DirectX学习(三)表面

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);


得到指向后台缓冲区的指针:

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


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