天行健 君子当自强而不息

坐标系与基本图元(8)

全屏幕显示

游戏程序通常都是运行在全屏幕模式下,进行全屏显示的关键是使用全屏显示的渲染设备。创建全屏显示模式渲染设备同窗口模式渲染设备基本相同,区别是将d3dpp.Windowed设置为FALSE,告诉Direct3D系统,将要创建的是全屏模式渲染设备。此外,还需要明确指定后台缓冲区的大小和格式,这和创建窗口模式渲染设备是不相同的,在创建窗口模式渲染设备时可将后台缓冲区格式设置为D3DFMT_UNKNOWN,后台缓冲区大小也可取默认值,而在创建全屏模式渲染设备时这些都需要明确指定。

首先调用函数GetAdapterDisplayMode()获得显示器当前的显示模式:

Retrieves the current display mode of the adapter.

HRESULT GetAdapterDisplayMode(
UINT Adapter,
D3DDISPLAYMODE * pMode
);

Parameters

Adapter
[in] Ordinal number that denotes the display adapter to query. D3DADAPTER_DEFAULT is always the primary display adapter.
pMode
[in, out] Pointer to a D3DDISPLAYMODE structure, to be filled with information describing the current adapter's mode.

Return Values

If the method succeeds, the return value is D3D_OK.

If Adapter is out of range or pMode is invalid, this method returns D3DERR_INVALIDCALL.

Remarks

IDirect3D9::GetAdapterDisplayMode will not return the correct format when the display is in an extended format, such as 2:10:10:10. Instead, it returns the format X8R8G8B8.

Describes the display mode.

typedef struct D3DDISPLAYMODE {
UINT Width;
UINT Height;
UINT RefreshRate;
D3DFORMAT Format;
} D3DDISPLAYMODE, *LPD3DDISPLAYMODE;

Members

Width
Screen width, in pixels.
Height
Screen height, in pixels.
RefreshRate
Refresh rate. The value of 0 indicates an adapter default.
Format
Member of the D3DFORMAT enumerated type, describing the surface format of the display mode.

 

运行截图:

 

完整源代码:

#include <d3d9.h>

#define CLASS_NAME    "GameApp"

#define release_com(p)    do { if(p) { (p)->Release(); (p) = NULL; } } while(0)

IDirect3D9
*                g_d3d;
IDirect3DDevice9
*        g_device;
IDirect3DVertexBuffer9
* g_vertex_buffer;

struct sCustomVertex
{
    
float x, y, z, rhw;
    DWORD color;
};

#define D3DFVF_CUSTOM_VERTEX (D3DFVF_XYZRHW | D3DFVF_DIFFUSE) 

void init_vertices()
{
    sCustomVertex vertices[] 
=
    {
        { 
100.0f,  650.0f0.5f1.0f0xffff0000, },
        { 
500.0f,  100.0f0.5f1.0f0xff00ff00, }, 
        { 
900.0f,  650.0f0.5f1.0f0xff0000ff, },
    };

    
// push vertex data into vertex buffer

    g_device
->CreateVertexBuffer(sizeof(vertices), 0, D3DFVF_CUSTOM_VERTEX, D3DPOOL_DEFAULT, &g_vertex_buffer, NULL);

    
void* ptr;

    g_vertex_buffer
->Lock(0sizeof(vertices), (void**)&ptr, 0);
    memcpy(ptr, vertices, 
sizeof(vertices));
    g_vertex_buffer
->Unlock();
}

bool init_d3d(HWND hwnd)
{
    g_d3d 
= Direct3DCreate9(D3D_SDK_VERSION);

    
if(g_d3d == NULL)
        
return false;

    D3DPRESENT_PARAMETERS d3dpp;
    ZeroMemory(
&d3dpp, sizeof(d3dpp));

    D3DDISPLAYMODE display_mode;
    g_d3d
->GetAdapterDisplayMode(D3DADAPTER_DEFAULT, &display_mode);

    d3dpp.Windowed            
= FALSE;
    d3dpp.SwapEffect        
= D3DSWAPEFFECT_DISCARD;
    d3dpp.BackBufferWidth    
= display_mode.Width;
    d3dpp.BackBufferHeight    
= display_mode.Height;
    d3dpp.BackBufferFormat    
= display_mode.Format;
    
    
if(FAILED(g_d3d->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hwnd, D3DCREATE_SOFTWARE_VERTEXPROCESSING,
                                  
&d3dpp, &g_device)))
    {
        
return false;
    }

    init_vertices();

    
return true;
}

void cleanup()
{    
    release_com(g_vertex_buffer);
    release_com(g_device);
    release_com(g_d3d);
}

void render()
{    
    g_device
->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(555), 1.0f0);    

    g_device
->BeginScene();

    g_device
->SetStreamSource(0, g_vertex_buffer, 0sizeof(sCustomVertex));
    g_device
->SetFVF(D3DFVF_CUSTOM_VERTEX);    
    g_device
->DrawPrimitive(D3DPT_TRIANGLELIST, 01);

    g_device
->EndScene();

    g_device
->Present(NULL, NULL, NULL, NULL);
}

LRESULT WINAPI WinProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
    
switch(msg)
    {
    
case WM_KEYDOWN:
        
switch(wParam)
        {    
        
case VK_ESCAPE:
            DestroyWindow(hwnd);
            
break;
        }    
        
break;

    
case WM_DESTROY:        
        PostQuitMessage(
0);
        
return 0;
    }

    
return DefWindowProc(hwnd, msg, wParam, lParam);
}

int WINAPI WinMain(HINSTANCE inst, HINSTANCE, LPSTR, INT)
{
    WNDCLASSEX wc;

    wc.cbSize            
= sizeof(WNDCLASSEX);
    wc.style            
= CS_CLASSDC;
    wc.lpfnWndProc        
= WinProc;
    wc.cbClsExtra        
= 0;
    wc.cbWndExtra        
= 0;
    wc.hInstance        
= inst;
    wc.hIcon            
= NULL;
    wc.hCursor            
= NULL;
    wc.hbrBackground    
= NULL;
    wc.lpszMenuName        
= NULL;
    wc.lpszClassName    
= CLASS_NAME;
    wc.hIconSm            
= NULL;

    
if(! RegisterClassEx(&wc))
        
return -1;

    HWND hwnd 
= CreateWindow(CLASS_NAME, "Direct3D App", WS_OVERLAPPEDWINDOW, 200100600500,
                             NULL, NULL, wc.hInstance, NULL);

    
if(hwnd == NULL)
        
return -1;

    
if(init_d3d(hwnd))
    {
        ShowWindow(hwnd, SW_SHOWDEFAULT);
        UpdateWindow(hwnd);

        MSG msg;
        ZeroMemory(
&msg, sizeof(msg));

        
while(msg.message != WM_QUIT)
        {
            
if(PeekMessage(&msg, NULL, 00, PM_REMOVE))
            {
                TranslateMessage(
&msg);
                DispatchMessage(
&msg);
            }
                
            render();
        }
    }

    cleanup();

    UnregisterClass(CLASS_NAME, wc.hInstance);    

    
return 0;
}

 

posted on 2008-05-01 13:17 lovedday 阅读(595) 评论(0)  编辑 收藏 引用


只有注册用户登录后才能发表评论。
网站导航: 博客园   IT新闻   BlogJava   博问   Chat2DB   管理


公告

导航

统计

常用链接

随笔分类(178)

3D游戏编程相关链接

搜索

最新评论