在弄清楚如何绘制精灵并检查每个功能的可能参数以及一些广泛的谷歌搜索后,我无法找到如何绘制到桌面,有人能指出我正确的方向吗?
编辑:这是我已经尝试过的以及发生了什么,我使用以下代码作为我的程序的学习点:
// main.cpp : Defines the entry point for the application.
//
#include "C:\Program Files\Microsoft DirectX SDK (August 2008)\Include\D3dx9core.h"
#include "C:\Documents and Settings\Death\My Documents\Downloads\DXSprite\DXSprite\resource.h"
#include <windows.h>
//-----------------------------------------------------------------------------
// GLOBALS
//-----------------------------------------------------------------------------
HWND g_hWnd = NULL;
LPDIRECT3D9 g_pD3D = NULL;
LPDIRECT3DDEVICE9 g_pD3DDevice = NULL;
ID3DXSprite * g_pD3DXSprite = NULL;
LPDIRECT3DTEXTURE9 g_pTexture = NULL;
const int SCREEN_WIDTH = 800;
const int SCREEN_HEIGHT = 600;
//-----------------------------------------------------------------------------
// PROTOTYPES
//-----------------------------------------------------------------------------
LRESULT CALLBACK WindowProc(HWND hwnd, UINT uMsg, WPARAM wParam, LPARAM lParam);
HRESULT InitializeD3D ( );
void RenderFrame ( );
//-----------------------------------------------------------------------------
// Name: WinMain()
// Desc: The application's entry point
//-----------------------------------------------------------------------------
int WINAPI WinMain( HINSTANCE hInstance,
HINSTANCE hPrevInstance,
LPSTR lpCmdLine,
int nCmdShow )
{
WNDCLASSEX winClass;
MSG uMsg;
HRESULT hr;
memset(&uMsg,0,sizeof(uMsg));
winClass.lpszClassName = "MY_WINDOWS_CLASS";
winClass.cbSize = sizeof(WNDCLASSEX);
winClass.style = CS_HREDRAW | CS_VREDRAW;
winClass.lpfnWndProc = WindowProc;
winClass.hInstance = hInstance;
winClass.hIcon = LoadIcon(hInstance, (LPCTSTR)IDC_DXSPRITE);
winClass.hIconSm = LoadIcon(hInstance, (LPCTSTR)IDC_DXSPRITE);
winClass.hCursor = LoadCursor(NULL, IDC_ARROW);
winClass.hbrBackground = (HBRUSH)GetStockObject(BLACK_BRUSH);
winClass.lpszMenuName = NULL;
winClass.cbClsExtra = 0;
winClass.cbWndExtra = 0;
if( !RegisterClassEx(&winClass) )
return E_FAIL;
g_hWnd = CreateWindowEx( NULL, "MY_WINDOWS_CLASS",
"Direct3D 9 - ID3DXSprite Example",
WS_OVERLAPPEDWINDOW | WS_VISIBLE,
0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, NULL, NULL, hInstance, NULL );
if( g_hWnd == NULL )
return E_FAIL;
ShowWindow( g_hWnd, nCmdShow );
UpdateWindow( g_hWnd );
//----------------------------------------------------------------
// Create the DirectX device
//----------------------------------------------------------------
if (FAILED( InitializeD3D()))
return 0;
//----------------------------------------------------------------
// CREATE THE ID3DXSprite
//----------------------------------------------------------------
// Create the ID3DXSprite interface object
hr = D3DXCreateSprite(g_pD3DDevice, &g_pD3DXSprite );
if( FAILED(hr) )
return hr;
//----------------------------------------------------------------
// LOAD THE TEXTURE FOR THE SPRITE
//----------------------------------------------------------------
// --------------------------------------------------------
// Load the texture. I decided to use the extended
// version of the texture loading function just to show what
// it would look like.
// The texture was created with Photoshop with a transparent
// background to start with. Then line cross hairs were added.
//
// Note - If you don't use a texture image that has a power of
// 2 size for the width or height then the image may not load
// properly. This image is 256x256.
//
D3DXCreateTextureFromFileEx(
g_pD3DDevice,
"C:\\Documents and Settings\\Death\\My Documents\\45handold2.tga", // Our texture image!
D3DX_DEFAULT, // width
D3DX_DEFAULT, // height
D3DX_DEFAULT, // MIP levels
0, // usage
D3DFMT_DXT1, // texture format
D3DPOOL_MANAGED, // mem pool
D3DX_DEFAULT, // filter
D3DX_DEFAULT, // MIP filter
0, // transparent color key
NULL, // image info struct
NULL, // palette
&g_pTexture); // the returned texture, if success
if ( FAILED(hr) )
return hr;
// ---------
// Main Loop
// ---------
while( uMsg.message != WM_QUIT )
{
if( PeekMessage( &uMsg, NULL, 0, 0, PM_REMOVE ) )
{
TranslateMessage( &uMsg );
DispatchMessage( &uMsg );
}
}
// -------------------------
// Release directx resources
// -------------------------
if (g_pD3DXSprite)
{
g_pD3DXSprite->Release();
g_pD3DXSprite = NULL;
}
if (g_pTexture)
{
g_pTexture->Release();
g_pTexture = NULL;
}
if (g_pD3DDevice)
{
g_pD3DDevice->Release();
g_pD3DDevice = NULL;
}
UnregisterClass( "MY_WINDOWS_CLASS", winClass.hInstance );
return (int)uMsg.wParam;
}
//-----------------------------------------------------------------------------
// Name: WindowProc()
// Desc: The window's message handler
//-----------------------------------------------------------------------------
LRESULT CALLBACK WindowProc( HWND hWnd,
UINT msg,
WPARAM wParam,
LPARAM lParam )
{
switch( msg )
{
case WM_KEYDOWN:
{
switch( wParam )
{
case VK_ESCAPE:
PostQuitMessage(0);
break;
}
}
break;
case WM_CLOSE:
{
PostQuitMessage(0);
}
case WM_DESTROY:
{
PostQuitMessage(0);
}
break;
default:
{
RenderFrame();
return DefWindowProc( hWnd, msg, wParam, lParam );
}
break;
}
return 0;
}
//-----------------------------------------------------------------------------
// Name: InitializeD3D()
// Desc: Create DirectX interface objects
// Initialize the view matrix.
// Setup render states that will not need changing throughout
// the life of the application.
//-----------------------------------------------------------------------------
HRESULT InitializeD3D( )
{
HRESULT hr;
// Create a direct 3D interface object
g_pD3D = Direct3DCreate9( D3D_SDK_VERSION );
if( g_pD3D == NULL )
{
// TO DO: Respond to failure of Direct3DCreate9
return E_FAIL;
}
D3DDISPLAYMODE d3ddm;
if( FAILED( hr = g_pD3D->GetAdapterDisplayMode( D3DADAPTER_DEFAULT, &d3ddm ) ) )
{
// TO DO: Respond to failure of GetAdapterDisplayMode
return hr;
}
//
if( FAILED( hr = g_pD3D->CheckDeviceFormat( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL,
d3ddm.Format, D3DUSAGE_DEPTHSTENCIL,
D3DRTYPE_SURFACE, D3DFMT_D16 ) ) )
{
if( hr == D3DERR_NOTAVAILABLE )
// POTENTIAL PROBLEM: We need at least a 16-bit z-buffer!
return hr;
}
//
// Do we support hardware vertex processing? If so, use it.
// If not, downgrade to software.
//
D3DCAPS9 d3dCaps;
if( FAILED( hr = g_pD3D->GetDeviceCaps( D3DADAPTER_DEFAULT,
D3DDEVTYPE_HAL, &d3dCaps ) ) )
{
// TO DO: Respond to failure of GetDeviceCaps
return hr;
}
DWORD dwBehaviorFlags = 0;
if( d3dCaps.VertexProcessingCaps != 0 )
dwBehaviorFlags |= D3DCREATE_HARDWARE_VERTEXPROCESSING;
else
dwBehaviorFlags |= D3DCREATE_SOFTWARE_VERTEXPROCESSING;
//
// Everything checks out - create a simple, windowed device.
//
D3DPRESENT_PARAMETERS d3dpp;
memset(&d3dpp, 0, sizeof(d3dpp));
d3dpp.BackBufferFormat = d3ddm.Format;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.Windowed = TRUE;
d3dpp.EnableAutoDepthStencil = TRUE;
d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
// Attempt to create a HAL device, end app on failure just to keep things
// simple. In other words we are not trying to create a REF device if the
// HAL fails.
if( FAILED( hr = g_pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, g_hWnd,
dwBehaviorFlags, &d3dpp, &g_pD3DDevice ) ) )
{
MessageBox (NULL,NULL,NULL,NULL);
}
// If we get here everything worked!
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: RenderFrame()
// Desc: Draw the image to the framebuffer.
//-----------------------------------------------------------------------------
void RenderFrame( )
{
if (!g_pD3DDevice && !g_pD3DXSprite && !g_pTexture)
return;
// Clear the frame & depth buffer ready for drawing (Black color)
g_pD3DDevice->Clear( 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00000000, 1.0f, 0 );
g_pD3DDevice->BeginScene();
{
//-------------------------
// Render the sprite
//
D3DXVECTOR3 vecPos = D3DXVECTOR3(0,0,0);
if (g_pD3DXSprite && g_pTexture)
{
g_pD3DXSprite->Begin( D3DXSPRITE_ALPHABLEND );
g_pD3DXSprite->Draw(g_pTexture, NULL, NULL, &vecPos, 0xffffffff);
g_pD3DXSprite->End();
}
}
g_pD3DDevice->EndScene();
// Frame buffer to Front buffer
g_pD3DDevice->Present( NULL, NULL, NULL, NULL );
}
我尝试将g_hWnd
方法中的参数CreateDevice
更改为HWND_DESKTOP
,我认为它可以正常工作,因为您可以通过绘制到HWND_DESKTOP
直接绘制到桌面不幸的是,在GDI中,这只会导致CreateDevice方法失败。我查看IDirect3D9
类方法,以某种方式使设备上下文与HWND_DESKTOP
类似于GDI,因为我怀疑我应该如何找到绘制到桌面的方法。没有运气,我当然做了明显的谷歌搜索“如何绘制到桌面DirectX”(以及相同问题的各种其他组合)希望找到答案,但似乎没有任何东西出现,最接近的事情我'我发现有人在绘制透明窗口并在窗口顶部绘制所需内容,但我认为可能有更优雅的解决方案。