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  • d3d中的Surface(2d)绘制

    原文出处:

    http://coffeejp.com/bbs/viewthread.php?tid=168641

    感谢作者:ccsakura

    1.1 Surfaces之封装CXSurface

    1、Surfaces是什么:
       通俗的讲surfaces就是一个二维的矩形平面。在DX9中,与其对应的com接口为IDirect3DSurface9,LPDIRECT3DSURFACE9。

    2、Surfaces的作用:
       作为一个矩形平面,surfaces用来在屏幕上显示平面图象,即从文件中读取图象数据呈现给用户。

    3、IDirect3DSurface9的使用一般过程:
       声明: LPDIRECT3DSURFACE9
       创建: CreateOffscreenPlainSurface(…)
       获取图象信息: D3DXGetImageInfoFromFile(…)
       装载到surfaces中: D3DXLoadSurfaceFromFile(…)
       获取back buffer地址: GetBackBuffer(…)
       显示: UpdateSurface(…)
       释放内存 Release()

    代码段如下:

    LPDIRECT3DSURFACE9 g_Surface =NULL;
    D3DXIMAGE_INFO Info;
    D3DXGetImageInfoFromFile("D:\image.jpg", &Info);
    g_pd3dDevice->CreateOffscreenPlainSurface(Info.Width, Info.Height, Info.Format, &g_Surface, NULL);
    D3DXLoadSurfaceFromFile(g_Surface, NULL, NULL, "D:\image.jpg", NULL, D3DX_FILTER_NONE, 0xFF000000, NULL);

    //--------------------------------------------------------------------------------------------------
    LPDIRECT3DSURFACE9 BackBuffer = NULL;
    g_pd3dDevice->GetBackBuffer(0,0,D3DBACKBUFFER_TYPE_MONO, &BackBuffer);
    g_pd3dDevice->UpdateSurface(g_Surface, NULL, BackBuffer, NULL);
    if(BackBuffer != NULL)
    BackBuffer->Release();

    //---------------------------------------------------------------------------------------------------
    if(g_Surface!= NULL)
    g_Surface ->Release();

       由上述过程可以看到,IDirect3DSurface9的使用虽然不十分复杂,但有点不方便 ——创建和释放总要成对出现,使用过程中还穿插着LPDIRECT3DDEVICE9接口。这些若用一个类封装起来,使用就要方便的多。

    4、如何封装:
       按照surfaces的功能,创建它就用来显示图象。因此要有读取图象的接口和显示图象的接口。又要与LPDIRECT3DDEVICE9设备接口关联,因此需要一个设置设备的接口。如下所示:

    1、声明及释放
       声明: LPDIRECT3DSURFACE9
       释放内存 Release()

    2、关联图像:LoadFromFile
       获取图象信息: D3DXGetImageInfoFromFile(…)
       创建: CreateOffscreenPlainSurface(…)
       装载到surfaces中: D3DXLoadSurfaceFromFile(…)

    3、显示图象 Render
       获取缓存地址: GetBackBuffer(…)
       显示: UpdateSurface(…)

    4、关联设备接口 SetDevice

    所以CXSurface的定义如下:

    class CXSurface
    {
    protected:
    LPDIRECT3DSURFACE9 m_Surface;
    LPDIRECT3DSURFACE9 m_BackBuffer; //Back buffer
    LPDIRECT3DDEVICE9 m_pDevice; //Direct3D的设备指针
    public:
    CXSurface(LPDIRECT3DDEVICE9 pDevice);
    ~CXSurface();
    HRESULT LoadFromFile(LPCSTR Path);
    void Render(void);
    };


    1.2 Textures & Sprite 之封装CXTexture & CXSprite

    1、何为Textures
       Textures是在屏幕上显示的平面图形,它能够提供比 surface 更多的图形处理效果——移动、缩放、旋转及作为纹理皮肤粘贴在3D模型上。在Direct3D中,其封装的接口为IDirect3DTexture9。

    2、何为Sprite
       IDirect3DTexture9能从文件中读取纹理数据,但由于Textures不能直接复制到 back buffer,因此在屏幕上绘制Textures之前,需要另一个接口——ID3DXSprite(精灵)。ID3DXSprite能够把若干个Textures 复制给back buffer,因此需要ID3DXSprite的一个实例就可以绘制所有的纹理。
       所以,IDirect3DTexture9用来存放程序所需的纹理,但它本身又不能绘制纹理,需要借助接口ID3DXSprite。

    3、IDirect3DTexture9和ID3DXSprite的使用过程
       定义:~
       创建:D3DXCreateTextureFromFile
          D3DXCreateSprite
       创建变换矩阵: D3DXMatrixTransformation2D
       变换: SetTransform
       绘制图象: Draw
       释放内存: ~

    代码如下:

    D3DXCreateTextureFromFile(g_pd3dDevice, "c:\\image.bmp”, &g_Texture);
    D3DXCreateSprite(g_pd3dDevice, &g_Sprite);

    //--------------------------------------------------------------------------
    D3DXVECTOR2 Translation;
    Translation.x = 500;
    Translation.y = 500;
    D3DXVECTOR2 Scaling;
    Scaling.x = 1.0;f
    Scaling.y = 1.0f;
    D3DXMATRIX Mat;
    D3DXMatrixTransformation2D(&Mat, NULL, 0, &Scaling, NULL, 0, &Translation);
    g_Sprite->Begin(0);
    g_Sprite->SetTransform(&
    g_Sprite->Draw(g_Texture,
    g_Sprite->End();

    4、 如何封装
       从以上的基本过程可以看到,CXTexture需要完成的功能:提供与LPDIRECT3DDEVICE9的接口,与纹理文件文件关联,对纹理进行处理(缩放、旋转……)。

    class CXTexture
    {
    protected:
    LPDIRECT3DTEXTURE9 m_Texture;
    LPDIRECT3DDEVICE9 m_pDevice;
    D3DXVECTOR2 m_RotationCenter;
    D3DXVECTOR2 m_Translation;
    D3DXVECTOR2 m_Scaling;
    FLOAT m_Rotation;
    RECT m_SrcRect;
    public:
    CXTexture(LPDIRECT3DDEVICE9 pDevice);
    ~CXTexture();

    LPDIRECT3DTEXTURE9 GetTexture() const {return m_Texture;}
    void SetTexture(LPDIRECT3DTEXTURE9 Texture) const {m_Texture = Texture;}
    LPDIRECT3DDEVICE9 GetDevice() const {return m_pDevice;}
    void SetDevice(LPDIRECT3DDEVICE9 pDevice) const {m_pDevice = pDevice;}
    D3DXVECTOR2 GetRotationCenter() const {return m_RotationCenter;}
    void SetRotationCenter(D3DXVECTOR2 RotationCenter) {m_RotationCenter = RotationCenter;}
    D3DXVECTOR2 GetTranslation() const {return m_Translation;}
    void SetTranslation (D3DXVECTOR2 Translation) const {m_Translation = Translation;}
    D3DXVECTOR2 GetScaling() const {return m_Scaling;}
    void SetScaling(D3DXVECTOR2 Scaling) const {m_Scaling = Scaling;}
    FLOAT GetRotation() const {return m_Rotation;}
    void SetRotation (FLOAT Rotation) const {m_Rotation = Rotation;}
    RECT GetRect() const {return m_SrcRect;}
    void SetRect(RECT SrcRect) const {m_SrcRect = SrcRect;}
    HRESULT LoadFromFile(char* Path);
    };

    CXSprite的主要功能就是在屏幕上显示 CXTexture,因此需要有与 LPDIRECT3DDEVICE9 接口和 CXTexture连接的函数。

    class CXSprite
    {
    protected:
    LPD3DXSPRITE m_Sprite;
    LPDIRECT3DDEVICE9 m_pDevice;
    public:
    CXSprite (LPDIRECT3DDEVICE9 pDevice);
    ~CXSprite ();

    LPD3DXSPRITE GetSprite() const {return m_Sprite;}
    void SetSprite(LPD3DXSPRITE Sprite) const {m_Sprite = Sprite;}
    LPDIRECT3DDEVICE9 GetDevice() const {return m_pDevice;}
    void SetDevice(LPDIRECT3DDEVICE9 pDevice) const {m_pDevice = pDevice;}
    HRESULT DrawTexture(CXTexture* Texture);
    };


    1.3 Keyboard & Mouse之封装CXKeyboard & CXMouse

    1、何为Keyboard & Mouse
       “地球人都知道”。DX9提供的接口 IDirectInputDevice8。

    2、二者的功能
       Keyboard:读取键盘的按键信息
       Mouse:读取鼠标的按键、位置信息,设置光标属性(如用图片表示光标)。

    3、使用过程
       创建 IDirectInput8 对象 DirectInput8Create
       创建 IDirectInput8 设备(键盘、鼠标等) CreateDevice
       设置设备属性 SetCooperativeLevel
       SetDataFormat
       获取设备使用权 Acquire
       读取设备传入的数据 GetDeviceState
       释放设备及 IDirectInput8 Release

    设置鼠标光标过程:
       创建光标图片资源: 参照surfaces
       设置光标为指定的图片 SetCursorProperties
       设置光标的初始位置 SetCursorPosition
       显示光标 ShowCursor

    程序段如下:

    LPDIRECTINPUT8 g_lpDI;
    LPDIRECTINPUTDEVICE8 g_Keyboard;
    LPDIRECTINPUTDEVICE8 g_Mouse

    //========================================================
    HRESULT Result = DirectInput8Create(g_hInst, DIRECTINPUT_VERSION, IID_IDirectInput8, (void**)&g_lpDI, NULL);

    if(SUCCEEDED(Result))
    {
    //创建键盘设备
    Result = g_lpDI->CreateDevice(GUID_SysKeyboard, &g_lpDIDevice, NULL);
    if(SUCCEEDED(Result))
    {
    g_lpDIDevice->SetCooperativeLevel(g_hWnd, DISCL_FOREGROUND | DISCL_NONEXCLUSIVE);
    g_lpDIDevice->SetDataFormat(&c_dfDIKeyboard);
    }
    }

    //-------------------------------------------------------------------------------------------
    //获取按键信息
    if(SUCCEEDED(g_Keyboard->Acquire())) //Acquire the device
    {
    char KeyState[256];
    g_Keyboard->GetDeviceState(sizeof(KeyState),(LPVOID)&KeyState);
    //根据KeyState返回的数据就可以判断按下何键
    }

    //====================================================
    //创建鼠标
    g_lpDI->CreateDevice(GUID_SysMouse, &g_Mouse, NULL);
    g_Mouse->SetDataFormat(&c_dfDIMouse);
    g_Mouse->SetCooperativeLevel(g_hWnd, DISCL_EXCLUSIVE | DISCL_FOREGROUND);

    //------------------------------------------------------------------------
    //设置鼠标光标
    //获取光标图片
    D3DXIMAGE_INFO ImageInfo;
    D3DXGetImageInfoFromFile("C:\\Cursor.jpg”, &ImageInfo);
    g_pd3dDevice->CreateOffscreenPlainSurface(ImageInfo.Width, ImageInfo.Height, ImageInfo.Format, D3DPOOL_DEFAULT, &g_MouseCursor, NULL);
    D3DXLoadSurfaceFromFile(g_MouseCursor, NULL, NULL, ("C:\\Cursor.jpg”, NULL, D3DX_FILTER_NONE, 0xFF000000, NULL);

    //设置成指定的光标
    g_pd3dDevice->SetCursorProperties(0,0, g_MouseCursor);

    //初试位置
    g_pd3dDevice->SetCursorPosition(0,0,D3DCURSOR_IMMEDIATE_UPDATE);

    //显示光标
    g_pd3dDevice->ShowCursor(true);

    //-------------------------------------------------------------------------
    //获取鼠标信息
    if(SUCCEEDED(g_Mouse->Acquire()))
    {
    DIMOUSESTATE State;
    g_Mouse->GetDeviceState(sizeof(DIMOUSESTATE),(LPVOID)&State);
    //信息保存在 State中。
    }

    //==============================================
    //释放设备
    if(g_lpDI != NULL)
    g_lpDI->Release();

    4、封装
       CXKeyboard的封装

    class CXKeyboard
    {
    private:
    LPDIRECTINPUTDEVICE8 m_pDevice;
    char m_KeyState[256];
    public:
    CXKeyboard (LPDIRECTINPUT8 pInput, HWND hWnd);
    ~ CXKeyboard();

    bool IsKeyPressed(int Key);
    HRESULT Update();
    };

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  • 原文地址:https://www.cnblogs.com/resound/p/1797618.html
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