWnd )
55 {
56 //创建Direct3D对象, 该对象用于创建Direct3D设备对象
57 if( NULL == ( g_pD3D = Direct3DCreate9( D3D_SDK_VERSION ) ) )
58 return E_FAIL;
59
60 //设置D3DPRESENT_PARAMETERS结构, 准备创建Direct3D设备对象
61 D3DPRESENT_PARAMETERS d3dpp;
62 ZeroMemory( &d3dpp, sizeof(d3dpp) );
63 d3dpp.Windowed = TRUE;
64 d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
65 d3dpp.BackBufferFormat = D3DFMT_X8R8G8B8;
66
67 //创建Direct3D设备对象
68 if( FAILED( g_pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
69 D3DCREATE_SOFTWARE_VERTEXPROCESSING,
70 &d3dpp, &g_pd3dDevice ) ) )
71 {
72 return E_FAIL;
73 }
74
75 //禁用照明效果
76 g_pd3dDevice->SetRenderState( D3DRS_LIGHTING, FALSE );
77
78 //设置变换矩阵
79 SetupMatrices();
80
81 HRESULT hr = g_pd3dDevice->CreateTexture(256,256,1,D3DUSAGE_RENDERTARGET,
82 D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &g_pRender2Tex, NULL);
83 if (FAILED(hr))
84 {
85 return E_FAIL;
86 }
87 g_pRender2Tex->GetSurfaceLevel(0, &g_pRenderSur);
88
89 return S_OK;
90 }
91
92
93 //-----------------------------------------------------------------------------
94 // Desc: 创建场景图形
95 //-----------------------------------------------------------------------------
96 HRESULT InitGriphics()
97 {
98 //创建纹理对象
99 if( FAILED( D3DXCreateTextureFromFile( g_pd3dDevice, L"texture.jpg", &g_pTexture ) ) )
100 {
101 MessageBox(NULL, L"创建纹理失败", L"Texture.exe", MB_OK);
102 return E_FAIL;
103 }
104
105 //顶点数据
106 CUSTOMVERTEX g_Vertices[] =
107 {
108 { -3, -3, 0.0f, 0.0f, 1.0f},
109 { -3, 3, 0.0f, 0.0f, 0.0f},
110 { 3, -3, 0.0f, 1.0f, 1.0f},
111 { 3, 3, 0.0f, 1.0f, 0.0f }
112
113 };
114
115 //创建顶点缓冲区
116 if( FAILED( g_pd3dDevice->CreateVertexBuffer( 4*sizeof(CUSTOMVERTEX),
117 0, D3DFVF_CUSTOMVERTEX,
118 D3DPOOL_MANAGED, &g_pVB,NULL ) ) )
119 {
120 return E_FAIL;
121 }
122
123 //填充顶点缓冲区
124 VOID* pVertices;
125 if( FAILED( g_pVB->Lock( 0, sizeof(g_Vertices), (void**)&pVertices, 0 ) ) )
126 return E_FAIL;
127 memcpy( pVertices, g_Vertices, sizeof(g_Vertices) );
128 g_pVB->Unlock();
129
130 return S_OK;
131 }
132
133
134 //-----------------------------------------------------------------------------
135 // Desc: 释放创建的对象
136 //-----------------------------------------------------------------------------
137 VOID Cleanup()
138 {
139 //释放纹理对象
140 if( g_pTexture != NULL )
141 g_pTexture->Release();
142
143 //释放顶点缓冲区对象
144 if( g_pVB != NULL )
145 g_pVB->Release();
146
147 //释放Direct3D设备对象
148 if( g_pd3dDevice != NULL )
149 g_pd3dDevice->Release();
150
151 //释放Direct3D对象
152 if( g_pD3D != NULL )
153 g_pD3D->Release();
154 }
155
156
157 //-----------------------------------------------------------------------------
158 // Desc: 渲染图形
159 //-----------------------------------------------------------------------------
160 VOID Render()
161 {
162 //清空后台缓冲区
163 g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(45, 50, 170), 1.0f, 0 );
164
165 //开始在后台缓冲区绘制图形
166 if( SUCCEEDED( g_pd3dDevice->BeginScene() ) )
167 {
168 g_pd3dDevice->GetRenderTarget(0, &g_pBackupSur);
169 g_pd3dDevice->SetRenderTarget(0, g_pRenderSur);
170
171 /*RTT*/
172 g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0 );
173 g_pd3dDevice->SetTexture( 0, g_pTexture ); //设置纹理
174 g_pd3dDevice->SetStreamSource( 0, g_pVB, 0, sizeof(CUSTOMVERTEX) );
175 g_pd3dDevice->SetFVF( D3DFVF_CUSTOMVERTEX );
176 g_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 2);
177
178 D3DXSaveTextureToFileA("tt.tga", D3DXIFF_TGA, g_pRender2Tex, NULL);
179
180 /*真是场景*/
181 g_pd3dDevice->SetRenderTarget(0, g_pBackupSur);
182
183 g_pd3dDevice->SetTexture( 0, g_pTexture ); //设置纹理
184 g_pd3dDevice->SetStreamSource( 0, g_pVB, 0, sizeof(CUSTOMVERTEX) );
185 g_pd3dDevice->SetFVF( D3DFVF_CUSTOMVERTEX );
186 g_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 2);
187
188
189 //结束在后台缓冲区绘制图形
190 g_pd3dDevice->EndScene();
191 }
192
193 //将在后台缓冲区绘制的图形提交到前台缓冲区显示
194 g_pd3dDevice->Present( NULL, NULL, NULL, NULL );
195 }
196
197
198 //-----------------------------------------------------------------------------
199 // Desc: 消息处理
200 //-----------------------------------------------------------------------------
201 LRESULT WINAPI MsgProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam )
202 {
203 switch( msg )
204 {
205 case WM_DESTROY:
206 Cleanup();
207 PostQuitMessage( 0 );
208 return 0;
209 }
210
211 return DefWindowProc( hWnd, msg, wParam, lParam );
212 }
213
214
215
216 //-----------------------------------------------------------------------------
217 // Desc: 入口函数
218 //-----------------------------------------------------------------------------
219 INT WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPSTR, INT )
220 {
221
222 //注册窗口类
223 WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L,
224 GetModuleHandle(NULL), NULL, NULL, NULL, NULL,
225 L"ClassName", NULL };
226 RegisterClassEx( &wc );
227
228 //创建窗口
229 HWND hWnd = CreateWindow( L"ClassName", L"纹理影射基础",
230 WS_OVERLAPPEDWINDOW, 200, 100, 800, 600,
231 GetDesktopWindow(), NULL, wc.hInstance, NULL );
232
233 //初始化Direct3D
234 if( SUCCEEDED( InitD3D( hWnd ) ) )
235 {
236 //创建场景图形
237 if( SUCCEEDED( InitGriphics() ) )
238 {
239 //显示窗口
240 ShowWindow( hWnd, SW_SHOWDEFAULT );
241 UpdateWindow( hWnd );
242
243 //进入消息循环
244 MSG msg;
245 ZeroMemory( &msg, sizeof(msg) );
246 while( msg.message!=WM_QUIT )
247 {
248 if( PeekMessage( &msg, NULL, 0U, 0U, PM_REMOVE ) )
249 {
250 TranslateMessage( &msg );
251 DispatchMessage( &msg );
252 }
253 else
254 {
255 Render(); //渲染图形
256 }
257 }
258 }
259 }
260
261 UnregisterClass( L"ClassName", wc.hInstance );
262 return 0;
263 }

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