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📄 d3denumeration.h

📁 VC游戏编程基础
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//-----------------------------------------------------------------------------
// File: D3DEnumeration.h
//
// Desc: Enumerates D3D adapters, devices, modes, etc.
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//-----------------------------------------------------------------------------

#ifndef D3DENUM_H
#define D3DENUM_H

//-----------------------------------------------------------------------------
// Name: enum VertexProcessingType
// Desc: Enumeration of all possible D3D vertex processing types.
//-----------------------------------------------------------------------------
enum VertexProcessingType
{
    SOFTWARE_VP,
    MIXED_VP,
    HARDWARE_VP,
    PURE_HARDWARE_VP
};


//-----------------------------------------------------------------------------
// Name: struct D3DAdapterInfo
// Desc: Info about a display adapter.
//-----------------------------------------------------------------------------
struct D3DAdapterInfo
{
    int AdapterOrdinal;
    D3DADAPTER_IDENTIFIER9 AdapterIdentifier;
    CArrayList* pDisplayModeList; // List of D3DDISPLAYMODEs
    CArrayList* pDeviceInfoList; // List of D3DDeviceInfo pointers
    ~D3DAdapterInfo( void );
};


//-----------------------------------------------------------------------------
// Name: struct D3DDeviceInfo
// Desc: Info about a D3D device, including a list of D3DDeviceCombos (see below) 
//       that work with the device.
//-----------------------------------------------------------------------------
struct D3DDeviceInfo
{
    int AdapterOrdinal;
    D3DDEVTYPE DevType;
    D3DCAPS9 Caps;
    CArrayList* pDeviceComboList; // List of D3DDeviceCombo pointers
    ~D3DDeviceInfo( void );
};


//-----------------------------------------------------------------------------
// Name: struct D3DDSMSConflict
// Desc: A depth/stencil buffer format that is incompatible with a
//       multisample type.
//-----------------------------------------------------------------------------
struct D3DDSMSConflict
{
    D3DFORMAT DSFormat;
    D3DMULTISAMPLE_TYPE MSType;
};


//-----------------------------------------------------------------------------
// Name: struct D3DDeviceCombo
// Desc: A combination of adapter format, back buffer format, and windowed/fullscreen 
//       that is compatible with a particular D3D device (and the app).
//-----------------------------------------------------------------------------
struct D3DDeviceCombo
{
    int AdapterOrdinal;
    D3DDEVTYPE DevType;
    D3DFORMAT AdapterFormat;
    D3DFORMAT BackBufferFormat;
    bool IsWindowed;
    CArrayList* pDepthStencilFormatList; // List of D3DFORMATs
    CArrayList* pMultiSampleTypeList; // List of D3DMULTISAMPLE_TYPEs
    CArrayList* pMultiSampleQualityList; // List of DWORDs (number of quality 
                                         // levels for each multisample type)
    CArrayList* pDSMSConflictList; // List of D3DDSMSConflicts
    CArrayList* pVertexProcessingTypeList; // List of VertexProcessingTypes
    CArrayList* pPresentIntervalList; // List of D3DPRESENT_INTERVALs

    ~D3DDeviceCombo( void );
};


typedef bool(* CONFIRMDEVICECALLBACK)( D3DCAPS9* pCaps, VertexProcessingType vertexProcessingType, 
									   D3DFORMAT adapterFormat, D3DFORMAT backBufferFormat );


//-----------------------------------------------------------------------------
// Name: class CD3DEnumeration
// Desc: Enumerates available D3D adapters, devices, modes, etc.
//-----------------------------------------------------------------------------
class CD3DEnumeration
{
private:
    IDirect3D9* m_pD3D;

private:
    HRESULT EnumerateDevices( D3DAdapterInfo* pAdapterInfo, CArrayList* pAdapterFormatList );
    HRESULT EnumerateDeviceCombos( D3DDeviceInfo* pDeviceInfo, CArrayList* pAdapterFormatList );
    void BuildDepthStencilFormatList( D3DDeviceCombo* pDeviceCombo );
    void BuildMultiSampleTypeList( D3DDeviceCombo* pDeviceCombo );
    void BuildDSMSConflictList( D3DDeviceCombo* pDeviceCombo );
    void BuildVertexProcessingTypeList( D3DDeviceInfo* pDeviceInfo, D3DDeviceCombo* pDeviceCombo );
    void BuildPresentIntervalList( D3DDeviceInfo* pDeviceInfo, D3DDeviceCombo* pDeviceCombo );

public:
    CArrayList* m_pAdapterInfoList;
    // The following variables can be used to limit what modes, formats, 
    // etc. are enumerated.  Set them to the values you want before calling
    // Enumerate().
    CONFIRMDEVICECALLBACK ConfirmDeviceCallback;
    UINT AppMinFullscreenWidth;
    UINT AppMinFullscreenHeight;
    UINT AppMinColorChannelBits; // min color bits per channel in adapter format
    UINT AppMinAlphaChannelBits; // min alpha bits per pixel in back buffer format
    UINT AppMinDepthBits;
    UINT AppMinStencilBits;
    bool AppUsesDepthBuffer;
    bool AppUsesMixedVP; // whether app can take advantage of mixed vp mode
    bool AppRequiresWindowed;
    bool AppRequiresFullscreen;
    CArrayList* m_pAllowedAdapterFormatList; // list of D3DFORMATs

    CD3DEnumeration();
    ~CD3DEnumeration();
    void SetD3D(IDirect3D9* pD3D) { m_pD3D = pD3D; }
    IDirect3D9 *GetD3D() { if( m_pD3D ) m_pD3D->AddRef(); return m_pD3D; }
    HRESULT Enumerate();
};

#endif

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