direct3d9,d3d,d3dx
时间: 2023-04-27 19:01:40 浏览: 157
direct3d9是一种图形API,用于在Windows操作系统上进行3D图形渲染。它是DirectX API的一部分,可以与其他DirectX组件一起使用。
d3d是direct3d的简称,通常用于指代direct3d9。
d3dx是一组DirectX扩展库,包含许多有用的函数和工具,用于简化DirectX编程。它提供了许多常见的3D图形操作,如矩阵变换、纹理加载和渲染等。
相关问题
火山pc 怎么写d3d绘制
首先,你需要在你的项目中包含以下头文件:
```
#include <d3d9.h>
#include <d3dx9.h>
```
然后,创建一个 Direct3D 接口对象:
```
LPDIRECT3D9 d3d = Direct3DCreate9(D3D_SDK_VERSION);
```
接下来,创建一个 Direct3D 设备:
```
LPDIRECT3DDEVICE9 d3ddev;
d3d->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hwnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING,
&d3dpp, &d3ddev);
```
在这里,`hwnd` 是窗口句柄,`d3dpp` 是一个 `D3DPRESENT_PARAMETERS` 结构体,它包含了一些设备的参数,比如屏幕大小、刷新率等等。
现在,你可以开始绘制了。首先,清除屏幕:
```
d3ddev->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 255), 1.0f, 0);
```
这会将屏幕清除为蓝色。现在,开始渲染:
```
d3ddev->BeginScene();
// 绘制代码在这里
d3ddev->EndScene();
```
在 `BeginScene()` 和 `EndScene()` 之间的代码就是你的绘制代码了。比如,你可以创建一个三角形:
```
struct Vertex {
FLOAT x, y, z;
DWORD color;
};
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ | D3DFVF_DIFFUSE)
Vertex vertices[] =
{
{ 150.0f, 50.0f, 0.0f, D3DCOLOR_XRGB(255, 0, 0) },
{ 250.0f, 250.0f, 0.0f, D3DCOLOR_XRGB(0, 255, 0) },
{ 50.0f, 250.0f, 0.0f, D3DCOLOR_XRGB(0, 0, 255) },
};
LPDIRECT3DVERTEXBUFFER9 buffer;
d3ddev->CreateVertexBuffer(3 * sizeof(Vertex),
0, D3DFVF_CUSTOMVERTEX,
D3DPOOL_DEFAULT, &buffer, NULL);
VOID* pVertices;
buffer->Lock(0, sizeof(vertices), (void**)&pVertices, 0);
memcpy(pVertices, vertices, sizeof(vertices));
buffer->Unlock();
d3ddev->SetStreamSource(0, buffer, 0, sizeof(Vertex));
d3ddev->SetFVF(D3DFVF_CUSTOMVERTEX);
d3ddev->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 1);
```
这会在屏幕上绘制一个彩色的三角形。
最后,别忘了在程序结束时释放 Direct3D 设备和接口对象:
```
d3ddev->Release();
d3d->Release();
```
这就是在火山PC上使用D3D绘制的基本流程。当然,这只是一个简单的例子,你可以通过学习更多的Direct3D相关知识,来实现更复杂的图形效果。
d3d12 超大图片渲染 代码
下面是使用DirectX 12渲染超大图片的基本代码:
```cpp
#include <d3d12.h>
#include <dxgi1_4.h>
#include <DirectXMath.h>
#include <DirectXTex.h>
#include <wrl/client.h>
using Microsoft::WRL::ComPtr;
// 渲染窗口大小
const UINT WindowWidth = 800;
const UINT WindowHeight = 600;
// 超大图片大小
const UINT ImageWidth = 10000;
const UINT ImageHeight = 10000;
// 超大图片文件名
const wchar_t* ImageFilename = L"UltraLargeImage.jpg";
// 全局变量
ComPtr<ID3D12Device> g_Device;
ComPtr<IDXGISwapChain3> g_SwapChain;
ComPtr<ID3D12CommandQueue> g_CommandQueue;
ComPtr<ID3D12CommandAllocator> g_CommandAllocator;
ComPtr<ID3D12GraphicsCommandList> g_CommandList;
ComPtr<ID3D12Resource> g_BackBuffer[2];
ComPtr<ID3D12Fence> g_Fence;
UINT64 g_FenceValue = 0;
HANDLE g_FenceEvent;
// 初始化设备、命令队列等
bool InitializeDevice()
{
// 创建设备
HRESULT hr = D3D12CreateDevice(nullptr, D3D_FEATURE_LEVEL_11_0, IID_PPV_ARGS(&g_Device));
if (FAILED(hr))
return false;
// 创建命令队列
D3D12_COMMAND_QUEUE_DESC commandQueueDesc = {};
commandQueueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
commandQueueDesc.Priority = D3D12_COMMAND_QUEUE_PRIORITY_NORMAL;
commandQueueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
commandQueueDesc.NodeMask = 0;
hr = g_Device->CreateCommandQueue(&commandQueueDesc, IID_PPV_ARGS(&g_CommandQueue));
if (FAILED(hr))
return false;
// 创建交换链
DXGI_SWAP_CHAIN_DESC1 swapChainDesc = {};
swapChainDesc.Width = WindowWidth;
swapChainDesc.Height = WindowHeight;
swapChainDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
swapChainDesc.Stereo = FALSE;
swapChainDesc.SampleDesc.Count = 1;
swapChainDesc.SampleDesc.Quality = 0;
swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
swapChainDesc.BufferCount = 2;
swapChainDesc.Scaling = DXGI_SCALING_STRETCH;
swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
swapChainDesc.AlphaMode = DXGI_ALPHA_MODE_UNSPECIFIED;
swapChainDesc.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
ComPtr<IDXGIFactory4> dxgiFactory;
hr = CreateDXGIFactory1(IID_PPV_ARGS(&dxgiFactory));
if (FAILED(hr))
return false;
hr = dxgiFactory->CreateSwapChainForHwnd(g_CommandQueue.Get(), GetForegroundWindow(), &swapChainDesc, nullptr, nullptr, &g_SwapChain);
if (FAILED(hr))
return false;
// 创建命令分配器、命令列表
hr = g_Device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&g_CommandAllocator));
if (FAILED(hr))
return false;
hr = g_Device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, g_CommandAllocator.Get(), nullptr, IID_PPV_ARGS(&g_CommandList));
if (FAILED(hr))
return false;
// 创建RTV
CD3DX12_CPU_DESCRIPTOR_HANDLE rtvHandle(g_Device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV), 0);
for (UINT i = 0; i < 2; i++)
{
hr = g_SwapChain->GetBuffer(i, IID_PPV_ARGS(&g_BackBuffer[i]));
if (FAILED(hr))
return false;
g_Device->CreateRenderTargetView(g_BackBuffer[i].Get(), nullptr, rtvHandle);
rtvHandle.Offset(1, g_Device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV));
}
// 创建围栏
hr = g_Device->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&g_Fence));
if (FAILED(hr))
return false;
g_FenceEvent = CreateEvent(nullptr, FALSE, FALSE, nullptr);
if (g_FenceEvent == nullptr)
return false;
return true;
}
// 加载超大图片
ComPtr<ID3D12Resource> LoadImage()
{
// 加载图片
std::unique_ptr<DirectX::ScratchImage> image(new DirectX::ScratchImage());
HRESULT hr = DirectX::LoadFromWICFile(ImageFilename, DirectX::WIC_FLAGS_NONE, nullptr, *image);
if (FAILED(hr))
return nullptr;
// 创建纹理资源
ComPtr<ID3D12Resource> texture;
D3D12_RESOURCE_DESC textureDesc = {};
textureDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
textureDesc.Alignment = 0;
textureDesc.Width = ImageWidth;
textureDesc.Height = ImageHeight;
textureDesc.DepthOrArraySize = 1;
textureDesc.MipLevels = 1;
textureDesc.Format = image->GetMetadata().format;
textureDesc.SampleDesc.Count = 1;
textureDesc.SampleDesc.Quality = 0;
textureDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
textureDesc.Flags = D3D12_RESOURCE_FLAG_NONE;
hr = g_Device->CreateCommittedResource(&CD3DX12_HEAP_PROPERTIES(D3D12_HEAP_TYPE_DEFAULT), D3D12_HEAP_FLAG_NONE, &textureDesc, D3D12_RESOURCE_STATE_COPY_DEST, nullptr, IID_PPV_ARGS(&texture));
if (FAILED(hr))
return nullptr;
// 上传图片数据
const DirectX::Image* imageData = image->GetImage(0, 0, 0);
D3D12_SUBRESOURCE_DATA textureData = {};
textureData.pData = imageData->pixels;
textureData.RowPitch = imageData->rowPitch;
textureData.SlicePitch = imageData->slicePitch;
UpdateSubresources(g_CommandList.Get(), texture.Get(), g_BackBuffer[0].Get(), 0, 0, 1, &textureData);
// 转换资源状态
CD3DX12_RESOURCE_BARRIER barrier = CD3DX12_RESOURCE_BARRIER::Transition(texture.Get(), D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
g_CommandList->ResourceBarrier(1, &barrier);
return texture;
}
// 渲染函数
void Render()
{
// 等待上一帧完成
const UINT currentBackBufferIndex = g_SwapChain->GetCurrentBackBufferIndex();
if (g_Fence->GetCompletedValue() < g_FenceValue)
{
hr = g_Fence->SetEventOnCompletion(g_FenceValue, g_FenceEvent);
if (FAILED(hr))
return;
WaitForSingleObject(g_FenceEvent, INFINITE);
}
// 开始渲染
g_CommandAllocator->Reset();
g_CommandList->Reset(g_CommandAllocator.Get(), nullptr);
// 设置渲染目标
CD3DX12_RESOURCE_BARRIER barrierToRenderTarget = CD3DX12_RESOURCE_BARRIER::Transition(g_BackBuffer[currentBackBufferIndex].Get(), D3D12_RESOURCE_STATE_PRESENT, D3D12_RESOURCE_STATE_RENDER_TARGET);
g_CommandList->ResourceBarrier(1, &barrierToRenderTarget);
CD3DX12_CPU_DESCRIPTOR_HANDLE rtvHandle(g_Device->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV), currentBackBufferIndex);
g_CommandList->OMSetRenderTargets(1, &rtvHandle, FALSE, nullptr);
// 清空渲染目标
const float clearColor[] = { 0.0f, 0.0f, 0.0f, 1.0f };
g_CommandList->ClearRenderTargetView(rtvHandle, clearColor, 0, nullptr);
// 绘制超大图片
// ...
// 结束渲染
CD3DX12_RESOURCE_BARRIER barrierToPresent = CD3DX12_RESOURCE_BARRIER::Transition(g_BackBuffer[currentBackBufferIndex].Get(), D3D12_RESOURCE_STATE_RENDER_TARGET, D3D12_RESOURCE_STATE_PRESENT);
g_CommandList->ResourceBarrier(1, &barrierToPresent);
g_CommandList->Close();
// 提交命令列表
ID3D12CommandList* commandLists[] = { g_CommandList.Get() };
g_CommandQueue->ExecuteCommandLists(_countof(commandLists), commandLists);
// 信号围栏
g_FenceValue++;
hr = g_CommandQueue->Signal(g_Fence.Get(), g_FenceValue);
if (FAILED(hr))
return;
// 呈现画面
g_SwapChain->Present(1, 0);
}
// 程序入口
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow)
{
// 初始化窗口等
// ...
// 初始化设备、命令队列等
if (!InitializeDevice())
return -1;
// 加载超大图片
ComPtr<ID3D12Resource> texture = LoadImage();
if (texture == nullptr)
return -1;
// 进入消息循环
// ...
}
```
其中,`LoadImage`函数用于加载超大图片,返回一个纹理资源。在绘制超大图片时,可以使用多次绘制来分批渲染,或者使用视口和裁剪矩形来渲染部分区域,以避免一次渲染过多数据。