1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
|
#include "engine.h"
//#include <d3d9.h>
//#include <d3dx9.h>
const char* FileName = "resouces/fighter_top.png";
CDirect3D::CDirect3D()
{
m_lpD3D = NULL;
m_lpD3DFont = NULL;
m_lpD3DDevice = NULL;
}
CDirect3D::~CDirect3D()
{
CleanUp();
}
BOOL CDirect3D::Init(HWND hWnd, BOOL bWindowed){
//direct3d object erzeugen
m_lpD3D = Direct3DCreate9(D3D_SDK_VERSION);
if(m_lpD3D == NULL)
{
return FALSE;
}
//parameter fuer den modus festlegen
D3DPRESENT_PARAMETERS PParams;
ZeroMemory(&PParams, sizeof(PParams));
PParams.SwapEffect = D3DSWAPEFFECT_DISCARD;
PParams.hDeviceWindow = hWnd;
PParams.Windowed = bWindowed;
PParams.BackBufferWidth = 1000;
PParams.BackBufferHeight = 800;
PParams.BackBufferFormat = D3DFMT_A8R8G8B8;
//Direct3D-Geraet anlegen
if(FAILED(m_lpD3D->CreateDevice(
D3DADAPTER_DEFAULT,
D3DDEVTYPE_HAL,
hWnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING,
&PParams,
&m_lpD3DDevice)))
{
return FALSE;
}
CreateFont();
D3DXGetImageInfoFromFile(FileName, &m_SrcInfo);
//offscreen surface erstellen
m_lpD3DDevice->CreateOffscreenPlainSurface(m_SrcInfo.Width,
m_SrcInfo.Height,
D3DFMT_A8R8G8B8,
D3DPOOL_DEFAULT,
&m_lpSurface,
NULL);
D3DXLoadSurfaceFromFile(m_lpSurface,
NULL,
NULL,
FileName,
NULL,
D3DX_FILTER_NONE,
0,
NULL);
//zeiger auf backbuffer bekommen
m_lpD3DDevice->GetBackBuffer(0,0,
D3DBACKBUFFER_TYPE_MONO,
&m_lpBackBuffer);
return TRUE;
}
void CDirect3D::BeginScene(void){
m_lpD3DDevice->Clear(0,0,
D3DCLEAR_TARGET,
m_clearColor,
0, 0);//<---- Hier Zeigt ein Pfeil hin!
m_lpD3DDevice->BeginScene();
}
void CDirect3D::EndScene(void){
m_lpD3DDevice->EndScene();
m_lpD3DDevice->Present(0,0,0,0);
}
// [...]
|