D3D API - D3DXCreateRenderToSurface渲染到纹理

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(  0.0f 0.0f - 5  );
    D3DXVECTOR3 vLookatPt( 
0.0f 0.0f 0.0f  );
    D3DXVECTOR3 vUpVec( 
0.0f 1.0f 0.0f  );
    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 / 2 1.0f 1.0f 100.0f  );
    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 ,   0.5f 1.0f , 0xffffffff ,   0.0f 1.0f },   
        { 
0 ,        0 ,   0.5f 1.0f , 0xffffffff ,   0.0f 0.0f },    
        {  
256 ,   256 ,   0.5f 1.0f , 0xffffffff ,   1.0f 1.0f },    
        {  
256 ,     0 ,   0.5f 1.0f , 0xffffffff ,   1.0f 0.0f  }

    };

    
// 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(  0 sizeof (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( 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();
    }

    
// 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,  0L 0L ,
        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, 
200 100 800 600 ,
        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,  0U 0U , PM_REMOVE ) )
                {
                    TranslateMessage( 
& msg );
                    DispatchMessage( 
& msg );
                }
                
else
                {
                    Render();  
// 渲染图形
                }
            }
        }
    }

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

 

 

你可能感兴趣的:(create)