游戏UI设计(1.2)--Textures Sprite之封装
1.2? Textures & Sprite 之封裝CXTexture & CXSprite<?xml:namespace prefix = o ns = "urn:schemas-microsoft-com:office:office" />
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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能從文件中讀取紋理數據,但由于Textures不能直接復制到 back buffer,因此在屏幕上繪制Textures之前,需要另一個接口——ID3DXSprite(精靈)。ID3DXSprite能夠把若干個Textures 復制給back buffer,因此需要ID3DXSprite的一個實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、? IDirect3DTexture9和ID3DXSprite的使用過程
定義:???? ??????? ~
創建:???? ?????? ?????? D3DXCreateTextureFromFile
D3DXCreateSprite
?? 創建變換矩陣:?????? D3DXMatrixTransformation2D
?? 變換:??? ?????? ?????? SetTransform
?? 繪制圖象:?????? ?????? Draw
?? 釋放內存:??????? ~
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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();
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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,與紋理文件文件關聯,對紋理進行處理(縮放、旋轉……)。
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);
};
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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。
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);
};
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轉載于:https://www.cnblogs.com/wuwuwu/archive/2004/10/02/6335383.html
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