DirectDraw6的初级编程应用by Gamster H. S
目录:1. VC的环境设置.2. 浅谈COM.3. DirectDraw简述.4. DirectDraw的初级编程应用.
第一篇:VC的环境设置.在进行任何DirectX有关的编程之前,你得先设置VC的环境变量值.主要是方便以后的项目设计.我使用的是VC5和DirectX6,这是我的设置:
1. 选择Options.2. 选择Directories Tab.3. 在Show directories for框中选择include files4. 在Directories框中选择一项新项,键入C:/mssdk/include,此目录将含有所有有关的头文件,如:ddraw.h, dsound.h, ...5. 在Show directories for框中选择Library files6. 在Directories框中选择一项新项,键入C:/mssdk/lib,此目录将含有所有有关的库文件,如:ddraw.lib, dsound.lib, dxguid.lib, ...7. 选择OK
当你编译建立微软的程式时,以下是基本步骤是:
1. 将整个ddex1(c:/mssdk/multimedia/ddraw/ddraw/src/ddex1)目录copy到你任为合适的目录中(如d:/mydd/,全称为d:/mydd/ddex1).2. 在VC5的菜单项Files中选择New.3. 选择Win32 Application.4. 键入合适的Location(如d:/mydd/).5. 键入合适的Project Name(在此为ddex1).6. 选择菜单项Project->Add to Project->Files,加入*.cpp文件,*.rc文件.在ddex1项目中,你要加入ddex1.cpp和ddex1.rc文件.7. 选择菜单项Project->Settings,在Link中的Object/Library Modules中加入ddraw.libdxguid.lib.8. Build and run.9. Any prblems? You know where to find me!
第二篇:浅谈COM.我不大清楚,但没几个人混得清楚的.他们要么知道点皮毛,要么还在OOP阶段锻练着.别人问起,只说DirectX3,5,6运用许多COM技术.
第三篇:DirectDraw简述.DirectX大大提高硬件在Win环境下的运用.DirectDraw提高各种显示硬件的工作.
第四篇:DirectDraw的初级编程应用.本文将简述ddex1至ddex5中各种DirectDraw API的运用(in detail),至于更高的设计运用,望各位自己慢慢从其他人手中学之.
1. DirectDraw例子中的全局变量.
file://-----------------------------------------------------------------------------// Global datafile://-----------------------------------------------------------------------------LPDIRECTDRAW4 g_pDD = NULL; // DirectDraw objectLPDIRECTDRAWSURFACE4 g_pDDSPrimary = NULL;// DirectDraw primary surfaceLPDIRECTDRAWSURFACE4 g_pDDSBack = NULL; // DirectDraw back surfaceLPDIRECTDRAWSURFACE4 g_pDDSOne = NULL; // Offscreen surface 1LPDIRECTDRAWPALETTE g_pDDPal = NULL; // The primary surface paletteBOOL g_bActive = FALSE; // Is application active?
以上全局变量分别为:1)IDirectDraw4的对象指针.用它建立其它几个全局变量.2)IDirectDrawSurfce4的对象指针,在此是3个: g_pDDSPrimary是显示缓冲块,用于显示; g_pDDSBack是幕后显示缓冲块,从后屏缓冲区截图后拼在此缓冲块上,随后翻成显示缓冲块,原有显示缓冲块翻成幕后显示缓冲块; g_pDDSOne是后屏缓冲区,用于存储不同图形资料.3)IDirectDrawPalette的对象指针,用于存储特定BITMAP的调色板.用在Color manipulation.4)另一变量和DirectDraw无任何关系.只是确认程序是否处于运行状态.以上的编码含有说明,所以对任何人都易理解.Any problems? You know where to find me!
2.初始化所有全程变量这些原码我抄自ddex5.cpp中的static HRESULT InitApp(HINSTANCE hInstance, int nCmdShow)函数中:
1)定义几个局部变量: DDSURFACEDESC2 ddsd; // the structure contain information about a particluar DirectDrawSurface. DDSCAPS2 ddscaps; // this is important for further step HRESULT hRet; // error output LPDIRECTDRAW pDD; // IDirectDraw Object.
2)组建各项对象:
/// // Create the main DirectDraw object /// hRet = DirectDrawCreate(NULL, &pDD, NULL); if (hRet != DD_OK) return InitFail(hWnd, hRet, "DirectDrawCreate FAILED");
先建立一个IDirectDraw Object,hRet装有DirectDrawCreate()的返回值,这一招非常有用,所有的DirectX函数都返回一定的数值,DirectDraw的函数返回DD_OK表示函数调用成功.DDERR_***的返回值表示函数调用失败(或其他原因).检查函数返回值,以备以后布骤不会出错.我将推迟解释InitFail()函数.
// Fetch DirectDraw4 interface hRet = pDD->QueryInterface(IID_IDirectDraw4, (LPVOID *) & g_pDD); if (hRet != DD_OK) return InitFail(hWnd, hRet, "QueryInterface FAILED");
我们用COM中的QueryInterface申请一个IDirectDraw4对象,不同于DIRECTX5,DirectDraw增加了IDirectDraw4界面,同时新增了几个更有用的函数(METHODS).你可以从DirectX的帮助文件中查到.虽是英文,但好好啃一啃还是有收获的.
// Get exclusive mode hRet = g_pDD->SetCooperativeLevel(hWnd, DDSCL_EXCLUSIVE | DDSCL_FULLSCREEN); if (hRet != DD_OK) return InitFail(hWnd, hRet, "SetCooperativeLevel FAILED");
我们接着设置显示方式,你可设置全屏,或视窗型,或MODEX,从DDEX1到DDEX5的程式中使用的显示方式都是DDSCL_EXCLUSIVE | DDSCL_FULLSCREEN,全屏!你可以从DirectX的帮助文件中查到有关SetCooperativeLevel()的注解.虽是英文,但好好啃一啃还是有收获的.
// Set the video mode to 640x480x8 hRet = g_pDD->SetDisplayMode(640, 480, 8, 0, 0); if (hRet != DD_OK) return InitFail(hWnd, hRet, "SetDisplayMode FAILED");
我们接着设置屏幕大小,色素和刷新速度.你可以从DirectX的帮助文件中查到有关SetDisplayMode()的注解.虽是英文,但好好啃一啃还是有收获的.全屏下你所设显示可为320X200, 640X480, 800X600, 1024X768, 1280X1024, 1600X1280等等.色素从8, 16, 24, 32BITs.
// Create the primary surface with 1 back buffer ZeroMemory(&ddsd, sizeof(ddsd)); ddsd.dwSize = sizeof(ddsd); ddsd.dwFlags = DDSD_CAPS | DDSD_BACKBUFFERCOUNT; ddsd.ddsCaps.dwCaps = DDSCAPS_PRIMARYSURFACE | DDSCAPS_FLIP | DDSCAPS_COMPLEX; ddsd.dwBackBufferCount = 1; hRet = g_pDD->CreateSurface(&ddsd, &g_pDDSPrimary, NULL); if (hRet != DD_OK) return InitFail(hWnd, hRet, "CreateSurface FAILED");
// Get a pointer to the back buffer ddscaps.dwCaps = DDSCAPS_BACKBUFFER; hRet = g_pDDSPrimary->GetAttachedSurface(&ddscaps, &g_pDDSBack); if (hRet != DD_OK) return InitFail(hWnd, hRet, "GetAttachedSurface FAILED");
建立一显示缓冲块附带一块幕后显示缓冲块.首先你初始化DDSURFACEDESC2的对象.如下:
ZeroMemory(&ddsd, sizeof(ddsd)); ddsd.dwSize = sizeof(ddsd); // you will fail without this!!
我观查到的现象是,每个DirectDraw结构含有dwSize成员,一定要初始化这个成员如下: ddStructObj.dwSize = sizeof(DDSTRUCT); // you will fail without this!!
以下一段编码
ddsd.dwFlags = DDSD_CAPS | DDSD_BACKBUFFERCOUNT; ddsd.ddsCaps.dwCaps = DDSCAPS_PRIMARYSURFACE | DDSCAPS_FLIP | DDSCAPS_COMPLEX;
表示所建DirectDrawSurface是Primary Surface(显示缓冲块),Flipable(前后翻转),有Back Buffer(幕后显示缓冲块)连接到Primary Surface(attached to).
ddsd.dwBackBufferCount = 1;
表示Back Buffer(幕后显示缓冲块)只有一块.
hRet = g_pDD->CreateSurface(&ddsd, &g_pDDSPrimary, NULL); if (hRet != DD_OK) return InitFail(hWnd, hRet, "CreateSurface FAILED");
// Get a pointer to the back buffer ddscaps.dwCaps = DDSCAPS_BACKBUFFER; hRet = g_pDDSPrimary->GetAttachedSurface(&ddscaps, &g_pDDSBack); if (hRet != DD_OK) return InitFail(hWnd, hRet, "GetAttachedSurface FAILED");
这一段编码建立Primary Surface,再建立Back Buffer.至此我们的初始工程基本结束!
3.出错处理.现在介绍初始化过程中错误的处理. return InitFail(hWnd, hRet, "...... FAILED");这一语段的运用是,当某一步初始化过程出错,整个程序退出,并显示一个对话框.其定义如下:
file://-----------------------------------------------------------------------------// Name: InitFail()// Desc: This function is called if an initialization function failsfile://-----------------------------------------------------------------------------HRESULT InitFail(HWND hWnd, HRESULT hRet, LPCTSTR szError,...){ char szBuff[128]; va_list vl;
va_start(vl, szError); vsprintf(szBuff, szError, vl); ReleaseAllObjects(); MessageBox(hWnd, szBuff, TITLE, MB_OK); DestroyWindow(hWnd); va_end(vl); return hRet;}
你要增写一个RelaeseAllObject()函数,此函数将释放所有的DDRAW对象.有一点值得申明.如果对象早已被释放,程序不知,试图释放不存在的对象将有严重后果,小心!!!!
file://-----------------------------------------------------------------------------// Name: ReleaseAllObjects()// Desc: Finished with all objects we use; release themfile://-----------------------------------------------------------------------------static void ReleaseAllObjects(void){ if (g_pDD != NULL) { if (g_pDDSPrimary != NULL) { g_pDDSPrimary->Release(); g_pDDSPrimary = NULL; } if (g_pDDSOne != NULL) { g_pDDSOne->Release(); g_pDDSOne = NULL; } if (g_pDDPal != NULL) { g_pDDPal->Release(); g_pDDPal = NULL; } g_pDD->Release(); g_pDD = NULL; }}
这里,程序先释放IDirectDraw4下属的对象,再释放IDirectDraw4的对象.释放前,程序先确认各对象是否存在,如对象还驻留于内村中,释放对象,并赋值对象指针NULL.
4.如何恢复暂时丢失的对象值.在你按ALT+TAB键后,应用程序相互切换,当你从其他应用程序转换到DirectDraw有关应用程序时,原有的对象缓冲区将在切换过程中被I/O系统释放.称为丢失(LOST).要重新建立.只有IDirectDraw4对象属下的IDirectDrawSuface4对象有丢失的可能,所以IDirectDrawSurface4提供了Restore()程式.使用方式如下:
file://-----------------------------------------------------------------------------// Name: RestoreAll()// Desc: Restore all lost objectsfile://-----------------------------------------------------------------------------HRESULT RestoreAll(void){ HRESULT hRet;
hRet = g_pDDSPrimary->Restore(); if (hRet == DD_OK) { hRet = g_pDDSOne->Restore(); if (hRet == DD_OK) { // 重新将Bitmap读入内存.DDReloadBitmap() } }
return hRet;}
一般,DirectDrawSuface4对象的丢失将冲刷对象所含的Bitmap.故要使用DDReLoadBitmap()函数重新从Bitmap文件中读入内存.此函数收藏於DDUTIL.CPP文件中.并不属于DirectX的一部分.下面,就让我介绍如何使用DDUTIL.CPP中的函数.
5.使用DirectDraw Utilities!!为了方便开发者,初学者对DirectX的困惑,MS DirectX设计组专门写了一个DDUTIL.CPP文件来帮助大家.它提供了方便的函数来进行读取Bitmap并赋值于IDirectDrawSurface4对象,从Bitmap中读取调色板信息,设置透明色等方程.定义如下:
/*========================================================================== * File: ddutil.cpp * Content: Routines for loading bitmap and palettes from resources ***************************************************************************/
#ifdef __cplusplusextern "C" { /* Assume C declarations for C++ */#endif /* __cplusplus */
extern IDirectDrawPalette *DDLoadPalette(IDirectDraw4 *pdd, LPCSTR szBitmap);extern IDirectDrawSurface4 *DDLoadBitmap(IDirectDraw4 *pdd, LPCSTR szBitmap, int dx, int dy);extern HRESULT DDReLoadBitmap(IDirectDrawSurface4 *pdds, LPCSTR szBitmap);extern HRESULT DDCopyBitmap(IDirectDrawSurface4 *pdds, HBITMAP hbm, int x, int y, int dx, int dy);extern DWORD DDColorMatch(IDirectDrawSurface4 *pdds, COLORREF rgb);extern HRESULT DDSetColorKey(IDirectDrawSurface4 *pdds, COLORREF rgb);
#ifdef __cplusplus}#endif /* __cplusplus */
-> DDLoadPalette(IDirectDraw4 *pdd, LPCSTR szBitmap): 从Bitmap文件中读出调色板信息,并将此信息交送于IDirectDraw4的对象.1)参数IDirectDraw4 *是IDirectDraw4的对象指针.2)参数LPCSTR,是Bitmap文件全名.3)使用实例: g_pDDPal = DDLoadPalette(g_pDD, "C://han//mybitmap1.bmp"); if (g_pDDPal) g_pDDSPrimary->SetPalette(g_pDDPal);4)详情请参阅DDEX3-5.CPP
->DDLoadBitmap(IDirectDraw4 *pdd, LPCSTR szBitmap, int dx, int dy):创建一块含有指定Bitmap的IDirectDrawSurface4对象,先创建一块足以容纳指定Bitmap的IDirectDrawSurface4对象.再将Bitmap读入内存.1)参数IDirectDraw4 *是对象指针.2)参数LPCSTR,是Bitmap文件全名.3)dx, dy表示Bitmap大小.4)使用实例: g_pDDSOne = DDLoadBitmap(g_pDD, "C://han//mybitmap.bmp", 640, 490); if(g_pDDSOne == NULL) { // Abort the program. }5)没有实例,多试试.
->DDReLoadBitmap(IDirectDrawSurface4 *pdds, LPCSTR szBitmap):把一块Bitmap读入一个指定的IDirectDrawSurface4对象指针.1)参数IDirectDrawSurface4 *是对象指针,将接收Bitmap.2)参数LPCSTR,是Bitmap文件全名.3)使用实例: hRet = DDReLoadBitmap(g_pDDSOne, "C://han//mybitmap.bmp"); if(FAILED(hret)) { // Abort the program. }4)详情请参阅DDEX3-5.CPP5)我用此函数最多.
->DDCopyBitmap(IDirectDrawSurface4 *pdds, HBITMAP hbm, int x, int y, int dx, int dy):You don't need to know.
->DDColorMatch(IDirectDrawSurface4 *pdds, COLORREF rgb):You don't need to know.
->DDSetColorKey(IDirectDrawSurface4 *pdds, COLORREF rgb):在指定的参数IDirectDrawSurface4的对象指针上设置一transparent Colorkey.1)参数IDirectDrawSurface4 *是对象指针,将接收ColorKey.2)COLORREF, Colorkey的数值.3)使用实例: hRet = DDReLoadBitmap(g_pDDSOne, "C://han//mybitmap.bmp"); if(FAILED(hret)) { // Abort the program. }4)详情请参阅DDEX3-5.CPP5)我用此函数也很多.
For more information about those functions, you better observe the examples Microsoft provided (DDEX1 - DDEX5) fordetails.It is the easy way. All the implementations about those functions is in DDUTIL.CPP file.
6.BLIT, FLIP, &Color fill.这三个应用是DirectDraw的主要应用.其功能为在BackBuffer上画上Bitmap图块,或填上一定的颜色,再翻到屏幕上.所用函数为:1>.Blt和BltFast在BackBuffer上画上Bitmap图块.
file://BltFast Example;RECT rcRect;
rcRect.left = 0;rcRect.top = 0;rcRect.right = 640;rcRect.bottom = 480;
while(1) { ddrval = g_pDDSBack->BltFast(0, 0, g_pDDSOne, &rcRect, DDBLTFAST_WAIT); if(ddrval == DD_OK) { break; } else if(ddrval == DDERR_SURFACELOST) { // use the restore all function! RestoreAll(); }}
我常用Blt function:
file://Blt Example;RECT srcRect = {0, 0, 640, 480};RECT dstRect = {0, 0, 640, 480};
DDBLTFX tempFX; // you will fail if you don't have this!tempFX.dwsize = sizeof(DDBLTFX); // you will fail if you don't have this!
while(1) { ddrval = g_pDDSBack->Blt(dstRect, g_pDDSOne, srcRect, DDBLT_WAIT, &tempFX); if(ddrval == DD_OK) { break; } else if(ddrval == DDERR_SURFACELOST) { // use the restore all function! RestoreAll(); } else if(ddrval != DDERR_WASSTILLDRAWING) { break; }}
若想使用透明色(COLORKEY),改DDBLTFAST_WAIT(BltFast的最后一个参数)为DDBLTFAST_WAIT|DDBLTFAST_SRCCOLORKEY. 改DDBLT_WAIT(Blt的倒数第二个参数)为DDBLT_WAIT | DDBLT_COLORSRC.
2.>用Blt在BackBuffer上填充颜色,(我从未成功过).
RECT dstRect = {0, 0, 640, 480};DDBLTFX tempFX; // you will fail if you don't have this!tempFX.dwsize = sizeof(DDBLTFX); // you will fail if you don't have this!tempFX.dwFillColor = RGB(0, 255, 0); // green.
while(1) { ddrval = g_pDDSBack->Blt(dstRect, NULL, NULL, DDBLT_WAIT | DDBLT_COLORFILL, &tempFX); if(ddrval == DD_OK) { break; } else if(ddrval == DDERR_SURFACELOST) { // use the restore all function! RestoreAll(); } else if(ddrval != DDERR_WASSTILLDRAWING) { break; }}
这个例码将在dstRect(0, 0, 640, 480)的长方形中填充绿色.长方形的大小和位置以你定义的RECT对象确定.用Blt和BltFast的几个弱点是:1)当dstRect(目标长方块)不和srcRect(源长方块)大小一致,Blt和BltFast将十分慢.2)当dstRect部分超出屏幕,如屏幕大小640X480,你想在长方块{500, 500, 800, 600}中显示图块,此图块不将处显,因为你定义的图块在屏幕以外!解决方法将在续篇(Advanced Section)中提出.
3.>使用Flip:将准备好的BackBuffer翻到屏幕上,原来的Primar Surface变成BackBuffer. while(1) { ddrval = g_pDDSPrimary->Flip(NULL, DDFLIP_WAIT); if(ddrval == DD_OK) { break; } else if(ddrval == DDERR_SURFACELOST) { // use the restore all function! RestoreAll(); } else if(ddrval != DDERR_WASSTILLDRAWING) { break; }}
4.总结:1) 建立暂时的IDirectDraw对象.2) 用COM中的QueryInterface来建立IDirectDraw4的对象.3) SetCooperativeLevel (视窗或全屏).4) SetDisplayMode(屏幕大小,色度,刷新速度).5) 建立primary surface(屏幕显示内存),back buffer(幕后显示内存),和off-screen sufaces(备用显示内存,用于存储图块).6) 使用ddutil文件中的函数来读入Bitmap,设置ColorKey(当你进行Blt操作,这种颜色将不被显示).7) 用Blt和BltFast将图块打入back buffer,用Flip来将准备好的back buffer翻成primary surface.原有的primary surface翻成back buffer,等待下一轮Blt和BltFast的调用.
这些是DirectDraw版本6中的基本操作!我将写一个续篇(Advanced Section).Enjoy programming!请大胆提出问题,写信给我或留言于留言板!感谢Doug Klopfenstein!他的Basic DirectDraw Programming(谭翁编译了这一文章!)给我很大帮助.