DirectX11设备驱动初始化(2)

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;  
  
  
}  

 

 

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