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  • directx surface

    SDL2是跨平台的图形库,在windows上使用的是directx的surface来实现的,surface可以用来开发视频播放之类的。

    贴代码.

      1 #include <windows.h>
      2 #include <d3d9.h>
      3 
      4 #pragma comment(lib, "d3d9.lib")
      5 
      6 
      7 /*常量定义*/
      8 #define WINDOW_WIDTH      640         //窗口尺寸
      9 #define WINDOW_HEIGHT     480
     10 
     11 
     12 /*变量定义*/
     13 HWND                m_hwnd;
     14 
     15 IDirect3DDevice9*    m_device;        //d3d设备
     16 IDirect3DSurface9*    m_surface;        //directx表面
     17 D3DSURFACE_DESC        m_surfacedesc;    //表面描述
     18 
     19 LRESULT CALLBACK sWndProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
     20 {
     21     switch (msg)
     22     {
     23     case WM_PAINT:
     24         //draw();
     25         break;
     26     case WM_KEYDOWN:
     27         switch (wParam)
     28         {
     29         case VK_ESCAPE:
     30             SendMessage(hwnd, WM_CLOSE, 0, 0);
     31             break;
     32         }
     33         break;
     34     case WM_DESTROY:
     35 
     36         PostQuitMessage(0);
     37         break;
     38     }
     39     return DefWindowProc(hwnd, msg, wParam, lParam);
     40 }
     41 
     42 void draw()
     43 {
     44     //渲染到离屏表面
     45     //取得指向内存区的指针
     46     D3DLOCKED_RECT lockedRect;
     47     m_surface->LockRect(&lockedRect, 0, 0);
     48 
     49     DWORD* imageData = (DWORD*)lockedRect.pBits;
     50 
     51     for (UINT i = 0; i < m_surfacedesc.Height; i++)
     52     {
     53         for (UINT j = 0; j < m_surfacedesc.Width; j++)
     54         {
     55             UINT index = i * lockedRect.Pitch / 4 + j;
     56             imageData[index] = 0xffffff00;
     57         }
     58     }
     59 
     60     m_surface->UnlockRect();
     61 
     62 
     63     //渲染
     64     m_device->Clear(0, 0, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 1.0f, 0);
     65     m_device->BeginScene();
     66 
     67     IDirect3DSurface9 * pBackBuffer = NULL;
     68 
     69     m_device->GetBackBuffer(0, 0, D3DBACKBUFFER_TYPE_MONO, &pBackBuffer);
     70     m_device->StretchRect(m_surface, NULL, pBackBuffer, NULL, D3DTEXF_LINEAR);
     71 
     72     m_device->EndScene();
     73     m_device->Present(0, 0, 0, 0);
     74 
     75     pBackBuffer->Release();
     76 }
     77 
     78 int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, PSTR szCmdLine, int iCmdShow)
     79 {
     80     WNDCLASSEX winClass;
     81 
     82     winClass.lpszClassName = "DirectSurface";
     83     winClass.cbSize = sizeof(WNDCLASSEX);
     84     winClass.style = CS_HREDRAW | CS_VREDRAW;
     85     winClass.lpfnWndProc = sWndProc;
     86     winClass.hInstance = hInstance;
     87     winClass.hIcon = NULL;
     88     winClass.hIconSm = NULL;
     89     winClass.hCursor = LoadCursor(NULL, IDC_ARROW);
     90     winClass.hbrBackground = NULL;
     91     winClass.lpszMenuName = NULL;
     92     winClass.cbClsExtra = 0;
     93     winClass.cbWndExtra = 0;
     94 
     95     if (!RegisterClassEx(&winClass))
     96     {
     97         MessageBox(NULL, TEXT("This program requires Windows NT!"), "error", MB_ICONERROR);
     98         return 1;
     99     }
    100 
    101     m_hwnd = CreateWindowEx(NULL,
    102         "DirectSurface",                    // window class name
    103         "Draw Surface",            // window caption
    104         WS_OVERLAPPEDWINDOW,         // window style
    105         CW_USEDEFAULT,                // initial x position
    106         CW_USEDEFAULT,                // initial y position
    107         WINDOW_WIDTH,                        // initial x size
    108         WINDOW_HEIGHT,                        // initial y size
    109         NULL,                        // parent window handle
    110         NULL,                        // window menu handle
    111         hInstance,                    // program instance handle
    112         NULL);                        // creation parameters
    113 
    114     //初始化directx
    115     D3DDEVTYPE deviceType = D3DDEVTYPE_HAL;
    116 
    117     HRESULT hr = 0;
    118 
    119     // Step 1: Create the IDirect3D9 object.
    120 
    121     IDirect3D9* d3d9 = 0;
    122     d3d9 = Direct3DCreate9(D3D_SDK_VERSION);
    123 
    124     if (!d3d9)
    125     {
    126         ::MessageBox(0, "Direct3DCreate9() - FAILED", 0, 0);
    127         return 0;
    128     }
    129 
    130     // Step 2: Check for hardware vp.
    131 
    132     D3DCAPS9 caps;
    133     d3d9->GetDeviceCaps(D3DADAPTER_DEFAULT, deviceType, &caps);
    134 
    135     int vp = 0;
    136     if (caps.DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT)
    137         vp = D3DCREATE_HARDWARE_VERTEXPROCESSING;
    138     else
    139         vp = D3DCREATE_SOFTWARE_VERTEXPROCESSING;
    140 
    141     // Step 3: Fill out the D3DPRESENT_PARAMETERS structure.
    142 
    143     D3DPRESENT_PARAMETERS d3dpp;
    144     d3dpp.BackBufferWidth = WINDOW_WIDTH;
    145     d3dpp.BackBufferHeight = WINDOW_HEIGHT;
    146     d3dpp.BackBufferFormat = D3DFMT_A8R8G8B8;
    147     d3dpp.BackBufferCount = 1;
    148     d3dpp.MultiSampleType = D3DMULTISAMPLE_NONE;
    149     d3dpp.MultiSampleQuality = 0;
    150     d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
    151     d3dpp.hDeviceWindow = m_hwnd;
    152     d3dpp.Windowed = true;
    153     d3dpp.EnableAutoDepthStencil = true;
    154     d3dpp.AutoDepthStencilFormat = D3DFMT_D24S8;
    155     d3dpp.Flags = 0;
    156     d3dpp.FullScreen_RefreshRateInHz = D3DPRESENT_RATE_DEFAULT;
    157     d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
    158 
    159     // Step 4: Create the device.
    160 
    161     hr = d3d9->CreateDevice(
    162         D3DADAPTER_DEFAULT, // primary adapter
    163         deviceType,         // device type
    164         m_hwnd,               // window associated with device
    165         vp,                 // vertex processing
    166         &d3dpp,             // present parameters
    167         &m_device);            // return created device
    168 
    169     if (FAILED(hr))
    170     {
    171         // try again using a 16-bit depth buffer
    172         d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
    173 
    174         hr = d3d9->CreateDevice(
    175             D3DADAPTER_DEFAULT,
    176             deviceType,
    177             m_hwnd,
    178             vp,
    179             &d3dpp,
    180             &m_device);
    181 
    182         if (FAILED(hr))
    183         {
    184             d3d9->Release(); // done with d3d9 object
    185             ::MessageBox(0, "CreateDevice() - FAILED", 0, 0);
    186             return 0;
    187         }
    188     }
    189 
    190     d3d9->Release(); // done with d3d9 object
    191 
    192     m_device->CreateOffscreenPlainSurface(WINDOW_WIDTH, WINDOW_HEIGHT, D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &m_surface, NULL);
    193     m_surface->GetDesc(&m_surfacedesc);
    194 
    195 
    196     ShowWindow(m_hwnd, SW_SHOW);
    197     UpdateWindow(m_hwnd);
    198 
    199     MSG    msg;
    200     ZeroMemory(&msg, sizeof(msg));
    201 
    202     while (TRUE)
    203     {
    204         if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
    205         {
    206 
    207             if (msg.message == WM_QUIT)
    208                 break;
    209 
    210             // translate any accelerator keys
    211             TranslateMessage(&msg);
    212 
    213             // send the message to the window proc
    214             DispatchMessage(&msg);
    215         } // end while
    216 
    217         draw();
    218     }
    219 
    220     //释放资源
    221     m_device->Release();
    222     if (m_surface)
    223         m_surface->Release();
    224 
    225     return 0;
    226 }
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  • 原文地址:https://www.cnblogs.com/riaol/p/5445559.html
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