📄 d3dapp.cpp
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// Desc: Here's what this function does:
// - Runs through the message loop. If no messages are waiting, then
// it calls Render3DEnvironment().
// - Messages are forwarded (through WndProc) to CD3DApplication::MsgProc()
//-----------------------------------------------------------------------------
INT CD3DApplication::Run()
{
// Load keyboard accelerators
HACCEL hAccel = LoadAccelerators( NULL, MAKEINTRESOURCE(IDR_MAIN_ACCEL) );
// Now we're ready to recieve and process Windows messages.
HRESULT hr;
bool bGotMsg;
MSG msg;
msg.message = WM_NULL;
PeekMessage( &msg, NULL, 0U, 0U, PM_NOREMOVE );
while( WM_QUIT != msg.message )
{
// Use PeekMessage() if the app is active, so we can use idle time to
// render the scene. Else, use GetMessage() to avoid eating CPU time.
if( m_bActive )
bGotMsg = ( PeekMessage( &msg, NULL, 0U, 0U, PM_REMOVE ) != 0 );
else
bGotMsg = ( GetMessage( &msg, NULL, 0U, 0U ) != 0 );
if( bGotMsg )
{
// Translate and dispatch the message
if( hAccel == NULL || m_hWnd == NULL ||
0 == TranslateAccelerator( m_hWnd, hAccel, &msg ) )
{
TranslateMessage( &msg );
DispatchMessage( &msg );
}
}
else
{
if( m_bDeviceLost )
{
// Yield some CPU time to other processes
Sleep( 100 ); // 100 milliseconds
}
// Render a frame during idle time (no messages are waiting)
if( m_bActive )
{
if( FAILED( hr = Render3DEnvironment() ) )
DisplayErrorMsg( hr, MSGERR_APPMUSTEXIT );
}
}
}
if( hAccel != NULL )
DestroyAcceleratorTable( hAccel );
return (INT)msg.wParam;
}
//-----------------------------------------------------------------------------
// Name: Render3DEnvironment()
// Desc: Here's what this function does:
// - Checks to make sure app is still active (if fullscreen, etc)
// - Checks to see if it is time to draw with DXUtil_Timer, if not, it just returns S_OK
// - Calls FrameMove() to recalculate new positions
// - Calls Render() to draw the new frame
// - Updates some frame count statistics
// - Calls m_pd3dDevice->Present() to display the rendered frame.
//-----------------------------------------------------------------------------
HRESULT CD3DApplication::Render3DEnvironment()
{
HRESULT hr;
if( m_bDeviceLost )
{
// Test the cooperative level to see if it's okay to render
if( FAILED( hr = m_pd3dDevice->TestCooperativeLevel() ) )
{
// If the device was lost, do not render until we get it back
if( D3DERR_DEVICELOST == hr )
return S_OK;
// Check if the device needs to be reset.
if( D3DERR_DEVICENOTRESET == hr )
{
// If we are windowed, read the desktop mode and use the same format for
// the back buffer
if( m_bWindowed )
{
D3DAdapterInfo* pAdapterInfo = m_d3dSettings.PAdapterInfo();
m_pD3D->GetAdapterDisplayMode( pAdapterInfo->AdapterOrdinal, &m_d3dSettings.Windowed_DisplayMode );
m_d3dpp.BackBufferFormat = m_d3dSettings.Windowed_DisplayMode.Format;
}
if( FAILED( hr = Reset3DEnvironment() ) )
return DisplayErrorMsg( D3DAPPERR_RESETFAILED, MSGERR_APPMUSTEXIT );
}
return hr;
}
m_bDeviceLost = false;
}
// Get the app's time, in seconds. Skip rendering if no time elapsed
FLOAT fAppTime = DXUtil_Timer( TIMER_GETAPPTIME );
FLOAT fElapsedAppTime = DXUtil_Timer( TIMER_GETELAPSEDTIME );
if( ( 0.0f == fElapsedAppTime ) && m_bFrameMoving )
return S_OK;
// FrameMove (animate) the scene
if( m_bFrameMoving || m_bSingleStep )
{
// Store the time for the app
m_fTime = fAppTime;
m_fElapsedTime = fElapsedAppTime;
// Frame move the scene
if( FAILED( hr = FrameMove() ) )
return hr;
m_bSingleStep = false;
} else
m_fElapsedTime = fElapsedAppTime;
// Render the scene as normal
if( FAILED( hr = Render() ) )
return hr;
UpdateStats();
// Show the frame on the primary surface.
hr = m_pd3dDevice->Present( NULL, NULL, NULL, NULL );
if( D3DERR_DEVICELOST == hr )
m_bDeviceLost = true;
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: UpdateStats()
// Desc:
//-----------------------------------------------------------------------------
void CD3DApplication::UpdateStats()
{
// Keep track of the frame count
static FLOAT fLastTime = 0.0f;
static DWORD dwFrames = 0;
FLOAT fTime = DXUtil_Timer( TIMER_GETABSOLUTETIME );
++dwFrames;
// Update the scene stats once per second
if( fTime - fLastTime > 1.0f )
{
m_fFPS = dwFrames / (fTime - fLastTime);
fLastTime = fTime;
dwFrames = 0;
TCHAR strFmt[100];
D3DFORMAT fmtAdapter = m_d3dSettings.DisplayMode().Format;
if( fmtAdapter == m_d3dsdBackBuffer.Format )
{
lstrcpyn( strFmt, D3DUtil_D3DFormatToString( fmtAdapter, false ), 100 );
}
else
{
_sntprintf( strFmt, 100, TEXT("backbuf %s, adapter %s"),
D3DUtil_D3DFormatToString( m_d3dsdBackBuffer.Format, false ),
D3DUtil_D3DFormatToString( fmtAdapter, false ) );
}
strFmt[99] = TEXT('\0');
TCHAR strDepthFmt[100];
if( m_d3dEnumeration.AppUsesDepthBuffer )
{
_sntprintf( strDepthFmt, 100, TEXT(" (%s)"),
D3DUtil_D3DFormatToString( m_d3dSettings.DepthStencilBufferFormat(), false ) );
strDepthFmt[99] = TEXT('\0');
}
else
{
// No depth buffer
strDepthFmt[0] = TEXT('\0');
}
TCHAR* pstrMultiSample;
switch( m_d3dSettings.MultisampleType() )
{
case D3DMULTISAMPLE_NONMASKABLE: pstrMultiSample = TEXT(" (Nonmaskable Multisample)"); break;
case D3DMULTISAMPLE_2_SAMPLES: pstrMultiSample = TEXT(" (2x Multisample)"); break;
case D3DMULTISAMPLE_3_SAMPLES: pstrMultiSample = TEXT(" (3x Multisample)"); break;
case D3DMULTISAMPLE_4_SAMPLES: pstrMultiSample = TEXT(" (4x Multisample)"); break;
case D3DMULTISAMPLE_5_SAMPLES: pstrMultiSample = TEXT(" (5x Multisample)"); break;
case D3DMULTISAMPLE_6_SAMPLES: pstrMultiSample = TEXT(" (6x Multisample)"); break;
case D3DMULTISAMPLE_7_SAMPLES: pstrMultiSample = TEXT(" (7x Multisample)"); break;
case D3DMULTISAMPLE_8_SAMPLES: pstrMultiSample = TEXT(" (8x Multisample)"); break;
case D3DMULTISAMPLE_9_SAMPLES: pstrMultiSample = TEXT(" (9x Multisample)"); break;
case D3DMULTISAMPLE_10_SAMPLES: pstrMultiSample = TEXT(" (10x Multisample)"); break;
case D3DMULTISAMPLE_11_SAMPLES: pstrMultiSample = TEXT(" (11x Multisample)"); break;
case D3DMULTISAMPLE_12_SAMPLES: pstrMultiSample = TEXT(" (12x Multisample)"); break;
case D3DMULTISAMPLE_13_SAMPLES: pstrMultiSample = TEXT(" (13x Multisample)"); break;
case D3DMULTISAMPLE_14_SAMPLES: pstrMultiSample = TEXT(" (14x Multisample)"); break;
case D3DMULTISAMPLE_15_SAMPLES: pstrMultiSample = TEXT(" (15x Multisample)"); break;
case D3DMULTISAMPLE_16_SAMPLES: pstrMultiSample = TEXT(" (16x Multisample)"); break;
default: pstrMultiSample = TEXT(""); break;
}
const int cchMaxFrameStats = sizeof(m_strFrameStats) / sizeof(TCHAR);
_sntprintf( m_strFrameStats, cchMaxFrameStats, _T("%.02f fps (%dx%d), %s%s%s"), m_fFPS,
m_d3dsdBackBuffer.Width, m_d3dsdBackBuffer.Height,
strFmt, strDepthFmt, pstrMultiSample );
m_strFrameStats[cchMaxFrameStats - 1] = TEXT('\0');
}
}
//-----------------------------------------------------------------------------
// Name: Pause()
// Desc: Called in to toggle the pause state of the app.
//-----------------------------------------------------------------------------
void CD3DApplication::Pause( bool bPause )
{
static DWORD dwAppPausedCount = 0;
dwAppPausedCount += ( bPause ? +1 : -1 );
m_bActive = ( dwAppPausedCount ? false : true );
// Handle the first pause request (of many, nestable pause requests)
if( bPause && ( 1 == dwAppPausedCount ) )
{
// Stop the scene from animating
if( m_bFrameMoving )
DXUtil_Timer( TIMER_STOP );
}
if( 0 == dwAppPausedCount )
{
// Restart the timers
if( m_bFrameMoving )
DXUtil_Timer( TIMER_START );
}
}
//-----------------------------------------------------------------------------
// Name: Cleanup3DEnvironment()
// Desc: Cleanup scene objects
//-----------------------------------------------------------------------------
void CD3DApplication::Cleanup3DEnvironment()
{
if( m_pd3dDevice != NULL )
{
if( m_bDeviceObjectsRestored )
{
m_bDeviceObjectsRestored = false;
InvalidateDeviceObjects();
}
if( m_bDeviceObjectsInited )
{
m_bDeviceObjectsInited = false;
DeleteDeviceObjects();
}
if( m_pd3dDevice->Release() > 0 )
DisplayErrorMsg( D3DAPPERR_NONZEROREFCOUNT, MSGERR_APPMUSTEXIT );
m_pd3dDevice = NULL;
}
}
//-----------------------------------------------------------------------------
// Name: DisplayErrorMsg()
// Desc: Displays error messages in a message box
//-----------------------------------------------------------------------------
HRESULT CD3DApplication::DisplayErrorMsg( HRESULT hr, DWORD dwType )
{
static bool s_bFatalErrorReported = false;
TCHAR strMsg[512];
// If a fatal error message has already been reported, the app
// is already shutting down, so don't show more error messages.
if( s_bFatalErrorReported )
return hr;
switch( hr )
{
case D3DAPPERR_NODIRECT3D:
_tcscpy( strMsg, _T("Could not initialize Direct3D. You may\n")
_T("want to check that the latest version of\n")
_T("DirectX is correctly installed on your\n")
_T("system. Also make sure that this program\n")
_T("was compiled with header files that match\n")
_T("the installed DirectX DLLs.") );
break;
case D3DAPPERR_NOCOMPATIBLEDEVICES:
_tcscpy( strMsg, _T("Could not find any compatible Direct3D\n")
_T("devices.") );
break;
case D3DAPPERR_NOWINDOWABLEDEVICES:
_tcscpy( strMsg, _T("This sample cannot run in a desktop\n")
_T("window with the current display settings.\n")
_T("Please change your desktop settings to a\n")
_T("16- or 32-bit display mode and re-run this\n")
_T("sample.") );
break;
case D3DAPPERR_NOHARDWAREDEVICE:
_tcscpy( strMsg, _T("No hardware-accelerated Direct3D devices\n")
_T("were found.") );
break;
case D3DAPPERR_HALNOTCOMPATIBLE:
_tcscpy( strMsg, _T("This sample requires functionality that is\n")
_T("not available on your Direct3D hardware\n")
_T("accelerator.") );
break;
case D3DAPPERR_NOWINDOWEDHAL:
_tcscpy( strMsg, _T("Your Direct3D hardware accelerator cannot\n")
_T("render into a window.\n")
_T("Press F2 while the app is running to see a\n")
_T("list of available devices and modes.") );
break;
case D3D
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