本文介绍了找出缺陷C ++代码的处理方法,对大家解决问题具有一定的参考价值,需要的朋友们下面随着小编来一起学习吧!
问题描述
有人可以找出这段代码中的缺陷吗?我花了数小时试图找出它的问题所在。我大惊小怪地发现,在基本DirectX应用程序上存在大量滞后,有人可以向我解释什么是错误的,以及这是什么原因导致的。
Could someone please spot the flaw in this code section i have spent hours trying to figure out what's wrong with it.I am bassicaly reciving massive lag on a basic directx app could someone explain to me what's wrong and why this is causing it.
#include <Windows.h>
#include <d3d9.h>
// Function Prototypes
LRESULT CALLBACK MsgProc(HWND Wnd,UINT message,WPARAM wParam,LPARAM lParam);
INT CreateAndRegisterWindow(HINSTANCE hInst);
INT initilizeD3D(HWND hWnd);
VOID Render();
//Globals
HWND GlobalWindowHandle;
LPDIRECT3D9 lpD3D9;
LPDIRECT3DDEVICE9 lpD3DDevice9;
const wchar_t ClassName[] = L"Tutorial";
//Entry Point
INT WINAPI WinMain(HINSTANCE hInst,HINSTANCE hPrevInst,LPSTR lpCmdLine,INT CmdShow)
{
// Register the window class
WNDCLASSEX wc =
{
sizeof( WNDCLASSEX ), CS_CLASSDC, MsgProc, 0L, 0L,
GetModuleHandle( NULL ), NULL, NULL, NULL, NULL,
L"D3D Tutorial", NULL
};
RegisterClassEx( &wc );
// Create the application's window
GlobalWindowHandle = CreateWindow( L"D3D Tutorial", L"D3D Tutorial 01: CreateDevice",
WS_OVERLAPPEDWINDOW, 100, 100, 300, 300,
NULL, NULL, wc.hInstance, NULL );
initilizeD3D(GlobalWindowHandle);
ShowWindow(GlobalWindowHandle,SW_SHOW);
UpdateWindow(GlobalWindowHandle);
MSG msg;
while(GetMessage(&msg,NULL,NULL,NULL))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
}
INT CreateAndRegisterWindow(HINSTANCE hInst)
{
WNDCLASSEX wcex;
ZeroMemory(&wcex, sizeof(wcex));
wcex.cbSize = sizeof(WNDCLASSEX);
wcex.hbrBackground = (HBRUSH)COLOR_WINDOW;
wcex.hCursor = LoadCursor(0,IDC_ARROW);
wcex.hInstance = hInst;
wcex.lpfnWndProc = (WNDPROC)MsgProc;
wcex.lpszClassName = ClassName;
if(FAILED(RegisterClassEx(&wcex)))
{
MessageBoxA(GetForegroundWindow(),"Failed to register class.","Error",MB_ICONERROR);
return EXIT_FAILURE;
}
GlobalWindowHandle = CreateWindow(ClassName,L"Tutorial",WS_OVERLAPPEDWINDOW,CW_USEDEFAULT,CW_USEDEFAULT,300,350,NULL,NULL,0,NULL);
if(!GlobalWindowHandle)
MessageBoxA(GetForegroundWindow(),"Failed to create window.","Error",MB_ICONERROR);
return EXIT_SUCCESS;
}
LRESULT CALLBACK MsgProc(HWND hWnd,UINT msg,WPARAM wParam,LPARAM lParam)
{
switch(msg)
{
case WM_PAINT:
UpdateWindow(hWnd);
Render();
return 0;
case WM_DESTROY:
PostQuitMessage(EXIT_SUCCESS);
return 0;
}
return DefWindowProc(hWnd,msg,wParam,lParam);
}
INT initilizeD3D(HWND hWnd)
{
if(NULL==(lpD3D9 = Direct3DCreate9(D3D_SDK_VERSION)))
MessageBoxA(GetForegroundWindow(),"Failed to create direct3d device","Error",MB_ICONERROR);
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory(&d3dpp, sizeof(d3dpp));
d3dpp.Windowed = TRUE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
if(FAILED(lpD3D9->CreateDevice (D3DADAPTER_DEFAULT,D3DDEVTYPE_HAL,hWnd,D3DCREATE_SOFTWARE_VERTEXPROCESSING,&d3dpp,&lpD3DDevice9)))
return EXIT_FAILURE;
return EXIT_SUCCESS;
}
VOID Render()
{
if( NULL == lpD3DDevice9 )
return;
// Clear the backbuffer to a blue color
lpD3DDevice9->Clear( 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB( 0, 0, 255 ), 1.0f, 0 );
// Begin the scene
if( SUCCEEDED( lpD3DDevice9->BeginScene() ) )
{
// Rendering of scene objects can happen here
// End the scene
lpD3DDevice9->EndScene();
}
// Present the backbuffer contents to the display
lpD3DDevice9->Present( NULL, NULL, NULL, NULL );
}
推荐答案
小点,也许吧,但是有一种更好的方法编写主游戏循环。您可以使用PeekMessage避免睡眠,而不必使用while(GetMessage(...)){...},如下所述:
Small point, perhaps, but there is a better way to write the main game loop. Instead of using while(GetMessage(...)) {...}, you can use PeekMessage to avoid sleeping, as described here:http://www.mvps.org/directx/articles/writing_the_game_loop.htm
这篇关于找出缺陷C ++代码的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持!