d3dxcreatetexture应用实例
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d3dxcreatetexture应用实例
D3DXCreateTexture是Direct3D中的一个函数,用于创建一个纹理对象。
下面是一个使用D3DXCreateTexture函数的应用实例:
```c++
#include <Windows.h>
#include <d3d9.h>
#include <d3dx9.h>
// 函数声明
LRESULT CALLBACK WindowProc(HWND hwnd, UINT uMsg, WPARAM wParam, LPARAM lParam);
HRESULT CreateDirect3DDevice(HWND hwnd);
HRESULT LoadTexture(LPDIRECT3DDEVICE9 pDevice, LPDIRECT3DTEXTURE9* ppTexture);
// 全局变量
LPDIRECT3DDEVICE9 g_pd3dDevice = NULL;
LPDIRECT3DTEXTURE9 g_pTexture = NULL;
// 程序入口
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow)
{
// 创建窗口
WNDCLASSEX wc = {sizeof(WNDCLASSEX), CS_CLASSDC, WindowProc, 0, 0, hInstance, NULL, NULL, NULL, NULL, _T("D3D Example"), NULL};
::RegisterClassEx(&wc);
HWND hwnd = ::CreateWindow(wc.lpszClassName, _T("D3D Example"),
WS_OVERLAPPEDWINDOW, 100, 100, 800, 600, ::GetDesktopWindow(), NULL, wc.hInstance, NULL);
// 初始化Direct3D
if (SUCCEEDED(CreateDirect3DDevice(hwnd)))
{
// 加载纹理
if (SUCCEEDED(LoadTexture(g_pd3dDevice, &g_pTexture)))
{
// 窗口消息循环
MSG msg;
ZeroMemory(&msg, sizeof(msg));
while (msg.message != WM_QUIT)
{
if (::PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
{
::TranslateMessage(&msg);
::DispatchMessage(&msg);
}
else
{
// 渲染
g_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 255), 1.0f, 0);
if (SUCCEEDED(g_pd3dDevice->BeginScene()))
{
// 绘制纹理
if (g_pTexture)
{
g_pd3dDevice->SetTexture(0, g_pTexture);
g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
g_pd3dDevice->SetRenderState(D3DRS_ZWRITEENABLE, TRUE);
g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
// 在屏幕中心绘制纹理
RECT rect = {300, 200, 500, 400};
g_pd3dDevice->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP, 2, rect,
sizeof(WORD));
}
g_pd3dDevice->EndScene();
}
g_pd3dDevice->Present(NULL, NULL, NULL, NULL);
}
}
}
// 释放资源
if (g_pTexture)
{
g_pTexture->Release();
g_pTexture = NULL;
}
if (g_pd3dDevice)
{
g_pd3dDevice->Release();
g_pd3dDevice = NULL;
}
}
// 销毁窗口
::UnregisterClass(wc.lpszClassName, wc.hInstance);
return 0;
}
// 窗口消息处理函数
LRESULT CALLBACK WindowProc(HWND hwnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
{
switch (uMsg)
{
case WM_DESTROY:
::PostQuitMessage(0);
return 0;
}
return ::DefWindowProc(hwnd, uMsg, wParam, lParam);
}
// 创建Direct3D设备
HRESULT CreateDirect3DDevice(HWND hwnd)
{
// 创建D3D设备
LPDIRECT3D9 pD3D;
if (NULL == (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(pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hwnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &g_pd3dDevice)))
return E_FAIL;
// 设置渲染状态
g_pd3dDevice->SetRenderState(D3DRS_LIGHTING, FALSE);
g_pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CCW);
g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, TRUE);
return S_OK;
}
// 加载纹理
HRESULT LoadTexture(LPDIRECT3DDEVICE9 pDevice, LPDIRECT3DTEXTURE9* ppTexture) {
if (FAILED(D3DXCreateTextureFromFile(pDevice, L"C:\\path\\to\\your\\texture.png", ppTexture))) return E_FAIL;
return S_OK;
}
```
这个实例展示了如何创建一个Direct3D设备,并加载一张纹理,然后在窗口中心绘制这个纹理。
当程序运行时,窗口的背景将会是蓝色,屏幕中心会显示加载的纹理图片。
需要注意的是,上述代码中的纹理加载路径"C:\\path\\to\\your\\texture.png"需要根据你自己的实际情况进行修改。