Programming 2D Games 读书笔记(第三章)

时间:2023-03-10 03:04:33
Programming 2D Games 读书笔记(第三章)

 

示例一:DirectX Window

Graphics类用于初始化Direct 3D

Programming 2D Games 读书笔记(第三章)

主流程:

仅需要粗体部分

    try{
// Create Graphics object
graphics = new Graphics;
// Initialize Graphics, throws GameError
graphics->initialize(hwnd, GAME_WIDTH, GAME_HEIGHT, FULLSCREEN); // main message loop
int done = 0;
while (!done)
{
// PeekMessage,non-blocking method for checking for Windows messages.
if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
{
// look for quit message
if (msg.message == WM_QUIT)
done = 1; // decode and pass messages on to WinProc
TranslateMessage(&msg);
DispatchMessage(&msg);
} else
graphics->showBackbuffer();
}
SAFE_DELETE(graphics); // free memory before exit
return msg.wParam;
}
catch(const GameError &err)
{
MessageBox(NULL, err.getMessage(), "Error", MB_OK);
}
  1. Direct3DCreate9创建IDirect3D9
  2. GetDeviceCaps测试是否支持硬件顶点支持
  3. initD3Dpp初始化D3DPRESENT_PARAMETERS参数
    //=============================================================================
    // Initialize D3D presentation parameters
    //=============================================================================
    void Graphics::initD3Dpp()
    {
    try{
    ZeroMemory(&d3dpp, sizeof(d3dpp)); // fill the structure with 0
    // fill in the parameters we need
    d3dpp.BackBufferWidth = width;
    d3dpp.BackBufferHeight = height;
    if(fullscreen) // if fullscreen
    d3dpp.BackBufferFormat = D3DFMT_X8R8G8B8; // 24 bit color
    else
    d3dpp.BackBufferFormat = D3DFMT_UNKNOWN; // use desktop setting
    d3dpp.BackBufferCount = 1;
    d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
    d3dpp.hDeviceWindow = hwnd;
    d3dpp.Windowed = (!fullscreen);
    d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
    } catch(...)
    {
    throw(GameError(gameErrorNS::FATAL_ERROR,
    "Error initializing D3D presentation parameters")); }
    }
  4. CreateDevice
  5. showBackbuffer
    //=============================================================================
    // Display the backbuffer
    //=============================================================================
    HRESULT Graphics::showBackbuffer()
    {
    result = E_FAIL; // default to fail, replace on success
    // (this function will be moved in later versions)
    // Clear the backbuffer to lime green
    device3d->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0,255,0), 0.0f, 0); // Display backbuffer to screen
    result = device3d->Present(NULL, NULL, NULL, NULL); return result;
    }

 

//=============================================================================
// Initialize DirectX graphics
// throws GameError on error
//=============================================================================
void Graphics::initialize(HWND hw, int w, int h, bool full)
{
hwnd = hw;
width = w;
height = h;
fullscreen = full; //initialize Direct3D
direct3d = Direct3DCreate9(D3D_SDK_VERSION);
if (direct3d == NULL)
throw(GameError(gameErrorNS::FATAL_ERROR, "Error initializing Direct3D")); initD3Dpp(); // init D3D presentation parameters // determine if graphics card supports harware texturing and lighting and vertex shaders
D3DCAPS9 caps;
DWORD behavior;
result = direct3d->GetDeviceCaps(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, &caps);
// If device doesn't support HW T&L or doesn't support 1.1 vertex
// shaders in hardware, then switch to software vertex processing.
if( (caps.DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT) == 0 ||
caps.VertexShaderVersion < D3DVS_VERSION(1,1) )
behavior = D3DCREATE_SOFTWARE_VERTEXPROCESSING; // use software only processing
else
behavior = D3DCREATE_HARDWARE_VERTEXPROCESSING; // use hardware only processing //create Direct3D device
result = direct3d->CreateDevice(
D3DADAPTER_DEFAULT,
D3DDEVTYPE_HAL,
hwnd,
behavior,
&d3dpp,
&device3d); if (FAILED(result))
throw(GameError(gameErrorNS::FATAL_ERROR, "Error creating Direct3D device")); }

示例二:DirectX Full Screen

见initD3Dpp方法的Windowed属性

参考:http://www.cnblogs.com/Clingingboy/archive/2012/07/27/2611651.html

示例三:DirectX Device Capabilities

获取指定显卡支持的显示模式

全屏时检测

  1. GetAdapterModeCount:Returns the number of display modes available on this adapter.
  2. EnumAdapterModes:
  3. Queries the device to determine whether the specified adapter supports the requested format and display mode. This method could be used in a loop to enumerate all the available adapter modes.

bool Graphics::isAdapterCompatible()
{
UINT modes = direct3d->GetAdapterModeCount(D3DADAPTER_DEFAULT,
d3dpp.BackBufferFormat);
for(UINT i=0; i<modes; i++)
{
result = direct3d->EnumAdapterModes( D3DADAPTER_DEFAULT,
d3dpp.BackBufferFormat,
i, &pMode);
if( pMode.Height == d3dpp.BackBufferHeight &&
pMode.Width == d3dpp.BackBufferWidth &&
pMode.RefreshRate >= d3dpp.FullScreen_RefreshRateInHz)
return true;
}
return false;
}