Direct3D初始化之细节处理

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对于上篇的Direct3D的初始化,还有一些细节要记录一下,不然过几天又忘记了,健忘~~~~~

1.  在CreateDevice函数中要使用一个 D3DPRESENT_PARAMETERS结构,结构的字段含义如下(来自SDK)

typedef struct D3DPRESENT_PARAMETERS {//后台缓冲区的大小,当全屏时大小要根据IDirect3D9::EnumAdapterModes,即等于你显卡支持的模式大小,//非全屏时大小为CreateWindowEX中设置的程序窗口大小(故Windowed==true时,可以不用设置这两个值)UINT BackBufferWidth, BackBufferHeight;//The back buffer format,在窗口模式下一般设置D3DFMT_UNKNOWD3DFORMAT BackBufferFormat;//0 ~ D3DPRESENT_BACK_BUFFERS_MAXUINT BackBufferCount;//D3DMULTISAMPLE_TYPE结构,只有当SwapEffect == D3DSWAPEFFECT_DISCARD,多重采样才会有效//当SwapEffect !=D3DSWAPEFFECT_DISCARD,   MultiSampleType必须为D3DMULTISAMPLE_NONED3DMULTISAMPLE_TYPE MultiSampleType;//Quality level,值为 0 ~ IDirect3D9::CheckDeviceMultiSampleType的返回值DWORD MultiSampleQuality;//if Windowed is TRUE and SwapEffect is set to D3DSWAPEFFECT_FLIP, the runtime will create //one extra back buffer and copy whichever becomes the front buffer at presentation time. //D3DSWAPEFFECT_COPY requires that BackBufferCount be set to 1.//D3DSWAPEFFECT_DISCARD will be enforced in the debug runtime by filling any buffer with noise after it is presented.D3DSWAPEFFECT SwapEffect;//The device window determines the location and size of the back buffer on screenHWND hDeviceWindow;BOOL Windowed;//If this value is TRUE, Direct3D 支持depth-stencil buffer //当这个值为true时 AutoDepthStencilFormat必须为有效的depth-stencil formatBOOL EnableAutoDepthStencil;//只有当EnableAutoDepthStencil时 才有效; 比如EnableAuto... = true, AutoDept...Format = D3DFMT_D24S8D3DFORMAT AutoDepthStencilFormat;//D3DPRESENTFLAG结构DWORD Flags;//窗口模式下这个必须为0.全屏模式下这个为IDirect3D9::EnumAdapterModes.的返回值UINT FullScreen_RefreshRateInHz;UINT PresentationInterval;} D3DPRESENT_PARAMETERS, *LPD3DPRESENT_PARAMETERS;

备注:

1. 对于创建一般的窗口模式的D3D程序,只需要设置 D3DPRESENT_PARAMETERS的

     D3DPRESENT_PARAMETERS d3dpp;     ZeroMemory( &d3dpp, sizeof( d3dpp ) );     d3dpp.Windowed = TRUE;      d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;      d3dpp.BackBufferFormat = D3DFMT_UNKNOW; //窗口模式可以为unknown
2. 创建全屏模式的D3D程序,需要

    D3DPRESENT_PARAMETERS d3dpp;    ZeroMemory( &d3dpp, sizeof( d3dpp ) );    d3dpp.Windowed = FALSE;    d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;    d3dpp.BackBufferFormat = D3DFMT_X8R8G8B8;   //以下三项全屏模式必须要设置    d3dpp.BackBufferWidth = 1280;               //若设置1279 * 1023将会CreateDevice失败    d3dpp.BackBufferHeight = 1024;              //要根据显卡的模式大小设置
3. 如果想在运行中切换全屏和窗口模式,可以
OnLostDevice();pDevice9->Reset(&d3dpp);OnResetDevice();