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类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();
}
}
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);
}
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());
}
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;
}
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;
}
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;
}
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.........
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.........
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.........
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;
}
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.........