Direct3D轮回:基于ID3DXSprite的2D元素绘制
2011-07-03 11:07 独孤残云 阅读(6217) 评论(14) 编辑 收藏 举报D3D中的2D元素绘制主要是通过ID3DXSprite来完成的。
我们通过调用D3DXCreateSprite来完成ID3DXSprite接口对象的创建,同时使用介于Begin与End之间的Draw方法来完成D3D中2D元素的绘制。
下面,我们对IDirect3DTexture9和ID3DXSprite进行二次封装,使其接口趋于人性化,使用起来更加便捷:
代码清单:Texture2D.h
来自:http://www.cnblogs.com/kenkao
-------------------------------------*/
#include "D3DInit.h"
#pragma once
class CTexture2D
{
public:
CTexture2D(void);
~CTexture2D(void);
public:
void LoadTexture( //纹理加载
char* szFxFileName, //文件路径
UINT SizeX = D3DX_DEFAULT_NONPOW2, //X默认非2次幂尺寸
UINT SizeY = D3DX_DEFAULT_NONPOW2 //Y默认非2次幂尺寸
);
void Release() {ReleaseCOM(m_pTexture);} //释放纹理
public:
UINT GetWidth() {return m_Width;} //获得纹理宽
UINT GetHight() {return m_Height;} //获得纹理高
RECT GetRect() {return m_SurRect;} //获得纹理尺寸
IDirect3DTexture9* GetTexture() {return m_pTexture;} //获得纹理指针
D3DXIMAGE_INFO GetTextureInfo() {return m_TextureInfo;} //获得纹理信息
private:
IDirect3DTexture9* m_pTexture; //纹理指针
D3DXIMAGE_INFO m_TextureInfo; //纹理信息
RECT m_SurRect; //纹理尺寸
UINT m_Width; //纹理宽
UINT m_Height; //纹理高
};
代码清单:Texture2D.cpp
来自:http://www.cnblogs.com/kenkao
-------------------------------------*/
#include "StdAfx.h"
#include "Texture2D.h"
#include "D3DGame.h"
extern IDirect3DDevice9* g_pD3DDevice;
CTexture2D::CTexture2D(void):m_pTexture(NULL)
{
}
CTexture2D::~CTexture2D(void)
{
}
void CTexture2D::LoadTexture(char* szFxFileName, UINT SizeX, UINT SizeY)
{
D3DXCreateTextureFromFileEx(
g_pD3DDevice,
szFxFileName,
SizeX,
SizeY,
D3DX_FROM_FILE,
D3DPOOL_DEFAULT,
D3DFMT_FROM_FILE,
D3DPOOL_MANAGED,
D3DX_DEFAULT,
D3DX_DEFAULT,
D3DCOLOR_COLORVALUE(0.0f,0.0f,0.0f,1.0f),
&m_TextureInfo,
NULL,
&m_pTexture);
if(SizeX==(UINT)-2)
m_Width = m_TextureInfo.Width;
else
m_Width = SizeX;
if(SizeY==(UINT)-2)
m_Height = m_TextureInfo.Height;
else
m_Height = SizeY;
m_SurRect.top = 0;
m_SurRect.left = 0;
m_SurRect.right = m_Width;
m_SurRect.bottom = m_Height;
}
我们依然通过调用D3DXCreateTextureFromFileEx函数从特定的Img文件产生纹理,只不过这次通过传入特定的参数使其产生专门用于2D绘制的纹理。
大家可以看到LoadTexture中的SizeX,SizeY我给定了默认值D3DX_DEFAULT_NONPOW2,意在使所获得的纹理默认支持非二次幂尺寸;而两个值如果默认为0的话,纹理尺寸会被自动拉伸到最相近的二次幂值,这不是我们所期待的结果。
加载完毕的纹理必要信息,会被存放到一个D3DXIMAGE_INFO类型的结构体中,其定义可以参看SDK,很好理解~
代码清单:D3DSprite.h
来自:http://www.cnblogs.com/kenkao
-------------------------------------*/
#include "Texture2D.h"
#pragma once
class CD3DSprite
{
public:
CD3DSprite(IDirect3DDevice9* pDevice);
~CD3DSprite(void);
public:
void Begin(DWORD Flags); // 开启Sprite绘制
void End(); // 结束Sprite绘制
void Draw( // 绘制Sprite
CTexture2D* pTexture, // 2D纹理
const POINT& Position, // 位置
D3DCOLOR Color // 色相
);
void Draw(
CTexture2D* pTexture,
const POINT& Position,
const RECT& SurRect, // 指定绘制纹理区域
D3DCOLOR Color
);
void Draw(
CTexture2D* pTexture,
const POINT& Pos,
const D3DXMATRIX& TransMatrix, // 变换矩阵
const RECT& SurRect,
D3DCOLOR Color
);
void Draw(
CTexture2D* pTexture,
const POINT& Pos,
const POINT& Size, // 绘制尺寸
const RECT& SurRect,
D3DCOLOR Color
);
void Draw(
CTexture2D* pTexture,
const RECT& DesRect, // 指定绘制目标区域
const RECT& SurRect,
D3DCOLOR Color
);
void Draw(
CTexture2D* pTexture,
const RECT& DesRect,
D3DCOLOR Color
);
void Release(){ReleaseCOM(m_pSprite)}; // 释放Sprite
public:
ID3DXSprite* GetSprite(){return m_pSprite;} // 获得Sprite指针
private:
ID3DXSprite* m_pSprite; // Sprite指针
D3DXMATRIX m_orgMatrix; // 原始矩阵
};
代码清单:D3DSprite.cpp
来自:http://www.cnblogs.com/kenkao
-------------------------------------*/
#include "StdAfx.h"
#include "D3DSprite.h"
CD3DSprite::CD3DSprite(IDirect3DDevice9* pDevice)
{
D3DXCreateSprite(pDevice, &m_pSprite);
D3DXMatrixTranslation(&m_orgMatrix,1.0f,1.0f,0.0f);
}
CD3DSprite::~CD3DSprite(void)
{
}
void CD3DSprite::Begin(DWORD Flags)
{
m_pSprite->Begin(Flags);
}
void CD3DSprite::End()
{
m_pSprite->End();
}
void CD3DSprite::Draw(CTexture2D* pTexture, const POINT& Pos, D3DCOLOR Color)
{
Draw(pTexture,Pos,pTexture->GetRect(),Color);
}
void CD3DSprite::Draw(CTexture2D* pTexture, const POINT& Pos, const RECT& SurRect, D3DCOLOR Color)
{
m_pSprite->Draw(pTexture->GetTexture(),&SurRect,&D3DXVECTOR3(0.0f,0.0f,0.0f),&D3DXVECTOR3(Pos.x,Pos.y,0.0f),Color);
}
void CD3DSprite::Draw(CTexture2D* pTexture, const POINT& Pos, const D3DXMATRIX& TransMatrix, const RECT& SurRect, D3DCOLOR Color)
{
// 设置缩放矩阵
m_pSprite->SetTransform(&TransMatrix);
Draw(pTexture,Pos,SurRect,Color);
// 还原缩放矩阵
m_pSprite->SetTransform(&m_orgMatrix);
}
void CD3DSprite::Draw(CTexture2D* pTexture, const POINT& Pos, const POINT& Size, const RECT& SurRect, D3DCOLOR Color)
{
D3DXMATRIX TransMatrix;
FLOAT ScalX, ScalY;
ScalX = (FLOAT)Size.x/(FLOAT)(SurRect.right-SurRect.left);
ScalY = (FLOAT)Size.y/(FLOAT)(SurRect.bottom-SurRect.top);
D3DXMatrixScaling(&TransMatrix,ScalX,ScalY,0.0f);
Draw(pTexture,Pos,TransMatrix,SurRect,Color);
}
void CD3DSprite::Draw(CTexture2D* pTexture, const RECT& DesRect, const RECT& SurRect, D3DCOLOR Color)
{
POINT Pos;
Pos.x = DesRect.left;
Pos.y = DesRect.top;
POINT Size;
Size.x = DesRect.right - DesRect.left;
Size.y = DesRect.bottom - DesRect.top;
Draw(pTexture, Pos, Size, SurRect, Color);
}
void CD3DSprite::Draw(CTexture2D* pTexture, const RECT& DesRect, D3DCOLOR Color)
{
Draw(pTexture,DesRect,pTexture->GetRect(),Color);
}
我们的CD3DSprite在原有ID3DXSprite基础上所做的主要工作是提供了大量的重载Draw函数,以更加人性化的参数设计提供更加便捷的函数调用。
这里值得一提的是
m_pSprite->SetTransform(&TransMatrix);
方法的调用。所传入参数就目前测试来看,只可以是缩放矩阵,平移与旋转矩阵被认定是非法的。ID3DXSprite接口对象就是通过这种方式来完成2D图像的缩放工作的。(感谢CSDN游戏开发论坛一位大侠的提点 ^ ^)
代码清单:D3DGame.cpp
来自:http://www.cnblogs.com/kenkao
-------------------------------------*/
#include "StdAfx.h"
#include "D3DGame.h"
#include "D3DCamera.h"
#include "D3DEffect.h"
#include "CoordCross.h"
#include "SimpleXMesh.h"
#include "Texture2D.h"
#include "D3DSprite.h"
#include <stdio.h>
//---通用全局变量
HINSTANCE g_hInst;
HWND g_hWnd;
D3DXMATRIX g_matProjection;
//---D3D全局变量
IDirect3D9 *g_pD3D = NULL;
IDirect3DDevice9 *g_pD3DDevice = NULL;
CMouseInput *g_pMouseInput = NULL;
CKeyboardInput *g_pKeyboardInput = NULL;
CD3DCamera *g_pD3DCamera = NULL;
CCoordCross *g_pCoordCross = NULL;
CSimpleXMesh *g_pSimpleXMesh = NULL;
CD3DEffect *g_pD3DEffect = NULL;
CD3DSprite *g_pD3DSprite = NULL;
CTexture2D *g_pTexture2D = NULL;
//---HLSL全局变量句柄
D3DXHANDLE g_CurrentTechHandle = NULL;
D3DXHANDLE g_matWorldViewProj = NULL;
D3DXHANDLE g_matWorld = NULL;
D3DXHANDLE g_vecEye = NULL;
D3DXHANDLE g_vecLightDir = NULL;
D3DXHANDLE g_vDiffuseColor = NULL;
D3DXHANDLE g_vSpecularColor = NULL;
D3DXHANDLE g_vAmbient = NULL;
// HLSL特效参数设置
void GetParameters();
void SetParameters();
void Initialize(HINSTANCE hInst, HWND hWnd)
{
g_hInst = hInst;
g_hWnd = hWnd;
InitD3D(&g_pD3D, &g_pD3DDevice, g_matProjection, hWnd);
g_pMouseInput = new CMouseInput;
g_pMouseInput->Initialize(hInst,hWnd);
g_pKeyboardInput = new CKeyboardInput;
g_pKeyboardInput->Initialize(hInst,hWnd);
g_pD3DCamera = new CD3DCamera;
}
void LoadContent()
{
g_pCoordCross = new CCoordCross;
// 设置摄影机位置
g_pD3DCamera->SetCameraPos(D3DXVECTOR3(0.5f,0.5f,-5.0f));
g_pSimpleXMesh = new CSimpleXMesh;
// 加载X网格
g_pSimpleXMesh->LoadXMesh("teapot.X");
g_pD3DEffect = new CD3DEffect;
char ErrMsg[60];
// 加载fx特效
if(!g_pD3DEffect->LoadEffect("Light.fx",ErrMsg))
::MessageBox(g_hWnd,ErrMsg,0,0);
// 获得句柄
GetParameters();
g_pD3DSprite = new CD3DSprite(g_pD3DDevice);
g_pTexture2D = new CTexture2D;
// 加载纹理
g_pTexture2D->LoadTexture("img.jpg");
}
void Update()
{
g_pMouseInput->GetState();
g_pKeyboardInput->GetState();
g_pD3DCamera->Update();
}
void Draw()
{
// 参数设定
SetParameters();
g_pD3DDevice->SetTransform(D3DTS_VIEW,&g_pD3DCamera->GetViewMatrix());
POINT pos;
pos.x=0;
pos.y=0;
g_pD3DDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_RGBA(100,149,237,255), 1.0f, 0);
if(SUCCEEDED(g_pD3DDevice->BeginScene()))
{
g_pCoordCross->Draw();
// Sprite绘制开始
g_pD3DSprite->Begin(D3DXSPRITE_ALPHABLEND);
// Sprite绘制
g_pD3DSprite->Draw(g_pTexture2D,pos,g_pTexture2D->GetRect(),D3DXCOLOR_WHITE);
// Sprite绘制结束
g_pD3DSprite->End();
UINT numPasses;
// 开启特效
g_pD3DEffect->BeginEffect(numPasses);
for(UINT i=0;i<numPasses;i++)
{
// 开启路径
g_pD3DEffect->GetEffect()->BeginPass(i);
for(DWORD j=0;j<g_pSimpleXMesh->GetMaterialNum();j++)
{
g_pSimpleXMesh->DrawXMeshSubset(j);
}
// 路径结束
g_pD3DEffect->GetEffect()->EndPass();
}
// 特效结束
g_pD3DEffect->EndEffect();
g_pD3DDevice->EndScene();
}
g_pD3DDevice->Present(NULL, NULL, NULL, NULL);
}
void UnloadContent()
{
ReleaseCOM(g_pTexture2D);
ReleaseCOM(g_pD3DSprite);
ReleaseCOM(g_pD3DEffect);
ReleaseCOM(g_pSimpleXMesh);
ReleaseCOM(g_pCoordCross);
}
void Dispose()
{
ReleaseCOM(g_pD3DCamera);
ReleaseCOM(g_pKeyboardInput);
ReleaseCOM(g_pMouseInput);
ReleaseCOM(g_pD3DDevice);
ReleaseCOM(g_pD3D);
}
void GetParameters()
{
// 获得HLSL中各个全局变量句柄
g_CurrentTechHandle = g_pD3DEffect -> GetEffect() -> GetTechniqueByName("SpecularLight");
g_matWorldViewProj = g_pD3DEffect -> GetEffect() -> GetParameterByName(0, "matWorldViewProj");
g_matWorld = g_pD3DEffect -> GetEffect() -> GetParameterByName(0, "matWorld");
g_vecEye = g_pD3DEffect -> GetEffect() -> GetParameterByName(0, "vecEye");
g_vecLightDir = g_pD3DEffect -> GetEffect() -> GetParameterByName(0, "vecLightDir");
g_vDiffuseColor = g_pD3DEffect -> GetEffect() -> GetParameterByName(0, "vDiffuseColor");
g_vSpecularColor = g_pD3DEffect -> GetEffect() -> GetParameterByName(0, "vSpecularColor");
g_vAmbient = g_pD3DEffect -> GetEffect() -> GetParameterByName(0, "vAmbient");
}
void SetParameters()
{
// 设定当前技术
g_pD3DEffect -> GetEffect() -> SetTechnique(g_CurrentTechHandle);
// 设定HLSL中的各个参数
D3DXMATRIX worldMatrix;
D3DXMatrixTranslation(&worldMatrix,0.0f,0.0f,0.0f);
g_pD3DEffect -> GetEffect() -> SetMatrix(g_matWorldViewProj,&(worldMatrix*g_pD3DCamera->GetViewMatrix()*g_matProjection));
g_pD3DEffect -> GetEffect() -> SetMatrix(g_matWorld,&worldMatrix);
D3DXVECTOR3 cameraPos = g_pD3DCamera->GetCameraPos();
D3DXVECTOR4 vecEye = D3DXVECTOR4(cameraPos.x,cameraPos.y,cameraPos.z,0.0f);
g_pD3DEffect -> GetEffect() -> SetVector(g_vecEye,&vecEye);
D3DXVECTOR4 vLightDirection = D3DXVECTOR4(0.0f, 0.0f, -1.0f, 1.0f);
g_pD3DEffect -> GetEffect() -> SetVector(g_vecLightDir,&vLightDirection);
D3DXVECTOR4 vColorDiffuse = D3DXVECTOR4(0.8f, 0.0f, 0.0f, 1.0f);
D3DXVECTOR4 vColorSpecular = D3DXVECTOR4(1.0f, 1.0f, 1.0f, 1.0f);
D3DXVECTOR4 vColorAmbient = D3DXVECTOR4(0.1f, 0.1f, 0.1f, 1.0f);
g_pD3DEffect -> GetEffect() -> SetVector(g_vDiffuseColor,&vColorDiffuse);
g_pD3DEffect -> GetEffect() -> SetVector(g_vSpecularColor,&vColorSpecular);
g_pD3DEffect -> GetEffect() -> SetVector(g_vAmbient,&vColorAmbient);
}
效果图: