2011-10-23 68 views
2

我想使用D3D硬件覆蓋覆蓋和D3D遊戲。我創建具備此功能的疊加:(source創建D3D9硬件覆蓋問題

HRESULT CreateHWOverlay(HWND hwnd, IDirect3D9Ex *pD3D, IDirect3DDevice9Ex **ppDevice) 
{ 
    *ppDevice = NULL; 

    D3DCAPS9    caps; 
    ZeroMemory(&caps, sizeof(caps)); 

    HRESULT hr = pD3D->GetDeviceCaps(
     D3DADAPTER_DEFAULT, 
     D3DDEVTYPE_HAL, 
     &caps 
     ); 

    if (FAILED(hr)) 
    { 
     return hr; 
    } 

    // Check if overlay is supported. 
    if (!(caps.Caps & D3DCAPS_OVERLAY)) 
    { 
     return D3DERR_UNSUPPORTEDOVERLAY; 
    } 

    D3DOVERLAYCAPS   overlayCaps = { 0 }; 

    IDirect3DDevice9Ex   *pDevice = NULL; 
    IDirect3D9ExOverlayExtension *pOverlay = NULL; 

    // Check specific overlay capabilities. 
    hr = pD3D->QueryInterface(IID_PPV_ARGS(&pOverlay)); 

    if (SUCCEEDED(hr)) 
    { 
     hr = pOverlay->CheckDeviceOverlayType(
      D3DADAPTER_DEFAULT, 
      D3DDEVTYPE_HAL, 
      1920, 
      1200, 
      D3DFMT_X8R8G8B8, 
      NULL, 
      D3DDISPLAYROTATION_IDENTITY, 
      &overlayCaps 
      ); 
    } 

    // Create the overlay. 
    if (SUCCEEDED(hr)) 
    { 

     DWORD flags = D3DCREATE_FPU_PRESERVE | 
         D3DCREATE_MULTITHREADED | 
         D3DCREATE_SOFTWARE_VERTEXPROCESSING; 


     D3DPRESENT_PARAMETERS pp = { 0 }; 

     pp.BackBufferWidth = 1920;//overlayCaps.MaxOverlayDisplayWidth; 
     pp.BackBufferHeight = 1200;//overlayCaps.MaxOverlayDisplayHeight; 
     pp.BackBufferFormat = D3DFMT_X8R8G8B8; 
     pp.SwapEffect = D3DSWAPEFFECT_OVERLAY; 
     pp.hDeviceWindow = hwnd; 
     pp.Windowed = TRUE; 
     pp.Flags = D3DPRESENTFLAG_VIDEO; 
     pp.FullScreen_RefreshRateInHz = D3DPRESENT_RATE_DEFAULT; 
     pp.PresentationInterval  = D3DPRESENT_INTERVAL_ONE; 

      hr = pD3D->CreateDeviceEx(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, 
      NULL, flags, &pp, NULL, &pDevice); 
    } 

    if (SUCCEEDED(hr)) 
    { 
     (*ppDevice) = pDevice; 
     (*ppDevice)->AddRef(); 
    } 

    SafeRelease(&pD3D); 
    SafeRelease(&pDevice); 
    SafeRelease(&pOverlay); 
    return hr; 
} 

畫在這裏:

while(true) 
{ 
    //Sleep(10); 
    D3DRECT rect = {50,50,200,200}; 

    g_pDeviceEx->BeginScene(); 

    RECT r = {0,0,1920,1200}; 
    RECT xrect = {200, 200, 500, 300}; 

    g_Font->DrawTextA(0, "D3D HARDWARE OVERLAY", -1, &xrect, DT_LEFT, D3DCOLOR_ARGB(255,255,0,0)); 
    g_pDeviceEx->Clear(1, &rect, D3DCLEAR_TARGET, D3DCOLOR_ARGB(255, 0,255,0), 50.0,0); 

    g_pDeviceEx->EndScene(); 
    g_pDeviceEx->PresentEx(&r, &r, hWnd, NULL, 0); 
} 

當我改變了遊戲的分辨率時,其黑色只是正在顯示的覆蓋。只要你能看到世界的文字和正文消失了。我究竟做錯了什麼?是的,即時運行窗口模式。

回答

3

的職位爲2個月大,但答案是:

g_pDeviceEx->清除 - >清除後備緩衝帶色(255,0,255,0),把清晰BeginScene

A +

+3

我們歡迎回答老問題;謝謝你的支持。不過,我建議在某種程度上改進格式(特別是在編輯框上方的「代碼」按鈕上,其中有{}的按鈕)。我會爲你做,但我不完全確定你的答案的哪些部分是代碼,哪些不是代碼。 – derobert