2017.08.24
今天看了一下D3D的表面
显示卡从帧缓冲区将要显示的东西发到显示器上,使用双缓冲的刷新方式,先在主表面画东西,然后在将主表面交换到后台缓冲区(以一定的矩形),最后将后台缓冲区的东西发到帧缓冲区来显示。
关键的函数:
创建表面:
LPDIRECT3DSURFACE9 surface = NULL;
颜色填充:
HRESULT ColorFill(IDirect3DSurface9 *pSurface,CONST RECT *pRect,D3DCOLOR color);
绘制表面,位块传输,将某个表面复制并拉伸/压缩成相应的矩形大小,用这个将原始表面给后台缓冲区
StretchRect(IDirect3DSurface9* pSourceSurface,CONST RECT* pSourceRect,IDirect3DSurface9* pDestSurface,CONST RECT* pDestRect,D3DTEXTUREFILTERTYPE Filter);
LPDIRECT3DSURFACE9 backbuffer = NULL;
d3ddev-GetBackBuffer(0,0,D3DBACKBUFFER_TYPE_MONO,&backbuffer);
这次的全部代码:
#include<Windows.h>
#include<d3d9.h>
#include<time.h>
#include<iostream>
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;
LPDIRECT3DSURFACE9 backbuffer = NULL;
LPDIRECT3DSURFACE9 surface = 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;
}
/*
//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);
*/
//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;
}
//随机数
srand((unsigned int)time(NULL));
//清除缓冲区
d3ddev->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0F, 0);
//让backbuffer指向后台缓冲区
d3ddev->GetBackBuffer(0, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer);
//创建一个表面
HRESULT hResult
= d3ddev->CreateOffscreenPlainSurface(
100, //表面的宽
100, //表面的高
D3DFMT_X8R8G8B8, //格式
D3DPOOL_DEFAULT, //所用的内存池
&surface, //表面的指针
NULL //预留
);
if (hResult != D3D_OK)
return false;
//初始化完成
return true;
}
void Game_Run(HWND hwnd)
{
if (!d3ddev)
return;
//开始渲染
if (d3ddev->BeginScene())
{
//do sth
int r = rand() % 255;
int g = rand() % 255;
int b = rand() % 255;
//用颜色填充整个表面
d3ddev->ColorFill(surface, NULL, D3DCOLOR_XRGB(r, g, b));
RECT rect;
rect.left = rand() % (SCREEN_W / 2);
rect.right = rect.left + rand() % (SCREEN_W / 2);
rect.top = rand() % (SCREEN_H/2);
rect.bottom = rect.top + rand() % (SCREEN_H / 2);
//将源表面复制到目标(这里是后台缓冲区)(填充成目标尺寸(rect))
d3ddev->StretchRect(surface, NULL, backbuffer, &rect, D3DTEXF_NONE);
//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_EX_TOPMOST | WS_POPUP,
0,
0,
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;
}
忘了说,d3ddev->BeginScene()是开始渲染,d3ddev->EndScene()是结束渲染,d3ddev->Present(NULL,NULL,NULL,NULL)是在渲染完成后将后台缓冲区复制到帧缓冲区中刷新屏幕