记录一些常用的代码功能段便于自己以后查找使用:
1.常用宏和函数
#define SafeRelease(lpx) if(lpx!=NULL){lpx->Release();lpx=NULL;}//释放COM
#define DD_Call(callcode) if(FAILED(callcode))return DD_FALSE //安全创建
#define DD_INIT_STRUCT(ddstruct) { memset(&ddstruct,0,sizeof(ddstruct)); ddstruct.dwSize=sizeof(ddstruct); } //初始化结构体
#define KEYDOWN(vk_code) ((GetAsyncKeyState(vk_code) & 0x8000) ? 1 : 0) //按键判断
#define KEYUP(vk_code) ((GetAsyncKeyState(vk_code) & 0x8000) ? 0 : 1)
#define _RGB16BIT565(r,g,b) ((b & 31) + ((g & 63) << 5) + ((r & 31) << 11))//颜色设置
#define _RGB16BIT555(r,g,b) ((b & 31) + ((g & 31) << 5) + ((r & 31) << 10))
#define _RGB32BIT(a,r,g,b) ((b) + ((g) << 8) + ((r) << 16) + ((a) << 24))
/*每个像素16位,用此函数前先锁住表面。*/
inline void Plot_Pixel_Faster16(int x, int y,int red, int green, int blue,USHORT *video_buffer, int lpitch16)
{
USHORT pixel = _RGB16BIT565(red,green,blue);
video_buffer[x + y*lpitch16] = pixel;
}
inline void Plot_Pixel_32(int x, int y,int alpha,int red, int green, int blue,UINT *video_buffer, int lpitch32)
{
UINT pixel = _RGB32BIT(alpha,red,green,blue);
video_buffer[x + y*lpitch32] = pixel;
}
2.初始化Device
bool graphicApp::initDevice(HWND hwnd,D3DDEVTYPE dType,bool windowed,int _width,int _height)
{
width=_width;
height=_height;
IDirect3D9* _direct=0;
HRESULT result=0;
D3DCAPS9 caps;
_direct=Direct3DCreate9(D3D_SDK_VERSION);
if (!_direct)
{
MessageBoxA(0,"create Directx filed!","create error",MB_OK);
return false;
}
_direct->GetDeviceCaps(D3DADAPTER_DEFAULT,dType,&caps);
int vp=0;
if (caps.DevCaps&D3DDEVCAPS_HWTRANSFORMANDLIGHT)
{
vp=D3DCREATE_HARDWARE_VERTEXPROCESSING;
}else
{
vp=D3DCREATE_SOFTWARE_VERTEXPROCESSING;
}
D3DPRESENT_PARAMETERS d3pp;
d3pp.BackBufferWidth=width;
d3pp.BackBufferHeight=height;
d3pp.BackBufferFormat=D3DFMT_A8R8G8B8;
d3pp.BackBufferCount=1;
d3pp.MultiSampleType=D3DMULTISAMPLE_NONE;
d3pp.MultiSampleQuality=0;
d3pp.SwapEffect=D3DSWAPEFFECT_DISCARD;
d3pp.hDeviceWindow=hwnd;
d3pp.Windowed=windowed;
d3pp.EnableAutoDepthStencil=true;
d3pp.AutoDepthStencilFormat=D3DFMT_D24S8;
d3pp.Flags=0;
d3pp.FullScreen_RefreshRateInHz=D3DPRESENT_RATE_DEFAULT;
d3pp.PresentationInterval=D3DPRESENT_INTERVAL_IMMEDIATE;
result=_direct->CreateDevice(D3DADAPTER_DEFAULT,dType,hwnd,vp,&d3pp,&pDevice);
if (FAILED(result))
{
MessageBoxA(0,"create Device filed!","create error",MB_OK);
}
_direct->Release();
return true;
}
3.设置协作等级
//窗口模式
if (FAILED(m_pDD->SetCooperativeLevel(m_hwnd, DDSCL_NORMAL)))
return false;
//全屏模式
if (FAILED(m_pDD->SetCooperativeLevel(m_hwnd, DDSCL_FULLSCREEN | DDSCL_ALLOWMODEX | DDSCL_EXCLUSIVE | DDSCL_ALLOWREBOOT)))
return false;
4.设置模式
if (FAILED(m_pDD->SetDisplayMode(m_iWidth,m_iHeight,m_iBpp,0,0)))
return false;
5.创建主表面
DDSURFACEDESC2 ddsd; //页面描述
memset(&ddsd,0,sizeof(ddsd));
ddsd.dwSize=sizeof(ddsd);
ddsd.dwFlags=DDSD_CAPS;
ddsd.ddsCaps.dwCaps=DDSCAPS_PRIMARYSURFACE;
hresult=m_pDD->CreateSurface(&ddsd,&lpDDSPrimary,NULL);
if (hresult!=DD_OK)
return false;
6. 创建离屏页面
//创建离屏表面
DDSURFACEDESC2 ddsd; //页面描述
memset(&ddsd,0,sizeof(ddsd));
ddsd.dwSize=sizeof(ddsd);
ddsd.dwFlags=DDSD_WIDTH|DDSD_HEIGHT|DDSD_CAPS;
ddsd.ddsCaps.dwCaps=DDSCAPS_OFFSCREENPLAIN;
ddsd.dwWidth=m_iWidth;
ddsd.dwHeight=m_iHeight;
if(m_pDD->CreateSurface(&ddsd,&lpDDSTempBuffer,NULL)!=DD_OK)
return false;
7.创建后背缓冲区(只有在全屏模式下才可以)
DD_INIT_STRUCT(ddsd);
ddsd.dwFlags = DDSD_CAPS | DDSD_BACKBUFFERCOUNT; // 增加DDSD_BACKBUFFERCOUNT 表明dwBackBufferCount有效
ddsd.ddsCaps.dwCaps = DDSCAPS_PRIMARYSURFACE | DDSCAPS_COMPLEX | DDSCAPS_FLIP; // 多了 DDSCAPS_COMPLEX | DDSCAPS_FLIP
ddsd.dwBackBufferCount = 1; // 后备缓冲的个数
if (FAILED(lpdd->CreateSurface(&ddsd, &lpddsprimary, NULL)))
return 0;
ddsd.ddsCaps.dwCaps = DDSCAPS_BACKBUFFER; // 请求一个后备缓冲
if (FAILED(lpddsprimary->GetAttachedSurface(&ddsd.ddsCaps, &lpddsback))) // 得到后备缓冲
return 0;
8.创建裁剪器
//裁剪器
LPDIRECTDRAWCLIPPER lpDDClipper=NULL;
if (FAILED(m_pDD->CreateClipper(0,&lpDDClipper,NULL)))
return false;
if (FAILED(lpDDClipper->SetHWnd(0,m_hwnd)))
return false;
if (FAILED(lpDDSPrimary->SetClipper(lpDDClipper)))
return false;
LPRGNDATA region_data;
9. 创建调色板
LPDIRECTDRAWPALETTE lpPalette; //调色板
PALETTEENTRY palette[256];
for(int i=1;i<255;i++)
{
palette[i].peRed=rand()%256;
palette[i].peGreen=rand()%256;
palette[i].peBlue=rand()%256;
palette[i].peFlags=PC_NOCOLLAPSE;
}
palette[0].peRed=0;
palette[0].peGreen=0;
palette[0].peBlue=0;
palette[0].peFlags=PC_NOCOLLAPSE;
palette[255].peRed=255;
palette[255].peGreen=255;
palette[255].peBlue=255;
palette[255].peFlags=PC_NOCOLLAPSE;
if (m_pDD->CreatePalette(DDPCAPS_8BIT|DDPCAPS_ALLOW256|DDPCAPS_INITIALIZE,palette,&lpPalette,NULL)!=DD_OK)
return false;
if (FAILED(lpDDSPrimary->SetPalette(lpPalette)))
10.用DDBLTFX的color填充表面
DDBLTFX ddfx;
DD_INIT_STRUCT(ddfx);
int red=rand()%256;
int green=rand()%256;
int blue=rand()%256;
ddfx.dwFillColor=_RGB32BIT(0,red,green,blue);
RECT dest_rect;
dest_rect.left=rand()%m_iWidth;
dest_rect.right=rand()%m_iWidth;
dest_rect.top=rand()%m_iHeight;
dest_rect.bottom=rand()%m_iHeight;
dest_rect.left=250;
dest_rect.right=400;
dest_rect.top=250;
dest_rect.bottom=400;
hret=lpDDSPrimary->Blt(&dest_rect,NULL,NULL,DDBLT_COLORFILL|DDBLT_WAIT,&ddfx);
if (hret!=DD_OK)
{
char temp[512];
//memset(temp,sizeof(temp));
sprintf_s(temp,"Blt Error:%s",DXGetErrorString(hret));
MessageBox(NULL,temp,"ERROR",0);
return false;
}return false;
11.用另一个表面填充表面
RECT src_rect;
src_rect.left=0;
src_rect.top=0;
src_rect.right=m_iWidth;
src_rect.bottom=m_iHeight;
//用客户端位置进行blt
RECT m_x2d_ClientRect;
GetClientRect(m_hwnd, &m_x2d_ClientRect);
ClientToScreen(m_hwnd, (LPPOINT)&m_x2d_ClientRect);
ClientToScreen(m_hwnd, (LPPOINT)&m_x2d_ClientRect+1);
hret=lpDDSPrimary->Blt(&m_x2d_ClientRect,lpBackBuffer,&src_rect,DDBLT_WAIT,NULL);
if (hret!=DD_OK)
{
char temp[512];
sprintf_s(temp,"Blt Error:%s",DXGetErrorString(hret));
MessageBox(NULL,temp,"ERROR",0);
return false;
}
12.随机设置32位色深表面
DD_INIT_STRUCT(ddsd);
if(FAILED(lpDDSPrimary->Lock(NULL,&ddsd,DDLOCK_SURFACEMEMORYPTR|DDLOCK_WAIT,NULL)))
return false;
int memPitch=(int)(ddsd.lPitch>>2);
UNINT *video_buffer=(UNINT *)ddsd.lpSurface;
for (int i=0;i<1000;i++)
{
int x=rand()%m_iWidth;
int y=rand()%m_iHeight;
int red=rand()%256;
int green=rand()%256;
int blue=rand()%256;
Plot_Pixel_32(x,y,0,red,green,blue,video_buffer,memPitch);
}
if(FAILED(lpDDSPrimary->Unlock(NULL)))
return false;
13.HDC载入位图到表面
HBITMAP hBitmap;
hBitmap = (HBITMAP)LoadImage(NULL, "test.bmp", IMAGE_BITMAP, 0, 0, LR_LOADFROMFILE);
HDC hdcImage;
HDC hdc;
BITMAP bm;
lpBackBuffer->Restore();
hdcImage = CreateCompatibleDC(NULL);
SelectObject(hdcImage, hBitmap);
GetObject(hBitmap, sizeof(bm), &bm);
lpBackBuffer->GetDC(&hdc);
BitBlt(hdc, 0, 0, 800, 600, hdcImage, 0, 0, SRCCOPY);
lpBackBuffer->ReleaseDC(hdc);
DeleteDC(hdcImage);
14.清空一个页面
DDBLTFX ddBltFx;
ddBltFx.dwSize=sizeof(DDBLTFX);
ddBltFx.dwFillPixel=0;
DDS[SBuffer]->Blt(NULL,NULL,NULL,DDBLT_WAIT|DDBLT_COLORFILL,&ddBltFx);
转载来自: http://www.cnblogs.com/gamesky/archive/2012/07/28/2612865.html