Winapi DirectX纹理扭曲
我正在编写一个WIN32 DirectX 9程序,在其中加载一些纹理(一个人和一个背景)并在屏幕上显示它们。然而,它们变得扭曲(拉伸),而不是我在绘画中所画的一对一的表现。我尝试了不同的窗口大小和不同的屏幕分辨率,但仍然不起作用 在绘制精灵之前,我可以通过调用D3DXMatrixTransformation2D来强制进行非常接近原始的模拟。然而,这并不能解决问题。我的程序依赖于我确切地知道人在哪里与背景相关(在现实中,背景移动和人停留在屏幕中间)。 是否有一些简单的事情我遗漏了,或者是因为某种原因我无法做到?我可以给代码,如果它不仅仅是一个简单的修复,但我希望不是。作为记录,我没有收到任何错误或警告;这只是一个视觉和运动跟踪问题。多谢各位 编辑:以下是一些代码:Winapi DirectX纹理扭曲,winapi,directx,textures,sprite,directx-9,Winapi,Directx,Textures,Sprite,Directx 9,我正在编写一个WIN32 DirectX 9程序,在其中加载一些纹理(一个人和一个背景)并在屏幕上显示它们。然而,它们变得扭曲(拉伸),而不是我在绘画中所画的一对一的表现。我尝试了不同的窗口大小和不同的屏幕分辨率,但仍然不起作用 在绘制精灵之前,我可以通过调用D3DXMatrixTransformation2D来强制进行非常接近原始的模拟。然而,这并不能解决问题。我的程序依赖于我确切地知道人在哪里与背景相关(在现实中,背景移动和人停留在屏幕中间)。 是否有一些简单的事情我遗漏了,或者是因为某种原
//start of program
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow)
{
//Define and register the Windows Class ***Function
createWindowClass(hInstance);
//Create the window (still not shown)
HWND hWnd = CreateWindow("Sample Window Class", "Person With Ship", WS_OVERLAPPEDWINDOW,
CW_USEDEFAULT, CW_USEDEFAULT, 800, 600, NULL, NULL, hInstance, NULL);
//Define and create the DirectX9 object ***Function
HRESULT hr = createDirectX(hWnd);
D3DXCreateSprite(d3dDevice, &sprite);
D3DXCreateTextureFromFile(d3dDevice, "landingPad2.png", &texture);
D3DXCreateTextureFromFile(d3dDevice, "person.png", &person);
//D3DXCreateTextureFromFile(d3dDevice, "secondRoom.png", &secondRoom);
//Set up text
LPD3DXFONT mFont;
D3DXCreateFont(d3dDevice, 20, 0, FW_BOLD, 0, FALSE, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS,
DEFAULT_QUALITY, DEFAULT_PITCH | FF_DONTCARE, TEXT("Arial"), &mFont );
//Finally show window
ShowWindow(hWnd, nCmdShow);
UpdateWindow(hWnd);
//setup keyboard
RAWINPUTDEVICE Rid[1]; // array of structs for input devices
Rid[0].usUsagePage = 1; // use 1 for most inputs
Rid[0].usUsage = 6; //2-mouse, 4-joystick, 6-keyboard
Rid[0].dwFlags = 0; //use 0
Rid[0].hwndTarget=NULL; //use NULL
RegisterRawInputDevices(Rid,1,sizeof(RAWINPUTDEVICE)); // registers all of the input devices
//MAIN LOOP!!
MSG msg;
ZeroMemory(&msg, sizeof(msg));
while (msg.message!=WM_QUIT)
{
while(PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
updateGraphics(hr, mFont);
updatePosition();
}
mFont->Release();
texture->Release();
return msg.wParam;
}
void createWindowClass(HINSTANCE hInstance)
{
const LPCSTR CLASS_NAME = "Sample Window Class";
//create windows object
WNDCLASSEX wcex;
wcex.cbSize = sizeof(WNDCLASSEX);
wcex.style= CS_HREDRAW | CS_VREDRAW;
wcex.lpfnWndProc= (WNDPROC)WndProc;
wcex.cbClsExtra= 0;
wcex.cbWndExtra= 0;
wcex.hInstance= hInstance;
wcex.hIcon= 0;
wcex.hCursor= LoadCursor(NULL, IDC_ARROW);
wcex.hbrBackground= (HBRUSH)(COLOR_WINDOW+1);
wcex.lpszMenuName= 0;
wcex.lpszClassName= CLASS_NAME;
wcex.hIconSm= 0;
//register windows class
RegisterClassEx(&wcex);
}
HRESULT createDirectX(HWND hWnd)
{
//create directx object
d3dObject = Direct3DCreate9(D3D_SDK_VERSION);
if (d3dObject==NULL)
{
exit(1);
}
//Present Parameters struct
D3DPRESENT_PARAMETERS presParams;
//Sets everything to 0
ZeroMemory(&presParams, sizeof(presParams));
presParams.Windowed = TRUE;
presParams.SwapEffect = D3DSWAPEFFECT_DISCARD;
presParams.BackBufferFormat = D3DFMT_UNKNOWN;
presParams.PresentationInterval = D3DPRESENT_INTERVAL_ONE;
//DIRECT3D Stuff (not used currently)
//presParams.EnableAutoDepthStencil = TRUE;
//presParams.AutoDepthStencilFormat = D3DFMT_D16;
//d3dDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
//D3DXMatrixIdentity( &worldMatrix );
HRESULT hr = d3dObject->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL,hWnd, D3DCREATE_HARDWARE_VERTEXPROCESSING, &presParams, &d3dDevice);
return hr;
}
LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
switch (message)
{
case WM_INPUT:
{
UINT bufferSize;
GetRawInputData((HRAWINPUT)lParam, RID_INPUT, NULL, &bufferSize, sizeof (RAWINPUTHEADER));
// Create a buffer of the correct size
BYTE *buffer=new BYTE[bufferSize];
// Call the function again, this time with the buffer to get the data
GetRawInputData((HRAWINPUT)lParam, RID_INPUT, (LPVOID)buffer, &bufferSize, sizeof (RAWINPUTHEADER));
PRAWINPUT raw = (RAWINPUT*) buffer;
getInput(raw);
break;
}
case WM_COMMAND:
{
int wmId = LOWORD(wParam);
int wmEvent = HIWORD(wParam);
// Parse the menu selections:
switch (wmId)
{
case IDM_EXIT:
DestroyWindow(hWnd);
break;
}
break;
}
case WM_DESTROY:
PostQuitMessage(0);
break;
default:
return DefWindowProc(hWnd, message, wParam, lParam);
}
return 0;
}
void getInput(PRAWINPUT raw)
{
if (raw->header.dwType== RIM_TYPEKEYBOARD)
{
USHORT keyCode = raw->data.keyboard.VKey;
switch(keyCode)
{
case VK_LEFT:
keyUp=raw->data.keyboard.Flags & RI_KEY_BREAK;
if (keyUp == false)
counterTrue = true;
else
counterTrue = false;
break;
case VK_RIGHT:
keyUp=raw->data.keyboard.Flags & RI_KEY_BREAK;
if (keyUp == false)
clockwiseTrue = true;
else
clockwiseTrue = false;
break;
case VK_UP:
keyUp=raw->data.keyboard.Flags & RI_KEY_BREAK;
if (keyUp == false)
upTrue = true;
else
upTrue = false;
break;
case VK_DOWN:
keyUp=raw->data.keyboard.Flags & RI_KEY_BREAK;
if (keyUp == false)
downTrue = true;
else
downTrue = false;
break;
default:
break;
}
if (keyCode == 'A')
{
keyUp=raw->data.keyboard.Flags & RI_KEY_BREAK;
if (keyUp == false)
leftTrue = true;
else
leftTrue = false;
}
if (keyCode == 'D')
{
keyUp=raw->data.keyboard.Flags & RI_KEY_BREAK;
if (keyUp == false)
rightTrue = true;
else
rightTrue = false;
}
if (keyCode == 'W')
{
keyUp=raw->data.keyboard.Flags & RI_KEY_BREAK;
if (keyUp == false)
upTrue = true;
else
upTrue = false;
}
if (keyCode == 'S')
{
keyUp=raw->data.keyboard.Flags & RI_KEY_BREAK;
if (keyUp == false)
downTrue = true;
else
downTrue = false;
}
}
}
void updateGraphics(HRESULT hr, LPD3DXFONT mFont)
{
hr = d3dDevice->Clear(0, NULL, D3DCLEAR_TARGET| D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0,0,0), 1.0f, 0);
hr = d3dDevice->BeginScene();
sprite->Begin(D3DXSPRITE_ALPHABLEND);
// Texture being used is 64 by 64:
D3DXVECTOR2 spriteCentre=D3DXVECTOR2(rotationCenter.x, rotationCenter.y);
// Screen position of the sprite
D3DXVECTOR2 trans=D3DXVECTOR2(pos.x, pos.y);
// Build our matrix to rotate, scale and position our sprite
D3DXMATRIX mat;
D3DXVECTOR2 scaling(0.5798f, 0.784f);
// out, scaling centre, scaling rotation, scaling, rotation centre, rotation, translation
D3DXMatrixTransformation2D(&mat,NULL, NULL, &scaling,&spriteCentre,rotation,NULL/*&trans*/);
// Tell the sprite about the matrix
sprite->SetTransform(&mat);
sprite->Draw(texture, NULL, &rotationCenter, &pos, 0xFFFFFFFF);
scaling.x = 0.53;
scaling.y = 0.57f;
D3DXMatrixTransformation2D(&mat,NULL,0.0, &scaling,&spriteCentre, 0,NULL/*&trans*/);
sprite->SetTransform(&mat);
sprite->Draw(person, NULL, NULL, &personPos, 0xFFFFFFFF);
sprite->End();
DisplaySomeText(mFont);
d3dDevice->EndScene();
d3dDevice->Present(NULL, NULL, NULL, NULL);
}
void updatePosition()
{
if (clockwiseTrue == true)
{
rotation -= (float)0.03;
}
else if (counterTrue == true)
{
rotation += (float)0.03;
}
if (rotation >(PI))
{
rotation -= (float)(2*PI);
}
if (rotation <= -(PI))
{
rotation += (float)(2*PI);
}
if (upTrue == true)
{
pos.y += (3*cos(rotation));
pos.x += (3*sin(rotation));
}
else if (downTrue == true)
{
pos.y -= (3*cos(rotation));
pos.x -= (3*sin(rotation));
}
if (leftTrue == true)
{
pos.x += (3*cos(rotation));
pos.y -= (3*sin(rotation));
}
else if (rightTrue == true)
{
pos.x -= (3*cos(rotation));
pos.y += (3*sin(rotation));
}
//collision detection
if (rotation >=0 && rotation < (PI/2))
{
if (pos.y - (30*cos(rotation)) - (30*sin(rotation)) < -138 && pos.x < 350 && pos.x > -550)
{
pos.y = -142 + (30*cos(rotation)) + (30*sin(rotation));
}
}
if (rotation < 0 && rotation > -(PI/2))
{
if (pos.y - (51*cos(rotation)) + (14*sin(rotation)) < -142 && pos.x < 350 && pos.x > -550)
{
pos.y = -142 + (51*cos(rotation)) - (14*sin(rotation));
}
}
if (rotation < -(PI/2) && rotation > -(PI))
{
if (pos.y + (51*cos(rotation)) + (14*sin(rotation)) < -142 && pos.x < 350 && pos.x > -550)
{
pos.y = -142 - (51*cos(rotation)) - (14*sin(rotation));
}
}
if (rotation > (PI/2) && rotation <= (PI))
{
if (pos.y + (51*cos(rotation)) - (14*sin(rotation)) < -142 && pos.x < 350 && pos.x > -550)
{
pos.y = -142 - (51*cos(rotation)) + (14*sin(rotation));
}
}
}
void DisplaySomeText(LPD3DXFONT mFont)
{
// Create a colour for the text - in this case blue
D3DCOLOR fontColor = D3DCOLOR_ARGB(255,0,0,255);
// Create a rectangle to indicate where on the screen it should be drawn
RECT rct;
rct.left=200;
rct.right=780;
rct.top=10;
rct.bottom=rct.top+20;
TCHAR cX[30] = "x";
TCHAR cY[30] = "y";
TCHAR cR[30] = "r";
TCHAR cQ[30] = "q";
size_t cchDest = 30;
LPCTSTR pszFormat = TEXT("%f");
HRESULT har = StringCchPrintf(cX, cchDest, pszFormat, pos.x);
HRESULT her = StringCchPrintf(cY, cchDest, pszFormat, pos.y);
HRESULT hir = StringCchPrintf(cR, cchDest, pszFormat, rotation);
HRESULT hur = StringCchPrintf(cQ, cchDest, pszFormat, (pos.y - (43*cos(rotation))));
mFont->DrawText(NULL, cX, -1, &rct, 0, fontColor);
rct.left += 100;
mFont->DrawText(NULL, cY, -1, &rct, 0, fontColor);
rct.left += 100;
mFont->DrawText(NULL, cR, -1, &rct, 0, fontColor);
rct.left += 100;
mFont->DrawText(NULL, cQ, -1, &rct, 0, fontColor);
}
//程序开始
int WINAPI WinMain(HINSTANCE HINSTANCE、HINSTANCE HPPreInstance、LPSTR lpCmdLine、int nCmdShow)
{
//定义并注册Windows类***函数
createWindowClass(hInstance);
//创建窗口(仍未显示)
HWND HWND=CreateWindow(“示例窗口类”、“有船的人”、WS_OVERLAPPEDWINDOW、,
CW_usefault,CW_usefault,800,600,NULL,NULL,hInstance,NULL);
//定义并创建DirectX9对象***函数
HRESULT hr=createDirectX(hWnd);
D3DXCreateSprite(d3dDevice和sprite);
D3DXCreateTextureFromFile(d3dDevice,“landingPad2.png”和纹理);
D3DXCreateTextureFromFile(d3dDevice,“person.png”、&person);
//D3DXCreateTextureFromFile(d3dDevice,“secondRoom.png”和secondRoom);
//设置文本
LPD3DXFONT-mFont;
D3DXCreateFont(d3dDevice,20,0,FW_BOLD,0,FALSE,DEFAULT_CHARSET,OUT_DEFAULT_PRECIS,
默认音质、默认音高(FF_DONTCARE、文本(“Arial”)、&mFont);
//最后显示窗口
显示窗口(hWnd、nCmdShow);
更新窗口(hWnd);
//设置键盘
RAWINPUTDEVICE Rid[1];//输入设备的结构数组
Rid[0]。usUsagePage=1;//对大多数输入使用1
Rid[0]。usUsage=6;//2-鼠标,4-操纵杆,6-键盘
Rid[0]。dwFlags=0;//使用0
Rid[0]。hwndTarget=NULL;//使用NULL
RegisterRawInputDevices(Rid,1,sizeof(RAWINPUTDEVICE));//注册所有输入设备
//主回路!!
味精;
零内存(&msg,sizeof(msg));
while(msg.message!=WM\u退出)
{
while(peek消息(&msg,NULL,0U,0U,PM_删除))
{
翻译信息(&msg);
发送消息(&msg);
}
更新图形(hr、mFont);
updatePosition();
}
mFont->Release();
纹理->释放();
返回msg.wParam;
}
void createWindowClass(HINSTANCE HINSTANCE)
{
const LPCSTR CLASS_NAME=“示例窗口类”;
//创建windows对象
WNDCLASSEX wcex;
wcex.cbSize=sizeof(WNDCLASSEX);
wcex.style=CS_HREDRAW | CS_VREDRAW;
wcex.lpfnWndProc=(WNDPROC)WNDPROC;
wcex.cbClsExtra=0;
wcex.cbWndExtra=0;
wcex.hInstance=hInstance;
wcex.hIcon=0;
wcex.hCursor=LoadCursor(空,IDC_箭头);
wcex.hbrBackground=(HBRUSH)(彩色窗口+1);
wcex.lpszMenuName=0;
wcex.lpszClassName=CLASS_NAME;
wcex.hIconSm=0;
//注册windows类
注册类别(&wcex);
}
HRESULT createDirectX(HWND HWND)
{
//创建directx对象
d3dObject=Direct3DCreate9(D3D_SDK_版本);
if(d3dObject==NULL)
{
出口(1);
}
//当前参数结构
D3D当前参数预参数;
//将所有设置为0
零内存(&presParams,sizeof(presParams));
预参数加窗=真;
PRESPARMS.SwapEffect=D3DSWAPEEFFECT_丢弃;
presParams.BackBufferFormat=D3DFMT_未知;
presParams.PresentationInterval=D3D当前时间间隔;
//DIRECT3D素材(当前未使用)
//presParams.EnableAutoDepthStencil=TRUE;
//presParams.AutoDepthStencilFormat=D3DFMT_D16;
//d3dDevice->SetRenderState(D3DRS_ZENABLE,D3DZB_TRUE);
//D3DXMatrix实体(和worldMatrix);
HRESULT hr=d3dObject->CreateDevice(D3DADAPTER\u默认值、D3DDEVTYPE\u HAL、hWnd、D3DCREATE\u硬件\u VERTEXPROCESSING、&presParams、&d3dDevice);
返回人力资源;
}
LRESULT回调WndProc(HWND HWND,UINT消息,WPARAM WPARAM,LPARAM LPARAM)
{
开关(信息)
{
案例WM_输入:
{
单位缓冲区大小;
GetRawInputData((HRAWINPUT)lParam、RID_INPUT、NULL和bufferSize、sizeof(rawinpuheader));
//创建正确大小的缓冲区
字节*缓冲区=新字节[缓冲区大小];
//再次调用函数,这次使用缓冲区获取数据
GetRawInputData((HRAWINPUT)LPRAM、RID_输入、(LPVOID)缓冲区和缓冲区大小、sizeof(RAWINPUTHEADER));
PRAWINPUT raw=(RAWINPUT*)缓冲区;
获取输入(原始);
打破
}
case WM_命令:
{
int wmId=低ORD(wParam);
int wmEvent=HIWORD(wParam);
//解析菜单选项:
交换机(wmId)
{
案例IDM_退出:
窗口(hWnd);
打破
}
打破
}
案例WM_销毁:
PostQuitMessage(0);
打破
违约:
返回DefWindowProc(hWnd、message、wParam、lParam);
}
返回0;
}
void getInput(PRAWINPUT原始)
{
if(原始->标题.dwType==RIM\u类型键盘)
{
USHORT keyCode=raw->data.keyboard.VKey;
开关(钥匙代码)
{
案例VK_左:
keyUp=raw->data.keyboard.Flags和RI\u KEY\u BREAK;
如果(keyUp==false)
反真=真;
其他的