原文:DirectX11笔记(三)--Direct3D初始化代码

版权声明:本文为博主原创文章,未经博主允许不得转载。 https://blog.csdn.net/u010333737/article/details/78447345

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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