How to display 2D pictures
Posted on January 5, 2009
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 | 'Graphics - How to display 2D pictures Option Explicit 'A reference to Directx8 is required. Public DirectX As DirectX8 Public Direct3D As Direct3D8 Public DisplayMode As D3DDISPLAYMODE Public Device As Direct3DDevice8 Public d3dx As D3DX8 Type TexturePool Texture As Direct3DTexture8 Center As D3DVECTOR2 Used As Boolean End Type Public Tex() As TexturePool Dim Sprite As D3DXSprite Type FontPool dX8Font As D3DXFont Used As Boolean End Type Public D3DFont() As FontPool Public GlobalScaling As D3DVECTOR2 Dim NoScaling As D3DVECTOR2 Public Sub Initialize(ByVal nHWnd As Long) ' DirectX 8 installed ? On Error Resume Next Set DirectX = New DirectX8 If DirectX Is Nothing Then MsgBox "DirectX 8 needed, sorry.", vbExclamation Exit Sub End If ' Initialize Direct3D Set Direct3D = DirectX.Direct3DCreate 'Some more variables... Dim dmode As D3DDISPLAYMODE Dim D3DDM As D3DDISPLAYMODE Dim D3DCaps As D3DCAPS8 Dim D3DPP As D3DPRESENT_PARAMETERS 'Let's try it with hardware access Dim DevType As CONST_D3DDEVTYPE DevType = D3DDEVTYPE_HAL 'HAL->Hardware Access Layer 'Let's get the caps for the default device Call Direct3D.GetDeviceCaps(D3DADAPTER_DEFAULT, DevType, D3DCaps) If Err.Number Then Err.Clear Debug.Print "HAL not available, trying REF" DevType = D3DDEVTYPE_REF Call Direct3D.GetDeviceCaps(D3DADAPTER_DEFAULT, DevType, D3DCaps) 'Still error? Hell, what's wrong with this machine??? If Err.Number Then MsgBox "error" Exit Sub End If End If 'Grab some information about the current display mode. Call Direct3D.GetAdapterDisplayMode(D3DADAPTER_DEFAULT, D3DDM) 'Now we'll go ahead and fill the D3DPRESENT_PARAMETERS type. With D3DPP .SwapEffect = D3DSWAPEFFECT_FLIP 'Set the width and height to current resolution .BackBufferWidth = D3DDM.Width .BackBufferHeight = D3DDM.Height 'Set the backbuffer format .BackBufferFormat = D3DDM.Format 'current format End With 'Try to create the device now that we have everything set. Set Device = Direct3D.CreateDevice(D3DADAPTER_DEFAULT, DevType, nHWnd, D3DCREATE_SOFTWARE_VERTEXPROCESSING, D3DPP) ' make Load texture possible Set d3dx = New D3DX8 'Some render states Device.SetRenderState D3DRS_FILLMODE, D3DFILL_POINT Device.SetRenderState D3DRS_SHADEMODE, D3DSHADE_FLAT Device.SetRenderState D3DRS_LIGHTING, 0 Device.SetRenderState D3DRS_ALPHABLENDENABLE, 0 ' Create our essential sprite Set Sprite = d3dx.CreateSprite(Device) 'cool, eh? no messing around with vertices ;-) 'Clear texture pool & font pool ReDim Tex(0) ReDim D3DFont(0) 'Set standard scalings GlobalScaling.x = 1: GlobalScaling.y = 1 NoScaling.x = 1: NoScaling.y = 1 Debug.Print "DXGFX8 successfully initialized" End Sub Public Function LoadTextureIntoPool(ByVal nFilename As String, nColorKey As Long, Optional pWidth As Long = D3DX_DEFAULT, Optional pHeight As Long = D3DX_DEFAULT) As Long 'Returns handle of texture in texturepool On Error GoTo Err_Loading_Texture Dim nTex As Long For n = 0 To UBound(Tex) If Tex(n).Used = False Then nTex = n GoTo AddTex End If Next n ReDim Preserve Tex(0 To UBound(Tex) + 1) nTex = UBound(Tex) AddTex: Set Tex(nTex).Texture = d3dx.CreateTextureFromFileEx(Device, nFilename, pWidth, pHeight, D3DX_DEFAULT, 0, D3DFMT_UNKNOWN, D3DPOOL_MANAGED, D3DX_FILTER_POINT, D3DX_FILTER_POINT, nColorKey, ByVal 0, ByVal 0) Dim texnfo As D3DSURFACE_DESC Tex(nTex).Texture.GetLevelDesc 0, texnfo Tex(nTex).Center.x = texnfo.Width / 2 Tex(nTex).Center.y = texnfo.Height / 2 LoadTextureIntoPool = nTex Tex(nTex).Used = True Exit Function Err_Loading_Texture: LoadTextureIntoPool = -1 Debug.Print "Error " & Err.Number & " in LoadTextureIntoPool, file: " & nFilename End Function Public Sub ClearPrepareFrame() Device.Clear 0, ByVal 0, D3DCLEAR_TARGET, vbBlack, 1, &HFF Device.BeginScene Sprite.Begin End Sub Public Sub DisplaySprite(TexNr As Long, Pos As D3DVECTOR2, Rotation As Single, ByVal naffectedbyScaling As Boolean) Static TempScaling As D3DVECTOR2, TempCenter As D3DVECTOR2 If naffectedbyScaling = True Then TempScaling = GlobalScaling TempCenter.x = Tex(TexNr).Center.x * GlobalScaling.x TempCenter.y = Tex(TexNr).Center.y * GlobalScaling.y Else TempScaling = NoScaling TempCenter = Tex(TexNr).Center End If Sprite.Draw Tex(TexNr).Texture, ByVal 0, TempScaling, TempCenter, Rotation, Pos, -1 '&HFFFFFFFF End Sub Public Sub EndSceneDisplayFrame() Sprite.End Device.EndScene Device.Present ByVal 0, ByVal 0, 0, ByVal 0 End Sub Public Sub Destroy() For I = 0 To UBound(Tex) Set Tex(I).Texture = Nothing Next I ReDim Tex(0) For I = 0 To UBound(D3DFont) Set D3DFont(I).dX8Font = Nothing Next I ReDim D3DFont(0) Set Sprite = Nothing Set Device = Nothing Set Direct3D = Nothing Set d3dx = Nothing Set DirectX = Nothing Debug.Print "DXGFX8 objects successfully destroyed" End Sub Public Function CreateFont(nFontName As String, nSize As Long, nBold As Boolean, nItalic As Boolean, nUnderlined As Boolean) As Long 'Returns handle of font in fontpool On Error GoTo Err_InCreateFont Dim nFont As Long For n = 0 To UBound(D3DFont) If D3DFont(n).Used = False Then nFont = n: GoTo AddFont End If Next n 'We need a new font place ReDim Preserve D3DFont(0 To UBound(D3DFont) + 1) nFont = UBound(D3DFont) AddFont: Dim m_vbFont As IFont Dim x As New StdFont x.Name = nFontName x.Bold = nBold x.Italic = nItalic x.Underline = nUnderlined x.Size = nSize Set m_vbFont = x Set D3DFont(nFont).dX8Font = d3dx.CreateFont(Device, m_vbFont.hFont) D3DFont(nFont).Used = True CreateFont = nFont 'Return font handle Debug.Print "Font " & nFontName & " created (handle " & nFont & ")" & Form1.Font.Name Exit Function Err_InCreateFont: Debug.Print "Error " & Err.Number & " in CreateFont: " & nFontName CreateFont = -1 End Function Sub D3DDrawText(ByVal strText As String, ByVal FontNr As Long, ByVal nColor As Long, fRect As RECT) On Error Resume Next D3DFont(FontNr).dX8Font.Begin d3dx.DrawText D3DFont(FontNr).dX8Font, nColor, strText, fRect, 0 D3DFont(FontNr).dX8Font.End End Sub 'How can I use this: Private Sub Form_Load() Dim Position As D3DVECTOR2 modDXGFX8.Initialize Me.hwnd Position.x = 10 Position.y = 10 pic = modDXGFX8.LoadTextureIntoPool("pic.bmp", nColorKey) Do Until Finish = True modDXGFX8.ClearPrepareFrame modDXGFX8.DisplaySprite pic, Position, 0, False modDXGFX8.EndSceneDisplayFrame DoEvents Loop End Sub |