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我正在尝试使用带有 DirectX 9 的 2D sprites 构建一个简单的 2D 游戏,但在让图像清晰显示时遇到了问题。我想加载 bmp 图像并将它们按原样显示在屏幕上(无插值、无放大、无过滤或抗锯齿等)。

我确定我遗漏了一些东西,但是当我尝试将 100x100 bmp 渲染到屏幕上时,它看起来不连贯且失真,就像像素艺术图像在略微缩小时通常看起来一样。我希望 bmp 看起来与在 MS Paint 中加载时完全一样。

有谁知道为什么会这样?我的代码如下所示:

初始化代码:

g_DxCom = Direct3DCreate9( D3D_SDK_VERSION );
if ( g_DxCom == NULL )
{
    return false;
}

D3DDISPLAYMODE d3dDisplayMode;

if ( FAILED( g_DxCom->GetAdapterDisplayMode( D3DADAPTER_DEFAULT, &d3dDisplayMode ) ) )
{
    return false;
}

D3DPRESENT_PARAMETERS d3dPresentParameters;
::ZeroMemory( &d3dPresentParameters, sizeof(D3DPRESENT_PARAMETERS) );
d3dPresentParameters.Windowed = FALSE;
d3dPresentParameters.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dPresentParameters.BackBufferFormat = d3dDisplayMode.Format;  // D3DFMT_X8R8G8B8
d3dPresentParameters.BackBufferWidth = d3dDisplayMode.Width;
d3dPresentParameters.BackBufferHeight = d3dDisplayMode.Height;
d3dPresentParameters.PresentationInterval = D3DPRESENT_INTERVAL_ONE;

if ( FAILED( g_DxCom->CreateDevice( D3DADAPTER_DEFAULT,
                                    D3DDEVTYPE_HAL,
                                    this->hWnd,
                                    D3DCREATE_HARDWARE_VERTEXPROCESSING,
                                    &d3dPresentParameters,
                                    &pd3dDevice ) ) )
{
    if ( FAILED( g_DxCom->CreateDevice( D3DADAPTER_DEFAULT,
                                        D3DDEVTYPE_HAL,
                                        this->hWnd,
                                        D3DCREATE_SOFTWARE_VERTEXPROCESSING,
                                        &d3dPresentParameters,
                                        &pd3dDevice ) ) )
    {
        return false;
    }
}

texture = NULL;
bg_texture = NULL;

渲染代码:

LPDIRECT3DDEVICE9   g_dxDevice;

float float1 = 99.5f;    // I'd like to render my 100x100 sprite from screen coordinates 100, 100 to 200, 200
float float2 = 198.5f;

CUSTOMVERTEX OurVertices[] =
{
    { float1, float2, 1.0f, 1.0f, 0.0f, 1.0f },
    { float1, float1, 1.0f, 1.0f, 0.0f, 0.0f },
    { float2, float1, 1.0f, 1.0f, 1.0f, 0.0f },
    { float1, float2, 1.0f, 1.0f, 0.0f, 1.0f },
    { float2, float1, 1.0f, 1.0f, 1.0f, 0.0f },
    { float2, float2, 1.0f, 1.0f, 1.0f, 1.0f }
};

LPDIRECT3DVERTEXBUFFER9 v_buffer;

g_dxDevice->CreateVertexBuffer( 6 * sizeof(CUSTOMVERTEX),
                                0,
                                CUSTOMFVF,
                                D3DPOOL_MANAGED,
                                &v_buffer,
                                NULL );

VOID* pVoid;

// Lock the vertex buffer into memory
v_buffer->Lock( 0, 0, &pVoid, 0 );

// Copy our vertex buffer to memory
::memcpy( pVoid, OurVertices, sizeof(OurVertices) );

// Unlock buffer
v_buffer->Unlock();

LPDIRECT3DTEXTURE9 g_texture;
HRESULT hError;

DWORD dwTextureFilter = D3DTEXF_NONE;

g_dxDevice->SetSamplerState( 0, D3DSAMP_MINFILTER, dwTextureFilter );
g_dxDevice->SetSamplerState( 0, D3DSAMP_MAGFILTER, dwTextureFilter );
g_dxDevice->SetSamplerState( 0, D3DSAMP_MIPFILTER, dwTextureFilter );

g_dxDevice->SetTextureStageState(0,D3DTSS_COLOROP,D3DTOP_SELECTARG1);
g_dxDevice->SetTextureStageState(0,D3DTSS_COLORARG1,D3DTA_TEXTURE);
g_dxDevice->SetTextureStageState(0,D3DTSS_COLORARG2,D3DTA_DIFFUSE);

hError = D3DXCreateTextureFromFile( g_dxDevice, L"Test.bmp", &g_texture );   // 100x100 sprite

g_dxDevice->SetTexture( 0, g_texture );

g_dxDevice->Clear( 0,
                   NULL,
                   D3DCLEAR_TARGET,
                   D3DCOLOR_XRGB( 0, 40, 100 ),
                   1.0f,
                   0 );

g_dxDevice->BeginScene();

// Do rendering on the back buffer here
g_dxDevice->SetFVF( CUSTOMFVF );
g_dxDevice->SetStreamSource( 0, v_buffer, 0, sizeof(CUSTOMVERTEX) );
g_dxDevice->DrawPrimitive( D3DPT_TRIANGLELIST, 0, 6 );

g_dxDevice->EndScene();

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

g_texture->Release();
v_buffer->Release();
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1 回答 1

2

好的,所以我终于想通了,我应该知道是这样的。看起来 DirectX9 仅适用于大小为 2 的倍数的纹理。如果我更改纹理以使精灵方​​块为 128 x 128(只是添加一些透明度)并运行应用程序并适当更改 float2,则不会出现失真渲染的图像。

欢呼...

于 2013-03-04T06:48:44.720 回答