Я сейчас изучаю DirectX, поэтому я начинающий и застрял в одном коде. Я учусь по книге, и я написал этот код. Он должен нарисовать растровое изображение на окне, но это дает мне пустой экран. Более того, когда я нажимаю кнопку esc, это дает ошибку, но если я перемещаю или растягиваю окно перед нажатием esc, это не выдает ошибку. Любая помощь приветствуется. Я использую Visual Studio 2010 и C ++. У меня есть одно предположение, что ошибка может быть в D3DXCreateSurfaceFromFile. Вот код;
//Header files to include
#include <d3d9.h>
#include <time.h>
#include <d3dx9.h>
//Application title
#define APPTITLE L"Load_Bitmap"
//Screen Resolution
#define WIDTH 640
#define HEIGHT 480
//Forward Declarations
LRESULT WINAPI WinProc( HWND, UINT, WPARAM, LPARAM);
ATOM MyRegisterClass( HINSTANCE);
int GameInit(HWND);
void GameRun(HWND);
void GameEnd(HWND);
//Direct3d objects
LPDIRECT3D9 d3d = NULL;
LPDIRECT3DDEVICE9 d3ddev = NULL;
LPDIRECT3DSURFACE9 backbuffer = NULL;
LPDIRECT3DSURFACE9 surface = NULL;
//Macros to read the keyboard asynchronously
#define KEY_DOWN(vk_code) ((GetAsyncKeyState(vk_code) & 0x8000) ? 1 : 0)
#define KEY_UP(vk_code) ((GetAsyncKeyState(vk_code) & 0x8000) ? 1 : 0)
//Window Event Callback Function
LRESULT WINAPI WinProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
switch(msg)
{
case WM_DESTROY:
GameEnd( hWnd);
PostQuitMessage(0);
return 0;
}
return DefWindowProc( hWnd, msg, wParam, lParam);
}
//Helper function to set up the window properties
ATOM MyRegisterClass( HINSTANCE hInstance)
{
WNDCLASSEX wc;
wc.cbSize = sizeof( WNDCLASSEX);
wc.style = CS_HREDRAW | CS_VREDRAW;
wc.lpfnWndProc = (WNDPROC)WinProc;
wc.cbClsExtra = 0;
wc.cbWndExtra = 0;
wc.hInstance = hInstance;
wc.hIcon = NULL;
wc.hCursor = LoadCursor(NULL, IDC_ARROW);
wc.hbrBackground = (HBRUSH)GetStockObject(WHITE_BRUSH);
wc.lpszMenuName = NULL;
wc.lpszClassName = APPTITLE;
wc.hIconSm = NULL;
//Set up the window with the class info
return RegisterClassEx(&wc);
}
//Entry point for a windows program
int WINAPI WinMain( HINSTANCE hInstance, HINSTANCE hPrevInstancem, LPSTR lpCmdLine, int nCmdShow)
{
//Declare variables
MSG msg;
//Register the class
MyRegisterClass( hInstance);
//Initialize Application
HWND hWnd;
//Create new Window
hWnd = CreateWindow( APPTITLE, APPTITLE, WS_OVERLAPPEDWINDOW, CW_USEDEFAULT, CW_USEDEFAULT, WIDTH, HEIGHT, NULL, NULL, hInstance, NULL);
if( !hWnd)
return FALSE;
//Display the Window
ShowWindow( hWnd, nCmdShow);
UpdateWindow( hWnd);
//Initialize the Game
if( !GameInit( hWnd))
return FALSE;
//Main Message Loop
int done = 0;
while(!done)
{
if(PeekMessage( &msg, hWnd, 0, 0, PM_REMOVE))
{
//Look for quit message
if( msg.message == WM_QUIT)
done = 1;
//Decode and pass messages on to WndProc
TranslateMessage( &msg);
DispatchMessage( &msg);
}
else
//Process game loop( else prevents running after window is closed)
GameRun(hWnd);
}
return msg.wParam;
}
int GameInit( HWND hWnd)
{
HRESULT result;
//Initialize Direct3d
d3d = Direct3DCreate9(D3D_SDK_VERSION);
if( d3d == NULL)
{
MessageBox( hWnd, L"Error initializing Direct3d", L"Error", MB_OK);
return 0;
}
//Set Direct3D presentation parameters
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory( &d3dpp, sizeof(d3dpp));
d3dpp.Windowed = TRUE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.BackBufferFormat = D3DFMT_X8R8G8B8;
d3dpp.BackBufferCount = 1;
d3dpp.BackBufferWidth = WIDTH;
d3dpp.BackBufferHeight = HEIGHT;
d3dpp.hDeviceWindow = hWnd;
//Create Direct3D device
d3d->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &d3ddev);
if( d3ddev == NULL)
{
MessageBox( hWnd, L"Error creating Direct3d device", L"Error", MB_OK);
return 0;
}
//Set Random number seed
//srand( time(NULL));
//Clear the backbuffer to black
d3ddev->Clear( 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB( 0,0,0), 1.0f, 0);
//Create pointer to the back buffer
d3ddev->GetBackBuffer(0, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer);
//Create surface
result = d3ddev->CreateOffscreenPlainSurface( 640, 480, D3DFMT_X8R8G8B8,
D3DPOOL_DEFAULT, &surface, NULL);
if( result != D3D_OK)
return 1;
//load surface from file
result = D3DXLoadSurfaceFromFile(
surface, NULL, NULL, L"c.bmp", NULL, D3DX_DEFAULT, 0, NULL);
//Make sure file was loaded okay
if( result != D3D_OK)
return 1;
d3ddev->StretchRect( surface, NULL, backbuffer, NULL, D3DTEXF_NONE);
//Return okay
return 1;
}
void GameRun(HWND hWnd)
{
//Make Sure the Direct3d device is valid
if( d3ddev == NULL)
return;
//Start Rendering
if( d3ddev->BeginScene())
{
//Create pointer to the back buffer
d3ddev->GetBackBuffer( 0, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer);
//Draw surface to the backbuffer
d3ddev->StretchRect( surface, NULL, backbuffer, NULL, D3DTEXF_NONE);
//StopRendering
d3ddev->EndScene();
}
//Display the back buffer on the screen
d3ddev->Present( NULL, NULL, NULL, NULL);
//Check for escape key( to exit program)
if( KEY_DOWN(VK_ESCAPE))
PostMessage(hWnd, WM_DESTROY, 0, 0);
}
void GameEnd(HWND hWnd)
{
//free the surface
if( surface != NULL)
surface->Release();
//Release the Direct3D device
if( d3ddev != NULL)
d3ddev->Release();
if( d3d != NULL)
d3d->Release();
}