0 Replies Latest reply on Jun 16, 2009 8:15 AM by wxb8888

    When offset of x is 0.1 pixel,D3D Render error

    wxb8888

      Source picture:Column Red(255) Green(255) Blue(255)

      offset of x is 0.1 pixel

      Render error :Result pixel of TopRight and BottomLeft is different

      Souce Code:

      //-----------------------------------------------------------------------------
      // File: test3.cpp
      //
      //
      //-----------------------------------------------------------------------------
      #include
      #include
      #include
      #include
      #include

       

      //-----------------------------------------------------------------------------
      // Global variables
      //-----------------------------------------------------------------------------
      LPDIRECT3D9             g_pD3D       = NULL; // Used to create the D3DDevice
      LPDIRECT3DDEVICE9       g_pd3dDevice = NULL; // Our rendering device
      LPDIRECT3DVERTEXBUFFER9 g_pVB        = NULL; // Buffer to hold vertices
      LPDIRECT3DTEXTURE9      g_pTexture   = NULL; // Our texture
      LPD3DXEFFECT   g_pEffect  =NULL;
      LPD3DXFONT    g_pFont=NULL;

      int g_nSceneWidth = 720,g_nSceneHeight = 576;

      #define SAFE_RELEASE(p){if(p){(p)->Release();(p)=NULL;}}
      #define SAFE_DELETE_ARRAY(p) { if(p) { delete[] (p);   (p)=NULL; } }


      // A structure for our custom vertex type. We added texture coordinates
      struct CUSTOMVERTEX
      {
          D3DXVECTOR3 position; // The position
          D3DCOLOR    color;    // The color
      #ifndef SHOW_HOW_TO_USE_TCI
          FLOAT       tu, tv;   // The texture coordinates
      #endif
      };

      // Our custom FVF, which describes our custom vertex structure
      #ifdef SHOW_HOW_TO_USE_TCI
      #define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE)
      #else
      #define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1)
      #endif


      //-----------------------------------------------------------------------------
      // Name: InitD3D()
      // Desc: Initializes Direct3D
      //-----------------------------------------------------------------------------
      HRESULT InitD3D( HWND hWnd )
      {
          // Create the D3D object.
          if( NULL == ( g_pD3D = Direct3DCreate9( D3D_SDK_VERSION ) ) )
              return E_FAIL;

          // Set up the structure used to create the D3DDevice. Since we are now
          // using more complex geometry, we will create a device with a zbuffer.
          D3DPRESENT_PARAMETERS d3dpp;
          ZeroMemory( &d3dpp, sizeof(d3dpp) );
          d3dpp.Windowed = TRUE;
          d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
          d3dpp.BackBufferFormat = D3DFMT_A8R8G8B8;
          d3dpp.EnableAutoDepthStencil = TRUE;
          d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
          d3dpp.PresentationInterval=D3DPRESENT_INTERVAL_IMMEDIATE;
       d3dpp.BackBufferWidth = g_nSceneWidth;
       d3dpp.BackBufferHeight = g_nSceneHeight;
          // Create the D3DDevice
          if( FAILED( g_pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
                                            D3DCREATE_SOFTWARE_VERTEXPROCESSING,
                                            &d3dpp, &g_pd3dDevice ) ) )
          {
              return E_FAIL;
          }

          // Turn off culling
          g_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE );

          // Turn off D3D lighting
          g_pd3dDevice->SetRenderState( D3DRS_LIGHTING, FALSE );

          // Turn on the zbuffer
          g_pd3dDevice->SetRenderState( D3DRS_ZENABLE, TRUE );

       LPDIRECT3DSURFACE9 pSurf;
       g_pd3dDevice->GetBackBuffer(0,0,D3DBACKBUFFER_TYPE_MONO,&pSurf);
       D3DSURFACE_DESC desc;
       pSurf->GetDesc(&desc);
       SAFE_RELEASE(pSurf); 

          return S_OK;
      }

       

      #define GRID 2

      //-----------------------------------------------------------------------------
      // Name: InitGeometry()
      // Desc: Create the textures and vertex buffers
      //-----------------------------------------------------------------------------
      HRESULT InitGeometry()
      {
       HRESULT hr=S_OK;
          // Use D3DX to create a texture from a file based image
       
       g_pd3dDevice->CreateTexture(720,576,1,D3DUSAGE_DYNAMIC,D3DFMT_A8R8G8B8,D3DPOOL_DEFAULT,&g_pTexture,NULL);
       D3DLOCKED_RECT lr;
       g_pTexture->LockRect(0,&lr,NULL,0);
       for(int y = 0;y < 576;y ++)
       {
        DWORD *pCr = (DWORD*)((BYTE*)lr.pBits + lr.Pitch * y);
        for(int x = 0; x < 360 * 2;x ++)
        {
         switch (x % 3)
         {
          /*
         case 0:PCr[x] = 0x00ff00ff;break;
         case 1:PCr[x] = 0xff00ff00;break;
         case 2:PCr[x] = 0xff0000ff;break;
         */
         case 0:PCr[x] = 0xffff0000;break;
         case 1:PCr[x] = 0xff00ff00;break;
         case 2:PCr[x] = 0xff0000ff;break;
         }

        }
       }
       g_pTexture->UnlockRect(0);
       // Create the vertex buffer.
       if( FAILED( g_pd3dDevice->CreateVertexBuffer( GRID*2*sizeof(CUSTOMVERTEX),
        0, 0/*D3DFVF_CUSTOMVERTEX*/,
        D3DPOOL_DEFAULT, &g_pVB, NULL ) ) )
       {
        return E_FAIL;
       }

       // Fill the vertex buffer. We are setting the tu and tv texture
       // coordinates, which range from 0.0 to 1.0
       CUSTOMVERTEX* pVertices;
       if( FAILED( g_pVB->Lock( 0, 0, (void**)&pVertices, 0 ) ) )
        return E_FAIL;
       for( DWORD i=0; i {
        FLOAT theta = (2*D3DX_PI*i)/(GRID-1);
        float x=sinf(theta),y=1.0f,z=cosf(theta);
        x=i*1.0f/(GRID-1)*2.0f-1.0f;
        z=0.0f;
        x *= 0.5f;
        y *= 0.5f;
        pVertices[2*i+0].position = D3DXVECTOR3( x,-y, z );
        pVertices[2*i+0].color    = 0xffffffff;
      #ifndef SHOW_HOW_TO_USE_TCI
        pVertices[2*i+0].tu       = ((FLOAT)i)/(GRID-1);
        pVertices[2*i+0].tv       = 1.0f;
      #endif

        pVertices[2*i+1].position = D3DXVECTOR3( x, y, z );
        pVertices[2*i+1].color    = 0xff808080;
      #ifndef SHOW_HOW_TO_USE_TCI
        pVertices[2*i+1].tu       = ((FLOAT)i)/(GRID-1);
        pVertices[2*i+1].tv       = 0.0f;
      #endif
       }
       g_pVB->Unlock();

       ID3DXBuffer* pBuffer;
       //if(FAILED(hr=D3DXCreateEffectFromResource(m_pd3dDevice,NULL,MAKEINTRESOURCE(IDR_FX),
       //    NULL,NULL,/*D3DXSHADER_FORCE_PS_SOFTWARE_NOOPT|D3DXSHADER_FORCE_VS_SOFTWARE_NOOPT*/NULL,NULL,
       //    &m_pEffect,&pBuffer)))

       

       //f:\\user\\shader30test\\//
       if(FAILED(hr=D3DXCreateEffectFromFile(g_pd3dDevice,"test3.fx",
        NULL,NULL,
        /*D3DXSHADER_FORCE_PS_SOFTWARE_NOOPT|D3DXSHADER_FORCE_VS_SOFTWARE_NOOPT*/
        D3DXSHADER_PARTIALPRECISION,
        //NULL,
        NULL,
        &g_pEffect,&pBuffer)))
       {
        if(pBuffer)
        {
         char buffer[1024];
         LPVOID p=pBuffer->GetBufferPointer();
         sprintf_s(buffer,"%s",(LPTSTR)p);
         pBuffer->Release(); 
        }
        return hr;
       }
       D3DXCreateFont( g_pd3dDevice, 30, 0, FW_BOLD, 1, FALSE, DEFAULT_CHARSET,
        OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, DEFAULT_PITCH | FF_DONTCARE,
        "Arial", &g_pFont ) ;

       
      //  float a = 0.2f;
      //  float b = 1.0f;
      //  float c = 0.0f;
      //  while (1)
      //  {
      //   c = a + b;
      //   b += 1.0f;
      //  }
          return S_OK;
      }

       


      //-----------------------------------------------------------------------------
      // Name: Cleanup()
      // Desc: Releases all previously initialized objects
      //-----------------------------------------------------------------------------
      VOID Cleanup()
      {
       SAFE_RELEASE(g_pFont);
       SAFE_RELEASE(g_pTexture);
       SAFE_RELEASE(g_pEffect);
       SAFE_RELEASE(g_pVB);
       SAFE_RELEASE(g_pd3dDevice);
       SAFE_RELEASE(g_pD3D);   
      }


      float fXMove = 0.0f;
      //-----------------------------------------------------------------------------
      // Name: SetupMatrices()
      // Desc: Sets up the world, view, and projection transform matrices.
      //-----------------------------------------------------------------------------
      VOID SetupMatrices()
      {
          // Set up world matrix
          D3DXMATRIXA16 matWorld;
          D3DXMatrixIdentity( &matWorld );
          //D3DXMatrixRotationX( &matWorld, timeGetTime()/1000.0f );
           //matWorld._41 = -0.5f / 720.0f;
        //matWorld._42 = 0.5f / 576.0f;
      //  
         matWorld._41 += 0.1f / 720.0f;

       //fXMove += 1e-3;
          // Set up our view matrix. A view matrix can be defined given an eye point,
          // a point to lookat, and a direction for which way is up. Here, we set the
          // eye five units back along the z-axis and up three units, look at the
          // origin, and define "up" to be in the y-direction.
          D3DXVECTOR3 vEyePt( 0.0f, 0.0f,-0.5f/tan(D3DX_PI/8.0f) );
          D3DXVECTOR3 vLookatPt( 0.0f, 0.0f, 0.0f );
          D3DXVECTOR3 vUpVec( 0.0f, 1.0f, 0.0f );
          D3DXMATRIXA16 matView;
          D3DXMatrixLookAtLH( &matView, &vEyePt, &vLookatPt, &vUpVec );
         

          // For the projection matrix, we set up a perspective transform (which
          // transforms geometry from 3D view space to 2D viewport space, with
          // a perspective divide making objects smaller in the distance). To build
          // a perpsective transform, we need the field of view (1/4 pi is common),
          // the aspect ratio, and the near and far clipping planes (which define at
          // what distances geometry should be no longer be rendered).
          D3DXMATRIXA16 matProj;
          D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, 1.0f, 0.001f, 1000.0f );
         
       //g_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
       //g_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );
       //g_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
       g_pEffect->SetMatrix(_T("g_matWorldViewProj"),&(matWorld*matView*matProj));

       D3DXVECTOR3 v(-0.5f,0.5f,0.0f);
       D3DVIEWPORT9 vPort;
       g_pd3dDevice->GetViewport (&vPort);

       D3DXVec3Project(&v,&v,&vPort,&matProj,&matView,&matWorld);

      }

       

      void ShowText()
      {
       LARGE_INTEGER llFre;
       QueryPerformanceFrequency (&llFre);
       static LARGE_INTEGER llLast={0};
       LARGE_INTEGER llCur;
       QueryPerformanceCounter(&llCur);
       static int nFrame=0;
       static TCHAR buffer[100]={0};

       float fTime=(llCur.QuadPart-llLast.QuadPart)*1.0f/llFre.QuadPart;

       if(fTime>1.0f)
       {
        float fFre=nFrame/fTime;
        nFrame=0;
        llLast=llCur;  
        sprintf_s(buffer,"%6.3f\n",fFre);

        OutputDebugString(buffer);
       }
       else
        nFrame++;

       RECT rcTxt;
       SetRect(&rcTxt,0,0,100,50);
       g_pFont->DrawTextA(NULL,buffer,-1,&rcTxt,DT_LEFT,0xffff0000);
      }

      //-----------------------------------------------------------------------------
      // Name: Render()
      // Desc: Draws the scene
      //-----------------------------------------------------------------------------
      VOID Render()
      {
          // Clear the backbuffer and the zbuffer
          g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER,
                               D3DCOLOR_XRGB(0,0,0), 1.0f, 0 );

          // Begin the scene
          if( SUCCEEDED( g_pd3dDevice->BeginScene() ) )
          {
              // Setup the world, view, and projection matrices
              SetupMatrices();       

              // Render the vertex buffer contents
              g_pd3dDevice->SetStreamSource( 0, g_pVB, 0, sizeof(CUSTOMVERTEX) );
              g_pd3dDevice->SetFVF( D3DFVF_CUSTOMVERTEX );

        g_pEffect->SetTechnique(_T("RenderScene"));
        g_pEffect->SetTexture(_T("g_txScene"),g_pTexture);
        UINT cPass,uPass;
        g_pEffect->Begin(&cPass,0);
        for(uPass=0;uPass  {
         g_pEffect->BeginPass(uPass);
         g_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, 2*GRID-2 );
         g_pEffect->EndPass();
        }
        g_pEffect->End();

        //ShowText();
              // End the scene
              g_pd3dDevice->EndScene();
          }

        LPDIRECT3DSURFACE9 pSurf;
        g_pd3dDevice->GetBackBuffer(0,0,D3DBACKBUFFER_TYPE_MONO,&pSurf);
        D3DXSaveSurfaceToFile("c:\\temp\\22.bmp",D3DXIFF_BMP,pSurf,NULL,NULL);
        SAFE_RELEASE(pSurf); 

          // Present the backbuffer contents to the display
          g_pd3dDevice->Present( NULL, NULL, NULL, NULL );
      }

       


      //-----------------------------------------------------------------------------
      // Name: MsgProc()
      // Desc: The window's message handler
      //-----------------------------------------------------------------------------
      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 );
      }

       


      //-----------------------------------------------------------------------------
      // Name: WinMain()
      // Desc: The application's entry point
      //-----------------------------------------------------------------------------
      INT WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPSTR, INT )
      {
          // Register the window class
          WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L,
                            GetModuleHandle(NULL), NULL, NULL, NULL, NULL,
                            "D3D Tutorial", NULL };
          RegisterClassEx( &wc );

       RECT rc = { 0, 0, g_nSceneWidth, g_nSceneHeight };
       AdjustWindowRect( &rc, WS_OVERLAPPEDWINDOW, FALSE );

          // Create the application's window
          HWND hWnd = CreateWindow( "D3D Tutorial", "test3",
                                    WS_OVERLAPPEDWINDOW, CW_USEDEFAULT, CW_USEDEFAULT, rc.right - rc.left, rc.bottom - rc.top,
                                    GetDesktopWindow(), NULL, wc.hInstance, NULL );

          // Initialize Direct3D
          if( SUCCEEDED( InitD3D( hWnd ) ) )
          {
              // Create the scene geometry
              if( SUCCEEDED( InitGeometry() ) )
              {
                  // Show the window
                  ShowWindow( hWnd, SW_SHOWDEFAULT );
                  UpdateWindow( hWnd );

                  // Enter the message loop
                  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( "D3D Tutorial", wc.hInstance );
          return 0;
      }

      /* test3.fx*/

      float4x4 g_matWorldViewProj;

      texture g_txScene;

      sampler g_samBack=
      sampler_state

       Texture=;
       MinFilter=Linear;
       MagFilter=Linear;
       MipFilter=Linear;
       AddressU=Wrap;
       AddressV=Clamp;
      };


      void VertScene(float4 vPos:POSITION,
          float3 vDiffues:COLOR0,
          float2 vTex:TEXCOORD0,    
          out float4 oPos:POSITION,    
          out float2 oTex:TEXCOORD0)

       oPos=mul(vPos,g_matWorldViewProj);
       oTex=vTex + 0.50f / float2(720.0f,576.0f);  

      float4 PixScene(float2 Tex:TEXCOORD0):COLOR0

        
       float4 fColor=(float4)0;  
        
       fColor=tex2D(g_samBack,Tex);  
         return fColor;
      }

      technique RenderScene
      {
       PASS P0
       {
        VertexShader=compile vs_3_0 VertScene();
        PixelShader=compile  ps_3_0 PixScene();
        CullMode=None;
        
       }
      }