Q> Hiện nay tôi đang nhận được một HRESULT 'params không hợp lệ' khi gọi CreateDevice lần thứ hai.Nó hoạt động tốt nếu một trong các cửa sổ là toàn màn hình, nhưng không phải cả hai.
Vì bạn đang tạo hai thiết bị khác nhau sử dụng cùng một id bộ điều hợp 0. Sử dụng id adater làm 1 cho lần tạo thiết bị thứ hai!
Bước quan trọng cần thực hiện sau khi tạo thiết bị 2 hoặc 3 hoặc 4 ... là đặt lại thiết bị một (id thiết bị mặc định 0).
Create Device 1
Create Device 2
........
........
Create Device n
Reset Device 1
Đối để làm cho cuộc sống của bạn và một người khác dễ dàng hơn tôi đã thêm một mã làm việc để hỗ trợ nhiều màn hình trong toàn màn hình (DirectX 9). Xin lưu ý rằng tôi đã thêm/thay đổi vài dòng mã từ mã mẫu lấy từ liên kết web mà bạn đã đề cập trong câu hỏi của bạn.
#define STRICT
#define WIN32_LEAN_AND_MEAN
#include <windows.h>
#include <mmsystem.h>
#include <stdio.h>
#include <d3d9.h>
#include <d3dx9.h>
#include "resource.h"
// define the screen resolution
#define SCREEN_WIDTH 1920
#define SCREEN_HEIGHT 1080
//-----------------------------------------------------------------------------
// GLOBALS
//-----------------------------------------------------------------------------
LPDIRECT3D9 g_pD3D = NULL;
HWND g_hWnd_0 = NULL; // Handle to the first window
HWND g_hWnd_1 = NULL; // Handle to the second window
LPDIRECT3DDEVICE9 g_pd3dDevice_0 = NULL; // Direct3d device for the first window
LPDIRECT3DDEVICE9 g_pd3dDevice_1 = NULL; // Direct3d device for the second window
LPD3DXMESH g_pTeapotMesh_0 = NULL; // The two devices can't share resources, so we'll
LPD3DXMESH g_pTeapotMesh_1 = NULL; // have to create two meshes... one for each device
D3DMATERIAL9 g_teapotMtrl;
D3DLIGHT9 g_pLight0;
LPD3DXFONT g_pd3dxFont = NULL;
DWORD g_dwBackBufferWidth = 0;
DWORD g_dwBackBufferHeight = 0;
bool windowed = false;
float g_fSpinX = 0.0f;
float g_fSpinY = 0.0f;
double g_dElpasedFrameTime = 0.0f;
double g_dElpasedAppTime = 0.0f;
double g_dCurrentTime = 0.0f;
double g_dLastTime = 0.0f;
struct Vertex
{
float x, y, z; // Position of vertex in 3D space
float nx, ny, nz; // Normal for lighting calculations
DWORD diffuse; // Diffuse color of vertex
enum FVF
{
FVF_Flags = D3DFVF_XYZ | D3DFVF_NORMAL | D3DFVF_DIFFUSE
};
};
#define TWO
//-----------------------------------------------------------------------------
// PROTOTYPES
//-----------------------------------------------------------------------------
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance,
LPSTR lpCmdLine, int nCmdShow);
LRESULT CALLBACK WindowProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
void CreateFont(void);
void init_0(void);
void init_1(void);
void shutDown_0(void);
void shutDown_1(void);
void render_0(void);
void render_1(void);
void LoadModels(void);
void ResetDevice(void);
//-----------------------------------------------------------------------------
// Name: WinMain()
// Desc: The application's entry point
//-----------------------------------------------------------------------------
int WINAPI WinMain(HINSTANCE hInstance,
HINSTANCE hPrevInstance,
LPSTR lpCmdLine,
int nCmdShow)
{
WNDCLASSEX winClass;
MSG uMsg;
bool deviceReset = FALSE;
memset(&uMsg,0,sizeof(uMsg));
winClass.lpszClassName = "MY_WINDOWS_CLASS";
winClass.cbSize = sizeof(WNDCLASSEX);
winClass.style = CS_HREDRAW | CS_VREDRAW;
winClass.lpfnWndProc = WindowProc;
winClass.hInstance = hInstance;
winClass.hIcon = LoadIcon(hInstance, (LPCTSTR)IDI_DIRECTX_ICON);
winClass.hIconSm = LoadIcon(hInstance, (LPCTSTR)IDI_DIRECTX_ICON);
winClass.hCursor = LoadCursor(NULL, IDC_ARROW);
winClass.hbrBackground = (HBRUSH)GetStockObject(BLACK_BRUSH);
winClass.lpszMenuName = NULL;
winClass.cbClsExtra = 0;
winClass.cbWndExtra = 0;
if(!RegisterClassEx(&winClass))
return E_FAIL;
//
// Create window #0...
//
g_hWnd_0 = CreateWindowEx(NULL, "MY_WINDOWS_CLASS",
"Direct3D (DX9) - Multiple Devices (Window #0)",
WS_EX_TOPMOST | WS_POPUP, // fullscreen values /* WS_OVERLAPPEDWINDOW | WS_VISIBLE,*/
0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, NULL, NULL, hInstance, NULL);
if(g_hWnd_0 == NULL)
return E_FAIL;
ShowWindow(g_hWnd_0, nCmdShow);
UpdateWindow(g_hWnd_0);
#ifdef TWO
//
// Create window #1...
//
g_hWnd_1 = CreateWindowEx(NULL, "MY_WINDOWS_CLASS",
"Direct3D (DX9) - Multiple Devices (Window #1)",
WS_EX_TOPMOST | WS_POPUP, // fullscreen values /* WS_OVERLAPPEDWINDOW | WS_VISIBLE,*/
1920, 0, SCREEN_WIDTH, SCREEN_HEIGHT, NULL, NULL, hInstance, NULL);
if(g_hWnd_1 == NULL)
return E_FAIL;
ShowWindow(g_hWnd_1, nCmdShow);
UpdateWindow(g_hWnd_1);
#endif
//
// Init Direct3D usage on both windows...
//
init_0();
#ifdef TWO
init_1();
#endif
ResetDevice(); // Important !!!
LoadModels();
while(uMsg.message != WM_QUIT)
{
if(PeekMessage(&uMsg, NULL, 0, 0, PM_REMOVE))
{
TranslateMessage(&uMsg);
DispatchMessage(&uMsg);
}
else
{
g_dCurrentTime = timeGetTime();
g_dElpasedFrameTime = g_dCurrentTime - g_dLastTime; // How much time has passed since the last frame?
g_dElpasedAppTime += g_dElpasedFrameTime; // How much time has passed overall for the application?
g_dLastTime = g_dCurrentTime;
render_0();
#ifdef TWO
render_1();
#endif
}
}
//
// Cleanup Direct3D usage on both windows...
//
#ifdef TWO
shutDown_1();
#endif
shutDown_0();
UnregisterClass("MY_WINDOWS_CLASS", winClass.hInstance);
return uMsg.wParam;
}
void ResetDevice(void)
{
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory(&d3dpp, sizeof(d3dpp));
d3dpp.Windowed = windowed;
d3dpp.hDeviceWindow = g_hWnd_0;
d3dpp.SwapEffect = D3DSWAPEFFECT_FLIP;
d3dpp.BackBufferFormat = D3DFMT_X8R8G8B8;
d3dpp.BackBufferWidth = SCREEN_WIDTH; // set the width of the buffer
d3dpp.BackBufferHeight = SCREEN_HEIGHT; // set the height of the buffer
d3dpp.BackBufferCount = 1;
d3dpp.EnableAutoDepthStencil = TRUE;
d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_ONE;
g_pd3dDevice_0->Reset(&d3dpp);
}
void LoadModels(void)
{
D3DXMATRIX matProj;
D3DXMatrixPerspectiveFovLH(&matProj, D3DXToRadian(45.0f), 1920.0f/1080.0f, 0.1f, 100.0f);
g_pd3dDevice_0->SetTransform(D3DTS_PROJECTION, &matProj);
g_pd3dDevice_0->SetRenderState(D3DRS_ZENABLE, TRUE);
g_pd3dDevice_0->SetRenderState(D3DRS_LIGHTING, TRUE);
g_pd3dDevice_0->SetRenderState(D3DRS_SPECULARENABLE, TRUE);
// Setup a material for the teapot
ZeroMemory(&g_teapotMtrl, sizeof(D3DMATERIAL9));
g_teapotMtrl.Diffuse.r = 1.0f;
g_teapotMtrl.Diffuse.g = 1.0f;
g_teapotMtrl.Diffuse.b = 1.0f;
g_teapotMtrl.Diffuse.a = 1.0f;
// Setup a simple directional light and some ambient...
g_pLight0.Type = D3DLIGHT_DIRECTIONAL;
g_pLight0.Direction = D3DXVECTOR3(1.0f, 0.0f, 1.0f);
g_pLight0.Diffuse.r = 1.0f;
g_pLight0.Diffuse.g = 1.0f;
g_pLight0.Diffuse.b = 1.0f;
g_pLight0.Diffuse.a = 1.0f;
g_pLight0.Specular.r = 1.0f;
g_pLight0.Specular.g = 1.0f;
g_pLight0.Specular.b = 1.0f;
g_pLight0.Specular.a = 1.0f;
g_pd3dDevice_0->SetLight(0, &g_pLight0);
g_pd3dDevice_0->LightEnable(0, TRUE);
g_pd3dDevice_0->SetRenderState(D3DRS_AMBIENT, D3DCOLOR_COLORVALUE(0.2f, 0.2f, 0.2f, 1.0f));
// Load up the teapot mesh...
D3DXLoadMeshFromX("teapot.x", D3DXMESH_SYSTEMMEM, g_pd3dDevice_0, NULL, NULL, NULL, NULL, &g_pTeapotMesh_0);
CreateFont();
#ifndef TWO
return;
#endif
D3DXMatrixPerspectiveFovLH(&matProj, D3DXToRadian(45.0f), 1920.0f/1080.0f, 0.1f, 100.0f);
g_pd3dDevice_1->SetTransform(D3DTS_PROJECTION, &matProj);
g_pd3dDevice_1->SetRenderState(D3DRS_ZENABLE, TRUE);
g_pd3dDevice_1->SetRenderState(D3DRS_LIGHTING, TRUE);
g_pd3dDevice_1->SetRenderState(D3DRS_SPECULARENABLE, TRUE);
// Setup a material for the teapot
ZeroMemory(&g_teapotMtrl, sizeof(D3DMATERIAL9));
g_teapotMtrl.Diffuse.r = 1.0f;
g_teapotMtrl.Diffuse.g = 1.0f;
g_teapotMtrl.Diffuse.b = 1.0f;
g_teapotMtrl.Diffuse.a = 1.0f;
// Setup a simple directional light and some ambient...
g_pLight0.Type = D3DLIGHT_DIRECTIONAL;
g_pLight0.Direction = D3DXVECTOR3(1.0f, 0.0f, 1.0f);
g_pLight0.Diffuse.r = 1.0f;
g_pLight0.Diffuse.g = 1.0f;
g_pLight0.Diffuse.b = 1.0f;
g_pLight0.Diffuse.a = 1.0f;
g_pLight0.Specular.r = 1.0f;
g_pLight0.Specular.g = 1.0f;
g_pLight0.Specular.b = 1.0f;
g_pLight0.Specular.a = 1.0f;
g_pd3dDevice_1->SetLight(0, &g_pLight0);
g_pd3dDevice_1->LightEnable(0, TRUE);
g_pd3dDevice_1->SetRenderState(D3DRS_AMBIENT, D3DCOLOR_COLORVALUE(0.2f, 0.2f, 0.2f, 1.0f));
// Load up the teapot mesh...
D3DXLoadMeshFromX("teapot.x", D3DXMESH_SYSTEMMEM, g_pd3dDevice_1, NULL, NULL, NULL, NULL, &g_pTeapotMesh_1);
}
//-----------------------------------------------------------------------------
// Name: WindowProc()
// Desc: The window's message handler
//-----------------------------------------------------------------------------
LRESULT CALLBACK WindowProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
static POINT ptLastMousePosit;
static POINT ptCurrentMousePosit;
static bool bMousing;
switch(msg)
{
case WM_KEYDOWN:
{
switch(wParam)
{
case VK_ESCAPE:
PostQuitMessage(0);
break;
}
}
break;
case WM_LBUTTONDOWN:
{
ptLastMousePosit.x = ptCurrentMousePosit.x = LOWORD (lParam);
ptLastMousePosit.y = ptCurrentMousePosit.y = HIWORD (lParam);
bMousing = true;
}
break;
case WM_LBUTTONUP:
{
bMousing = false;
}
break;
case WM_MOUSEMOVE:
{
ptCurrentMousePosit.x = LOWORD (lParam);
ptCurrentMousePosit.y = HIWORD (lParam);
if(bMousing)
{
g_fSpinX -= (ptCurrentMousePosit.x - ptLastMousePosit.x);
g_fSpinY -= (ptCurrentMousePosit.y - ptLastMousePosit.y);
}
ptLastMousePosit.x = ptCurrentMousePosit.x;
ptLastMousePosit.y = ptCurrentMousePosit.y;
}
break;
case WM_CLOSE:
{
PostQuitMessage(0);
}
case WM_DESTROY:
{
PostQuitMessage(0);
}
break;
default:
{
return DefWindowProc(hWnd, msg, wParam, lParam);
}
break;
}
return 0;
}
void CreateFont(void)
{
HRESULT hr;
HDC hDC;
//HFONT hFont;
int nHeight;
int nPointSize = 9;
//char strFontName[] = "Arial";
hDC = GetDC(NULL);
nHeight = -(MulDiv(nPointSize, GetDeviceCaps(hDC, LOGPIXELSY), 72));
ReleaseDC(NULL, hDC);
// Create a font for statistics and help output
hr = D3DXCreateFont(g_pd3dDevice_0, nHeight, 0, FW_BOLD, 0, FALSE, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, DEFAULT_PITCH | FF_DONTCARE, TEXT("Arial"), &g_pd3dxFont);
if(FAILED(hr)) MessageBox(NULL, "Call to D3DXCreateFont failed!", "ERROR", MB_OK | MB_ICONEXCLAMATION);
}
//-----------------------------------------------------------------------------
// Name: init_0()
// Desc:
//-----------------------------------------------------------------------------
void init_0(void)
{
g_pD3D = Direct3DCreate9(D3D_SDK_VERSION);
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory(&d3dpp, sizeof(d3dpp));
d3dpp.Windowed = windowed;
d3dpp.hDeviceWindow = g_hWnd_0;
d3dpp.SwapEffect = D3DSWAPEFFECT_FLIP;
d3dpp.BackBufferFormat = D3DFMT_X8R8G8B8;
d3dpp.BackBufferWidth = SCREEN_WIDTH; // set the width of the buffer
d3dpp.BackBufferHeight = SCREEN_HEIGHT; // set the height of the buffer
d3dpp.BackBufferCount = 1;
d3dpp.EnableAutoDepthStencil = TRUE;
d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_ONE;
g_pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, g_hWnd_0, D3DCREATE_HARDWARE_VERTEXPROCESSING, &d3dpp, &g_pd3dDevice_0);
}
//-----------------------------------------------------------------------------
// Name: init_1()
// Desc:
//-----------------------------------------------------------------------------
void init_1(void)
{
HWND window;
if(!windowed)
{
window = g_hWnd_0;
}
else
{
window = g_hWnd_1;
}
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory(&d3dpp, sizeof(d3dpp));
d3dpp.Windowed = windowed;
d3dpp.hDeviceWindow = window;
d3dpp.SwapEffect = D3DSWAPEFFECT_FLIP;
d3dpp.BackBufferFormat = D3DFMT_X8R8G8B8;
d3dpp.BackBufferWidth = SCREEN_WIDTH; // set the width of the buffer
d3dpp.BackBufferHeight = SCREEN_HEIGHT; // set the height of the buffer
d3dpp.BackBufferCount = 1;
d3dpp.EnableAutoDepthStencil = TRUE;
d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_ONE;
g_pD3D->CreateDevice(1, D3DDEVTYPE_HAL, window, D3DCREATE_HARDWARE_VERTEXPROCESSING, &d3dpp, &g_pd3dDevice_1);
}
//-----------------------------------------------------------------------------
// Name: shutDown()
// Desc:
//-----------------------------------------------------------------------------
void shutDown_0(void)
{
if(g_pTeapotMesh_0 != NULL)
g_pTeapotMesh_0->Release();
if(g_pd3dDevice_0 != NULL)
g_pd3dDevice_0->Release();
if(g_pD3D != NULL)
g_pD3D->Release();
}
//-----------------------------------------------------------------------------
// Name: shutDown()
// Desc:
//-----------------------------------------------------------------------------
void shutDown_1(void)
{
if(g_pTeapotMesh_1 != NULL)
g_pTeapotMesh_1->Release();
if(g_pd3dDevice_1 != NULL)
g_pd3dDevice_1->Release();
}
//-----------------------------------------------------------------------------
// Name: render_0()
// Desc:
//-----------------------------------------------------------------------------
void render_0(void)
{
D3DXMATRIX matView;
D3DXMATRIX matWorld;
D3DXMATRIX matRotation;
D3DXMATRIX matTranslation;
static int nFrameCount = 0;
static double nTimeOfLastFPSUpdate = 0.0;
static char fpsString[50] = "Frames Per Second = ";
RECT destRect;
// Now we can clear just view-port's portion of the buffer to red...
g_pd3dDevice_0->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_COLORVALUE(1.0f, 0.0f, 0.0f, 1.0f), 1.0f, 0);
g_pd3dDevice_0->BeginScene();
// For the left view-port, leave the view at the origin...
D3DXMatrixIdentity(&matView);
g_pd3dDevice_0->SetTransform(D3DTS_VIEW, &matView);
// ... and use the world matrix to spin and translate the teapot
// out where we can see it...
D3DXMatrixRotationYawPitchRoll(&matRotation, D3DXToRadian(g_fSpinX), D3DXToRadian(g_fSpinY), 0.0f);
D3DXMatrixTranslation(&matTranslation, 0.0f, 0.0f, 5.0f);
matWorld = matRotation * matTranslation;
g_pd3dDevice_0->SetTransform(D3DTS_WORLD, &matWorld);
g_pd3dDevice_0->SetMaterial(&g_teapotMtrl);
g_pTeapotMesh_0->DrawSubset(0);
g_pd3dDevice_0->EndScene();
// Report frames per second and the number of objects culled...
++nFrameCount;
if(g_dElpasedAppTime - nTimeOfLastFPSUpdate > 1000) // Update once a second
{
sprintf(fpsString, "Frames Per Second = %4.2f", nFrameCount*1000.0/(g_dElpasedAppTime - nTimeOfLastFPSUpdate));
nTimeOfLastFPSUpdate = g_dElpasedAppTime;
nFrameCount = 0;
}
SetRect(&destRect, 5, 5, 0, 0);
g_pd3dxFont->DrawText(NULL, fpsString, -1, &destRect, DT_NOCLIP, D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f));
g_pd3dDevice_0->Present(NULL, NULL, NULL, NULL);
}
//-----------------------------------------------------------------------------
// Name: render_1()
// Desc:
//-----------------------------------------------------------------------------
void render_1(void)
{
D3DXMATRIX matView;
D3DXMATRIX matWorld;
D3DXMATRIX matRotation;
D3DXMATRIX matTranslation;
// Now we can clear just view-port's portion of the buffer to green...
g_pd3dDevice_1->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_COLORVALUE(0.0f, 1.0f, 0.0f, 1.0f), 1.0f, 0);
g_pd3dDevice_1->BeginScene();
// For the left view-port, leave the view at the origin...
D3DXMatrixIdentity(&matView);
g_pd3dDevice_1->SetTransform(D3DTS_VIEW, &matView);
// ... and use the world matrix to spin and translate the teapot
// out where we can see it...
D3DXMatrixRotationYawPitchRoll(&matRotation, D3DXToRadian(g_fSpinX), D3DXToRadian(g_fSpinY), 0.0f);
D3DXMatrixTranslation(&matTranslation, 0.0f, 0.0f, 5.0f);
matWorld = matRotation * matTranslation;
g_pd3dDevice_1->SetTransform(D3DTS_WORLD, &matWorld);
g_pd3dDevice_1->SetMaterial(&g_teapotMtrl);
g_pTeapotMesh_1->DrawSubset(0);
g_pd3dDevice_1->EndScene();
// We're done! Now, we just call Present()
g_pd3dDevice_1->Present(NULL, NULL, NULL, NULL);
}
Chỉ cần tự hỏi, có phải lý do sử dụng nhiều bộ điều hợp thay vì các swapch bổ sung do xé màn hình không? Nếu vậy, tôi đang ở trong cùng một thuyền chính xác như bạn, và đã viết lại trình kết xuất của tôi trong tuần qua: ( – Balk