我正在尝试将三维环境的鸟瞰图呈现为纹理,并将该纹理绘制为HUD以表示迷你地图,就好像它是从上方俯视游戏的相机一样。我是3D编程和DirextX API的新手,所以我需要帮助。通过使用一些示例和教程,这是我所拥有但仍然没有成功。
我几乎不知道如何将纹理正确地绘制到屏幕上作为HUD。发生的是引擎运行beginProjectScene()和endProjectScene()方法,然后是beginSuperImpose()方法。
beginProjectScene()创建一个要绘制的纹理,创建适当的视图和投影矩阵和后台缓冲区以及一个新的视口,并在备份当前视口后设置它们。它还设置了适当的渲染目标。
endProjectScene()恢复备份的矩阵,视口,后台缓冲区。
beginSuperImpose()应该将纹理(texH)绘制到屏幕上。
还有一些其他方法通过显示设备(d3dd)调用D3D API方法来实现这一点。但它似乎没有用,实际上没有任何可能发生的事情,我不确定为什么。之前,在将渲染目标恢复到endProjectScene()中备份的后台缓冲区之前,屏幕刚刚变黑(出于显而易见的原因)。我相信我的很多问题都是使用多个视口,而且很多概念都是相对较新的,我仍然在努力完全掌握。
当恢复后退缓冲区后进行SetTexture(0,texH)调用时,我的白色球体变为蓝色。
我稍微提到了这一点:http://www.two-kings.de/tutorials/dxgraphics/dxgraphics16.html
主引擎循环:
int Engine::run() {
....
// update the model components
design->update(rightNow);
Viewing->update(rightNow);
audio->update(rightNow);
lighting->update();
hud->update(rightNow);
//NEW CODE FOR HUD BEGIN
// create the projection here - this part is new
display->beginProjectScene();
// draw the opaque scene objects
scene->draw(true);
// then the translucent/transparent objects
display->alphaBlendOn();
scene->draw(false);
display->alphaBlendOff();
display->endProjectScene();
//NEW CODE FOR HUD END
// draw the scene
display->beginDraw();
// draw the opaque scene objects
scene->draw(true);
// then the translucent/transparent objects
display->alphaBlendOn();
scene->draw(false);
display->alphaBlendOff();
// draw the HUD
display->beginSuperimpose();
hud->draw();
display->endDraw();
....
}
显示:
void Display::beginProjectScene() {
// create the texture COM object on which to draw
// if the texture COM object does not yet exist
//
if (!texH && FAILED(D3DXCreateTexture(d3dd, TEXTURE_WIDTH,
TEXTURE_HEIGHT, 0, D3DUSAGE_RENDERTARGET | D3DUSAGE_AUTOGENMIPMAP,
D3DFMT_R5G6B5, D3DPOOL_DEFAULT, &texH)))
error(L"Projection::11 Failed to create projection texture");
// get the interface to the surface for the texture - GetSurfaceLevel
// increases the reference count by 1 so we will have
// to Release the interface when done
//
if (texH && SUCCEEDED(texH->GetSurfaceLevel(0, &textureSurface))) {
// build the view matrix
//
// define position, heading, and up direction of camera and
// create a view matrix and set the view transformationf
//TEMPORTY VALUES
Vector up(0,1,0);
Vector heading(0,0,0);
Vector position(0.5,1,0.5);
Vector view(1,0,0);
// the look at point from the virtual camera
Vector lookAt = position + heading;
Matrix viewH =
::view(view, position+heading, up);
// build the projection matrix
// ...TEST VALUES
Matrix projectionProjection =
::projection(FIELD_OF_VIEW, aspect, NEAR_CLIPPING,
FAR_CLIPPING);
// back up the projection matrix and the viewport, and back buffer
d3dd->GetTransform(D3DTS_PROJECTION, &projBak);
d3dd->GetViewport(&viewportBak);
d3dd->GetRenderTarget(0, &pBackBuffer);
// associate the backbuffer with the texture surface
d3dd->SetRenderTarget(0, textureSurface);
// project the scene onto the texture
d3dd->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER,
D3DCOLOR_ARGB(100, 100, 100, alpha), 1.0f, 0);
d3dd->BeginScene();
//d3dd->SetTexture(0, texH);
d3dd->SetTransform(D3DTS_VIEW, (D3DXMATRIX*)&viewH);
d3dd->SetTransform(D3DTS_PROJECTION, (D3DMATRIX*)&projectionProjection);
// define the viewport for the texture
D3DVIEWPORT9 viewport;
viewport.X = 0;
viewport.Y = 0;
viewport.Width = TEXTURE_WIDTH;
viewport.Height = TEXTURE_HEIGHT;
viewport.MinZ = 0.0f;
viewport.MaxZ = 1.0f;
d3dd->SetViewport(&viewport);
//d3dd->EndScene();
}
}
void Display::endProjectScene() {
d3dd->SetRenderTarget(0, pBackBuffer);
d3dd->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER,
D3DCOLOR_ARGB(100, 100, 100, alpha), 1.0f, 0);
//d3dd->BeginScene();
//d3dd->SetTexture(0, texH);
// restore the projection and viewport
d3dd->SetTransform(D3DTS_PROJECTION, &projBak);
d3dd->SetViewport(&viewportBak);
d3dd->EndScene();
// release the backbuffer associated with the texture
textureSurface->Release();
pBackBuffer->Release();
//texH->Release();
}
void Display::beginSuperimpose() {
// prepare to draw the hud
//
if (spriteManager_){
// start the sprite manager
spriteManager_->Begin(D3DXSPRITE_ALPHABLEND);
//NEW CODE FOR HUD
Vector topRight(width() * 0.01f, height() * 0.01f, 0);
spriteManager_->Draw(texH, NULL, NULL, (D3DXVECTOR3*)&topRight,
D3DCOLOR_RGBA(SPRITEH_R, SPRITEH_G, SPRITEH_B, 1));
}
}
答案 0 :(得分:0)
在Draw的调用中尝试更改1到255。 D3DCOLOR_RGBA取值范围为0到255. alpha的值为1是透明的,差不多。
答案 1 :(得分:0)
更改
Vector topRight(width() * 0.01f, height() * 0.01f, 0);
为:
Vector topRight(0.5f, 0.5f, 0);
看看它是否呈现。这应该显示精灵,左上角从屏幕的3/4开始,沿着它的1/4向下。
我怀疑你的宽度计算是将它关闭屏幕。 DirectX渲染空间在x和y中从-1到1。因此,如果您的宽度为1024,那么乘以0.01f将导致值为1.024,这是在屏幕的右侧。
答案 2 :(得分:0)
你应该在绘制场景后绘制HUD,否则场景会覆盖HUD。