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C++ LPDIRECT3DSURFACE8::Release方法代码示例

本文整理汇总了C++中LPDIRECT3DSURFACE8::Release方法的典型用法代码示例。如果您正苦于以下问题:C++ LPDIRECT3DSURFACE8::Release方法的具体用法?C++ LPDIRECT3DSURFACE8::Release怎么用?C++ LPDIRECT3DSURFACE8::Release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LPDIRECT3DSURFACE8的用法示例。


在下文中一共展示了LPDIRECT3DSURFACE8::Release方法的11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: System_Snapshot

void CALL HGE_Impl::System_Snapshot(const char *filename)
{
	LPDIRECT3DSURFACE8 pSurf;
	char *shotname, tempname[_MAX_PATH];
	int i;

	if(!filename)
	{
		i=0;
		shotname=Resource_EnumFiles("shot???.bmp");
		while(shotname)
		{
			i++;
			shotname=Resource_EnumFiles();
		}
		sprintf(tempname, "shot%03d.bmp", i);
		filename=Resource_MakePath(tempname);
	}

	if(pD3DDevice)
	{
		pD3DDevice->GetBackBuffer(0, D3DBACKBUFFER_TYPE_MONO, &pSurf);
		D3DXSaveSurfaceToFile(filename, D3DXIFF_BMP, pSurf, NULL, NULL);
		pSurf->Release();
	}
}
开发者ID:BGCX261,项目名称:zlmtank-svn-to-git,代码行数:26,代码来源:system.cpp

示例2: Render

void CComboRenderer::Render(DWORD flags)
{
  if ( m_RGBSurface[m_iYUY2RenderBuffer] == NULL )
  {
    RenderLowMem(flags);
  }
  else
  {
    YV12toYUY2();
    CheckScreenSaver();

    /* clear target area, otherwise we won't get any picture */
    D3DRECT target;
    target.x1 = rd.left;
    target.x2 = rd.right;
    target.y1 = rd.top;
    target.y2 = rd.bottom;
    m_pD3DDevice->Clear( 1L, &target, D3DCLEAR_TARGET, m_clearColour, 1.0f, 0L );

    // Don't render if we are waiting an overlay event
    while (!m_pD3DDevice->GetOverlayUpdateStatus()) Sleep(1);

    LPDIRECT3DSURFACE8 pSurface;
    m_YUY2Texture[m_iYUY2RenderBuffer]->GetSurfaceLevel(0, &pSurface);
    m_pD3DDevice->UpdateOverlay( pSurface, &rs, &rd, TRUE, m_clearColour );
    pSurface->Release();
  }

  CXBoxRenderer::Render(flags | RENDER_FLAG_NOOSDALPHA);
}
开发者ID:DJMatty,项目名称:xbmc,代码行数:30,代码来源:ComboRenderer.cpp

示例3:

bool CN3Texture::SaveToBitmapFile(const std::string& szFN)
{
	if(szFN.empty()) return false;
	if(NULL == m_lpTexture) return false;

	LPDIRECT3DSURFACE8 lpSurfSrc = NULL;
	m_lpTexture->GetSurfaceLevel(0, &lpSurfSrc);

	if(NULL == lpSurfSrc) return false;

	LPDIRECT3DSURFACE8 lpSurfDest = NULL;
	s_lpD3DDev->CreateImageSurface(m_Header.nWidth, m_Header.nHeight, D3DFMT_A8R8G8B8, &lpSurfDest);

	if(NULL == lpSurfDest) return false;
	if(D3D_OK != D3DXLoadSurfaceFromSurface(lpSurfDest, NULL, NULL, lpSurfSrc, NULL, NULL, D3DX_FILTER_TRIANGLE, 0)) // 서피스 복사.
	{
		lpSurfDest->Release(); lpSurfDest = NULL;
		lpSurfSrc->Release(); lpSurfSrc = NULL;
	}

	CBitMapFile bmpf;
	bmpf.Create(m_Header.nWidth, m_Header.nHeight);

	D3DLOCKED_RECT LR;
	lpSurfDest->LockRect(&LR, NULL, 0);
	for(int y = 0; y < m_Header.nHeight; y++)
	{
		BYTE* pPixelsSrc = ((BYTE*)LR.pBits) + y * LR.Pitch;
		BYTE* pPixelsDest = (BYTE*)(bmpf.Pixels(0, y));
		for(int x = 0; x < m_Header.nWidth; x++)
		{
			pPixelsDest[0] = pPixelsSrc[0];
			pPixelsDest[1] = pPixelsSrc[1];
			pPixelsDest[2] = pPixelsSrc[2];
			
			pPixelsSrc += 4;
			pPixelsDest += 3;
		}
	}
	lpSurfDest->UnlockRect();
	
	lpSurfDest->Release(); lpSurfDest = NULL;
	lpSurfSrc->Release(); lpSurfSrc = NULL;

	return bmpf.SaveToFile(szFN.c_str());
}
开发者ID:VincentKO,项目名称:KnightOnline,代码行数:46,代码来源:N3Texture.cpp

示例4: GetFormatMSE

bool GetFormatMSE(const D3DXIMAGE_INFO& info, LPDIRECT3DSURFACE8 pSrcSurf, D3DFORMAT fmt, double& CMSE, double& AMSE)
{
	LPDIRECT3DSURFACE8 pCompSurf = 0, pDstSurf = 0;
	HRESULT hr;

	// Compress
	int Width = PadPow2(info.Width), Height = PadPow2(info.Height);
	hr = pD3DDevice->CreateImageSurface(Width, Height, fmt, &pCompSurf);
	CheckHR(hr);

	hr = D3DXLoadSurfaceFromSurface(pCompSurf, NULL, NULL, pSrcSurf, NULL, NULL, D3DX_FILTER_NONE, 0);
	CheckHR(hr);

	// Decompress
	hr = pD3DDevice->CreateImageSurface(Width, Height, D3DFMT_A8R8G8B8, &pDstSurf);
	CheckHR(hr);

	hr = D3DXLoadSurfaceFromSurface(pDstSurf, NULL, NULL, pCompSurf, NULL, NULL, D3DX_FILTER_NONE, 0);
	CheckHR(hr);

	pCompSurf->Release(); pCompSurf = 0;

	// calculate mean square error
	D3DLOCKED_RECT slr, dlr;
	hr = pSrcSurf->LockRect(&slr, NULL, D3DLOCK_READONLY);
	CheckHR(hr);
	hr = pDstSurf->LockRect(&dlr, NULL, D3DLOCK_READONLY);
	CheckHR(hr);

	double CTSE = 0.0; // total colour square error
	double ATSE = 0.0; // total alpha square error

	RGBCOLOUR* src = (RGBCOLOUR*)slr.pBits;
	RGBCOLOUR* dst = (RGBCOLOUR*)dlr.pBits;
	for (UINT y = 0; y < info.Height; ++y)
	{
		for (UINT x = 0; x < info.Width; ++x)
		{
			CTSE += (src->b - dst->b) * (src->b - dst->b);
			CTSE += (src->g - dst->g) * (src->g - dst->g);
			CTSE += (src->r - dst->r) * (src->r - dst->r);
			ATSE += (src->a - dst->a) * (src->a - dst->a);
			++src; ++dst;
		}
		src += (slr.Pitch - info.Width*sizeof(RGBCOLOUR)) / sizeof(RGBCOLOUR);
		dst += (dlr.Pitch - info.Width*sizeof(RGBCOLOUR)) / sizeof(RGBCOLOUR);
	}
	CMSE = CTSE / double(info.Width * info.Height * 3);
	AMSE = ATSE / double(info.Width * info.Height);

	pSrcSurf->UnlockRect();
	pDstSurf->UnlockRect();
	pDstSurf->Release(); pDstSurf = 0;

	return true;
}
开发者ID:Avoidnf8,项目名称:xbmc-fork,代码行数:56,代码来源:XBMCTex.cpp

示例5: Render

int Render(){
	HRESULT r;
//	D3DLOCKED_RECT LockedRect;//locked area of display memory(buffer really) we are drawing to
	LPDIRECT3DSURFACE8 pBackSurf = 0;
	if(!g_pDevice){
		SetError("Cannot render because there is no device");
		return E_FAIL;
	}

	//clear the display arera with colour black, ignore stencil buffer
	g_pDevice->Clear(0,0,D3DCLEAR_TARGET, D3DCOLOR_XRGB(0,0,25), 1.0f, 0);

	//get pointer to backbuffer
	r=g_pDevice->GetBackBuffer(0,D3DBACKBUFFER_TYPE_MONO, &pBackSurf);
	if(FAILED(r)){
		SetError("Couldn't get backbuffer");
	}
/*
	//get a lock on the surface
	r=pBackSurf->LockRect(&LockedRect, NULL, 0);
	if(FAILED(r)){
		SetError("Could not lock the back buffer");
	}

	DWORD* pData = (DWORD*)(LockedRect.pBits);
	//DRAW CODE GOES HERE - use pData
	Draw(LockedRect.Pitch, pData);

 */
	LPDIRECT3DSURFACE8 pSurface = 0;

	r=LoadBitmapToSurface("baboon.bmp",
		&pSurface, g_pDevice);
	if(FAILED(r)){
		SetError("could not load bitmap surface");
	}

	D3DSURFACE_DESC d3dsd;
	pSurface->GetDesc(&d3dsd);//get info about surface

	POINT DestPoint = {0, 0};
	RECT rect = {0,0, d3dsd.Width, d3dsd.Height};//source dimensions

//	SetError("size x=%d size y=%d format=%d",d3dsd.Width, d3dsd.Height, d3dsd.Format);

//	r=g_pDevice->CopyRects(pSurface, &rect, 1, pBackSurf, &DestPoint);//copy surface to buffer (like a bitblt)

	r=D3DXLoadSurfaceFromSurface(pBackSurf, NULL, NULL, pSurface, NULL, &rect, D3DX_FILTER_TRIANGLE,0);
//	r=D3DXLoadSurfaceFromSurface(pBackSurf, NULL, NULL, pSurface, NULL, &rect, D3DX_FILTER_POINT, 0);
	if(ERROR(r))
		SetError("did not copy surface");

//	SimpleBitmapDraw("baboon.bmp", pBackSurf, 10,10);
	pSurface->Release();
	pSurface = 0;

//	pBackSurf->UnlockRect();
//	pData = 0;

//	pBackSurf->Release();//release lock
//	pBackSurf = 0;

	g_pDevice->Present(NULL, NULL, NULL, NULL);//swap over buffer to primary surface
	return S_OK;
}
开发者ID:wrybri,项目名称:comp4995Research,代码行数:65,代码来源:main2.cpp

示例6:

void CComboRenderer::YV12toYUY2()
{
  int index = m_iYV12RenderBuffer;
  if (!m_RGBSurface[m_iYUY2RenderBuffer]) return;

  /* if we have dimmed our texture, don't overwrite it */
  if( g_application.IsInScreenSaver() && m_bHasDimView ) return;

  if( WaitForSingleObject(m_eventTexturesDone[index], 500) == WAIT_TIMEOUT )
    CLog::Log(LOGWARNING, __FUNCTION__" - Timeout waiting for texture %d", index);

  // Do the YV12 -> YUY2 conversion.
  // ALWAYS use buffer 0 in this case (saves 12 bits/pixel)
  m_pD3DDevice->SetTexture( 0, m_YUVTexture[index][FIELD_FULL][PLANE_Y] );
  m_pD3DDevice->SetTexture( 1, m_YUVTexture[index][FIELD_FULL][PLANE_U] );
  m_pD3DDevice->SetTexture( 2, m_YUVTexture[index][FIELD_FULL][PLANE_Y] );
  m_pD3DDevice->SetTexture( 3, m_YUVTexture[index][FIELD_FULL][PLANE_V] );

  for (int i = 0; i < 4; ++i)
  {
    m_pD3DDevice->SetTextureStageState( i, D3DTSS_ADDRESSU, D3DTADDRESS_CLAMP );
    m_pD3DDevice->SetTextureStageState( i, D3DTSS_ADDRESSV, D3DTADDRESS_CLAMP );
    m_pD3DDevice->SetTextureStageState( i, D3DTSS_MAGFILTER, D3DTEXF_POINT );
    m_pD3DDevice->SetTextureStageState( i, D3DTSS_MINFILTER, D3DTEXF_POINT );
  }
  // U and V need to use linear filtering, as they're being doubled vertically
  m_pD3DDevice->SetTextureStageState( 1, D3DTSS_MINFILTER, D3DTEXF_LINEAR );
  m_pD3DDevice->SetTextureStageState( 1, D3DTSS_MAGFILTER, D3DTEXF_LINEAR );
  m_pD3DDevice->SetTextureStageState( 3, D3DTSS_MINFILTER, D3DTEXF_LINEAR );
  m_pD3DDevice->SetTextureStageState( 3, D3DTSS_MAGFILTER, D3DTEXF_LINEAR );

  m_pD3DDevice->SetRenderState( D3DRS_ZENABLE, FALSE );
  m_pD3DDevice->SetRenderState( D3DRS_FOGENABLE, FALSE );
  m_pD3DDevice->SetRenderState( D3DRS_FOGTABLEMODE, D3DFOG_NONE );
  m_pD3DDevice->SetRenderState( D3DRS_FILLMODE, D3DFILL_SOLID );
  m_pD3DDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_CCW );
  m_pD3DDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, FALSE );
  m_pD3DDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_ONE );
  m_pD3DDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_ZERO );
  m_pD3DDevice->SetRenderState( D3DRS_YUVENABLE, FALSE );
  m_pD3DDevice->SetVertexShader( FVF_YUYVVERTEX );
  m_pD3DDevice->SetPixelShader( m_hPixelShader );
  // Render the image
  LPDIRECT3DSURFACE8 pOldRT;
  m_pD3DDevice->GetRenderTarget(&pOldRT);
  m_pD3DDevice->SetRenderTarget(m_RGBSurface[m_iYUY2RenderBuffer], NULL);

  m_pD3DDevice->Begin(D3DPT_QUADLIST);
  m_pD3DDevice->SetVertexData2f( D3DVSDE_TEXCOORD0, (float)1.5f, (float)0.5f );
  m_pD3DDevice->SetVertexData2f( D3DVSDE_TEXCOORD1, (float)0.5f, (float)0.5f );
  m_pD3DDevice->SetVertexData2f( D3DVSDE_TEXCOORD2, (float)0.5f, (float)0.5f );
  m_pD3DDevice->SetVertexData2f( D3DVSDE_TEXCOORD3, (float)0.5f, (float)0.5f);
  m_pD3DDevice->SetVertexData4f( D3DVSDE_VERTEX, (float)0.0f, (float)0.0f, 0, 1.0f );

  m_pD3DDevice->SetVertexData2f( D3DVSDE_TEXCOORD0, (float)m_iSourceWidth + 1.5f, (float)0.5f );
  m_pD3DDevice->SetVertexData2f( D3DVSDE_TEXCOORD1, (float)m_iSourceWidth / 2.0f + 0.5f, (float)0.5f );
  m_pD3DDevice->SetVertexData2f( D3DVSDE_TEXCOORD2, (float)m_iSourceWidth + 0.5f, (float)0.5f );
  m_pD3DDevice->SetVertexData2f( D3DVSDE_TEXCOORD3, (float)m_iSourceWidth / 2.0f + 0.5f, (float)0.5f );
  m_pD3DDevice->SetVertexData4f( D3DVSDE_VERTEX, (float)m_iSourceWidth / 2.0f, (float)0.0f, 0, 1.0f );

  m_pD3DDevice->SetVertexData2f( D3DVSDE_TEXCOORD0, (float)m_iSourceWidth + 1.5f, (float)m_iSourceHeight + 0.5f );
  m_pD3DDevice->SetVertexData2f( D3DVSDE_TEXCOORD1, (float)m_iSourceWidth / 2.0f + 0.5f, (float)m_iSourceHeight / 2.0f + 0.5f );
  m_pD3DDevice->SetVertexData2f( D3DVSDE_TEXCOORD2, (float)m_iSourceWidth + 0.5f, (float)m_iSourceHeight + 0.5f);
  m_pD3DDevice->SetVertexData2f( D3DVSDE_TEXCOORD3, (float)m_iSourceWidth / 2.0f + 0.5f, (float)m_iSourceHeight / 2.0f + 0.5f );
  m_pD3DDevice->SetVertexData4f( D3DVSDE_VERTEX, (float)m_iSourceWidth / 2.0f, (float)m_iSourceHeight, 0, 1.0f );

  m_pD3DDevice->SetVertexData2f( D3DVSDE_TEXCOORD0, (float)1.5f, (float)m_iSourceHeight + 0.5f );
  m_pD3DDevice->SetVertexData2f( D3DVSDE_TEXCOORD1, (float)0.5f, (float)m_iSourceHeight / 2.0f + 0.5f );
  m_pD3DDevice->SetVertexData2f( D3DVSDE_TEXCOORD2, (float)0.5f, (float)m_iSourceHeight + 0.5f );
  m_pD3DDevice->SetVertexData2f( D3DVSDE_TEXCOORD3, (float)0.5f, (float)m_iSourceHeight / 2.0f + 0.5f );
  m_pD3DDevice->SetVertexData4f( D3DVSDE_VERTEX, (float)0.0f, (float)m_iSourceHeight, 0, 1.0f );
  m_pD3DDevice->End();

  m_pD3DDevice->SetTexture(0, NULL);
  m_pD3DDevice->SetTexture(1, NULL);
  m_pD3DDevice->SetTexture(2, NULL);
  m_pD3DDevice->SetTexture(3, NULL);

  m_pD3DDevice->SetRenderState( D3DRS_YUVENABLE, FALSE );
  m_pD3DDevice->SetPixelShader( NULL );
  m_pD3DDevice->SetRenderTarget(pOldRT, NULL);

  m_pD3DDevice->SetTextureStageState( 0, D3DTSS_MAGFILTER, D3DTEXF_LINEAR );
  m_pD3DDevice->SetTextureStageState( 0, D3DTSS_MINFILTER, D3DTEXF_LINEAR );
  m_pD3DDevice->SetTextureStageState( 2, D3DTSS_MAGFILTER, D3DTEXF_LINEAR );
  m_pD3DDevice->SetTextureStageState( 2, D3DTSS_MINFILTER, D3DTEXF_LINEAR );

  pOldRT->Release();

  //Okey, when the gpu is done with the textures here, they are free to be modified again
  m_pD3DDevice->InsertCallback(D3DCALLBACK_WRITE,&TextureCallback, (DWORD)m_eventTexturesDone[index]);

  m_pD3DDevice->KickPushBuffer();

  m_bHasDimView = false;
}
开发者ID:DJMatty,项目名称:xbmc,代码行数:96,代码来源:ComboRenderer.cpp

示例7: if

bool CN3Texture::Save(HANDLE hFile)
{
	if(NULL == m_lpTexture) return false;

	CN3BaseFileAccess::Save(hFile);

	DWORD dwRWC = 0;

	D3DSURFACE_DESC sd;
	m_lpTexture->GetLevelDesc(0, &sd);

	int nMMC = m_lpTexture->GetLevelCount();
	(nMMC > 1) ? m_Header.bMipMap = TRUE : m_Header.bMipMap = FALSE;
	if(TRUE == m_Header.bMipMap) // MipMap 갯수가 맞는지 확인..
	{
		int nMMC2 = 0;
		for(int nW = sd.Width, nH = sd.Height; nW >=4 && nH >= 4; nW /=2, nH /= 2) nMMC2++;
		if(nMMC < nMMC2)
		{
#ifdef _N3GAME
			CLogWriter::Write("N3Texture save warning - Invalid MipMap Count (%s)", m_szFileName.c_str());
#endif
			m_Header.bMipMap = FALSE;
			nMMC = 1;
		}
		else
		{
			nMMC = nMMC2;
		}
	}

	m_Header.szID[0] = 'N';
	m_Header.szID[1] = 'T';
	m_Header.szID[2] = 'F';
	m_Header.szID[3] = 3; // Noah Texture File Ver '3'
	m_Header.nWidth = sd.Width;
	m_Header.nHeight = sd.Height;
	m_Header.bMipMap = (nMMC > 1) ? TRUE : FALSE;
	
	WriteFile(hFile, &m_Header, sizeof(m_Header), &dwRWC, NULL); // 헤더를 쓰고

	if(m_lpTexture == NULL) return false;

	if(	D3DFMT_DXT1 == sd.Format || 
		D3DFMT_DXT2 == sd.Format || 
		D3DFMT_DXT3 == sd.Format || 
		D3DFMT_DXT4 == sd.Format || 
		D3DFMT_DXT5 == sd.Format )
	{
		D3DLOCKED_RECT LR;

		for(int i = 0; i < nMMC; i++)
		{
			m_lpTexture->GetLevelDesc(i, &sd);

			m_lpTexture->LockRect(i, &LR, NULL, NULL);
			WriteFile(hFile, (BYTE*)LR.pBits, sd.Size, &dwRWC, NULL); // 일렬로 된 데이터를 쓰고..
			m_lpTexture->UnlockRect(i);
		}

		// 추가로 압축되지 않은 형식을 써준다.. 절반 크기이다.
		// 압축되지 않은 형식을 해상도를 한단계 낮추어서 저장.
		LPDIRECT3DSURFACE8 lpSurfSrc = NULL, lpSurfDest = NULL;
		D3DFORMAT fmtExtra = D3DFMT_UNKNOWN;
		if(D3DFMT_DXT1 == sd.Format) fmtExtra = D3DFMT_A1R5G5B5;
		else fmtExtra = D3DFMT_A4R4G4B4;
		
		int nMMC2 = nMMC - 1;
		if(nMMC == 1) nMMC2 = nMMC;
		for(i = 0; i < nMMC2; i++)
		{
			m_lpTexture->GetLevelDesc(i, &sd);
			m_lpTexture->GetSurfaceLevel(i, &lpSurfSrc);
			int nW = sd.Width / 2, nH = sd.Height / 2;
			s_lpD3DDev->CreateImageSurface(nW, nH, fmtExtra, &lpSurfDest);
			D3DXLoadSurfaceFromSurface(lpSurfDest, NULL, NULL, lpSurfSrc, NULL, NULL, D3DX_FILTER_TRIANGLE, 0); // 서피스 복사.
			int nPixelSize = 2;
			lpSurfDest->LockRect(&LR, NULL, NULL);
			for(int y = 0; y < nH; y++)
			{
				WriteFile(hFile, (BYTE*)LR.pBits + y * LR.Pitch, nW * 2, &dwRWC, NULL);
			}
			lpSurfDest->UnlockRect();
			lpSurfDest->Release(); lpSurfDest = NULL; 
			lpSurfSrc->Release(); lpSurfSrc = NULL;
		}

		if(nMMC == 1 && m_Header.nWidth >= 1024) // 부두를 위해 256 * 256 짜리 하나 더 저장해준다..
		{
			m_lpTexture->GetLevelDesc(0, &sd);
			m_lpTexture->GetSurfaceLevel(0, &lpSurfSrc);
			int nW = 256, nH = 256;
			s_lpD3DDev->CreateImageSurface(nW, nH, fmtExtra, &lpSurfDest);
			D3DXLoadSurfaceFromSurface(lpSurfDest, NULL, NULL, lpSurfSrc, NULL, NULL, D3DX_FILTER_TRIANGLE, 0); // 서피스 복사.
			int nPixelSize = 2;
			lpSurfDest->LockRect(&LR, NULL, NULL);
			for(int y = 0; y < nH; y++)
			{
				WriteFile(hFile, (BYTE*)LR.pBits + y * LR.Pitch, nW * 2, &dwRWC, NULL);
			}
//.........这里部分代码省略.........
开发者ID:VincentKO,项目名称:KnightOnline,代码行数:101,代码来源:N3Texture.cpp

示例8: ConvertAnim

// only works for gifs or other 256-colour anims
void ConvertAnim(const char* Dir, const char* Filename, double MaxMSE)
{
	HRESULT hr;
	LPDIRECT3DSURFACE8 pSrcSurf = NULL;

	char OutFilename[52];
	if (Dir)
		_snprintf(OutFilename, 52, "%s\\%s", Dir, Filename);
	else
		_snprintf(OutFilename, 52, "%s", Filename);
	OutFilename[51] = 0;

	printf("%s: ", OutFilename);
	TRACE1("%s:\n", OutFilename);
	int n = strlen(OutFilename);
	if (n < 40)
		printf("%*c", 40-n, ' ');

	// Load up the file
	CAnimatedGifSet Anim;
	int nImages = Anim.LoadGIF(Filename);
	if (!nImages)
	{
		puts("ERROR: Unable to load gif (file corrupt?)");
		return;
	}
	if (nImages > 65535)
	{
		printf("ERROR: Too many frames in gif (%d > 65535)\n", nImages);
		return;
	}

	PrintAnimInfo(Anim);

	UINT Width = PadPow2(Anim.FrameWidth);
	UINT Height = PadPow2(Anim.FrameHeight);

	D3DXIMAGE_INFO info;
	info.Width = Anim.FrameWidth;
	info.Height = Anim.FrameHeight;
	info.MipLevels = 1;
	info.Depth = 0;
	info.ResourceType = D3DRTYPE_SURFACE;
	info.Format = D3DFMT_P8;
	info.ImageFileFormat = D3DXIFF_PNG;

	PALETTEENTRY pal[256];
	memcpy(pal, Anim.m_vecimg[0]->Palette, 256 * sizeof(PALETTEENTRY));
	for (int i = 0; i < 256; i++)
		pal[i].peFlags = 0xff; // alpha
	if (Anim.m_vecimg[0]->Transparency && Anim.m_vecimg[0]->Transparent >= 0)
		memset(&pal[Anim.m_vecimg[0]->Transparent], 0, sizeof(PALETTEENTRY));

	// setup xpr header
	WriteXPRHeader((DWORD*)pal, nImages);
	if (nImages > 1)
	{
		XPRFile.AnimInfo->RealSize = (info.Width & 0xffff) | ((info.Height & 0xffff) << 16);
		XPRFile.AnimInfo->nLoops = Anim.nLoops;
	}

	int nActualImages = 0;

	TotalSrcPixels += info.Width * info.Height * nImages;
	TotalDstPixels += Width * Height * nImages;
	float Waste = 100.f * (float)(Width * Height - info.Width * info.Height) / (float)(Width * Height);

	// alloc hash buffer
	BYTE (*HashBuf)[20] = new BYTE[nImages][20];

	for (int i = 0; i < nImages; ++i)
	{
		if (pSrcSurf)
			pSrcSurf->Release();
		pSrcSurf = NULL;

		printf("%3d%%\b\b\b\b", 100 * i / nImages);

		UncompressedSize += Width * Height;
		CAnimatedGif* pGif = Anim.m_vecimg[i];

		if (nImages > 1)
			XPRFile.Texture[i].RealSize = pGif->Delay;

		// generate sha1 hash
		SHA1((BYTE*)pGif->Raster, pGif->BytesPerRow * pGif->Height, HashBuf[i]);

		// duplicate scan
		int j;
		for (j = 0; j < i; ++j)
		{
			if (!memcmp(HashBuf[j], HashBuf[i], 20))
			{
				// duplicate image!
				TRACE2(" %03d: Duplicate of %03d\n", i, j);
				AppendXPRImageLink(j);
				break;
			}
		}
//.........这里部分代码省略.........
开发者ID:Avoidnf8,项目名称:xbmc-fork,代码行数:101,代码来源:XBMCTex.cpp

示例9: ConvertFile

void ConvertFile(const char* Dir, const char* Filename, double MaxMSE)
{
	HRESULT hr;
	LPDIRECT3DSURFACE8 pSrcSurf = NULL;
	char OutFilename[52];
	if (Dir)
		_snprintf(OutFilename, 52, "%s\\%s", Dir, Filename);
	else
		_snprintf(OutFilename, 52, "%s", Filename);
	OutFilename[51] = 0;

	printf("%s: ", OutFilename);
	TRACE1("%s:\n", OutFilename);
	int n = strlen(OutFilename);
	if (n < 40)
		printf("%*c", 40-n, ' ');

	if (pSrcSurf)
		pSrcSurf->Release();
	pSrcSurf = NULL;

	// Load up the file
	D3DXIMAGE_INFO info;
	hr = D3DXGetImageInfoFromFile(Filename, &info);
	CheckHR(hr);

	PrintImageInfo(info);

	UINT Width = PadPow2(info.Width);
	UINT Height = PadPow2(info.Height);

	float Waste = 100.f * (float)(Width * Height - info.Width * info.Height) / (float)(Width * Height);

	UncompressedSize += Width * Height * 4;
	TotalSrcPixels += info.Width * info.Height;
	TotalDstPixels += Width * Height;

  // Special case for 256-colour files - just directly drop into a P8 xpr
	if (info.Format == D3DFMT_P8)
	{
		hr = pD3DDevice->CreateImageSurface(Width, Height, D3DFMT_A8R8G8B8, &pSrcSurf);
		CheckHR(hr);

		hr = D3DXLoadSurfaceFromFile(pSrcSurf, NULL, NULL, Filename, NULL, D3DX_FILTER_NONE, 0, NULL);
		CheckHR(hr);

		FixTransparency(pSrcSurf);

		if (Width * Height > 4096)
		{
			// DXT1 for P8s if lossless and more than 4k image
			LPDIRECT3DSURFACE8 pTempSurf;
			hr = pD3DDevice->CreateImageSurface(Width, Height, D3DFMT_A8R8G8B8, &pTempSurf);
			CheckHR(hr);

			hr = D3DXLoadSurfaceFromSurface(pTempSurf, NULL, NULL, pSrcSurf, NULL, NULL, D3DX_FILTER_NONE, 0);
			CheckHR(hr);

			double CMSE, AMSE;
			TRACE0(" Checking     DXT1: ");
			if (!GetFormatMSE(info, pTempSurf, D3DFMT_DXT1, CMSE, AMSE))
			{
				pTempSurf->Release();
				return;
			}
			TRACE2("CMSE=%05.2f, AMSE=%07.2f\n", CMSE, AMSE);
			if (CMSE <= 1e-6 && AMSE <= 1e-6)
			{
				printf("DXT1     %4dx%-4d (%5.2f%% waste)\n", Width, Height, Waste);
				TRACE0(" Selected Format: DXT1\n");
				WriteXPR(OutFilename, info, pTempSurf, XB_D3DFMT_DXT1, NULL);

				pTempSurf->Release();
				return;
			}
			pTempSurf->Release();
		}

		printf("P8       %4dx%-4d (%5.2f%% waste)\n", Width, Height, Waste);
		TRACE0(" Selected Format: P8\n");

		LPDIRECT3DSURFACE8 pTempSurf;
		DWORD pal[256];
		ConvertP8(pSrcSurf, pTempSurf, pal, info);

		WriteXPR(OutFilename, info, pTempSurf, XB_D3DFMT_P8, pal);
		pTempSurf->Release();
		return;
	}

  // test linear format versus non-linear format
  // Linear format requires 64 pixel aligned width, whereas
  // Non-linear format requires power of 2 width and height
  bool useLinearFormat(false);
  UINT linearWidth = (info.Width + 0x3f) & ~0x3f;
  if (AllowLinear && linearWidth * info.Height < Width * Height)
    useLinearFormat = true;

	hr = pD3DDevice->CreateImageSurface(Width, Height, D3DFMT_A8R8G8B8, &pSrcSurf);
	CheckHR(hr);
//.........这里部分代码省略.........
开发者ID:Avoidnf8,项目名称:xbmc-fork,代码行数:101,代码来源:XBMCTex.cpp

示例10: ConvertP8

// Converts to P8 format is colours <= 256
bool ConvertP8(LPDIRECT3DSURFACE8 pSrcSurf, LPDIRECT3DSURFACE8& pDstSurf, DWORD* pal, D3DXIMAGE_INFO &info)
{
	pDstSurf = 0;

	D3DSURFACE_DESC desc;
	pSrcSurf->GetDesc(&desc);

	// convert to p8
  UINT Width = PadPow2(desc.Width);
  UINT Height = PadPow2(desc.Height);
	HRESULT hr = pD3DDevice->CreateImageSurface(Width, Height, D3DFMT_A8R8G8B8, &pDstSurf);
	CheckHR(hr);

	D3DLOCKED_RECT slr, dlr;
	hr = pDstSurf->LockRect(&dlr, NULL, 0);
	CheckHR(hr);
	hr = pSrcSurf->LockRect(&slr, NULL, D3DLOCK_READONLY);
	CheckHR(hr);

	DWORD* src = (DWORD*)slr.pBits;
	BYTE* dst = (BYTE*)dlr.pBits;
	int n = 0, i;
	for (UINT y = 0; y < info.Height; ++y)
	{
		for (UINT x = 0; x < info.Width; ++x)
		{
			for (i = 0; i < n; ++i)
			{
				if (pal[i] == *src)
					break;
			}
			if (i == n)
			{
				if (n >= 256)
				{
					TRACE0(" Too many colours for P8\n");
					pSrcSurf->UnlockRect();
					pDstSurf->UnlockRect();
					pDstSurf->Release();
					return false;
				}
				pal[n++] = *src;
			}
			*dst++ = i;
			++src;
		}
		for (UINT x = info.Width; x < Width; ++x)
		{
			*dst++ = 0; // we don't care about the colour outside of our real image
			++src;
    }
	}
  for (UINT y = info.Height; y < Height; ++y)
  {
		for (UINT x = 0; x < Width; ++x)
		{
			*dst++ = 0; // we don't care about the colour outside of our real image
			++src;
    }
  }
	TRACE1(" Colours Used: %d\n", n);

	pDstSurf->UnlockRect();
	pSrcSurf->UnlockRect();

	return true;
}
开发者ID:Avoidnf8,项目名称:xbmc-fork,代码行数:68,代码来源:XBMCTex.cpp

示例11: XBUtil_CreateNormalizationCubeMap

//-----------------------------------------------------------------------------
// Name: XBUtil_CreateNormalizationCubeMap()
// Desc: Creates a cubemap and fills it with normalized RGBA vectors
//-----------------------------------------------------------------------------
HRESULT XBUtil_CreateNormalizationCubeMap( LPDIRECT3DDEVICE8 pd3dDevice, 
                                           DWORD dwSize, 
                                           LPDIRECT3DCUBETEXTURE8* ppCubeMap )
{
    HRESULT hr;

    // Create the cube map
    if( FAILED( hr = pd3dDevice->CreateCubeTexture( dwSize, 1, 0, D3DFMT_X8R8G8B8, 
                                                    D3DPOOL_DEFAULT, ppCubeMap ) ) )
        return E_FAIL;
    
    // Allocate temp space for swizzling the cubemap surfaces
    DWORD* pSourceBits = new DWORD[ dwSize * dwSize ];

    // Fill all six sides of the cubemap
    for( DWORD i=0; i<6; i++ )
    {
        // Lock the i'th cubemap surface
        LPDIRECT3DSURFACE8 pCubeMapFace;
        (*ppCubeMap)->GetCubeMapSurface( (D3DCUBEMAP_FACES)i, 0, &pCubeMapFace );

        // Write the RGBA-encoded normals to the surface pixels
        DWORD*      pPixel = pSourceBits;
        D3DXVECTOR3 n;
        FLOAT       w, h;

        for( DWORD y = 0; y < dwSize; y++ )
        {
            h  = (FLOAT)y / (FLOAT)(dwSize-1);  // 0 to 1
            h  = ( h * 2.0f ) - 1.0f;           // -1 to 1
            
            for( DWORD x = 0; x < dwSize; x++ )
            {
                w = (FLOAT)x / (FLOAT)(dwSize-1);   // 0 to 1
                w = ( w * 2.0f ) - 1.0f;            // -1 to 1

                // Calc the normal for this texel
                switch( i )
                {
                    case D3DCUBEMAP_FACE_POSITIVE_X:    // +x
                        n.x = +1.0;
                        n.y = -h;
                        n.z = -w;
                        break;
                        
                    case D3DCUBEMAP_FACE_NEGATIVE_X:    // -x
                        n.x = -1.0;
                        n.y = -h;
                        n.z = +w;
                        break;
                        
                    case D3DCUBEMAP_FACE_POSITIVE_Y:    // y
                        n.x = +w;
                        n.y = +1.0;
                        n.z = +h;
                        break;
                        
                    case D3DCUBEMAP_FACE_NEGATIVE_Y:    // -y
                        n.x = +w;
                        n.y = -1.0;
                        n.z = -h;
                        break;
                        
                    case D3DCUBEMAP_FACE_POSITIVE_Z:    // +z
                        n.x = +w;
                        n.y = -h;
                        n.z = +1.0;
                        break;
                        
                    case D3DCUBEMAP_FACE_NEGATIVE_Z:    // -z
                        n.x = -w;
                        n.y = -h;
                        n.z = -1.0;
                        break;
                }

                // Store the normal as an RGBA color
                D3DXVec3Normalize( &n, &n );
                *pPixel++ = XBUtil_VectorToRGBA( &n );
            }
        }
        
        // Swizzle the result into the cubemap face surface
        D3DLOCKED_RECT lock;
        pCubeMapFace->LockRect( &lock, 0, 0L );
        XGSwizzleRect( pSourceBits, 0, NULL, lock.pBits, dwSize, dwSize,
                       NULL, sizeof(DWORD) );
        pCubeMapFace->UnlockRect();

        // Release the cubemap face
        pCubeMapFace->Release();
    }

    // Free temp space
    SAFE_DELETE_ARRAY( pSourceBits );

//.........这里部分代码省略.........
开发者ID:dpaladin,项目名称:openbor,代码行数:101,代码来源:xbutil.cpp


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