Bonjour,
J’arrive à afficher un carré avec des couleurs.
Mon problème, je ne sais pas comment faire, pour remplacer la couleur par une texture.
Merci Beaucoup

voici le programme complet :
En rouge les modifications pour afficher la texture.

Code : Sélectionner tout - Visualiser dans une fenêtre à part
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#include <windows.h>
#include <d3d9.h>
#include <d3dx9.h>

// Texture !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
HRESULT loadimage(char *name,LPD3DXSPRITE &Spr,LPDIRECT3DTEXTURE9 &Texture);
void imax(LPD3DXSPRITE Spr,LPDIRECT3DTEXTURE9 Texture, int x, int y, int xx, int yy, DWORD c);
LPDIRECT3DSURFACE9  back;
LPDIRECT3DTEXTURE9	Map[10];

LPDIRECT3DDEVICE9       g_pd3dDevice    = NULL; // Our rendering device
LPD3DXSPRITE			g_Sprite		= NULL;
LPDIRECT3DTEXTURE9      g_pTexture      = NULL;
// Texture !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!


#include <commctrl.h>
#include <commdlg.h>
#include <ddraw.h>
#include <objbase.h>
#include <stdio.h>


HWND g_MainWindowHandle = 0;
IDirect3D9* g_pD3D = NULL;
IDirect3DDevice9* g_pD3DDevice = NULL;

UINT g_WindowWidth = 1280;
UINT g_WindowHeight = 720;

// Some buffers to render a cube
IDirect3DVertexBuffer9* g_CubeVertexBuffer = NULL;
IDirect3DIndexBuffer9*  g_CubeIndexBuffer = NULL;

// Vertex definition for our vertex data
struct VertexXYZColor
{
    float x, y, z;  // Vertex position.
    D3DCOLOR color;
    static const DWORD VertexFormat = D3DFVF_XYZ|D3DFVF_DIFFUSE; // Flexible vertex format definition for this vertex type
};


	const D3DXCOLOR BLACK   ( D3DCOLOR_XRGB( 0, 0, 0 ) );
	const D3DXCOLOR RED     ( D3DCOLOR_XRGB( 255, 0, 0 ) );
	const D3DXCOLOR GREEN   ( D3DCOLOR_XRGB( 0, 255, 0 ) );
	const D3DXCOLOR YELLOW  ( D3DCOLOR_XRGB( 255, 255, 0 ) );


// Vertices of a unit cube
VertexXYZColor g_CubeVertexData[4] = {
    { -1.0f, -1.0f, -1.0f, (D3DCOLOR)BLACK },
    { -1.0f,  1.0f, -1.0f, (D3DCOLOR)GREEN },
    {  1.0f,  1.0f, -1.0f, (D3DCOLOR)YELLOW },
    {  1.0f, -1.0f, -1.0f, (D3DCOLOR)RED },

};

WORD g_CubeIndexData[12] = 
{
    0, 1, 2,
    0, 2, 3,
    4, 6, 5,
    4, 7, 6,
};

// Initialize the windows application.
bool InitWindowsApp( HINSTANCE hInstance, int show );
// Initialize DirectX
bool InitDirectX( HINSTANCE hInstance, int width, int height, bool bWindowed, D3DDEVTYPE deviceType, IDirect3DDevice9** device );

// Setup the application resources
bool Setup();
// Handler for the windows message loop.
int Run();

// Render our scene
void Render();
// Release resources
void Cleanup();

// The windows procedure.  This method is used to handle events
// that our window receives.
LRESULT CALLBACK WndProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam );

//---------------------------------------------------------------------------------------------------------------------------------------------------
// The main entry point for windows applications.
int WINAPI WinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance, PSTR lpCmdLine, int nShowCmd )
{
    // Create and initialize the windows application.
    if ( !InitWindowsApp( hInstance, nShowCmd ) )
    {
        MessageBox(0, TEXT("Application Initialization Failed"), TEXT("ERROR"), MB_OK );
        return 0;
    }

    if ( !InitDirectX( hInstance, g_WindowWidth, g_WindowHeight, true, D3DDEVTYPE_HAL, &g_pD3DDevice ) )
    {
        MessageBox( 0, TEXT("Failed to initilize DirectX"), TEXT("ERROR"), MB_OK );
    }

    if ( !Setup() )
    {
        MessageBox( 0, TEXT("Failed to setup application resources"), TEXT("ERROR"), MB_OK );
    }

    int retCode = Run();

    Cleanup();

    return retCode;
}
//---------------------------------------------------------------------------------------------------------------------------------------------------
bool InitWindowsApp( HINSTANCE hInstance, int show )
{
    // Create a window description
    WNDCLASSEX wc;

    wc.cbSize       = sizeof(WNDCLASSEX);
    wc.style        = CS_HREDRAW | CS_VREDRAW | CS_OWNDC;
    wc.lpfnWndProc  = WndProc;  // Register the callback function for the window procedure
    wc.cbClsExtra   = 0;
    wc.cbWndExtra   = 0;
    wc.hInstance    = hInstance;
    wc.hIcon        = LoadIcon(hInstance, MAKEINTRESOURCE(NULL));
    wc.hCursor      = LoadCursor( 0, IDC_ARROW );
    wc.hbrBackground= static_cast<HBRUSH>( GetStockObject(WHITE_BRUSH) );
    wc.lpszMenuName = NULL;
    wc.lpszClassName= TEXT("DirectX_Template");
    wc.hIconSm      = NULL;

    if ( !RegisterClassEx(&wc) )
    {
        MessageBox( 0, TEXT("Failed to register window class."), NULL, 0 );
        return false;
    }

    // Create a new window using the class description we just registered.
    g_MainWindowHandle = CreateWindowEx( 
        WS_EX_OVERLAPPEDWINDOW,     // DWORD dwExStyle
        TEXT("DirectX_Template"),   // LPCWSTR lpClassName
        TEXT("DirectX Template"),   // LPCWSTR lpWindowName
        WS_OVERLAPPEDWINDOW,        // DWORD dwStyle
        CW_USEDEFAULT,              // int X
        CW_USEDEFAULT,              // int Y
        g_WindowWidth,              // int nWidth
        g_WindowHeight,             // int nHeight
        NULL,                       // HWND hWndParent
        NULL,                       // HMENU hMenu
        hInstance,                  // HINSTANCE hInstance
        NULL                        // LPVOID lpParam
        );

    if ( g_MainWindowHandle == 0 )
    {
        MessageBox( 0, TEXT("Failed to create main window"), NULL, 0 );
        return false;
    }

    // And show and update the window we just created
    ShowWindow( g_MainWindowHandle, show );
    UpdateWindow( g_MainWindowHandle );

    return true;
}
//---------------------------------------------------------------------------------------------------------------------------------------------------
// This method encapsulates the windows message loop.
int Run()
{
    MSG msg;
    ZeroMemory( &msg, sizeof(MSG) );

    // The message loop will run until the WM_QUIT message is received.
    while ( true )
    {
        if ( PeekMessage( &msg, 0, 0, 0, PM_REMOVE ) )
        {
            if ( msg.message == WM_QUIT ) break;

            // Translate the message and dispatch it to the appropriate 
            // window procedure.
            TranslateMessage(&msg);
            DispatchMessage(&msg);
        }
        else
        {
			RedrawWindow( g_MainWindowHandle, NULL, NULL, RDW_INTERNALPAINT );
        }
    }

    return msg.wParam;
}
//---------------------------------------------------------------------------------------------------------------------------------------------------
LRESULT CALLBACK WndProc( HWND windowHandle, UINT msg, WPARAM wParam, LPARAM lParam )
{
    switch ( msg )
    {
    case WM_PAINT:
        {
            Render(); // Redraw the window
            ValidateRect( windowHandle, NULL );
            return 0;
        }
        break;
    case WM_KEYDOWN:        // A key was pressed on the keyboard
        {
            switch ( wParam )
            {
            case VK_ESCAPE:
                {
                    DestroyWindow( g_MainWindowHandle );
                }
                break;
            }
            return 0;
        }
        break;
    case WM_DESTROY:
        {
            PostQuitMessage( 0 );
            return 0;
        }
        break;
    }

    // Forward unhandled messages to the default window procedure
    return DefWindowProc( windowHandle, msg, wParam, lParam );
}
//---------------------------------------------------------------------------------------------------------------------------------------------------
bool InitDirectX( HINSTANCE hInstance, int width, int height, bool bWindowed, D3DDEVTYPE deviceType, IDirect3DDevice9** device )
{
    // Create a Direct3D interface object
    g_pD3D = Direct3DCreate9(D3D_SDK_VERSION);

    if ( g_pD3D == NULL )
    {
        MessageBox( 0, TEXT("Failed to create Direct3D interface object."), TEXT("Error"), MB_OK );
        return false;
    }
    
    // Check for hardware vertex processing
    D3DCAPS9 deviceCaps;

    g_pD3D->GetDeviceCaps( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, &deviceCaps );
	int vertexProcessing = 0;
	vertexProcessing = D3DCREATE_HARDWARE_VERTEXPROCESSING;

    D3DPRESENT_PARAMETERS d3dpp;
    ZeroMemory( &d3dpp, sizeof(D3DPRESENT_PARAMETERS) );

    d3dpp.BackBufferWidth               = width;
    d3dpp.BackBufferHeight              = height;
    d3dpp.BackBufferFormat              = D3DFMT_A8R8G8B8; // D3DFMT_UNKNOWN;
    d3dpp.BackBufferCount               = 1;
    d3dpp.MultiSampleType               = D3DMULTISAMPLE_NONE;
    d3dpp.MultiSampleQuality            = 0;
    d3dpp.SwapEffect                    = D3DSWAPEFFECT_DISCARD;
    d3dpp.hDeviceWindow                 = g_MainWindowHandle;
    d3dpp.Windowed                      = true;//false;
    d3dpp.EnableAutoDepthStencil        = true;
    d3dpp.AutoDepthStencilFormat        = D3DFMT_D24S8;
    d3dpp.Flags                         = 0;
    d3dpp.FullScreen_RefreshRateInHz    = D3DPRESENT_RATE_DEFAULT;
    d3dpp.PresentationInterval          = D3DPRESENT_INTERVAL_IMMEDIATE;

    if ( FAILED( g_pD3D->CreateDevice( D3DADAPTER_DEFAULT, deviceType, g_MainWindowHandle, vertexProcessing, &d3dpp, device ) ) )
    {
        MessageBox( 0, TEXT("Failed to create Direct3D Device"), TEXT("Error"), MB_OK );
        return false;
    }

loadimage("0.png",g_Sprite,Map[0]); // Texture !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
    return true;
}
//---------------------------------------------------------------------------------------------------------------------------------------------------
bool Setup()
{
    if ( g_pD3DDevice == NULL )
    {
        MessageBox( 0, TEXT("NULL reference to D3DDevice"), TEXT("Error"), MB_OK );
        return false;
    }

    // Create the vertex buffer and index buffer for our cube
    g_pD3DDevice->CreateVertexBuffer( 8 * sizeof(VertexXYZColor), D3DUSAGE_WRITEONLY, VertexXYZColor::VertexFormat, D3DPOOL_MANAGED, &g_CubeVertexBuffer, NULL );
    g_pD3DDevice->CreateIndexBuffer( 36 * sizeof(WORD), D3DUSAGE_WRITEONLY, D3DFMT_INDEX16, D3DPOOL_MANAGED, &g_CubeIndexBuffer, NULL );

    // Fill the buffers with the cube data
    VertexXYZColor* vertices = NULL;
    g_CubeVertexBuffer->Lock( 0, 0, (void**)&vertices, 0 );
    memcpy_s(vertices, 8 * sizeof(VertexXYZColor), g_CubeVertexData, 8 * sizeof(VertexXYZColor) );
    g_CubeVertexBuffer->Unlock();

    // Fill the index buffer with the cube's index data
    WORD* indices = NULL;
    g_CubeIndexBuffer->Lock( 0, 0, (void**)&indices, 0 );
    memcpy_s(indices, 36 * sizeof(WORD), g_CubeIndexData, 36 * sizeof(WORD) );
    g_CubeIndexBuffer->Unlock();

    // Setup the view matrix
    D3DXVECTOR3 cameraPosition( 0.0f, 0.0f, -5.0f );
    D3DXVECTOR3 cameraTarget( 0.0f, 0.0f, 0.0f );
    D3DXVECTOR3 cameraUp( 0.0f, 1.0f, 0.0f );
    D3DXMATRIX viewMatrix;
    D3DXMatrixLookAtLH( &viewMatrix, &cameraPosition, &cameraTarget, &cameraUp );

    g_pD3DDevice->SetTransform( D3DTS_VIEW, &viewMatrix );

    // Setup the projection matrix
    D3DXMATRIX projectionMatrix;
    D3DXMatrixPerspectiveFovLH( &projectionMatrix, D3DX_PI / 4, (float)g_WindowWidth / (float)g_WindowHeight, 0.1f, 100.0f );

    g_pD3DDevice->SetTransform( D3DTS_PROJECTION, &projectionMatrix );

    // Disable lighting
    g_pD3DDevice->SetRenderState( D3DRS_LIGHTING, false );


    return true;
}
//---------------------------------------------------------------------------------------------------------------------------------------------------
void Cleanup()
{
    // Release our resources
    if ( g_CubeVertexBuffer != NULL )
    {
        g_CubeVertexBuffer->Release();
        g_CubeVertexBuffer = NULL;
    }

    if ( g_CubeIndexBuffer != NULL )
    {
        g_CubeIndexBuffer->Release();
        g_CubeIndexBuffer = NULL;
    }

    // Release the Direct3D device
    if ( g_pD3DDevice != NULL )
    {
        g_pD3DDevice->Release();
        g_pD3DDevice = NULL;
    }

    // Release the Direct3D interface object
    if ( g_pD3D != NULL )
    {
        g_pD3D->Release();
        g_pD3D = NULL;
    }
}
//---------------------------------------------------------------------------------------------------------------------------------------------------
void Render()
{
	
    if ( g_pD3DDevice == NULL)
    {
        return;
    }

    // Render the scene
    g_pD3DDevice->Clear( 0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(55,55,55), 1.0f, 0 );
    g_pD3DDevice->BeginScene();

    g_pD3DDevice->SetStreamSource( 0, g_CubeVertexBuffer, 0, sizeof(VertexXYZColor) );
    g_pD3DDevice->SetIndices( g_CubeIndexBuffer );
    g_pD3DDevice->SetFVF( VertexXYZColor::VertexFormat );
    g_pD3DDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0, 8, 0, 12 );



	//imax(g_Sprite,Map[0],0,0,200,200, 0xFFFFFFFF); // Texture !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!


    g_pD3DDevice->EndScene();
    g_pD3DDevice->Present( NULL, NULL, NULL, NULL );

}
// Texture !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
HRESULT loadimage(char *name,LPD3DXSPRITE &Spr,LPDIRECT3DTEXTURE9 &Texture)
{ 
	if(!g_pd3dDevice) return -1;
	
	if(Spr) Spr->Release();

	if(Texture)
	{
		Texture->Release();
		Texture=NULL;
	}

	D3DXCreateSprite(g_pd3dDevice, &Spr);


	return D3DXCreateTextureFromFile(g_pd3dDevice, name, &Texture);
}
// Texture !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
void imax(LPD3DXSPRITE Spr,LPDIRECT3DTEXTURE9 Texture, int x, int y, int xx, int yy, DWORD c)
{

D3DXMATRIX scaling_matrix;
 RECT r;

	    D3DXMATRIX Matrix;
		D3DXVECTOR2 Translation((float)x,(float)y);

		r.left=0;
		r.top=0;
		r.right=xx;
		r.bottom=yy;

		Spr->Begin(D3DXSPRITE_ALPHABLEND);//transparent
		D3DXMatrixTransformation2D(&Matrix, NULL, NULL, NULL, NULL, 0, &Translation);

		Spr->SetTransform(&Matrix);
  
		Spr->Draw(Texture, &r,   NULL,  NULL, c);
		Spr->End();
}
// Texture !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!