そこで、directX でスプライトを作成する方法を学ぼうとして、サンプル ファイルをダウンロードしましたが、サンプルにはバグがあり、ウィンドウに添付されたスプライトがウィンドウの外に移動するたびに、乗り越えることができず、修正方法を知る必要があります。画面外に移動されたスプライトの部分の画面と背面は、マウスの左ボタンを離すまで再描画されません。RenderFrame()
変更する設定を見つけて成功しないことを期待して、関数のすべてについて読みました。
問題のアニメーションの例を次に示します (奇妙な理由で、ビデオで 502 エラーが発生しないファイル共有サービスを見つけることができませんでした。)
ソースコードは次のとおりです。
// main.cpp : Defines the entry point for the application.
//
#include <windows.h>
#include "C:\Program Files\Microsoft DirectX SDK (August 2008)\Include\D3dx9core.h"
#include "C:\Documents and Settings\Death\My Documents\Downloads\DXSprite\DXSprite\resource.h"
//-----------------------------------------------------------------------------
// GLOBALS
//-----------------------------------------------------------------------------
HWND g_hWnd = NULL;
LPDIRECT3D9 g_pD3D = NULL;
LPDIRECT3DDEVICE9 g_pD3DDevice = NULL;
ID3DXSprite * g_pD3DXSprite = NULL;
LPDIRECT3DTEXTURE9 g_pTexture = NULL;
const int SCREEN_WIDTH = 800;
const int SCREEN_HEIGHT = 600;
//-----------------------------------------------------------------------------
// PROTOTYPES
//-----------------------------------------------------------------------------
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance,
LPSTR lpCmdLine, int nCmdShow);
LRESULT CALLBACK WindowProc(HWND hwnd, UINT uMsg, WPARAM wParam, LPARAM lParam);
HRESULT InitializeD3D ( );
void RenderFrame ( );
//-----------------------------------------------------------------------------
// Name: WinMain()
// Desc: The application's entry point
//-----------------------------------------------------------------------------
int WINAPI WinMain( HINSTANCE hInstance,
HINSTANCE hPrevInstance,
LPSTR lpCmdLine,
int nCmdShow )
{
WNDCLASSEX winClass;
MSG uMsg;
HRESULT hr;
memset(&uMsg,0,sizeof(uMsg));
winClass.lpszClassName = "MY_WINDOWS_CLASS";
winClass.cbSize = sizeof(WNDCLASSEX);
winClass.style = CS_HREDRAW | CS_VREDRAW;
winClass.lpfnWndProc = WindowProc;
winClass.hInstance = hInstance;
winClass.hIcon = LoadIcon(hInstance, (LPCTSTR)IDC_DXSPRITE);
winClass.hIconSm = LoadIcon(hInstance, (LPCTSTR)IDC_DXSPRITE);
winClass.hCursor = LoadCursor(NULL, IDC_ARROW);
winClass.hbrBackground = (HBRUSH)GetStockObject(BLACK_BRUSH);
winClass.lpszMenuName = NULL;
winClass.cbClsExtra = 0;
winClass.cbWndExtra = 0;
if( !RegisterClassEx(&winClass) )
return E_FAIL;
g_hWnd = CreateWindowEx( NULL, "MY_WINDOWS_CLASS",
"Direct3D 9 - ID3DXSprite Example",
WS_OVERLAPPEDWINDOW | WS_VISIBLE,
0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, NULL, NULL, hInstance, NULL );
if( g_hWnd == NULL )
return E_FAIL;
ShowWindow( g_hWnd, nCmdShow );
UpdateWindow( g_hWnd );
//----------------------------------------------------------------
// Create the DirectX device
//----------------------------------------------------------------
if (FAILED( InitializeD3D()))
return 0;
//----------------------------------------------------------------
// CREATE THE ID3DXSprite
//----------------------------------------------------------------
// Create the ID3DXSprite interface object
hr = D3DXCreateSprite(g_pD3DDevice, &g_pD3DXSprite );
if( FAILED(hr) )
return hr;
//----------------------------------------------------------------
// LOAD THE TEXTURE FOR THE SPRITE
//----------------------------------------------------------------
// --------------------------------------------------------
// Load the texture. I decided to use the extended
// version of the texture loading function just to show what
// it would look like.
// The texture was created with Photoshop with a transparent
// background to start with. Then line cross hairs were added.
//
// Note - If you don't use a texture image that has a power of
// 2 size for the width or height then the image may not load
// properly. This image is 256x256.
//
D3DXCreateTextureFromFileEx(
g_pD3DDevice,
"C:\\Documents and Settings\\Death\\My Documents\\Downloads\\DXSprite\\DXSprite\\sarah.jpg", // Our texture image!
D3DX_DEFAULT, // width
D3DX_DEFAULT, // height
D3DX_DEFAULT, // MIP levels
0, // usage
D3DFMT_DXT1, // texture format
D3DPOOL_MANAGED, // mem pool
D3DX_DEFAULT, // filter
D3DX_DEFAULT, // MIP filter
0, // transparent color key
NULL, // image info struct
NULL, // palette
&g_pTexture); // the returned texture, if success
if ( FAILED(hr) )
return hr;
// ---------
// Main Loop
// ---------
while( uMsg.message != WM_QUIT )
{
RenderFrame();
if( PeekMessage( &uMsg, NULL, 0, 0, PM_REMOVE ) )
{
TranslateMessage( &uMsg );
DispatchMessage( &uMsg );
}
}
// -------------------------
// Release directx resources
// -------------------------
if (g_pD3DXSprite)
{
g_pD3DXSprite->Release();
g_pD3DXSprite = NULL;
}
if (g_pTexture)
{
g_pTexture->Release();
g_pTexture = NULL;
}
if (g_pD3DDevice)
{
g_pD3DDevice->Release();
g_pD3DDevice = NULL;
}
UnregisterClass( "MY_WINDOWS_CLASS", winClass.hInstance );
return (int)uMsg.wParam;
}
//-----------------------------------------------------------------------------
// Name: WindowProc()
// Desc: The window's message handler
//-----------------------------------------------------------------------------
LRESULT CALLBACK WindowProc( HWND hWnd,
UINT msg,
WPARAM wParam,
LPARAM lParam )
{
switch( msg )
{
case WM_KEYDOWN:
{
switch( wParam )
{
case VK_ESCAPE:
PostQuitMessage(0);
break;
}
}
break;
case WM_CLOSE:
{
PostQuitMessage(0);
}
case WM_DESTROY:
{
PostQuitMessage(0);
}
break;
default:
{
return DefWindowProc( hWnd, msg, wParam, lParam );
}
break;
}
return 0;
}
//-----------------------------------------------------------------------------
// Name: InitializeD3D()
// Desc: Create DirectX interface objects
// Initialize the view matrix.
// Setup render states that will not need changing throughout
// the life of the application.
//-----------------------------------------------------------------------------
HRESULT InitializeD3D( )
{
HRESULT hr;
// Create a direct 3D interface object
g_pD3D = Direct3DCreate9( D3D_SDK_VERSION );
if( g_pD3D == NULL )
{
// TO DO: Respond to failure of Direct3DCreate9
return E_FAIL;
}
D3DDISPLAYMODE d3ddm;
if( FAILED( hr = g_pD3D->GetAdapterDisplayMode( D3DADAPTER_DEFAULT, &d3ddm ) ) )
{
// TO DO: Respond to failure of GetAdapterDisplayMode
return hr;
}
//
if( FAILED( hr = g_pD3D->CheckDeviceFormat( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL,
d3ddm.Format, D3DUSAGE_DEPTHSTENCIL,
D3DRTYPE_SURFACE, D3DFMT_D16 ) ) )
{
if( hr == D3DERR_NOTAVAILABLE )
// POTENTIAL PROBLEM: We need at least a 16-bit z-buffer!
return hr;
}
//
// Do we support hardware vertex processing? If so, use it.
// If not, downgrade to software.
//
D3DCAPS9 d3dCaps;
if( FAILED( hr = g_pD3D->GetDeviceCaps( D3DADAPTER_DEFAULT,
D3DDEVTYPE_HAL, &d3dCaps ) ) )
{
// TO DO: Respond to failure of GetDeviceCaps
return hr;
}
DWORD dwBehaviorFlags = 0;
if( d3dCaps.VertexProcessingCaps != 0 )
dwBehaviorFlags |= D3DCREATE_HARDWARE_VERTEXPROCESSING;
else
dwBehaviorFlags |= D3DCREATE_SOFTWARE_VERTEXPROCESSING;
//
// Everything checks out - create a simple, windowed device.
//
D3DPRESENT_PARAMETERS d3dpp;
memset(&d3dpp, 0, sizeof(d3dpp));
d3dpp.BackBufferFormat = d3ddm.Format;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.Windowed = TRUE;
d3dpp.EnableAutoDepthStencil = TRUE;
d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
// Attempt to create a HAL device, end app on failure just to keep things
// simple. In other words we are not trying to create a REF device if the
// HAL fails.
if( FAILED( hr = g_pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, g_hWnd,
dwBehaviorFlags, &d3dpp, &g_pD3DDevice ) ) )
{
// Should respond to failure of creating the hardware device.
return hr;
}
// If we get here everything worked!
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: RenderFrame()
// Desc: Draw the image to the framebuffer.
//-----------------------------------------------------------------------------
void RenderFrame( )
{
if (!g_pD3DDevice && !g_pD3DXSprite && !g_pTexture)
return;
// Clear the frame & depth buffer ready for drawing (Black color)
g_pD3DDevice->Clear( 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00000000, 1.0f, 0 );
g_pD3DDevice->BeginScene();
{
//-------------------------
// Render the sprite
//
D3DXVECTOR3 vecPos = D3DXVECTOR3(0,0,0);
if (g_pD3DXSprite && g_pTexture)
{
g_pD3DXSprite->Begin( D3DXSPRITE_ALPHABLEND );
g_pD3DXSprite->Draw(g_pTexture, NULL, NULL, &vecPos, 0xffffffff);
g_pD3DXSprite->End();
}
}
g_pD3DDevice->EndScene();
// Frame buffer to Front buffer
g_pD3DDevice->Present( NULL, NULL, NULL, NULL );
}