DirectX学习(三)表面
来源:互联网 发布:java des加密算法 编辑:程序博客网 时间:2024/06/07 17:38
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)//GameInitbool Game_Init(HWND hwnd){//初始化D3Dd3d = 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 sthint 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 bufferd3ddev->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 propertiesWNDCLASSEX 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HWNDwc.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 WindowHWND 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
阅读全文
0 0
- DirectX学习(三)表面
- 物理渲染学习笔记(三)——Cook-Torrance微表面模型
- DirectX学习(一)
- 【Unity Shaders】学习笔记之表面着色器(三)
- DirectX学习手记(-)
- DirectX学习手记(二)
- DirectX学习手记(-)
- DirectX学习笔记(一)
- DirectX学习笔记(一)
- 【DirectX】学习笔记(一)
- Windows 8 Directx 开发学习笔记(三)摄像机设置及控制正方体旋转
- DirectX学习笔记(三):利用线框模式绘制可旋转的正方体
- Introduction to 3D Game Programming with DirectX 11学习笔记 5 渲染管线(三)
- DirectX 11 SDK文档(三)
- DirectX 11 SDK文档(三)
- DirectX 学习笔记(1)--什么是DirectX 和DirectX3D?
- DirectX 学习
- DirectX 学习
- 安卓常用的开源第三方库
- shiro默认filter
- Java Web基础知识之Servlet(1):初识Servlet
- dubbo调用中数据丢失问题的记录
- powerdesigner 数据类型与数据库数据类型对应
- DirectX学习(三)表面
- BigDecimal比较大小
- STM32F207上I2C作为从机的硬件中断实现的代码及注释
- python 图像分割
- win10, net framework 3.5 安装报错0x800F081F的解决方法
- Android 异步消息处理机制
- Intellij Ideay一、开启自动编译
- Gradle 入门到精通(三)
- Python学习(0)