DirectX学习(三)表面

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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)//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


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