坐标系与基本图元(8)

坐标系与基本图元(8)

全屏幕显示

游戏程序通常都是运行在全屏幕模式下,进行全屏显示的关键是使用全屏显示的渲染设备。创建全屏显示模式渲染设备同窗口模式渲染设备基本相同,区别是将d3dpp.Windowed设置为FALSE,告诉Direct3D系统,将要创建的是全屏模式渲染设备。此外,还需要明确指定后台缓冲区的大小和格式,这和创建窗口模式渲染设备是不相同的,在创建窗口模式渲染设备时可将后台缓冲区格式设置为D3DFMT_UNKNOWN,后台缓冲区大小也可取默认值,而在创建全屏模式渲染设备时这些都需要明确指定。

首先调用函数GetAdapterDisplayMode()获得显示器当前的显示模式:

Retrieves the current display mode of the adapter.

HRESULT GetAdapterDisplayMode(
UINT Adapter,
D3DDISPLAYMODE * pMode
);

Parameters

Adapter
[in] Ordinal number that denotes the display adapter to query. D3DADAPTER_DEFAULT is always the primary display adapter.
pMode
[in, out] Pointer to a D3DDISPLAYMODE structure, to be filled with information describing the current adapter's mode.

Return Values

If the method succeeds, the return value is D3D_OK.

If Adapter is out of range or pMode is invalid, this method returns D3DERR_INVALIDCALL.

Remarks

IDirect3D9::GetAdapterDisplayMode will not return the correct format when the display is in an extended format, such as 2:10:10:10. Instead, it returns the format X8R8G8B8.

Describes the display mode.

typedef struct D3DDISPLAYMODE {
UINT Width;
UINT Height;
UINT RefreshRate;
D3DFORMAT Format;
} D3DDISPLAYMODE, *LPD3DDISPLAYMODE;

Members

Width
Screen width, in pixels.
Height
Screen height, in pixels.
RefreshRate
Refresh rate. The value of 0 indicates an adapter default.
Format
Member of the D3DFORMAT enumerated type, describing the surface format of the display mode.

 

运行截图:

坐标系与基本图元(8)_第1张图片

 

完整源代码:

#include  < d3d9.h >

#define  CLASS_NAME    "GameApp"

#define  release_com(p)    do { if(p) { (p)->Release(); (p) = NULL; } } while(0)

IDirect3D9
*                 g_d3d;
IDirect3DDevice9
*         g_device;
IDirect3DVertexBuffer9
*  g_vertex_buffer;

struct  sCustomVertex
{
    
float  x, y, z, rhw;
    DWORD color;
};

#define  D3DFVF_CUSTOM_VERTEX (D3DFVF_XYZRHW | D3DFVF_DIFFUSE) 

void  init_vertices()
{
    sCustomVertex vertices[] 
=
    {
        { 
100.0f ,   650.0f 0.5f 1.0f 0xffff0000 , },
        { 
500.0f ,   100.0f 0.5f 1.0f 0xff00ff00 , }, 
        { 
900.0f ,   650.0f 0.5f 1.0f 0xff0000ff , },
    };

    
//  push vertex data into vertex buffer

    g_device
-> CreateVertexBuffer( sizeof (vertices),  0 , D3DFVF_CUSTOM_VERTEX, D3DPOOL_DEFAULT,  & g_vertex_buffer, NULL);

    
void *  ptr;

    g_vertex_buffer
-> Lock( 0 sizeof (vertices), ( void ** ) & ptr,  0 );
    memcpy(ptr, vertices, 
sizeof (vertices));
    g_vertex_buffer
-> Unlock();
}

bool  init_d3d(HWND hwnd)
{
    g_d3d 
=  Direct3DCreate9(D3D_SDK_VERSION);

    
if (g_d3d  ==  NULL)
        
return   false ;

    D3DPRESENT_PARAMETERS d3dpp;
    ZeroMemory(
& d3dpp,  sizeof (d3dpp));

    D3DDISPLAYMODE display_mode;
    g_d3d
-> GetAdapterDisplayMode(D3DADAPTER_DEFAULT,  & display_mode);

    d3dpp.Windowed            
=  FALSE;
    d3dpp.SwapEffect        
=  D3DSWAPEFFECT_DISCARD;
    d3dpp.BackBufferWidth    
=  display_mode.Width;
    d3dpp.BackBufferHeight    
=  display_mode.Height;
    d3dpp.BackBufferFormat    
=  display_mode.Format;
    
    
if (FAILED(g_d3d -> CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hwnd, D3DCREATE_SOFTWARE_VERTEXPROCESSING,
                                  
& d3dpp,  & g_device)))
    {
        
return   false ;
    }

    init_vertices();

    
return   true ;
}

void  cleanup()
{    
    release_com(g_vertex_buffer);
    release_com(g_device);
    release_com(g_d3d);
}

void  render()
{    
    g_device
-> Clear( 0 , NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB( 5 5 5 ),  1.0f 0 );    

    g_device
-> BeginScene();

    g_device
-> SetStreamSource( 0 , g_vertex_buffer,  0 sizeof (sCustomVertex));
    g_device
-> SetFVF(D3DFVF_CUSTOM_VERTEX);    
    g_device
-> DrawPrimitive(D3DPT_TRIANGLELIST,  0 1 );

    g_device
-> EndScene();

    g_device
-> Present(NULL, NULL, NULL, NULL);
}

LRESULT WINAPI WinProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
    
switch (msg)
    {
    
case  WM_KEYDOWN:
        
switch (wParam)
        {    
        
case  VK_ESCAPE:
            DestroyWindow(hwnd);
            
break ;
        }    
        
break ;

    
case  WM_DESTROY:        
        PostQuitMessage(
0 );
        
return   0 ;
    }

    
return  DefWindowProc(hwnd, msg, wParam, lParam);
}

int  WINAPI WinMain(HINSTANCE inst, HINSTANCE, LPSTR, INT)
{
    WNDCLASSEX wc;

    wc.cbSize            
=   sizeof (WNDCLASSEX);
    wc.style            
=  CS_CLASSDC;
    wc.lpfnWndProc        
=  WinProc;
    wc.cbClsExtra        
=   0 ;
    wc.cbWndExtra        
=   0 ;
    wc.hInstance        
=  inst;
    wc.hIcon            
=  NULL;
    wc.hCursor            
=  NULL;
    wc.hbrBackground    
=  NULL;
    wc.lpszMenuName        
=  NULL;
    wc.lpszClassName    
=  CLASS_NAME;
    wc.hIconSm            
=  NULL;

    
if ( !  RegisterClassEx( & wc))
        
return   - 1 ;

    HWND hwnd 
=  CreateWindow(CLASS_NAME,  " Direct3D App " , WS_OVERLAPPEDWINDOW,  200 100 600 500 ,
                             NULL, NULL, wc.hInstance, NULL);

    
if (hwnd  ==  NULL)
        
return   - 1 ;

    
if (init_d3d(hwnd))
    {
        ShowWindow(hwnd, SW_SHOWDEFAULT);
        UpdateWindow(hwnd);

        MSG msg;
        ZeroMemory(
& msg,  sizeof (msg));

        
while (msg.message  !=  WM_QUIT)
        {
            
if (PeekMessage( & msg, NULL,  0 0 , PM_REMOVE))
            {
                TranslateMessage(
& msg);
                DispatchMessage(
& msg);
            }
                
            render();
        }
    }

    cleanup();

    UnregisterClass(CLASS_NAME, wc.hInstance);    

    
return   0 ;
}

 

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