zoukankan      html  css  js  c++  java
  • hge source explor 0xB graphics Ⅱ

    整个graphics.cpp文件可以分成4个部分:内部接口;纹理相关;渲染对象相关;DX初始化等.

    Texture & Target

      关于纹理的部分:

    CTextureList

    struct CTextureList
    {
        HTEXTURE               tex;
        int                     width;
        int                     height;
        CTextureList*           next;
    };
     
    Texture_Create(int width, int height)

      创建纹理

    • D3DXCreateTexture创建一个纹理
    HTEXTURE CALL HGE_Impl::Texture_Create(int width, int height)
    {
        LPDIRECT3DTEXTURE8 pTex;
    
        if( FAILED( D3DXCreateTexture( pD3DDevice, width, height,
                                            1,                    // Mip levels
                                            0,                    // Usage
                                            D3DFMT_A8R8G8B8,    // Format
                                            D3DPOOL_MANAGED,    // Memory pool
                                            &pTex ) ) )
        {    
            _PostError("Can't create texture");
            return NULL;
        }
    
        return (HTEXTURE)pTex;
    }
    Texture_Create
    Texture_Load(const char *filename, DWORD size, bool bMipmap)

      加载纹理  纹理和图片是不相同的!!!

    • 先判断是否需要将文件从磁盘中读取到内存
    • 然后在考虑文件的类型,并调用合适的参数:在这里有两个叠加的if语句,表示两种格式都测试,但是有一个格式为首先测试的!
    • 最后是将纹理加载创建,并加入纹理列表:将原图的大小信息也加入纹理列表中
    HTEXTURE CALL HGE_Impl::Texture_Load(const char *filename, DWORD size, bool bMipmap)
    {
        void *data;
        DWORD _size;
        D3DFORMAT fmt1, fmt2;
        LPDIRECT3DTEXTURE8 pTex;
        D3DXIMAGE_INFO info;
        CTextureList *texItem;
    
        if(size) { data=(void *)filename; _size=size; }
        else
        {
            data=pHGE->Resource_Load(filename, &_size);
            if(!data) return NULL;
        }
    
        if(*(DWORD*)data == 0x20534444) // Compressed DDS format magic number
        {
            fmt1=D3DFMT_UNKNOWN;
            fmt2=D3DFMT_A8R8G8B8;
        }
        else
        {
            fmt1=D3DFMT_A8R8G8B8;
            fmt2=D3DFMT_UNKNOWN;
        }
    
    //    if( FAILED( D3DXCreateTextureFromFileInMemory( pD3DDevice, data, _size, &pTex ) ) ) pTex=NULL;
        if( FAILED( D3DXCreateTextureFromFileInMemoryEx( pD3DDevice, data, _size,
                                            D3DX_DEFAULT, D3DX_DEFAULT,
                                            bMipmap ? 0:1,        // Mip levels
                                            0,                    // Usage
                                            fmt1,                // Format
                                            D3DPOOL_MANAGED,    // Memory pool
                                            D3DX_FILTER_NONE,    // Filter
                                            D3DX_DEFAULT,        // Mip filter
                                            0,                    // Color key
                                            &info, NULL,
                                            &pTex ) ) )
    
        if( FAILED( D3DXCreateTextureFromFileInMemoryEx( pD3DDevice, data, _size,
                                            D3DX_DEFAULT, D3DX_DEFAULT,
                                            bMipmap ? 0:1,        // Mip levels
                                            0,                    // Usage
                                            fmt2,                // Format
                                            D3DPOOL_MANAGED,    // Memory pool
                                            D3DX_FILTER_NONE,    // Filter
                                            D3DX_DEFAULT,        // Mip filter
                                            0,                    // Color key
                                            &info, NULL,
                                            &pTex ) ) )
    
        {    
            _PostError("Can't create texture");
            if(!size) Resource_Free(data);
            return NULL;
        }
    
        if(!size) Resource_Free(data);
        
        texItem=new CTextureList;
        texItem->tex=(HTEXTURE)pTex;
        texItem->width=info.Width;
        texItem->height=info.Height;
        texItem->next=textures;
        textures=texItem;
    
        return (HTEXTURE)pTex;
    }
    Texture_Load
    Texture_Free(HTEXTURE tex)

      释放纹理

    • 在纹理列表中找到相应的纹理并释放
    void CALL HGE_Impl::Texture_Free(HTEXTURE tex)
    {
        LPDIRECT3DTEXTURE8 pTex=(LPDIRECT3DTEXTURE8)tex;
        CTextureList *texItem=textures, *texPrev=0;
    
        while(texItem)
        {
            if(texItem->tex==tex)
            {
                if(texPrev) texPrev->next=texItem->next;
                else textures=texItem->next;
                delete texItem;
                break;
            }
            texPrev=texItem;
            texItem=texItem->next;
        }
        if(pTex != NULL) pTex->Release();
    }
    Texture_Free
    Texture_GetWidth(HTEXTURE tex, bool bOriginal)

      获得纹理的宽度

    • 根据参数bOriginal来判断是获取纹理的宽度还是纹路中中加载的图片宽度
    • 纹理的宽度可以通过GetLevelDesc来获取一个纹理表面的描述,再获得宽度
    • 图片宽度可以通过纹理列表来获取
    int CALL HGE_Impl::Texture_GetWidth(HTEXTURE tex, bool bOriginal)
    {
        D3DSURFACE_DESC TDesc;
        LPDIRECT3DTEXTURE8 pTex=(LPDIRECT3DTEXTURE8)tex;
        CTextureList *texItem=textures;
    
        if(bOriginal)
        {
            while(texItem)
            {
                if(texItem->tex==tex) return texItem->width;
                texItem=texItem->next;
            }
            return 0;
        }
        else
        {
            if(FAILED(pTex->GetLevelDesc(0, &TDesc))) return 0;
            else return TDesc.Width;
        }
    }
    Texture_GetWidth
    Texture_GetHeight(HTEXTURE tex, bool bOriginal)

      获得纹理的高度,类似宽度的操作

    int CALL HGE_Impl::Texture_GetHeight(HTEXTURE tex, bool bOriginal)
    {
        D3DSURFACE_DESC TDesc;
        LPDIRECT3DTEXTURE8 pTex=(LPDIRECT3DTEXTURE8)tex;
        CTextureList *texItem=textures;
    
        if(bOriginal)
        {
            while(texItem)
            {
                if(texItem->tex==tex) return texItem->height;
                texItem=texItem->next;
            }
            return 0;
        }
        else
        {
            if(FAILED(pTex->GetLevelDesc(0, &TDesc))) return 0;
            else return TDesc.Height;
        }
    }
    Texture_GetHeight 
    Texture_Lock(HTEXTURE tex, bool bReadOnly, int left, int top, int width, int height)

      锁定纹理区域

    • GetLevelDesc获得纹理表面的信息
    • 检测表面的模式是否允许
    • 创建需要锁定的区域的矩阵
    • LockRect锁定区域
    • 返回锁定区域的字节
    DWORD * CALL HGE_Impl::Texture_Lock(HTEXTURE tex, bool bReadOnly, int left, int top, int width, int height)
    {
        LPDIRECT3DTEXTURE8 pTex=(LPDIRECT3DTEXTURE8)tex;
        D3DSURFACE_DESC TDesc;
        D3DLOCKED_RECT TRect;
        RECT region, *prec;
        int flags;
    
        pTex->GetLevelDesc(0, &TDesc);
        if(TDesc.Format!=D3DFMT_A8R8G8B8 && TDesc.Format!=D3DFMT_X8R8G8B8) return 0;
    
        if(width && height)
        {
            region.left=left;
            region.top=top;
            region.right=left+width;
            region.bottom=top+height;
            prec=&region;
        }
        else prec=0;
    
        if(bReadOnly) flags=D3DLOCK_READONLY;
        else flags=0;
    
        if(FAILED(pTex->LockRect(0, &TRect, prec, flags)))
        {
            _PostError("Can't lock texture");
            return 0;
        }
    
        return (DWORD *)TRect.pBits;
    }
    Texture_Lock 

      渲染目标部分:

    CRenderTargetList

    struct CRenderTargetList
    {
        int                    width;
        int                    height;
        IDirect3DTexture8*     pTex;
        IDirect3DSurface8*     pDepth;
        CRenderTargetList*     next;
    };
    Target_Create(int width, int height, bool zbuffer)

      创建一个渲染对象

    • 创建一个纹理D3DXCreateTexture
    • 将纹理的长宽信息记录
    • 根据zbuffer来调用CreateDepthStencilSurface
    • 加入渲染目标的队列
    HTARGET CALL HGE_Impl::Target_Create(int width, int height, bool zbuffer)
    {
        CRenderTargetList *pTarget;
        D3DSURFACE_DESC TDesc;
    
        pTarget = new CRenderTargetList;
        pTarget->pTex=0;
        pTarget->pDepth=0;
    
        if(FAILED(D3DXCreateTexture(pD3DDevice, width, height, 1, D3DUSAGE_RENDERTARGET,
                            d3dpp->BackBufferFormat, D3DPOOL_DEFAULT, &pTarget->pTex)))
        {
            _PostError("Can't create render target texture");
            delete pTarget;
            return 0;
        }
    
        pTarget->pTex->GetLevelDesc(0, &TDesc);
        pTarget->width=TDesc.Width;
        pTarget->height=TDesc.Height;
    
        if(zbuffer)
        {
            if(FAILED(pD3DDevice->CreateDepthStencilSurface(pTarget->width, pTarget->height,
                            D3DFMT_D16, D3DMULTISAMPLE_NONE, &pTarget->pDepth)))
            {   
                pTarget->pTex->Release();
                _PostError("Can't create render target depth buffer");
                delete pTarget;
                return 0;
            }
        }
    
        pTarget->next=pTargets;
        pTargets=pTarget;
    
        return (HTARGET)pTarget;
    }
    Target_Create
    Target_Free(HTARGET target)

      释放渲染对象

    • 查找对象
    • 释放纹理,释放表面
    void CALL HGE_Impl::Target_Free(HTARGET target)
    {
        CRenderTargetList *pTarget=pTargets, *pPrevTarget=NULL;
    
        while(pTarget)
        {
            if((CRenderTargetList *)target == pTarget)
            {
                if(pPrevTarget)
                    pPrevTarget->next = pTarget->next;
                else
                    pTargets = pTarget->next;
    
                if(pTarget->pTex) pTarget->pTex->Release();
                if(pTarget->pDepth) pTarget->pDepth->Release();
    
                delete pTarget;
                return;
            }
    
            pPrevTarget = pTarget;
            pTarget = pTarget->next;
        }
    }
    Target_Free
    Target_GetTexture(HTARGET target)

      获得渲染对象的纹理

    • 查找并获得渲染对象的纹理
    HTEXTURE CALL HGE_Impl::Target_GetTexture(HTARGET target)
    {
        CRenderTargetList *targ=(CRenderTargetList *)target;
        if(target) return (HTEXTURE)targ->pTex;
        else return 0;
    }
    Target_GetTexture
  • 相关阅读:
    MATLAB 模板匹配
    ACDSee15 教你如何轻松在图片上画圈圈、画箭头、写注释
    Qt 显示一个窗体,show()函数和exec()函数有什么区别?
    Qt 将窗体变为顶层窗体(activateWindow(); 和 raise() )
    Qt QSS样式化 菜单Qmenu&QAction
    Qt 获取文件夹中的文件夹名字
    Qt 删除文件夹或者文件
    欧洲终于承认“工业4.0”失败,互联网经济严重落后中美
    深入浅出数据结构
    浅谈城市大脑与智慧城市发展趋势
  • 原文地址:https://www.cnblogs.com/yoru/p/5515663.html
Copyright © 2011-2022 走看看