• <ins id="pjuwb"></ins>
    <blockquote id="pjuwb"><pre id="pjuwb"></pre></blockquote>
    <noscript id="pjuwb"></noscript>
          <sup id="pjuwb"><pre id="pjuwb"></pre></sup>
            <dd id="pjuwb"></dd>
            <abbr id="pjuwb"></abbr>

            麒麟子

            ~~

            導航

            <2013年3月>
            242526272812
            3456789
            10111213141516
            17181920212223
            24252627282930
            31123456

            統計

            常用鏈接

            留言簿(12)

            隨筆分類

            隨筆檔案

            Friends

            WebSites

            積分與排名

            最新隨筆

            最新評論

            閱讀排行榜

            評論排行榜

            [轉]關于Direct3D多窗口編程的一篇翻譯


            In DirectX 8, support for rendering to multiple windows is provided through the creation of additional swap chains. However, there are currently no examples of this in the SDK, and the documentation is a bit vague. This article is provided to fill the gaps, and will explain the steps you need to take to write an application that will render multiple views in separate windows.


            在DX8中,對多窗口的支持是通過創建更多的Swap Chains來提供的。SDK中沒有相關的例子而且文檔也只是泛泛而談。這篇文章就是為了解決這個問題,它將向您展示應當如何一步步地實現在多個分離窗口中渲染多個視圖。

             

             

            Step 1 - Setting Up The Parent Frame


            第一步:設置父框架窗口

             

             

            In an application with multiple views, we start with a top level frame that will contain child windows in its client area to display various views. Once the parent frame parent frame has been created, we create our Direct3D device interface, specifying windowed mode and setting the top level window handle as the focus window:


            在多視圖的應用程序中,我們需要從最高層次的框架——這個框架將包含所有在他用戶區之內的子視圖窗口——開始我們的旅程。當父框架創建的時候,我們需要創建Direct3D Device接口,為其指定使用窗口模式,而且設置這最高層次的窗口句柄作為“焦點窗口”的句柄:

             

             

            g_pD3D=Direct3DCreate8(D3D_SDK_VERSION);


            if (!g_pD3D) return -1;


            D3DPRESENT_PARAMETERS d3dpp;


            ZeroMemory( &d3dpp, sizeof(d3dpp) );


            d3dpp.Windowed = TRUE;


            d3dpp.SwapEffect = D3DSWAPEFFECT_COPY;


            // Use the current display mode. 使用當前的顯示模式


            D3DDISPLAYMODE mode;

            if(FAILED(g_pD3D->GetAdapterDisplayMode(D3DADAPTER_DEFAULT , &mode))) {


                SAFE_RELEASE(g_pD3D);


                return -1;


            }


            d3dpp.BackBufferFormat = mode.Format;


            d3dpp.BackBufferWidth = mode.Width;


            d3dpp.BackBufferHeight = mode.Height;


            d3dpp.EnableAutoDepthStencil=TRUE;


            d3dpp.AutoDepthStencilFormat = D3DFMT_D16;


            // m_hWnd is handle to top level window    m_hWnd是最高層窗口的句柄


            if( FAILED( g_pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, m_hWnd,


                                              D3DCREATE_SOFTWARE_VERTEXPROCESSING,


                                              &d3dpp, &g_pd3dDevice) ) ) {


                SAFE_RELEASE(g_pD3D);


                return -1;


            }

             

             


            Note that for simplicity the above code does not test depth format, instead choosing a fixed format. Your application should determine a compatible depth format for the format of the rendering target.


            注意上面代碼處于簡單考慮并沒有去測試深度緩存的格式(?depth format),而只是選擇了一個確定的格式(D3DFMT_D16)。您的程序應該為需要渲染的Render Target選擇一個可接受的深度緩存格式。

             

             

            The device has a frame buffer, which the child views will be rendered into, as well as a depth buffer which will be shared among the views. The frame buffer and depth buffer are sized to the full screen resolution, to allow for the fact that the window may later be resized. Otherwise, window size changes would require resetting the device and re-creating the swap chains.


            Device都需要有幀緩存,這樣子視圖才能進行渲染,同時,深度緩沖也應當被不同的視圖進行共享。幀緩存和深度緩存都被設置為全屏幕大小,以考慮到可能窗口會被改變大小的情況。如果不的話,窗口改變大小的時候,就需要Reset Device和重新創建Swap Chain。

             

             

            Step 2 - Setting Up View Windows


            第二步:設置子視圖窗口

             

             

            Now we are ready to create our view windows, and associate them with swap chains that can be rendered to the device. Once the windows have been created, the following code generates a swap chain for the child window:


            現在我們可以準備創建我們的子窗口也就是視圖窗口,并把它們與交換鏈關聯以使得他們可以被渲染到Device上。當窗口創建后,下面的代碼將為子窗口創建一個交換鏈:

             

             

            D3DPRESENT_PARAMETERS d3dpp;


            ZeroMemory( &d3dpp, sizeof(d3dpp) );


            d3dpp.Windowed = TRUE;


            d3dpp.SwapEffect = D3DSWAPEFFECT_COPY;


            // Use the current display mode. 使用當前的顯示模式


            D3DDISPLAYMODE mode;


            g_pD3D->GetAdapterDisplayMode(D3DADAPTER_DEFAULT , &mode);


            d3dpp.BackBufferFormat = mode.Format;


            // m_hWnd contains child window handle m_hWnd儲存子窗口的句柄


            d3dpp.hDeviceWindow=m_hWnd;


            // m_pSwapChain is IDirect3DSwapChain *   m_pSwapChain是一個IDirect3DSwapChain*對象


            g_pd3dDevice->CreateAdditionalSwapChain(&d3dpp, &m_pSwapChain);

             

             


            After executing this code, the m_pSwapChain variable will contain a pointer to an IDirect3DSwapChain interface, which contains a frame buffer corresponding to the client area of the child window. This process is performed for each view window, so that that there is a swap chain for each view window.


            經過這些代碼之后,m_pSwapChain變量就儲存了IDirect3DSwapChain接口的指針,這個接口將儲存子窗口視圖區所對應的幀緩沖。

             

             

            Step 3 - Rendering a View

            第三步:渲染視圖

             

             

            Prior to rendering each view, we must direct the device to render to the appropriate frame buffer, using the SetRenderTarget() method. We pass the back buffer from the window's swap chain, while using the depth buffer that was originally created with the device:


            在渲染每個視圖窗口之前,我們必須使得Device來渲染對應的幀緩沖,這我們就需要用到SetRenderTarget方法。我們向其中傳入子窗口SwapChain交換鏈的后備緩沖BackBuffer,以及使用最開始跟著Device一起創建的深度緩沖。

             

             

            LPDIRECT3DSURFACE8 pBack=NULL,pStencil=NULL;


            m_pSwapChain->GetBackBuffer(0,D3DBACKBUFFER_TYPE_MONO,&pBack);


            g_pd3dDevice->GetDepthStencilSurface(&pStencil);


            g_pd3dDevice->SetRenderTarget(pBack,pStencil);


            pBack->Release();


            pStencil->Release();

             

             


            Note that we release the stencil and backbuffer pointers after we use them, because the GetBackBuffer() and GetDepthStencilSurface() functions call AddRef() on these interfaces to increment their reference counters. Failing to release them would lead to a memory leak.


            注意我們必須Release掉Stencil和BackBuffer的指針,因為GetBackBuffer和GetDepthStencilSurface這兩個函數都會調用COM的AddRef方法,來增加相應COM接口的引用計數,因此如果不刪除它們,將會導致內存泄露。

             

             

            We are now ready to render the view. Rendering is performed within a scene in the normal manner, except that we call Present() on the swap chain interface rather than the device interface:


            我們現在已經做好準備渲染視圖窗口了。渲染的方法看起來和我們平常用的方法差不多,只是有一點:我們現在需要調用Swap Chain的接口,而不是Device的接口。

             

             

            g_pd3dDevice->Clear(0,NULL,D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER,0x00000000,1.0,0);


            if (SUCCEEDED(g_pd3dDevice->BeginScene())) {


              


                // rendering code goes here 渲染代碼寫在這里

             

             


                g_pd3dDevice->EndScene();


            }


            m_pSwapChain->Present(NULL,NULL,NULL,NULL);

             

             


            Step 4 - Handling Resize of Child Views


            第四步,子窗口的Resize問題

             

             

            DirectX will automatically deal with changes in the child view by using a stretch blit to present the swap chain if the dimensions have client area is not the same size as the swap chain's frame buffer. However, this may not be desirable, as it will cause aliasing if the client area is increased in size.


            如果窗口的視圖區大小和SwapChain的大小不一,那么DirectX將通過Stretch Blit來自動處理圖像的伸縮變化。盡管這可能并不令人期待,因為這在視圖區變大的時候將導致圖像的模糊。

             

            posted on 2009-08-10 17:32 麒麟子 閱讀(2443) 評論(4)  編輯 收藏 引用 所屬分類: DirectX

            評論

            # re: [轉]關于Direct3D多窗口編程的一篇翻譯 2009-08-10 22:23 kuafoo

            始終沒找到你發的那個兩個小游戲源碼  回復  更多評論   

            # re: [轉]關于Direct3D多窗口編程的一篇翻譯 2009-08-11 00:01 Leaf

            @kuafoo
            額,我不曉得怎么放耶!!!  回復  更多評論   

            # re: [轉]關于Direct3D多窗口編程的一篇翻譯 2009-08-12 12:05 戴爾電腦

            不錯啊  回復  更多評論   

            # re: [轉]關于Direct3D多窗口編程的一篇翻譯 2009-09-11 16:14 wu

            <如果窗口的視圖區大小和SwapChain的大小不一,那么DirectX將通過Stretch Blit來自動處理圖像的伸縮變化。盡管這可能并不令人期待,因為這在視圖區變大的時候將導致圖像的模糊。> 你說的這個問題 要怎么才能解決?
              回復  更多評論   

            午夜精品久久久久久久久| 亚洲国产精品久久久久婷婷软件 | 香蕉久久影院| 国产精品久久久香蕉| 久久婷婷成人综合色综合| 777久久精品一区二区三区无码| 久久中文字幕视频、最近更新| 97精品伊人久久久大香线蕉| 久久久久国产精品| 久久99热这里只有精品66| 国产亚洲综合久久系列| 亚洲精品午夜国产va久久| 狠狠色丁香久久婷婷综| 狠狠色婷婷久久综合频道日韩| 精品乱码久久久久久久| 伊人伊成久久人综合网777| 久久中文娱乐网| 99久久精品国产麻豆| 精品国产日韩久久亚洲| 精品多毛少妇人妻AV免费久久| 亚洲综合精品香蕉久久网| 人人妻久久人人澡人人爽人人精品 | 国产叼嘿久久精品久久| 777米奇久久最新地址| 亚洲国产精品无码久久98| 热RE99久久精品国产66热| 国产精品永久久久久久久久久| .精品久久久麻豆国产精品 | 国产高潮国产高潮久久久91 | 久久精品夜夜夜夜夜久久| 国产精品久久婷婷六月丁香| 久久精品国产一区二区| 99久久精品免费观看国产| 99精品伊人久久久大香线蕉| 麻豆精品久久精品色综合| 精品久久无码中文字幕| 77777亚洲午夜久久多喷| 99久久无色码中文字幕| 国产精品久久免费| 精品综合久久久久久97超人| 国产激情久久久久影院老熟女|