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[em4]刚接触D3D 小弟不才
[em17]书上代码是DX8的
EnumAdapterModes ( D3DADAPTER_DEFAULT , D3DFMT_X8R8G8B8, nDisplayMode , &mode ) ;
函数DX9 和DX8 有点不一样 改不成……求解
//Example2_3
//main.cpp
//Ernest Pazera
//08OCT2001
//TGO-02-B, C, D
//Libs: d3d8.lib
#include <windows.h> //include windows stuff
#include <stdio.h> //standard input/output
#include "D3D9.h" //include direct3d8 stuff
#include "d3dfmtutils.h" //include format utility functions
//constants
//window class name
const char* WINDOWCLASS = "3D42DGP" ;
//window title
const char* WINDOWTITLE = "Example 2.3 (TGO-02-B, C, D): Viewports and Presenting" ;
//screen width and height
const int SCREENWIDTH = 640 ;
const int SCREENHEIGHT = 480 ;
//cell columns and rows
const int CELLCOLUMNS = 10 ;
const int CELLROWS = 10 ;
//cell width
const int CELLWIDTH = SCREENWIDTH / CELLCOLUMNS ;
//cell height
const int CELLHEIGHT = SCREENHEIGHT / CELLROWS ;
//globals
//instance handle
HINSTANCE g_hInstance = NULL ;
//window handle
HWND g_hWnd = NULL ;
//IDirect3D9 pointer
IDirect3D9* g_pd3d = NULL ;
//device type in use
D3DDEVTYPE g_devtype ;
//device pointer
IDirect3DDevice9* g_pd3ddev = NULL ;
//main viewport
D3DVIEWPORT9 g_vpmain ;
//cell viewports
D3DRECT g_rccells [ CELLCOLUMNS ] [ CELLROWS ] ;
//game map
bool g_map [ CELLCOLUMNS ] [ CELLROWS ] ;
//function prototypes
//winmain
int WINAPI WinMain ( HINSTANCE hInstance , HINSTANCE hPrevInstance , LPSTR lpCmdLine , int nShowCmd ) ;
//window procedure
LRESULT CALLBACK TheWindowProc ( HWND hWnd , UINT uMsg , WPARAM wParam , LPARAM lParam ) ;
//initialization
void Prog_Init ( ) ;
//clean up
void Prog_Done ( ) ;
//redraw frame
void RedrawFrame ( ) ;
//clear the map
void ClearMap ( ) ;
//make a move
void MakeMove ( int x , int y ) ;
//window procedure
LRESULT CALLBACK TheWindowProc ( HWND hWnd , UINT uMsg , WPARAM wParam , LPARAM lParam )
{
//which message did we get?
switch ( uMsg )
{
case WM_KEYDOWN: //a key has been pressed
{
//if escape pressed, destroy window
if ( wParam == VK_ESCAPE ) DestroyWindow ( hWnd ) ;
//return 0
return ( 0 ) ;
} break ;
case WM_LBUTTONDOWN: //left mouse button press
{
//grab x and y coordinates
int x = LOWORD ( lParam ) ;
int y = HIWORD ( lParam ) ;
//calulate cell
x /= CELLWIDTH ;
y /= CELLHEIGHT ;
//make a move
MakeMove ( x , y ) ;
//refresh frame
RedrawFrame ( ) ;
//return 0
return ( 0 ) ;
} break ;
case WM_DESTROY : //window being destroyed
{
//quit
PostQuitMessage ( 0 ) ;
//message handled, return 0
return ( 0 ) ;
} break ;
default: //all other messages, send to default handler
return ( DefWindowProc ( hWnd , uMsg , wParam , lParam ) ) ;
}
}
//winmain
int WINAPI WinMain ( HINSTANCE hInstance , HINSTANCE hPrevInstance , LPSTR lpCmdLine , int nShowCmd )
{
//grab instance handle
g_hInstance = hInstance ;
//redirect stderr and stdout output
freopen ( "stdout.txt" , "w" , stdout ) ;
//fill in window class
WNDCLASSEX wc ;
wc.cbClsExtra = 0 ; //no extra class information
wc.cbSize = sizeof ( WNDCLASSEX ) ; //size of structure
wc.cbWndExtra = 0 ; //no extra window information
wc.hbrBackground = ( HBRUSH ) GetStockObject ( BLACK_BRUSH ) ; //black brush
wc.hCursor = LoadCursor ( NULL , MAKEINTRESOURCE ( IDC_ARROW ) ) ; //arrow cursor
wc.hIcon = NULL ; //no icon
wc.hIconSm = NULL ; //no small icon
wc.hInstance = g_hInstance ; //instance handle
wc.lpfnWndProc = TheWindowProc ; //window procedure
wc.lpszClassName = WINDOWCLASS ; //name of class
wc.lpszMenuName = NULL ; //no menu
wc.style = CS_HREDRAW | CS_VREDRAW | CS_DBLCLKS | CS_OWNDC ; //class styles
//register window class
RegisterClassEx ( &wc ) ;
//create window
g_hWnd = CreateWindowEx ( 0 , WINDOWCLASS , WINDOWTITLE , WS_POPUP , 0 , 0 , 640 , 480 , NULL , NULL , g_hInstance , NULL ) ;
//show the window
ShowWindow ( g_hWnd , nShowCmd ) ;
//initialization
Prog_Init ( ) ;
MSG msg ;
//message pump
for ( ; ; )
{
//check for a message
if ( PeekMessage( &msg , NULL , 0 , 0 , PM_REMOVE ) )
{
//message exists
//check for quit message
if ( msg.message == WM_QUIT ) break ;
//translate the message
TranslateMessage ( &msg ) ;
//dispatch the message
DispatchMessage ( &msg ) ;
}
}
//clean up
Prog_Done ( ) ;
//exit
return ( msg.wParam ) ;
}
//initialization
void Prog_Init ( )
{
//seed the random generator
srand ( GetTickCount ( ) ) ;
//create the IDirect3D8 object
g_pd3d = Direct3DCreate9 ( D3D_SDK_VERSION ) ;
//error check
if ( g_pd3d )
{
//success
fprintf ( stdout , "IDirect3D9 object created successfully.\n" ) ;
}
else
{
//failure
fprintf ( stdout , "IDirect3D9 object creation failed.\n" ) ;
//cannot proceed, so return
return ;
}
//find display mode
D3DDISPLAYMODE mode ;
UINT nDisplayModeCount = g_pd3d->GetAdapterCount ( ) ;//fprintf(stdout,"displaymode count: %d\n",nDisplayModeCount);
//loop through display modes
for ( UINT nDisplayMode = 0 ; nDisplayMode < nDisplayModeCount ; nDisplayMode ++ )
{
//check next display mode
g_pd3d->EnumAdapterModes ( D3DADAPTER_DEFAULT , D3DFMT_X8R8G8B8, nDisplayMode , &mode ) ;
//if it matches desired screen width, break out of loop
if ( mode.Width == SCREENWIDTH && mode.Height == SCREENHEIGHT ) break ;
}
//check for proper sized mode
if ( mode.Width != SCREENWIDTH || mode.Height != SCREENHEIGHT )
{
//did not find mode
//post quit message
PostQuitMessage ( 0 ) ;
//report
fprintf ( stdout , "Did not find display mode!\n" ) ;
// return
return ;
}
else
{
//found mode
//report
fprintf ( stdout , "Found display mode.\n" ) ;
}
//set up presentation parameters
D3DPRESENT_PARAMETERS parms;
//back buffer information
parms.BackBufferWidth = mode.Width ; //use mode width
parms.BackBufferHeight = mode.Height ; //use mode height
parms.BackBufferFormat = mode.Format ; //use format of mode
parms.BackBufferCount = 1 ; //make one back buffer
//multisampling
parms.MultiSampleType = D3DMULTISAMPLE_NONE ;
//swap effect
parms.SwapEffect = D3DSWAPEFFECT_COPY ; //we want to copy from back buffer to screen
//destination window
parms.hDeviceWindow = g_hWnd ;
parms.Windowed = FALSE ;
//depth buffer information
parms.EnableAutoDepthStencil = FALSE ;
parms.AutoDepthStencilFormat = D3DFMT_UNKNOWN ;
//flags
parms.Flags = 0 ;
//refresh rate and presentation interval
parms.FullScreen_RefreshRateInHz = mode.RefreshRate ; //use mode's refresh rate
parms.PresentationInterval = D3DPRESENT_INTERVAL_DEFAULT ;
//attempt to create a HAL device
HRESULT hr ; //store return values in this variable
hr = g_pd3d->CreateDevice ( D3DADAPTER_DEFAULT , D3DDEVTYPE_HAL , g_hWnd , D3DCREATE_SOFTWARE_VERTEXPROCESSING , &parms , &g_pd3ddev ) ;
//error check
if ( FAILED ( hr ) )
{
//could not create HAL device
fprintf ( stdout , "Could not create HAL device!\n" ) ;
//attempt to make REF device
hr = g_pd3d->CreateDevice ( D3DADAPTER_DEFAULT , D3DDEVTYPE_REF , g_hWnd , D3DCREATE_SOFTWARE_VERTEXPROCESSING , &parms , &g_pd3ddev ) ;
if ( FAILED ( hr ) )
{
//could not create REF device
fprintf ( stdout , "Could not create REF device!\n" ) ;
//post a quit message
PostQuitMessage ( 0 ) ;
}
else
{
//successfully made REF device, store this value in a global
g_devtype = D3DDEVTYPE_REF ;
//report
fprintf ( stdout , "Successfully created REF device.\n" ) ;
}
}
else
{
//successfully made a HAL device, store this value in a global
g_devtype = D3DDEVTYPE_HAL ;
//report
fprintf ( stdout , "Successfully created HAL device.\n" ) ;
}
//set up viewports
//main viewport
g_vpmain.X = 0 ;
g_vpmain.Y = 0 ;
g_vpmain.Width = SCREENWIDTH ;
g_vpmain.Height = SCREENHEIGHT ;
g_vpmain.MinZ = 0.0f ;
g_vpmain.MaxZ = 1.0f ;
//set the viewport
g_pd3ddev->SetViewport ( &g_vpmain ) ;
//cell RECTs
//loop through columns
for ( int x = 0 ; x < CELLCOLUMNS ; x ++ )
{
//loop through rows
for ( int y = 0 ; y < CELLROWS ; y ++ )
{
//set up viewport
g_rccells [ x ] [ y ].x1 = CELLWIDTH * x + 1 ;
g_rccells [ x ] [ y ].y1 = CELLHEIGHT * y + 1 ;
g_rccells [ x ] [ y ].x2 =g_rccells [ x ] [ y ].x1 + CELLWIDTH - 2 ;
g_rccells [ x ] [ y ].y2 = g_rccells [ x ] [ y ].y1 + CELLHEIGHT - 2 ;
}
}
//set up the map
ClearMap ( ) ;//clear out the map
for ( int i = 0 ; i < 10 ; i ++ )//make 10 random moves
{
MakeMove ( rand ( ) % CELLCOLUMNS , rand ( ) % CELLROWS ) ;
}
//redraw the frame
RedrawFrame ( ) ;
}
//clean up
void Prog_Done ( )
{
//safe release of device
if ( g_pd3ddev )
{
//release
g_pd3ddev->Release ( ) ;
//set to null
g_pd3ddev = NULL ;
//report
fprintf ( stdout , "IDirect3DDevice8 object released.\n" ) ;
}
//safe release of IDirect3D8 object
if ( g_pd3d )
{
//release
g_pd3d->Release ( ) ;
//set to null
g_pd3d = NULL ;
//report action
fprintf ( stdout , "IDirect3D8 object released.\n" ) ;
}
}
//redraw frame
void RedrawFrame ( )
{
//clear the screen
g_pd3ddev->Clear ( 0 , NULL , D3DCLEAR_TARGET , D3DCOLOR_XRGB ( 128 , 128 , 128 ) , 0.0f, 0 ) ;
D3DCOLOR col ;
//clear the cells
for ( int x = 0 ; x < CELLCOLUMNS ; x ++ )
{
for ( int y = 0 ; y < CELLCOLUMNS ; y ++ )
{
//set the cell viewport
g_pd3ddev->SetViewport ( &g_vpmain ) ;
//unlit color
col = D3DCOLOR_XRGB ( 0 , 0 , 255 ) ;
//lit color
if ( g_map [ x ] [ y ] ) col = D3DCOLOR_XRGB ( 255 , 255 , 0 ) ;
//clear the viewport
g_pd3ddev->Clear ( 1 , &g_rccells [ x ] [ y ] , D3DCLEAR_TARGET , col , 0.0f, 0 ) ;
}
}
//present the scene
g_pd3ddev-> resent ( NULL , NULL , NULL , NULL ) ;
}
//clear the map
void ClearMap ( )
{
//clear out map cells to false
for ( int x = 0 ; x < CELLCOLUMNS ; x ++ )
{
for ( int y = 0 ; y < CELLROWS ; y ++ )
{
g_map [ x ] [ y ] = false ;
}
}
}
//make a move
void MakeMove ( int x , int y )
{
//toggle center cell
g_map [ x ] [ y ] = ! g_map [ x ] [ y ] ;
//toggle cell to left
if ( x > 0 ) g_map [ x - 1 ] [ y ] = ! g_map [ x - 1 ] [ y ] ;
//toggle cell to right
if ( x < CELLCOLUMNS - 1 ) g_map [ x + 1 ] [ y ] = ! g_map [ x + 1 ] [ y ] ;
//toggle cell above
if ( y > 0 ) g_map [ x ] [ y - 1 ] = ! g_map [ x ] [ y - 1 ] ;
//toggle cell below
if ( y < CELLROWS - 1 ) g_map [ x ] [ y + 1 ] = ! g_map [ x ] [ y + 1 ] ;
}
[em4] [em4] |
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