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| | #1 |
| Registered User Join Date: Oct 2009
Posts: 2
| Directx 9 2D I've been trying 2 different methods, one using the 3D environment and using a setup to look at the image as if it was on a 2D screen. And another where I just use absolute screen positioning. Both methods blur the images a little. Here is a picture showing what I get. I want it to look like the bottom line. http://img207.imageshack.us/img207/8553/44157057.png Here is the code I'm using Code: // test.cpp : Defines the entry point for the application.
//
#include "stdafx.h"
#include "test.h"
// include the basic windows header files and the Direct3D header file
#include <windows.h>
#include <windowsx.h>
#include <d3d9.h>
#include <d3dx9.h>
// define the screen resolution
#define SCREEN_WIDTH 800
#define SCREEN_HEIGHT 600
// include the Direct3D Library files
#pragma comment (lib, "d3d9.lib")
#pragma comment (lib, "d3dx9.lib")
// global declarations
LPDIRECT3D9 d3d; // the pointer to our Direct3D interface
LPDIRECT3DDEVICE9 d3ddev; // the pointer to the device class
LPDIRECT3DVERTEXBUFFER9 v_buffer = NULL; // the pointer to the vertex buffer
LPDIRECT3DVERTEXBUFFER9 v_buffer2 = NULL; // the pointer to the vertex buffer
LPDIRECT3DTEXTURE9 g_pTexture = NULL; // Our texture
// function prototypes
void initD3D(HWND hWnd); // sets up and initializes Direct3D
void render_frame(void); // renders a single frame
void cleanD3D(void); // closes Direct3D and releases memory
void init_graphics(void); // 3D declarations
//3D VERTEX STRUCT
struct CUSTOMVERTEX {FLOAT X, Y, Z, tu, tv; DWORD COLOR;};
#define CUSTOMFVF (D3DFVF_XYZ | D3DFVF_TEX1)
//ABSOLUTE VERTEX STRUCT
struct CUSTOMFLATVERTEX {FLOAT X, Y, Z, rhw, tu, tv ; DWORD COLOR;};
#define CUSTOMFLATFVF (D3DFVF_XYZRHW | D3DFVF_TEX1)
// the WindowProc function prototype
LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam);
// the entry point for any Windows program
int WINAPI WinMain(HINSTANCE hInstance,
HINSTANCE hPrevInstance,
LPSTR lpCmdLine,
int nCmdShow)
{
HWND hWnd;
WNDCLASSEX wc;
ZeroMemory(&wc, sizeof(WNDCLASSEX));
wc.cbSize = sizeof(WNDCLASSEX);
wc.style = CS_HREDRAW | CS_VREDRAW;
wc.lpfnWndProc = WindowProc;
wc.hInstance = hInstance;
wc.hCursor = LoadCursor(NULL, IDC_ARROW);
wc.lpszClassName = L"WindowClass";
RegisterClassEx(&wc);
hWnd = CreateWindowEx(NULL, L"WindowClass", L"Our Direct3D Program",
WS_OVERLAPPEDWINDOW, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT,
NULL, NULL, hInstance, NULL);
ShowWindow(hWnd, nCmdShow);
// set up and initialize Direct3D
initD3D(hWnd);
// enter the main loop:
MSG msg;
while(TRUE)
{
while(PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
if(msg.message == WM_QUIT)
break;
render_frame();
}
// clean up DirectX and COM
cleanD3D();
return msg.wParam;
}
// this is the main message handler for the program
LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
switch(message)
{
case WM_DESTROY:
{
PostQuitMessage(0);
return 0;
} break;
}
return DefWindowProc (hWnd, message, wParam, lParam);
}
// this function initializes and prepares Direct3D for use
void initD3D(HWND hWnd)
{
d3d = Direct3DCreate9(D3D_SDK_VERSION);
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory(&d3dpp, sizeof(d3dpp));
d3dpp.Windowed = TRUE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.hDeviceWindow = hWnd;
d3dpp.BackBufferFormat = D3DFMT_A8R8G8B8;
d3dpp.BackBufferWidth = SCREEN_WIDTH;
d3dpp.BackBufferHeight = SCREEN_HEIGHT;
// create a device class using this information and the info from the d3dpp stuct
d3d->CreateDevice(D3DADAPTER_DEFAULT,
D3DDEVTYPE_HAL,
hWnd,
D3DCREATE_HARDWARE_VERTEXPROCESSING,//D3DCREATE_SOFTWARE_VERTEXPROCESSING, D3DCREATE_MIXED_VERTEXPROCESSING
&d3dpp,
&d3ddev);
// Turn off culling
d3ddev->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE );
// Turn off D3D lighting
d3ddev->SetRenderState( D3DRS_LIGHTING, FALSE );
// Turn off the zbuffer
d3ddev->SetRenderState(D3DRS_ZENABLE,D3DZB_FALSE);
//alpha blending enabled
d3ddev->SetRenderState(D3DRS_ALPHABLENDENABLE,TRUE);
//source blend factor
d3ddev->SetRenderState(D3DRS_SRCBLEND,D3DBLEND_SRCALPHA);
//no looping texture
d3ddev->SetSamplerState(0,D3DSAMP_ADDRESSU,D3DTADDRESS_CLAMP);
d3ddev->SetSamplerState(0,D3DSAMP_ADDRESSV,D3DTADDRESS_CLAMP);
init_graphics(); // call the function to initialize the triangle
}
// this is the function used to render a single frame
void render_frame(void)
{
d3ddev->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);
d3ddev->BeginScene();
///DRAW 3D IMAGE/////
D3DXMATRIX matView; // the view transform matrix
D3DXMatrixLookAtLH(&matView,
&D3DXVECTOR3 (SCREEN_WIDTH/2, SCREEN_HEIGHT/2, SCREEN_HEIGHT/2), // the camera position
&D3DXVECTOR3 (SCREEN_WIDTH/2, SCREEN_HEIGHT/2, 0.0f), // the look-at position
&D3DXVECTOR3 (0.0f, -1.0f, 0.0f)); // the up direction
d3ddev->SetTransform(D3DTS_VIEW, &matView); // set the view transform to matView
D3DXMATRIX matProjection; // the projection transform matrix
D3DXMatrixPerspectiveFovLH(&matProjection,
D3DXToRadian(90), // the horizontal field of view
(FLOAT)SCREEN_WIDTH / (FLOAT)SCREEN_HEIGHT, // aspect ratio
1.0f, // the near view-plane
SCREEN_HEIGHT/2+10); // the far view-plane
d3ddev->SetTransform(D3DTS_PROJECTION, &matProjection); // set the projection
d3ddev->SetTexture( 0, g_pTexture );
// select which vertex format we are using
d3ddev->SetFVF(CUSTOMFVF);
// select the vertex buffer to display
d3ddev->SetStreamSource(0, v_buffer, 0, sizeof(CUSTOMVERTEX));
// copy the vertex buffer to the back buffer
d3ddev->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2);
//DRAW ABSOLUTE IMAGE
d3ddev->SetTexture( 0, g_pTexture );
// select which vertex format we are using
d3ddev->SetFVF(CUSTOMFLATFVF);
// select the vertex buffer to display
d3ddev->SetStreamSource(0, v_buffer2, 0, sizeof(CUSTOMFLATVERTEX));
// copy the vertex buffer to the back buffer
d3ddev->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2);
d3ddev->EndScene();
d3ddev->Present(NULL, NULL, NULL, NULL);
}
// this is the function that cleans up Direct3D and COM
void cleanD3D(void)
{
v_buffer->Release(); // close and release the vertex buffer
d3ddev->Release(); // close and release the 3D device
d3d->Release(); // close and release Direct3D
g_pTexture->Release();
v_buffer2->Release();
}
// this is the function that puts the 3D models into video RAM
void init_graphics(void)
{
//LOAD TEXTURE
D3DXIMAGE_INFO SrcInfo; //Optional
//Use a magenta colourkey
D3DCOLOR colorkey = 0xFFFF00FF;
if (FAILED(D3DXCreateTextureFromFileEx (d3ddev, L"banana.png", D3DX_DEFAULT_NONPOW2, D3DX_DEFAULT_NONPOW2, 0, 0,
D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, D3DX_DEFAULT, D3DX_DEFAULT,
colorkey, &SrcInfo, NULL, &g_pTexture)))
{
;
}
// create the vertices using the CUSTOMVERTEX struct
CUSTOMVERTEX vertices[] =
{ { 50.0f, 50.0f+32.0f, 1.0f, 0.0f, 1.0f, D3DCOLOR_XRGB(255, 0, 0), },
{ 50.0f, 50.0f, 1.0f, 0.0f, 0.0f, D3DCOLOR_XRGB(255, 0, 0), },
{ 50.0f+32.0f, 50.0f+32.0f, 1.0f, 1.0f, 1.0f, D3DCOLOR_XRGB(0, 0, 255), },
{ 50.0f+32.0f, 50.0f, 1.0f, 1.0f, 0.0f, D3DCOLOR_XRGB(0, 255, 0), },
};
CUSTOMFLATVERTEX vertices2[] =
{
{0.0f, 32.0f, 0.0f, 1.0f, 0.0f, 1.0f, D3DCOLOR_XRGB(255,255,255),},
{0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, D3DCOLOR_XRGB(255, 255, 255),},
{32.0f, 32.0f, 0.0f, 1.0f, 1.0f, 1.0f, D3DCOLOR_XRGB(255, 255, 255),},
{32.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, D3DCOLOR_XRGB(255, 255, 255),},
};
// create a vertex buffer interface called v_buffer
d3ddev->CreateVertexBuffer(4*sizeof(CUSTOMVERTEX),
0,
CUSTOMFVF,
D3DPOOL_MANAGED,
&v_buffer,
NULL);
d3ddev->CreateVertexBuffer(4*sizeof(CUSTOMFLATVERTEX),
0,
CUSTOMFLATFVF,
D3DPOOL_MANAGED,
&v_buffer2,
NULL);
VOID* pVoid; // a void pointer
// lock v_buffer and load the vertices into it
v_buffer->Lock(0, 0, (void**)&pVoid, 0);
memcpy(pVoid, vertices, sizeof(vertices));
v_buffer->Unlock();
v_buffer2->Lock(0, 0, (void**)&pVoid, 0);
memcpy(pVoid, vertices2, sizeof(vertices2));
v_buffer2->Unlock();
}
Last edited by ybobjoe; 10-19-2009 at 02:45 PM. |
| ybobjoe is offline |
| | #2 |
| Super Moderator Join Date: Aug 2001
Posts: 7,472
| If you are looking for pixel/texel 1 to 1 ratio you must draw the quad the same exact size as the bitmap being used to texture it and you will need to turn off bi-linear filtering. Code: pDevice->SetSamplerState(samplerNumber,D3DSAMP_MINFILTER,D3DTEXF_POINT); pDevice->SetSamplerState(samplerNumber,D3DSAMP_MAGFILTER,D3DTEXF_POINT); pDevice->SetSamplerState(samplerNumber,D3DSAMP_MIPFILTER,D3DTEXF_POINT);
__________________ If you aim at everything you will hit something but you won't know what it is. |
| Bubba is offline |
| | #3 |
| Registered User Join Date: Oct 2009
Posts: 2
| Bah I figured it out. I thought it was something to do with the render or sampler state, but I was wrong. It had nothing to do with directx. Both my window and screen were set to a size of 800x600. That sounds right, but... The window has an additional border and a 19 pixel bar at the top which messes up the ratio and everything else. |
| ybobjoe is offline |
| | #4 |
| Super Moderator Join Date: Aug 2001
Posts: 7,472
| Which is why you use the width and height of the backbuffer in the present params instead of the window width and height. They are not the same in windowed mode. For full screen it doesn't matter. Keep this in mind b/c if you ever attempt to do 3D picking in the future this little gotcha will mean the difference between it working and it being way off.
__________________ If you aim at everything you will hit something but you won't know what it is. |
| Bubba is offline |
| | #5 | |
| Registered User Join Date: Nov 2009
Posts: 1
| Quote:
Hi all, I am a new member of forum. Would a newcomer be warmly welcome here? Good day you guys!!! __________________ Watch Movies Online Free | |
| jezzicaz789 is offline |
| | #6 |
| Super Moderator Join Date: Aug 2001
Posts: 7,472
| Please do not bump old threads.
__________________ If you aim at everything you will hit something but you won't know what it is. |
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