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  • Windows D3D渲染到纹理

    D3D渲染到纹理

      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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  • 原文地址:https://www.cnblogs.com/diaoss/p/11583572.html
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