更新Framwork:
和上一篇不同的是多了一个D3DClass类,使用D3D来渲染窗口,和之前比较,只需要改变D3DClass,和graphicsclass,其他可以保持不变。下面是代码,该有的注释都会有,有疑问请留言。
graphicsclass.h
#pragma once
#include <windows.h>
#include "d3dclass.h"
const bool FULL_SCREEN = false;
const bool VSYNC_ENABLED = true;
const float SCREEN_DEPTH = 1000.0f;
const float SCREEN_NEAR = 0.1f;
class GraphicsClass
{
public:
GraphicsClass();
GraphicsClass(const GraphicsClass&);
~GraphicsClass();
bool Initialize(int, int, HWND);
void Shutdown();
bool Frame();
private:
bool Render();
private:
D3DClass* m_Direct3D;
};
graphicsclass.cpp
#include "graphicsclass.h"
GraphicsClass::GraphicsClass()
{
m_Direct3D = 0;
}
GraphicsClass::GraphicsClass(const GraphicsClass& other)
{
}
GraphicsClass::~GraphicsClass()
{
}
bool GraphicsClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
{
bool result;
// Create the Direct3D object.
m_Direct3D = new D3DClass;
if (!m_Direct3D)
{
return false;
}
// Initialize the Direct3D object.
result = m_Direct3D->Initialize(screenWidth, screenHeight, VSYNC_ENABLED, hwnd, FULL_SCREEN, SCREEN_DEPTH, SCREEN_NEAR);
if (!result)
{
MessageBox(hwnd, L"Could not initialize Direct3D", L"Error", MB_OK);
return false;
}
return true;
}
void GraphicsClass::Shutdown()
{
// Release the Direct3D object.
if (m_Direct3D)
{
m_Direct3D->Shutdown();
delete m_Direct3D;
m_Direct3D = 0;
}
return;
}
bool GraphicsClass::Frame()
{
bool result;
// Render the graphics scene.
result = Render();
if (!result)
{
return false;
}
return true;
}
bool GraphicsClass::Render()
{
// Clear the buffers to begin the scene.
m_Direct3D->BeginScene(0.5f, 0.5f, 0.5f, 1.0f);
// Present the rendered scene to the screen.
m_Direct3D->EndScene();
return true;
}
d3dclass.h
#pragma once
#pragma comment(lib, "d3d11.lib") //包含DirectX 11中设置和绘制3D图形的所有Direct3D功能
#pragma comment(lib, "dxgi.lib") //包含计算机上硬件接口的工具
#pragma comment(lib, "d3dcompiler.lib") //包含编译着色器的功能
#include <d3d11.h>
#include<stdlib.h>
#include <DirectXMath.h> //新的数学库
using namespace DirectX;
class 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(XMMATRIX&);
void GetWorldMatrix(XMMATRIX&);
void GetOrthoMatrix(XMMATRIX&);
void GetVideoCardInfo(char*, int&);
private:
bool m_vsync_enabled;
int m_videoCardMemory;
char m_videoCardDescription[128];
IDXGISwapChain* m_swapChain;//交换链,是绘制图形的前后缓冲区,一般来说你使用一个单一的后台缓冲区,做所有的绘图
//,然后交换到前台缓冲区,然后显示到用户的屏幕上。
ID3D11Device* m_device;
ID3D11DeviceContext* m_deviceContext;
ID3D11RenderTargetView* m_renderTargetView;
ID3D11Texture2D* m_depthStencilBuffer;
ID3D11DepthStencilState* m_depthStencilState;
ID3D11DepthStencilView* m_depthStencilView;
ID3D11RasterizerState* m_rasterState;
XMMATRIX m_projectionMatrix;
XMMATRIX m_worldMatrix;
XMMATRIX m_orthoMatrix;
};
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()
{
}
//给这个函数的screenWidth和screenHeight变量是我们在SystemClass中创建的窗口的宽度和高度。Direct3D将使用这些来初始化和使用相同的窗口尺寸。
//hwnd变量是窗口的句柄。Direct3D将需要此句柄来访问先前创建的窗口。
//全屏变量是我们是在窗口模式还是全屏模式下运行。Direct3D也需要使用正确的设置来创建窗口。screenDepth和screenNear变量是将在窗口中呈现的3D环境的深度设置。
//vsync变量表示我们是否希望Direct3D根据用户显示器刷新率进行渲染,或者尽可能快地进行渲染。
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;
unsigned long long 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 interface factory.
result = 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 list structures.
result = 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) description.
result = 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 store it.
error = 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;
// Create the swap chain, Direct3D device, and Direct3D device context.
result = 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;
}
// Get the pointer to the back buffer.
result = m_swapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&backBufferPtr);
if (FAILED(result))
{
return false;
}
// Create the render target view with the back buffer pointer.
//用后台缓冲区的指针创建渲染目标的视图
result = 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.设置深度缓冲
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 out description.
//CreateTexture2D函数来创建缓冲区,因此缓冲区只是2D纹理。
//原因是,一旦你的多边形排序,然后光栅化,他们最终成为这个2D缓冲区中的彩色像素。然后,这个2D缓冲区被拖到屏幕上。
result = m_device->CreateTexture2D(&depthBufferDesc, NULL, &m_depthStencilBuffer);
if (FAILED(result))
{
return false;
}
// Initialize the description of the stencil state.创建深度模板状态
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 stencil state.
//创建深度模板视图
result = m_device->CreateDepthStencilState(&depthStencilDesc, &m_depthStencilState);
if (FAILED(result))
{
return false;
}
// Set the depth stencil state.
//将渲染目标视图和深度模板缓冲区绑定到输出渲染管线
m_deviceContext->OMSetDepthStencilState(m_depthStencilState, 1);
// Initialize 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 stencil view.
result = 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.
//将渲染目标视图和深度模板缓冲区绑定到输出渲染管线
m_deviceContext->OMSetRenderTargets(1, &m_renderTargetView, m_depthStencilView);
// Setup the raster description which will determine how and what polygons will be drawn.
//设置光栅化,决定如何绘制多边形
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 filled out.
//创建光栅化器的状态
result = m_device->CreateRasterizerState(&rasterDesc, &m_rasterState);
if (FAILED(result))
{
return false;
}
// Now set the rasterizer state.
m_deviceContext->RSSetState(m_rasterState);
// 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.//创视口
m_deviceContext->RSSetViewports(1, &viewport);
// Setup the projection matrix.设置投影矩阵
fieldOfView = 3.141592654f / 4.0f;
screenAspect = (float)screenWidth / (float)screenHeight;
// Create the projection matrix for 3D rendering.为3D渲染创建投影矩阵,可以把3D转换为2D窗口
m_projectionMatrix = XMMatrixPerspectiveFovLH(fieldOfView, screenAspect, screenNear, screenDepth);
// Initialize the world matrix to the identity matrix.世界矩阵,将我们对象的顶点转换为3D场景中的顶点
m_worldMatrix = XMMatrixIdentity();
// Create an orthographic projection matrix for 2D rendering.为二维渲染创建一个正交投影矩阵
m_orthoMatrix = XMMatrixOrthographicLH((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;
}
//作用是初始化缓冲区
void D3DClass::BeginScene(float red, float green, float blue, float alpha)
{
float color[4];
// Setup the color to clear the buffer to.
color[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;
}
//创建资源,Shader对象,状态对象,查询对象,等。以及检查硬件功能,调试函数。可以认为是资源的提供者
ID3D11Device* D3DClass::GetDevice()
{
return m_device;
}
//使用资源。绑定资源,Shader对象,状态对象等到流水线。以及控制计算流水器的执行
ID3D11DeviceContext* D3DClass::GetDeviceContext()
{
return m_deviceContext;
}
void D3DClass::GetProjectionMatrix(XMMATRIX& projectionMatrix)
{
projectionMatrix = m_projectionMatrix;
return;
}
void D3DClass::GetWorldMatrix(XMMATRIX& worldMatrix)
{
worldMatrix = m_worldMatrix;
return;
}
void D3DClass::GetOrthoMatrix(XMMATRIX& orthoMatrix)
{
orthoMatrix = m_orthoMatrix;
return;
}
void D3DClass::GetVideoCardInfo(char* cardName, int& memory)
{
strcpy_s(cardName, 128, m_videoCardDescription);
memory = m_videoCardMemory;
return;
}
运行后:
To Do Exersizes:
1。改为全屏模式运行
2.将背景颜色改为黄色
这两道简单的练习题相信都难不倒各位。
提示答案:1.在graphicsclass.h中将某个地方改为true,2.red+bule=yellow