出于某种原因,当我将我的hwnd宽度和高度设置为800x600时, 我的后备缓冲区宽度/高度为800x600,然后我将游戏设置为全屏模式, 我根本看不到我的游戏,我看到一个黑屏。
“游戏”现在只是一个橙色屏幕(清除为橙色)。
所以我想,也许我应该将它设置为我的显示器分辨率,即: 1920×1080
确实有效!但后来我想,不是每个显示器都会达到这个分辨率,有些可能更小,有些可能更大。
所以现在我试图将我的游戏分辨率设置为主显示器的分辨率。但是,当我尝试在我的代码中使用GetSystemMetrics()时,我得到一个例外。唯一的问题是,我甚至无法检查堆栈,因为当发生这种情况时,除非我强行退出Visual Studio,否则我无法点击任何窗口。
这是我的代码:
// include the basic windows header files and the Direct3D header file
#include <windows.h>
#include <windowsx.h>
#include <d3d9.h>
#include <stdlib.h> /* srand, rand */
#include <time.h> /* time */
#define SCREEN_WIDTH 1920
#define SCREEN_HEIGHT 1080
// include the Direct3D Library file
#pragma comment (lib, "d3d9.lib")
// global declarations
LPDIRECT3D9 d3d; // the pointer to our Direct3D interface
LPDIRECT3DDEVICE9 d3ddev; // the pointer to the device class (graphics drivers, video card, etc.)
// function prototypes
void initD3D(HWND hWnd); // sets up and initializes Direct3D
void render_frame(void); // renders a single frame
void cleanD3D(void); // closes Direct3D and releases memory
// the WindowProc function prototype
LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam);
// the entry point for any Windows program
int WINAPI WinMain(HINSTANCE hInstance,
HINSTANCE hPrevInstance,
LPSTR lpCmdLine,
int nCmdShow)
{
srand (time(NULL));
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 = L"WindowClass";
RegisterClassEx(&wc);
hWnd = CreateWindowEx(NULL,
L"WindowClass",
L"Our First Direct3D Program",
WS_EX_TOPMOST | WS_POPUP,
0, 0,
GetSystemMetrics(SM_CXFULLSCREEN), GetSystemMetrics(SM_CYFULLSCREEN),
NULL,
NULL,
hInstance,
NULL);
ShowWindow(hWnd, nCmdShow);
// set up and initialize Direct3D
initD3D(hWnd);
// enter the main loop:
MSG msg;
while(TRUE)
{
while(PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
if(msg.message == WM_QUIT)
break;
render_frame();
}
// clean up DirectX and COM
cleanD3D();
return msg.wParam;
}
// this is the main message handler for the program
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);
}
void initD3D(HWND hWnd){
d3d = Direct3DCreate9(D3D_SDK_VERSION); //create the Direct3D interface
D3DPRESENT_PARAMETERS d3dpp; //create a struct to hold device info
ZeroMemory(&d3dpp, sizeof(d3dpp)); //clear out the struct for use, so we don't have to
//go through every member of the struct and set them individually
d3dpp.Windowed = FALSE; //not fullscreen
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; //discard old frames
d3dpp.hDeviceWindow = hWnd; //set the window to be used by Direct3D
d3dpp.BackBufferFormat = D3DFMT_X8R8G8B8;
d3dpp.BackBufferWidth = GetSystemMetrics(SM_CXFULLSCREEN);
d3dpp.BackBufferHeight = GetSystemMetrics(SM_CYFULLSCREEN);
d3dpp.BackBufferCount = 1;
//create a device class using all of this info from the d3dpp struct
d3d->CreateDevice(D3DADAPTER_DEFAULT,
D3DDEVTYPE_HAL,
hWnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING,
&d3dpp,
&d3ddev);
//HAL (Hardware Abstraction Layer) tells Direct3D to use hardware to process graphics
//If for some reason we can't use the hardware, we will use something else such as software
}
void render_frame(void){
//First two params have to do with clearing a specific area. Setting them to
//0 and null will indicate the entire back buffer is to be cleared
//D3DCLEAR_TARGET indicates we should clear the back buffer
d3ddev->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(255,120,60), 1.0f, 0);
//d3ddev->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(rand() % 255 + 1, rand() % 255 + 1, rand() % 255 + 1), 1.0f, 0);
//Tells direct3D that we are in control of memory. This function also locks the video ram.
//which grants us exclusive access to this memory.
d3ddev->BeginScene(); //begins the 3D scene
//do 3D rendering on the back buffer here
//EndScene unlocks the video memory making it available to other processes that need to access it
d3ddev->EndScene(); //ends the 3D scene
d3ddev->Present(NULL, NULL, NULL, NULL); //displays the created frame
}
//CLeans up Direct3D and COM (Component Object Model, sort of like a DLL, used for creating advanced objects)
void cleanD3D(void){
d3ddev->Release(); //close and release the 3D device
d3d->Release(); //close and release Direct3D
//MUST BE CLEANED, OR ELSE IT WILL STAY RUNNING UNTIL REBOOT!!
}
我检测显示器分辨率的方式有什么问题? 这甚至是设置全屏窗口的正确方法吗?
答案 0 :(得分:1)
由于屏幕底部的任务栏,你可能会得到像1920x1068左右的东西。
您可以使用SM_CXSCREEN/SM_CYSCREEN
或EnumAdapterModes获取有效模式列表供您选择。
#include <Windows.h>
#include <d3d9.h>
#include <iostream>
#pragma comment (lib, "d3d9.lib")
int main()
{
std::cout << "SM_CXFULLSCREEN/SM_CYFULLSCREEN = " << GetSystemMetrics(SM_CXFULLSCREEN) << "x" << GetSystemMetrics(SM_CYFULLSCREEN) << "\n";
std::cout << "SM_CXSCREEN/SM_CYSCREEN = " << GetSystemMetrics(SM_CXSCREEN) << "x" << GetSystemMetrics(SM_CYSCREEN) << "\n";
LPDIRECT3D9 d3d = Direct3DCreate9(D3D_SDK_VERSION);
if(d3d)
{
const DWORD modeCount = d3d->GetAdapterModeCount(D3DADAPTER_DEFAULT, D3DFMT_X8R8G8B8);
D3DDISPLAYMODE dm;
for(DWORD i = 0; i < modeCount; ++i)
{
if(FAILED(d3d->EnumAdapterModes(D3DADAPTER_DEFAULT, D3DFMT_X8R8G8B8, i, &dm)))
{
break;
}
std::cout << "Mode " << i << ": " << dm.Width << "x" << dm.Height << " Refresh: " << dm.RefreshRate << "\n";
}
d3d->Release();
}
return 0;
}
值得注意的是,IDirect3D9::CreateDevice
确实会返回HRESULT
,您可以使用它来确定它是否成功并优雅地处理它而不是崩溃。