#include windows.h
#include windowsx.h
#include d3d11.h
#include d3d10.h
#include d3d11.h
#include d3dx10.h
#include d3dx11.h
#include windows.h
#pragma comment(lib,"d3d11.lib")
#pragma comment(lib,"d3dx11.lib")
#pragma comment(lib,"d3dx10.lib")
IDXGISwapChain *swapchain;
ID3D11Device *dev;
ID3D11DeviceContext *devcon;
void InitD3D(HWND hWnd);
void CleanD3D(void);
LRESULT CALLBACK WindowProc(HWND hWnd,UINT message,WPARAM wParam,LPARAM lPram);
IDXGISwapChain: The swap chain is the series of buffers which take turns being rendered on.
ID3D11Device:This variable is a pointer to a device.
ID3D11DeviceContext:A device context is similar to a device, but it is responsible for managing the GPU and the rendering pipeline (the device mostly handles video memory).
Initialize D3D
void InitD3D(HWND hWnd)
{
DXGI_SWAP_CHAIN_DESC scd;
ZeroMemory(&scd,sizeof(DXGI_SWAP_CHAIN_DESC));
//Swap chain struct
scd.BufferCount = 1;//BackBuffer
scd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;//32bit-buffer
scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; //how swap chain is to be used
scd.OutputWindow = hWnd;//window to be use
scd.SampleDesc.Count = 2;//How many multisample anti-aliased
scd.Windowed = TRUE;//Screen Full or not
//scd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;//use alt + enter DXGI_SWAP_CHAIN_FLAG_NONPREROTATED moniter rotation
D3D11CreateDeviceAndSwapChain(NULL,D3D_DRIVER_TYPE_HARDWARE,NULL,NULL,NULL,NULL,D3D11_SDK_VERSION,&scd,&swapchain,&dev,NULL,&devcon);
}
UnLoad3D
void Clean3D()
{
swapchain -> Release();
dev ->Release();
devcon->Release();
}
Program Main
int WINAPI WinMain(HINSTANCE hInstance,HINSTANCE hPrevInstance,LPSTR lpCmdLine,int nCmdShow)
{
HWND hWnd;
WNDCLASSEX wc;
ZeroMemory(&wc,sizeof(WNDCLASSEX));
wc.cbSize = sizeof(WNDCLASSEX);
wc.style = CS_HREDRAW | CS_VREDRAW;
wc.lpfnWndProc = WindowProc;
wc.hInstance = hInstance;
wc.hCursor = LoadCursor(NULL,IDC_ARROW);
wc.hbrBackground = (HBRUSH)COLOR_WINDOW;
wc.lpszClassName = "WindowClass";
RegisterClassEx(&wc);
RECT wr = {0,0,1280,720};
AdjustWindowRect(&wr,WS_OVERLAPPEDWINDOW,FALSE);
hWnd = CreateWindowEx(NULL,"WindowClass","RealDirectX",WS_OVERLAPPEDWINDOW,300,300,wr.right - wr.left,wr.bottom - wr.top,NULL,NULL,hInstance,NULL);
ShowWindow(hWnd,nCmdShow);
InitD3D(hWnd);
MSG msg;
while(TRUE)
{
if(PeekMessage(&msg,NULL,0,0,PM_REMOVE))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
if(msg.message == WM_QUIT)
break;
}
else
{
}
}
Clean3D();
return msg.wParam;
}
Window Program
LRESULT CALLBACK WindowProc(HWND hWnd,UINT message,WPARAM wParam,LPARAM lParam)
{
switch(message)
{
case WM_DESTROY:
{
PostQuitMessage(0);
return 0;
}break;
}
return DefWindowProc(hWnd,message,wParam,lParam);
}
1scd.Flags:Three property
1.DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH
2.DXGI_SWAP_CHAIN_FLAG_NONPREROTATED
3.DXGI_SWAP_CHAIN_FLAG_GDI_COMPATIBLE
2.scd.SampleDesc.Count: Max Number is 4 Min Number is 1 ,Setting Multisample anti-aliased
----------------------- Using Back Buffer with Deep Blue
1.Setting RenderTarget
2.Setting ViewPort
3.RenderFrame
In header i add
ID3D11RenderTargetView *backbuffer;
void RenderFrame(void);
InitD3D(HWND hWnd)
Add Render Target &ViewPort
void InitD3D(HWND hWnd)
{
//........
//Setting Render Target
ID3D11Texture2D *pBackBuffer;
swapchain->GetBuffer(0,__uuidof(ID3D11Texture2D),(LPVOID*)&pBackBuffer);
dev->CreateRenderTargetView(pBackBuffer,NULL,&backbuffer);
pBackBuffer->Release();
devcon->OMSetRenderTargets(1,&backbuffer,NULL);
//Setting ViewPort
D3D11_VIEWPORT viewport;
ZeroMemory(&viewport,sizeof(D3D11_VIEWPORT));
viewport.MaxDepth = 1.0f;
viewport.MinDepth = 0.0f;
viewport.TopLeftX = 0;
viewport.TopLeftY = 0;
viewport.Width = 1280;
viewport.Height = 720;
devcon->RSSetViewports(1,&viewport);
}
void RenderFrame(void)
{
//Clear the back buffer in deep blue
devcon->ClearRenderTargetView(backbuffer,D3DXCOLOR(0.0f,0.2f,0.4f,1.0f));
//swtich the back buffer and front buffer
swapchain->Present(0,0);
}
In game Logical Add
RenderFrame And done
No comments:
Post a Comment