Direct3D显示每秒帧率

//--------------------------------------------------------------------------------------
// File: Test.cpp
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//--------------------------------------------------------------------------------------
#include "DXUT.h"
#include "SDKmisc.h"
#include "resource.h"

ID3DXFont*                 g_pFont = NULL;          //ID3DXFont字体对象
ID3DXSprite*               g_pTextSprite = NULL;    //ID3DXSprite文本精灵对象


//--------------------------------------------------------------------------------------
// Rejects any D3D9 devices that aren't acceptable to the app by returning false
//--------------------------------------------------------------------------------------
bool CALLBACK IsD3D9DeviceAcceptable( D3DCAPS9* pCaps, D3DFORMAT AdapterFormat, D3DFORMAT BackBufferFormat,
                                      bool bWindowed, void* pUserContext )
{
	// No fallback defined by this app, so reject any device that 
	// doesn't support at least ps2.0
	if( pCaps->PixelShaderVersion < D3DPS_VERSION( 2, 0 ) )
		return false;

	// Skip backbuffer formats that don't support alpha blending
	IDirect3D9* pD3D = DXUTGetD3D9Object();
	if( FAILED( pD3D->CheckDeviceFormat( pCaps->AdapterOrdinal, pCaps->DeviceType,
		AdapterFormat, D3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING,
		D3DRTYPE_TEXTURE, BackBufferFormat ) ) )
		return false;


	return true;

    return true;
}


//--------------------------------------------------------------------------------------
// Before a device is created, modify the device settings as needed
//--------------------------------------------------------------------------------------
bool CALLBACK ModifyDeviceSettings( DXUTDeviceSettings* pDeviceSettings, void* pUserContext )
{
	
	assert( DXUT_D3D9_DEVICE == pDeviceSettings->ver );

	// Debugging vertex shaders requires either REF or software vertex processing 
	// and debugging pixel shaders requires REF.  
#ifdef DEBUG_VS
	if( pDeviceSettings->d3d9.DeviceType != D3DDEVTYPE_REF )
	{
		pDeviceSettings->d3d9.BehaviorFlags &= ~D3DCREATE_HARDWARE_VERTEXPROCESSING;
		pDeviceSettings->d3d9.BehaviorFlags &= ~D3DCREATE_PUREDEVICE;
		pDeviceSettings->d3d9.BehaviorFlags |= D3DCREATE_SOFTWARE_VERTEXPROCESSING;
	}
#endif
#ifdef DEBUG_PS
	pDeviceSettings->d3d9.DeviceType = D3DDEVTYPE_REF;
#endif

	// For the first device created if its a REF device, optionally display a warning dialog box
	static bool s_bFirstTime = true;
	if( s_bFirstTime )
	{
		s_bFirstTime = false;
		if( pDeviceSettings->d3d9.DeviceType == D3DDEVTYPE_REF )
			DXUTDisplaySwitchingToREFWarning( pDeviceSettings->ver );
	}
	//不采用默认帧率
	pDeviceSettings->d3d9.pp.PresentationInterval=D3DPRESENT_INTERVAL_IMMEDIATE;
    return true;
}


//--------------------------------------------------------------------------------------
// Create any D3D9 resources that will live through a device reset (D3DPOOL_MANAGED)
// and aren't tied to the back buffer size
//--------------------------------------------------------------------------------------
HRESULT CALLBACK OnD3D9CreateDevice( IDirect3DDevice9* pd3dDevice, const D3DSURFACE_DESC* pBackBufferSurfaceDesc,
                                     void* pUserContext )
{
	HRESULT hr;
	V_RETURN( D3DXCreateFont( pd3dDevice, 15, 0, FW_BOLD, 1, FALSE, DEFAULT_CHARSET, 
		OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, DEFAULT_PITCH | FF_DONTCARE, 
		L"Arial", &g_pFont ) );
    return S_OK;
}


//--------------------------------------------------------------------------------------
// Create any D3D9 resources that won't live through a device reset (D3DPOOL_DEFAULT) 
// or that are tied to the back buffer size 
//--------------------------------------------------------------------------------------
HRESULT CALLBACK OnD3D9ResetDevice( IDirect3DDevice9* pd3dDevice, const D3DSURFACE_DESC* pBackBufferSurfaceDesc,
                                    void* pUserContext )
{
	HRESULT hr;

	//恢复字体
	if( g_pFont )
		V_RETURN( g_pFont->OnResetDevice() );

	//创建ID3DXSprite接口对象
	V_RETURN( D3DXCreateSprite( pd3dDevice, &g_pTextSprite ) );

	设置观察矩阵
	//D3DXMATRIXA16 matView;
	//D3DXVECTOR3 vEyePt( 0.0f, 0.0f,-5 );
	//D3DXVECTOR3 vLookatPt( 0.0f, 0.0f, 0.0f );
	//D3DXVECTOR3 vUpVec( 0.0f, 1.0f, 0.0f );
	//D3DXMatrixLookAtLH( &matView, &vEyePt, &vLookatPt, &vUpVec );
	//pd3dDevice->SetTransform( D3DTS_VIEW, &matView );

	设置投影矩阵
	//D3DXMATRIXA16 matProj;
	//float fAspectRatio = (float)pBackBufferSurfaceDesc->Width / pBackBufferSurfaceDesc->Height;
	//D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, fAspectRatio, 1.0f, 100.0f );
	//pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );

    return S_OK;
}


//--------------------------------------------------------------------------------------
// Handle updates to the scene.  This is called regardless of which D3D API is used
//--------------------------------------------------------------------------------------
void CALLBACK OnFrameMove( double fTime, float fElapsedTime, void* pUserContext )
{
}

//-----------------------------------------------------------------------------
// Desc: 渲染文本
//-----------------------------------------------------------------------------
void RenderText()
{
	CDXUTTextHelper txtHelper( g_pFont, g_pTextSprite, 15 );

	//显示当前Direct3D设备状态和渲染帧速率
	txtHelper.Begin();
	txtHelper.SetInsertionPos( 5, 5 );
	txtHelper.SetForegroundColor( D3DXCOLOR( 1.0f, 1.0f, 0.0f, 1.0f ) );
	txtHelper.DrawTextLine( DXUTGetFrameStats(true) );
	txtHelper.DrawTextLine( DXUTGetDeviceStats() );
	txtHelper.End();
}


//--------------------------------------------------------------------------------------
// Render the scene using the D3D9 device
//--------------------------------------------------------------------------------------
void CALLBACK OnD3D9FrameRender( IDirect3DDevice9* pd3dDevice, double fTime, float fElapsedTime, void* pUserContext )
{
    HRESULT hr;

    // Clear the render target and the zbuffer 
    V( pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_ARGB( 0, 45, 50, 170 ), 1.0f, 0 ) );

    // Render the scene
    if( SUCCEEDED( pd3dDevice->BeginScene() ) )
    {
		DXUT_BeginPerfEvent( DXUT_PERFEVENTCOLOR, L"HUD / Stats" ); 
		RenderText();
		DXUT_EndPerfEvent();
        V( pd3dDevice->EndScene() );
    }
}


//--------------------------------------------------------------------------------------
// Handle messages to the application 
//--------------------------------------------------------------------------------------
LRESULT CALLBACK MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam,
                          bool* pbNoFurtherProcessing, void* pUserContext )
{
    return 0;
}


//--------------------------------------------------------------------------------------
// Release D3D9 resources created in the OnD3D9ResetDevice callback 
//--------------------------------------------------------------------------------------
void CALLBACK OnD3D9LostDevice( void* pUserContext )
{
	if( g_pFont )
		g_pFont->OnLostDevice();
	SAFE_RELEASE( g_pTextSprite );
}


//--------------------------------------------------------------------------------------
// Release D3D9 resources created in the OnD3D9CreateDevice callback 
//--------------------------------------------------------------------------------------
void CALLBACK OnD3D9DestroyDevice( void* pUserContext )
{
	SAFE_RELEASE( g_pFont );
}


//--------------------------------------------------------------------------------------
// Initialize everything and go into a render loop
//--------------------------------------------------------------------------------------
INT WINAPI wWinMain( HINSTANCE, HINSTANCE, LPWSTR, int )
{
    // Enable run-time memory check for debug builds.
#if defined(DEBUG) | defined(_DEBUG)
    _CrtSetDbgFlag( _CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF );
#endif

    // Set the callback functions
    DXUTSetCallbackD3D9DeviceAcceptable( IsD3D9DeviceAcceptable );
    DXUTSetCallbackD3D9DeviceCreated( OnD3D9CreateDevice );
    DXUTSetCallbackD3D9DeviceReset( OnD3D9ResetDevice );
    DXUTSetCallbackD3D9FrameRender( OnD3D9FrameRender );
    DXUTSetCallbackD3D9DeviceLost( OnD3D9LostDevice );
    DXUTSetCallbackD3D9DeviceDestroyed( OnD3D9DestroyDevice );
    DXUTSetCallbackDeviceChanging( ModifyDeviceSettings );
    DXUTSetCallbackMsgProc( MsgProc );
    DXUTSetCallbackFrameMove( OnFrameMove );

    // TODO: Perform any application-level initialization here

    // Initialize DXUT and create the desired Win32 window and Direct3D device for the application
    DXUTInit( true, true ); // Parse the command line and show msgboxes
    DXUTSetHotkeyHandling( true, true, true );  // handle the default hotkeys
    DXUTSetCursorSettings( true, true ); // Show the cursor and clip it when in full screen
    DXUTCreateWindow( L"Test" );
    DXUTCreateDevice( true, 640, 480 );

    // Start the render loop
    DXUTMainLoop();

    // TODO: Perform any application-level cleanup here

    return DXUTGetExitCode();
}

程序中发现DXUT默认帧率为60左右,当程序性能下降的时候,帧率会下降,为了显示真实帧率,须在ModifyDeviceSetting回调函数中加入:

pDeviceSettings->d3d9.pp.PresentationInterval=D3DPRESENT_INTERVAL_IMMEDIATE;

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