轉載請註明出處: http://blog.csdn.net/tianhai110
以前我曾寫過一篇文章講述如何把GDI寫的文字轉化成Direct2DTexture,以便3D情境顯示系統字型
http://blog.csdn.net/tianhai110/archive/2007/04/19/1571250.aspx
現在遇到相反的情況了,需要把3D情境所得的圖片,即時顯示到MFC介面上,以實現像魔獸編輯器那樣可以預覽模型。 下面的代碼是該功能最核心的部分。
IDirect3DTexture9* suf; // 要儲存的紋理</p><p>LPD3DXBUFFER pDestBuffer = NULL;<br />if( FAILED( D3DXSaveTextureToFileInMemory( &pDestBuffer, D3DXIFF_BMP, suf, NULL)))<br />{<br /> return NULL;<br />}</p><p>BITMAPFILEHEADER *pHeader = (BITMAPFILEHEADER*)pDestBuffer->GetBufferPointer();<br /> BITMAPINFOHEADER *pInfo = (BITMAPINFOHEADER*)((BYTE*)pDestBuffer->GetBufferPointer()<br /> + sizeof(BITMAPFILEHEADER));<br /> BITMAPINFO bmpInfo;<br /> memset(&bmpInfo, 0, sizeof(bmpInfo));<br /> bmpInfo.bmiHeader = *pInfo;<br /> void *pData = (void*)((BYTE*)pDestBuffer->GetBufferPointer()<br /> + sizeof(BITMAPFILEHEADER) + sizeof(BITMAPINFOHEADER));<br /> HDC hDC = GetDC( m_hWnd);<br /> HDC hMemDC = CreateCompatibleDC(hDC);<br /> BYTE *pPixel = NULL;<br /> HBITMAP hMemDCBitmap = CreateDIBSection(hMemDC,&bmpInfo, DIB_RGB_COLORS<br /> , (void**)&pPixel, NULL, 0);</p><p>SelectObject(hMemDC, hMemDCBitmap);</p><p>memcpy(pPixel , pData, pInfo->biWidth*pInfo->biHeight*pInfo->biBitCount/ 8);</p><p>BitBlt(hDC, 0, 0, pInfo->biWidth, pInfo->biHeight, hMemDC, 0, 0, SRCCOPY); </p><p>DeleteDC(hMemDC);<br />DeleteObject(hMemDCBitmap);</p><p>pDestBuffer->Release();<br />