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游戏UI设计(1.2)--Textures Sprite之封装

發(fā)布時(shí)間:2025/3/14 28 豆豆
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1.2? Textures & Sprite 封裝CXTexture & CXSprite<?xml:namespace prefix = o ns = "urn:schemas-microsoft-com:office:office" />

[http://blog.csdn.net/mythma]

1、? 何為Textures

Textures是在屏幕上顯示的平面圖形,它能夠提供比 surface 更多的圖形處理效果——移動、縮放、旋轉(zhuǎn)及作為紋理皮膚粘貼在3D模型上。在Direct3D中,其封裝的接口為IDirect3DTexture9

2、? 何為Sprite

IDirect3DTexture9從文件中讀取紋理數(shù)據(jù),但由于Textures不能直接復(fù)制到 back buffer,因此在屏幕上繪制Textures之前,需要另一個(gè)接口——ID3DXSprite(精靈)。ID3DXSprite能夠把若干個(gè)Textures 復(fù)制給back buffer,因此需要ID3DXSprite的一個(gè)實(shí)例就可以繪制所有的紋理

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所以,IDirect3DTexture9用來存放程序所需的紋理,但它本身又不能繪制紋理,需要借助接口ID3DXSprite

3、? IDirect3DTexture9ID3DXSprite使用過程

定義:???? ??????? ~

創(chuàng)建:???? ?????? ?????? D3DXCreateTextureFromFile

D3DXCreateSprite

?? 創(chuàng)建變換矩陣:?????? D3DXMatrixTransformation2D

?? 變換:??? ?????? ?????? SetTransform

?? 繪制圖象:?????? ?????? Draw

?? 釋放內(nèi)存:??????? ~

?

代碼如下:

D3DXCreateTextureFromFile(g_pd3dDevice, "c://image.bmp”, &g_Texture);

D3DXCreateSprite(g_pd3dDevice, &g_Sprite);

//--------------------------------------------------------------------------

????????????D3DXVECTOR2 Translation;

????????????Translation.x = 500;

????????????Translation.y = 500;

????????????D3DXVECTOR2 Scaling;

????????????Scaling.x = 1.0;f

????????????Scaling.y = 1.0f;

????????????D3DXMATRIX Mat;

????????????D3DXMatrixTransformation2D(&Mat, NULL, 0, &Scaling, NULL, 0, &

????????????Translation);

????????????g_Sprite->Begin(0);

????????????g_Sprite->SetTransform(&

????????????g_Sprite->Draw(g_Texture,

????????????g_Sprite->End();

?

4、? 如何封裝

從以上的基本過程可以看到,CXTexture需要完成的功能:提供與LPDIRECT3DDEVICE9的接口,與紋理文件文件關(guān)聯(lián),對紋理進(jìn)行處理(縮放、旋轉(zhuǎn)……)。

class CXTexture

{

protected:

LPDIRECT3DTEXTURE9 m_Texture;

LPDIRECT3DDEVICE9 m_pDevice;

D3DXVECTOR2 m_RotationCenter;

D3DXVECTOR2 m_Translation;

D3DXVECTOR2 m_Scaling;

FLOAT m_Rotation;

RECT m_SrcRect;

public:

CXTexture(LPDIRECT3DDEVICE9 pDevice);

~CXTexture();

LPDIRECT3DTEXTURE9 GetTexture() const {return m_Texture;}

void SetTexture(LPDIRECT3DTEXTURE9 Texture) const {m_Texture = Texture;}

LPDIRECT3DDEVICE9 GetDevice() const {return m_pDevice;}

void SetDevice(LPDIRECT3DDEVICE9 pDevice) const {m_pDevice = pDevice;}

D3DXVECTOR2 GetRotationCenter() const {return m_RotationCenter;}

void SetRotationCenter(D3DXVECTOR2 RotationCenter) {m_RotationCenter =

RotationCenter;}

D3DXVECTOR2 GetTranslation() const {return m_Translation;}

void SetTranslation (D3DXVECTOR2 Translation) const {m_Translation =

Translation;}

D3DXVECTOR2 GetScaling() const {return m_Scaling;}

void SetScaling(D3DXVECTOR2 Scaling) const {m_Scaling = Scaling;}

FLOAT GetRotation() const {return m_Rotation;}

void SetRotation (FLOAT Rotation) const {m_Rotation = Rotation;}

RECT GetRect() const {return m_SrcRect;}

void SetRect(RECT SrcRect) const {m_SrcRect = SrcRect;}

HRESULT LoadFromFile(char* Path);

};

?

CXSprite的主要功能就是在屏幕上顯示 CXTexture,因此需要有與 LPDIRECT3DDEVICE9 接口和 CXTexture連接的函數(shù)。

class CXSprite

{

protected:

LPD3DXSPRITE m_Sprite;

LPDIRECT3DDEVICE9 m_pDevice;

public:

CXSprite (LPDIRECT3DDEVICE9 pDevice);

~CXSprite ();

LPD3DXSPRITE GetSprite() const {return m_Sprite;}

void SetSprite(LPD3DXSPRITE Sprite) const {m_Sprite = Sprite;}

LPDIRECT3DDEVICE9 GetDevice() const {return m_pDevice;}

void SetDevice(LPDIRECT3DDEVICE9 pDevice) const {m_pDevice = pDevice;}

HRESULT DrawTexture(CXTexture* Texture);

};

?

轉(zhuǎn)載于:https://www.cnblogs.com/wuwuwu/archive/2004/10/02/6335383.html

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