以下代码是在SDK例子Tut02_Vertices基础上修改完成
//--------------------------------程序2--------------------------------------
// 学自网络 回馈网络
//-----------------------------------------------------------------------------
/-----------------------------------------------------------------------------
#include <d3dX9.h>
//-----------------------------------------------------------------------------
LPDIRECT3D9 g_pD3D = NULL;
LPDIRECT3DDEVICE9 g_pd3dDevice = NULL;
LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL;
LPDIRECT3DTEXTURE9 g_pTexture = NULL;
LPD3DXSPRITE g_pSprite = NULL;
HBITMAP g_skin_bmp;
DWORD TransparentColor = RGB(94,249,58);//背景色
struct CUSTOMVERTEX
{
FLOAT x, y, z, rhw;
DWORD color;
};
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZRHW|D3DFVF_DIFFUSE)
RECT rct;
//-----------------------------------------------------------------------------
HRESULT InitD3D( HWND hWnd )
{
SetRect( &rct, 0,0, 512, 512 );//加载图片尺寸
if( NULL == ( g_pD3D = Direct3DCreate9( D3D_SDK_VERSION ) ) )
return E_FAIL;
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory( &d3dpp, sizeof(d3dpp) );
d3dpp.Windowed = TRUE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
if( FAILED( g_pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING,
&d3dpp, &g_pd3dDevice ) ) )
{
return E_FAIL;
}
g_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE );
g_pd3dDevice->SetRenderState( D3DRS_LIGHTING, FALSE );
D3DXCreateSprite( g_pd3dDevice, &g_pSprite );
if( FAILED( D3DXCreateTextureFromFile( g_pd3dDevice, "zz.bmp", &g_pTexture ) ) )
{
if( FAILED( D3DXCreateTextureFromFile( g_pd3dDevice, "..\\zz.bmp", &g_pTexture ) ) )
{
MessageBox(NULL, "Could not find banana.bmp", "Textures.exe", MB_OK);
return E_FAIL;
}
}
g_pd3dDevice->SetRenderState( D3DRS_ZENABLE, TRUE );
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);
return S_OK;
}
//-----------------------------------------------------------------------------
HRESULT InitVB()
{
CUSTOMVERTEX vertices[] =
{
{ 50.0f, 50.0f, 0.5f, 1.0f, 0xffff0000, }, // x, y, z, rhw, color
{ 250.0f, 50.0f, 0.5f, 1.0f, 0xff00ff00, },
{ 50.0f, 250.0f, 0.5f, 1.0f, 0xff00ffff, },
{ 250.0f, 250.0f, 0.5f,1.0f, 0xff00ffff, },
};
if( FAILED( g_pd3dDevice->CreateVertexBuffer( 4*sizeof(CUSTOMVERTEX),
0, D3DFVF_CUSTOMVERTEX,
D3DPOOL_DEFAULT, &g_pVB, NULL ) ) )
{
return E_FAIL;
}
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;
}
//-----------------------------------------------------------------------------
VOID Cleanup()
{
if( g_pVB != NULL )
g_pVB->Release();
if( g_pd3dDevice != NULL )
g_pd3dDevice->Release();
if( g_pD3D != NULL )
g_pD3D->Release();
}
VOID Render()
{
g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0,0,255), 1.0f, 0 );
if( SUCCEEDED( g_pd3dDevice->BeginScene() ) )
{
g_pd3dDevice->SetStreamSource( 0, g_pVB, 0, sizeof(CUSTOMVERTEX) );
g_pd3dDevice->SetFVF( D3DFVF_CUSTOMVERTEX );
g_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 2 );
if ( SUCCEEDED( g_pSprite->Begin() ) )
{
g_pSprite->Draw(g_pTexture, &rct, NULL,NULL,NULL, NULL, 0xffffffff);
g_pSprite->End();
}
g_pd3dDevice->EndScene();
}
g_pd3dDevice->resent( NULL, NULL, NULL, NULL );
}
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 );
}
INT WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPSTR, INT )
{
WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L,
GetModuleHandle(NULL), NULL, NULL, NULL, NULL,
"D3D Tutorial", NULL };
RegisterClassEx( &wc );
HWND hWnd = CreateWindow( "D3D Tutorial", "D3D Tutorial 02: Vertices",
WS_POPUP, 100, 100, 512, 512,
GetDesktopWindow(), NULL, wc.hInstance, NULL );
HBITMAP Mybmp;
Mybmp = (HBITMAP)LoadImage(0,"zz.bmp",IMAGE_BITMAP,0,0,LR_LOADFROMFILE);
//获取这个图形文件
BITMAP bmp; //用于保存图像的基础信息
HRGN LineRegion ; //组合多边形的单位,我们用它来解决多多边形组合
HRGN FullRegion ; //需要镂空的多边形
BOOL Frist = FALSE;//第一次多边形创建标志,在那之前我们并不知道多边形是否已经存在
GetObject(Mybmp,sizeof(BITMAP),&bmp);
//保持屏幕的一致
HDC hdc = CreateCompatibleDC(NULL);
SelectObject(hdc,Mybmp);
for(int x=0; x<bmp.bmWidth ;x++)
{
for(int y=0;y<bmp.bmHeight ;y++)
{
if(GetPixel (hdc,x,y) != TransparentColor )
{
LineRegion = CreateRectRgn(x,y,x+1,y+1);
if(!Frist)
{
//如果没有任何区域则创建一个
Frist = TRUE;
FullRegion = CreateRectRgn(x,y,x+1,y+1);
}
else
CombineRgn (FullRegion,FullRegion,LineRegion, RGN_OR);
DeleteObject(LineRegion);
}
}
}
DeleteDC(hdc);
SetWindowRgn (hWnd,FullRegion,TRUE);//设置新的多边形区域为窗口区
//HRGN hh=CreateRoundRectRgn(0,0,500,500,100,100);
//SetWindowRgn (hWnd,hh,TRUE);//设置新的多边形区域为窗口区
if( SUCCEEDED( InitD3D( hWnd ) ) )
{
if( SUCCEEDED( InitVB() ) )
{
ShowWindow( hWnd, SW_SHOWDEFAULT );
UpdateWindow( hWnd );
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();
}
}
}
UnregisterClass( "D3D Tutorial", wc.hInstance );
return 0;
}