这是创建一个简单窗口并初始化一个简单的direct3d设备的代码。但每次程序到达render()
函数应用程序终止。我不知道为什么会这样。有人可以解释我这种奇怪的行为吗?谢谢!!
//====================================================================================================
#include <windows.h>
#include <d3d9.h>
//====================================================================================================
HINSTANCE hInst;
HWND wndHandle;
//====================================================================================================
LPDIRECT3D9 pD3D; // the Direct3D object
LPDIRECT3DDEVICE9 pd3dDevice; // the Direct3D device
//====================================================================================================
bool initWindow(HINSTANCE hInstance);
bool initDirect3D(void);
void cleanUp (void);
void render(void);
LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);
//====================================================================================================
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow)
{
if (!initWindow(hInstance)) return false;
if (!initDirect3D()) return false;
MSG msg;
ZeroMemory(&msg, sizeof(msg));
if(PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
{
TranslateMessage (&msg);
DispatchMessage (&msg);
} else {
render(); // i think this is the problem ...
}
return static_cast<int>(msg.wParam);
}
bool initWindow(HINSTANCE hInstance )
{
WNDCLASSEX wcex;
wcex.cbSize = sizeof(WNDCLASSEX);
wcex.style = CS_HREDRAW | CS_VREDRAW;
wcex.lpfnWndProc = WndProc;
wcex.cbClsExtra = 0;
wcex.cbWndExtra = 0;
wcex.hInstance = hInstance;
wcex.hIcon = LoadIcon(0, IDI_APPLICATION);
wcex.hCursor = LoadCursor(0, IDC_ARROW);
wcex.hbrBackground = static_cast<HBRUSH>(GetStockObject(WHITE_BRUSH));
wcex.lpszMenuName = 0L;
wcex.lpszClassName = L"DirectXTemplate";
wcex.hIconSm = 0;
RegisterClassEx(&wcex);
wndHandle = CreateWindow(L"DirectXTemplate", L"DirectX Template", WS_OVERLAPPEDWINDOW, CW_USEDEFAULT, CW_USEDEFAULT, 640, 480, NULL, NULL, hInstance, NULL);
if (!wndHandle) return false;
ShowWindow(wndHandle, SW_SHOW);
UpdateWindow(wndHandle);
return true;
}
LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
switch (message)
{
case WM_DESTROY:
PostQuitMessage(0);
break;
default:
return DefWindowProc(hWnd, message, wParam, lParam);
}
}
bool initDirect3D(void)
{
pD3D = NULL;
pd3dDevice = NULL;
// create the DirectX object
if(NULL == (pD3D = Direct3DCreate9(D3D_SDK_VERSION))) return false;
// fill the presentation parameters structure
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory(&d3dpp, sizeof(d3dpp));
d3dpp.Windowed = TRUE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
d3dpp.BackBufferCount = 1;
d3dpp.BackBufferHeight = 480;
d3dpp.BackBufferWidth = 640;
d3dpp.hDeviceWindow = wndHandle;
// create a default DirectX device
if (FAILED(pD3D -> CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_REF, wndHandle, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &pd3dDevice))) return false;
return true;
}
void render(void)
{
// Check to make sure you have a valid Direct3D device
if(NULL == pd3dDevice) return; // clear the back buffer to a blue color
pd3dDevice -> Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 255), 1.0f, 0);
// Present the back buffer contents to the display
pd3dDevice -> Present(NULL, NULL, NULL, NULL);
}
void cleanUp (void)
{
// Release the device and the Direct3D object
if (pd3dDevice != NULL) pd3dDevice -> Release();
if (pD3D != NULL) pD3D -> Release();
}
答案 0 :(得分:3)
@DuckMaestro是对的。您的程序将经历一次msg / render过程,然后结束。它应该只在msg
退出程序时结束。试着像这样循环:
while(msg.message!=WM_QUIT){
if(PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
{
TranslateMessage (&msg);
DispatchMessage (&msg);
} else {
render(); // i think this is the problem ...
}
}
答案 1 :(得分:2)
您...
if(PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
{
TranslateMessage (&msg);
DispatchMessage (&msg);
} else {
render(); // i think this is the problem ...
}
...需要处于while
循环中,不是吗?使用调试器逐个语句逐步执行代码。 Win32应用程序需要一个while循环来保持活力,可以这么说。