最近由于要做一个2D的游戏demo,所以重新从3D杀回来,研究2D。结果发现有关DirectX9如何实现2D的内容比当今现实生活中的爱情还稀少,感觉是DirectX7以后,2D就从这个世界上消失了~~还好,网络中总有一些人会怀念这失传的东西,在DirectX8的文章中终于发现了一些谈到D3D实现二维的东西,经过整理就写下了下面这段程序。(第一个程序实现了D3D方法的2D画面加载,并没有很好地解决2D游戏中帧动画的问题,这个帖子将总共讲到3种不同的方式实现,后面两种方式讲解决帧动画问题;最后一种我现在还没有搞透,等我都整理好了就发上来)
//--------------------------------------程序1--------------------------------
// 学自网络 回馈网络
//+++++++++++++DirectX9中的二维图片的加载+++++++++++++
//-----------------------------------------------------------------------------
#include <d3d9.h>
#include <d3dx9.h>
//-----------------------------------------------------------------------------
// Global variables
//-----------------------------------------------------------------------------
LPDIRECT3D9 g_pD3D = NULL; // Used to create the D3DDevice
LPDIRECT3DDEVICE9 g_pd3dDevice = NULL; // Our rendering device
LPDIRECT3DVERTEXBUFFER9 g_pVertices = NULL;
IDirect3DDevice9* ppDevice = NULL;
LPDIRECT3DTEXTURE9 g_pTexture = NULL;
struct PANELVERTEX
{
FLOAT x, y, z;
DWORD color;
FLOAT u, v;
};
#ifdef SHOW_HOW_TO_USE_TCI
#define D3DFVF_PANELVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE)
#else
#define D3DFVF_PANELVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1)
#endif
//-----------------------------------------------------------------------------
// Name: InitD3D()
// Desc: Initializes Direct3D
//-----------------------------------------------------------------------------
HRESULT InitD3D( HWND hWnd )
{
// Create the D3D object, which is needed to create the D3DDevice.
if( NULL == ( g_pD3D = Direct3DCreate9( D3D_SDK_VERSION ) ) )
return E_FAIL;
// Set up the structure used to create the D3DDevice. Most parameters are
// zeroed out. We set Windowed to TRUE, since we want to do D3D in a
// window, and then set the SwapEffect to "discard", which is the most
// efficient method of presenting the back buffer to the display. And
// we request a back buffer format that matches the current desktop display
// format.
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory( &d3dpp, sizeof(d3dpp) );
d3dpp.Windowed = TRUE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
// Create the Direct3D device. Here we are using the default adapter (most
// systems only have one, unless they have multiple graphics hardware cards
// installed) and requesting the HAL (which is saying we want the hardware
// device rather than a software one). Software vertex processing is
// specified since we know it will work on all cards. On cards that support
// hardware vertex processing, though, we would see a big performance gain
// by specifying hardware vertex processing.
if( FAILED( g_pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING,
&d3dpp, &g_pd3dDevice ) ) )
{
return E_FAIL;
}
// Device state would normally be set here
return S_OK;
}
void Render2D()
{
D3DXMATRIX Position;
D3DXMatrixTranslation(&
osition, 50.0f, 0.0f, 0.0f);
g_pd3dDevice->SetTransform(D3DTS_WORLD, &
osition);
//HRESULT i=GetDevice( (IDirect3DDevice9**)ppDevice);
g_pd3dDevice->SetTexture(0, g_pTexture);
g_pd3dDevice->SetFVF(D3DFVF_PANELVERTEX);
g_pd3dDevice->SetStreamSource(0, g_pVertices,0, sizeof(PANELVERTEX));
g_pd3dDevice->DrawPrimitive(D3DPT_TRIANGLEFAN, 0, 2);
}
void PostInitialize(float WindowWidth, float WindowHeight)
{
D3DXMATRIX Ortho2D;
D3DXMATRIX Identity;
D3DXMatrixOrthoLH(&Ortho2D, WindowWidth, WindowHeight, 0.0f, 1.0f);
D3DXMatrixIdentity(&Identity);
g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &Ortho2D);
g_pd3dDevice->SetTransform(D3DTS_WORLD, &Identity);
g_pd3dDevice->SetTransform(D3DTS_VIEW, &Identity);
//-----------------------------
float PanelWidth = 50.0f;
float PanelHeight = 100.0f;
g_pd3dDevice->CreateVertexBuffer(4 * sizeof(PANELVERTEX), D3DUSAGE_WRITEONLY,
D3DFVF_PANELVERTEX, D3DPOOL_MANAGED, &g_pVertices,NULL);
PANELVERTEX* pVertices = NULL;
g_pVertices->Lock(0, 4 * sizeof(PANELVERTEX), (void**)&pVertices, 0);
//Set all the colors to white
pVertices[0].color = pVertices[1].color = pVertices[2].color = pVertices[3].color = 0xffffffff;
//Set positions and texture coordinates
pVertices[0].x = pVertices[3].x = -PanelWidth / 2.0f;
pVertices[1].x = pVertices[2].x = PanelWidth / 2.0f;
pVertices[0].y = pVertices[1].y = PanelHeight / 2.0f;
pVertices[2].y = pVertices[3].y = -PanelHeight / 2.0f;
pVertices[0].z = pVertices[1].z = pVertices[2].z = pVertices[3].z = 1.0f;
pVertices[1].u = pVertices[2].u = 1.0f;
pVertices[0].u = pVertices[3].u = 0.0f;
pVertices[0].v = pVertices[1].v = 0.0f;
pVertices[2].v = pVertices[3].v = 1.0f;
g_pVertices->Unlock();
//-------------------------------------------------------
g_pd3dDevice->SetRenderState(D3DRS_LIGHTING, FALSE);
//-------------------------------------------------------
D3DXCreateTextureFromFileEx(g_pd3dDevice, "11.jpg", 0, 0, 0, 0,
D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, D3DX_DEFAULT,
D3DX_DEFAULT , 0, NULL, NULL, &g_pTexture);
//------------------------------------------------------
g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
g_pd3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
g_pd3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
//-------------------------------------------------
g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
g_pd3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
g_pd3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
g_pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
}
//-----------------------------------------------------------------------------
// Name: Cleanup()
// Desc: Releases all previously initialized objects
//-----------------------------------------------------------------------------
VOID Cleanup()
{
if( g_pd3dDevice != NULL)
g_pd3dDevice->Release();
if( g_pD3D != NULL)
g_pD3D->Release();
}
//-----------------------------------------------------------------------------
// Name: Render()
// Desc: Draws the scene
//-----------------------------------------------------------------------------
VOID Render()
{
if( NULL == g_pd3dDevice )
return;
// Clear the backbuffer to a blue color
g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0,0,255), 1.0f, 0 );
// Begin the scene
if( SUCCEEDED( g_pd3dDevice->BeginScene() ) )
{
// Rendering of scene objects can happen here
Render2D(); //My added line...
// End the scene
g_pd3dDevice->EndScene();
}
// Present the backbuffer contents to the display
g_pd3dDevice->
resent( NULL, NULL, NULL, NULL );
}
//-----------------------------------------------------------------------------
// Name: MsgProc()
// Desc: The window's message handler
//-----------------------------------------------------------------------------
LRESULT WINAPI MsgProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam )
{
switch( msg )
{
case WM_DESTROY:
Cleanup();
PostQuitMessage( 0 );
return 0;
case WM_PAINT:
Render();
ValidateRect( hWnd, NULL );
return 0;
}
return DefWindowProc( hWnd, msg, wParam, lParam );
}
//-----------------------------------------------------------------------------
// Name: WinMain()
// Desc: The application's entry point
//-----------------------------------------------------------------------------
INT WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPSTR, INT )
{
// Register the window class
WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L,
GetModuleHandle(NULL), NULL, NULL, NULL, NULL,
"D3D Tutorial", NULL };
RegisterClassEx( &wc );
// Create the application's window
HWND hWnd = CreateWindow( "D3D Tutorial", "D3D Tutorial 01: CreateDevice",
WS_OVERLAPPEDWINDOW, 100, 100, 300, 300,
GetDesktopWindow(), NULL, wc.hInstance, NULL );
// Initialize Direct3D
if( SUCCEEDED( InitD3D( hWnd ) ) )
{
 
ostInitialize(200.0f, 200.0f);
// Show the window
ShowWindow( hWnd, SW_SHOWDEFAULT );
UpdateWindow( hWnd );
// Enter the message loop
MSG msg;
while( GetMessage( &msg, NULL, 0, 0 ) )
{
TranslateMessage( &msg );
DispatchMessage( &msg );
}
}
UnregisterClass( "D3D Tutorial", wc.hInstance );
return 0;
}