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📄 d3dapp.cpp

📁 游戏音频程序设计-Beginning.Game.Audio.Programming
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//-----------------------------------------------------------------------------
// File: D3DApp.cpp
//
// Desc: Application class for the Direct3D samples framework library.
//
// Copyright (c) 1998-2000 Microsoft Corporation. All rights reserved.
//-----------------------------------------------------------------------------
#define STRICT
#include <windows.h>
#include <windowsx.h>
#include <basetsd.h>
#include <mmsystem.h>
#include <stdio.h>
#include <tchar.h>
#include <D3D8.h>
#include "D3DApp.h"
#include "D3DUtil.h"
#include "DXUtil.h"
#include "D3DRes.h"




//-----------------------------------------------------------------------------
// Global access to the app (needed for the global WndProc())
//-----------------------------------------------------------------------------
static CD3DApplication* g_pD3DApp = NULL;




//-----------------------------------------------------------------------------
// Name: CD3DApplication()
// Desc: Constructor
//-----------------------------------------------------------------------------
CD3DApplication::CD3DApplication()
{
    g_pD3DApp           = this;

    m_dwNumAdapters     = 0;
    m_dwAdapter         = 0L;
    m_pD3D              = NULL;
    m_pd3dDevice        = NULL;
    m_hWnd              = NULL;
    m_hWndFocus         = NULL;
    m_bActive           = FALSE;
    m_bReady            = FALSE;
    m_dwCreateFlags     = 0L;

    m_bFrameMoving      = TRUE;
    m_bSingleStep       = FALSE;
    m_fFPS              = 0.0f;
    m_strDeviceStats[0] = _T('\0');
    m_strFrameStats[0]  = _T('\0');

    m_strWindowTitle    = _T("D3D8 Application");
    m_dwCreationWidth   = 400;
    m_dwCreationHeight  = 300;
    m_bUseDepthBuffer   = FALSE;
    m_dwMinDepthBits    = 16;
    m_dwMinStencilBits  = 0;
    m_bShowCursorWhenFullscreen = FALSE;
}




//-----------------------------------------------------------------------------
// Name: WndProc()
// Desc: Static msg handler which passes messages to the application class.
//-----------------------------------------------------------------------------
LRESULT CALLBACK WndProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam )
{
    return g_pD3DApp->MsgProc( hWnd, uMsg, wParam, lParam );
}




//-----------------------------------------------------------------------------
// Name: Create()
// Desc:
//-----------------------------------------------------------------------------
HRESULT CD3DApplication::Create( HINSTANCE hInstance )
{
    HRESULT hr;

    // Create the Direct3D object
    m_pD3D = Direct3DCreate8( D3D_SDK_VERSION );
    if( m_pD3D == NULL )
        return DisplayErrorMsg( D3DAPPERR_NODIRECT3D, MSGERR_APPMUSTEXIT );

    // Build a list of Direct3D adapters, modes and devices. The
    // ConfirmDevice() callback is used to confirm that only devices that
    // meet the app's requirements are considered.
    if( FAILED( hr = BuildDeviceList() ) )
    {
        SAFE_RELEASE( m_pD3D );
        return DisplayErrorMsg( hr, MSGERR_APPMUSTEXIT );
    }

    // Unless a substitute hWnd has been specified, create a window to
    // render into
    if( m_hWnd == NULL)
    {
        // Register the windows class
        WNDCLASS wndClass = { 0, WndProc, 0, 0, hInstance,
                              LoadIcon( hInstance, MAKEINTRESOURCE(IDI_MAIN_ICON) ),
                              LoadCursor( NULL, IDC_ARROW ),
                              (HBRUSH)GetStockObject(WHITE_BRUSH),
                              NULL, _T("D3D Window") };
        RegisterClass( &wndClass );

        // Set the window's initial style
        m_dwWindowStyle = WS_POPUP|WS_CAPTION|WS_SYSMENU|WS_THICKFRAME|
                          WS_MINIMIZEBOX|WS_VISIBLE;

        // Set the window's initial width
        RECT rc;
        SetRect( &rc, 0, 0, m_dwCreationWidth, m_dwCreationHeight );
        AdjustWindowRect( &rc, m_dwWindowStyle, TRUE );

        // Create the render window
        m_hWnd = CreateWindow( _T("D3D Window"), m_strWindowTitle, m_dwWindowStyle,
                               CW_USEDEFAULT, CW_USEDEFAULT,
                               (rc.right-rc.left), (rc.bottom-rc.top), 0L,
                               LoadMenu( hInstance, MAKEINTRESOURCE(IDR_MENU) ),
                               hInstance, 0L );
    }

    // The focus window can be a specified to be a different window than the
    // device window.  If not, use the device window as the focus window.
    if( m_hWndFocus == NULL )
        m_hWndFocus = m_hWnd;

    // Save window properties
    m_dwWindowStyle = GetWindowLong( m_hWnd, GWL_STYLE );
    GetWindowRect( m_hWnd, &m_rcWindowBounds );
    GetClientRect( m_hWnd, &m_rcWindowClient );

    // Initialize the app's custom scene stuff
    if( FAILED( hr = OneTimeSceneInit() ) )
    {
        SAFE_RELEASE( m_pD3D );
        return DisplayErrorMsg( hr, MSGERR_APPMUSTEXIT );
    }

    // Initialize the 3D environment for the app
    if( FAILED( hr = Initialize3DEnvironment() ) )
    {
        SAFE_RELEASE( m_pD3D );
        return DisplayErrorMsg( hr, MSGERR_APPMUSTEXIT );
    }

    // Setup the app so it can support single-stepping
    DXUtil_Timer( TIMER_START );

    // The app is ready to go
    m_bReady = TRUE;

    return S_OK;
}




//-----------------------------------------------------------------------------
// Name: SortModesCallback()
// Desc: Callback function for sorting display modes (used by BuildDeviceList).
//-----------------------------------------------------------------------------
int SortModesCallback( const VOID* arg1, const VOID* arg2 )
{
    D3DDISPLAYMODE* p1 = (D3DDISPLAYMODE*)arg1;
    D3DDISPLAYMODE* p2 = (D3DDISPLAYMODE*)arg2;

    if( p1->Format > p2->Format )   return -1;
    if( p1->Format < p2->Format )   return +1;
    if( p1->Width  < p2->Width )    return -1;
    if( p1->Width  > p2->Width )    return +1;
    if( p1->Height < p2->Height )   return -1;
    if( p1->Height > p2->Height )   return +1;

    return 0;
}




//-----------------------------------------------------------------------------
// Name: BuildDeviceList()
// Desc:
//-----------------------------------------------------------------------------
HRESULT CD3DApplication::BuildDeviceList()
{
    const DWORD dwNumDeviceTypes = 2;
    const TCHAR* strDeviceDescs[] = { _T("HAL"), _T("REF") };
    const D3DDEVTYPE DeviceTypes[] = { D3DDEVTYPE_HAL, D3DDEVTYPE_REF };

    BOOL bHALExists = FALSE;
    BOOL bHALIsWindowedCompatible = FALSE;
    BOOL bHALIsDesktopCompatible = FALSE;
    BOOL bHALIsSampleCompatible = FALSE;

    // Loop through all the adapters on the system (usually, there's just one
    // unless more than one graphics card is present).
    for( UINT iAdapter = 0; iAdapter < m_pD3D->GetAdapterCount(); iAdapter++ )
    {
        // Fill in adapter info
        D3DAdapterInfo* pAdapter  = &m_Adapters[m_dwNumAdapters];
        m_pD3D->GetAdapterIdentifier( iAdapter, 0, &pAdapter->d3dAdapterIdentifier );
        m_pD3D->GetAdapterDisplayMode( iAdapter, &pAdapter->d3ddmDesktop );
        pAdapter->dwNumDevices    = 0;
        pAdapter->dwCurrentDevice = 0;

        // Enumerate all display modes on this adapter
        D3DDISPLAYMODE modes[100];
        D3DFORMAT      formats[20];
        DWORD dwNumFormats      = 0;
        DWORD dwNumModes        = 0;
        DWORD dwNumAdapterModes = m_pD3D->GetAdapterModeCount( iAdapter );

        // Add the adapter's current desktop format to the list of formats
        formats[dwNumFormats++] = pAdapter->d3ddmDesktop.Format;

        for( UINT iMode = 0; iMode < dwNumAdapterModes; iMode++ )
        {
            // Get the display mode attributes
            D3DDISPLAYMODE DisplayMode;
            m_pD3D->EnumAdapterModes( iAdapter, iMode, &DisplayMode );

            // Filter out low-resolution modes
            if( DisplayMode.Width  < 640 || DisplayMode.Height < 400 )
                continue;

            // Check if the mode already exists (to filter out refresh rates)
            for( DWORD m=0L; m<dwNumModes; m++ )
            {
                if( ( modes[m].Width  == DisplayMode.Width  ) &&
                    ( modes[m].Height == DisplayMode.Height ) &&
                    ( modes[m].Format == DisplayMode.Format ) )
                    break;
            }

            // If we found a new mode, add it to the list of modes
            if( m == dwNumModes )
            {
                modes[dwNumModes].Width       = DisplayMode.Width;
                modes[dwNumModes].Height      = DisplayMode.Height;
                modes[dwNumModes].Format      = DisplayMode.Format;
                modes[dwNumModes].RefreshRate = 0;
                dwNumModes++;

                // Check if the mode's format already exists
                for( DWORD f=0; f<dwNumFormats; f++ )
                {
                    if( DisplayMode.Format == formats[f] )
                        break;
                }

                // If the format is new, add it to the list
                if( f== dwNumFormats )
                    formats[dwNumFormats++] = DisplayMode.Format;
            }
        }

        // Sort the list of display modes (by format, then width, then height)
        qsort( modes, dwNumModes, sizeof(D3DDISPLAYMODE), SortModesCallback );

        // Add devices to adapter
        for( UINT iDevice = 0; iDevice < dwNumDeviceTypes; iDevice++ )
        {
            // Fill in device info
            D3DDeviceInfo* pDevice;
            pDevice                 = &pAdapter->devices[pAdapter->dwNumDevices];
            pDevice->DeviceType     = DeviceTypes[iDevice];
            m_pD3D->GetDeviceCaps( iAdapter, DeviceTypes[iDevice], &pDevice->d3dCaps );
            pDevice->strDesc        = strDeviceDescs[iDevice];
            pDevice->dwNumModes     = 0;
            pDevice->dwCurrentMode  = 0;
            pDevice->bCanDoWindowed = FALSE;
            pDevice->bWindowed      = FALSE;
            pDevice->MultiSampleType = D3DMULTISAMPLE_NONE;

            // Examine each format supported by the adapter to see if it will
            // work with this device and meets the needs of the application.
            BOOL  bFormatConfirmed[20];
            DWORD dwBehavior[20];
            D3DFORMAT fmtDepthStencil[20];

            for( DWORD f=0; f<dwNumFormats; f++ )
            {
                bFormatConfirmed[f] = FALSE;
                fmtDepthStencil[f] = D3DFMT_UNKNOWN;

                // Skip formats that cannot be used as render targets on this device
                if( FAILED( m_pD3D->CheckDeviceType( iAdapter, pDevice->DeviceType,
                                                     formats[f], formats[f], FALSE ) ) )
                    continue;

                if( pDevice->DeviceType == D3DDEVTYPE_HAL )
                {
                    // This system has a HAL device
                    bHALExists = TRUE;

                    if( pDevice->d3dCaps.Caps2 & D3DCAPS2_CANRENDERWINDOWED )
                    {
                        // HAL can run in a window for some mode
                        bHALIsWindowedCompatible = TRUE;

                        if( f == 0 )
                        {
                            // HAL can run in a window for the current desktop mode
                            bHALIsDesktopCompatible = TRUE;
                        }
                    }
                }

                // Confirm the device/format for HW vertex processing
                if( pDevice->d3dCaps.DevCaps&D3DDEVCAPS_HWTRANSFORMANDLIGHT )
                {
                    if( pDevice->d3dCaps.DevCaps&D3DDEVCAPS_PUREDEVICE )
                    {
                        dwBehavior[f] = D3DCREATE_HARDWARE_VERTEXPROCESSING |
                                        D3DCREATE_PUREDEVICE;

                        if( SUCCEEDED( ConfirmDevice( &pDevice->d3dCaps, dwBehavior[f],
                                                      formats[f] ) ) )
                            bFormatConfirmed[f] = TRUE;
                    }

                    if ( FALSE == bFormatConfirmed[f] )
                    {
                        dwBehavior[f] = D3DCREATE_HARDWARE_VERTEXPROCESSING;

                        if( SUCCEEDED( ConfirmDevice( &pDevice->d3dCaps, dwBehavior[f],
                                                      formats[f] ) ) )
                            bFormatConfirmed[f] = TRUE;
                    }

                    if ( FALSE == bFormatConfirmed[f] )
                    {
                        dwBehavior[f] = D3DCREATE_MIXED_VERTEXPROCESSING;

                        if( SUCCEEDED( ConfirmDevice( &pDevice->d3dCaps, dwBehavior[f],
                                                      formats[f] ) ) )
                            bFormatConfirmed[f] = TRUE;
                    }
                }

                // Confirm the device/format for SW vertex processing
                if( FALSE == bFormatConfirmed[f] )
                {
                    dwBehavior[f] = D3DCREATE_SOFTWARE_VERTEXPROCESSING;

                    if( SUCCEEDED( ConfirmDevice( &pDevice->d3dCaps, dwBehavior[f],
                                                  formats[f] ) ) )

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