D3D11之二,初始化Direct 11

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

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