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1、定义
在d3d9types.h中,D3DLOCKED_RECT的定义如下:
其中,pBits为指向矩形的指针,Pitch以字节为单位,表示矩形每一行的长度。
注意:Pitch有可能比矩形宽度要大且依赖于底层硬件,所以不能单纯的认为
Pitch ≠ 矩形宽度 * sizeof(pixelFormat);
例如:
矩形大小为320*320,每个像素点为32位,则Pitch ≠ 320 * (32 / 8)。
《Introduction to 3D Game Programming with DirectX 9.0》书中的解释为如下这样子:
2、使用方法
void GenerateTexture()
{//生成红、绿、蓝相间的条纹
int width = 240, height = 240;
g_pd3dDevice->CreateTexture(width, height, 1, 0, D3DFMT_X8R8G8B8,D3DPOOL_MANAGED, &g_pTexture, 0);
D3DLOCKED_RECT lockrect;
g_pTexture->LockRect(0, &lockrect, 0, 0);
char* nPbit = (char*)lockrect.pBits;
int nPitch = lockrect.Pitch;
int stride = nPitch /(4 * 3);//划分为3等份,stride为步长
DWORD* pwd = (DWORD*)nPbit;
for(UINT row = 0; row < height; row++)
{
for(int col = 0; col < stride; col++)
{
pwd[row * nPitch/4 + col] = 0xFFFF0000;
pwd[row * nPitch/4 + col + stride] = 0xFF00FF00;
pwd[row * nPitch/4 + col + 2 * stride] = 0xFF0000FF;
}
}
g_pTexture->UnlockRect(0);
}
运行效果如下:
3、完整源代码
#include <Windows.h>
#include <mmsystem.h>
#include <d3dx9.h>
#pragma warning( disable : 4996 ) // disable deprecated warning
#include <strsafe.h>
#pragma warning( default : 4996 )
#include <d3dx9math.h>
LPDIRECT3D9 g_pD3D = NULL;
LPDIRECT3DDEVICE9 g_pd3dDevice = NULL;
LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL;
LPDIRECT3DINDEXBUFFER9 g_pIB = NULL;
LPDIRECT3DTEXTURE9 g_pTexture = NULL;
struct CUSTOMVERTEX
{
FLOAT x, y, z;
FLOAT tu,tv;
};
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ | D3DFVF_TEX1)
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;
d3dpp.EnableAutoDepthStencil = TRUE;
d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
// Create the D3DDevice
if (FAILED(g_pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING,
&d3dpp, &g_pd3dDevice)))
{
return E_FAIL;
}
return S_OK;
}
void GenerateTexture()
{//生成红、绿、蓝相间的条纹
int width = 240, height = 240;
g_pd3dDevice->CreateTexture(width, height, 1, 0, D3DFMT_X8R8G8B8,D3DPOOL_MANAGED, &g_pTexture, 0);
D3DLOCKED_RECT lockrect;
g_pTexture->LockRect(0, &lockrect, 0, 0);
char* nPbit = (char*)lockrect.pBits;
int nPitch = lockrect.Pitch;
int stride = nPitch /(4 * 3);//划分为3等份,stride为步长
DWORD* pwd = (DWORD*)nPbit;
for(UINT row = 0; row < height; row++)
{
for(int col = 0; col < stride; col++)
{
pwd[row * nPitch/4 + col] = 0xFFFF0000;
pwd[row * nPitch/4 + col + stride] = 0xFF00FF00;
pwd[row * nPitch/4 + col + 2 * stride] = 0xFF0000FF;
}
}
g_pTexture->UnlockRect(0);
}
HRESULT InitGeometry()
{
CUSTOMVERTEX vertices[] =
{
{ -10.0f, -10.0f, 0.0f, 0,1},
{ -10.0f, 10.0f, 0.0f, 0,0 },
{ 10.0f, 10.0f, 0.0f, 1,0},
{ 10.0f, -10.0f, 0.0f, 1,1 },
};
// Create the vertex buffer.
if (FAILED(g_pd3dDevice->CreateVertexBuffer(sizeof(vertices)/sizeof(vertices[0]) * sizeof(CUSTOMVERTEX),
0, D3DFVF_CUSTOMVERTEX,
D3DPOOL_DEFAULT, &g_pVB, NULL)))
{
return E_FAIL;
}
// Fill the vertex buffer.
VOID* pVertices;
if (FAILED(g_pVB->Lock(0, sizeof(vertices), (void**)&pVertices, 0)))
return E_FAIL;
memcpy(pVertices, (void*)vertices, sizeof(vertices));
g_pVB->Unlock();
WORD indices[] = {0,1,2,0,2,3};
if( FAILED( g_pd3dDevice->CreateIndexBuffer( sizeof(indices)/sizeof(indices[0]) * sizeof( WORD ),
0, D3DFMT_INDEX16,
D3DPOOL_DEFAULT, &g_pIB, NULL ) ) )
{
return E_FAIL;
}
VOID* pIndices = NULL;
if(FAILED(g_pIB->Lock(0, sizeof(indices), (void**)&pIndices,0)))
return E_FAIL;
memcpy(pIndices,(VOID*)indices, sizeof(indices));
g_pIB->Unlock();
return S_OK;
}
VOID SetupMatrices()
{
D3DXVECTOR3 vEyePt(0.0f, 0.0f, -30);
D3DXVECTOR3 vLookatPt(0.0f, 0.0f, 0.0f);
D3DXVECTOR3 vUpVec(0.0f, 1.0f, 0.0f);
D3DXMATRIXA16 matView;
D3DXMatrixLookAtLH(&matView, &vEyePt, &vLookatPt, &vUpVec);
g_pd3dDevice->SetTransform(D3DTS_VIEW, &matView);
//D3DXMatrixPerspectiveFovLH()函数中的最远、最近距离为相对于视点的距离(即vEyePt中的距离)
D3DXMATRIXA16 matProj;
D3DXMatrixPerspectiveFovLH(&matProj, D3DX_PI / 4, 1.0f, 1.0f, 200.0f);
g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &matProj);
}
VOID Cleanup()
{
if( g_pTexture != NULL )
g_pTexture->Release();
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 | D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(255, 255, 255), 1.0f, 0);
// Begin the scene
if (SUCCEEDED(g_pd3dDevice->BeginScene()))
{
SetupMatrices();
GenerateTexture();
g_pd3dDevice->SetTexture( 0, g_pTexture );
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE );
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_DISABLE );
g_pd3dDevice->SetStreamSource(0, g_pVB, 0, sizeof(CUSTOMVERTEX));
g_pd3dDevice->SetFVF(D3DFVF_CUSTOMVERTEX);
g_pd3dDevice->SetIndices(g_pIB);
g_pd3dDevice->SetRenderState( D3DRS_ZENABLE, TRUE );
g_pd3dDevice->SetRenderState( D3DRS_LIGHTING, FALSE );
g_pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
float pointsize = 10;
g_pd3dDevice->SetRenderState(D3DRS_POINTSIZE, *((DWORD*)&pointsize));
g_pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST,0,0,4,0,2);
g_pd3dDevice->EndScene();
}
// Present the backbuffer contents to the display
g_pd3dDevice->Present(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 wWinMain(HINSTANCE hInst, HINSTANCE, LPWSTR, INT)
{
UNREFERENCED_PARAMETER(hInst);
// Register the window class
WNDCLASSEX wc =
{
sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L,
GetModuleHandle(NULL), NULL, NULL, NULL, NULL,
L"D3D Tutorial", NULL
};
RegisterClassEx(&wc);
// Create the application's window
HWND hWnd = CreateWindow(L"D3D Tutorial", L"D3D : Texture",
WS_OVERLAPPEDWINDOW, 100, 100, 700, 700,
NULL, NULL, wc.hInstance, NULL);
// Initialize Direct3D
if (SUCCEEDED(InitD3D(hWnd)))
{
// Create the scene geometry
if (SUCCEEDED(InitGeometry()))
{
// 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(L"D3D Tutorial", wc.hInstance);
return 0;
}