DirectX11笔记(三)--Direct3D初始化代码
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这里先提出InitDevice方法, 讲解请参考前一篇文章: DirectX11笔记(三)–Direct3D初始化2
HRESULT InitDevice( ){ // 窗口信息 RECT rc; GetClientRect( g_hWnd, &rc ); UINT width = rc.right - rc.left; UINT height = rc.bottom - rc.top; // 创建交换链描述 DXGI_SWAP_CHAIN_DESC sd; sd.BufferDesc.Width = width; sd.BufferDesc.Height = height; sd.BufferDesc.RefreshRate.Numerator = 60; sd.BufferDesc.RefreshRate.Denominator = 1; sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; sd.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED; sd.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED; sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; sd.BufferCount = 1; sd.OutputWindow = g_hWnd; sd.Windowed = true; sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD; sd.Flags = 0; sd.SampleDesc.Count = 1; // 不使用 MSAA sd.SampleDesc.Quality = 0; // 调试模式 UINT createDeviceFlags = 0; #if defined( DEBUG ) || defined( _DEBUG ) createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG; #endif // 特征等级 D3D_FEATURE_LEVEL featureLevels[] = { D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_10_1, D3D_FEATURE_LEVEL_10_0, }; UINT numFeatureLevels = ARRAYSIZE( featureLevels ); // 创建 ID3D11Device, ID3D11DeviceContext, IDXGISwapChain HRESULT hr = D3D11CreateDeviceAndSwapChain( NULL, g_driverType, NULL, createDeviceFlags, featureLevels, numFeatureLevels, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &g_featureLevel, &g_pImmediateContext ); if( FAILED(hr) ) { MessageBox( 0, L"D3D11CreateDeviceAndSwapChain Failed.", 0, 0 ); return false; } if( g_featureLevel != D3D_FEATURE_LEVEL_11_0 ) { MessageBox( 0, L"Direct3D Feature Level 11 unsupported.", 0, 0 ); return false; } // 创建 render target view ID3D11Texture2D* pBackBuffer = NULL; hr = g_pSwapChain->GetBuffer( 0, __uuidof( ID3D11Texture2D ), ( LPVOID* )&pBackBuffer ); if( FAILED( hr ) ) return hr; hr = g_pd3dDevice->CreateRenderTargetView( pBackBuffer, NULL, &g_pRenderTargetView ); pBackBuffer->Release(); if( FAILED( hr ) ) return hr; // 创建深度模板缓冲 D3D11_TEXTURE2D_DESC descDepth; ZeroMemory(&descDepth, sizeof(descDepth)); descDepth.Width = width; descDepth.Height = height; descDepth.MipLevels = 1; descDepth.ArraySize = 1; descDepth.Format = DXGI_FORMAT_D24_UNORM_S8_UINT; descDepth.SampleDesc.Count = 1; descDepth.SampleDesc.Quality = 0; descDepth.Usage = D3D11_USAGE_DEFAULT; descDepth.BindFlags = D3D11_BIND_DEPTH_STENCIL; descDepth.CPUAccessFlags = 0; descDepth.MiscFlags = 0; hr = g_pd3dDevice->CreateTexture2D(&descDepth, NULL, &g_pDepthStencil); if (FAILED(hr)) return hr; // 创建深度模板视图 D3D11_DEPTH_STENCIL_VIEW_DESC descDSV; ZeroMemory(&descDSV, sizeof(descDSV)); descDSV.Format = descDepth.Format; descDSV.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D; descDSV.Texture2D.MipSlice = 0; hr = g_pd3dDevice->CreateDepthStencilView(g_pDepthStencil, &descDSV, &g_pDepthStencilView); if (FAILED(hr)) return hr; g_pImmediateContext->OMSetRenderTargets( 1, &g_pRenderTargetView, g_pDepthStencilView ); // 设置 viewport D3D11_VIEWPORT vp; vp.Width = (FLOAT)width; vp.Height = (FLOAT)height; vp.MinDepth = 0.0f; vp.MaxDepth = 1.0f; vp.TopLeftX = 0; vp.TopLeftY = 0; g_pImmediateContext->RSSetViewports( 1, &vp ); return true;}
接下来是完整代码, 包括Win32程序的框架, 以后有时间的话补一个对Win32程序的简单说明
#include <windows.h>#include <d3d11.h>#include <d3dx11.h>#include <d3dcompiler.h>HINSTANCE g_hInst = NULL;HWND g_hWnd = NULL;D3D_DRIVER_TYPE g_driverType = D3D_DRIVER_TYPE_NULL;D3D_FEATURE_LEVEL g_featureLevel = D3D_FEATURE_LEVEL_11_0;ID3D11Device* g_pd3dDevice = NULL;ID3D11DeviceContext* g_pImmediateContext = NULL;IDXGISwapChain* g_pSwapChain = NULL;ID3D11RenderTargetView* g_pRenderTargetView = NULL;ID3D11Texture2D* g_pDepthStencil = NULL;ID3D11DepthStencilView* g_pDepthStencilView = NULL;ID3D11VertexShader* g_pVertexShader = NULL;ID3D11PixelShader* g_pPixelShader = NULL;ID3D11InputLayout* g_pVertexLayout = NULL;ID3D11Buffer* g_pVertexBuffer = NULL;ID3D11Buffer* g_pIndexBuffer = NULL;ID3D11Buffer* g_pVSConstBuffer = NULL;ID3D11Buffer* g_pPSConstBuffer = NULL;UINT g_IndexNum = 0;HRESULT InitWindow( HINSTANCE hInstance, int nCmdShow );LRESULT CALLBACK WndProc( HWND, UINT, WPARAM, LPARAM );HRESULT InitDevice( );int WINAPI wWinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance, LPWSTR lpCmdLine, int nCmdShow ){ UNREFERENCED_PARAMETER( hPrevInstance ); UNREFERENCED_PARAMETER( lpCmdLine ); if( FAILED( InitWindow( hInstance, nCmdShow ) ) ) return 0; if( FAILED( InitDevice() ) ) { //CleanupDevice(); return 0; } // Main message loop MSG msg = {0}; while( WM_QUIT != msg.message ) { if( PeekMessage( &msg, NULL, 0, 0, PM_REMOVE ) ) { TranslateMessage( &msg ); DispatchMessage( &msg ); } else { //Render(); } } //CleanupDevice(); return ( int )msg.wParam;}HRESULT InitWindow( HINSTANCE hInstance, int nCmdShow ){ // Register class WNDCLASSEX wcex; wcex.cbSize = sizeof( WNDCLASSEX ); wcex.style = CS_HREDRAW | CS_VREDRAW; wcex.lpfnWndProc = WndProc; wcex.cbClsExtra = 0; wcex.cbWndExtra = 0; wcex.hInstance = hInstance; wcex.hIcon = LoadIcon( NULL,IDC_ARROW ); wcex.hCursor = LoadCursor( NULL, IDC_ARROW ); wcex.hbrBackground = ( HBRUSH )( COLOR_WINDOW + 1 ); wcex.lpszMenuName = NULL; wcex.lpszClassName = L"Triangle3D"; wcex.hIconSm = LoadIcon( NULL,IDC_ARROW ); if( !RegisterClassEx( &wcex ) ) return E_FAIL; // Create window g_hInst = hInstance; RECT rc = { 0, 0, 640, 480 }; AdjustWindowRect( &rc, WS_OVERLAPPEDWINDOW, FALSE ); g_hWnd = CreateWindow( L"Triangle3D", L"Triangle3D", WS_OVERLAPPEDWINDOW, CW_USEDEFAULT, CW_USEDEFAULT, rc.right - rc.left, rc.bottom - rc.top, NULL, NULL, hInstance, NULL ); if( !g_hWnd ) return E_FAIL; ShowWindow( g_hWnd, nCmdShow ); return S_OK;}LRESULT CALLBACK WndProc( HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam ){ PAINTSTRUCT ps; HDC hdc; switch( message ) { case WM_PAINT: hdc = BeginPaint( hWnd, &ps ); EndPaint( hWnd, &ps ); break; case WM_DESTROY: PostQuitMessage( 0 ); break; default: return DefWindowProc( hWnd, message, wParam, lParam ); } return 0;}HRESULT InitDevice( ){ // 窗口信息 RECT rc; GetClientRect( g_hWnd, &rc ); UINT width = rc.right - rc.left; UINT height = rc.bottom - rc.top; // 创建交换链描述 DXGI_SWAP_CHAIN_DESC sd; sd.BufferDesc.Width = width; sd.BufferDesc.Height = height; sd.BufferDesc.RefreshRate.Numerator = 60; sd.BufferDesc.RefreshRate.Denominator = 1; sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; sd.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED; sd.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED; sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; sd.BufferCount = 1; sd.OutputWindow = g_hWnd; sd.Windowed = true; sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD; sd.Flags = 0; sd.SampleDesc.Count = 1; // 不使用 MSAA sd.SampleDesc.Quality = 0; // 调试模式 UINT createDeviceFlags = 0; #if defined( DEBUG ) || defined( _DEBUG ) createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG; #endif // 特征等级 D3D_FEATURE_LEVEL featureLevels[] = { D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_10_1, D3D_FEATURE_LEVEL_10_0, }; UINT numFeatureLevels = ARRAYSIZE( featureLevels ); // 创建 ID3D11Device, ID3D11DeviceContext, IDXGISwapChain HRESULT hr = D3D11CreateDeviceAndSwapChain( NULL, g_driverType, NULL, createDeviceFlags, featureLevels, numFeatureLevels, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &g_featureLevel, &g_pImmediateContext ); if( FAILED(hr) ) { MessageBox( 0, L"D3D11CreateDeviceAndSwapChain Failed.", 0, 0 ); return false; } if( g_featureLevel != D3D_FEATURE_LEVEL_11_0 ) { MessageBox( 0, L"Direct3D Feature Level 11 unsupported.", 0, 0 ); return false; } // 创建 render target view ID3D11Texture2D* pBackBuffer = NULL; hr = g_pSwapChain->GetBuffer( 0, __uuidof( ID3D11Texture2D ), ( LPVOID* )&pBackBuffer ); if( FAILED( hr ) ) return hr; hr = g_pd3dDevice->CreateRenderTargetView( pBackBuffer, NULL, &g_pRenderTargetView ); pBackBuffer->Release(); if( FAILED( hr ) ) return hr; // 创建深度模板缓冲 D3D11_TEXTURE2D_DESC descDepth; ZeroMemory(&descDepth, sizeof(descDepth)); descDepth.Width = width; descDepth.Height = height; descDepth.MipLevels = 1; descDepth.ArraySize = 1; descDepth.Format = DXGI_FORMAT_D24_UNORM_S8_UINT; descDepth.SampleDesc.Count = 1; descDepth.SampleDesc.Quality = 0; descDepth.Usage = D3D11_USAGE_DEFAULT; descDepth.BindFlags = D3D11_BIND_DEPTH_STENCIL; descDepth.CPUAccessFlags = 0; descDepth.MiscFlags = 0; hr = g_pd3dDevice->CreateTexture2D(&descDepth, NULL, &g_pDepthStencil); if (FAILED(hr)) return hr; // 创建深度模板视图 D3D11_DEPTH_STENCIL_VIEW_DESC descDSV; ZeroMemory(&descDSV, sizeof(descDSV)); descDSV.Format = descDepth.Format; descDSV.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D; descDSV.Texture2D.MipSlice = 0; hr = g_pd3dDevice->CreateDepthStencilView(g_pDepthStencil, &descDSV, &g_pDepthStencilView); if (FAILED(hr)) return hr; g_pImmediateContext->OMSetRenderTargets( 1, &g_pRenderTargetView, g_pDepthStencilView ); // 设置 viewport D3D11_VIEWPORT vp; vp.Width = (FLOAT)width; vp.Height = (FLOAT)height; vp.MinDepth = 0.0f; vp.MaxDepth = 1.0f; vp.TopLeftX = 0; vp.TopLeftY = 0; g_pImmediateContext->RSSetViewports( 1, &vp ); return true;}
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