我将使用DirectX,所以我使用的是directxtutorial.com教程。当我运行我的游戏时,它具有非常高的CPU使用率。它占用了处理器第一个核心的所有功能。我有Celeron e3400。我认为这比我没有任何东西需要运行我的游戏要多得多。
对不起那堆代码。我不知道会出现什么问题。 这是我的代码:
#include <windows.h>
#include <windowsx.h>
#include <d3d9.h>
#pragma (lib, "d3d9.lib")
#define Width_X 1024
#define Height_Y 768
LPDIRECT3D9 d3d;
LPDIRECT3DDEVICE9 d3d_device;
void d3d_initialize(HWND hWnd);
void render_frame();
void d3d_clear();
void d3d_initialize(HWND hWnd)
{
d3d = Direct3DCreate9(32); // value for dx9 = 32, i think
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory(&d3dpp,sizeof(d3dpp));
d3dpp.Windowed = false;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.hDeviceWindow = hWnd;
d3dpp.BackBufferFormat = D3DFMT_X8R8G8B8; // set the back buffer format to 32-bit
d3dpp.BackBufferWidth = Width_X; // set the width of the buffer
d3dpp.BackBufferHeight = Height_Y;
d3d->CreateDevice(D3DADAPTER_DEFAULT,
D3DDEVTYPE_HAL,
hWnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING,
&d3dpp,
&d3d_device);
}
void render_frame()
{
d3d_device->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(54, 222, 10), 1.0f, 0);
d3d_device->BeginScene();
d3d_device->EndScene();
d3d_device->Present(NULL, NULL, NULL, NULL);
}
void cleanD3D(void)
{
d3d_device->Release(); // close and release the 3D device
d3d->Release(); // close and release Direct3D
}
LRESULT CALLBACK WindowProc(HWND hWnd,
UINT message,
WPARAM wParam,
LPARAM lParam);
int WINAPI WinMain(HINSTANCE hInstance,
HINSTANCE hPrevInstance,
LPSTR lpCmdLine,
int nCmdShow)
{
HWND hWnd;
WNDCLASSEX wc;
ZeroMemory(&wc, sizeof(WNDCLASSEX));
wc.cbSize = sizeof(WNDCLASSEX);
wc.style = CS_HREDRAW | CS_VREDRAW;
wc.lpfnWndProc = WindowProc;
wc.hInstance = hInstance;
wc.hCursor = LoadCursor(NULL, IDC_ARROW);
//wc.hbrBackground = (HBRUSH)COLOR_WINDOW;
wc.lpszClassName = "WindowClass1";
RegisterClassEx(&wc);
hWnd = CreateWindowExW(NULL,
L"WindowClass1", // name of the window class
L"Test", // title of the window
WS_EX_TOPMOST ,//| WS_POPUP, // window style //
0, // x-position of the window
0, // y-position of the window
Width_X, // width of the window
Height_Y, // height of the window
NULL, // we have no parent window, NULL
NULL, // we aren't using menus, NULL
hInstance, // application handle
NULL); // used with multiple windows, NULL
ShowWindow(hWnd, nCmdShow);
d3d_initialize(hWnd);
MSG msg;
while(TRUE)
{
while(PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
if(msg.message == WM_QUIT)
break;
render_frame();
}
return msg.wParam;
cleanD3D();
}
LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
switch(message)
{
case WM_DESTROY:
{
PostQuitMessage(0);
return 0;
} break;
}
return DefWindowProc (hWnd, message, wParam, lParam);
}
答案 0 :(得分:2)
不应在每个循环中渲染帧,而是在没有要处理的消息时渲染帧,如下所示。
MSG msg;
while (msg.message != WM_QUIT)
{
if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE) != 0)
{
TranslateMessage (&msg) ;
DispatchMessage (&msg) ;
}
else // Render the scene if there is no message to handle
{
Render() ;
}
}