简单地学习了四个API:
HRESULT CreateOffscreenPlainSurface(
[in] UINT Width, // 宽度
[in] UINT Height, // 高度
[in] D3DFORMAT Format, // 像素格式
[in] D3DPOOL Pool, // 内存池类型
[out, retval] IDirect3DSurface9 **ppSurface, // 返回的表面的指针
[in] HANDLE *pSharedHandle // 一般为NULL
);
HRESULT GetBackBuffer(
[in] UINT iSwapChain, // 交换链索引,0为默认的交换链
[in] UINT BackBuffer, // 后备缓冲索引,从0开始,指定要得到的后备缓冲
[in] D3DBACKBUFFER_TYPE Type, // DX只支持D3DBACKBUFFER_TYPE_MONO
[out, retval] IDirect3DSurface9 **ppBackBuffer// 返回的指针
);
HRESULT ColorFill(
[in] IDirect3DSurface9 *pSurface, // 要填充的表面
[in] const RECT *pRect, // 填充的矩形
[in] D3DCOLOR color // 填充的颜色
);
HRESULT StretchRect(
[in] IDirect3DSurface9 *pSourceSurface, // 源表面
[in] const RECT *pSourceRect, // 源表面的矩形
[in] IDirect3DSurface9 *pDestSurface, // 目的表面
[in] const RECT *pDestRect, // 目的表面的矩形
[in] D3DTEXTUREFILTERTYPE Filter // 过滤
);
#include <windows.h>
#include <d3dx9.h> #define SCREEN_W 800
#define SCREEN_H 600
#define APPNAME "myGame"
#define CLASSNAME "wndClass" IDirect3D9 *pD3D = NULL;
IDirect3DDevice9 *pD3DDev = NULL;
IDirect3DSurface9* pSur = NULL;
IDirect3DSurface9* pBackSur = NULL; #define SAFE_RELEASE(p) \
if (p) { \
p->Release(); \
p = NULL; \
} LRESULT WINAPI WndProc(HWND hWnd,UINT msg,WPARAM wParam,LPARAM lParam)
{
PAINTSTRUCT ps;
switch (msg)
{
// case WM_PAINT:
// {
// BeginPaint(hWnd,&ps);
// EndPaint(hWnd,&ps);
// return 0;
// }
case WM_DESTROY:
{
PostQuitMessage();
return ;
}
} return DefWindowProc(hWnd,msg,wParam,lParam);
}
void initWndClass(HINSTANCE hInstance,WNDCLASSEX &wndClass)
{
wndClass.cbSize = sizeof(WNDCLASSEX);
wndClass.style = CS_HREDRAW | CS_VREDRAW;
wndClass.lpfnWndProc = WndProc;
wndClass.cbClsExtra = ;
wndClass.cbWndExtra = ;
wndClass.hInstance = hInstance;
wndClass.hIcon = LoadIcon(NULL,IDI_APPLICATION);
wndClass.hCursor = LoadCursor(NULL,IDC_ARROW);
wndClass.hbrBackground = (HBRUSH)GetStockObject(GRAY_BRUSH);
wndClass.lpszClassName = TEXT(CLASSNAME);
wndClass.lpszMenuName = NULL;
wndClass.hIconSm = LoadIcon(NULL,IDI_WINLOGO);
} bool initD3D(HWND hWnd)
{ // 主要目的是获取设备,为调用下面的函数做很多准备。
// 比如 获取IDirect3D9 ,获取支持的顶点处理,填充后备缓冲相关参数等。 // IDirect3D9::CreateDevice(
//UINT Adapter,
//D3DDEVTYPE DeviceType,
//HWND hFocusWindow,
//DWORD BehaviorFlags,
//D3DPRESENT_PARAMETERS *pPresentationParameters,
//IDirect3DDevice9 ** ppReturnDeviceInterface
//); // 第一步 获取 IDirect3D9 接口
// Direct3DCreate9(D3D_SDK_VERSION);
pD3D = Direct3DCreate9(D3D_SDK_VERSION);
if (NULL == pD3D)
{
MessageBox(NULL,TEXT("NULL == pD3D"),NULL,MB_OK);
return false;
}
// 第二步 确定显卡是否支持顶点转换和光照
// 通过获取设备性能,里面包含顶点处理,纹理,shader等信息。
// pD3D->GetDeviceCaps(D3DADAPTER_DEFAULT,D3DDEVTYPE_HAL,&caps)
// caps.DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT
D3DCAPS9 caps;
pD3D->GetDeviceCaps(D3DADAPTER_DEFAULT,D3DDEVTYPE_HAL,&caps); int vp = ;
if (caps.DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT)
{
vp = D3DCREATE_HARDWARE_VERTEXPROCESSING;
}
else
{
vp = D3DCREATE_SOFTWARE_VERTEXPROCESSING;
} // 第三步 填充显示参数,主要是和后备缓冲相关的设置。
D3DPRESENT_PARAMETERS d3dpp;
d3dpp.AutoDepthStencilFormat = D3DFMT_D24S8;
d3dpp.BackBufferCount = ;
d3dpp.BackBufferFormat = D3DFMT_A8R8G8B8;
d3dpp.BackBufferHeight = SCREEN_H;
d3dpp.BackBufferWidth = SCREEN_W;
d3dpp.EnableAutoDepthStencil = true;
//d3dpp.FullScreen_RefreshRateInHz = 0; // 屏幕刷新频率,默认值即可
d3dpp.FullScreen_RefreshRateInHz = D3DPRESENT_RATE_DEFAULT; // 屏幕刷新频率,默认值即可
d3dpp.Windowed = true;
d3dpp.hDeviceWindow = hWnd; // 窗口句柄。
d3dpp.MultiSampleQuality = ;
d3dpp.MultiSampleType = D3DMULTISAMPLE_NONE;
//d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_DEFAULT;
// D3DPRESENT_INTERVAL_IMMEDIATE 图形绘制完后立即显示,实时的,可以提高帧率,但过快会产生图形撕裂。
// D3DPRESENT_INTERVAL_DEFAULT 则需等待屏幕刷新完后绘制
d3dpp.Flags = ; // 附加特性一般为0. // d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; // 这个一定要赋值(即使初始化为0),枚举值从1开始
d3dpp.SwapEffect = D3DSWAPEFFECT_COPY; // 这个一定要赋值(即使初始化为0),枚举值从1开始
//d3dpp.SwapEffect = D3DSWAPEFFECT_FLIP; // 这个一定要赋值(即使初始化为0),枚举值从1开始
// 使用FLIP 屏幕有很强的抖动,难道是交换链的切换和显示不同步所致??。
// // 第四步 创建设备。 // IDirect3D9::CreateDevice(
//UINT Adapter,
//D3DDEVTYPE DeviceType,
//HWND hFocusWindow,
//DWORD BehaviorFlags,
//D3DPRESENT_PARAMETERS *pPresentationParameters,
//IDirect3DDevice9 ** ppReturnDeviceInterface
//); pD3D->CreateDevice(
D3DADAPTER_DEFAULT,
D3DDEVTYPE_HAL,
hWnd,
vp,
&d3dpp,
&pD3DDev
); if (NULL == pD3DDev)
{
MessageBox(NULL,TEXT("NULL == pD3DDev"),NULL,MB_OK);
return false;
} return true;
} void Release()
{
SAFE_RELEASE(pD3D);
SAFE_RELEASE(pD3DDev);
SAFE_RELEASE(pSur);
SAFE_RELEASE(pBackSur);
} void initSurface()
{
if (pD3DDev)
{
pD3DDev->CreateOffscreenPlainSurface(
,,D3DFMT_A8R8G8B8,
D3DPOOL_DEFAULT,
&pSur,
NULL);
pD3DDev->GetBackBuffer(,,D3DBACKBUFFER_TYPE_MONO,&pBackSur);
// GetBackBuffer()得到的是后备缓冲表面的指针。
pD3DDev->Clear(,,D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER,D3DCOLOR_ARGB(,,,),1.0, );
}
}
void Render()
{
if (pD3DDev)
{
//pD3DDev->Clear(0,0,D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER,D3DCOLOR_ARGB(0,0,0,0),1.0,0 ); pD3DDev->ColorFill(pSur,NULL,D3DCOLOR_ARGB(,rand() % ,rand() % ,rand() % )); // 目的表面随机一个矩形
RECT rect;
rect.left = rand() % SCREEN_W;
rect.top = rand() % SCREEN_H;
rect.right = rect.left + rand() % (SCREEN_W - rect.left);
rect.bottom = rect.top + rand() % (SCREEN_H - rect.top); pD3DDev->BeginScene(); if (pSur && pBackSur)
{
pD3DDev->StretchRect(pSur,NULL,pBackSur,&rect,D3DTEXF_NONE);
// StretchRect()
// 它要求源和目的表面的内存池类型为D3DPOOL_DEFAULT。
// 并且不能再同一表面操作:。
} pD3DDev->EndScene();
pD3DDev->Present(,,,);
}
} int WinMain(HINSTANCE hInstance,HINSTANCE hPrevInstance,LPSTR lpCmdLine,int nShowCmd)
{
HWND hWnd; WNDCLASSEX wndClass;
initWndClass(hInstance,wndClass); RegisterClassEx(&wndClass); hWnd = CreateWindow(
TEXT(CLASSNAME),
TEXT(APPNAME),
WS_OVERLAPPEDWINDOW,
CW_USEDEFAULT,
CW_USEDEFAULT,
SCREEN_W,
SCREEN_H,
NULL,
NULL,
hInstance,
NULL
); if (NULL == hWnd)
{
MessageBox(NULL,TEXT("NULL == hWnd"),NULL,MB_OK);
return ;
} if (!initD3D(hWnd))
{
MessageBox(NULL,TEXT("initD3D"),NULL,MB_OK);
Release();
return ;
} initSurface(); UpdateWindow(hWnd);
ShowWindow(hWnd,nShowCmd);
MSG msg;
while (true)
{
if ( PeekMessage(&msg,NULL,,,PM_REMOVE) )
{
if (WM_QUIT == msg.message)
{
break;
}
TranslateMessage(&msg);
DispatchMessage(&msg);
}
else
{
Render();
}
}
Release();
return msg.lParam;
}