目录:
DirectX11-教程3(上):
下面我们来看一下新的D3DClass头文件:
D3dclass.h
// Filename: d3dclass.h#ifndef _D3DCLASS_H_
#define _D3DCLASS_H_
/
// LINKING //
/
#pragma comment(lib, "dxgi.lib")
#pragma comment(lib, "d3d11.lib")
#pragma comment(lib, "d3dx11.lib")
#pragma comment(lib, "d3dx10.lib")
//
// INCLUDES //
//
#include <dxgi.h>
#include <d3dcommon.h>
#include <d3d11.h>
#include <d3dx10math.h>
// Class name: D3DClassclass D3DClass
{
public:D3DClass();D3DClass(const D3DClass&);~D3DClass();bool Initialize(int, int, bool, HWND, bool, float, float);void Shutdown();void BeginScene(float, float, float, float);void EndScene();ID3D11Device* GetDevice();ID3D11DeviceContext* GetDeviceContext();void GetProjectionMatrix(D3DXMATRIX&);void GetWorldMatrix(D3DXMATRIX&);void GetOrthoMatrix(D3DXMATRIX&);void GetVideoCardInfo(char*, int&);private:bool m_vsync_enabled;int m_videoCardMemory;char m_videoCardDescription[128];IDXGISwapChain* m_swapChain;ID3D11Device* m_device;ID3D11DeviceContext* m_deviceContext;ID3D11RenderTargetView* m_renderTargetView;ID3D11Texture2D* m_depthStencilBuffer;ID3D11DepthStencilState* m_depthStencilState;ID3D11DepthStencilView* m_depthStencilView;ID3D11RasterizerState* m_rasterState;D3DXMATRIX m_projectionMatrix;D3DXMATRIX m_worldMatrix;D3DXMATRIX m_orthoMatrix;
};#endif
D3dclass.cpp
// Filename: d3dclass.cpp#include "d3dclass.h"
D3DClass::D3DClass()
{m_swapChain = 0;m_device = 0;m_deviceContext = 0;m_renderTargetView = 0;m_depthStencilBuffer = 0;m_depthStencilState = 0;m_depthStencilView = 0;m_rasterState = 0;
}D3DClass::D3DClass(const D3DClass& other)
{
}D3DClass::~D3DClass()
{
}
函数中screenWidth和screenHeight两个参数是我们在SystemClass中创建的窗口的宽和高。Direct3D需要使用它们来创建相同尺寸的窗口。hwnd参数是一个窗口的句柄,Direct3D需要通过它来访问之前创建的窗口。fullscreen指定我们运行在窗口模式还是全屏模式,也用于创建窗口。screenDepth和screenNear用于设置渲染在窗口里的3D场景的景深。vsync参数用于表示我们是否希望Direct3D按照显示刷新率的速度渲染还是最快可能的渲染。
bool D3DClass::Initialize(int screenWidth, int screenHeight, bool vsync, HWND hwnd, bool fullscreen, float screenDepth, float screenNear)
{HRESULT result;IDXGIFactory* factory;IDXGIAdapter* adapter;IDXGIOutput* adapterOutput;unsigned int numModes, i, numerator, denominator, stringLength;DXGI_MODE_DESC* displayModeList;DXGI_ADAPTER_DESC adapterDesc;int error;DXGI_SWAP_CHAIN_DESC swapChainDesc;D3D_FEATURE_LEVEL featureLevel;ID3D11Texture2D* backBufferPtr;D3D11_TEXTURE2D_DESC depthBufferDesc;D3D11_DEPTH_STENCIL_DESC depthStencilDesc;D3D11_DEPTH_STENCIL_VIEW_DESC depthStencilViewDesc;D3D11_RASTERIZER_DESC rasterDesc;D3D11_VIEWPORT viewport;float fieldOfView, screenAspect;// Store the vsync setting.m_vsync_enabled = vsync;
// Create a DirectX graphics sult = CreateDXGIFactory(__uuidof(IDXGIFactory), (void**)&factory);if(FAILED(result)){return false;}// Use the factory to create an adapter for the primary graphics interface (video card).result = factory->EnumAdapters(0, &adapter);if(FAILED(result)){return false;}// Enumerate the primary adapter output (monitor).result = adapter->EnumOutputs(0, &adapterOutput);if(FAILED(result)){return false;}// Get the number of modes that fit the DXGI_FORMAT_R8G8B8A8_UNORM display format for the adapter output (monitor).result = adapterOutput->GetDisplayModeList(DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_ENUM_MODES_INTERLACED, &numModes, NULL);if(FAILED(result)){return false;}// Create a list to hold all the possible display modes for this monitor/video card combination.displayModeList = new DXGI_MODE_DESC[numModes];if(!displayModeList){return false;}// Now fill the display mode sult = adapterOutput->GetDisplayModeList(DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_ENUM_MODES_INTERLACED, &numModes, displayModeList);if(FAILED(result)){return false;}// Now go through all the display modes and find the one that matches the screen width and height.// When a match is found store the numerator and denominator of the refresh rate for that monitor.for(i=0; i<numModes; i++){if(displayModeList[i].Width == (unsigned int)screenWidth){if(displayModeList[i].Height == (unsigned int)screenHeight){numerator = displayModeList[i].RefreshRate.Numerator;denominator = displayModeList[i].RefreshRate.Denominator;}}}
// Get the adapter (video card) sult = adapter->GetDesc(&adapterDesc);if(FAILED(result)){return false;}// Store the dedicated video card memory in megabytes.m_videoCardMemory = (int)(adapterDesc.DedicatedVideoMemory / 1024 / 1024);// Convert the name of the video card to a character array and = wcstombs_s(&stringLength, m_videoCardDescription, 128, adapterDesc.Description, 128);if(error != 0){return false;}
// Release the display mode list.delete [] displayModeList;displayModeList = 0;// Release the adapter output.adapterOutput->Release();adapterOutput = 0;// Release the adapter.adapter->Release();adapter = 0;// Release the factory.factory->Release();factory = 0;
// Initialize the swap chain description.ZeroMemory(&swapChainDesc, sizeof(swapChainDesc));// Set to a single back buffer.swapChainDesc.BufferCount = 1;// Set the width and height of the back buffer.swapChainDesc.BufferDesc.Width = screenWidth;swapChainDesc.BufferDesc.Height = screenHeight;// Set regular 32-bit surface for the back buffer.swapChainDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
// Set the refresh rate of the back buffer.if(m_vsync_enabled){swapChainDesc.BufferDesc.RefreshRate.Numerator = numerator;swapChainDesc.BufferDesc.RefreshRate.Denominator = denominator;}else{swapChainDesc.BufferDesc.RefreshRate.Numerator = 0;swapChainDesc.BufferDesc.RefreshRate.Denominator = 1;}// Set the usage of the back buffer.swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;// Set the handle for the window to render to.swapChainDesc.OutputWindow = hwnd;// Turn multisampling off.swapChainDesc.SampleDesc.Count = 1;swapChainDesc.SampleDesc.Quality = 0;// Set to full screen or windowed mode.if(fullscreen){swapChainDesc.Windowed = false;}else{swapChainDesc.Windowed = true;}// Set the scan line ordering and scaling to unspecified.swapChainDesc.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;swapChainDesc.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;// Discard the back buffer contents after presenting.swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;// Don't set the advanced flags.swapChainDesc.Flags = 0;
// Set the feature level to DirectX 11.featureLevel = D3D_FEATURE_LEVEL_11_0;
如果你了解之前版本的DirectX,你肯定记得D3d设备,但对D3d设备上下文很模式。之前版本的D3d设备的功能被拆分成现在的两个类里面,所以你现在两个类都要用。
如果用户没有支持DirectX11的显卡,那么创建设备和设备上下文时会失败。如果你想测试DirectX11的功能却没有支持DirectX11的显卡,可以用D3D_DRIVER_TYPE_REFERENCE来替换D3D_DRIVER_TYPE_HARDWARE,这时DirectX会使用CPU来替代显卡完成绘制。注意这种模式速度只有使用显卡的千分之一,但对那些现在没有DirectX11显卡的人来说却足够了。
// Create the swap chain, Direct3D device, and Direct3D sult = D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, 0, &featureLevel, 1, D3D11_SDK_VERSION, &swapChainDesc, &m_swapChain, &m_device, NULL, &m_deviceContext);if(FAILED(result)){return false;}
如果你的主显卡不支持DirectX11,创建设备的调用会失败。例如你用DirectX10显卡做主显卡,而用DirectX11显卡做从显卡。还有一些混合显卡优先使用低功耗的Intel显卡而将高功耗的Nvidia显卡用做替补。为了解决这个问题,你不能使用默认设备,而需要枚举所有的显卡然后让用户选择一个用于设备的创建。
现在我们有了一个交换链,还需要获得一个后缓存的指针并将它绑定到交换链。我们使用CreateRenderTargetView函数来绑定。
// Get the pointer to the sult = m_swapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&backBufferPtr);if(FAILED(result)){return false;}// Create the render target view with the back sult = m_device->CreateRenderTargetView(backBufferPtr, NULL, &m_renderTargetView);if(FAILED(result)){return false;}// Release pointer to the back buffer as we no longer need it.backBufferPtr->Release();backBufferPtr = 0;
// Initialize the description of the depth buffer.ZeroMemory(&depthBufferDesc, sizeof(depthBufferDesc));// Set up the description of the depth buffer.depthBufferDesc.Width = screenWidth;depthBufferDesc.Height = screenHeight;depthBufferDesc.MipLevels = 1;depthBufferDesc.ArraySize = 1;depthBufferDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;depthBufferDesc.SampleDesc.Count = 1;depthBufferDesc.SampleDesc.Quality = 0;depthBufferDesc.Usage = D3D11_USAGE_DEFAULT;depthBufferDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL;depthBufferDesc.CPUAccessFlags = 0;depthBufferDesc.MiscFlags = 0;
// Create the texture for the depth buffer using the filled sult = m_device->CreateTexture2D(&depthBufferDesc, NULL, &m_depthStencilBuffer);if(FAILED(result)){return false;}
// Initialize the description of the stencil state.ZeroMemory(&depthStencilDesc, sizeof(depthStencilDesc));// Set up the description of the stencil state.depthStencilDesc.DepthEnable = true;depthStencilDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;depthStencilDesc.DepthFunc = D3D11_COMPARISON_LESS;depthStencilDesc.StencilEnable = true;depthStencilDesc.StencilReadMask = 0xFF;depthStencilDesc.StencilWriteMask = 0xFF;// Stencil operations if pixel is front-facing.depthStencilDesc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;depthStencilDesc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_INCR;depthStencilDesc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;depthStencilDesc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;// Stencil operations if pixel is back-facing.depthStencilDesc.BackFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;depthStencilDesc.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_DECR;depthStencilDesc.BackFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;depthStencilDesc.BackFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
// Create the depth sult = m_device->CreateDepthStencilState(&depthStencilDesc, &m_depthStencilState);if(FAILED(result)){return false;}
// Set the depth stencil state.m_deviceContext->OMSetDepthStencilState(m_depthStencilState, 1);
下面我们需要创建深度模板视图的描述体,它告知Direct3D将深度缓存当深度模板纹理。然后调用CreateDepthStencilView来创建它。
// Initailze the depth stencil view.ZeroMemory(&depthStencilViewDesc, sizeof(depthStencilViewDesc));// Set up the depth stencil view description.depthStencilViewDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;depthStencilViewDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;depthStencilViewDesc.Texture2D.MipSlice = 0;// Create the depth sult = m_device->CreateDepthStencilView(m_depthStencilBuffer, &depthStencilViewDesc, &m_depthStencilView);if(FAILED(result)){return false;}
// Bind the render target view and depth stencil buffer to the output render pipeline.m_deviceContext->OMSetRenderTargets(1, &m_renderTargetView, m_depthStencilView);
// Setup the raster description which will determine how and what polygons will be drawn.rasterDesc.AntialiasedLineEnable = false;rasterDesc.CullMode = D3D11_CULL_BACK;rasterDesc.DepthBias = 0;rasterDesc.DepthBiasClamp = 0.0f;rasterDesc.DepthClipEnable = true;rasterDesc.FillMode = D3D11_FILL_SOLID;rasterDesc.FrontCounterClockwise = false;rasterDesc.MultisampleEnable = false;rasterDesc.ScissorEnable = false;rasterDesc.SlopeScaledDepthBias = 0.0f;// Create the rasterizer state from the description we just sult = m_device->CreateRasterizerState(&rasterDesc, &m_rasterState);if(FAILED(result)){return false;}// Now set the rasterizer state.m_deviceContext->RSSetState(m_rasterState);
为了将裁剪体空间正确映射到渲染目标空间,视口需要被正确设置。这里设置为窗口大小。
// Setup the viewport for rendering.viewport.Width = (float)screenWidth;viewport.Height = (float)screenHeight;viewport.MinDepth = 0.0f;viewport.MaxDepth = 1.0f;viewport.TopLeftX = 0.0f;viewport.TopLeftY = 0.0f;// Create the viewport.m_deviceContext->RSSetViewports(1, &viewport);
// Setup the projection matrix.fieldOfView = (float)D3DX_PI / 4.0f;screenAspect = (float)screenWidth / (float)screenHeight;// Create the projection matrix for 3D rendering.D3DXMatrixPerspectiveFovLH(&m_projectionMatrix, fieldOfView, screenAspect, screenNear, screenDepth);
// Initialize the world matrix to the identity matrix.D3DXMatrixIdentity(&m_worldMatrix);
Initialize函数最后创建一个正交矩阵,渲染用户界面等2D元素时会用到它。当后面我们讲到2D渲染和字符显示时还会提到它。
// Create an orthographic projection matrix for 2D rendering.D3DXMatrixOrthoLH(&m_orthoMatrix, (float)screenWidth, (float)screenHeight, screenNear, screenDepth);return true;
}
void D3DClass::Shutdown()
{// Before shutting down set to windowed mode or when you release the swap chain it will throw an exception.if(m_swapChain){m_swapChain->SetFullscreenState(false, NULL);}if(m_rasterState){m_rasterState->Release();m_rasterState = 0;}if(m_depthStencilView){m_depthStencilView->Release();m_depthStencilView = 0;}if(m_depthStencilState){m_depthStencilState->Release();m_depthStencilState = 0;}if(m_depthStencilBuffer){m_depthStencilBuffer->Release();m_depthStencilBuffer = 0;}if(m_renderTargetView){m_renderTargetView->Release();m_renderTargetView = 0;}if(m_deviceContext){m_deviceContext->Release();m_deviceContext = 0;}if(m_device){m_device->Release();m_device = 0;}if(m_swapChain){m_swapChain->Release();m_swapChain = 0;}return;
}
void D3DClass::BeginScene(float red, float green, float blue, float alpha)
{float color[4];// Setup the color to clear the lor[0] = red;color[1] = green;color[2] = blue;color[3] = alpha;// Clear the back buffer.m_deviceContext->ClearRenderTargetView(m_renderTargetView, color);// Clear the depth buffer.m_deviceContext->ClearDepthStencilView(m_depthStencilView, D3D11_CLEAR_DEPTH, 1.0f, 0);return;
}void D3DClass::EndScene()
{// Present the back buffer to the screen since rendering is complete.if(m_vsync_enabled){// Lock to screen refresh rate.m_swapChain->Present(1, 0);}else{// Present as fast as possible.m_swapChain->Present(0, 0);}return;
}
ID3D11Device* D3DClass::GetDevice()
{return m_device;
}ID3D11DeviceContext* D3DClass::GetDeviceContext()
{return m_deviceContext;
}
void D3DClass::GetProjectionMatrix(D3DXMATRIX& projectionMatrix)
{projectionMatrix = m_projectionMatrix;return;
}void D3DClass::GetWorldMatrix(D3DXMATRIX& worldMatrix)
{worldMatrix = m_worldMatrix;return;
}void D3DClass::GetOrthoMatrix(D3DXMATRIX& orthoMatrix)
{orthoMatrix = m_orthoMatrix;return;
}
void D3DClass::GetVideoCardInfo(char* cardName, int& memory)
{strcpy_s(cardName, 128, m_videoCardDescription);memory = m_videoCardMemory;return;
}
我们不但可以初始化和清理D3d还能显示一种颜色。编译并运行会显示和上一节一样的窗口,只是可以初始化D3d并显示了灰色。编译运行也能验证编译器是否配置好,是否能使用DirectX SDK里的头文件和库文件。
本文发布于:2024-02-05 05:38:38,感谢您对本站的认可!
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