Sign in to follow this  

modifying texture and render 2D graphics by sprite

This topic is 3739 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Hello everyone, I am trying to render some 2D graphics by using ID3DXSprite. But the only graphic format available for me is HBITMAP, so i try to load the graphics by directly copying into locked texture. However after loaded the graphics my window shows only white( I was setting background to gray) , and I try to dump the loaded texture by D3DXSaveTextureToFile, the result is the same graphics except upside-down. So I wondering if I missed some procedure or if there is better way to load HBITMAP into texture. This is my loading code
void * buff = malloc( size.x * size.y * 4);
BITMAPINFO BitInfo;
ZeroMemory(&BitInfo, sizeof(BITMAPINFO));
BitInfo.bmiHeader.biSize = sizeof(BITMAPINFOHEADER);
HDC screenDC = CreateDC ( TEXT("DISPLAY"), NULL, NULL, NULL );

GetDIBits( screenDC, hBitmap, 0, 0, NULL, &BitInfo, DIB_RGB_COLORS);
BitInfo.bmiHeader.biBitCount = 32;
BitInfo.bmiHeader.biCompression = 0;
BitInfo.bmiHeader.biSizeImage = size.x * size.y * 4;

GetDIBits( screenDC, hBitmap, 0, size.y, buff, &BitInfo, DIB_RGB_COLORS);
D3DXCreateTexture( D3DDevice, size.x, size.y, 0, D3DX_DEFAULT, D3DFMT_A8R8G8B8, D3DPOOL_SYSTEMMEM, &texture);	
D3DLOCKED_RECT locked;
texture->LockRect( 0, &locked, NULL, 0);
Decoded32bitARGB *pDst = reinterpret_cast< Decoded32bitARGB* >( locked.pBits );
BYTE * pSrc = reinterpret_cast< BYTE *>( buff);
DPitch = locked.Pitch/4;
int k=0;
for (int i=0; i<size.y; ++i)
{
	for (int j=0; j<size.x; ++j)
	{
		pDst[i*DPitch+j].A = *(pSrc+k); k++;
		pDst[i*DPitch+j].R = *(pSrc+k); k++;
		pDst[i*DPitch+j].G = *(pSrc+k); k++;
		pDst[i*DPitch+j].B = *(pSrc+k); k++;
	}
}
texture->UnlockRect( 0);
free( buff);

and this is my code for rendering by sprite
D3DDevice->Clear( 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(128, 128, 128), 1.0f, 0);
D3DDevice->BeginScene();
if( NULL != sprite)
{
	if( SUCCEEDED( sprite->Begin( D3DXSPRITE_ALPHABLEND ) ) )
	{
		if( NULL != texture)
		{
			sprite->Draw( texture, NULL, NULL, NULL, 0xFFFFFFFF);
		}
		sprite->End();
	}
}
D3DDevice->EndScene();
D3DDevice->Present( NULL, NULL, NULL, NULL);

Share this post


Link to post
Share on other sites

This topic is 3739 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Sign in to follow this