2017.08.23
了解了如何创建一个D3D变量,如何利用这个变量创建设备,配置这个变量并画一个蓝色背景
#include
#include
#include
#include
using namespace std;
#pragma comment(lib,"d3d9.lib")
const string APPTITLE = "Direct3D_Windowed";
const int SCREEN_W = 1024;
const int SCREEN_H = 768;
//D3D设置
LPDIRECT3D9 d3d = NULL;
LPDIRECT3DDEVICE9 d3ddev = NULL;
bool GameOver = false;
#define KEY_DOWN(vk_code) ((GetAsyncKeyState(vk_code) & 0x8000) ? 1 : 0)
//GameInit
bool Game_Init(HWND hwnd)
{
//初始化D3D
d3d = Direct3DCreate9(D3D_SDK_VERSION);
if (d3d == NULL)
{
MessageBox(hwnd, "Error Initialize D3D9", "ERROR", MB_OK);
return false;
}
//设置呈现参数
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory(&d3dpp, sizeof(d3dpp));
d3dpp.Windowed = TRUE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.BackBufferFormat = D3DFMT_X8R8G8B8;
d3dpp.BackBufferCount = 1;
d3dpp.BackBufferWidth = SCREEN_W;
d3dpp.BackBufferHeight = SCREEN_H;
d3dpp.hDeviceWindow = hwnd;
//创建D3D的设备
d3d->CreateDevice(
D3DADAPTER_DEFAULT,
D3DDEVTYPE_HAL,
hwnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING,
&d3dpp,
&d3ddev
);
if (d3ddev == NULL)
{
MessageBox(hwnd, "Error Create D3DDEV", "ERROR", MB_OK);
return false;
}
//初始化完成
return true;
}
void Game_Run(HWND hwnd)
{
if (!d3ddev)
return;
//Clean backbuffer to bright screen
d3ddev->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 255), 1.0f, 0);
//开始渲染
if (d3ddev->BeginScene())
{
//do sth
//停止渲染
d3ddev->EndScene();
//copy back buffer to the frame buffer
d3ddev->Present(NULL, NULL, NULL, NULL);
}
if (KEY_DOWN(VK_ESCAPE))
{
PostMessage(hwnd, WM_DESTROY, 0, 0);
}
}
void Game_End(HWND hwnd)
{
if (d3ddev)
{
d3ddev->Release();
d3ddev = NULL;
}
if (d3d)
{
d3d->Release();
d3d = NULL;
}
}
//Win消息处理
LRESULT CALLBACK WinProc(HWND hWnd, UINT message,
WPARAM wParam, LPARAM lParam)
{
//HWND:窗口句柄,使用窗口句柄创建一个新的设备环境句柄HDC,只要引用一个窗口或空间就必须得用到窗口句柄
switch (message)
{
case WM_DESTROY:
GameOver = true;
PostQuitMessage(0);
break;
}
return DefWindowProc(hWnd, message, wParam, lParam);
}
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevinstance, LPSTR lpCmdLine, int nCmdShow)
{
//set the new window properties
WNDCLASSEX wc;
MSG msg;
wc.cbSize = sizeof(WNDCLASSEX);
wc.style = CS_HREDRAW | CS_VREDRAW; //在移动或尺寸更新完|高度调整后重新绘制
wc.lpfnWndProc = (WNDPROC)WinProc; //返回一个指向回调函数的指针,如果不设定这个值,消息就无法传递给HWND
wc.cbClsExtra = 0;
wc.cbWndExtra = 0;
wc.hInstance = hInstance;
wc.hIcon = NULL;
wc.hCursor = LoadCursor(NULL, IDC_ARROW);
wc.hbrBackground = (HBRUSH)GetStockObject(WHITE_BRUSH);
wc.lpszMenuName = NULL;
wc.lpszClassName = "MainWindowClass";
wc.hIconSm = NULL;
if (!RegisterClassEx(&wc))
return FALSE;
//Create a Window
HWND hwnd = CreateWindow("MainWindowClass",
APPTITLE.c_str(),
WS_OVERLAPPEDWINDOW,
CW_USEDEFAULT,
CW_USEDEFAULT,
SCREEN_W, SCREEN_H,
(HWND)NULL,
(HMENU)NULL,
hInstance,
(LPVOID)NULL
);
if (hwnd == 0) //创建失败
return 0;
ShowWindow(hwnd, nCmdShow);
UpdateWindow(hwnd);
//初始化
if (!Game_Init(hwnd))
return 0;
while (!GameOver)
{
if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
Game_Run(hwnd);
}
Game_End(hwnd);
return msg.wParam;
}
D3D9应该是可以直接用的(VS2015) 直接在这边加上
#pragma comment(lib,"d3d9.lib")
#include
就能用了
2017.08.24
全屏的操作:在创建窗口句柄的时候,将CreateWindow做修改
HWND hwnd = CreateWindow("MainWindowClass",
APPTITLE.c_str(),
WS_EX_TOPMOST | WS_POPUP,
0,
0,
SCREEN_W, SCREEN_H,
(HWND)NULL,
(HMENU)NULL,
hInstance,
(LPVOID)NULL
);
然后需要修改呈现参数,也就是d3dpp的参数,不过首先需要获得显示设备的资料,然后再修改点呈现参数,需要添加和修改的代码:
//添加
//为了在任意机器上全屏,需要获得显示器的资料,防止显示器模式转换
D3DDISPLAYMODE dm;
d3d->GetAdapterDisplayMode(D3DADAPTER_DEFAULT, &dm);
//修改:
d3dpp.Windowed = FALSE;
d3dpp.BackBufferFormat = dm.Format; //颜色深度为显示器格式的颜色深度
d3dpp.BackBufferWidth = dm.Width;
d3dpp.BackBufferHeight = dm.Height;