一个网上的例子:
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=0, denominator=1, 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;
// 保存垂直同步设置
m_vsync_enabled = vsync;
// 创建一个DirectX graphics interface factory.
result = CreateDXGIFactory(__uuidof(IDXGIFactory), (void**)&factory);
if(FAILED(result))
{
HR(result);
return false;
}
// 用接口工厂创建一个主显卡的适配
result = factory->EnumAdapters(0, &adapter);
if(FAILED(result))
{
HR(result);
return false;
}
// 得到主适配器的输出.
result = adapter->EnumOutputs(0, &adapterOutput);
if(FAILED(result))
{
HR(result);
return false;
}
//得到适合 DXGI_FORMAT_R8G8B8A8_UNORM 的显示模式.
result = adapterOutput->GetDisplayModeList(DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_ENUM_MODES_INTERLACED, &numModes, NULL);
if(FAILED(result))
{
HR(result);
return false;
}
displayModeList = new DXGI_MODE_DESC[numModes];
if(!displayModeList)
{
HR(result);
return false;
}
// 保存显示模式到displayModeList中
result = adapterOutput->GetDisplayModeList(DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_ENUM_MODES_INTERLACED, &numModes, displayModeList);
if(FAILED(result))
{
HR(result);
return false;
}
//遍历所有显示模式,得到刷新率两个参数值numerator 和 denominato
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;
break;
}
}
}
// 得到显卡描述
result = adapter->GetDesc(&adapterDesc);
if(FAILED(result))
{
HR(result);
return false;
}
// 保存显存大小.
m_videoCardMemory = (int)(adapterDesc.DedicatedVideoMemory / 1024 / 1024);
//保存显卡描述串
//wcstombs_s, wide char转化为char
error = wcstombs_s(&stringLength, m_videoCardDescription, 128, adapterDesc.Description, 128);
if(error != 0)
{
HR(result);
return false;
}
释放显示模式列表
//delete [] displayModeList;
//displayModeList = 0;
释放适配器输出.
//adapterOutput->Release();
//adapterOutput = 0;
释放适配器
//adapter->Release();
//adapter = 0;
释放接口工厂.
//factory->Release();
//factory = 0;
//如果屏幕高度或者宽度为0,则会创建深度缓冲失败,
//当窗口最小化时候,会出现窗口为0的情况。
/*if(screenWidth < 1)
screenWidth = 1;
if(screenHeight <1)
screenHeight = 1;*/
// 初始化交换链描述
ZeroMemory(&swapChainDesc, sizeof(swapChainDesc));
// 用1个后缓冲
swapChainDesc.BufferCount = 1;
//帧缓冲的大小和应用程序窗口大小相等.
//swapChainDesc.BufferDesc.Width = screenWidth;
//swapChainDesc.BufferDesc.Height = screenHeight;
// 后缓冲的surface的格式为DXGI_FORMAT_R8G8B8A8_UNORM.
// surface的每个像素用4个无符号的8bit[映射到0-1]来表示。NORM表示归一化。
swapChainDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
// 如果使用垂直同步,设置后缓冲的刷新率。.
//刷新率就是一秒钟把后缓冲内容在屏幕上画出的次数。
//如果开启垂直同步,则锁定刷新率,则fps是固定的
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;
}
// 设置后缓冲的用途
// 我们的渲染目标缓冲为后缓冲。
swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
// 后缓冲输出的窗口句柄.
swapChainDesc.OutputWindow = hwnd;
// 不使用多重采样
swapChainDesc.SampleDesc.Count = 1;
swapChainDesc.SampleDesc.Quality = 0;
// 设置全屏或者窗口模式.
if(fullscreen)
{
swapChainDesc.Windowed = false;
}
else
{
swapChainDesc.Windowed = true;
}
// 设定扫描线ordering以及缩放为unspecified.
swapChainDesc.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
swapChainDesc.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;
// 后缓冲内容呈现到屏幕后,放弃其内容
swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
//不设置标志
swapChainDesc.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH ;
// 设置feature level为D3D11
// 如果显卡不支持D3D11,我们能够通过设置这个参数,使用D3D10,或者9.
featureLevel = D3D_FEATURE_LEVEL_11_0;
//在debug模式下,使得创建的设备支持debug.
UINT createDeviceFlags = 0;
#if defined(DEBUG) || defined(_DEBUG)
createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
#endif
// 创建交换链,设备以及设备上下文.
result = D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL,createDeviceFlags, &featureLevel, 1,
D3D11_SDK_VERSION, &swapChainDesc, &m_swapChain, &m_device, NULL, &m_deviceContext);
if(FAILED(result))
{
HR(result);
return false;
}
禁止DXGI监视消息队列,捕捉ALT+ENTER,在全屏和窗口模式之间切换
//factory->MakeWindowAssociation(hwnd,DXGI_MWA_NO_WINDOW_CHANGES|DXGI_MWA_NO_ALT_ENTER );
分开创建device和交换链,可以屏蔽dxgi自动的hook alt+enter
注意的两点:如果用第一个参数用NULL,第二个参数为D3D_DRIVER_TYPE_HARDWARE,则后面创建swapchain
会fail,如果直接用adapter,不改变第二个参数,则会提示创建设备失败,adapter无效。
//result = D3D11CreateDevice(adapter,D3D_DRIVER_TYPE_UNKNOWN, NULL,createDeviceFlags, &featureLevel, 1,
// D3D11_SDK_VERSION, &m_device, NULL, &m_deviceContext );
//if(FAILED(result))
//{
// HR(result);
// return false;
//}
创建交换链
//result = factory->CreateSwapChain(m_device,&swapChainDesc, &m_swapChain);
//if(FAILED(result))
//{
// HR(result);
// return false;
//}
禁止DXGI监视消息队列,捕捉ALT+ENTER,在全屏和窗口模式之间切换
//factory->MakeWindowAssociation(hwnd,DXGI_MWA_NO_WINDOW_CHANGES|DXGI_MWA_NO_ALT_ENTER );
// 释放显示模式列表
delete [] displayModeList;
displayModeList = 0;
//释放适配器输出.
adapterOutput->Release();
adapterOutput = 0;
//释放适配器
adapter->Release();
adapter = 0;
// 释放接口工厂.
factory->Release();
factory = 0;
// 得到交换链中的后缓冲指针.
result = m_swapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&backBufferPtr);
if(FAILED(result))
{
HR(result);
return false;
}
// 用后缓冲创建渲染目标视图.
result = m_device->CreateRenderTargetView(backBufferPtr, NULL, &m_renderTargetView);
if(FAILED(result))
{
HR(result);
return false;
}
//释放后缓冲.(引用计数减1)
backBufferPtr->Release();
backBufferPtr = 0;
// 初始化深度缓冲描述.
ZeroMemory(&depthBufferDesc, sizeof(depthBufferDesc));
//设置深度缓冲描述
depthBufferDesc.Width = screenWidth;
depthBufferDesc.Height = screenHeight;
depthBufferDesc.MipLevels = 1;//对于深度缓冲为1
depthBufferDesc.ArraySize = 1;//对于深度缓冲为1,对于纹理,这2个参数有更多用途
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;
// 创建深度缓冲.
result = m_device->CreateTexture2D(&depthBufferDesc, NULL, &m_depthStencilBuffer);
if(FAILED(result))
{
HR(result);
return false;
}
// 初始化深度模版状态描述.
ZeroMemory(&depthStencilDesc, sizeof(depthStencilDesc));
// 设置深度模版状态描述.
depthStencilDesc.DepthEnable = true;
depthStencilDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;//D3D11_DEPTH_WRITE_MASK_ZERO禁止写深度缓冲
depthStencilDesc.DepthFunc = D3D11_COMPARISON_LESS;
depthStencilDesc.StencilEnable = true;
depthStencilDesc.StencilReadMask = 0xFF;
depthStencilDesc.StencilWriteMask = 0xFF;
// 对于front face 像素使用的模版操作操作.
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;
// 对于back face像素使用的模版操作模式.
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;
// 创建深度模版状态,使其生效
result = m_device->CreateDepthStencilState(&depthStencilDesc, &m_depthStencilState);
if(FAILED(result))
{
HR(result);
return false;
}
// 设置深度模版状态.
m_deviceContext->OMSetDepthStencilState(m_depthStencilState, 1);
// 初始化深度模版视图.
ZeroMemory(&depthStencilViewDesc, sizeof(depthStencilViewDesc));
// 设置深度模版视图描述.
depthStencilViewDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
depthStencilViewDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
depthStencilViewDesc.Texture2D.MipSlice = 0;
// 创建深度模版视图.
result = m_device->CreateDepthStencilView(m_depthStencilBuffer, &depthStencilViewDesc, &m_depthStencilView);
if(FAILED(result))
{
HR(result);
return false;
}
// 绑定渲染目标视图和深度缓冲到渲染管线.
m_deviceContext->OMSetRenderTargets(1, &m_renderTargetView, m_depthStencilView);
// 设置光栅化描述,指定多边形如何被渲染.
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;
// 创建光栅化状态
result = m_device->CreateRasterizerState(&rasterDesc, &m_rasterState);
if(FAILED(result))
{
HR(result);
return false;
}
//设置光栅化状态,使其生效
m_deviceContext->RSSetState(m_rasterState);
// 设置视口,显示全部后缓冲内容
viewport.Width = (float)screenWidth;
viewport.Height = (float)screenHeight;
viewport.MinDepth = 0.0f;
viewport.MaxDepth = 1.0f;
viewport.TopLeftX = 0.0f;
viewport.TopLeftY = 0.0f;
// 创建视口
m_deviceContext->RSSetViewports(1, &viewport);
// 设置透视投影矩阵
fieldOfView = (float)D3DX_PI / 4.0f;
screenAspect = (float)screenWidth / (float)screenHeight;
// 创建透视投影矩阵.
D3DXMatrixPerspectiveFovLH(&m_projectionMatrix, fieldOfView, screenAspect, screenNear, screenDepth);
//初始化world矩阵为单位矩阵.
//该矩阵实现局部坐标到世界坐标的转换
D3DXMatrixIdentity(&m_worldMatrix);
// 创建正交投影矩阵,主要用来实施2D渲染.
D3DXMatrixOrthoLH(&m_orthoMatrix, (float)screenWidth, (float)screenHeight, screenNear, screenDepth);
return true;
}