DirectX9:基础篇 第一章 初始化Direct3D

一.简介

 

二.Direct3D类

1.创建D3D类

IDirect3D9* WINAPI Direct3DCreate9(UINT SDKVersion); 

 

//Direct3D类的创建
 
IDirect3D9* d3d9=0;
d3d9=Direct3DCreate9(D3D_SDK_VERSION);

 

 

 

2.获取设备类型

STDMETHOD(GetDeviceCaps)(

THIS_ UINT Adapter,             //设备显示器(显卡)

D3DDEVTYPE DeviceType,   //要获取的设备类型

D3DCAPS9* pCaps                //要获取的设备参数

) PURE;

  • Adapter

    D3DADAPTER_DEFAULT

  • DeviceType

    D3DDEVTYPE_HAL

    D3DDEVTYPE_REF

 

D3DCAPS9 caps;
D3DDEVTYPE deviceType;
d3d9->GetDeviceCaps(D3DADAPTER_DEFAULT, deviceType, &caps);

 

3.判断显卡是否支持硬件加速

D3DCAPS9是设备参数结构体,不仅可以用来获取设备类型还可以用来判断是否支持硬件加速

int vp=0;
if(caps.DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT)
    vp=D3DCREATE_HARDWARE_VERTEXPROCESSING;
else
    vp=D3DCREATE_SOFTWARE_VERTEXPROCESSING;

 

4.填充显示参数结构体

typedef struct _D3DPRESENT_PARAMETERS_{

UINT BackBufferWidth;                                      //后台缓冲区宽度

UINT BackBufferHeight;                                    //后台缓冲区高度

D3DFORMAT BackBufferFormat;                     //后台缓冲区像素格式

UINT BackBufferCount;                                     //后台缓冲区数量

D3DMULTISAMPLE_TYPE MultiSampleType;  //多重采样类型

DWORD MultiSampleQuality;                            //多重采样质量

D3DSWAPEFFECT SwapEffect;                       //缓冲区的交换方式

//Direct3D用交换链来交替两帧之间的过渡,用IDirect3DSwapChain接口来表示

HWND hDeviceWindow;                                    //窗口句柄

BOOL Windowed;                                              //全屏或者窗口

BOOL EnableAutoDepthStencil;                       //是否开启深度缓存和模板缓存

//深度缓存是一个表面,担不是存储图像数据而是用来记录像素深度信息,用来确定物体的前后关系正确绘制的z-buffering技术

D3DFORMAT AutoDepthStencilFormat;          //指定深度缓冲及模板缓冲区的格式

DWORD Flags;                                        //其他的附加特性标志(通常指定为0或NULL)

UINT FullScreen_RefreshRateInHz;        //指定屏幕的刷新频率

UINT PresentationInterval;                    //指定屏幕的翻转模式

}D3DPRESENT_PARAMETERS;

 

  • BackBufferFormat


    D3DFMT_UNKOWN:默认

    D3DFMT_R8G8B8:表示24为像素

    D3DFMT_X8R8G8B8:表示一个32为像素

  • Multisampling


    D3DMULTISAMPLE_NONE:不使用全屏抗锯齿

    D3DMULTISAMPLE_1_SAMPLE - D3DMULTISAMPLE_16_SAMPLE:设定1-16级

  • SwapEffect


    D3DSWAPEEFECT_COPY     :swap时,拷贝后缓冲区的内容到前缓冲区,后缓冲区的内容不变。

    D3DSWAPEEFECT_FLIP        :swap时,交换前后缓冲区指针,完成翻页,之后后缓冲区的内容是前缓冲区的内容

    D3DSWAPEEFECT_DISCARD:可能是COPY也可能是FLIP,由设备来确定最适合当前情况的方式。

    D3DSWAPEFFECT_DISCARD:清除后台缓存的内容

    D3DSWAPEEFECT_FLIP:保留后台缓存的内容。当缓存区>1时。

    D3DSWAPEFFECT_COPY: 保留后台缓存的内容,缓冲区=1时。

  • AutoDepthStencilFormat


    D3DFMT_D32:指定一个32位的深度缓冲区

    D3DFMT_D24S8:指定一个32位的深度/模板缓冲区,其中24位用于深度缓冲区,8位用于模板缓冲区

    D3DFMT_D24X8:指定一个32位的深度/模板缓冲区,其中24位用于的度缓冲区,8位空闲

    D3DFMT_D24X4S4:指定一个32位的深度/模板缓冲区,其中24位用于深度缓冲区,4位用于模板缓冲区,4位空闲

    D3DFMT_D16:指定一个16位的深度缓存区

    D3DFMT_D15S1:指定一个16位的深度/模板缓冲区,其中15位用于深度缓冲区,1位用于模板缓冲区

  •  Flags


    D3DPRESENTFLAG_LOCKABLE_BACKBUFFER:表示后缓冲区可以被锁定,需要注意的是这样缓冲区会降低程序的运行效率。

    D3DPRESENTFLAG_DISCARD_DEPTHSTENCIL:指定深度缓冲区和模板缓冲区在后一个缓冲区被渲染(即调用Present方法后)的时候将被释放

  • FullScreen_RefreshRateInHz


    在窗口模式下,必须指定为0或D3DPRESENT_RATE_DEFAULT(即默认的),表示使用与当前屏幕相同的刷新率)    

    D3DPRESENT_RATE_DEFAULT:表示使用默认刷新率,即与屏幕刷新率相同。

    D3DPRESENT_RATE_UNLIMITED:表示图形绘制结束后立刻将内容复制到前台缓冲区。

  • PresentationInterval


    在窗口模式下,其取值为0,只能选用D3DPRESENT_INTERVAL_DEFAULT

    D3DPRESENT_INTERVAL_DEFAULT:D3D选择交换频率,通常等同于屏幕刷新率

    D3DPRESENT_INTERVAL_IMMEDIATE:立即显示更新(或立即交换),不推荐

    D3DPRESENT_INTERVAL_ONE:等待一个垂直扫描周期才更新,有助于减少剪断和撕裂效果(其实DEFAULT和ONE完全无区别)

    D3DPRESENT_INTERVAL_TWO~FOUR:分别对应等待相应个数周期才更新

D3DPRESENT_PARAMETERS d3dpp;
 
d3dpp.BackBufferWidth            = width;  
d3dpp.BackBufferHeight           = height;
d3dpp.BackBufferFormat           = D3DFMT_A8R8G8B8;
d3dpp.BackBufferCount            = 1;
d3dpp.MultiSampleType            = D3DMULTISAMPLE_NONE;
d3dpp.MultiSampleQuality         = 0;
d3dpp.SwapEffect                 = D3DSWAPEFFECT_DISCARD; 
d3dpp.hDeviceWindow              = hwnd;
d3dpp.Windowed                   = windowed;
d3dpp.EnableAutoDepthStencil     = true; 
d3dpp.AutoDepthStencilFormat     = D3DFMT_D24S8;
d3dpp.Flags                      = 0;
d3dpp.FullScreen_RefreshRateInHz = D3DPRESENT_RATE_DEFAULT;
d3dpp.PresentationInterval       = D3DPRESENT_INTERVAL_IMMEDIATE;

 

5.创建D3D设备类

HRESULT CreateDevice(

UINT Adapter,                        //默认显示适配器(显卡)

D3DDEVTYPE DeviceType,  //设备类型

HWND hFocusWindow,         //窗口句柄

DWORD BehaviorFlags,       //是否支持硬件顶点处理的枚举值

D3DPRESENT_PARAMETERS *pPresentationParameters,  //显示参数结构体

IDirect3DDevice9** ppReturnedDeviceInterface                   //要创建的D3D设备类

);                         

 

//Direct3D设备类的创建
 
IDirect3DDevice9* Device=0;
HRESULT hr=d3d9->CreateDevice(
    D3DADAPTER_DEFAULT,
    deviceType,
    hwnd,
    vp,
    &d3dpp,
    device);

 

五.完整版示例

1.d3dUntility.h

//
// 
// File: d3dUtility.h
// 
// Author: Frank Luna (C) All Rights Reserved
//
// System: AMD Athlon 1800+ XP, 512 DDR, Geforce 3, Windows XP, MSVC++ 7.0 
//
// Desc: Provides utility functions for simplifying common tasks.
//          
//
 
#ifndef __d3dUtilityH__
#define __d3dUtilityH__
 
#include <d3dx9.h>
#include <string>
#include <tchar.h>
 
#pragma comment(lib,"d3d9.lib") 
#pragma comment(lib,"winmm.lib") 
#pragma comment(lib,"d3dx9.lib")
 
 
 
namespace d3d
{
	bool InitD3D(
		HINSTANCE hInstance,       // [in] Application instance.
		int width, int height,     // [in] Backbuffer dimensions.
		bool windowed,             // [in] Windowed (true)or full screen (false).
		D3DDEVTYPE deviceType,     // [in] HAL or REF
		IDirect3DDevice9** device);// [out]The created device.
 
	int EnterMsgLoop( 
		bool (*ptr_display)(float timeDelta));
 
	LRESULT CALLBACK WndProc(
		HWND hwnd,
		UINT msg, 
		WPARAM wParam,
		LPARAM lParam);
 
	template<class T> void Release(T t)
	{
		if( t )
		{
			t->Release();
			t = 0;
		}
	}
 
	template<class T> void Delete(T t)
	{
		if( t )
		{
			delete t;
			t = 0;
		}
	}
}
 
#endif // __d3dUtilityH__

 

2.d3dUntility.cpp

//
// 
// File: d3dUtility.cpp
// 
// Author: Frank Luna (C) All Rights Reserved
//
// System: AMD Athlon 1800+ XP, 512 DDR, Geforce 3, Windows XP, MSVC++ 7.0 
//
// Desc: Provides utility functions for simplifying common tasks.
//          
//
 
#include "d3dUnitility.h"
 
bool d3d::InitD3D(
	HINSTANCE hInstance,
	int width, int height,
	bool windowed,
	D3DDEVTYPE deviceType,
	IDirect3DDevice9** device)
{
	//
	// Create the main application window.
	//
 
	WNDCLASS wc;
 
	wc.style         = CS_HREDRAW | CS_VREDRAW;
	wc.lpfnWndProc   = (WNDPROC)d3d::WndProc; 
	wc.cbClsExtra    = 0;
	wc.cbWndExtra    = 0;
	wc.hInstance     = hInstance;
	wc.hIcon         = LoadIcon(0, IDI_APPLICATION);
	wc.hCursor       = LoadCursor(0, IDC_ARROW);
	wc.hbrBackground = (HBRUSH)GetStockObject(WHITE_BRUSH);
	wc.lpszMenuName  = 0;
	wc.lpszClassName = _T("Direct3D9App");
 
	if( !RegisterClass(&wc) ) 
	{
		::MessageBoxA(0, "RegisterClass() - FAILED", 0, 0);
		return false;
	}
 
	HWND hwnd = 0;
	hwnd = ::CreateWindow(_T("Direct3D9App"), _T("Direct3D9App"), 
		WS_EX_TOPMOST,
		0, 0, width, height,
		0 /*parent hwnd*/, 0 /* menu */, hInstance, 0 /*extra*/); 
 
	if( !hwnd )
	{
		::MessageBoxA(0, "CreateWindow() - FAILED", 0, 0);
		return false;
	}
 
	::ShowWindow(hwnd, SW_SHOW);
	::UpdateWindow(hwnd);
 
	//
	// Init D3D: 
	//
 
	HRESULT hr = 0;
 
	// Step 1: Create the IDirect3D9 object.
 
	IDirect3D9* d3d9 = 0;
	d3d9 = Direct3DCreate9(D3D_SDK_VERSION);
 
	if( !d3d9 )
	{
		::MessageBoxA(0, "Direct3DCreate9() - FAILED", 0, 0);
		return false;
	}
 
	// Step 2: Check for hardware vp.
 
	D3DCAPS9 caps;
	d3d9->GetDeviceCaps(D3DADAPTER_DEFAULT, deviceType, &caps);
 
	int vp = 0;
	if( caps.DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT )
		vp = D3DCREATE_HARDWARE_VERTEXPROCESSING;
	else
		vp = D3DCREATE_SOFTWARE_VERTEXPROCESSING;
 
	// Step 3: Fill out the D3DPRESENT_PARAMETERS structure.
 
	D3DPRESENT_PARAMETERS d3dpp;
	d3dpp.BackBufferWidth            = width;
	d3dpp.BackBufferHeight           = height;
	d3dpp.BackBufferFormat           = D3DFMT_A8R8G8B8;
	d3dpp.BackBufferCount            = 1;
	d3dpp.MultiSampleType            = D3DMULTISAMPLE_NONE;
	d3dpp.MultiSampleQuality         = 0;
	d3dpp.SwapEffect                 = D3DSWAPEFFECT_DISCARD; 
	d3dpp.hDeviceWindow              = hwnd;
	d3dpp.Windowed                   = windowed;
	d3dpp.EnableAutoDepthStencil     = true; 
	d3dpp.AutoDepthStencilFormat     = D3DFMT_D24S8;
	d3dpp.Flags                      = 0;
	d3dpp.FullScreen_RefreshRateInHz = D3DPRESENT_RATE_DEFAULT;
	d3dpp.PresentationInterval       = D3DPRESENT_INTERVAL_IMMEDIATE;
 
	// Step 4: Create the device.
 
	hr = d3d9->CreateDevice(
		D3DADAPTER_DEFAULT, // primary adapter
		deviceType,         // device type
		hwnd,               // window associated with device
		vp,                 // vertex processing
		&d3dpp,             // present parameters
		device);            // return created device
 
	if( FAILED(hr) )
	{
		// try again using a 16-bit depth buffer
		d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
 
		hr = d3d9->CreateDevice(
			D3DADAPTER_DEFAULT,
			deviceType,
			hwnd,
			vp,
			&d3dpp,
			device);
 
		if( FAILED(hr) )
		{
			d3d9->Release(); // done with d3d9 object
			::MessageBoxA(0, "CreateDevice() - FAILED", 0, 0);
			return false;
		}
	}
 
	d3d9->Release(); // done with d3d9 object
 
	return true;
}
 
int d3d::EnterMsgLoop( bool (*ptr_display)(float timeDelta) )
{
	MSG msg;
	::ZeroMemory(&msg, sizeof(MSG));
 
	static float lastTime = (float)timeGetTime(); 
 
	while(msg.message != WM_QUIT)
	{
		if(::PeekMessage(&msg, 0, 0, 0, PM_REMOVE))
		{
			::TranslateMessage(&msg);
			::DispatchMessage(&msg);
		}
		else
		{	
			float currTime  = (float)timeGetTime();
			float timeDelta = (currTime - lastTime)*0.001f;
 
			ptr_display(timeDelta);
 
			lastTime = currTime;
		}
	}
	return msg.wParam;
}
 
 

 

3.d3dInit.cpp

//
// 
// File: d3dinit.cpp
// 
// Author: Frank Luna (C) All Rights Reserved
//
// System: AMD Athlon 1800+ XP, 512 DDR, Geforce 3, Windows XP, MSVC++ 7.0 
//
// Desc: Demonstrates how to initialize Direct3D, how to use the book's framework
//       functions, and how to clear the screen to black.  Note that the Direct3D
//       initialization code is in the d3dUtility.h/.cpp files.
//          
//
 
#include "d3dUnitility.h"
#include <windows.h>
 
//
// Globals
//
 
IDirect3DDevice9* Device = 0; 
 
//
// Framework Functions
//
 
bool Setup()
{
	// Nothing to setup in this sample.
 
	return true;
}
 
void Cleanup()
{
	// Nothing to cleanup in this sample.
}
 
bool Display(float timeDelta)
{
	if( Device ) // Only use Device methods if we have a valid device.
	{
		// Instruct the device to set each pixel on the back buffer black -
		// D3DCLEAR_TARGET: 0x00000000 (black) - and to set each pixel on
		// the depth buffer to a value of 1.0 - D3DCLEAR_ZBUFFER: 1.0f.
		Device->Clear(0, 0, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00000000, 1.0f, 0);
 
		// Swap the back and front buffers.
		Device->Present(0, 0, 0, 0);
	}
	return true;
}
 
//
// WndProc
//
LRESULT CALLBACK d3d::WndProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
	switch( msg )
	{
	case WM_DESTROY:
		::PostQuitMessage(0);
		break;
 
	case WM_KEYDOWN:
		if( wParam == VK_ESCAPE )
			::DestroyWindow(hwnd);
		break;
	}
	return ::DefWindowProc(hwnd, msg, wParam, lParam);
}
 
//
// WinMain
//
int WINAPI WinMain(HINSTANCE hinstance,
	HINSTANCE prevInstance, 
	PSTR cmdLine,
	int showCmd)
{
	if(!d3d::InitD3D(hinstance,
		640, 480, true, D3DDEVTYPE_HAL, &Device))
	{
		::MessageBox(0, "InitD3D() - FAILED", 0, 0);
		return 0;
	}
 
	if(!Setup())
	{
		::MessageBox(0, "Setup() - FAILED", 0, 0);
		return 0;
	}
 
	d3d::EnterMsgLoop( Display );
 
	Cleanup();
 
	Device->Release();
 
	return 0;
}

 

 

三.简化版示例

因为完整版代码比较多理解有点难,所以有些不必要的可以去掉,这样我们写些例子的时候,也可以精简一些

我们用一个.cpp和一个.hpp就可以实现了,它把窗口的创建和显示图像隔离开

 

1.d3dInit_k5.cpp

#include "d3dInit_k5.hpp"
 
LRESULT CALLBACK WndProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam);
//函数开始
 
int WINAPI/*基本调用_stdcall*/ WinMain(HINSTANCE hInstance,/*当前运行程序的实例句柄*/
	HINSTANCE hPrevInstance,/*前一个句柄,一般都是NULL*/
	LPSTR lpCmdLine,/*命令行参数,以空终止的字符串*/
	int nCmdShow /*显示方式*/)
{
	//声明一个窗口类结构体
	WNDCLASS wc = { 0 }; //WNDCLASSEX比WNDCLASS多两个参数
	//wc.cbSize = sizeof(PWNDCLASSEX);//表示该结构体的字节数大小
	wc.style = CS_HREDRAW | CS_VREDRAW; // 窗口的风格样式 水平大小或垂直大小变化发生重绘
	wc.lpfnWndProc = WndProc;//窗口的回调函数,响应事件的系统触发函数
	wc.cbClsExtra = 0; //窗口类附加内存
	wc.cbWndExtra = 0; //窗口的附加内存
	wc.hInstance = hInstance; //指定包含窗口过程的程序的实例句柄
	wc.hIcon = LoadIcon(0,/*程序句柄加载系统图标第一个参数为NULL,加载用户图标第一个参数为实例句柄*/
		IDI_APPLICATION/*系统图标,或用户图标路径字符串*/);//窗口类的图标资源句柄
	wc.hCursor = LoadCursor(0, IDC_ARROW);//箭头光标用法同上
	wc.hbrBackground = (HBRUSH)GetStockObject(WHITE_BRUSH);//背景画刷句柄
	wc.lpszMenuName = 0; //指定菜单资源的名字,字符串形式
	wc.lpszClassName = "Direct3D9App";//自定义的窗口类名字
	//wc.hIconSm = 0;//托盘中应用程序的小图标
 
	if (!RegisterClass(&wc))
	{
		::MessageBox(0, TEXT("RegisterClass() - FAILED"), 0, 0);
		return 0;
	}
 
	HWND hwnd = 0;
	hwnd = CreateWindow("Direct3D9App",//对应窗口类的名称
		"K5窗口",						//指定创建的窗口名字
		WS_MAXIMIZEBOX,				//创建窗口的样式
		CW_USEDEFAULT,				//水平位置
		CW_USEDEFAULT,				//竖直位置
		width,						//宽
		height,						//高
		0							/*父窗口的句柄*/,
		0							/* 菜单资源句柄 */,
		hInstance,					//程序实例句柄
		0 /*WM_CREATE消息lParam数据指针*/);
 
	if (!hwnd)
	{
		::MessageBox(0, TEXT("CreateWindow() - FAILED"), 0, 0);
		return 0;
	}
 
	::ShowWindow(hwnd, SW_SHOW);
	::UpdateWindow(hwnd);
 
 
	Cd3d d3d;
	d3d.InitD3D(hwnd);
 
	//消息循环
	MSG msg = { 0 };
	float lastTime = (float)timeGetTime();
	while (msg.message != WM_QUIT)
	{
		if (PeekMessage(&msg, 0, 0, 0, PM_REMOVE))
		{
			TranslateMessage(&msg);
			DispatchMessage(&msg);
		}
		else
		{
			float curTime = (float)timeGetTime();
			float timeDelta = (curTime - lastTime)*0.001f;
			if (Device)
			{
				d3d.RenderD3D();
			}
			lastTime = curTime;
		}
	}
	UnregisterClass("Direct3D9App",wc.hInstance);
	return 0;
}
 
 
 
 
LRESULT CALLBACK WndProc(
	HWND hwnd,
	UINT msg,
	WPARAM wParam,
	LPARAM lParam)
{
	switch (msg)
	{
	case WM_DESTROY:
		::PostQuitMessage(0);
		break;
 
	case WM_KEYDOWN:
		if (wParam == VK_ESCAPE)
			::DestroyWindow(hwnd);
		break;
	}
	return ::DefWindowProc(hwnd, msg, wParam, lParam);
}

 

2.d3dInit_k5.hpp

#include <Windows.h>
#include <d3d9.h>
#include <d3dx9.h>
#pragma comment(lib,"d3d9.lib")
#pragma comment(lib,"d3dx9.lib")
#pragma comment(lib,"winmm.lib")
 
//声明
const int width = 800;
const int height = 600;
IDirect3DDevice9* Device = 0;
D3DDEVTYPE deviceType = D3DDEVTYPE_HAL;
 
class Cd3d{
 
public:
	bool InitD3D(HWND hwnd);
	void RenderD3D();
};
 
bool Cd3d::InitD3D(HWND hwnd){
 
	//初始化DirectX
	HRESULT hr = 0;
	IDirect3D9* d3d9 = 0;
	d3d9 = Direct3DCreate9(D3D_SDK_VERSION);
	if (!d3d9)
	{
		::MessageBox(0, TEXT("Direct3DCreate9() - FAILED"), 0, 0);
		return false;
	}
 
	D3DCAPS9 caps;
	d3d9->GetDeviceCaps(D3DADAPTER_DEFAULT, deviceType, &caps);
	int vp = 0;
	if (caps.DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT)
		vp = D3DCREATE_HARDWARE_VERTEXPROCESSING;
	else
		vp = D3DCREATE_SOFTWARE_VERTEXPROCESSING;
 
	D3DPRESENT_PARAMETERS d3dpp;
	d3dpp.BackBufferWidth = width;//后备缓冲表面的宽度
	d3dpp.BackBufferHeight = height;//后备缓冲表面的高度
	d3dpp.BackBufferFormat = D3DFMT_A8R8G8B8;//后备缓冲表面的像素格式
	d3dpp.BackBufferCount = 1;//后备缓冲表面的数量
	d3dpp.MultiSampleType = D3DMULTISAMPLE_NONE;//全屏抗锯齿的类型
	d3dpp.MultiSampleQuality = 0;//全屏抗锯齿的质量等级
	d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;//指定表面在交换链中是如何被交换
	d3dpp.hDeviceWindow = hwnd;//与设备相关的窗口句柄,想在哪个窗口绘制就写那个窗口的句柄
	d3dpp.Windowed = true;//true为窗口模式,false则为全屏模式
	d3dpp.EnableAutoDepthStencil = true;//设为true,D3D将自动创建深度/模板缓冲
	d3dpp.AutoDepthStencilFormat = D3DFMT_D24S8;//深度/模板缓冲的格式
	d3dpp.Flags = 0; //一些附加特性,设为0或者D3DPRESENTFLAG类型的一个成员,一个表面能够被锁定,降低程序的性能,一个深度/模板缓冲调用present后会被删除,提升程序性能
	d3dpp.FullScreen_RefreshRateInHz = D3DPRESENT_RATE_DEFAULT;//刷新频率
	d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;//交换方式(D3DPRESENT_INTERVAL_IMMEDIATE立即交换,D3DPRESENT_INTERVAL_DEFAULT 等于刷新频率)
 
	hr = d3d9->CreateDevice(
		D3DADAPTER_DEFAULT, // 指定对象要表示的物理显示设备
		deviceType, // 设备类型
		hwnd, // 设备的窗口句柄
		vp, // 采用硬件顶点处理或者软件顶点处理
		&d3dpp, // 初始化好的D3DPRESENT_PARAMETERS实例
		&Device); // 返回创建的设备
	if (FAILED(hr))
	{
		// try again using a 16-bit depth buffer
		d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
 
		hr = d3d9->CreateDevice(
			D3DADAPTER_DEFAULT,
			deviceType,
			hwnd,
			vp,
			&d3dpp,
			&Device);
 
		if (FAILED(hr))
		{
			d3d9->Release(); // done with d3d9 object
			::MessageBox(0, TEXT("CreateDevice() - FAILED"), 0, 0);
			return 0;
		}
	}
	else{
		//开始设置参数
	}
 
	d3d9->Release(); // done with d3d9 object
 
	return true;
}
 
void Cd3d::RenderD3D(){
 
	Device->Clear(0, 0, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffff0000, 1.0f, 0);
	//开始显示
	Device->Present(0, 0, 0, 0);
}

 

转载于:https://www.cnblogs.com/k5bg/p/11088258.html

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