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📄 d3dapp.cpp

📁 VC游戏编程基础
💻 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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