Bonjour
Je cherche un code source pour afficher une image dans un carré avec les vertex. (DirextX 9 si possible).
J'ai cherché sur internet, pas moyen de trouver un code pour afficher une image en utilisant les vertex qui fonctionne ou complet.

Je vous remercie de l'attention que vous voudrez bien porter à mon problème
@+

PS: j'ai réussi sans vertex en modifiant "D3DXVECTOR2 scaling" pour redimensionner l'image. Mais ça me plais pas vraiment

Code : Sélectionner tout - Visualiser dans une fenêtre à part
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#define WIN32_LEAN_AND_MEAN

#define INITGUID

#pragma comment(linker,"/NODEFAULTLIB:strmbasd.lib ")

#include <Windows.h>
#include <mmsystem.h>
#include <d3dx9.h>
#include <d3d9.h>

#pragma comment ( lib, "d3dx9.lib" )
#pragma comment ( lib, "d3d9.lib" )
#pragma comment ( lib, "dxguid.lib")

const int X=1920;
const int Y=1080;

LPDIRECT3D9             g_pD3D          = NULL;
LPDIRECT3DDEVICE9       g_pd3dDevice    = NULL;
LPD3DXSPRITE			g_Sprite		= NULL;

LPDIRECT3DTEXTURE9		g_Texture0		= NULL;
LPDIRECT3DTEXTURE9		g_Texture1		= NULL;
LPDIRECT3DTEXTURE9		g_Texture2		= NULL;

LPDIRECT3DSURFACE9  back;


HRESULT loadimage(char *name,LPD3DXSPRITE &Spr,LPDIRECT3DTEXTURE9 &Texture);
void DrawImage(LPD3DXSPRITE Spr,LPDIRECT3DTEXTURE9 Texture,float X0 ,float Y0, float X1 ,float Y1, float Ang);
void clear(int r,int g,int b);
void Cleanup();

// ----------------------------------------------------------------------------------------------------------------------------------------------------------------
void main2d()
{	
	for(int i=0; i<8; i++)
		for(int j=0; j<6; j++)
		{
			DrawImage(g_Sprite,g_Texture0,i*100,j*100,100,100,0.0);
		}
	
	DrawImage(g_Sprite,g_Texture1,100,100,100,100,0.0);
	DrawImage(g_Sprite,g_Texture2,100,100,100,100,0.0);
}
// ----------------------------------------------------------------------------------------------------------------------------------------------------------------
void initload()
{
	loadimage("0.png",g_Sprite,g_Texture0);
	loadimage("1.png",g_Sprite,g_Texture1);
	loadimage("2.png",g_Sprite,g_Texture2);
}
// ----------------------------------------------------------------------------------------------------------------------------------------------------------------
HRESULT loadimage(char *name,LPD3DXSPRITE &Spr,LPDIRECT3DTEXTURE9 &Texture)
{
	D3DXCreateSprite(g_pd3dDevice, &Spr);
	D3DXCreateTextureFromFile(g_pd3dDevice, name, &Texture);
    return S_OK;
}
// ----------------------------------------------------------------------------------------------------------------------------------------------------------------
void DrawImage(LPD3DXSPRITE Spr,LPDIRECT3DTEXTURE9 Texture,float X0 ,float Y0, float X1 ,float Y1, float Ang)
{
	RECT r;
	D3DXMATRIX Matrix;
	D3DXVECTOR2 Translation(X0,Y0);

	D3DSURFACE_DESC desc; Texture->GetLevelDesc(0, &desc);
	float X=desc.Width;
	float Y=desc.Height;

	r.left=0;
	r.top=0;
	r.right=X;
	r.bottom=Y;
	
	D3DXVECTOR2 spriteCentre=D3DXVECTOR2(X/2,Y/2);
	D3DXVECTOR2 scaling(X1/X,Y1/Y);

	Spr->Begin(D3DXSPRITE_ALPHABLEND);
	D3DXMatrixTransformation2D(&Matrix, NULL, 0.0, &scaling, &spriteCentre, Ang, &Translation);
	Spr->SetTransform(&Matrix);
	Spr->Draw(Texture, &r, NULL,  NULL, 0xFFFFFFFF);
	Spr->End();
}
// ----------------------------------------------------------------------------------------------------------------------------------------------------------------
void Cleanup()
{
	if(g_Sprite)  g_Sprite->Release();
    if( g_pd3dDevice != NULL ) g_pd3dDevice->Release();
    if( g_pD3D != NULL )       g_pD3D->Release();

	CoUninitialize();
	ShowCursor( TRUE );
}
// ----------------------------------------------------------------------------------------------------------------------------------------------------------------
void Render()
{
	g_pd3dDevice->BeginScene() ;
	main2d();
	g_pd3dDevice->EndScene();


    g_pd3dDevice->Present( NULL, NULL, NULL, NULL );

	if( GetAsyncKeyState( VK_ESCAPE ) ) 	PostQuitMessage(0);
}
// ----------------------------------------------------------------------------------------------------------------------------------------------------------------
HRESULT InitD3D( HWND hWnd ,int dx,int dy)
{ 
	D3DPRESENT_PARAMETERS d3dpp;
	D3DDISPLAYMODE d3ddm;

    if( NULL == ( g_pD3D = Direct3DCreate9( D3D_SDK_VERSION ) ) )
        return E_FAIL;

	ZeroMemory( &d3dpp, sizeof(d3dpp) );

	g_pD3D->GetAdapterDisplayMode(D3DADAPTER_DEFAULT, &d3ddm);

	d3dpp.BackBufferWidth		= dx;
	d3dpp.BackBufferHeight		= dy;
	d3dpp.BackBufferFormat		= D3DFMT_A8R8G8B8; //32 bp

	d3dpp.BackBufferCount			= 1;//
	d3dpp.MultiSampleType			= D3DMULTISAMPLE_NONE;
	d3dpp.SwapEffect				= D3DSWAPEFFECT_COPY;
	
	d3dpp.hDeviceWindow				= hWnd;//

	d3dpp.EnableAutoDepthStencil = TRUE;
	d3dpp.AutoDepthStencilFormat = D3DFMT_D16;

	d3dpp.FullScreen_RefreshRateInHz= D3DPRESENT_RATE_DEFAULT;
	d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;

	d3dpp.Flags= D3DPRESENTFLAG_LOCKABLE_BACKBUFFER;
 
    g_pD3D->CreateDevice( D3DADAPTER_DEFAULT, 
		                              D3DDEVTYPE_HAL, 
		                              hWnd,
                                      D3DCREATE_SOFTWARE_VERTEXPROCESSING,
                                      &d3dpp, &g_pd3dDevice );
 


	g_pd3dDevice->GetBackBuffer( 0, 0, D3DBACKBUFFER_TYPE_MONO, &back );

	DWORD dwRenderWidth  = dx;
    DWORD dwRenderHeight = dy;
    D3DVIEWPORT9 vp = { 0, 0, dwRenderWidth, dwRenderHeight, 0.0f, 1.0f };

    g_pd3dDevice->SetViewport( &vp );


	ShowCursor( TRUE );
	SetCursor(LoadCursor(NULL, IDC_ARROW));
	  
	srand( GetTickCount() );
	clear(0,0,0);

    return S_OK;
}
// ----------------------------------------------------------------------------------------------------------------------------------------------------------------
LRESULT WINAPI MsgProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam )
{
    switch( msg )
    {
        case WM_DESTROY:
            Cleanup();
            PostQuitMessage( 0 );
            return 0;

    }
    return DefWindowProc( hWnd, msg, wParam, lParam );
}
// ----------------------------------------------------------------------------------------------------------------------------------------------------------------
INT WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPSTR, INT )
{

	CoInitialize( NULL );

    WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L, 
                      GetModuleHandle(NULL), NULL, NULL, 
					  ( HBRUSH )( GetStockObject( BLACK_BRUSH ) ),
					  NULL,  "2D", NULL };
    RegisterClassEx( &wc );

    HWND hWnd = CreateWindow( "2D", "enZine", WS_POPUP,
							  0, 0, 
							  GetSystemMetrics( SM_CXSCREEN ),
							  GetSystemMetrics( SM_CYSCREEN ),
                              GetDesktopWindow(), NULL, wc.hInstance, NULL );


	ShowWindow( hWnd, SW_SHOW);
	UpdateWindow( hWnd );

   InitD3D( hWnd ,X,Y);
   initload();
   
            MSG msg; 
            ZeroMemory( &msg, sizeof(msg) );
            while( msg.message!=WM_QUIT )
            {
                if( PeekMessage( &msg, NULL, 0U, 0U, PM_REMOVE ) )
                {
                    TranslateMessage( &msg );
                    DispatchMessage( &msg );
                }
                else
                    Render();
        }
   

    UnregisterClass( "Bye!", wc.hInstance );
    return 0;
}
// ----------------------------------------------------------------------------------------------------------------------------------------------------------------
void clear(int r,int g,int b)
{
	g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(r,g,b), 1.0f, 0 );
}
// ----------------------------------------------------------------------------------------------------------------------------------------------------------------