我试图通过ID软件将Direct3d9的Quake 1端口反向移植到Direct3d8,以便将其移植到原始Xbox(仅使用D3D8 API)。从IDirect3DTexture9反向移植后显示IDirect3DTexture8的问题
在进行更改以使用Direct3d8后,它会在屏幕上显示一些看似小方块的混合像素:/(请参见图片)。
有没有人知道这里有什么问题?它与D3D9完美地工作,是否有一些额外的论据需要我缺少D3D8的要求,直接投球也许?
传入的数据是Quake 1.lmp 2d映像文件。 “它包含两个整数(宽度和高度),后跟一串宽度x高度字节,每个字符都是震动调色板的索引”
它已传递给D3D_ResampleTexture()函数。
任何帮助将不胜感激。
代码:
void D3D_ResampleTexture (image_t *src, image_t *dst)
{
int y, x , srcpos, srcbase, dstpos;
unsigned int *dstdata, *srcdata;
// take an unsigned pointer to the dest data that we'll actually fill
dstdata = (unsigned int *) dst->data;
// easier access to src data for 32 bit resampling
srcdata = (unsigned int *) src->data;
// nearest neighbour for now
for (y = 0, dstpos = 0; y < dst->height; y++)
{
srcbase = (y * src->height/dst->height) * src->width;
for (x = 0; x < dst->width; x++, dstpos++)
{
srcpos = srcbase + (x * src->width/dst->width);
if (src->flags & IMAGE_32BIT)
dstdata[dstpos] = srcdata[srcpos];
else if (src->palette)
dstdata[dstpos] = src->palette[src->data[srcpos]];
else Sys_Error ("D3D_ResampleTexture: !(flags & IMAGE_32BIT) without palette set");
}
}
}
void D3D_LoadTextureStage3 (LPDIRECT3DTEXTURE8/*9*/ *tex, image_t *image)
{
int i;
image_t scaled;
D3DLOCKED_RECT LockRect;
memset (&LockRect, 0, sizeof(D3DLOCKED_RECT));
// check scaling here first
for (scaled.width = 1; scaled.width < image->width; scaled.width *= 2);
for (scaled.height = 1; scaled.height < image->height; scaled.height *= 2);
// clamp to max texture size
if (scaled.width > /*d3d_DeviceCaps.MaxTextureWidth*/640) scaled.width = /*d3d_DeviceCaps.MaxTextureWidth*/640;
if (scaled.height > /*d3d_DeviceCaps.MaxTextureHeight*/480) scaled.height = /*d3d_DeviceCaps.MaxTextureHeight*/480;
IDirect3DDevice8/*9*/_CreateTexture(d3d_Device, scaled.width, scaled.height,
(image->flags & IMAGE_MIPMAP) ? 0 : 1,
/*(image->flags & IMAGE_MIPMAP) ? D3DUSAGE_AUTOGENMIPMAP :*/ 0,
(image->flags & IMAGE_ALPHA) ? D3DFMT_A8R8G8B8 : D3DFMT_X8R8G8B8,
D3DPOOL_MANAGED,
tex
);
// lock the texture rectangle
//(*tex)->LockRect (0, &LockRect, NULL, 0);
IDirect3DTexture8/*9*/_LockRect(*tex, 0, &LockRect, NULL, 0);
// fill it in - how we do it depends on the scaling
if (scaled.width == image->width && scaled.height == image->height)
{
// no scaling
for (i = 0; i < (scaled.width * scaled.height); i++)
{
unsigned int p;
// retrieve the correct texel - this will either be direct or a palette lookup
if (image->flags & IMAGE_32BIT)
p = ((unsigned *) image->data)[i];
else if (image->palette)
p = image->palette[image->data[i]];
else Sys_Error ("D3D_LoadTexture: !(flags & IMAGE_32BIT) without palette set");
// store it back
((unsigned *) LockRect.pBits)[i] = p;
}
}
else
{
// save out lockbits in scaled data pointer
scaled.data = (byte *) LockRect.pBits;
// resample data into the texture
D3D_ResampleTexture (image, &scaled);
}
// unlock it
//(*tex)->UnlockRect (0);
IDirect3DTexture8/*9*/_UnlockRect(*tex, 0);
// tell Direct 3D that we're going to be needing to use this managed resource shortly
//FIXME
//(*tex)->PreLoad();
}
LPDIRECT3DTEXTURE8/*9*/ D3D_LoadTextureStage2 (image_t *image)
{
d3d_texture_t *tex;
// look for a match
// create a new one
tex = (d3d_texture_t *) malloc (sizeof (d3d_texture_t));
// link it in
tex->next = d3d_Textures;
d3d_Textures = tex;
// fill in the struct
tex->LastUsage = 0;
tex->d3d_Texture = NULL;
// copy the image
memcpy (&tex->TexImage, image, sizeof (image_t));
// upload through direct 3d
D3D_LoadTextureStage3 (&tex->d3d_Texture, image);
// return the texture we got
return tex->d3d_Texture;
}
LPDIRECT3DTEXTURE8/*9*/ D3D_LoadTexture (char *identifier, int width, int height, byte *data, /*bool*/qboolean mipmap, /*bool*/qboolean alpha)
{
image_t image;
image.data = data;
image.flags = 0;
image.height = height;
image.width = width;
image.palette = d_8to24table;
strcpy (image.identifier, identifier);
if (mipmap) image.flags |= IMAGE_MIPMAP;
if (alpha) image.flags |= IMAGE_ALPHA;
return D3D_LoadTextureStage2 (&image);
}
您可以将自己的答案标记为已接受的答案。 –