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C++ LPDIRECT3DDEVICE9::CreateTexture2D方法代码示例

本文整理汇总了C++中LPDIRECT3DDEVICE9::CreateTexture2D方法的典型用法代码示例。如果您正苦于以下问题:C++ LPDIRECT3DDEVICE9::CreateTexture2D方法的具体用法?C++ LPDIRECT3DDEVICE9::CreateTexture2D怎么用?C++ LPDIRECT3DDEVICE9::CreateTexture2D使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在LPDIRECT3DDEVICE9的用法示例。


在下文中一共展示了LPDIRECT3DDEVICE9::CreateTexture2D方法的3个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: createDrawableIntoColorTexture


//.........这里部分代码省略.........
#endif
		w,							// width size
		h,							// height size
		0,							// border
		GL_RGBA,						// input pixel format
		GL_UNSIGNED_BYTE,			// input pixel type
		NULL);						// input pixels
    IRenderer::checkForErrors("glTexImage2D");
    
	SamplerState &ss = SamplerStateManager::getInstance()->getSamplerState(m_samplerState);

	glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER, ss.val_GL_TEXTURE_MIN_FILTER);
	glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER, ss.val_GL_TEXTURE_MAG_FILTER);
	glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S, ss.val_GL_TEXTURE_WRAP_S);
	glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T, ss.val_GL_TEXTURE_WRAP_T);
#if !APIABSTRACTION_IOS
	glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAX_LEVEL,0); //only one mip
#endif
	//depth related
	//glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_COMPARE_MODE_ARB,GL_COMPARE_R_TO_TEXTURE_ARB);
	//glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_COMPARE_FUNC_ARB, GL_LEQUAL);
	glBindTexture(GL_TEXTURE_2D, 0);

	#if APIABSTRACTION_PS3
		glGenFramebuffersOES(1, &m_frameBufferObject);
	#else
		glGenFramebuffers(1, &m_frameBufferObject);
	#endif
	#if APIABSTRACTION_PS3
		glBindFramebufferOES(GL_FRAMEBUFFER_OES, m_frameBufferObject); //set framebuffer for reading and writing. could also use GL_READ_FRAMEBUFFER to set a buffer for reading vs writing. 
	#else
		glBindFramebuffer(GL_FRAMEBUFFER, m_frameBufferObject); //set framebuffer for reading and writing. could also use GL_READ_FRAMEBUFFER to set a buffer for reading vs writing. 
	#endif
	//glFramebufferParameteri(GL_FRAMEBUFFER, GL_FRAMEBUFFER_DEFAULT_WIDTH, w); / no need for this, since it take size of the texture passed

	#if APIABSTRACTION_PS3
		glFramebufferTexture2DOES(GL_FRAMEBUFFER_OES, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, m_texture, 0);
	#else
		glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_texture, 0);
	#endif
	m_viewport.x = 0;
	m_viewport.y = 0;
	m_viewport.w = w;
	m_viewport.h = h;
	m_viewport.minDepth = 0;
	m_viewport.maxDepth = 1.0f;

	#if !APIABSTRACTION_IOS
		#if APIABSTRACTION_PS3
			assert(glCheckFramebufferStatusOES(GL_FRAMEBUFFER_OES) == GL_FRAMEBUFFER_COMPLETE_OES);
		#else
			assert(glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE);
		#endif
	#endif

	#if APIABSTRACTION_PS3
		glBindFramebufferOES(GL_FRAMEBUFFER_OES, 0); // back to default
	#else
		glBindFramebuffer(GL_FRAMEBUFFER, 0); // back to default
	#endif
#elif APIABSTRACTION_D3D11
	m_viewport.TopLeftX = 0;
	m_viewport.TopLeftY = 0;
	m_viewport.Width = w;
	m_viewport.Height = h;
	m_viewport.MinDepth = 0.0f;
	m_viewport.MaxDepth = 1.0f;

	D3D11Renderer *pD3D11Renderer = static_cast<D3D11Renderer *>(m_pContext->getGPUScreen());
	ID3D11Device *pDevice = pD3D11Renderer->m_pD3DDevice;
	ID3D11DeviceContext *pDeviceContext = pD3D11Renderer->m_pD3DContext;

	//ID3D11Texture2D *pColorMap = 0;

	D3D11_TEXTURE2D_DESC texDesc;
		texDesc.Width = w;
		texDesc.Height = h;
		texDesc.MipLevels = 0;
		texDesc.ArraySize = 1;
		texDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
		texDesc.SampleDesc.Count = 1;
		texDesc.SampleDesc.Quality = 0;
		texDesc.Usage = D3D11_USAGE_DEFAULT;
		texDesc.BindFlags = D3D11_BIND_RENDER_TARGET |
		                    D3D11_BIND_SHADER_RESOURCE;
		texDesc.CPUAccessFlags = 0;
		texDesc.MiscFlags = D3D11_RESOURCE_MISC_GENERATE_MIPS;

		HRESULT hr = pDevice->CreateTexture2D(&texDesc, 0, &m_pTexture);
		assert(SUCCEEDED(hr));

		// Null description means to create a view to all mipmap levels
		// using the format the texture was created with
		hr = pDevice->CreateRenderTargetView(m_pTexture, 0, &m_pRenderTargetView);
		assert(SUCCEEDED(hr));
		hr = pDevice->CreateShaderResourceView(m_pTexture, 0, &m_pShaderResourceView);
		assert(SUCCEEDED(hr));

#endif
}
开发者ID:AlexSincennes,项目名称:522AIProject,代码行数:101,代码来源:Texture_DrawableIntoColorTexture.cpp

示例2: createDrawableIntoColorTextureWithDepth


//.........这里部分代码省略.........
    
	//depth related
	//glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_COMPARE_MODE_ARB,GL_COMPARE_R_TO_TEXTURE_ARB);
	//glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_COMPARE_FUNC_ARB, GL_LEQUAL);
	glBindTexture(GL_TEXTURE_2D, 0);

	#if APIABSTRACTION_PS3
		glFramebufferTexture2DOES(GL_FRAMEBUFFER_OES, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, m_texture, 0);
	#else
		glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_texture, 0);
	#endif

	#if !APIABSTRACTION_IOS
		#if APIABSTRACTION_PS3
			assert(glCheckFramebufferStatusOES(GL_FRAMEBUFFER_OES) == GL_FRAMEBUFFER_COMPLETE_OES);
		#else
			assert(glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE);
		#endif
	#endif
    
    IRenderer::checkRenderBufferComplete();
    
	#if APIABSTRACTION_PS3
		glBindFramebufferOES(GL_FRAMEBUFFER_OES, 0); // back to default
	#else
		glBindFramebuffer(GL_FRAMEBUFFER, 0); // back to default
	#endif
#elif APIABSTRACTION_D3D11
	m_viewport.TopLeftX = 0;
	m_viewport.TopLeftY = 0;
	m_viewport.Width = w;
	m_viewport.Height = h;
	m_viewport.MinDepth = 0.0f;
	m_viewport.MaxDepth = 1.0f;

	D3D11Renderer *pD3D11Renderer = static_cast<D3D11Renderer *>(m_pContext->getGPUScreen());
	ID3D11Device *pDevice = pD3D11Renderer->m_pD3DDevice;
	ID3D11DeviceContext *pDeviceContext = pD3D11Renderer->m_pD3DContext;

	//ID3D11Texture2D *pColorMap = 0;

	D3D11_TEXTURE2D_DESC texDesc;
	texDesc.Width = w;
	texDesc.Height = h;
	texDesc.MipLevels = 1;
	texDesc.ArraySize = 1;
	texDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
	texDesc.SampleDesc.Count = 1;
	texDesc.SampleDesc.Quality = 0;
	texDesc.Usage = D3D11_USAGE_DEFAULT;
	texDesc.BindFlags = D3D11_BIND_RENDER_TARGET |
		D3D11_BIND_SHADER_RESOURCE;
	texDesc.CPUAccessFlags = 0;
	texDesc.MiscFlags = D3D11_RESOURCE_MISC_GENERATE_MIPS;

	HRESULT hr = pDevice->CreateTexture2D(&texDesc, 0, &m_pTexture);
	assert(SUCCEEDED(hr));

	// Null description means to create a view to all mipmap levels
	// using the format the texture was created with
	hr = pDevice->CreateRenderTargetView(m_pTexture, 0, &m_pRenderTargetView);
	assert(SUCCEEDED(hr));
	hr = pDevice->CreateShaderResourceView(m_pTexture, 0, &m_pShaderResourceView);
	assert(SUCCEEDED(hr));

	// Now create depth part fo the texture
	ID3D11Texture2D *pDepthMap = 0;

	texDesc.Format = DXGI_FORMAT_R32_TYPELESS;
	texDesc.Usage = D3D11_USAGE_DEFAULT;
	texDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL |
		D3D11_BIND_SHADER_RESOURCE;
	texDesc.CPUAccessFlags = 0;
	texDesc.MiscFlags = 0;

	hr = pDevice->CreateTexture2D(&texDesc, 0, &pDepthMap);
	assert(SUCCEEDED(hr));

	// setting up view for rendering into depth buffer/and reading (stenciling) from it (z-buffer algorithm red/write)
	D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
	dsvDesc.Format = DXGI_FORMAT_D32_FLOAT;
	dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
	dsvDesc.Texture2D.MipSlice = 0;
	dsvDesc.Flags = 0;//D3D11_DSV_READ_ONLY_DEPTH;

	hr = pDevice->CreateDepthStencilView(pDepthMap, &dsvDesc, &m_DepthStencilView);
	assert(SUCCEEDED(hr));

	D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
	srvDesc.Format = DXGI_FORMAT_R32_FLOAT;
	srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
	srvDesc.Texture2D.MipLevels = texDesc.MipLevels;
	srvDesc.Texture2D.MostDetailedMip = 0;

	hr = pDevice->CreateShaderResourceView(pDepthMap, &srvDesc, &m_pDepthShaderResourceView);
	assert(SUCCEEDED(hr));

	pDepthMap->Release();
#endif
}
开发者ID:AlexSincennes,项目名称:522AIProject,代码行数:101,代码来源:Texture_DrawableIntoColorTextureWithDepth.cpp

示例3: if


//.........这里部分代码省略.........
	IDirect3DTexture9 *pDestTexture = NULL;
	pDevice->CreateTexture(
		dds.width,
		dds.height,
		willHaveMips ? 0 : 1, // 0: will create mipmap surfaces too
		d3dUsage,
		destApiFormat,
		D3DPOOL_DEFAULT,
		&pDestTexture, // result
		NULL); // set to null	

#if PE_PLAT_IS_XBOX360
	PEASSERT(false, "Right now we load textures on xbox360 trhough helper in d3dx. Need some reasearch to see how to load it ourselves from raw data and update the texture");
#else
	pDevice->UpdateTexture(pTexture, pDestTexture);
#endif

	pTexture->Release(); // release sys memory texture

	return pDestTexture;	// return the texture name

#else
	//choose api format best suited for loaded texture
	DXGI_FORMAT destApiFormat = DXGI_FORMAT_UNKNOWN;
	if (dds.compressedFormat)
	{
		assert(!"Dont support compressed textures yet!");
	}
	else
	{
		if (dds.components == 1)
		{
			if (dds.uncompressedFormat == DDSF_L)
				destApiFormat = DXGI_FORMAT_R8_UNORM;
			else
				assert(!"Unknown format!");
		}
		else if (dds.components == 3)
		{
			assert(!"Need to add support for this format!");
		}
		else if (dds.components == 4)
		{
			if (dds.uncompressedFormat == DDSF_RGBA)
				destApiFormat = DXGI_FORMAT_B8G8R8A8_UNORM;
			else if  (dds.uncompressedFormat == DDSF_RGB)
				destApiFormat = DXGI_FORMAT_B8G8R8X8_UNORM;
		}
		else
		{
			assert(!"Unknown texture format!");
		}
	}

	if (!destApiFormat)
		return NULL;

	ID3D11Texture2D* pTexture = NULL;
	
	D3D11_TEXTURE2D_DESC desc;
    desc.Width = dds.width;
    desc.Height = dds.height;
    desc.MipLevels = willHaveMips ? 0 : 1; 
    desc.ArraySize = 1;
    desc.Format = destApiFormat;
    desc.SampleDesc.Count = 1;
    desc.SampleDesc.Quality = 0;
    desc.Usage = D3D11_USAGE_IMMUTABLE; // immutable since data wont change
    desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
    desc.CPUAccessFlags = 0;
    desc.MiscFlags = 0;

	D3D11_SUBRESOURCE_DATA datas[32];
	//in case mips are already loaded (and not generated) we need to pass in array of the datas
	for (uint32_t i = 0; i < dds.mips; i++)
	{
		D3D11_SUBRESOURCE_DATA &data = datas[i];
		data.pSysMem = dds.image[0].pixels[/*mip=*/i];
		data.SysMemPitch = dds.components * w;
		data.SysMemSlicePitch = 0; // unused since 2d texture

		w/=2; h/=2;
		if (w == 0) w = 1;
		if (h == 0) h = 1;
	}

	D3D11Renderer *pD3D11Renderer = static_cast<D3D11Renderer *>(m_pContext->getGPUScreen());
	ID3D11Device *pDevice = pD3D11Renderer->m_pD3DDevice;
	ID3D11DeviceContext *pDeviceContext = pD3D11Renderer->m_pD3DContext;


	pDevice->CreateTexture2D(
		&desc,
		datas,
		&pTexture);
	
	return pTexture;
#endif

}
开发者ID:AlexSincennes,项目名称:522AIProject,代码行数:101,代码来源:Texture_DDS_Loader_D3D.cpp


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