当然可以!以下是一个示例代码,展示了如何将上述的 DX11 关闭渲染的源码封装成一个 DLL 文件:
```cpp
#include <Windows.h>
#include <d3d11.h>
// 导出函数声明
extern "C" __declspec(dllexport) void StopRendering();
LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam);
// 全局变量
HWND g_hWnd;
ID3D11Device* g_pDevice = nullptr;
ID3D11DeviceContext* g_pDeviceContext = nullptr;
IDXGISwapChain* g_pSwapChain = nullptr;
extern "C" __declspec(dllexport) void StopRendering()
{
// 停止渲染循环
PostMessage(g_hWnd, WM_CLOSE, 0, 0);
}
BOOL APIENTRY DllMain(HMODULE hModule, DWORD ul_reason_for_call, LPVOID lpReserved)
{
switch (ul_reason_for_call)
{
case DLL_PROCESS_ATTACH:
// 创建窗口
WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, WindowProc, 0L, 0L, GetModuleHandle(NULL), NULL, NULL, NULL, NULL, _T("DX11App"), NULL };
RegisterClassEx(&wc);
g_hWnd = CreateWindow(wc.lpszClassName, _T("DX11 Application"), WS_OVERLAPPEDWINDOW, 100, 100, 800, 600, NULL, NULL, wc.hInstance, NULL);
// 初始化 DirectX 设备和交换链
DXGI_SWAP_CHAIN_DESC swapChainDesc = { 0 };
swapChainDesc.BufferCount = 1;
swapChainDesc.BufferDesc.Width = 800;
swapChainDesc.BufferDesc.Height = 600;
swapChainDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
swapChainDesc.OutputWindow = g_hWnd;
swapChainDesc.SampleDesc.Count = 1;
swapChainDesc.Windowed = TRUE;
D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, 0, NULL, 0, D3D11_SDK_VERSION, &swapChainDesc, &g_pSwapChain, &g_pDevice, NULL, &g_pDeviceContext);
// 创建渲染目标视图
ID3D11RenderTargetView* pRenderTargetView = nullptr;
ID3D11Texture2D* pBackBuffer = nullptr;
g_pSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&pBackBuffer);
g_pDevice->CreateRenderTargetView(pBackBuffer, NULL, &pRenderTargetView);
pBackBuffer->Release();
// 渲染循环
MSG msg;
while (GetMessage(&msg, NULL, 0, 0))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
// 清空渲染目标视图
float clearColor[4] = { 0.0f, 0.0f, 0.0f, 0.0f }; // RGBA颜色,这里设置为透明色
g_pDeviceContext->ClearRenderTargetView(pRenderTargetView, clearColor);
// 呈现到屏幕
g_pSwapChain->Present(0, 0);
}
// 释放资源
pRenderTargetView->Release();
g_pDeviceContext->Release();
g_pSwapChain->Release();
g_pDevice->Release();
// 销毁窗口
DestroyWindow(g_hWnd);
UnregisterClass(wc.lpszClassName, wc.hInstance);
break;
}
return TRUE;
}
LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
switch (message)
{
case WM_DESTROY:
PostQuitMessage(0);
return 0;
}
return DefWindowProc(hWnd, message, wParam, lParam);
}
```
在这个例子中,我们在 DLL 的入口函数 `DllMain` 中创建了一个窗口,并进行了 DirectX 11 的初始化和渲染。然后,在 `StopRendering` 函数中,我们通过发送 `WM_CLOSE` 消息来停止渲染循环。
你可以将这段代码保存为一个名为 "dx11render.dll" 的文件,并在其他程序中加载和调用该 DLL 来实现关闭渲染的功能。