コード例 #1
0
ファイル: d3d9.cpp プロジェクト: Andrew-McLeod/mumble
void DevState::blit(unsigned int x, unsigned int y, unsigned int w, unsigned int h) {
	// Blit is called often. Thus, we do not want to always log here.
	#ifdef EXTENDED_OVERLAY_DEBUGOUTPUT
	ods("D3D9: Blit %d %d %d %d", x, y, w, h);
	#endif

	if (! texTexture || !a_ucTexture)
		return;

	D3DLOCKED_RECT lr;

	if ((x == 0) && (y == 0) && (w == uiWidth) && (h == uiHeight)) {
		if (texTexture->LockRect(0, &lr, NULL, D3DLOCK_DISCARD) != D3D_OK)
			return;
	} else {
		RECT r;

		r.left = x;
		r.top = y;
		r.right = x + w;
		r.bottom = y + h;

		if (texTexture->LockRect(0, &lr, &r, 0) != D3D_OK)
			return;
	}

	for (unsigned int r=0;r < h;++r) {
		unsigned char *dptr = reinterpret_cast<unsigned char *>(lr.pBits) + r * lr.Pitch;
		unsigned char *sptr = a_ucTexture + 4 * ((y + r) * uiWidth + x);
		memcpy(dptr, sptr, w * 4);
	}

	texTexture->UnlockRect(0);
}
コード例 #2
0
ファイル: d3d9.cpp プロジェクト: ergrelet/mumble_ol
void DevState::blit(unsigned int x, unsigned int y, unsigned int w, unsigned int h) {
	ods("D3D9: Blit %d %d %d %d", x, y, w, h);

	if (! texTexture || !a_ucTexture)
		return;

	D3DLOCKED_RECT lr;

	if ((x == 0) && (y == 0) && (w == uiWidth) && (h == uiHeight)) {
		if (texTexture->LockRect(0, &lr, NULL, D3DLOCK_DISCARD) != D3D_OK)
			return;
	} else {
		RECT r;

		r.left = x;
		r.top = y;
		r.right = x + w;
		r.bottom = y + h;

		if (texTexture->LockRect(0, &lr, &r, 0) != D3D_OK)
			return;
	}

	for (unsigned int r=0;r < h;++r) {
		unsigned char *dptr = reinterpret_cast<unsigned char *>(lr.pBits) + r * lr.Pitch;
		unsigned char *sptr = a_ucTexture + 4 * ((y + r) * uiWidth + x);
		memcpy(dptr, sptr, w * 4);
	}

	texTexture->UnlockRect(0);
}
コード例 #3
0
IDirect3DTexture9 *CreatTex(LPSTR dat)
{
	LPDIRECT3DTEXTURE9 pTex = NULL;
	UINT xx,yy;
	xx = *(UINT*)(dat+4);
	yy = *(UINT*)(dat+8);
	D3DLOCKED_RECT rc;
	HRESULT hr;

	if (*(DWORD*)(dat+0x28) == 'DXT3')
	{
		hr = g_pD3DDevice->CreateTexture(xx,yy,0,0 ,D3DFMT_DXT3,D3DPOOL_MANAGED,&pTex,NULL);
		if (hr != D3D_OK) return NULL;

		hr = pTex->LockRect(0,&rc,NULL,0);
		if (hr == D3D_OK)
		{
			CopyMemory(rc.pBits,dat+0x28+12,(xx/4) * (yy/4) * 16 );
			pTex->UnlockRect(0);
		}
		return pTex;
	}

	if (*(DWORD*)(dat+0x28) == 'DXT1')
	{
		hr = g_pD3DDevice->CreateTexture(xx,yy,0,0,D3DFMT_DXT1,D3DPOOL_MANAGED,&pTex,NULL);
		if (hr != D3D_OK) return NULL;

		hr = pTex->LockRect(0,&rc,NULL,0);
		if (hr == D3D_OK)
		{
			CopyMemory(rc.pBits,dat+0x28+12,(xx/4) * (yy/4) * 8  );
			pTex->UnlockRect(0);
		}
		return pTex;
	}

	hr = g_pD3DDevice->CreateTexture(xx,yy,0,0,D3DFMT_A8R8G8B8,D3DPOOL_MANAGED,&pTex,NULL);
	if (hr != D3D_OK) return NULL;

	hr = pTex->LockRect(0,&rc,NULL,0);
	if (hr == D3D_OK)
	{
		for (DWORD jy = 0; jy < yy; ++jy)
		{
			for (DWORD jx = 0; jx < xx; ++jx)
			{
				DWORD *pp  = (DWORD *)rc.pBits;
				BYTE  *idx = (BYTE  *)(dat+0x28+0x400);
				DWORD *pal = (DWORD *)(dat+0x28);
				pp[(yy-jy-1)*xx+jx] = pal[idx[jy*xx+jx]];
			}
		}
		pTex->UnlockRect(0);
	}
	return pTex;
}
コード例 #4
0
ファイル: AlphaMap.cpp プロジェクト: dohxehapo/Doh3d
	bool AlphaMap::init(bool pAlphaCheck, LPDIRECT3DTEXTURE9 pTexture)
	{
    d_solid = true;

		if (!pAlphaCheck)
			return false;

		D3DSURFACE_DESC surfaceDesc;
		pTexture->GetLevelDesc(0, &surfaceDesc);

		d_width = surfaceDesc.Width;
		d_height = surfaceDesc.Height;
		d_mask.resize(d_width * d_height);

		D3DLOCKED_RECT lockedRect;
		if (SUCCEEDED(pTexture->LockRect(0, &lockedRect, NULL, D3DLOCK_DISCARD)))
		{
			unsigned char* bits = (unsigned char*)lockedRect.pBits;

			for (int y = 0; y < d_height; ++y)
			{
				for (int x = 0; x < d_width; ++x)
				{
					bool solid = (bits[x * 4 + y * lockedRect.Pitch + 3] != 0);
					d_mask[x + y * d_width] = solid;
					if (!solid)
						d_solid = false;
				}
			}
			pTexture->UnlockRect(0);
		}

		return true;
	}
コード例 #5
0
lpta::LptaTexture::DATA LptaD3DTextureManager::GenerateDefaultData(void)
{
    LPDIRECT3DTEXTURE9 textureData = nullptr;
    D3DLOCKED_RECT d3dLockedRect;
    HRESULT result = d3ddev->CreateTexture(
        DEFAULT_TEXTURE_WIDTH, DEFAULT_TEXTURE_HEIGHT,
        1, 0,
        D3DFMT_A8R8G8B8,
        D3DPOOL_MANAGED,
        &textureData,
        nullptr
    );
    if (FAILED(result)) {
        throw TextureD3DFailure("could not obtain texture object for default");
    }
    result = textureData->LockRect(0, &d3dLockedRect, nullptr, 0);
    if (FAILED(result)) {
        textureData->Release();
        throw TextureD3DFailure("failed to lock rectangle to set default texture color");
    }
    unsigned long *rawData = (unsigned long *)d3dLockedRect.pBits;
    for (unsigned long *pixel = rawData; 
        pixel < rawData + (DEFAULT_TEXTURE_WIDTH * DEFAULT_TEXTURE_HEIGHT); ++pixel) {

        *pixel = DEFAULT_TEXTURE_COLOR;
    }
    textureData->UnlockRect(0);
    return (lpta::LptaTexture::DATA)textureData;
}
コード例 #6
0
ファイル: d3d_bmp.cpp プロジェクト: dradtke/battlechess
/* Copy bitmap->memory to texture memory */
static void d3d_sync_bitmap_texture(ALLEGRO_BITMAP *bitmap,
   int x, int y, int width, int height)
{
   D3DLOCKED_RECT locked_rect;
   RECT rect;
   ALLEGRO_BITMAP_D3D *d3d_bmp = (ALLEGRO_BITMAP_D3D *)bitmap;
   LPDIRECT3DTEXTURE9 texture;

   rect.left = x;
   rect.top = y;
   rect.right = x + width;
   rect.bottom = y + height;

   if (_al_d3d_render_to_texture_supported())
      texture = d3d_bmp->system_texture;
   else
      texture = d3d_bmp->video_texture;

   if (texture->LockRect(0, &locked_rect, &rect, 0) == D3D_OK) {
	   _al_convert_bitmap_data(bitmap->memory, bitmap->format, bitmap->w*al_get_pixel_size(bitmap->format),
		  locked_rect.pBits, bitmap->format, locked_rect.Pitch,
		  x, y, 0, 0, width, height);
	   /* Copy an extra row and column so the texture ends nicely */
	   if (rect.bottom > bitmap->h) {
		  _al_convert_bitmap_data(
			 bitmap->memory,
			 bitmap->format, bitmap->w*al_get_pixel_size(bitmap->format),
			 locked_rect.pBits,
			 bitmap->format, locked_rect.Pitch,
			 0, bitmap->h-1,
			 0, height,
			 width, 1);
	   }
	   if (rect.right > bitmap->w) {
		  _al_convert_bitmap_data(
			 bitmap->memory,
			 bitmap->format, bitmap->w*al_get_pixel_size(bitmap->format),
			 locked_rect.pBits,
			 bitmap->format, locked_rect.Pitch,
			 bitmap->w-1, 0,
			 width, 0,
			 1, height);
	   }
	   if (rect.bottom > bitmap->h && rect.right > bitmap->w) {
		  _al_convert_bitmap_data(
			 bitmap->memory,
			 bitmap->format, bitmap->w*al_get_pixel_size(bitmap->format),
			 locked_rect.pBits,
			 bitmap->format, locked_rect.Pitch,
			 bitmap->w-1, bitmap->h-1,
			 width, height,
			 1, 1);
	   }
	   texture->UnlockRect(0);
   }
   else {
      ALLEGRO_ERROR("d3d_sync_bitmap_texture: Couldn't lock texture to upload.\n");
   }
}
コード例 #7
0
ファイル: image_lua.cpp プロジェクト: Amorph/imageprocesstool
int l_Image_Load( lua_State* L )
{
	D3DXIMAGE_INFO imgInfo;
	const char* fileName = lua_tostring( L, 1 );

	bool dxtCompression = false;
	D3DFORMAT d3dfmt = D3DFMT_UNKNOWN;
	//check for dds format
	{
		if( _strcmpi( "dds", fileName + strlen( fileName ) - 3 ) == 0 )
		{
			DDSHEAD header;
			FILE* f;
			if(fopen_s( &f, fileName, "rb" ) == 0)
			{
				if( fread( &header, sizeof(header), 1, f ) == 1 )
				{
					if( strncmp( (const char*)header.Signature, "DDS ", 4 ) == 0 && ( header.FourCC == D3DFMT_DXT1 || header.FourCC == D3DFMT_DXT3 || header.FourCC == D3DFMT_DXT5 ) )
					{
						d3dfmt = D3DFMT_A8R8G8B8;
					}
				}
				fclose(f);
			}
		}
	}

	LPDIRECT3DTEXTURE9 texture; 

	HRESULT hr = D3DXCreateTextureFromFileEx( g_pd3dDevice, fileName, D3DX_DEFAULT_NONPOW2,  D3DX_DEFAULT_NONPOW2, D3DX_FROM_FILE, 0, d3dfmt, D3DPOOL_SCRATCH, D3DX_DEFAULT, D3DX_DEFAULT, 0, &imgInfo, 0, &texture );

	if( FAILED( hr ) )
	{
		return 0;
	}

	ImageData* imgData = createImage();
	imgData->width = imgInfo.Width;
	imgData->height = imgInfo.Height;
	imgData->format = getFormatByD3D( imgInfo.Format );
	imgData->imgData = malloc( imgData->width * imgData->height * imgData->format->bytesPerPixel );

	D3DLOCKED_RECT rect;
	texture->LockRect(0, &rect, 0, 0 );

	memcpy( imgData->imgData, rect.pBits, imgData->width * imgData->height * imgData->format->bytesPerPixel );

	texture->UnlockRect( 0 );

	texture->Release();

	//lua_pushlightuserdata( L, imgData );

	ImageData** luaData = lua_pushimage( L );

	*luaData = imgData;

	return 1;
}
コード例 #8
0
ファイル: D3D9.cpp プロジェクト: Borsos/RubikCube
LPDIRECT3DTEXTURE9 D3D9::CreateTexture(int texWidth, int texHeight, D3DCOLOR color)
{
	LPDIRECT3DTEXTURE9 pTexture;

	HRESULT hr = D3DXCreateTexture(d3ddevice_, 
		texWidth, 
		texHeight, 
		0, 
		0, 
		D3DFMT_A8R8G8B8,  // 4 bytes for a pixel 
		D3DPOOL_MANAGED, 
		&pTexture);

	if (FAILED(hr))
	{
		MessageBox(NULL, L"Create texture failed", L"Error", 0);
	}

	// Lock the texture and fill in color
	D3DLOCKED_RECT lockedRect;
	hr = pTexture->LockRect(0, &lockedRect, NULL, 0);
	if (FAILED(hr))
	{
		MessageBox(NULL, L"Lock texture failed!", L"Error", 0);
	}

	DWORD sideColor = 0xff000000; // the side line color

	int side_width = 10;

	// Calculate number of rows in the locked Rect
	int rowCount = (texWidth * texHeight * 4 ) / lockedRect.Pitch;

	for (int i = 0; i < texWidth; ++i)
	{
		for (int j = 0; j < texHeight; ++j)
		{
			int index = i * rowCount + j;

			int* pData = (int*)lockedRect.pBits;

			if (i <= side_width || i >= texWidth - side_width 
				|| j <= side_width || j >= texHeight - side_width)
			{
				memcpy(&pData[index], &sideColor, 4);
			}
			else
			{
				memcpy(&pData[index], &color, 4);
			}
		}
	}

	pTexture->UnlockRect(0);

	return pTexture;
}
コード例 #9
0
ファイル: Source.cpp プロジェクト: kairouen/rendering1hour
// シーンの描画
void DrawScene(void* data)
{
#if 1
	struct vertex 
	{
	    FLOAT x, y, z, rhw;
		FLOAT tu, tv;
	};
	vertex v[4] = 
	{
		{0,                        0, 0.0f, 1.0f, 0.0f, 0.0f},
		{SCREEN_WIDTH,             0, 0.0f, 1.0f, 1.0f, 0.0f},
		{0,            SCREEN_HEIGHT, 0.0f, 1.0f, 0.0f, 1.0f},
		{SCREEN_WIDTH, SCREEN_HEIGHT, 0.0f, 1.0f, 1.0f, 1.0f},
	};

	D3DLOCKED_RECT pRect;
	DWORD time,lasttime;
	lasttime = timeGetTime();
	time = lasttime;

	while(true)
	{
		time = timeGetTime();
		if(time-lasttime >= 1000*10)
		{
			g_tex->LockRect(0, &pRect, NULL, D3DLOCK_DISCARD);
			for(int y = 0; y<SCREEN_HEIGHT; y++)
			{
				for(int x = 0; x<SCREEN_WIDTH; x++)
				{
					DWORD color = 0x00ff00ff;
					color = (edupt::to_int(image[y*SCREEN_WIDTH+x].x_)<<16) + (edupt::to_int(image[y*SCREEN_WIDTH+x].y_)<<8) + edupt::to_int(image[y*SCREEN_WIDTH+x].z_);
					memcpy((BYTE*)pRect.pBits+pRect.Pitch*y + 4*x, &color, sizeof(DWORD));
				}
			}
			g_tex->UnlockRect(0);
			lasttime = time;
		}

		g_pD3DDev->BeginScene();
		g_pD3DDev->Clear(0,NULL,D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER,D3DCOLOR_RGBA(128,128,128,0),1.0f,0);

		g_pD3DDev->SetFVF(D3DFVF_XYZRHW | D3DFVF_TEX1);

		g_pD3DDev->SetTexture(0, g_tex);
		g_pD3DDev->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP, 2, v, sizeof(vertex));

		g_pD3DDev->EndScene();
		g_pD3DDev->Present(NULL, NULL, NULL, NULL);
	}
#endif
}
コード例 #10
0
ファイル: render_d3d.cpp プロジェクト: DUANISTON/forsaken
static void copy_texture_bits( LPTEXTURE srcT, LPTEXTURE dstT )
{
	HRESULT hr;
	D3DLOCKED_RECT srcRect;
	D3DLOCKED_RECT dstRect;
	unsigned int y, x;
	BYTE* srcBits;
	BYTE* dstBits;
	D3DSURFACE_DESC srcDesc;
	LPDIRECT3DTEXTURE9 srcTexture = (LPDIRECT3DTEXTURE9) srcT;
	LPDIRECT3DTEXTURE9 dstTexture = (LPDIRECT3DTEXTURE9) dstT;
	srcTexture->GetLevelDesc(0,&srcDesc);
	hr = srcTexture->LockRect(0,&srcRect,NULL,D3DLOCK_READONLY);
	if(FAILED(hr))
		return;
	hr = dstTexture->LockRect(0,&dstRect,NULL,D3DLOCK_DISCARD);
	if(FAILED(hr))
		return;
	srcBits = (BYTE*)srcRect.pBits;
	dstBits = (BYTE*)dstRect.pBits;
	for (y = 0; y < srcDesc.Height; y++)
	{
		for (x = 0; x < srcDesc.Width; x++)
		{
			// move to the correct off set in the table
			// pitch is the width of a row
			// (x*size) is the length of each pixel data
			DWORD srcIndex = (x*4)+(y*srcRect.Pitch);
			DWORD dstIndex = (x*4)+(y*dstRect.Pitch);
			// D3DFMT_A8R8G8B8 data will be accessible backwards: bgra
			dstBits[dstIndex]   = (BYTE)gamma_table[srcBits[srcIndex]];	// Blue
			dstBits[dstIndex+1] = (BYTE)gamma_table[srcBits[srcIndex+1]];	// Green
			dstBits[dstIndex+2] = (BYTE)gamma_table[srcBits[srcIndex+2]];	// Red
			dstBits[dstIndex+3] = (BYTE)gamma_table[srcBits[srcIndex+3]];	// Alpha
		}
	}
	dstTexture->UnlockRect(0);
	srcTexture->UnlockRect(0);
}
コード例 #11
0
ファイル: Atlas.cpp プロジェクト: irov/AfterEffectsPlugins
	bool Atlas::createTexure_( Logger & _logger, const MAGIC_CHANGE_ATLAS & c, LPDIRECT3DTEXTURE9 * _texture )
	{
		uint32_t image_width;
		uint32_t image_height;

		unsigned char * pixels = nullptr;

		if( c.data == nullptr )
		{
			pixels = imageLoadFromFile( c.file, image_width, image_height );
		}
		else
		{
			pixels = imageLoadFromMemory( c.data, c.length, image_width, image_height );
		}

		unsigned char * correct_pixels = pixels;

		UINT texture_width = getTexturePOW2( image_width );
		UINT texture_height = getTexturePOW2( image_height );

		LPDIRECT3DTEXTURE9 texture = NULL;
		if( m_pDevice->CreateTexture( texture_width, texture_height, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &texture, NULL ) != D3D_OK )
		{
			return false;
		}

		D3DLOCKED_RECT lockedRect;
		DXCALL texture->LockRect( 0, &lockedRect, NULL, D3DLOCK_DISCARD );

		if( lockedRect.pBits == NULL || lockedRect.Pitch == 0 )
		{
			return false;
		}

		for( size_t i = 0; i != image_height; ++i )
		{
			unsigned char * image = correct_pixels + i * image_width * 4;
			unsigned char * bits = static_cast<unsigned char *>(lockedRect.pBits) + lockedRect.Pitch * i;

			std::copy( image, image + image_width * 4, bits );
		}

		DXCALL texture->UnlockRect( 0 );

		imageFree( pixels );

		*_texture = texture;

		return true;
	}
コード例 #12
0
/**-----------------------------------------------------------------------------
 * 정점버퍼를 생성하고 정점값을 채워넣는다.
 * HeightMap정보도 여기서 초기화한다.
 *------------------------------------------------------------------------------
 */
HRESULT InitVB()
{
	D3DSURFACE_DESC		ddsd;
	D3DLOCKED_RECT		d3drc;

	g_pTexHeight->GetLevelDesc( 0, &ddsd );	// 텍스처의 정보
	g_cxHeight = ddsd.Width;				// 텍스처의 가로크기
	g_czHeight = ddsd.Height;				// 텍스처의 세로크기
	g_pLog->Log( "Texture Size:[%d,%d]", g_cxHeight, g_czHeight );
	g_pvHeightMap = new D3DXVECTOR3[g_cxHeight * g_czHeight];	// 높이맵배열 생성

	if ( FAILED( g_pd3dDevice->CreateVertexBuffer( ddsd.Width*ddsd.Height*sizeof( CUSTOMVERTEX ),
		0, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &g_pVB, NULL ) ) )
	{
		return E_FAIL;
	}

	// 텍스처 메모리 락!
	g_pTexHeight->LockRect( 0, &d3drc, NULL, D3DLOCK_READONLY );
    VOID* pVertices;
	// 정점버퍼 락!
	if ( FAILED( g_pVB->Lock( 0, g_cxHeight*g_czHeight*sizeof( CUSTOMVERTEX ), (void**)&pVertices, 0 ) ) )
	{
		return E_FAIL;
	}

	CUSTOMVERTEX	v;
	CUSTOMVERTEX*	pV = (CUSTOMVERTEX*)pVertices;
	for ( DWORD z = 0; z < g_czHeight; z++ )
	{
		for ( DWORD x = 0; x < g_cxHeight; x++ )
		{
			v.p.x = (float)x - g_cxHeight / 2.0f;		// 정점의 x좌표(메시를 원점에 정렬)
			v.p.z = -( (float)z - g_czHeight / 2.0f );	// 정점의 z좌표(메시를 원점에 정렬), z축이 모니터안쪽이므로 -를 곱한다.
			v.p.y = ( (float)( *( (LPDWORD)d3drc.pBits + x + z*( d3drc.Pitch / 4 ) ) & 0x000000ff ) ) / 10.0f;	/// DWORD이므로 pitch/4
			v.n.x = v.p.x;
			v.n.y = v.p.y;
			v.n.z = v.p.z;
			D3DXVec3Normalize( &v.n, &v.n );
			v.t.x = (float)x / ( g_cxHeight - 1 );
			v.t.y = (float)z / ( g_czHeight - 1 );
			*pV++ = v;									// 정점버퍼에 정점 저장
			g_pvHeightMap[z * g_cxHeight + x] = v.p;	// 높이맵에 정점 저장
		}
	}

    g_pVB->Unlock();
	g_pTexHeight->UnlockRect( 0 );

    return S_OK;
}
コード例 #13
0
ファイル: AmjuGL-DX9.cpp プロジェクト: jason-amju/amjulib
void AmjuGLDX9::SetTexture(
  AmjuGL::TextureHandle* th, 
  AmjuGL::TextureType tt, 
  AmjuGL::TextureDepth td,  
  int width, 
  int height, 
  uint8* data)
{
  AMJU_CALL_STACK;

  HRESULT res = D3DXCreateTexture(
    dd, //LPDIRECT3DDEVICE9 pDevice,
    width, //UINT Width,
    height, //UINT Height,
    0, //  Mip Levels: 0 means create all
    D3DUSAGE_DYNAMIC, //DWORD Usage,
    (td == AmjuGL::AMJU_RGB ? D3DFMT_R8G8B8 : D3DFMT_A8R8G8B8), //D3DFORMAT Format,
    D3DPOOL_DEFAULT, // Pool,
    reinterpret_cast<LPDIRECT3DTEXTURE9*>(th) //LPDIRECT3DTEXTURE9 * ppTexture
  );

  LPDIRECT3DTEXTURE9 pTex = reinterpret_cast<LPDIRECT3DTEXTURE9>(*th);

  D3DLOCKED_RECT lockedRect;
  pTex->LockRect(0, &lockedRect, NULL, 0);

  switch (td)
  {
  case AmjuGL::AMJU_RGB:
    CopyRGBTexture((uint8*)lockedRect.pBits, lockedRect.Pitch, data, width, height); 
    break;
  case AmjuGL::AMJU_RGBA:
    CopyRGBATexture((uint8*)lockedRect.pBits, lockedRect.Pitch, data, width, height); 
    break;
  }

  pTex->UnlockRect(0);

  // TODO Create data for each mipmap level.
  // NB We want the same functionality as screenshot shrinking.
  IDirect3DSurface9 * pSurfaceLevel;
  for (unsigned int iLevel = 0; iLevel < pTex->GetLevelCount(); iLevel++)
  {
    pTex->GetSurfaceLevel(iLevel, &pSurfaceLevel);

    // TODO Write this mip map
    
    pSurfaceLevel->Release();
  }
}
コード例 #14
0
ファイル: CDirect3D.cpp プロジェクト: libretro/snes9x
/*  CDirect3D::BlankTexture
clears a texture (fills it with zeroes)
IN:
texture		-	the texture to be blanked
-----
returns true if successful, false otherwise
*/
bool CDirect3D::BlankTexture(LPDIRECT3DTEXTURE9 texture)
{
	D3DLOCKED_RECT lr;
	HRESULT hr;

	if(FAILED(hr = texture->LockRect(0, &lr, NULL, 0))) {
		DXTRACE_ERR_MSGBOX(TEXT("Unable to lock texture"), hr);
		return false;
	} else {
		memset(lr.pBits, 0, lr.Pitch * quadTextureSize);
		texture->UnlockRect(0);
		return true;
	}
}
コード例 #15
0
ファイル: UIAnim.cpp プロジェクト: 3rdexp/DirectUI
bool CAnimationSpooler::SetColorKey(LPDIRECT3DTEXTURE9 pTexture, LPDIRECT3DSURFACE9 pSurface, int iTexSize, COLORREF clrColorKey)
{
   ASSERT(pTexture);
   ASSERT(pSurface);

   if( clrColorKey == CLR_INVALID ) return true;

   // Get colorkey's red, green, and blue components
   // and put the colorkey in the texture's native format
   DWORD r = GetRValue(clrColorKey);
   DWORD g = GetGValue(clrColorKey);
   DWORD b = GetBValue(clrColorKey);
   DWORD dwColorKey = D3DCOLOR_ARGB(255,r,g,b);

   HRESULT Hr;
   LPDIRECT3DTEXTURE9 pTex = NULL;
   Hr = m_p3DDevice->CreateTexture(iTexSize, iTexSize, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8R8G8B8, D3DPOOL_SYSTEMMEM, &pTex, NULL);
   if( FAILED(Hr) ) return false;
   CSafeRelease<IDirect3DTexture9> RefTex = pTex;
   LPDIRECT3DSURFACE9 pTexSurf = NULL;
   Hr = pTex->GetSurfaceLevel(0, &pTexSurf);
   if( FAILED(Hr) ) return false;
   CSafeRelease<IDirect3DSurface9> RefTexSurf = pTexSurf;
   Hr = m_p3DDevice->GetRenderTargetData(pSurface, pTexSurf);
   if( FAILED(Hr) ) return false;

   // Lock the texture and scan through each pixel, replacing the colorkey pixels
   D3DLOCKED_RECT d3dlr;
   Hr = pTex->LockRect(0, &d3dlr, 0, 0);
   if( FAILED(Hr) ) return false;
   DWORD* pBits = static_cast<DWORD*>(d3dlr.pBits);
   for( int y = 0; y < iTexSize; y++ ) {
      for( int x = 0; x < iTexSize; x++ ) {
         if( pBits[x] == dwColorKey ) pBits[x] = 0x00000000;
         else pBits[x] |= 0xff000000;
      }
      pBits += d3dlr.Pitch / sizeof(DWORD);
   }
   pTex->UnlockRect(0);

   // Copy modified data back
   POINT pt = { 0, 0 };
   RECT rcDest = { 0, 0, iTexSize, iTexSize };
   Hr = m_p3DDevice->UpdateSurface(pTexSurf, &rcDest, pSurface, &pt);

   return true;
}
コード例 #16
0
ファイル: image_lua.cpp プロジェクト: Amorph/imageprocesstool
int l_Image_Save( lua_State* L )
{
	ImageData* imgData = lua_checkimage( L, 1 );
	const char* fileName = lua_tostring( L, 2 );

	if( !imgData || !fileName )
	{
		lua_pushstring( L, "Wrong parameters to Image_Save functions" );
		lua_error( L );
		return 0;
	}

	LPDIRECT3DTEXTURE9 texture;
	D3DLOCKED_RECT rect;

	D3DFORMAT dxFormat = (D3DFORMAT)imgData->format->d3dformat;

	if( dxFormat == D3DFMT_DXT1 || dxFormat == D3DFMT_DXT3 || dxFormat == D3DFMT_DXT5 )
		dxFormat = D3DFMT_A8R8G8B8;

	g_pd3dDevice->CreateTexture( imgData->width, imgData->height, 1, 0, dxFormat, D3DPOOL_MANAGED, &texture, 0 );
	texture->LockRect(0, &rect, 0, 0 );
	memcpy( rect.pBits, imgData->imgData, imgData->width * imgData->height * imgData->format->bytesPerPixel );
	texture->UnlockRect( 0 );

	if( imgData->format->d3dformat == D3DFMT_DXT1 || imgData->format->d3dformat == D3DFMT_DXT3 || imgData->format->d3dformat == D3DFMT_DXT5 )
	{
		ID3DXBuffer* dxBuffer;
		LPDIRECT3DTEXTURE9 outTexture; 
		D3DXSaveTextureToFileInMemory( &dxBuffer, D3DXIFF_BMP, texture, 0 );
		D3DXCreateTextureFromFileInMemoryEx( g_pd3dDevice, dxBuffer->GetBufferPointer(), dxBuffer->GetBufferSize(), imgData->width, imgData->height, 0, 0, (D3DFORMAT)imgData->format->d3dformat, D3DPOOL_SCRATCH, D3DX_DEFAULT, D3DX_DEFAULT, 0, 0, 0, &outTexture );

		D3DXSaveTextureToFile( fileName, extToFormat(fileName), outTexture, 0 );
		outTexture->Release();
	}else
	{
		D3DXSaveTextureToFile( fileName, extToFormat(fileName), texture, 0 );
	}

	texture->Release();

	return 0;
}
コード例 #17
0
ファイル: D3DTexture.cpp プロジェクト: gamax92/Ishiiruka
inline void LoadDataToRect(LPDIRECT3DTEXTURE9 pTexture, const u8* buffer, const int width, const int height, const int pitch, D3DFORMAT fmt, const bool swap_r_b, int level)
{
	D3DLOCKED_RECT Lock;
	pTexture->LockRect(level, &Lock, NULL, 0);
	s32 pixelsize = 0;
	switch (fmt)
	{
	case D3DFMT_L8:
	case D3DFMT_A8:
	case D3DFMT_A4L4:
		pixelsize = 1;
	break;
	case D3DFMT_R5G6B5:
		pixelsize = 2;
	break;
	case D3DFMT_A8P8:
		TextureUtil::ExpandI8Data((u8*)Lock.pBits, buffer, width, height, pitch, Lock.Pitch);
	break;
	case D3DFMT_A8L8:
		pixelsize = 2;
	break;
	case D3DFMT_A8R8G8B8:
		if (!swap_r_b) {
			pixelsize = 4;
		}
		else {
			TextureUtil::ConvertRGBA_BGRA((u32 *)Lock.pBits, Lock.Pitch, (u32*)buffer, width, height, pitch);
		}
	break;
	case D3DFMT_DXT1:
	case D3DFMT_DXT3:
	case D3DFMT_DXT5:
		TextureUtil::CopyCompressedTextureData((u8*)Lock.pBits, buffer, width, height, pitch, fmt == D3DFMT_DXT1 ? 8 : 16, Lock.Pitch);
	break;
	default:
		PanicAlert("D3D: Invalid texture format %i", fmt);
	}
	if (pixelsize > 0)
	{
		TextureUtil::CopyTextureData((u8*)Lock.pBits, buffer, width, height, pitch * pixelsize, Lock.Pitch, pixelsize);
	}
	pTexture->UnlockRect(level);
}
コード例 #18
0
//-----------------------------------------------------------------------------
// Name: Render()
// Desc: Draws the scene
//-----------------------------------------------------------------------------
VOID Render()
{
    // Clear the backbuffer and the zbuffer
    g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER,
                         D3DCOLOR_XRGB( 0, 0, 255 ), 1.0f, 0 );

	
		D3DLOCKED_RECT locked;
		if(g_pTexture->LockRect(0, &locked, NULL, /*D3DLOCK_DISCARD*/0)==D3D_OK)
		{	
			memcpy(locked.pBits, videoFrame, TEXTURE_WIDTH*TEXTURE_HEIGHT*3);
			g_pTexture->UnlockRect(0);
		}

    // Begin the scene
    if( SUCCEEDED( g_pd3dDevice->BeginScene() ) )
    {
        // Setup the world, view, and projection matrices
        SetupMatrices();

        // Setup our texture. Using textures introduces the texture stage states,
        // which govern how textures get blended together (in the case of multiple
        // textures) and lighting information. In this case, we are modulating
        // (blending) our texture with the diffuse color of the vertices.
        g_pd3dDevice->SetTexture( 0, g_pTexture );
        g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE );
        g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
        g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
        g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_DISABLE );

        // Render the vertex buffer contents
        g_pd3dDevice->SetStreamSource( 0, g_pVB, 0, sizeof( CUSTOMVERTEX ) );
        g_pd3dDevice->SetFVF( D3DFVF_CUSTOMVERTEX );
		// Draws two triangles (makes a quad that will support our drone video picture)
        g_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 2 );

        // End the scene
        g_pd3dDevice->EndScene();
    }

    // Present the backbuffer contents to the display
    g_pd3dDevice->Present( NULL, NULL, NULL, NULL );
}
コード例 #19
0
ファイル: d3d_bmp.cpp プロジェクト: dradtke/battlechess
/* Copy texture memory to bitmap->memory */
static void d3d_sync_bitmap_memory(ALLEGRO_BITMAP *bitmap)
{
   D3DLOCKED_RECT locked_rect;
   ALLEGRO_BITMAP_D3D *d3d_bmp = (ALLEGRO_BITMAP_D3D *)bitmap;
   LPDIRECT3DTEXTURE9 texture;

   if (_al_d3d_render_to_texture_supported())
      texture = d3d_bmp->system_texture;
   else
      texture = d3d_bmp->video_texture;

   if (texture->LockRect(0, &locked_rect, NULL, 0) == D3D_OK) {
      _al_convert_bitmap_data(locked_rect.pBits, bitmap->format, locked_rect.Pitch,
         bitmap->memory, bitmap->format, al_get_pixel_size(bitmap->format)*bitmap->w,
         0, 0, 0, 0, bitmap->w, bitmap->h);
      texture->UnlockRect(0);
   }
   else {
      ALLEGRO_ERROR("d3d_sync_bitmap_memory: Couldn't lock texture.\n");
   }
}
コード例 #20
0
VOID Render()
{
	D3DLOCKED_RECT lr;
	if(SUCCEEDED(g_pTexture->LockRect(0,&lr,NULL,0)))
	{
		g_ogg.video_read((char*)lr.pBits,lr.Pitch);
		g_pTexture->UnlockRect(0);
	}

	if( SUCCEEDED( g_pd3dDevice->BeginScene() ) )
	{
		g_pd3dDevice->SetTexture(0,g_pTexture);

		g_pd3dDevice->SetStreamSource( 0, g_pVB, 0, sizeof( CUSTOMVERTEX ) );
		g_pd3dDevice->SetFVF( D3DFVF_CUSTOMVERTEX );
		g_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLEFAN, 0, 2 );

		g_pd3dDevice->EndScene();
	}

	g_pd3dDevice->Present( NULL, NULL, NULL, NULL );
}
コード例 #21
0
ファイル: video_directx.cpp プロジェクト: frangarcj/neogpc
BOOL dx9vid_update()
{
   // Update from the graphics
  // lets draw a random pixel
   D3DLOCKED_RECT pLocked;
   DWORD ret;
   ret = g_screenTex->LockRect(0, &pLocked, 0, 0);
   if ( ret != D3D_OK )
   {
      return true;
   }

   // Draw some pixels
   DWORD* pDst       = (DWORD*)pLocked.pBits;

   //draw the screen to our sprite
   //for (int count=0; count < NGPC_SIZEY*NGPC_SIZEX; count++)
   //{
   for(int y = 0; y < NGPC_SIZEY; y++)
   {
      for(int x = 0; x < NGPC_SIZEX; x++)
      {
         unsigned short color = drawBuffer[y*NGPC_SIZEX+x];
         unsigned short b = ((color&0x003E)>>1)*8;
         unsigned short g = ((color&0x07C0)>>6)*8;
         unsigned short r = ((color&0xF800)>>11)*8;
         pDst[y*256+x] =   (r<<16) | (g<<8) | b;  //b (4-bit)
         
		 //pDst[y*256+x] |=  g<<4;  //g (4-bit)
         //pDst[y*256+x] |=  r<<8;  //b (4-bit)1
         //pDst[y*256+x] |= 0<<12; //x
      }
   }
   g_screenTex->UnlockRect(0);

   return TRUE;
}
コード例 #22
0
ファイル: blp.cpp プロジェクト: LiXizhi/NPLRuntime
LPDIRECT3DTEXTURE9 LoadBLP(char* blpdata, DWORD blpsize)
{
	LPDIRECT3DTEXTURE9 pTexture = NULL;
	DWORD width,height,type,subtype,nSizeBuffer = ConvertBLP(blpdata, NULL, &width,&height,&type,&subtype);

	char *timage = new char[nSizeBuffer];
	ConvertBLP(blpdata, timage, &width,&height,&type,&subtype);
	

	LPDIRECT3DDEVICE9 pd3dDevice = CGlobals::GetRenderDevice();
	
	if(SUCCEEDED(D3DXCreateTexture(pd3dDevice, width, height, 0, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &pTexture)))
	{
		D3DLOCKED_RECT lr;
		if(SUCCEEDED(pTexture->LockRect(0, &lr, NULL, 0)))
		{
			char *pp = (char*)lr.pBits;
			unsigned long index = 0, x = 0, y = 0;

			for (y=0; y < height; y++)
			{
				for (x=0; x < width; x++)
				{
					pp[index++] = timage[(y*4*width)+4*x];
					pp[index++] = timage[(y*4*width)+4*x+1];
					pp[index++] = timage[(y*4*width)+4*x+2];
					pp[index++] = timage[(y*4*width)+4*x+3];
				}
				index += lr.Pitch - (width*4);
			}
			pTexture->UnlockRect(0);
		}
	}
	delete []timage;
	return pTexture;
}
コード例 #23
0
static bool ImGui_ImplDX9_CreateFontsTexture()
{
    // Build texture atlas
    ImGuiIO& io = ImGui::GetIO();
    unsigned char* pixels;
    int width, height, bytes_per_pixel;
    io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height, &bytes_per_pixel);

    // Upload texture to graphics system
    g_FontTexture = NULL;
    if (g_pd3dDevice->CreateTexture(width, height, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &g_FontTexture, NULL) < 0)
        return false;
    D3DLOCKED_RECT tex_locked_rect;
    if (g_FontTexture->LockRect(0, &tex_locked_rect, NULL, 0) != D3D_OK)
        return false;
    for (int y = 0; y < height; y++)
        memcpy((unsigned char *)tex_locked_rect.pBits + tex_locked_rect.Pitch * y, pixels + (width * bytes_per_pixel) * y, (width * bytes_per_pixel));
    g_FontTexture->UnlockRect(0);

    // Store our identifier
    io.Fonts->TexID = (void *)g_FontTexture;

    return true;
}
コード例 #24
0
ファイル: Model.cpp プロジェクト: irov/Mengine
	bool Model::load( unsigned char * _buffer, size_t _size )
	{
		size_t read = 0;
		stdex::memory_reader mr( _buffer, _size, read );

		mr << m_frameCount;
		mr << m_vertexCount;
		mr << m_indicesCount;

		mr << m_frameDelay;

		mr << m_cameraFOV;
		mr << m_cameraWidth;
		mr << m_cameraHeight;

		m_model3DFrames = new Model3DFrame[ m_frameCount ];

		for( uint32_t i = 0; i != m_frameCount; ++i )
		{
			Model3DFrame & frame = m_model3DFrames[ i ];
						
			mr << frame.cameraRight;
			mr << frame.cameraUp;
			mr << frame.cameraDir;
			mr << frame.cameraPos;

			frame.pos = new mt::vec3f[m_vertexCount];
			frame.uv = new mt::vec2f[m_vertexCount];
			frame.indecies = new uint16_t[m_indicesCount];

			mr.readPODs( frame.pos, m_vertexCount );
			mr.readPODs( frame.uv, m_vertexCount );
			mr.readPODs( frame.indecies, m_indicesCount );
		}

		uint16_t width;
		uint16_t height;
		mr << width;
		mr << height;

		if( width != 0 && height != 0 )
		{
			if( isTexturePOW2( width ) == false || isTexturePOW2( height ) == false )
			{
				//_logger.message( "Model::load invalid texture POW2 %d:%d please set texture %d:%d"
				//	, width
				//	, height
				//	, getTexturePOW2( width )
				//	, getTexturePOW2( height )
				//	);

				return false;
			}

			LPDIRECT3DTEXTURE9 texture = NULL;
			if( m_pDevice->CreateTexture( width, height, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &texture, NULL ) != D3D_OK )
			{
				//_logger.message( "Model::load invalid create texture %d:%d"
				//	, width
				//	, height
				//	);

				return false;
			}

			D3DLOCKED_RECT lockedRect;
			DXCALL texture->LockRect( 0, &lockedRect, NULL, 0 );

			if( lockedRect.pBits == NULL || lockedRect.Pitch == 0 )
			{
				//_logger.message( "Model::load invalid lock texture %d:%d"
				//	, width
				//	, height
				//	);

				return false;
			}

			for( uint16_t i = 0; i != height; ++i )
			{
				unsigned char * bits = static_cast<unsigned char *>(lockedRect.pBits) + lockedRect.Pitch * i;

				mr.readPODs( bits, width * 4 );
			}

			DXCALL texture->UnlockRect( 0 );

			m_pTexture = texture;
		}
		else
		{
			m_pTexture = NULL;
		}

		return true;
	}
コード例 #25
0
ファイル: Water.cpp プロジェクト: fathat/game-src
void WaterEffect::UpdateTexture( Real FrameTime, Screen3D& Screen )
{
	
	//Disperse the water
	
	/*for(int y=1; y<WATERDIM-1; y++)
	{
		for(int x=1; x<WATERDIM-1; x++)
		{
			if(NewWater[x+y*WATERDIM] == -1)
				continue;

			NewWater[x+y * WATERDIM] = ((OldWater[x+ ((y-1)*WATERDIM)] +
							  OldWater[x+ ((y+1)*WATERDIM)] +
							  OldWater[(x+1)+ (y*WATERDIM)] +
							  OldWater[(x-1)+ (y*WATERDIM)] )*.5f) - NewWater[x+y * WATERDIM];
			NewWater[x+y * WATERDIM] -= (NewWater[x+y * WATERDIM]*0.0625) ;


			if(NewWater[x+y * WATERDIM] < 0)
				NewWater[x+y * WATERDIM] =0;

			if(NewWater[x+y * WATERDIM] > 250)
				NewWater[x+y * WATERDIM] = 250;

		}
	}*/

	for(int i=0; i<GRID_DIM*GRID_DIM; i++)
	{
		if(JumpTable[i])
		{
			for(int y=JumpTable[i]->StartY; y<JumpTable[i]->EndY; y++)
			{
				for(int x=JumpTable[i]->StartX; x<JumpTable[i]->EndX; x++)
				{
					if(NewWater[x+y*WATERDIM] == -1)
						continue;

					NewWater[x+y * WATERDIM] = ((OldWater[x+ ((y-1)*WATERDIM)] +
									  OldWater[x+ ((y+1)*WATERDIM)] +
									  OldWater[(x+1)+ (y*WATERDIM)] +
									  OldWater[(x-1)+ (y*WATERDIM)] )*.5f) - NewWater[x+y * WATERDIM];
					NewWater[x+y * WATERDIM] -= (NewWater[x+y * WATERDIM]*0.0625) * FrameTime;


					if(NewWater[x+y * WATERDIM] < 0)
						NewWater[x+y * WATERDIM] =0;

					if(NewWater[x+y * WATERDIM] > 250)
						NewWater[x+y * WATERDIM] = 250;

				}
			}

		}
	}




	//Update the texture
	LPDIRECT3DTEXTURE9 TextureSurface;
	D3DSURFACE_DESC SurfDesc;
	D3DLOCKED_RECT  LockedArea;
	BYTE* Surface;

	Texture* T = Screen.TM.GetTexture(RippleTexture);
	TextureSurface = T->GetTextureSurface();

	//Figure out how many "levels" (mip-maps) there are
	//in the texture
	int nLevels = TextureSurface->GetLevelCount();
	TextureSurface->GetLevelDesc(0, &SurfDesc);
	Real DivFactor=1;
	
	//loop through each level
	for(int l=0; l<nLevels; l++)
	{
		//Get the surface's attributes
		TextureSurface->GetLevelDesc(l, &SurfDesc);

		//lock down a pointer
		TextureSurface->LockRect(l, &LockedArea, NULL, NULL);

		//draw the pixel to the surface
		Surface = (BYTE*)LockedArea.pBits;

		if(SurfDesc.Format == D3DFMT_A8R8G8B8)
		{
	
			for(int y=0; y<WATERDIM/DivFactor; y++)
			{
				for(int x=0; x<WATERDIM/DivFactor; x++)
				{
					int rx=x*DivFactor;
					int ry=y*DivFactor;
					Surface[(x*4)+0+y*(SurfDesc.Width*4)] = 128+NewWater[rx+ry * WATERDIM];
					Surface[(x*4)+1+y*(SurfDesc.Width*4)] = 128+NewWater[rx+ry * WATERDIM];
					Surface[(x*4)+2+y*(SurfDesc.Width*4)] = 128+NewWater[rx+ry * WATERDIM];
				}
			}
		}	

		if(SurfDesc.Format == D3DFMT_L8)
		{
	
			for(int y=0; y<WATERDIM/DivFactor; y++)
			{
				for(int x=0; x<WATERDIM/DivFactor; x++)
				{
					int rx=x*DivFactor;
					int ry=y*DivFactor;
					Surface[(x+y*SurfDesc.Width)] = 128+NewWater[rx+ry * WATERDIM];
					
				}
			}
		}	
				
		DivFactor *=2;


		//unlock the surface
		TextureSurface->UnlockRect(l);
	}
	

		//Swap the buffers
	Real* Temp = NewWater;
	NewWater = OldWater;
	OldWater = Temp;

	

}
コード例 #26
0
ファイル: image.cpp プロジェクト: karlgluck/Evidyon
bool SegmentImage(LPDIRECT3DTEXTURE9 texture,
                  int subimage_width,
                  int subimage_height,
                  int rows,
                  int columns,
                  int selected_index,
                  LPDIRECT3DTEXTURE9* segment) {

  D3DSURFACE_DESC desc;
  HRESULT hr = texture->GetLevelDesc(0, &desc);
  CONFIRM(SUCCEEDED(hr)) else return false;


  // Locate the source rectangle
  UINT sii = selected_index; // The sub-image index (sii)
  UINT sixc = sii % columns; // sub-image x-coordinate
  UINT siyc = sii / columns; // sub-image y-coordinate
  RECT sourceRect = { (sixc+0) * subimage_width, (siyc+0) * subimage_height,
                      (sixc+1) * subimage_width, (siyc+1) * subimage_height };


  // Create a texture for the sub-image
  LPDIRECT3DTEXTURE9 subimageTexture = NULL;
  {
    LPDIRECT3DDEVICE9 d3d_device;
    texture->GetDevice(&d3d_device);
    hr = D3DXCreateTexture(d3d_device,
                           subimage_width,
                           subimage_height,
                          -1,
                           0,
                           desc.Format,
                           desc.Pool,
                          &subimageTexture);
    SAFE_RELEASE(d3d_device);

    // If we can't make this texture, something is wrong, but we can't do much about it
    if (APP_WARNING(FAILED(hr))("Unable to create sub-image texture")) {
      return false;
    }

    //D3DSURFACE_DESC desc;
    //subimageTexture->GetLevelDesc(0, &desc);
    //DEBUG_INFO("creating image:  %lu, %lu; actual size:  %lu, %lu",
    //           subimage_width,
    //           subimage_height,
    //           desc.Width,
    //           desc.Height);
  }

  DWORD format_byte_size = 4;
  switch (desc.Format) {
    default: DEBUG_ERROR("Unknown image format"); return false;
    case D3DFMT_A8R8G8B8:
    case D3DFMT_X8R8G8B8: format_byte_size = sizeof(D3DCOLOR); break;
    case D3DFMT_A8P8:
    case D3DFMT_R5G6B5:
    case D3DFMT_X1R5G5B5: 
    case D3DFMT_X4R4G4B4: format_byte_size = sizeof(WORD); break;
  }

  // Copy the texture
  D3DLOCKED_RECT sourceLR, destLR;
  texture->LockRect(0, &sourceLR, &sourceRect, D3DLOCK_READONLY);
  subimageTexture->LockRect(0, &destLR, NULL, 0);
  BYTE* sourceBits = (BYTE*)sourceLR.pBits;
  BYTE* destBits = (BYTE*)destLR.pBits;

  // Copy each row
  for (long y = 0; y < subimage_height; ++y) {
      memcpy(&destBits[destLR.Pitch*y],
             &sourceBits[sourceLR.Pitch*y],
             subimage_width*format_byte_size);
  }

  // Unlock the source and destination
  texture->UnlockRect(0);
  subimageTexture->UnlockRect(0);

  // Generate mipmaps, if necessary
  // TODO: this generates an error...why?!
  //if (mipmap)
  //    subimageTexture->GenerateMipSubLevels();

  // Save the sub-image as the output texture
  *segment = subimageTexture;
  return true;
}
コード例 #27
0
ファイル: d3d_bmp.cpp プロジェクト: dradtke/battlechess
static ALLEGRO_LOCKED_REGION *d3d_lock_region(ALLEGRO_BITMAP *bitmap,
   int x, int y, int w, int h, int format,
   int flags)
{
   ALLEGRO_BITMAP_D3D *d3d_bmp = (ALLEGRO_BITMAP_D3D *)bitmap;

   if (d3d_bmp->display->device_lost)
      return NULL;

   RECT rect;
   DWORD Flags = flags & ALLEGRO_LOCK_READONLY ? D3DLOCK_READONLY : 0;
   int f = _al_get_real_pixel_format(al_get_current_display(), format);
   if (f < 0) {
      return NULL;
   }

   rect.left = x;
   rect.right = x + w;
   rect.top = y;
   rect.bottom = y + h;

   if (d3d_bmp->is_backbuffer) {
      ALLEGRO_DISPLAY_D3D *d3d_disp = (ALLEGRO_DISPLAY_D3D *)bitmap->display;
      if (d3d_disp->render_target->LockRect(&d3d_bmp->locked_rect, &rect, Flags) != D3D_OK) {
         ALLEGRO_ERROR("LockRect failed in d3d_lock_region.\n");
         return NULL;
      }
   }
   else {
      LPDIRECT3DTEXTURE9 texture;
      if (_al_d3d_render_to_texture_supported()) {
         /* 
	  * Sync bitmap->memory with texture
          */
	 bitmap->locked = false;
         _al_d3d_sync_bitmap(bitmap);
	 bitmap->locked = true;
         texture = d3d_bmp->system_texture;
      }
      else {
         texture = d3d_bmp->video_texture;
      }
      if (texture->LockRect(0, &d3d_bmp->locked_rect, &rect, Flags) != D3D_OK) {
         ALLEGRO_ERROR("LockRect failed in d3d_lock_region.\n");
         return NULL;
      }
   }

   if (format == ALLEGRO_PIXEL_FORMAT_ANY || bitmap->format == format || f == bitmap->format) {
      bitmap->locked_region.data = d3d_bmp->locked_rect.pBits;
      bitmap->locked_region.format = bitmap->format;
      bitmap->locked_region.pitch = d3d_bmp->locked_rect.Pitch;
      bitmap->locked_region.pixel_size = al_get_pixel_size(bitmap->format);
   }
   else {
      bitmap->locked_region.pitch = al_get_pixel_size(f) * w;
      bitmap->locked_region.data = al_malloc(bitmap->locked_region.pitch*h);
      bitmap->locked_region.format = f;
      bitmap->locked_region.pixel_size = al_get_pixel_size(bitmap->format);
      if (!(bitmap->lock_flags & ALLEGRO_LOCK_WRITEONLY)) {
         _al_convert_bitmap_data(
            d3d_bmp->locked_rect.pBits, bitmap->format, d3d_bmp->locked_rect.Pitch,
            bitmap->locked_region.data, f, bitmap->locked_region.pitch,
            0, 0, 0, 0, w, h);
      }
   }

   return &bitmap->locked_region;
}
コード例 #28
0
ファイル: dx9rad3d.cpp プロジェクト: F5000/spree
LPDIRECT3DTEXTURE9 Create_texture( LPDIRECT3DDEVICE9 d3d_device,
                                   D3DFORMAT d3d_surface_type,
                                   u32 pitch,
                                   u32 pixel_size,
                                   u32 width,
                                   u32 height )
{
  LPDIRECT3DTEXTURE9 texture = NULL;

  //
  // try to create a dynamic texture first
  //

  /*
  if ( SUCCEEDED( d3d_device->CreateTexture(width, height, 1,
                                            D3DUSAGE_DYNAMIC, d3d_surface_type,
                                            D3DPOOL_DEFAULT,
                                            &texture, 0 ) ) )
  {
    goto gotit;
  }
  */

  //
  // if that fails, create a regular texture
  //

  if ( SUCCEEDED( d3d_device->CreateTexture(width, height, 1,
                                            0, d3d_surface_type,
                                            D3DPOOL_MANAGED,
                                            &texture, 0 ) ) )
  {
    D3DLOCKED_RECT locked_rect;

//   gotit:

    //
    // Clear the texture to black.
    //

    if ( SUCCEEDED( texture->LockRect( 0, &locked_rect, NULL, 0 ) ) )
    {
      //
      // Clear the pixels.
      //

      u8* dest = ( u8* ) locked_rect.pBits;
      u32 bytes = width * pixel_size;

      for ( u32 y = 0 ; y < height ; y++ )
      {
        memset( dest, 0, bytes );
        dest += locked_rect.Pitch;
      }

      //
      // Unlock the DirectX texture.
      //

      texture->UnlockRect( 0 );
    }
  }

  return texture;
}
コード例 #29
0
//----------------------------------------------------------------------------
SEImage* SEImageConverter::CreateImageFromFile(const char* acFilename, 
    const char* acImageName, bool bInsert)
{
    if( !acFilename )
    {
        return 0;
    }

    HRESULT hResult;
    LPDIRECT3DTEXTURE9 pDXTex;
    SEImage* pImage;

    hResult = D3DXCreateTextureFromFile(m_pDXDevice, acFilename, &pDXTex);
    if( !SUCCEEDED(hResult) )
    {
        return 0;
    }

    D3DSURFACE_DESC tempDesc;
    pDXTex->GetLevelDesc(0, &tempDesc);

    int iWidth = tempDesc.Width;
    int iHeight = tempDesc.Height;
    int eFormat = D3DFMT_UNKNOWN;
    int iBytesPerPixel = 0;
    switch( tempDesc.Format )
    {
        case D3DFMT_R8G8B8:
        {
            eFormat = SEImage::IT_RGB888;
            iBytesPerPixel = 3;

            break;
        }
        case D3DFMT_A8R8G8B8:
        case D3DFMT_X8R8G8B8:
        {
            eFormat = SEImage::IT_RGBA8888;
            iBytesPerPixel = 4;

            break;
        }
        case D3DFMT_L8:
        {
            eFormat = SEImage::IT_L8;
            iBytesPerPixel = 1;

            break;
        }
        case D3DFMT_L16:
        {
            eFormat = SEImage::IT_L16;
            iBytesPerPixel = 2;

            break;
        }
        default:
        {
            // 尚未支持的情况.
            SE_ASSERT( 0 );
            break;
        }
    }
    int iCount = iWidth * iHeight;
    int iByteCount = iCount * iBytesPerPixel;
    unsigned char* aucDst = SE_NEW unsigned char[iByteCount];
    unsigned char* pDst, * pSrc;

    D3DLOCKED_RECT tempLockRect;
    hResult = pDXTex->LockRect(0, &tempLockRect, 0, 0);
    SE_ASSERT( SUCCEEDED(hResult) );
    pSrc = (unsigned char*)tempLockRect.pBits;
    pDst = aucDst;
    int i, iBase = 0;
    switch( eFormat )
    {
        case SEImage::IT_RGB888:
        {
            for( i = 0; i < iCount; i++, iBase += 3 )
            {
                pDst[iBase    ] = pSrc[iBase + 2];
                pDst[iBase + 1] = pSrc[iBase + 1];
                pDst[iBase + 2] = pSrc[iBase    ];
            }

            break;
        }
        case SEImage::IT_RGBA8888:
        {
            for( i = 0; i < iCount; i++, iBase += 4 )
            {
                pDst[iBase    ] = pSrc[iBase + 2];
                pDst[iBase + 1] = pSrc[iBase + 1];
                pDst[iBase + 2] = pSrc[iBase    ];
                pDst[iBase + 3] = pSrc[iBase + 3];
            }

            break;
        }
        case SEImage::IT_L8:
        {
            for( i = 0; i < iCount; i++, iBase += 1 )
            {
                pDst[iBase] = pSrc[iBase];
            }

            break;
        }
        case SEImage::IT_L16:
        {
            for( i = 0; i < iCount; i++, iBase += 2 )
            {
                pDst[iBase    ] = pSrc[iBase    ];
                pDst[iBase + 1] = pSrc[iBase + 1];
            }

            break;
        }
        default:
        {
            // 尚未支持的情况.
            SE_ASSERT( 0 );
            break;
        }
    }
    hResult = pDXTex->UnlockRect(0);
    SE_ASSERT( SUCCEEDED(hResult) );
    pDXTex->Release();

    if( acImageName )
    {
        pImage = SE_NEW SEImage((SEImage::FormatMode)eFormat, iWidth, iHeight, 
            aucDst, acImageName, bInsert);
    }
    else
    {
        pImage = SE_NEW SEImage((SEImage::FormatMode)eFormat, iWidth, iHeight, 
            aucDst, acFilename, bInsert);
    }
    SE_ASSERT( pImage );

    return pImage;
}
コード例 #30
0
ファイル: KModelWater.cpp プロジェクト: viticm/pap2
HRESULT KModelWater::InitBumpMap()
{   //创建水面bump纹理	

	HRESULT hr;
	LPDIRECT3DTEXTURE9 psBumpSrc;
	D3DSURFACE_DESC    d3dsd;
	D3DLOCKED_RECT     d3dlr;
	TCHAR Name[256];

	wsprintf(Name,"%s\\%s",g_Def_AppDirectory,"Textures\\Water.bmp");
	hr = D3DXCreateTextureFromFile(g_pd3dDevice, Name, &psBumpSrc);
	if (FAILED(hr))
		return hr;

	psBumpSrc->GetLevelDesc( 0, &d3dsd );
	// Create the bumpmap's surface and texture objects
	if( FAILED( g_pd3dDevice->CreateTexture( d3dsd.Width, d3dsd.Height, 1, 0, 
		D3DFMT_V8U8, D3DPOOL_MANAGED, &m_pBumpMapTexture,NULL ) ) )
	{
		return E_FAIL;
	}

	// Fill the bits of the new texture surface with bits from
	// a private format.
	psBumpSrc->LockRect( 0, &d3dlr, 0, 0 );
	DWORD dwSrcPitch = (DWORD)d3dlr.Pitch;
	BYTE* pSrcTopRow = (BYTE*)d3dlr.pBits;
	BYTE* pSrcCurRow = pSrcTopRow;
	BYTE* pSrcBotRow = pSrcTopRow + (dwSrcPitch * (d3dsd.Height - 1) );

	m_pBumpMapTexture->LockRect( 0, &d3dlr, 0, 0 );
	DWORD dwDstPitch = (DWORD)d3dlr.Pitch;
	BYTE* pDstTopRow = (BYTE*)d3dlr.pBits;
	BYTE* pDstCurRow = pDstTopRow;


	for( DWORD y=0; y<d3dsd.Height; y++ )
	{
		BYTE* pSrcB0; // addr of current pixel
		BYTE* pSrcB1; // addr of pixel below current pixel, wrapping to top if necessary
		BYTE* pSrcB2; // addr of pixel above current pixel, wrapping to bottom if necessary
		BYTE* pDstT;  // addr of dest pixel;

		pSrcB0 = pSrcCurRow;

		if( y == d3dsd.Height - 1)
			pSrcB1 = pSrcTopRow;
		else
			pSrcB1 = pSrcCurRow + dwSrcPitch;

		if( y == 0 )
			pSrcB2 = pSrcBotRow;
		else
			pSrcB2 = pSrcCurRow - dwSrcPitch;

		pDstT = pDstCurRow;

		for( DWORD x=0; x<d3dsd.Width; x++ )
		{
			LONG v00; // Current pixel
			LONG v01; // Pixel to the right of current pixel, wrapping to left edge if necessary
			LONG vM1; // Pixel to the left of current pixel, wrapping to right edge if necessary
			LONG v10; // Pixel one line below.
			LONG v1M; // Pixel one line above.

			v00 = *(pSrcB0+0);

			if( x == d3dsd.Width - 1 )
				v01 = *(pSrcCurRow);
			else
				v01 = *(pSrcB0+4);

			if( x == 0 )
				vM1 = *(pSrcCurRow + (4 * (d3dsd.Width - 1)));
			else
				vM1 = *(pSrcB0-4);
			v10 = *(pSrcB1+0);
			v1M = *(pSrcB2+0);

			LONG iDu = (vM1-v01); // The delta-u bump value
			LONG iDv = (v1M-v10); // The delta-v bump value


			*pDstT++ = (BYTE)(iDu / 2);
			*pDstT++ = (BYTE)(iDv / 2);


			// Move one pixel to the right (src is 32-bpp)
			pSrcB0+=4;
			pSrcB1+=4;
			pSrcB2+=4;
		}

		// Move to the next line
		pSrcCurRow += dwSrcPitch;
		pDstCurRow += dwDstPitch;
	}

	m_pBumpMapTexture->UnlockRect(0);
	psBumpSrc->UnlockRect(0);

	return S_OK;
}