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[原创]DirectX9中的二维图片的加载

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发表于 2005-8-9 22:07:29 | 显示全部楼层 |阅读模式

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)

方法2.通过ID3DXSprite来实现DirectX 9.0C绘制2D动画

(这个帖子仅限于技术上的实现,我正在编写一个2D游戏代码,在游戏中,这个例子被广泛的灵活运用,请初学者仔细分析这个例题,一定会受益匪浅)

按照我的习惯,先给出源程序,自己运行OK再来看程序代码分析。

Microsoft DirectX 9.0 SDK Update (August 2005)环境运行通过,如果遇到编译不通过在下面留言。

项目属性连接器附加依赖项里面加入

(d3dxof.lib
dxguid.lib
d3dx9dt.lib
d3d9.lib
winmm.lib)

//--------------------------------------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;
}

[此贴子已经被作者于2005-8-11 2:37:59编辑过]
 楼主| 发表于 2005-8-10 00:54:00 | 显示全部楼层
细心的朋友可能已经发现了,这个代码的框架是SDK的第一个例题,没错,因为是2D的所以就没必要太多的设置,第一个例题足够了;不过,因为涉及到了纹理,所以在项目属性连接器附加依赖项里面加入了SDK的纹理的那个例子的lib文件,如果有朋友编译不过去的话,可以把你自己的纹理的那个例子的lib文件添加到这里面就可以了。

现在我们开始分析代码

我们在SDK的第一个例题中(尽量不修改原来的函数)添加一个控制绘制画面定位的函数void PostInitialize(float WindowWidth, float WindowHeight),

winman()里面添加下面这行代码(添加的代码呈现

if( SUCCEEDED( InitD3D( hWnd ) ) )
{
PostInitialize(200.0f, 200.0f); // This is my added line. The values of
// 200.0f were chosen based on the sizes
// used in the call to CreateWindow.

ShowWindow( hWnd, SW_SHOWDEFAULT );
...
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
Render()函数中加载

g_pd3dDevice->BeginScene();

Render2D(); //My added line...

// End the scene
g_pd3dDevice->EndScene();

/////////////////////////////////////////////////////////////////////////////////////////////////////////

整个PostInitialize()函数如下:

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);
}
/////////////////////////////////////////////////////////////////////////////////////////////////////////

在程序的最上面放置一个结构

struct PANELVERTEX
{
FLOAT x, y, z;
DWORD color;
FLOAT u, v;
};

#define D3DFVF_PANELVERTEX (D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX1)
/////////////////////////////////////////////////////////////////////////////////////////////////////////

初期准备工作就完成了,下一步我们要划出绘制区域。

 楼主| 发表于 2005-8-10 01:10:35 | 显示全部楼层

准备工作做完了,我们开始准备画出区域来

首先我们在void PostInitialize(float WindowWidth, float WindowHeight)函数里面添加

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();

///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

在最前面别忘了添加公共变量

LPDIRECT3DTEXTURE9  g_pTexture = NULL;

Render2D()中加上

g_pd3dDevice->SetFVF(D3DFVF_PANELVERTEX);
g_pd3dDevice->SetStreamSource(0, g_pVertices,0, sizeof(PANELVERTEX));
g_pd3dDevice->DrawPrimitive(D3DPT_TRIANGLEFAN, 0, 2);

///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

这样我们运行以下,就可以看到一个矩形了!!但是很糟糕,是个黑色的块。为什么们呢?因为我们的场景灯光默认开着!!

发表于 2006-2-7 01:20:58 | 显示全部楼层

很好,你的文章我基本都在收录

 楼主| 发表于 2006-2-8 13:51:33 | 显示全部楼层
以下是引用singohgod在2006-2-7 1:20:58的发言:

很好,你的文章我基本都在收录

非常感谢你的支持!这段时间在做一些很基础的事情,就没有时间来继续写了,有这么多的朋友支持我,我会继续写下去的
发表于 2006-3-25 18:30:51 | 显示全部楼层

我看 现在这样跟没讲解 差不多

发表于 2006-3-25 18:31:17 | 显示全部楼层

http://www.gameres.com/bbs/showthread.asp?threadid=46116

http://www.gameres.com/Articles/Program/Visual/2D/2Drender.htm

看这2个讲解的才差不多

特别是第一个

如果跟楼主这样解释代码,那是讲给已经能看懂代码的人看的

既然已经都能看懂了代码,也不需要这样解释了


 楼主| 发表于 2006-3-25 20:45:55 | 显示全部楼层
以下是引用cgj888在2006-3-25 18:31:17的发言:

http://www.gameres.com/bbs/showthread.asp?threadid=46116

http://www.gameres.com/Articles/Program/Visual/2D/2Drender.htm

看这2个讲解的才差不多

特别是第一个

如果跟楼主这样解释代码,那是讲给已经能看懂代码的人看的

既然已经都能看懂了代码,也不需要这样解释了


我这里只是在谈一个二维图片的加载,并没有谈如何使用D3DXSPRITE,D3DXSPRITE这个在“快乐西游模拟程序”里面有详细描述

发表于 2006-3-26 16:02:56 | 显示全部楼层

本来你只要把这片代码都解释一遍

那就等于把一大片知识一起解释了一遍

以后也省同写一样代码的文章,还做很多小的解释

多浪费时间..一起解释多好前后可以理解,这个帖子里解释一点那个帖子里解释一点了

郁闷////////////////////////////

[em02][em02][em02]
发表于 2006-3-25 13:47:58 | 显示全部楼层

能不能把这个文章的代码发给我一份啊

发表于 2006-3-25 15:05:03 | 显示全部楼层
源码不是已经贴在上面了吗?
发表于 2006-3-25 15:14:36 | 显示全部楼层

哦已经有了

就是感觉你解释不够详细

发表于 2006-3-25 15:27:58 | 显示全部楼层

这还不详细啊~?~楼上这位仁兄要求太高了

发表于 2006-3-26 20:14:49 | 显示全部楼层

cgj88也上高中吧~~跟我一样不喜欢动脑子。[em06]

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