D3D API - D3DXCreateRenderToSurface渲染到纹理

本文介绍了一个简单的纹理映射实现过程,包括纹理对象的创建、渲染流程的设置以及使用Direct3D进行图形绘制的方法。通过实例代码展示了如何在Direct3D环境中加载纹理、设置渲染状态,并渲染带有纹理的四边形。

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一 初始化: 

//创建纹理对象
 if( FAILED( D3DXCreateTextureFromFile( g_pd3dDevice, L"shitoub01.jpg", &g_pTexture ) ) )
 {
  MessageBox(NULL, L"创建纹理失败", L"Texture.exe", MB_OK);
  return E_FAIL;
 }

 

 HRESULT hr;
 hr = D3DXCreateTexture(g_pd3dDevice, 256,256,1,D3DUSAGE_RENDERTARGET|D3DUSAGE_AUTOGENMIPMAP, D3DFMT_X8R8G8B8,D3DPOOL_DEFAULT,&g_pTexture2);
 D3DSURFACE_DESC desc;
 g_pTexture2->GetLevelDesc(0,&desc);
 hr = D3DXCreateRenderToSurface(g_pd3dDevice,desc.Width,desc.Height,desc.Format,true,D3DFMT_D24S8,&g_pRTS);
 hr = g_pTexture2->GetSurfaceLevel(0,&g_pSurface);
二 使用:
 //开始在后台缓冲区绘制图形
 if( SUCCEEDED( g_pd3dDevice->BeginScene() ))
 {
  SetupWorld();
  SetupMatrices();

  D3DVIEWPORT9 vp = {0,0,256,256,0,1};
  g_pd3dDevice->EndScene();
  g_pRTS->BeginScene(g_pSurface, &vp);
  g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER | D3DCLEAR_STENCIL,D3DCOLOR_XRGB(45, 50, 170), 1.0f, 0 );
  g_pd3dDevice->SetTexture(0, g_pTexture);
  g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
  g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
  g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
  g_pd3dDevice->SetStreamSource(0, g_pVB, 0, sizeof(CUSTOMVERTEX));
  g_pd3dDevice->SetFVF(D3DFVF_CUSTOMVERTEX);
  g_pd3dDevice->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2);
  D3DXSaveSurfaceToFileA("tt.bmp",D3DXIFF_BMP, g_pSurface, NULL, NULL);
  g_pRTS->EndScene(D3DX_FILTER_NONE);

  
  g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER | D3DCLEAR_STENCIL, D3DCOLOR_XRGB(45, 50, 170), 1.0f, 0 );
  g_pd3dDevice->BeginScene() ;
  g_pd3dDevice->SetTexture(0, g_pTexture2);
  g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
  g_pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
  g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_DISABLE);

  g_pd3dDevice->SetStreamSource(0, g_pVB, 0, sizeof(CUSTOMVERTEX));
  g_pd3dDevice->SetFVF(D3DFVF_CUSTOMVERTEX);
  g_pd3dDevice->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2);

  //结束在后台缓冲区绘制图形
  g_pd3dDevice->EndScene();
 } 

 

三 程序:

 

//=============================================================================
// Desc: 纹理影射基础
//=============================================================================

#include 
<d3dx9.h>

//-----------------------------------------------------------------------------
// Desc: 全局变量
//-----------------------------------------------------------------------------
LPDIRECT3D9             g_pD3D       = NULL;    //Direct3D对象
LPDIRECT3DDEVICE9       g_pd3dDevice = NULL;    //Direct3D设备对象
HWND                    g_hWnd       = NULL;

LPDIRECT3DVERTEXBUFFER9 g_pVB        
= NULL;    //顶点缓冲区对象
LPDIRECT3DTEXTURE9      g_pTexture   = NULL;    //纹理对象
LPDIRECT3DTEXTURE9      g_pTexture2  = NULL;    //纹理对象
ID3DXRenderToSurface   *g_pRTS       = NULL;
LPDIRECT3DSURFACE9      g_pSurface   
= NULL;

//-----------------------------------------------------------------------------
// Desc: 顶点结构
//-----------------------------------------------------------------------------
struct CUSTOMVERTEX
{
    FLOAT x, y, z,w;    
//顶点位置  
    DWORD diffuse;
    FLOAT u,v ;          
//顶点纹理坐标
};
#define D3DFVF_CUSTOMVERTEX   (D3DFVF_XYZRHW|D3DFVF_DIFFUSE|D3DFVF_TEX1)


void SetupWorld()
{
    
//创建并设置世界矩阵
    D3DXMATRIXA16 matWorld;
    D3DXMatrixIdentity( 
&matWorld );
    g_pd3dDevice
->SetTransform( D3DTS_WORLD, &matWorld );
}

//-----------------------------------------------------------------------------
// Desc: 设置变换矩阵
//-----------------------------------------------------------------------------
VOID SetupMatrices()
{
    
//创建并设置观察矩阵
    D3DXVECTOR3 vEyePt( 0.0f0.0f-5 );
    D3DXVECTOR3 vLookatPt( 
0.0f0.0f0.0f );
    D3DXVECTOR3 vUpVec( 
0.0f1.0f0.0f );
    D3DXMATRIXA16 matView;
    D3DXMatrixLookAtLH( 
&matView, &vEyePt, &vLookatPt, &vUpVec );
    g_pd3dDevice
->SetTransform( D3DTS_VIEW, &matView );

    
//创建并设置投影矩阵
    D3DXMATRIXA16 matProj;
    D3DXMatrixPerspectiveFovLH( 
&matProj, D3DX_PI/21.0f1.0f100.0f );
    g_pd3dDevice
->SetTransform( D3DTS_PROJECTION, &matProj );
}

//-----------------------------------------------------------------------------
// Desc: 初始化Direct3D
//-----------------------------------------------------------------------------
HRESULT InitD3D( HWND hWnd )
{
    
//创建Direct3D对象, 该对象用于创建Direct3D设备对象
    if( NULL == ( g_pD3D = Direct3DCreate9( D3D_SDK_VERSION ) ) )
        
return E_FAIL;

    
//设置D3DPRESENT_PARAMETERS结构, 准备创建Direct3D设备对象
    D3DPRESENT_PARAMETERS d3dpp;
    ZeroMemory( 
&d3dpp, sizeof(d3dpp) );
    d3dpp.Windowed 
= TRUE;
    d3dpp.SwapEffect 
= D3DSWAPEFFECT_DISCARD;
    d3dpp.BackBufferFormat 
= D3DFMT_X8R8G8B8;
    d3dpp.EnableAutoDepthStencil 
= TRUE;
    d3dpp.AutoDepthStencilFormat 
= D3DFMT_D24S8;

    
//创建Direct3D设备对象
    if( FAILED( g_pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
        D3DCREATE_SOFTWARE_VERTEXPROCESSING,
        
&d3dpp, &g_pd3dDevice ) ) )
    {
        
return E_FAIL;
    }

    
//禁用照明效果
    g_pd3dDevice->SetRenderState( D3DRS_LIGHTING, FALSE ); 

    
//设置变换矩阵
    SetupWorld();
    SetupMatrices();

    
return S_OK;
}

//-----------------------------------------------------------------------------
HRESULT InitGriphics()
{
    
//创建纹理对象
    if( FAILED( D3DXCreateTextureFromFile( g_pd3dDevice, L"shitoub01.jpg"&g_pTexture ) ) )
    {
        MessageBox(NULL, L
"创建纹理失败", L"Texture.exe", MB_OK);
        
return E_FAIL;
    }



    HRESULT hr;
    hr 
= D3DXCreateTexture(g_pd3dDevice, 256,256,1,D3DUSAGE_RENDERTARGET|D3DUSAGE_AUTOGENMIPMAP, D3DFMT_X8R8G8B8,D3DPOOL_DEFAULT,&g_pTexture2);
    D3DSURFACE_DESC desc;
    g_pTexture2
->GetLevelDesc(0,&desc);
    hr 
= D3DXCreateRenderToSurface(g_pd3dDevice,desc.Width,desc.Height,desc.Format,true,D3DFMT_D24S8,&g_pRTS);
    hr 
= g_pTexture2->GetSurfaceLevel(0,&g_pSurface);

    
//顶点数据
    CUSTOMVERTEX g_Vertices[] =
    {
        { 
0,     256,  0.5f1.0f,0xffffffff,  0.0f1.0f},   
        { 
0,       0,  0.5f1.0f,0xffffffff,  0.0f0.0f},    
        {  
256,  256,  0.5f1.0f,0xffffffff,  1.0f1.0f},    
        {  
256,    0,  0.5f1.0f,0xffffffff,  1.0f0.0f }

    };

    
//创建顶点缓冲区
    if( FAILED( g_pd3dDevice->CreateVertexBuffer( 4*sizeof(CUSTOMVERTEX),
        
0, D3DFVF_CUSTOMVERTEX,
        D3DPOOL_MANAGED, 
&g_pVB,NULL ) ) )
    {
        
return E_FAIL;
    }

    
//填充顶点缓冲区
    VOID* pVertices;
    
if( FAILED( g_pVB->Lock( 0sizeof(g_Vertices), (void**)&pVertices, 0 ) ) )
        
return E_FAIL;
    memcpy( pVertices, g_Vertices, 
sizeof(g_Vertices) );
    g_pVB
->Unlock();

    
return S_OK;
}


//-----------------------------------------------------------------------------
// Desc: 释放创建的对象
//-----------------------------------------------------------------------------
VOID Cleanup()
{
    
//释放Direct3D设备对象
    if( g_pd3dDevice != NULL ) 
        g_pd3dDevice
->Release();

    
//释放Direct3D对象
    if( g_pD3D != NULL )       
        g_pD3D
->Release();
}


//-----------------------------------------------------------------------------
// Desc: 渲染图形 
//-----------------------------------------------------------------------------
VOID Render()
{
    
//清空后台缓冲区

    
//开始在后台缓冲区绘制图形
    
//if( SUCCEEDED(  )
    {
        SetupWorld();
        SetupMatrices();

        D3DVIEWPORT9 vp 
= {0,0,256,256,0,1};
        g_pRTS
->BeginScene(g_pSurface, &vp);
        g_pd3dDevice
->Clear( 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER | D3DCLEAR_STENCIL,D3DCOLOR_XRGB(4550170), 1.0f0 );
        g_pd3dDevice
->SetTexture(0, g_pTexture);
        g_pd3dDevice
->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
        g_pd3dDevice
->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
        g_pd3dDevice
->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
        g_pd3dDevice
->SetStreamSource(0, g_pVB, 0sizeof(CUSTOMVERTEX));
        g_pd3dDevice
->SetFVF(D3DFVF_CUSTOMVERTEX);
        g_pd3dDevice
->DrawPrimitive(D3DPT_TRIANGLESTRIP, 02);
        D3DXSaveSurfaceToFileA(
"tt.bmp",D3DXIFF_BMP, g_pSurface, NULL, NULL);
        g_pRTS
->EndScene(D3DX_FILTER_NONE);

        
        g_pd3dDevice
->Clear( 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER | D3DCLEAR_STENCIL, D3DCOLOR_XRGB(4550170), 1.0f0 );
        g_pd3dDevice
->BeginScene() ;
        g_pd3dDevice
->SetTexture(0, g_pTexture2);
        g_pd3dDevice
->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
        g_pd3dDevice
->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
        g_pd3dDevice
->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_DISABLE);

        g_pd3dDevice
->SetStreamSource(0, g_pVB, 0sizeof(CUSTOMVERTEX));
        g_pd3dDevice
->SetFVF(D3DFVF_CUSTOMVERTEX);
        g_pd3dDevice
->DrawPrimitive(D3DPT_TRIANGLESTRIP, 02);

        
//结束在后台缓冲区绘制图形
        g_pd3dDevice->EndScene();
    }

    
//将在后台缓冲区绘制的图形提交到前台缓冲区显示
    g_pd3dDevice->Present( NULL, NULL, NULL, NULL );
}


//-----------------------------------------------------------------------------
// Desc: 消息处理
//-----------------------------------------------------------------------------
LRESULT WINAPI MsgProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam )
{
    
switch( msg )
    {
    
case WM_DESTROY:
        Cleanup();
        PostQuitMessage( 
0 );
        
return 0;
    }

    
return DefWindowProc( hWnd, msg, wParam, lParam );
}



//-----------------------------------------------------------------------------
// Desc: 入口函数
//-----------------------------------------------------------------------------
INT WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPSTR, INT )
{

    
//注册窗口类
    WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L0L,
        GetModuleHandle(NULL), NULL, NULL, NULL, NULL,
        L
"ClassName", NULL };
    RegisterClassEx( 
&wc );

    
//创建窗口
    HWND hWnd = CreateWindow(  L"ClassName", L"纹理影射基础",
        WS_OVERLAPPEDWINDOW, 
200100800600,
        GetDesktopWindow(), NULL, wc.hInstance, NULL );
    g_hWnd 
= hWnd;

    
//初始化Direct3D
    if( SUCCEEDED( InitD3D( hWnd ) ) )
    {
        
//创建场景图形
        if( SUCCEEDED(InitGriphics()) )
        {

            
//显示窗口
            ShowWindow( hWnd, SW_SHOWDEFAULT );
            UpdateWindow( hWnd );

            
//进入消息循环
            MSG msg;
            ZeroMemory( 
&msg, sizeof(msg) );
            
while( msg.message!=WM_QUIT )
            {
                
if( PeekMessage( &msg, NULL, 0U0U, PM_REMOVE ) )
                {
                    TranslateMessage( 
&msg );
                    DispatchMessage( 
&msg );
                }
                
else
                {
                    Render();  
//渲染图形
                }
            }
        }
    }

    UnregisterClass(  L
"ClassName", wc.hInstance );
    
return 0;
}

 

 

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