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【2009-11-17更新】一篇文章搞定DX9.0c 环境里的3DXSpriet !!

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发表于 2009-11-17 12:31:02 | 显示全部楼层 |阅读模式
早些年写过一篇《一篇文章搞定3DXSpriet !! 》知识还是一样的,就是代码用新的SDK编译不能通过了,老的文章讲述的比较细致,也比较全面在这里权作抛砖引玉,希望大家参与讨论!

A. 什么是ID 3DXSpriet

我们有了创建win窗口的基础下来我们谈谈2D游戏中最关键的函数 3DSprite,通过对函数的运用,你会马上发现这是一个多么简单易用的2D绘图函数。还是老办法,在你的Microsoft DirectX 9.0_c SDK 环境里运行以下下列代码(以下代码来自通过ID3DXSprite来实现DirectX 9.0C绘制2D动画)。

找一张图片(或者自己找一个不要小于200*200像素的图片文件)考到你的程序目录下作为纹理的加载。

//-----------------------------------------------------------------------------
// File: Vertices.cpp
//
// Desc: In this tutorial, we are rendering some vertices. This introduces the
// concept of the vertex buffer, a Direct3D object used to store
// vertices. Vertices can be defined any way we want by defining a
// custom structure and a custom FVF (flexible vertex format). In this
// tutorial, we are using vertices that are transformed (meaning they
// are already in 2D window coordinates) and lit (meaning we are not
// using Direct3D lighting, but are supplying our own colors).
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//-----------------------------------------------------------------------------
#include
#pragma warning( disable : 4996 ) // disable deprecated warning
#include
#pragma warning( default : 4996 )

//-----------------------------------------------------------------------------
// Global variables
//-----------------------------------------------------------------------------
LPDIRECT3D9 g_pD3D = NULL; // Used to create the D3DDevice
LPDIRECT3DDEVICE9 g_pd3dDevice = NULL; // Our rendering device
LPDIRECT3DTEXTURE9 g_pTexture = NULL;
LPD3DXSPRITE g_pSprite = NULL;


//-----------------------------------------------------------------------------
// Name: InitD3D()
// Desc: Initializes Direct3D
//-----------------------------------------------------------------------------
HRESULT InitD3D( HWND hWnd )
{
// Create the D3D object.
if( NULL == ( g_pD3D = Direct3DCreate9( D3D_SDK_VERSION ) ) )
return E_FAIL;

// Set up the structure used to create the D3DDevice
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory( &d3dpp, sizeof(d3dpp) );
d3dpp.Windowed = TRUE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;

// Create the D3DDevice
if( FAILED( g_pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING,
&d3dpp, &g_pd3dDevice ) ) )
{
return E_FAIL;
}

D3DXCreateSprite( g_pd3dDevice, &g_pSprite );

if( FAILED( D3DXCreateTextureFromFile( g_pd3dDevice, "lid9P0ADGHTJA.jpg", &g_pTexture ) ) )

{


if( FAILED( D3DXCreateTextureFromFile( g_pd3dDevice, "..\\lid9P0ADGHTJA.jpg", &g_pTexture ) ) )

{

MessageBox(NULL, "Could not find pic", "Textures.exe", MB_OK);

return E_FAIL;

}

}


// Device state would normally be set here

return S_OK;
}

//-----------------------------------------------------------------------------
// 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()
{
// Clear the backbuffer to a blue color
g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0,0,255), 1.0f, 0 );

RECT rct = {0,0,512,512};
// Begin the scene
if( SUCCEEDED( g_pd3dDevice->BeginScene() ) )
{


if ( SUCCEEDED( g_pSprite->Begin(D3DXSPRITE_ALPHABLEND) ) )
{
g_pSprite->Draw(g_pTexture, &rct, NULL, NULL, 0xffffffff);
g_pSprite->End();
}
// End the scene
g_pd3dDevice->EndScene();
}

// Present the backbuffer contents to the display
g_pd3dDevice->Present( 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;
}

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 02: Vertices",
WS_OVERLAPPEDWINDOW, 100, 100, 800, 600,
NULL, NULL, wc.hInstance, NULL );

// Initialize Direct3D
if( SUCCEEDED( InitD3D( hWnd ) ) )
{
// Show the window
ShowWindow( hWnd, SW_SHOWDEFAULT );
UpdateWindow( hWnd );

// Enter the message loop
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;
}


如过以上程序没有运行通过的话,请到 通过ID3DXSprite来实现DirectX 9.0C绘制2D动画 里查找原因或者提出疑问。

我们初步接触到3DSprite,有一个总概性的了解就可以了,下面的内容才是应该仔细的学习的部分。


 

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