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;下面分别给出两种方法的代码:
第一种:绘制四边形
#include <d3dx9.h> //----------------------------------------------------------------------------- // Desc: 全局变量 //----------------------------------------------------------------------------- LPDIRECT3D9 g_pD3D = NULL; //Direct3D对象 LPDIRECT3DDEVICE9 g_pd3dDevice = NULL; //Direct3D设备对象 LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL; //顶点缓冲区对象 LPDIRECT3DTEXTURE9 g_pTex = NULL; //纹理 //----------------------------------------------------------------------------- // Desc: 顶点结构 //----------------------------------------------------------------------------- struct CUSTOMVERTEX { FLOAT x, y, z, rhw; FLOAT u, v; }; #define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZRHW|D3DFVF_TEX1) //顶点格式 //----------------------------------------------------------------------------- // 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_UNKNOWN; //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; } //加载纹理 if (FAILED(D3DXCreateTextureFromFile(g_pd3dDevice, L"Water lilies.jpg", &g_pTex))) { return E_FAIL; } return S_OK; } //----------------------------------------------------------------------------- // Desc: 创建并填充顶点缓冲区 //----------------------------------------------------------------------------- HRESULT InitVB() { //顶点数据 CUSTOMVERTEX vertices[] = { { 100.0f, 100.0f, 0.5f, 1.0f, 0.f, 0.f }, { 400.0f, 100.0f, 0.5f, 1.0f, 1.f, 0.f}, { 400.0f, 400.0f, 0.5f, 1.0f, 1.f, 1.f}, { 100.0f, 100.0f, 0.5f, 1.0f, 0.f, 0.f }, { 400.0f, 400.0f, 0.5f, 1.0f, 1.f, 1.f}, { 100.0f, 400.0f, 0.5f, 1.0f, 0.f, 1.f}, }; //创建顶点缓冲区 if( FAILED( g_pd3dDevice->CreateVertexBuffer( 6*sizeof(CUSTOMVERTEX), 0, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &g_pVB, NULL ) ) ) { return E_FAIL; } //填充顶点缓冲区 VOID* pVertices; if( FAILED( g_pVB->Lock( 0, sizeof(vertices), (void**)&pVertices, 0 ) ) ) return E_FAIL; memcpy( pVertices, vertices, sizeof(vertices) ); g_pVB->Unlock(); return S_OK; } //----------------------------------------------------------------------------- // Desc: 释放创建的对象 //----------------------------------------------------------------------------- VOID Cleanup() { //释放纹理 if(g_pTex != NULL) { g_pTex->Release(); } //释放顶点缓冲区对象 if( g_pVB != NULL ) g_pVB->Release(); //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 g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(45, 50, 170), 1.0f, 0 ); //开始在后台缓冲区绘制图形 if( SUCCEEDED( g_pd3dDevice->BeginScene() ) ) { //在后台缓冲区绘制图形 g_pd3dDevice->SetStreamSource( 0, g_pVB, 0, sizeof(CUSTOMVERTEX) ); g_pd3dDevice->SetFVF( D3DFVF_CUSTOMVERTEX ); g_pd3dDevice->SetTexture(0, g_pTex); g_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLELIST, 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"顶点缓冲区", WS_OVERLAPPEDWINDOW, 200, 100, 600, 500, GetDesktopWindow(), NULL, wc.hInstance, NULL ); //初始化Direct3D if( SUCCEEDED( InitD3D( hWnd ) ) ) { //创建并填充顶点缓冲区 if( SUCCEEDED( InitVB() ) ) { //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; }
第二种:点精灵
#include <d3dx9.h> //----------------------------------------------------------------------------- // Desc: 全局变量 //----------------------------------------------------------------------------- LPDIRECT3D9 g_pD3D = NULL; //Direct3D对象 LPDIRECT3DDEVICE9 g_pd3dDevice = NULL; //Direct3D设备对象 LPDIRECT3DTEXTURE9 g_pTex = NULL; //纹理 LPD3DXSPRITE g_pSprite = NULL; //点精灵 //----------------------------------------------------------------------------- // 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_UNKNOWN; //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; } // 创建点精灵 if (FAILED(D3DXCreateSprite( g_pd3dDevice, &g_pSprite ))) { return E_FAIL; } //加载纹理 if (FAILED(D3DXCreateTextureFromFile(g_pd3dDevice, L"Water lilies.jpg", &g_pTex))) { return E_FAIL; } return S_OK; } //----------------------------------------------------------------------------- // Desc: 释放创建的对象 //----------------------------------------------------------------------------- VOID Cleanup() { //释放纹理 if(g_pTex != NULL) { g_pTex->Release(); } //释放点精灵 if (g_pSprite != NULL) { g_pSprite->Release(); } //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 g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(45, 50, 170), 1.0f, 0 ); //开始在后台缓冲区绘制图形 if( SUCCEEDED( g_pd3dDevice->BeginScene() ) ) { if ( SUCCEEDED( g_pSprite->Begin(D3DXSPRITE_ALPHABLEND) ) ) { g_pSprite->Draw(g_pTex, NULL, NULL, NULL, 0xffffffff); g_pSprite->End(); } //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"顶点缓冲区", WS_OVERLAPPEDWINDOW, 200, 100, 800, 600, GetDesktopWindow(), NULL, wc.hInstance, NULL ); //初始化Direct3D if( SUCCEEDED( InitD3D( hWnd ) ) ) { //创建并填充顶点缓冲区 if( SUCCEEDED( TRUE ) ) { //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; }