直接X背景图像

DirectX background image

本文关键字:图像 背景 直接      更新时间:2023-10-16

我试图按照我的3D directx书中的教程进行一些修改。我遇到的问题是我想画一个图像,但无法让它工作。该示例是使用相机,因为它基于一个小游戏,但我只想加载图像而无需任何花哨的相机转换。(按原样绘制图像,无需调整大小 + alpha 混合)。

这是我的代码,应该包含相关部分。

.h

class Screen
{
private:
    IDirect3DTexture9* m_BGImage;
    ID3DXSprite* m_Sprite;
    IDirect3DDevice9* m_Device;
public:
    Screen();
    ~Screen();
    void setDevice(IDirect3DDevice9* device);  
    void setBGImage(std::string path);
    void Draw();
    void onLostDevice();
    void onResetDevice();
    void Clean();
};

。.cpp

Screen::Screen() {}
Screen::~Screen()
{
    Clean();
}
void Screen::setDevice(IDirect3DDevice9* device) 
{
    m_Device = device;
    D3DXCreateSprite(m_Device, &m_Sprite);
}
void Screen::setBGImage(std::string path)
{
    D3DXCreateTextureFromFileA(m_Device, path.c_str(), &m_BGImage);
}
void Screen::Draw()
{
    m_Sprite->Begin(D3DXSPRITE_DONOTMODIFY_RENDERSTATE); // This is (so I believe) what causes the problem. If I use D3DXSPRITE_OBJECTSPACE|D3DXSPRITE_DONOTMODIFY_RENDERSTATE like described in the example from my book I only get a black screen.
    m_Sprite->Draw(m_BGImage, 0, &D3DXVECTOR3(256.0f, 256.0f, 0.0f), 0, D3DCOLOR_XRGB(255, 255, 255));
    m_Sprite->Flush();
    m_Sprite->End();
}
void Screen::Clean()
{
    ReleaseCOM(m_Sprite);
    ReleaseCOM(m_BGImage);
}
void Screen::onLostDevice()
{
    m_Sprite->OnLostDevice();
}
void Screen::onResetDevice()
{
    m_Sprite->OnResetDevice();
    m_Device->SetRenderState(D3DRS_ALPHAREF, 10);
    m_Device->SetRenderState(D3DRS_ALPHAFUNC, D3DCMP_GREATER);
    m_Device->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
    m_Device->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
    m_Device->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
    m_Device->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
    m_Device->SetTextureStageState(0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2);
}

编辑:差点忘了:

#define ReleaseCOM(x) { if(x){ x->Release(); x = 0; } }
调用函数"Begin"时,你应该使用D3DXSPRITE_ALPHABLEND而不是D3DXSPRITE_DONOTMODIFY_RENDERSTATE,指定D3DXSPRITE_ALPHABLEND并不意味着

你必须使用alpha blend,如果你不调用Screen::onResetDevice(),alpha blend将不起作用,所以这里D3DXSPRITE_ALPHABLEND只是一个参数,使"开始"工作。 如果你不想在调用函数"Begin"时指定任何标志, 您可以将 0 传递给它。

 m_Sprite->Begin(0); 
 m_Sprite->Draw(m_BGImage, 0, &D3DXVECTOR3(256.0f, 256.0f, 0.0f), 0, D3DCOLOR_XRGB(255, 255, 255));
 m_Sprite->Flush();
 m_Sprite->End();

参考: http://msdn.microsoft.com/en-us/library/windows/desktop/bb205466(v=vs.85).aspx