2

我想将我的 Backbuffer 捕获到我的 LPDIRECT3DSURFACE9 中,然后将表面复制到我的 IDirect3DTexture9 中,最后使用该纹理作为我的对象皮肤。我编写了代码,但刚刚收到黑色像素。

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);

}
4

2 回答 2

4

你可以试试这样的

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();

IdStage是您要复制的当前渲染目标,在您的情况下它将是0

m_Texture是一个 DirectX 纹理,您希望从后台缓冲区接收副本

于 2013-01-11T17:25:45.440 回答
4

另一种方式:

第 1 步:获取后台缓冲区作为表面:

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

第 2 步:创建一个空纹理

 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,请使用 D3DFMT_A8R8G8B8 格式。

第三步:获取指向空纹理顶面的指针

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

第 4 步: Surface to Surface Copy(后台缓冲表面到空表面)

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

第 5 步:具有后台缓冲区内容的结果纹理

textureMap
于 2015-09-04T13:23:56.977 回答