我最近在YouTube上关于如何将DirectX安装到Win32中的教程。 当我以前跑的时候,我有一个白色的窗户。当我在安装DirectX后运行它时,我尝试使用DirectX更改颜色,但是当它应该是青色的时候我仍然有一个白色的窗口。
#include <Windows.h>
#include <iostream>
#include "wtypes.h"
#include "wtypes.h"
#include <d3d11.h>
#include <d3dx11.h>
#include <DxErr.h>
void GetDesktopResolution(int& horizontal, int& vertical)
{
RECT desktop;
const HWND hDesktop = GetDesktopWindow();
GetWindowRect(hDesktop, &desktop);
horizontal = desktop.right;
vertical = desktop.bottom;
}
using namespace std;
HWND windowHandle;
LRESULT CALLBACK WndProc(HWND hwnd, UINT fMsg, WPARAM wParam, LPARAM lParam)
{
switch (fMsg)
{
case WM_CLOSE:
DestroyWindow(hwnd);
break;
case WM_DESTROY:
PostQuitMessage(0);
break;
case WM_CHAR:
{
if (wParam == VK_ESCAPE)
SendMessage(hwnd, WM_CLOSE, 0, 0);
return 0;
}
default:
return DefWindowProc(hwnd, fMsg, wParam, lParam);
}
}
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE prevIstance, PSTR cmdLine, int showCmd)
{
int horizontal = 0;
int vertical = 0;
bool success;
int hres = 0;
int vres = 0;
GetDesktopResolution(horizontal, vertical);
if (success = GetDesktopResolution)
{
hres = horizontal - 800;
vres = vertical - 600;
}
const int result = MessageBoxA(0, "Would you like to play in \nFull-Screen Mode?", "When the Sun Sets", MB_ICONEXCLAMATION | MB_YESNOCANCEL);
switch (result)
{
case IDYES:
if (result == IDYES)
{
// FIRST WINDOW
WNDCLASSEX fGame;
fGame.cbSize = sizeof(WNDCLASSEX);
fGame.cbClsExtra = 0;
fGame.cbWndExtra = 0;
fGame.hIconSm = 0;
fGame.hInstance = hInstance;
fGame.lpfnWndProc = WndProc;
fGame.style = CS_HREDRAW | CS_VREDRAW;
fGame.lpszClassName = L"WTSS1";
fGame.lpszMenuName = 0;
fGame.hCursor = LoadCursor(0, IDC_ARROW);
fGame.hIcon = LoadIcon(0, IDI_APPLICATION);
fGame.hbrBackground = (HBRUSH)(COLOR_WINDOW + 1);
RegisterClassEx(&fGame);
windowHandle = CreateWindowEx(WS_MAXIMIZEBOX, L"WTSS1", L"When the Sun Sets", WS_OVERLAPPEDWINDOW | WS_VISIBLE, 0, 0, 800 + hres, 600 + vres, 0, 0, hInstance, 0);
SetWindowLong(windowHandle, GWL_STYLE, 0);
if (windowHandle == 0)
{
MessageBoxA(0, "Error: The window has been configured incorrectly.", "When the Sun Sets", 0);
return -1;
}
ShowWindow(windowHandle, showCmd);
UpdateWindow(windowHandle);
HRESULT hResult = S_OK;
ID3D11Device* m_pD3D11Device = 0;
IDXGISwapChain* m_pSwapChain = 0;
ID3D11DeviceContext* m_pD3D11Context = 0;
D3D_FEATURE_LEVEL FeatureLevelsSupported;
D3D_FEATURE_LEVEL FeatureLevelsRequested[] =
{
D3D_FEATURE_LEVEL_11_0,
D3D_FEATURE_LEVEL_10_1,
D3D_FEATURE_LEVEL_10_0,
D3D_FEATURE_LEVEL_9_3,
D3D_FEATURE_LEVEL_9_2,
D3D_FEATURE_LEVEL_9_1,
};
RECT dimensions;
GetClientRect(windowHandle, &dimensions);
LONG width = dimensions.right - dimensions.left;
LONG height = dimensions.bottom - dimensions.top;
DXGI_SWAP_CHAIN_DESC sd;
ZeroMemory(&sd, sizeof(sd));
sd.BufferCount = 1;
sd.BufferDesc.Width = static_cast<unsigned int>(width);
sd.BufferDesc.Height = static_cast<unsigned int>(height);
sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
sd.BufferDesc.RefreshRate.Numerator = 60;
sd.BufferDesc.RefreshRate.Denominator = 1;
sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
sd.OutputWindow = windowHandle;
sd.SampleDesc.Count = 1;
sd.SampleDesc.Quality = 0;
sd.Windowed = TRUE;
hResult = D3D11CreateDeviceAndSwapChain(NULL,
D3D_DRIVER_TYPE_HARDWARE,
NULL,
0,
FeatureLevelsRequested,
3,
D3D11_SDK_VERSION,
&sd,
&m_pSwapChain,
&m_pD3D11Device,
&FeatureLevelsSupported,
&m_pD3D11Context);
if (FAILED(hResult))
{
MessageBoxA(windowHandle, "Error: The Direct3D device has been configured incorrectly.", "When the Sun Sets", 0);
return -1;
}
ID3D11RenderTargetView* m_pBackBufferTarget = 0;
ID3D11Texture2D* backBufferTexture;
hResult = m_pSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&backBufferTexture);
if (FAILED(hResult))
{
MessageBoxA(windowHandle, "Error: The Direct3D device has been configured incorrectly.", "When the Sun Sets", 0);
return -1;
}
hResult = m_pD3D11Device->CreateRenderTargetView(backBufferTexture, 0, &m_pBackBufferTarget);
if (backBufferTexture)
{
backBufferTexture->Release();
backBufferTexture = 0;
}
if (FAILED(hResult))
{
MessageBoxA(windowHandle, "Error: The Direct3D device has been configured incorrectly.", "When the Sun Sets", 0);
return -1;
}
m_pD3D11Context->OMSetRenderTargets(1, &m_pBackBufferTarget, 0);
D3D11_VIEWPORT vp;
vp.Width = static_cast<float>(width);
vp.Height = static_cast<float>(height);
vp.MinDepth = 0.0f;
vp.MaxDepth = 1.0f;
vp.TopLeftX = 0;
vp.TopLeftY = 0;
m_pD3D11Context->RSSetViewports(1, &vp);
if (m_pD3D11Context == 0)
{
MessageBoxA(windowHandle, "Error: The Direct3D device has been configured incorrectly.", "When the Sun Sets", 0);
return -1;
}
float clearColor[4] = { 0.0f, 135/225.0f, 189/225.0f, 1.0f };
m_pD3D11Context->ClearRenderTargetView(m_pBackBufferTarget, clearColor);
m_pSwapChain->Present( 0, 0 );
MSG fMsg;
SecureZeroMemory(&fMsg, sizeof(MSG));
int fReturnValue = 0;
while ((fReturnValue = GetMessage(&fMsg, 0, 0, 0)) != 0)
{
if (fReturnValue == -1)
{
MessageBoxA(windowHandle, "Error: The window has been configured incorrectly.", "When the Sun Sets", 0);
}
TranslateMessage(&fMsg);
DispatchMessage(&fMsg);
}
if (m_pBackBufferTarget)
{
m_pBackBufferTarget->Release();
m_pBackBufferTarget = 0;
}
if (m_pSwapChain)
{
m_pSwapChain->Release();
m_pSwapChain = 0;
}
if (m_pD3D11Context)
{
m_pD3D11Context->Release();
m_pD3D11Context = 0;
}
if (m_pD3D11Device)
{
m_pD3D11Device->Release();
m_pD3D11Device = 0;
}
}
break;
它明确指出:
float clearColor[4] = { 0.0f, 135/225.0f, 189/225.0f, 1.0f };
m_pD3D11Context->ClearRenderTargetView(m_pBackBufferTarget, clearColor);
m_pSwapChain->Present( 0, 0 );
哪个应该给出一个青色窗口,不是吗?
提前致谢!
答案 0 :(得分:1)
我尝试了代码,它对我有用。我得到一个青色的窗口。但是,由于您只拨打Present
一次,因此无法保持(完全)青色。通过调用WndProc
,您的DefWindowProc
将删除需要使用窗口的背景画笔重新绘制的部分窗口,您将其设置为(HBRUSH)(COLOR_WINDOW + 1)
。
要解决此问题,您需要做两件事。首先将fGame.hbrBackground
设置为0
,以便WndProc
不再删除窗口。接下来,更改您的消息循环,使其成为类似这样的内容(改编自MSDN example):
bool bGotMsg;
MSG msg;
msg.message = WM_NULL;
PeekMessage(&msg, NULL, 0U, 0U, PM_NOREMOVE);
while (WM_QUIT != msg.message)
{
// Process window events.
// Use PeekMessage() so we can use idle time to render the scene.
bGotMsg = (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE) != 0);
if (bGotMsg)
{
// Translate and dispatch the message
TranslateMessage(&msg);
DispatchMessage(&msg);
}
else
{
Render();
}
}
您需要移动代码,将窗口(应该使其成为青色的部分)移动到上面示例中的Render()
所示的位置。具体来说,是对ClearRenderTargetView
和Present
的调用。您可以使用对这两个函数的调用替换Render()
,也可以将它们移动到名为Render
的函数。
行if (success = GetDesktopResolution)
也不会做你认为它做的事情。它将success
指向GetDesktopResolution
的函数指针,并始终计算为true。您应该GetDesktopResolution
返回一个值(不是void
),具体取决于GetDesktopWindow
或GetWindowRect
是否失败,然后检查该值是否失败。