【问题标题】:Directx Bitmap can't loadDirectx 位图无法加载
【发布时间】:2011-12-04 22:44:37
【问题描述】:

我目前正在学习 DirectX,所以我是初学者,但我被困在一个代码上。我正在从一本书中学习,我已经编写了这段代码。它应该在窗口上绘制一个位图,但它给了我一个空白屏幕。此外,当我单击 esc 按钮时会出现错误,但如果我在按 esc 之前移动或拉伸窗口,则不会出现错误。任何帮助表示赞赏。我正在使用 Visual Studio 2010 和 C++。我有一个假设,错误可能出在 D3DXCreateSurfaceFromFile。这是代码;

//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();
}

【问题讨论】:

  • 如果您还没有这样做,请使用调试运行时并提高调试输出的级别。
  • 正如用户上面所说,提高调试输出级别。此外,请确保 c.bmp 位于您的应用程序的工作目录中,通过 Visual Studio,该目录不是您的二进制文件所在的位置,而是您的项目文件所在的位置(我认为......)。
  • 好的。现在它绘制了,我更改了 bmp 文件的位置。但是,仍然存在一个问题。当我按下转义键时,它仍然会出错
  • 代码太马赫了,您在某处出现逻辑错误,放置断点并使用跟踪调试代码。我很确定在 10 分钟内你会看到你的错误。
  • 我已经做追踪了,还在追踪但是还没来找解决办法。

标签: c++ winapi visual-c++ directx


【解决方案1】:

检查转义键时发布 WM_QUIT 而不是 WM_DESTROY。就目前而言,消息循环永远不会退出,因为它依赖于发布的 WM_QUIT,并且即使在表面被删除后它也会继续调用 GameRun。

【讨论】:

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