(转)一个用D3D绘制2D图形的例子
一个用D3D绘制2D图形的例子
(1)函数Do_Init初始化D3D,D3D设备,顶点缓冲,纹理;主要调用这几个函数:
Direct3DCreate9,GetAdapterDisplayMode,CreateDevice,CreateVertexBuffer, Lock,Unlock,D3DXCreateTextureFromFile。
(2)函数Do_Frame绘制一帧,主要调用这几个函数:
Clear,BeginScene,EndScene,SetStreamSource,SetFVF,SetTexture, DrawPrimitive。
(3)函数Do_Shutdown释放D3D资源。
源码如下:
#include <windows.h>
#include <stdio.h>
#include "d3d9.h"
#include "d3dx9.h"
#pragma comment(lib, "d3d9.lib")
#pragma comment(lib, "d3dx9.lib")
#define WINDOW_WIDTH 400
#define WINDOW_HEIGHT 400
#define Safe_Release(p) if((p)) (p)->Release();
// window handles, class and caption text.
HWND g_hwnd;
HINSTANCE g_inst;
static char g_class_name[] = "Draw2DClass";
static char g_caption[] = "Draw2D Demo";
// the Direct3D and device object
IDirect3D9* g_d3d = NULL;
IDirect3DDevice9* g_d3d_device = NULL;
// The 2D vertex format and descriptor
typedef struct
{
float x, y, z; // 2D coordinates
float rhw; // rhw
float u, v; // texture coordinates
} VERTEX;
#define VERTEX_FVF (D3DFVF_XYZRHW | D3DFVF_TEX1)
IDirect3DVertexBuffer9* g_vertex_buffer = NULL;
IDirect3DTexture9* g_texture = NULL;
//--------------------------------------------------------------------------------
// Window procedure.
//--------------------------------------------------------------------------------
long WINAPI Window_Proc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
switch(msg)
{
case WM_DESTROY:
PostQuitMessage(0);
return 0;
}
return (long) DefWindowProc(hwnd, msg, wParam, lParam);
}
//--------------------------------------------------------------------------------
// Initialize d3d, d3d device, vertex buffer, texutre.
//--------------------------------------------------------------------------------
BOOL Do_Init()
{
D3DPRESENT_PARAMETERS present_param;
D3DDISPLAYMODE display_mode;
BYTE* vertex_ptr;
// initialize vertex data
VERTEX verts[] = {
{ 50.0f, 50.0f, 1.0f, 1.0f, 0.0f, 0.0f },
{ 350.0f, 50.0f, 1.0f, 1.0f, 1.0f, 0.0f },
{ 50.0f, 350.0f, 1.0f, 1.0f, 0.0f, 1.0f },
{ 350.0f, 350.0f, 1.0f, 1.0f, 1.0f, 1.0f }
};
// do a windowed mode initialization of Direct3D
if((g_d3d = Direct3DCreate9(D3D_SDK_VERSION)) == NULL)
return FALSE;
// retrieves the current display mode of the adapter
if(FAILED(g_d3d->GetAdapterDisplayMode(D3DADAPTER_DEFAULT, &display_mode)))
return FALSE;
ZeroMemory(&present_param, sizeof(present_param));
// initialize d3d presentation parameter
present_param.Windowed = TRUE;
present_param.SwapEffect = D3DSWAPEFFECT_DISCARD;
present_param.BackBufferFormat = display_mode.Format;
// creates a device to represent the display adapter
if(FAILED(g_d3d->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, g_hwnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING, &present_param, &g_d3d_device)))
return FALSE;
// create the vertex buffer and set data
g_d3d_device->CreateVertexBuffer(sizeof(VERTEX) * 4, 0, VERTEX_FVF, D3DPOOL_DEFAULT, &g_vertex_buffer, NULL);
// locks a range of vertex data and obtains a pointer to the vertex buffer memory
g_vertex_buffer->Lock(0, 0, (void**)&vertex_ptr, 0);
memcpy(vertex_ptr, verts, sizeof(verts));
// unlocks vertex data
g_vertex_buffer->Unlock();
// load the texture map
D3DXCreateTextureFromFile(g_d3d_device, "Texture.bmp", &g_texture);
return TRUE;
}
//--------------------------------------------------------------------------------
// Release all d3d resource.
//--------------------------------------------------------------------------------
BOOL Do_Shutdown()
{
Safe_Release(g_vertex_buffer);
Safe_Release(g_texture);
Safe_Release(g_d3d_device);
Safe_Release(g_d3d);
return TRUE;
}
//--------------------------------------------------------------------------------
// Render a frame.
//--------------------------------------------------------------------------------
BOOL Do_Frame()
{
// clear device back buffer
g_d3d_device->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_RGBA(0, 64, 128, 255), 1.0f, 0);
// Begin scene
if(SUCCEEDED(g_d3d_device->BeginScene()))
{
// set the vertex stream, shader, and texture.
// binds a vertex buffer to a device data stream
g_d3d_device->SetStreamSource(0, g_vertex_buffer, 0, sizeof(VERTEX));
// set the current vertex stream declation
g_d3d_device->SetFVF(VERTEX_FVF);
// assigns a texture to a stage for a device
g_d3d_device->SetTexture(0, g_texture);
// renders a sequence of noindexed, geometric primitives of the specified type from the current set
// of data input stream.
g_d3d_device->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2);
// release texture
g_d3d_device->SetTexture(0, NULL);
// end the scene
g_d3d_device->EndScene();
}
// present the contents of the next buffer in the sequence of back buffers owned by the device
g_d3d_device->Present(NULL, NULL, NULL, NULL);
return TRUE;
}
//--------------------------------------------------------------------------------
// Main function, routine entry.
//--------------------------------------------------------------------------------
int WINAPI WinMain(HINSTANCE inst, HINSTANCE, LPSTR cmd_line, int cmd_show)
{
WNDCLASSEX win_class;
MSG msg;
g_inst = inst;
// create window class and register it
win_class.cbSize = sizeof(win_class);
win_class.style = CS_CLASSDC;
win_class.lpfnWndProc = Window_Proc;
win_class.cbClsExtra = 0;
win_class.cbWndExtra = 0;
win_class.hInstance = inst;
win_class.hIcon = LoadIcon(NULL, IDI_APPLICATION);
win_class.hCursor = LoadCursor(NULL, IDC_ARROW);
win_class.hbrBackground = NULL;
win_class.lpszMenuName = NULL;
win_class.lpszClassName = g_class_name;
win_class.hIconSm = LoadIcon(NULL, IDI_APPLICATION);
if(! RegisterClassEx(&win_class))
return FALSE;
// create the main window
g_hwnd = CreateWindow(g_class_name, g_caption, WS_CAPTION | WS_SYSMENU, 0, 0,
WINDOW_WIDTH, WINDOW_HEIGHT, NULL, NULL, inst, NULL);
if(g_hwnd == NULL)
return FALSE;
ShowWindow(g_hwnd, SW_NORMAL);
UpdateWindow(g_hwnd);
// initialize game
if(Do_Init() == FALSE)
return FALSE;
// start message pump, waiting for signal to quit.
ZeroMemory(&msg, sizeof(MSG));
while(msg.message != WM_QUIT)
{
if(PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
// draw a frame
if(Do_Frame() == FALSE)
break;
}
// run shutdown function
Do_Shutdown();
UnregisterClass(g_class_name, inst);
return (int) msg.wParam;
}
效果:
(转)一个用D3D绘制2D图形的例子相关推荐
- D3D绘制2D图像例子
2014/09/25 (转载自:http://blog.csdn.net/pizi0475/article/details/6268240) 原文出处: http://www.cppblog.com/ ...
- [SheRO]用D3D绘制2D图像
置顶声明:本文版权归shallway所有,如有转载,请按如下方式于文章明显位置标明原创作者及原文出处,以示尊重!! ========================================== ...
- OpenGL与3D开发-绘制2D图形
绘制2D图形 文章目录 绘制2D图形 1.OpenGL ES在Android中涉及的关键类 1.1.GLSurfaceView 1.2.GLSurfaceView.Renderer 接口 1.3. G ...
- 使用Two.js绘制2D图形的初学者指南
Two.js一个API,可轻松使用代码创建2D形状. 继续学习,您将学习如何从JavaScript创建形状和设置动画效果. Two.js与渲染器无关,因此您可以依靠相同的API使用Canvas,SVG ...
- Win32 OpenGL编程(4) 2D图形基础(颜色及坐标体系进阶知识)
Win32 OpenGL 编程 (4) 2D 图形基础(颜色及坐标体系进阶知识) write by 九天雁翎 (JTianLing) -- blog.csdn.net/vagrxie 讨论新闻组及文件 ...
- OpenGL与3D开发-绘制3D图形
绘制3D图形 文章目录 绘制3D图形 1.立方体 2.圆形 3.球形 3.1.球面顶点坐标计算 使用OpenGL ES绘制3D图形的方法与绘制2D图形的步骤大致相同,只是绘制3D图形需要定义更多的顶点 ...
- - Canvas 简介- 使用 Canvas 绘制图形- Canvas 常用方法- SVG 简介- 使用 SVG 绘制基本图形
1 Canvas 简介 Canvas 表示画布,现实生活中的画布是用来作画的. HTML5 中的 Canvas :我们可以称它为"网页中的画布".默认情况下,Canvas 是一块 ...
- D3D中2D图片的绘制
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 ...
- D3D中2D图片的绘制两种方法
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 ...
最新文章
- matlab如何截取图像的中间部分_利用matlab提取并分割RGB图像中的某一个已知像素值的图像...
- 被忽视的 Application
- 【LeetCode从零单排】No.7 Reverse Integer
- Ranorex中利用code module对于测试数据的管理
- e几个灯同时亮灭两次verilog_FPGA题及答案
- 编程开发之--java多线程学习总结(2)同步代码块
- QT 发布程序到开发板
- Shell——流程控制
- nextcloud+nginx+mysql_nextcloud网盘搭建:Ubuntu18.04+Nginx+Mysql
- Some thoughts on dfs
- 动态规划入门G - Super Jumping! Jumping! Jumping! (有关最优子序列的一个相关题目)...
- itools苹果录屏大师_超级录屏大师苹果版下载-超级录屏大师APP
- ListView分页显示
- 用pandas新建excel并设置表头
- ips细胞治疗糖尿病研究进展综述
- 银行不良资产收益权转让 模式大起底
- html5以图片为背景的代码,HTML5画布背景图片
- 上市4天暴降1500元,iPhone14创下了苹果降价最快纪录
- 解决yay官方源下载慢问题
- 问题解决:VScode在使用中文输入法时出现vim insert模式变成vim normal的奇怪现象( jj 映射成esc)
热门文章
- bcb quickrep保存为 图片_不容错过的SCI图片处理和组图方法
- python复杂代码示例_6 个例子教你重构 Python 代码
- 理解TypeScript的泛型
- 在Vue中为什么需要组合API
- java微调器_java-更改微调器标题栏样式
- Vue使用v-for绑定两个属性拼接渲染界面
- java写数据库连接_JAVA写简单的数据库连接池
- php1到5000排序,常用的排序算法(一)--快速排序(PHP实现)
- c语言 消除最后一个空格,新人提问:如何将输出时每行最后一个空格删除
- 如何将图片一键重命名按顺序_如何“智慧”地管理文件?(一次付出,终身受益)...