1.3 基础
1.3.1表面
表面接口: IDirect3DSurface9
获得表面信息:GetDesc(D3DSURFACE_DESC)
获得表面接口指针 :LockRect( D3DLOCKED_RECT * pLockedRect,CONST RECT * pRect, DWORD Flags)
Un LockRect()
其中:D3DLOCKED_RECT {INT Pitch ; void *pBits ;}
1.3.2 多重采样
D3DMULTISAMPLE_TYPE
{
D3D_MULTISAPLE_NONE
D3D_MULTISAMPLE_1....
}
使用函数IDirectX3D9::CheckDeviceMultiSampleType()检测
1.3.3 像素格式
D3DFORMAT
{
D3DFMT_R8G8B8
D3DFMT_X8R8G8B8
D3DFMT_A8R8G8B8
D3DFMT_A16B16G16R16F
D3DFMT_A32B32G32R32F
}
1.3.4内存池
D3DPOOL
{
D3DPOOL_DEFAULT
D3DPOOL_MANAGE
D3DPOOL_SYSTEMMEM
D3DPOOL_SCRATCH
}
1.3.5 交换链与页面置换
IDirect3dSwapChain9
1.3.6 深度缓存 z-buffer
判断像素的前后,D3DFMT_D32 D3DFMT_D24S8 D3DFMT_D24X8
1.3.6设备性能
D3DCAP9
1.4初始化过程
(1)获取IDirect3D9指针
IDirect3d9 * p = Direct3DCreate9(D3D_SDK_VESION) ;
设备枚举,获得设备性能参数 以及创建显示接口
(2)检测设备性能
IDirect3D9::GetDeviceCaps(uint Adapter,D3DDETYPE DeviceType , D3DCAP9*pCaps)
(3)初始化D3DPRESENT_PARAMTERS参数
(4)创建IDirect3DDevic9
IDirect3d9::CreateDevice()
1.5 代码
注意:运行代码需要加入:d3d9.lib d3dx9.lib winmm.lib 库文件
// Step 1: Create the IDirect3D9 object. IDirect3D9* d3d9 = 0; d3d9 = Direct3DCreate9(D3D_SDK_VERSION); if( !d3d9 ) { ::MessageBox(0, "Direct3DCreate9() - FAILED", 0, 0); return false; } // Step 2: Check for hardware vp. D3DCAPS9 caps; d3d9->GetDeviceCaps(D3DADAPTER_DEFAULT, deviceType, &caps); int vp = 0; if( caps.DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT ) vp = D3DCREATE_HARDWARE_VERTEXPROCESSING; else vp = D3DCREATE_SOFTWARE_VERTEXPROCESSING; // Step 3: Fill out the D3DPRESENT_PARAMETERS structure. D3DPRESENT_PARAMETERS d3dpp; d3dpp.BackBufferWidth = width; d3dpp.BackBufferHeight = height; d3dpp.BackBufferFormat = D3DFMT_A8R8G8B8; d3dpp.BackBufferCount = 1; d3dpp.MultiSampleType = D3DMULTISAMPLE_NONE; d3dpp.MultiSampleQuality = 0; d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; d3dpp.hDeviceWindow = hwnd; d3dpp.Windowed = windowed; d3dpp.EnableAutoDepthStencil = true; d3dpp.AutoDepthStencilFormat = D3DFMT_D24S8; d3dpp.Flags = 0; d3dpp.FullScreen_RefreshRateInHz = D3DPRESENT_RATE_DEFAULT; d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; // Step 4: Create the device. hr = d3d9->CreateDevice( D3DADAPTER_DEFAULT, // primary adapter deviceType, // device type hwnd, // window associated with device vp, // vertex processing &d3dpp, // present parameters device); // return created device if( FAILED(hr) ) { // try again using a 16-bit depth buffer d3dpp.AutoDepthStencilFormat = D3DFMT_D16; hr = d3d9->CreateDevice( D3DADAPTER_DEFAULT, deviceType, hwnd, vp, &d3dpp, device); if( FAILED(hr) ) { d3d9->Release(); // done with d3d9 object ::MessageBox(0, "CreateDevice() - FAILED", 0, 0); return false; } } d3d9->Release(); // done with d3d9 object