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Directx9表面紋理

[英]Directx9 surface to texture

我想將我的Backbuffer捕獲到我的LPDIRECT3DSURFACE9然后將表面復制到我的IDirect3DTexture9中,最后將該紋理用作我的對象皮膚。 我寫了代碼,但剛收到黑色像素。

IDirect3DTexture9* texture;
LPDIRECT3DSURFACE9 pd3dsBack = NULL;

void init()//init point
{

    D3DXCreateTexture(g_pd3dDevice, 640, 480, D3DUSAGE_DYNAMIC,
        0, D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &texture);

}

void render()//render point
{

    g_pd3dDevice->BeginScene();

    g_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER,
        D3DCOLOR_COLORVALUE(0.0f, 1.0f, 0.0f, 1.0f), 1.0f, 0);

    //my scene (1) 3d objects codes for draw.

    g_pd3dDevice->EndScene();

    //now try to get back-buffer into surface

    g_pd3dDevice->GetBackBuffer(0, 0, D3DBACKBUFFER_TYPE_MONO, &pd3dsBack);


    //i add this Save section to ensure the backbuffer data received complete and work.(it was ok and save complete true picture of Scene(1) ).

    D3DXSaveSurfaceToFileA("BackbufferImage.BMP", D3DXIFF_BMP, pd3dsBack, NULL, NULL);


    //this line put surface into my texture ; if u think this way is false please give me a simple code to fill texture by surface.

    texture->GetSurfaceLevel(0, &pd3dsBack);

    pd3dsBack->Release();//release my surface


                         //scene(2)
    g_pd3dDevice->BeginScene();

    g_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER,
        D3DCOLOR_COLORVALUE(1.0f, 0.0f, 0.0f, 1.0f), 1.0f, 0);

    //now render my scene(2) and useing the texture object for draw it as skin of my 3d     object
    g_pd3dDevice->SetTexture(0, texture);

    g_pd3dDevice->EndScene();


    g_pd3dDevice->Present(NULL, NULL, NULL, NULL);

}

你可以嘗試這樣的事情

LPDIRECT3DDEVICE9 l_Device= RenderManager()->GetDirectXDevice();
LPDIRECT3DSURFACE9 l_RenderTarget, l_Surface;

m_Texture->GetSurfaceLevel(0,&l_Surface);
l_Device->GetRenderTarget(IdStage,&l_RenderTarget);
l_Device->StretchRect(l_RenderTarget,NULL, l_Surface,NULL,D3DTEXF_NONE);
l_RenderTarget->Release();

其中IdStage是您要復制的當前渲染目標,在您的情況下,它將為0

m_Texture是一個DirectX紋理,您希望從后備緩沖區接收副本

另一種方式:

第1步:將后緩沖區作為表面:

 LPDIRECT3DSURFACE9 pBackBuffer;
 GetBackBuffer(0, D3DBACKBUFFER_TYPE_MONO, &pBackBuffer)

第2步:創建一個空紋理

 LPDIRECT3DTEXTURE9 textureMap
 D3DXCreateTexture(device, width, height, D3DX_DEFAULT,  D3DUSAGE_RENDERTARGET, 
                                 D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT,&textureMap);  

注意:如果您想要Alpha通道,請使用D3DFMT_A8R8G8B8格式。

第3步:獲取指向空紋理頂面的指針

LPDIRECT3DSURFACE9 pTexSurface;
textureMap->GetSurfaceLevel(0, &pTexSurface);

第4步:表面到表面復制(后緩沖表面到空表面)

StretchRect(pBBsurface, NULL, pTexSurface, NULL, D3DTEXF_NONE);

步驟5:具有后台緩沖區內容的結果紋理

textureMap

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