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D3D学习笔记之五---渲染模式的改变,反锯齿,全屏的设置

2009-06-26 15:41 543 查看
这几天有点小忙,好久没有更新了,这次我们要看的东西比较简单,用的新东西不是很多,我就偷点懒,就把代码粘到这里,大家看看,如果有什么地方有疑问呢,我们在讨论。

下面的这个代码实现的是渲染状态的互换,只是调用了一下函数改变了一下着色模式和渲染模式:

//=============================================================================
// Desc: 渲染状态测试
//=============================================================================
#include <d3d9.h>

//-----------------------------------------------------------------------------
// Desc: 全局变量
//-----------------------------------------------------------------------------
LPDIRECT3D9 g_pD3D = NULL; //Direct3D对象
LPDIRECT3DDEVICE9 g_pd3dDevice = NULL; //Direct3D设备对象
LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL; //顶点缓冲区对象
bool g_bFlat = false; //着色模式
int g_iFillmode = 3; //填充模式: 1:点, 2:线, 3:面

//-----------------------------------------------------------------------------
// Desc: 顶点结构
//-----------------------------------------------------------------------------
struct CUSTOMVERTEX
{
FLOAT x, y, z, rhw;
DWORD color;
};
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZRHW|D3DFVF_DIFFUSE)

//-----------------------------------------------------------------------------
// Desc: 初始化Direct3D
//-----------------------------------------------------------------------------
HRESULT InitD3D( HWND hWnd )
{
//创建Direct3D对象, 该对象用于创建Direct3D设备对象
if( NULL == ( g_pD3D = Direct3DCreate9( D3D_SDK_VERSION ) ) )
return E_FAIL;

//设置D3DPRESENT_PARAMETERS结构, 准备创建Direct3D设备对象
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory( &d3dpp, sizeof(d3dpp) );
d3dpp.Windowed = TRUE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;

//创建Direct3D设备对象
if( FAILED( g_pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING,
&d3dpp, &g_pd3dDevice ) ) )
{
return E_FAIL;
}

//在此设置整个程序运行期间不改变的渲染状态

return S_OK;
}

//-----------------------------------------------------------------------------
// Desc: 创建并填充顶点缓冲区
//-----------------------------------------------------------------------------
HRESULT InitVB()
{
//顶点数据
CUSTOMVERTEX vertices[] =
{
{ 100.0f, 400.0f, 0.5f, 1.0f, 0xffff0000, },
{ 300.0f, 50.0f, 0.5f, 1.0f, 0xff00ff00, },
{ 500.0f, 400.0f, 0.5f, 1.0f, 0xff0000ff, },
};

//创建顶点缓冲区
if( FAILED( g_pd3dDevice->CreateVertexBuffer( 3*sizeof(CUSTOMVERTEX),
0, D3DFVF_CUSTOMVERTEX,
D3DPOOL_DEFAULT, &g_pVB, NULL ) ) )
{
return E_FAIL;
}

//填充顶点缓冲区
VOID* pVertices;
if( FAILED( g_pVB->Lock( 0, sizeof(vertices), (void**)&pVertices, 0 ) ) )
return E_FAIL;
memcpy( pVertices, vertices, sizeof(vertices) );
g_pVB->Unlock();

return S_OK;
}

//-----------------------------------------------------------------------------
// Desc: 释放创建的对象
//-----------------------------------------------------------------------------
VOID Cleanup()
{
//释放顶点缓冲区对象
if( g_pVB != NULL )
g_pVB->Release();

//释放Direct3D设备对象
if( g_pd3dDevice != NULL )
g_pd3dDevice->Release();

//释放Direct3D对象
if( g_pD3D != NULL )
g_pD3D->Release();
}

//-----------------------------------------------------------------------------
// Desc: 渲染图形
//-----------------------------------------------------------------------------
VOID Render()
{
//设置着色模式
if(g_bFlat)
g_pd3dDevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_FLAT);
else
g_pd3dDevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD);

//设置填充模式
if(g_iFillmode == 1)
g_pd3dDevice->SetRenderState ( D3DRS_FILLMODE, D3DFILL_POINT );
else if(g_iFillmode == 2)
g_pd3dDevice->SetRenderState ( D3DRS_FILLMODE, D3DFILL_WIREFRAME );
else if(g_iFillmode == 3)
g_pd3dDevice->SetRenderState ( D3DRS_FILLMODE, D3DFILL_SOLID );

//清空后台缓冲区
g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(45, 50, 170), 1.0f, 0 );

//开始在后台缓冲区绘制图形
if( SUCCEEDED( g_pd3dDevice->BeginScene() ) )
{
//在后台缓冲区绘制图形
g_pd3dDevice->SetStreamSource( 0, g_pVB, 0, sizeof(CUSTOMVERTEX) );
g_pd3dDevice->SetFVF( D3DFVF_CUSTOMVERTEX );
g_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLELIST, 0, 1 );

//结束在后台缓冲区渲染图形
g_pd3dDevice->EndScene();
}

//将在后台缓冲区绘制的图形提交到前台缓冲区显示
g_pd3dDevice->Present( NULL, NULL, NULL, NULL );
}

//-----------------------------------------------------------------------------
// Desc: 消息处理
//-----------------------------------------------------------------------------
LRESULT WINAPI MsgProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam )
{
switch( msg )
{
case WM_DESTROY:
Cleanup();
PostQuitMessage( 0 );
return 0;

case WM_LBUTTONDOWN: //单击鼠标左键切换着色模式
g_bFlat = !g_bFlat;
return 0;

case WM_RBUTTONDOWN: //单击鼠标右键切换填充模式
if (g_iFillmode == 1) g_iFillmode = 2;
else if(g_iFillmode == 2) g_iFillmode = 3;
else if(g_iFillmode == 3) g_iFillmode = 1;
return 0;
}

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

//-----------------------------------------------------------------------------
// Desc: 入口函数
//-----------------------------------------------------------------------------
INT WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPSTR, INT )
{
//注册窗口类
WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L,
GetModuleHandle(NULL), NULL, NULL, NULL, NULL,
L"ClassName", NULL };
RegisterClassEx( &wc );

//创建窗口
HWND hWnd = CreateWindow( L"ClassName", L"渲染状态",
WS_OVERLAPPEDWINDOW, 200, 100, 600, 500,
GetDesktopWindow(), NULL, wc.hInstance, NULL );

//初始化Direct3D
if( SUCCEEDED( InitD3D( hWnd ) ) )
{
//创建并填充顶点缓冲区
if( SUCCEEDED( InitVB() ) )
{
//显示窗口
ShowWindow( hWnd, SW_SHOWDEFAULT );
UpdateWindow( hWnd );

//进入消息循环
MSG msg;
ZeroMemory( &msg, sizeof(msg) );
while( msg.message!=WM_QUIT )
{
if( PeekMessage( &msg, NULL, 0U, 0U, PM_REMOVE ) )
{
TranslateMessage( &msg );
DispatchMessage( &msg );
}
else
{
Render(); //渲染图形
}
}
}
}

UnregisterClass( L"ClassName", wc.hInstance );
return 0;
}

这段代码可以编译以后看看显示的效果,其中的着色模式用到了“平面着色模式”和“戈劳德着色模式”。

下面这段代码是启动反锯齿渲染和非反锯齿渲染的状态。可以编译以后看看效果。

//=============================================================================
// Desc: 图形反锯齿
//=============================================================================

#include <d3d9.h>

//-----------------------------------------------------------------------------
// Desc: 全局变量
//-----------------------------------------------------------------------------
LPDIRECT3D9 g_pD3D = NULL; //Direct3D对象
LPDIRECT3DDEVICE9 g_pd3dDevice = NULL; //Direct3D设备对象
LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL; //顶点缓冲区对象
bool antiAlisa = true; //标志是否进行反锯齿

//-----------------------------------------------------------------------------
// Desc: 顶点结构
//-----------------------------------------------------------------------------
struct CUSTOMVERTEX
{
FLOAT x, y, z, rhw;
DWORD color;
};
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZRHW|D3DFVF_DIFFUSE)

//-----------------------------------------------------------------------------
// Desc: 初始化Direct3D
//-----------------------------------------------------------------------------
HRESULT InitD3D( HWND hWnd )
{
HRESULT hr = S_OK;

//创建Direct3D对象, 该对象用来创建Direct3D设备对象
if( NULL == ( g_pD3D = Direct3DCreate9( D3D_SDK_VERSION ) ) )
return E_FAIL;

//设置D3DPRESENT_PARAMETERS结构, 准备创建Direct3D设备对象
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory( &d3dpp, sizeof(d3dpp) );
d3dpp.Windowed = TRUE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
d3dpp.MultiSampleType = D3DMULTISAMPLE_4_SAMPLES;

//创建Direct3D设备对象
if(FAILED(g_pD3D->CheckDeviceMultiSampleType (D3DADAPTER_DEFAULT,D3DDEVTYPE_HAL,D3DFMT_X8R8G8B8,FALSE,D3DMULTISAMPLE_4_SAMPLES,NULL)))
{
MessageBox(hWnd, L"硬件不支持多采样反锯齿!/n采用参考设备!", L"AntiAlisa", 0);
hr = g_pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_REF, hWnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING,
&d3dpp, &g_pd3dDevice );
}
else
{
hr = g_pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING,
&d3dpp, &g_pd3dDevice );
}

//在此设置整个程序运行期间不变换的渲染状态

return hr;
}

//-----------------------------------------------------------------------------
// Desc: 创建并填充顶点缓冲区
//-----------------------------------------------------------------------------
HRESULT InitVB()
{
//顶点数据
CUSTOMVERTEX vertices[] =
{
{ 50.0f, 250.0f, 0.5f, 1.0f, 0xffff0000, },
{ 150.0f, 50.0f, 0.5f, 1.0f, 0xff00ff00, },
{ 250.0f, 250.0f, 0.5f, 1.0f, 0xff0000ff, },

};

//创建顶点缓冲区
if( FAILED( g_pd3dDevice->CreateVertexBuffer( 3*sizeof(CUSTOMVERTEX),
0, D3DFVF_CUSTOMVERTEX,
D3DPOOL_DEFAULT, &g_pVB, NULL ) ) )
{
return E_FAIL;
}

//填充顶点缓冲区
VOID* pVertices;
if( FAILED( g_pVB->Lock( 0, sizeof(vertices), (void**)&pVertices, 0 ) ) )
return E_FAIL;
memcpy( pVertices, vertices, sizeof(vertices) );
g_pVB->Unlock();

return S_OK;
}

//-----------------------------------------------------------------------------
// Desc: 释放创建的对象
//-----------------------------------------------------------------------------
VOID Cleanup()
{
//释放顶点缓冲区对象
if( g_pVB != NULL )
g_pVB->Release();

//释放Direct3D设备对象
if( g_pd3dDevice != NULL )
g_pd3dDevice->Release();

//释放Direct3D对象
if( g_pD3D != NULL )
g_pD3D->Release();
}

//-----------------------------------------------------------------------------
// Desc: 渲染图形
//-----------------------------------------------------------------------------
VOID Render()
{
//设置是否启用图形反锯齿
if(antiAlisa)
g_pd3dDevice->SetRenderState(D3DRS_MULTISAMPLEANTIALIAS,TRUE);
else
g_pd3dDevice->SetRenderState(D3DRS_MULTISAMPLEANTIALIAS,FALSE);

//清空后台缓冲区
g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(45, 50, 170), 1.0f, 0 );

//开始在后台缓冲区绘制图形
if( SUCCEEDED( g_pd3dDevice->BeginScene() ) )
{
//在后台缓冲区绘制图形
g_pd3dDevice->SetStreamSource( 0, g_pVB, 0, sizeof(CUSTOMVERTEX) );
g_pd3dDevice->SetFVF( D3DFVF_CUSTOMVERTEX );
g_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLELIST, 0, 1 );

//结束在后台缓冲区渲染图形
g_pd3dDevice->EndScene();
}

//将在后台缓冲区绘制的图形提交到前台缓冲区显示
g_pd3dDevice->Present( NULL, NULL, NULL, NULL );
}

//-----------------------------------------------------------------------------
// Desc: 消息处理
//-----------------------------------------------------------------------------
LRESULT WINAPI MsgProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam )
{
switch( msg )
{
case WM_DESTROY:
Cleanup();
PostQuitMessage( 0 );
return 0;

case WM_LBUTTONDOWN: //单击鼠标左键切换是否采用图形反锯齿
antiAlisa = !antiAlisa;
return 0;
}

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

//-----------------------------------------------------------------------------
// Desc: 入口函数
//-----------------------------------------------------------------------------
INT WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPSTR, INT )
{
//注册窗口类
WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L,
GetModuleHandle(NULL), NULL, NULL, NULL, NULL,
L"ClassName", NULL };
RegisterClassEx( &wc );

//创建窗口
HWND hWnd = CreateWindow( L"ClassName", L"图形反锯齿",
WS_OVERLAPPEDWINDOW, 200, 100, 300, 300,
GetDesktopWindow(), NULL, wc.hInstance, NULL );

//初始化Direct3D
if( SUCCEEDED( InitD3D( hWnd ) ) )
{
//创建并填充顶点缓冲区
if( SUCCEEDED( InitVB() ) )
{
//显示窗口(最大化)
ShowWindow( hWnd, SW_SHOWMAXIMIZED );
UpdateWindow( hWnd );

//进入消息循环
MSG msg;
ZeroMemory( &msg, sizeof(msg) );
while( msg.message!=WM_QUIT )
{
if( PeekMessage( &msg, NULL, 0U, 0U, PM_REMOVE ) )
{
TranslateMessage( &msg );
DispatchMessage( &msg );
}
else
{
Render(); //渲染图形
}
}
}
}

UnregisterClass( L"ClassName", wc.hInstance );
return 0;
}

这段代码里面用到了一个检测函数:

if(FAILED(g_pD3D->CheckDeviceMultiSampleType (D3DADAPTER_DEFAULT,D3DDEVTYPE_HAL,D3DFMT_X8R8G8B8,FALSE,D3DMULTISAMPLE_4_SAMPLES,NULL)))
{
MessageBox(hWnd, L"硬件不支持多采样反锯齿!/n采用参考设备!", L"AntiAlisa", 0);
hr = g_pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_REF, hWnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING,
&d3dpp, &g_pd3dDevice );
}

检测硬件设备是不是支持反锯齿。如果不支持的话,创建非反锯齿的环境。

下面这段代码呢。是讨论的程序的全屏问题,将我们的程序设置成全屏的状态,这个没有什么神秘的地方,只是简单的将几个参数改了一下,将窗口的宽度和高度重新设置了一下。大家可以看一下代码,真的没什么神秘的。

//=============================================================================
// Desc: 使用顶点缓冲区绘制三角形
//=============================================================================

#include <d3d9.h>

//-----------------------------------------------------------------------------
// Desc: 全局变量
//-----------------------------------------------------------------------------
LPDIRECT3D9 g_pD3D = NULL; //Direct3D对象
LPDIRECT3DDEVICE9 g_pd3dDevice = NULL; //Direct3D设备对象
LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL; //顶点缓冲区对象

//-----------------------------------------------------------------------------
// Desc: 顶点结构
//-----------------------------------------------------------------------------
struct CUSTOMVERTEX
{
FLOAT x, y, z, rhw;
DWORD color;
};
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZRHW|D3DFVF_DIFFUSE) //顶点格式

//-----------------------------------------------------------------------------
// Desc: 初始化Direct3D
//-----------------------------------------------------------------------------
HRESULT InitD3D( HWND hWnd )
{
//创建Direct3D对象, 该对象用于创建Direct3D设备对象
if( NULL == ( g_pD3D = Direct3DCreate9( D3D_SDK_VERSION ) ) )
return E_FAIL;

//设置D3DPRESENT_PARAMETERS结构, 准备创建Direct3D设备对象
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory( &d3dpp, sizeof(d3dpp) );
d3dpp.Windowed = false;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;

//查询当前显示模式
D3DDISPLAYMODE d3ddm;
if( FAILED( g_pD3D->GetAdapterDisplayMode( D3DADAPTER_DEFAULT, &d3ddm ) ) )
return E_FAIL;

d3dpp.BackBufferWidth = d3ddm.Width;
d3dpp.BackBufferHeight = d3ddm.Height;
d3dpp.BackBufferFormat = d3ddm.Format;

//创建Direct3D设备对象
if( FAILED( g_pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING,
&d3dpp, &g_pd3dDevice ) ) )
{
return E_FAIL;
}

return S_OK;
}

//-----------------------------------------------------------------------------
// Desc: 创建并填充顶点缓冲区
//-----------------------------------------------------------------------------
HRESULT InitVB()
{
//顶点数据
CUSTOMVERTEX vertices[] =
{
{ 100.0f, 650.0f, 0.5f, 1.0f, 0xffff0000, },
{ 500.0f, 100.0f, 0.5f, 1.0f, 0xff00ff00, },
{ 900.0f, 650.0f, 0.5f, 1.0f, 0xff0000ff, },
};

//创建顶点缓冲区
if( FAILED( g_pd3dDevice->CreateVertexBuffer( 3*sizeof(CUSTOMVERTEX),
0, D3DFVF_CUSTOMVERTEX,
D3DPOOL_DEFAULT, &g_pVB, NULL ) ) )
{
return E_FAIL;
}

//填充顶点缓冲区
VOID* pVertices;
if( FAILED( g_pVB->Lock( 0, sizeof(vertices), (void**)&pVertices, 0 ) ) )
return E_FAIL;
memcpy( pVertices, vertices, sizeof(vertices) );
g_pVB->Unlock();

return S_OK;
}

//-----------------------------------------------------------------------------
// Desc: 释放创建的对象
//-----------------------------------------------------------------------------
VOID Cleanup()
{
//释放顶点缓冲区对象
if( g_pVB != NULL )
g_pVB->Release();

//释放Direct3D设备对象
if( g_pd3dDevice != NULL )
g_pd3dDevice->Release();

//释放Direct3D对象
if( g_pD3D != NULL )
g_pD3D->Release();
}

//-----------------------------------------------------------------------------
// Desc: 渲染图形
//-----------------------------------------------------------------------------
VOID Render()
{
//清空后台缓冲区
g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(45, 50, 170), 1.0f, 0 );

//开始在后台缓冲区绘制图形
if( SUCCEEDED( g_pd3dDevice->BeginScene() ) )
{
//在后台缓冲区绘制图形
g_pd3dDevice->SetStreamSource( 0, g_pVB, 0, sizeof(CUSTOMVERTEX) );
g_pd3dDevice->SetFVF( D3DFVF_CUSTOMVERTEX );
g_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLELIST, 0, 1 );

//结束在后台缓冲区绘制图形
g_pd3dDevice->EndScene();
}

//将在后台缓冲区绘制的图形提交到前台缓冲区显示
g_pd3dDevice->Present( NULL, NULL, NULL, NULL );
}

//-----------------------------------------------------------------------------
// Desc: 消息处理
//-----------------------------------------------------------------------------
LRESULT WINAPI MsgProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam )
{
switch( msg )
{
case WM_DESTROY:
Cleanup();
PostQuitMessage( 0 );
return 0;

case WM_KEYDOWN:
PostMessage(hWnd, WM_CLOSE, 0, 0);
break;
}

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

//-----------------------------------------------------------------------------
// Desc: 入口函数
//-----------------------------------------------------------------------------
INT WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPSTR, INT )
{
//注册窗口类
WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L,
GetModuleHandle(NULL), NULL, NULL, NULL, NULL,
L"ClassName", NULL };
RegisterClassEx( &wc );

//创建窗口
HWND hWnd = CreateWindow( L"ClassName", L"顶点缓冲区",
WS_OVERLAPPEDWINDOW, 200, 100, 600, 500,
GetDesktopWindow(), NULL, wc.hInstance, NULL );

//初始化Direct3D
if( SUCCEEDED( InitD3D( hWnd ) ) )
{
//创建并填充顶点缓冲区
if( SUCCEEDED( InitVB() ) )
{
//显示窗口
ShowWindow( hWnd, SW_SHOWDEFAULT );
UpdateWindow( hWnd );

//进入消息循环
MSG msg;
ZeroMemory( &msg, sizeof(msg) );
while( msg.message!=WM_QUIT )
{
if( PeekMessage( &msg, NULL, 0U, 0U, PM_REMOVE ) )
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
else
{
Render(); //渲染图形
}
}
}
}

UnregisterClass(L"ClassName", wc.hInstance);
return 0;
}

。认真的看一下代码,相信大家都能明白。我就先不多说了,如果有什么不明白的地方,欢迎大家参与讨论。

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