Microsoft KB Archive/152646

{|
 * width="100%"|

INFO: DDRM.EXE: Mixing 2-D DirectDraw Objects With Direct3D

 * }

Q152646

-

The information in this article applies to:


 * Microsoft DirectX Software Development Kit, version 2.0, used with:
 * Microsoft Windows 95
 * Microsoft Windows 2000 Advanced Server
 * Microsoft Windows 2000 Server
 * Microsoft Windows 2000 Professional

-

SUMMARY
The DDRM sample demonstrates one method of combining 2-D objects on a DirectDraw surface, such as a background, with Direct3D Retained Mode. It also demonstrates how to lock the primary surface's palette down and how to force Retained Mode to utilize what is in the palette and leave the entries in it unchanged. Since the palette will not change, the pixels of the 2-D objects you create will not have to change. This sample renders to a full screen, 8 bit-per-pixel DirectDraw surface using double buffering.

MORE INFORMATION
The following file is available for download from the Microsoft Download Center:

"Ddrm.exe" For additional information about how to download Microsoft Support files, click the article number below to view the article in the Microsoft Knowledge Base:

"Q119591 How to Obtain Microsoft Support Files from Online Services" Microsoft used the most current virus detection software available on the date of posting to scan this file for viruses. Once posted, the file is housed on secure servers that prevent any unauthorized changes to the file.

The DDRM sample creates a 640x480 primary surface with one back buffer. It also creates a 640x480 offscreen surface, on which it stores a 2-D bitmap image. A palette is created for the 2-D image and the palette is associated with both the back buffer and the front buffer. It is necessary to associate the palette with the back buffer because the back buffer will be rendered to by Retained Mode. To lock down the palette, you must set the peFlags member of the PALETTEENTRY structure for all palette entries to D3DPAL_READONLY. This will let Retained Mode know that it can use but not change the entries in the palette.

After obtaining a handle to the back buffer, a 16BPP z-buffer is created and attached to it. SetPalette is called to attach the palette to the back buffer, and a destination color key for blit operations is created for the back buffer. The color key is palette index 255 (white), so when you blit to the back buffer, all pixels that are 255 (white) on the surface will be overwritten by the pixels on the surface you are blitting from. All other pixels will be preserved. Following is manner in which the destination color key is created:

  DDCOLORKEY  ddck; ddck.dwColorSpaceLowValue = 255; ddck.dwColorSpaceHighValue = 255; lpDDSBack->SetColorKey(DDCKEY_DESTBLT, &ddck); After this is done, CreateDeviceFromSurface is called to create a Retained Mode device for the back buffer.

When setting up the scene for the Retained Mode device, you must set the background color to 255 (white). When doing this, anything you blit to the back buffer will overwrite the background of the Retained Mode scene. Calling SetSceneBackground(D3DRGB(1,1,1)) will set up the background properly if white is the destination color key. It is important that only the background in the 3-D scene contain white pixels. You should choose a background color (destination color key) you know will never be used on your 3-D objects.

Following is the sequence of steps to take to update and render the display:

  {

HRESULT            ddrval; RECT               rcRect; DDBLTFX ddBltFx;

rcRect.left = 0; rcRect.top = 0; rcRect.right = 640; rcRect.bottom = 480;

// Clear the back buffer ZeroMemory(&ddBltFx,sizeof(DDBLTFX)); ddBltFx.dwSize = sizeof(DDBLTFX); ddBltFx.dwFillColor = 255; lpDDSBack->Blt(NULL,NULL,NULL,DDBLT_COLORFILL | DDBLT_WAIT;     ,&ddBltFx);

// Update the 3D Retained Mode scene scene->Move(D3DVALUE(1.0)); view->Clear; view->Render(scene); rmdev->Update;

// Use DDBLTFAST_DESTCOLORKEY to blit the 2D bitmap image onto the // scene, only updating the white pixels while( (ddrval = lpDDSBack->BltFast( 0, 0, lpDDSOne, &rcRect,                   DDBLTFAST_DESTCOLORKEY ) ) == DDERR_WASSTILLDRAWING ); // Update the primary surface while(lpDDSPrimary->Flip( NULL,0 ) == DDERR_WASSTILLDRAWING); } NOTE: In this version of Direct3D, you should not change the palette on your primary surface or your back buffer. Retained Mode will not account for the palette entry changes. Microsoft is aware of this problem. The DDRM sample demonstrates this problem by allowing you to change the palette while it is executing.