#include <windows.h>
#include <d3d11.h>
#include <d3dx11.h>
#include "resource.h"
#pragma comment(lib, "dxguid.lib")
#pragma comment(lib, "d3d11.lib")
#pragma comment(lib, "d3dx11.lib")
#pragma comment(lib, "winmm.lib")
//--------------------------------------------------------------------------------------
// Global Variables
//--------------------------------------------------------------------------------------
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;///Targets features supported by Direct3D 11.0 including shader shader model 5.
ID3D11Device* g_pd3dDevice = NULL;///D3D11设备接口
ID3D11DeviceContext* g_pImmediateContext = NULL;///DC
IDXGISwapChain* g_pSwapChain = NULL;///交换链接口
ID3D11RenderTargetView* g_pRenderTargetView = NULL;///渲染目标视图
//--------------------------------------------------------------------------------------
// Forward declarations
//--------------------------------------------------------------------------------------
HRESULT InitWindow( HINSTANCE hInstance, int nCmdShow );
HRESULT InitDevice();
void CleanupDevice();
LRESULT CALLBACK WndProc( HWND, UINT, WPARAM, LPARAM );
void Render();
//--------------------------------------------------------------------------------------
// Entry point to the program. Initializes everything and goes into a message processing
// loop. Idle time is used to render the scene.
//--------------------------------------------------------------------------------------
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;
}
//--------------------------------------------------------------------------------------
// Register class and create window
//--------------------------------------------------------------------------------------
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(0, IDI_APPLICATION);
wcex.hCursor = LoadCursor(0, IDC_ARROW);
wcex.hbrBackground = (HBRUSH)GetStockObject(WHITE_BRUSH);
wcex.lpszMenuName = NULL;
wcex.lpszClassName = L"TutorialWindowClass";
wcex.hIconSm = LoadIcon(0, IDI_APPLICATION);
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"TutorialWindowClass", L"Direct3D 11 Tutorial 1: Direct3D 11 Basics", 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;
}
//--------------------------------------------------------------------------------------
// Called every time the application receives a message
//--------------------------------------------------------------------------------------
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;
case WM_KEYDOWN:
{
if( wParam == VK_ESCAPE )
::DestroyWindow(hWnd);
}
break;
default:
return DefWindowProc( hWnd, message, wParam, lParam );
}
return 0;
}
//--------------------------------------------------------------------------------------
// Create Direct3D device and swap chain
//--------------------------------------------------------------------------------------
HRESULT InitDevice()
{
HRESULT hr = S_OK;
RECT rc;
GetClientRect( g_hWnd, &rc );
UINT width = rc.right - rc.left;
UINT height = rc.bottom - rc.top;
UINT createDeviceFlags = 0;
#ifdef _DEBUG
createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
#endif
D3D_DRIVER_TYPE driverTypes[] =
{
D3D_DRIVER_TYPE_HARDWARE,
D3D_DRIVER_TYPE_WARP,
D3D_DRIVER_TYPE_REFERENCE,
};
UINT numDriverTypes = ARRAYSIZE( driverTypes );
D3D_FEATURE_LEVEL featureLevels[] =
{
D3D_FEATURE_LEVEL_11_0,///Targets features supported by Direct3D 11.0 including shader shader model 5.
D3D_FEATURE_LEVEL_10_1,///Targets features supported by Direct3D 10.1 including shader shader model 4.
D3D_FEATURE_LEVEL_10_0,
};
UINT numFeatureLevels = ARRAYSIZE( featureLevels );
/// create the swap chain
DXGI_SWAP_CHAIN_DESC sd;
ZeroMemory( &sd, sizeof( sd ) );
sd.BufferCount = 1;
sd.BufferDesc.Width = width;
sd.BufferDesc.Height = height;
sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
sd.BufferDesc.RefreshRate.Numerator = 60;
sd.BufferDesc.RefreshRate.Denominator = 1;
sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; /// we want to render to the back buffer
sd.OutputWindow = g_hWnd; ///represents the window that the swap chain will use to present images on the screen
sd.SampleDesc.Count = 1;///SampleDesc is used to enable multi-sampling.Here disable multi-sampling
sd.SampleDesc.Quality = 0;
sd.Windowed = TRUE;
for( UINT driverTypeIndex = 0; driverTypeIndex < numDriverTypes; driverTypeIndex++ )
{
g_driverType = driverTypes[driverTypeIndex];
///创建device和swap chain
hr = D3D11CreateDeviceAndSwapChain( NULL, g_driverType, NULL, createDeviceFlags, featureLevels, numFeatureLevels,
D3D11_SDK_VERSION, &sd,
&g_pSwapChain, ///a swap chain interface
&g_pd3dDevice, ///a device interface
&g_featureLevel, ///a pointer to the feature level
&g_pImmediateContext ); ///an immediate context interface
if( SUCCEEDED( hr ) )
break;
}
if( FAILED( hr ) )
return hr;
// Create and set a render target view 创建并设置渲染目标视图
ID3D11Texture2D* pBackBuffer = NULL;
hr = g_pSwapChain->GetBuffer( 0, __uuidof( ID3D11Texture2D ), ( LPVOID* )&pBackBuffer );///get the back buffer object
if( FAILED( hr ) )
return hr;
hr = g_pd3dDevice->CreateRenderTargetView( pBackBuffer, NULL, &g_pRenderTargetView );///create a default render target view
pBackBuffer->Release();
if( FAILED( hr ) )
return hr;
///bind the render target view to the pipeline 将渲染目标视图绑定到渲染管线
g_pImmediateContext->OMSetRenderTargets( 1, &g_pRenderTargetView, NULL );
// Setup the viewport 设置视口大小,D3D11默认不会设置视口,此步骤必须手动设置
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 S_OK;
}
//--------------------------------------------------------------------------------------
// Render the frame
//--------------------------------------------------------------------------------------
void Render()
{
// Just clear the backbuffer
float ClearColor[4] = { 0.0f, 0.125f, 0.3f, 1.0f }; //red,green,blue,alpha
g_pImmediateContext->ClearRenderTargetView( g_pRenderTargetView, ClearColor );
g_pSwapChain->Present( 0, 0 );///将交换链的后缓存内容显示到屏幕上
}
//--------------------------------------------------------------------------------------
// Clean up the objects we've created
//--------------------------------------------------------------------------------------
void CleanupDevice()
{
if( g_pImmediateContext ) g_pImmediateContext->ClearState();
if( g_pRenderTargetView ) g_pRenderTargetView->Release();
if( g_pSwapChain ) g_pSwapChain->Release();
if( g_pImmediateContext ) g_pImmediateContext->Release();
if( g_pd3dDevice ) g_pd3dDevice->Release();
}
In Direct3D 11, a device is separated into
(1)a device object for creating resources: contains methods to create resources
(2)and a device-context object which performs rendering: is used by the application to perform rendering onto a buffer
Set up the Direct3D 11 device
(1)The first thing to do is to create three objects: a device, an immediate context, and a swap chain.(The immediate context is a new object in Direct3D 11.)
(2)The next thing we need to do is to create a render target view.
(3)The last thing we need to set up before Direct3D 11 can render is initialize the viewport.
We need to create a render target view because we would like to bind the back buffer of our swap chain as a render target. This enables Direct3D 11 to render onto it.