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C++ LPDIRECT3D9::GetAdapterCount方法代码示例

本文整理汇总了C++中LPDIRECT3D9::GetAdapterCount方法的典型用法代码示例。如果您正苦于以下问题:C++ LPDIRECT3D9::GetAdapterCount方法的具体用法?C++ LPDIRECT3D9::GetAdapterCount怎么用?C++ LPDIRECT3D9::GetAdapterCount使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在LPDIRECT3D9的用法示例。


在下文中一共展示了LPDIRECT3D9::GetAdapterCount方法的3个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: InitializeWindowed

HRESULT KGraphicsEngine::InitializeWindowed(HWND hBaseWindow, HWND hRenderWindow)
{
	// Create the D3D object.
    if ( NULL == ( g_pD3D = Direct3DCreate9( D3D_SDK_VERSION ) ) )
	{
		MessageBox(hBaseWindow,"Failed Create the D3D object!.","Failed Create the D3D object!",0);
        return E_FAIL;
	}
    // Get the current desktop display mode, so we can set up a back
    // buffer of the same format
	g_pD3D->GetDeviceCaps(D3DADAPTER_DEFAULT,D3DDEVTYPE_HAL,&g_D3DCaps);

    if ( FAILED( g_pD3D->GetAdapterDisplayMode( D3DADAPTER_DEFAULT, &m_DisplayMode ) ) )
	{
		MessageBox(hBaseWindow,"Failed GetAdapterDisplayMode !.","Failed Create the D3D object!",0);
		return E_FAIL;
	}
     
    // Set up the structure used to create the D3DDevice
	D3DFORMAT  DepFormat;
	if (SUCCEEDED(g_pD3D->CheckDepthStencilMatch(D3DADAPTER_DEFAULT,
		D3DDEVTYPE_HAL,
		m_DisplayMode.Format,
		m_DisplayMode.Format,
		D3DFMT_D24S8)))
	{
		DepFormat = D3DFMT_D24S8;
	}
	else
	{
		DepFormat = D3DFMT_D16;
	}

    memset( &m_PresentParam, 0, sizeof(D3DPRESENT_PARAMETERS) );

    memset(&m_RenderWindowRect, 0, sizeof(m_RenderWindowRect));	

	if(hRenderWindow)
		::GetWindowRect(hRenderWindow,&m_RenderWindowRect);
	else
	{
		::GetWindowRect(hBaseWindow,&m_RenderWindowRect);
		hRenderWindow = hBaseWindow;
	}
		
	//m_PresentParam.BackBufferWidth = m_RenderWindowRect.right-m_RenderWindowRect.left ;
    //m_PresentParam.BackBufferHeight= m_RenderWindowRect.bottom - m_RenderWindowRect.top;
	m_PresentParam.BackBufferWidth = m_DisplayMode.Width ;
	m_PresentParam.BackBufferHeight= m_DisplayMode.Height;

    m_PresentParam.Windowed = TRUE ;
    m_PresentParam.SwapEffect = D3DSWAPEFFECT_DISCARD;
    m_PresentParam.BackBufferFormat = m_DisplayMode.Format;
	m_PresentParam.EnableAutoDepthStencil = TRUE;
    m_PresentParam.AutoDepthStencilFormat = DepFormat;
    m_PresentParam.MultiSampleType = D3DMULTISAMPLE_NONE;
    m_PresentParam.hDeviceWindow = hBaseWindow;
    m_PresentParam.Flags = 0;
    m_PresentParam.FullScreen_RefreshRateInHz = 0;
    m_PresentParam.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;

	//just set camera's aspect
	m_cCamera.Aspect = m_PresentParam.BackBufferWidth*1.0f/m_PresentParam.BackBufferHeight; 

	HRESULT hr;

	// Set default settings
	UINT AdapterToUse=D3DADAPTER_DEFAULT;
	D3DDEVTYPE DeviceType=D3DDEVTYPE_HAL;
//#if SHIPPING_VERSION
	// When building a shipping version, disable NVPerfHUD (opt-out)
//#else
	// Look for 'NVIDIA NVPerfHUD' adapter
	// If it is present, override default settings
	for (UINT Adapter=0;Adapter<g_pD3D->GetAdapterCount();Adapter++)
	{
		D3DADAPTER_IDENTIFIER9 Identifier;
		HRESULT Res=g_pD3D->GetAdapterIdentifier(Adapter,0,&Identifier);
		if (strcmp(Identifier.Description,"NVIDIA NVPerfHUD")==0)
		{
			AdapterToUse=Adapter;
			DeviceType=D3DDEVTYPE_REF;
			break;
		}
	}
//#endif

    // Create the D3DDevice
    /*if ( FAILED(hr = g_pD3D->CreateDevice( AdapterToUse, DeviceType, hBaseWindow,
                                      D3DCREATE_HARDWARE_VERTEXPROCESSING,
                                      &m_PresentParam, &g_pd3dDevice ) ) )
    {*/
		if ( FAILED(hr = g_pD3D->CreateDevice( AdapterToUse, DeviceType, hBaseWindow,
                                      D3DCREATE_MIXED_VERTEXPROCESSING,
                                      &m_PresentParam, &g_pd3dDevice ) ) )
		{
			if ( FAILED(hr = g_pD3D->CreateDevice( AdapterToUse, DeviceType, hBaseWindow,
                                      D3DCREATE_SOFTWARE_VERTEXPROCESSING,
                                      &m_PresentParam, &g_pd3dDevice ) ) )
			{
//.........这里部分代码省略.........
开发者ID:viticm,项目名称:pap2,代码行数:101,代码来源:GraphiceEngine.cpp

示例2: GetAdapterCount

UINT HookIDirect3D9:: GetAdapterCount(LPVOID _this)
{
	LOG_API();
	return pD3D->GetAdapterCount();
}
开发者ID:zxmarcos,项目名称:bg4t_monitor,代码行数:5,代码来源:D3DWrapper.cpp

示例3: initD3D

void initD3D()
{
	d3d = Direct3DCreate9(D3D_SDK_VERSION);
	D3DPRESENT_PARAMETERS PresentParams;
	memset(&PresentParams, 0, sizeof(D3DPRESENT_PARAMETERS));

	PresentParams.Windowed = TRUE;
	PresentParams.SwapEffect = D3DSWAPEFFECT_DISCARD;

	///////////////////////////////////////////////////////////////////////

	// Set default settings
	UINT AdapterToUse = D3DADAPTER_DEFAULT;
	D3DDEVTYPE DeviceType = D3DDEVTYPE_HAL;
#ifdef SHIPPING_VERSION
	if(FAILED(d3d->CreateDevice(AdapterToUse, DeviceType, hMainWnd,
		D3DCREATE_HARDWARE_VERTEXPROCESSING,
		&PresentParams, &device)))
	{
		MessageBoxA(hMainWnd, "Unable to initialize PerfectHUD", 0, MB_ICONHAND);
		terminate();
	}
#else
	// Look for 'NVIDIA PerfHUD' adapter
	// If it is present, override default settings
	for (UINT Adapter = 0; Adapter < d3d->GetAdapterCount(); Adapter++)
	{
		D3DADAPTER_IDENTIFIER9  Identifier;
		HRESULT  Res;
		Res = d3d->GetAdapterIdentifier(Adapter, 0, &Identifier);
		if (strstr(Identifier.Description, "PerfHUD") != 0)
		{
			AdapterToUse = Adapter;
			DeviceType = D3DDEVTYPE_REF;
			break;
		}
	}
#endif

	//////////////////////////////////////////////////////////////////////

	device->SetRenderState(D3DRS_POINTSIZE_MAX, *((DWORD*)&pointSize));
	device->SetRenderState(D3DRS_POINTSIZE, *((DWORD*)&pointSize));
	device->SetRenderState(D3DRS_LIGHTING, FALSE);
	device->SetRenderState(D3DRS_POINTSPRITEENABLE, TRUE);
	device->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
	device->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
	device->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
	device->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
	device->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
	device->SetRenderState(D3DRS_ZENABLE, FALSE);

	D3DXCreateTextureFromFile(device, L"particle.png", &particleTexture);
	D3DXCreateTextureFromFile(device, L"overlay.png", &overlayTexture);

	D3DXCreateTexture(device, Width, Height, 0, D3DUSAGE_RENDERTARGET, D3DFMT_X8B8G8R8, D3DPOOL_DEFAULT, &renderTexture);
	renderTexture->GetSurfaceLevel(0, &renderTarget);
	device->GetRenderTarget(0, &orig);

	//»нициализаци¤ матриц
	D3DXMATRIX matrixView;
	D3DXMATRIX matrixProjection;

	D3DXMatrixLookAtLH(
		&matrixView,
		&D3DXVECTOR3(0, 0, 0),
		&D3DXVECTOR3(0, 0, 1),
		&D3DXVECTOR3(0, 1, 0));

	D3DXMatrixOrthoOffCenterLH(&matrixProjection, 0, Width, Height, 0, 0, 255);

	device->SetTransform(D3DTS_VIEW, &matrixView);
	device->SetTransform(D3DTS_PROJECTION, &matrixProjection);

	device->SetTexture(0, particleTexture);
}
开发者ID:DrA1ex,项目名称:ParticleSystem,代码行数:76,代码来源:RenderToTexture.cpp


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