我想要关闭渲染但不退出程序
时间: 2024-02-05 09:03:44 浏览: 27
如果你想要关闭渲染但不退出程序,可以修改示例代码来实现。以下是修改后的示例代码:
```cpp
#include <Windows.h>
#include <d3d11.h>
LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam);
HWND g_hWnd;
ID3D11Device* g_pDevice = nullptr;
ID3D11DeviceContext* g_pDeviceContext = nullptr;
IDXGISwapChain* g_pSwapChain = nullptr;
bool g_isRendering = true;
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow)
{
// 创建窗口
WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WindowProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, _T("DX11App"), NULL };
RegisterClassEx(&wc);
g_hWnd = CreateWindow(wc.lpszClassName, _T("DX11 Application"), WS_OVERLAPPEDWINDOW, 100, 100, 800, 600, NULL, NULL, wc.hInstance, NULL);
// 初始化 DirectX 设备和交换链
DXGI_SWAP_CHAIN_DESC swapChainDesc = { 0 };
swapChainDesc.BufferCount = 1;
swapChainDesc.BufferDesc.Width = 800;
swapChainDesc.BufferDesc.Height = 600;
swapChainDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
swapChainDesc.OutputWindow = g_hWnd;
swapChainDesc.SampleDesc.Count = 1;
swapChainDesc.Windowed = TRUE;
D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, 0, NULL, 0, D3D11_SDK_VERSION, &swapChainDesc, &g_pSwapChain, &g_pDevice, NULL, &g_pDeviceContext);
// 创建渲染目标视图
ID3D11RenderTargetView* pRenderTargetView = nullptr;
ID3D11Texture2D* pBackBuffer = nullptr;
g_pSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&pBackBuffer);
g_pDevice->CreateRenderTargetView(pBackBuffer, NULL, &pRenderTargetView);
pBackBuffer->Release();
// 渲染循环
MSG msg;
while (g_isRendering)
{
if (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
else
{
// 清空渲染目标视图
float clearColor[4] = { 0.0f, 0.0f, 0.0f, 0.0f }; // RGBA颜色,这里设置为透明色
g_pDeviceContext->ClearRenderTargetView(pRenderTargetView, clearColor);
// 在这里添加你的渲染代码
// 呈现到屏幕
g_pSwapChain->Present(0, 0);
}
}
// 释放资源
pRenderTargetView->Release();
g_pDeviceContext->Release();
g_pSwapChain->Release();
g_pDevice->Release();
// 销毁窗口
DestroyWindow(g_hWnd);
UnregisterClass(wc.lpszClassName, wc.hInstance);
return 0;
}
LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
switch (message)
{
case WM_CLOSE:
g_isRendering = false; // 关闭渲染循环
return 0;
case WM_DESTROY:
PostQuitMessage(0);
return 0;
}
return DefWindowProc(hWnd, message, wParam, lParam);
}
```
在这个示例代码中,我们增加了一个全局变量 `g_isRendering` 来控制渲染循环是否继续进行。当收到 `WM_CLOSE` 消息时,我们将 `g_isRendering` 设置为 `false`,从而关闭渲染循环,但程序仍然保持运行。
这样,你可以在其他地方通过调用 `PostMessage(g_hWnd, WM_CLOSE, 0, 0)` 来关闭渲染循环,而不会退出程序。