HRESULT WINAPI HookDXGIFactory(REFIID riid, void **ppFactory) { // We need shared texture support for OpenVR, so force DXGI 1.0 games to use DXGI 1.1 IDXGIFactory1* pDXGIFactory; HRESULT hr = CreateDXGIFactory1(__uuidof(IDXGIFactory1), (void **)&pDXGIFactory); if (FAILED(hr)) return hr; return pDXGIFactory->QueryInterface(riid, ppFactory); }
//-------------------------------------------------------------------------------------- // Create Direct3D device and swap chain //-------------------------------------------------------------------------------------- HRESULT InitDevice() { HRESULT hr = S_OK; RECT rc; GetClientRect( g_hWnd, &rc ); UINT width = rc.right - rc.left; UINT height = rc.bottom - rc.top; UINT createDeviceFlags = 0; #ifdef _DEBUG createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG; #endif D3D_DRIVER_TYPE driverTypes[] = { D3D_DRIVER_TYPE_HARDWARE, D3D_DRIVER_TYPE_WARP, D3D_DRIVER_TYPE_REFERENCE, }; UINT numDriverTypes = ARRAYSIZE( driverTypes ); D3D_FEATURE_LEVEL featureLevels[] = { D3D_FEATURE_LEVEL_11_1, D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_10_1, D3D_FEATURE_LEVEL_10_0, }; UINT numFeatureLevels = ARRAYSIZE( featureLevels ); for( UINT driverTypeIndex = 0; driverTypeIndex < numDriverTypes; driverTypeIndex++ ) { g_driverType = driverTypes[driverTypeIndex]; hr = D3D11CreateDevice( nullptr, g_driverType, nullptr, createDeviceFlags, featureLevels, numFeatureLevels, D3D11_SDK_VERSION, &g_pd3dDevice, &g_featureLevel, &g_pImmediateContext ); if ( hr == E_INVALIDARG ) { // DirectX 11.0 platforms will not recognize D3D_FEATURE_LEVEL_11_1 so we need to retry without it hr = D3D11CreateDevice( nullptr, g_driverType, nullptr, createDeviceFlags, &featureLevels[1], numFeatureLevels - 1, D3D11_SDK_VERSION, &g_pd3dDevice, &g_featureLevel, &g_pImmediateContext ); } if( SUCCEEDED( hr ) ) break; } if( FAILED( hr ) ) return hr; // Obtain DXGI factory from device (since we used nullptr for pAdapter above) IDXGIFactory1* dxgiFactory = nullptr; { IDXGIDevice* dxgiDevice = nullptr; hr = g_pd3dDevice->QueryInterface( __uuidof(IDXGIDevice), reinterpret_cast<void**>(&dxgiDevice) ); if (SUCCEEDED(hr)) { IDXGIAdapter* adapter = nullptr; hr = dxgiDevice->GetAdapter(&adapter); if (SUCCEEDED(hr)) { hr = adapter->GetParent( __uuidof(IDXGIFactory1), reinterpret_cast<void**>(&dxgiFactory) ); adapter->Release(); } dxgiDevice->Release(); } } if (FAILED(hr)) return hr; // Create swap chain IDXGIFactory2* dxgiFactory2 = nullptr; hr = dxgiFactory->QueryInterface( __uuidof(IDXGIFactory2), reinterpret_cast<void**>(&dxgiFactory2) ); if ( dxgiFactory2 ) { // DirectX 11.1 or later hr = g_pd3dDevice->QueryInterface( __uuidof(ID3D11Device1), reinterpret_cast<void**>(&g_pd3dDevice1) ); if (SUCCEEDED(hr)) { (void) g_pImmediateContext->QueryInterface( __uuidof(ID3D11DeviceContext1), reinterpret_cast<void**>(&g_pImmediateContext1) ); } DXGI_SWAP_CHAIN_DESC1 sd; ZeroMemory(&sd, sizeof(sd)); sd.Width = width; sd.Height = height; sd.Format = DXGI_FORMAT_R8G8B8A8_UNORM; sd.SampleDesc.Count = 1; sd.SampleDesc.Quality = 0; sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; sd.BufferCount = 1; hr = dxgiFactory2->CreateSwapChainForHwnd( g_pd3dDevice, g_hWnd, &sd, nullptr, nullptr, &g_pSwapChain1 ); if (SUCCEEDED(hr)) { hr = g_pSwapChain1->QueryInterface( __uuidof(IDXGISwapChain), reinterpret_cast<void**>(&g_pSwapChain) ); } dxgiFactory2->Release(); } else { // DirectX 11.0 systems DXGI_SWAP_CHAIN_DESC sd; ZeroMemory(&sd, sizeof(sd)); sd.BufferCount = 1; sd.BufferDesc.Width = width; sd.BufferDesc.Height = height; sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; sd.BufferDesc.RefreshRate.Numerator = 60; sd.BufferDesc.RefreshRate.Denominator = 1; sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; sd.OutputWindow = g_hWnd; sd.SampleDesc.Count = 1; sd.SampleDesc.Quality = 0; sd.Windowed = TRUE; hr = dxgiFactory->CreateSwapChain( g_pd3dDevice, &sd, &g_pSwapChain ); } // Note this tutorial doesn't handle full-screen swapchains so we block the ALT+ENTER shortcut dxgiFactory->MakeWindowAssociation( g_hWnd, DXGI_MWA_NO_ALT_ENTER ); dxgiFactory->Release(); if (FAILED(hr)) return hr; // Create a render target view ID3D11Texture2D* pBackBuffer = nullptr; hr = g_pSwapChain->GetBuffer( 0, __uuidof( ID3D11Texture2D ), reinterpret_cast<void**>( &pBackBuffer ) ); if( FAILED( hr ) ) return hr; hr = g_pd3dDevice->CreateRenderTargetView( pBackBuffer, nullptr, &g_pRenderTargetView ); pBackBuffer->Release(); if( FAILED( hr ) ) return hr; g_pImmediateContext->OMSetRenderTargets( 1, &g_pRenderTargetView, nullptr ); // Setup the viewport D3D11_VIEWPORT vp; vp.Width = (FLOAT)width; vp.Height = (FLOAT)height; vp.MinDepth = 0.0f; vp.MaxDepth = 1.0f; vp.TopLeftX = 0; vp.TopLeftY = 0; g_pImmediateContext->RSSetViewports( 1, &vp ); // Compile the vertex shader ID3DBlob* pVSBlob = nullptr; hr = CompileShaderFromFile( L"Tutorial02.fx", "VS", "vs_4_0", &pVSBlob ); if( FAILED( hr ) ) { MessageBox( nullptr, "The FX file cannot be compiled. Please run this executable from the directory that contains the FX file.", "Error", MB_OK ); return hr; } // Create the vertex shader hr = g_pd3dDevice->CreateVertexShader( pVSBlob->GetBufferPointer(), pVSBlob->GetBufferSize(), nullptr, &g_pVertexShader ); if( FAILED( hr ) ) { pVSBlob->Release(); return hr; } // Define the input layout D3D11_INPUT_ELEMENT_DESC layout[] = { { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }, }; UINT numElements = ARRAYSIZE( layout ); // Create the input layout hr = g_pd3dDevice->CreateInputLayout( layout, numElements, pVSBlob->GetBufferPointer(), pVSBlob->GetBufferSize(), &g_pVertexLayout ); pVSBlob->Release(); if( FAILED( hr ) ) return hr; // Set the input layout g_pImmediateContext->IASetInputLayout( g_pVertexLayout ); // Compile the pixel shader ID3DBlob* pPSBlob = nullptr; hr = CompileShaderFromFile( L"Tutorial02.fx", "PS", "ps_4_0", &pPSBlob ); if( FAILED( hr ) ) { MessageBox( nullptr, "The FX file cannot be compiled. Please run this executable from the directory that contains the FX file.", "Error", MB_OK ); return hr; } // Create the pixel shader hr = g_pd3dDevice->CreatePixelShader( pPSBlob->GetBufferPointer(), pPSBlob->GetBufferSize(), nullptr, &g_pPixelShader ); pPSBlob->Release(); if( FAILED( hr ) ) return hr; // Create vertex buffer SimpleVertex vertices[] = { XMFLOAT3( 0.0f, 0.5f, 0.5f ), XMFLOAT3( 0.5f, -0.5f, 0.5f ), XMFLOAT3( -0.5f, -0.5f, 0.5f ), }; D3D11_BUFFER_DESC bd; ZeroMemory( &bd, sizeof(bd) ); bd.Usage = D3D11_USAGE_DEFAULT; bd.ByteWidth = sizeof( SimpleVertex ) * 3; bd.BindFlags = D3D11_BIND_VERTEX_BUFFER; bd.CPUAccessFlags = 0; D3D11_SUBRESOURCE_DATA InitData; ZeroMemory( &InitData, sizeof(InitData) ); InitData.pSysMem = vertices; hr = g_pd3dDevice->CreateBuffer( &bd, &InitData, &g_pVertexBuffer ); if( FAILED( hr ) ) return hr; // Set vertex buffer UINT stride = sizeof( SimpleVertex ); UINT offset = 0; g_pImmediateContext->IASetVertexBuffers( 0, 1, &g_pVertexBuffer, &stride, &offset ); // Set primitive topology g_pImmediateContext->IASetPrimitiveTopology( D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST ); return S_OK; }
//-------------------------------------------------------------------------------------- // Create Direct3D device and swap chain //-------------------------------------------------------------------------------------- HRESULT InitDevice() { HRESULT hr = S_OK; RECT rc; GetClientRect( g_hWnd, &rc ); UINT width = rc.right - rc.left; UINT height = rc.bottom - rc.top; UINT createDeviceFlags = 0; #ifdef _DEBUG createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG; #endif D3D_DRIVER_TYPE driverTypes[] = { D3D_DRIVER_TYPE_HARDWARE, D3D_DRIVER_TYPE_WARP, D3D_DRIVER_TYPE_REFERENCE, }; UINT numDriverTypes = ARRAYSIZE( driverTypes ); D3D_FEATURE_LEVEL featureLevels[] = { D3D_FEATURE_LEVEL_11_1, D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_10_1, D3D_FEATURE_LEVEL_10_0, }; UINT numFeatureLevels = ARRAYSIZE( featureLevels ); for( UINT driverTypeIndex = 0; driverTypeIndex < numDriverTypes; driverTypeIndex++ ) { g_driverType = driverTypes[driverTypeIndex]; hr = D3D11CreateDevice( nullptr, g_driverType, nullptr, createDeviceFlags, featureLevels, numFeatureLevels, D3D11_SDK_VERSION, &g_pd3dDevice, &g_featureLevel, &g_pImmediateContext ); if ( hr == E_INVALIDARG ) { // DirectX 11.0 platforms will not recognize D3D_FEATURE_LEVEL_11_1 so we need to retry without it hr = D3D11CreateDevice( nullptr, g_driverType, nullptr, createDeviceFlags, &featureLevels[1], numFeatureLevels - 1, D3D11_SDK_VERSION, &g_pd3dDevice, &g_featureLevel, &g_pImmediateContext ); } if( SUCCEEDED( hr ) ) break; } if( FAILED( hr ) ) return hr; // Obtain DXGI factory from device (since we used nullptr for pAdapter above) IDXGIFactory1* dxgiFactory = nullptr; { IDXGIDevice* dxgiDevice = nullptr; hr = g_pd3dDevice->QueryInterface( __uuidof(IDXGIDevice), reinterpret_cast<void**>(&dxgiDevice) ); if (SUCCEEDED(hr)) { IDXGIAdapter* adapter = nullptr; hr = dxgiDevice->GetAdapter(&adapter); if (SUCCEEDED(hr)) { hr = adapter->GetParent( __uuidof(IDXGIFactory1), reinterpret_cast<void**>(&dxgiFactory) ); adapter->Release(); } dxgiDevice->Release(); } } if (FAILED(hr)) return hr; // Create swap chain IDXGIFactory2* dxgiFactory2 = nullptr; hr = dxgiFactory->QueryInterface( __uuidof(IDXGIFactory2), reinterpret_cast<void**>(&dxgiFactory2) ); if ( dxgiFactory2 ) { // DirectX 11.1 or later hr = g_pd3dDevice->QueryInterface( __uuidof(ID3D11Device1), reinterpret_cast<void**>(&g_pd3dDevice1) ); if (SUCCEEDED(hr)) { (void) g_pImmediateContext->QueryInterface( __uuidof(ID3D11DeviceContext1), reinterpret_cast<void**>(&g_pImmediateContext1) ); } DXGI_SWAP_CHAIN_DESC1 sd = {}; sd.Width = width; sd.Height = height; sd.Format = DXGI_FORMAT_R8G8B8A8_UNORM; sd.SampleDesc.Count = 1; sd.SampleDesc.Quality = 0; sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; sd.BufferCount = 1; hr = dxgiFactory2->CreateSwapChainForHwnd( g_pd3dDevice, g_hWnd, &sd, nullptr, nullptr, &g_pSwapChain1 ); if (SUCCEEDED(hr)) { hr = g_pSwapChain1->QueryInterface( __uuidof(IDXGISwapChain), reinterpret_cast<void**>(&g_pSwapChain) ); } dxgiFactory2->Release(); } else { // DirectX 11.0 systems DXGI_SWAP_CHAIN_DESC sd = {}; sd.BufferCount = 1; sd.BufferDesc.Width = width; sd.BufferDesc.Height = height; sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; sd.BufferDesc.RefreshRate.Numerator = 60; sd.BufferDesc.RefreshRate.Denominator = 1; sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; sd.OutputWindow = g_hWnd; sd.SampleDesc.Count = 1; sd.SampleDesc.Quality = 0; sd.Windowed = TRUE; hr = dxgiFactory->CreateSwapChain( g_pd3dDevice, &sd, &g_pSwapChain ); } // Note this tutorial doesn't handle full-screen swapchains so we block the ALT+ENTER shortcut dxgiFactory->MakeWindowAssociation( g_hWnd, DXGI_MWA_NO_ALT_ENTER ); dxgiFactory->Release(); if (FAILED(hr)) return hr; // Create a render target view ID3D11Texture2D* pBackBuffer = nullptr; hr = g_pSwapChain->GetBuffer( 0, __uuidof( ID3D11Texture2D ), reinterpret_cast<void**>( &pBackBuffer ) ); if( FAILED( hr ) ) return hr; hr = g_pd3dDevice->CreateRenderTargetView( pBackBuffer, nullptr, &g_pRenderTargetView ); pBackBuffer->Release(); if( FAILED( hr ) ) return hr; g_pImmediateContext->OMSetRenderTargets( 1, &g_pRenderTargetView, nullptr ); // Setup the viewport D3D11_VIEWPORT vp; vp.Width = (FLOAT)width; vp.Height = (FLOAT)height; vp.MinDepth = 0.0f; vp.MaxDepth = 1.0f; vp.TopLeftX = 0; vp.TopLeftY = 0; g_pImmediateContext->RSSetViewports( 1, &vp ); return S_OK; }
bool D3DClass::Initialize(int screenWidth, int screenHeight, bool vsync, HWND hwnd, bool fullscreen, float screenDepth, float screenNear){ HRESULT hr; float fov, screenAspect; m_vsync_enabled = vsync; m_featureLevel = D3D_FEATURE_LEVEL_11_0; D3D_DRIVER_TYPE driverTypes[] = { D3D_DRIVER_TYPE_HARDWARE, D3D_DRIVER_TYPE_WARP, D3D_DRIVER_TYPE_REFERENCE, }; UINT numDriverTypes = ARRAYSIZE(driverTypes); D3D_FEATURE_LEVEL featureLevels[] = { //D3D_FEATURE_LEVEL_11_1, D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_10_1, D3D_FEATURE_LEVEL_10_0, }; UINT numFeatureLevels = ARRAYSIZE(featureLevels); for (int driverTypeIndex = 0; driverTypeIndex < numDriverTypes; driverTypeIndex++){ m_driverType = driverTypes[driverTypeIndex]; hr = D3D11CreateDevice(NULL, m_driverType, NULL, 0, featureLevels, numFeatureLevels, D3D11_SDK_VERSION, &m_device, &m_featureLevel, &m_deviceContext); if (hr == E_INVALIDARG){ hr = D3D11CreateDevice(NULL, m_driverType, NULL, 0, &featureLevels[1], numFeatureLevels - 1, D3D11_SDK_VERSION, &m_device, &m_featureLevel, &m_deviceContext); } if (SUCCEEDED(hr)){ break; } } if (FAILED(hr)){ return false; } IDXGIFactory1* factory = 0; IDXGIDevice* device = 0; hr = m_device->QueryInterface(__uuidof(IDXGIDevice), reinterpret_cast<void**>(&device)); if (SUCCEEDED(hr)){ IDXGIAdapter* adapter = 0; hr = device->GetAdapter(&adapter); if (SUCCEEDED(hr)){ hr = adapter->GetParent(__uuidof(IDXGIFactory1), reinterpret_cast<void**>(&factory)); adapter->Release(); } device->Release(); } if (FAILED(hr)){ return false; } IDXGIFactory2* factory2 = 0; hr = factory->QueryInterface(__uuidof(IDXGIFactory2), reinterpret_cast<void**>(&factory2)); if (factory2){ hr = m_device->QueryInterface(__uuidof(ID3D11Device1), reinterpret_cast<void**>(&m_device1)); if (SUCCEEDED(hr)){ (void)m_deviceContext->QueryInterface(__uuidof(ID3D11DeviceContext1), reinterpret_cast<void**>(&m_deviceContext1)); } DXGI_SWAP_CHAIN_DESC1 sd; ZeroMemory(&sd, sizeof(sd)); sd.Width = screenWidth; sd.Height = screenHeight; sd.Format = DXGI_FORMAT_R8G8B8A8_UNORM; sd.SampleDesc.Count = 1; sd.SampleDesc.Quality = 0; sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; sd.BufferCount = 1; hr = factory2->CreateSwapChainForHwnd(m_device, hwnd, &sd, NULL, NULL, &m_swapChain1); if (SUCCEEDED(hr)){ m_swapChain = NULL; hr = m_swapChain1->QueryInterface(__uuidof(IDXGISwapChain), reinterpret_cast<void**>(&m_swapChain)); } factory2->Release(); } else{ DXGI_SWAP_CHAIN_DESC sd; ZeroMemory(&sd, sizeof(sd)); sd.BufferCount = 1; sd.BufferDesc.Width = screenWidth; sd.BufferDesc.Height = screenHeight; sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; sd.BufferDesc.RefreshRate.Numerator = 60; sd.BufferDesc.RefreshRate.Denominator = 1; sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; sd.OutputWindow = hwnd; sd.SampleDesc.Count = 1; sd.SampleDesc.Quality = 0; sd.Windowed = TRUE; hr = factory->CreateSwapChain(m_device, &sd, &m_swapChain); } factory->MakeWindowAssociation(hwnd, DXGI_MWA_NO_ALT_ENTER); factory->Release(); if (FAILED(hr)){ return false; } ID3D11Texture2D* backBuffer = 0; hr = m_swapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), reinterpret_cast<void**>(&backBuffer)); if (FAILED(hr)){ return false; } hr = m_device->CreateRenderTargetView(backBuffer, NULL, &m_renderTargetView); backBuffer->Release(); if (FAILED(hr)){ return false; } m_deviceContext->OMSetRenderTargets(1, &m_renderTargetView, NULL); D3D11_TEXTURE2D_DESC depthBufferDesc; ZeroMemory(&depthBufferDesc, sizeof(depthBufferDesc)); 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; hr = m_device->CreateTexture2D(&depthBufferDesc, NULL, &m_depthStencilBuffer); if (FAILED(hr)){ return false; } D3D11_DEPTH_STENCIL_DESC depthStencilDesc; ZeroMemory(&depthStencilDesc, sizeof(depthStencilDesc)); depthStencilDesc.DepthEnable = true; depthStencilDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL; depthStencilDesc.DepthFunc = D3D11_COMPARISON_LESS; depthStencilDesc.StencilEnable = true; depthStencilDesc.StencilReadMask = 0xFF; depthStencilDesc.StencilWriteMask = 0xFF; 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; 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; hr = m_device->CreateDepthStencilState(&depthStencilDesc, &m_depthStencilState); if (FAILED(hr)){ return false; } m_deviceContext->OMSetDepthStencilState(m_depthStencilState, 1); D3D11_DEPTH_STENCIL_VIEW_DESC depthStencilViewDesc; ZeroMemory(&depthStencilViewDesc, sizeof(depthStencilViewDesc)); depthStencilViewDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT; depthStencilViewDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D; depthStencilViewDesc.Texture2D.MipSlice = 0; hr = m_device->CreateDepthStencilView(m_depthStencilBuffer, &depthStencilViewDesc, &m_depthStencilView); if (FAILED(hr)){ return false; } m_deviceContext->OMSetRenderTargets(1, &m_renderTargetView, m_depthStencilView); D3D11_RASTERIZER_DESC rasterDesc; 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; hr = m_device->CreateRasterizerState(&rasterDesc, &m_rasterState); if (FAILED(hr)){ return false; } m_deviceContext->RSSetState(m_rasterState); D3D11_VIEWPORT viewport; viewport.Width = (float)screenWidth; viewport.Height = (float)screenHeight; viewport.MinDepth = 0.0f; viewport.MaxDepth = 1.0f; viewport.TopLeftX = 0.0f; viewport.TopLeftY = 0.0f; m_deviceContext->RSSetViewports(1, &viewport); fov = XM_PI / 4.0f; screenAspect = (float)screenWidth / (float)screenHeight; m_projectionMatrix = XMMatrixPerspectiveFovLH(fov, screenAspect, screenNear, screenDepth); m_worldMatrix = XMMatrixIdentity(); m_orthoMatrix = XMMatrixOrthographicLH((float)screenWidth, (float)screenHeight, screenNear, screenDepth); D3D11_DEPTH_STENCIL_DESC depthDisabledStencilDesc; ZeroMemory(&depthDisabledStencilDesc, sizeof(depthDisabledStencilDesc)); depthDisabledStencilDesc.DepthEnable = false; depthDisabledStencilDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL; depthDisabledStencilDesc.DepthFunc = D3D11_COMPARISON_LESS; depthDisabledStencilDesc.StencilEnable = true; depthDisabledStencilDesc.StencilReadMask = 0xFF; depthDisabledStencilDesc.StencilWriteMask = 0xFF; depthDisabledStencilDesc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP; depthDisabledStencilDesc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_INCR; depthDisabledStencilDesc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP; depthDisabledStencilDesc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS; depthDisabledStencilDesc.BackFace.StencilFailOp = D3D11_STENCIL_OP_KEEP; depthDisabledStencilDesc.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_DECR; depthDisabledStencilDesc.BackFace.StencilPassOp = D3D11_STENCIL_OP_KEEP; depthDisabledStencilDesc.BackFace.StencilFunc = D3D11_COMPARISON_ALWAYS; hr = m_device->CreateDepthStencilState(&depthDisabledStencilDesc, &m_depthDisabledStencilState); if (FAILED(hr)){ return false; } D3D11_BLEND_DESC blendStateDescription; ZeroMemory(&blendStateDescription, sizeof(D3D11_BLEND_DESC)); blendStateDescription.RenderTarget[0].BlendEnable = TRUE; blendStateDescription.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL; blendStateDescription.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA; blendStateDescription.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA; blendStateDescription.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD; //blendStateDescription.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_INV_DEST_ALPHA; blendStateDescription.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE; // blendStateDescription.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ONE; blendStateDescription.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO; blendStateDescription.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD; blendStateDescription.RenderTarget[0].RenderTargetWriteMask = 0x0f; hr = m_device->CreateBlendState(&blendStateDescription, &m_alphaEnableBlendingState); if (FAILED(hr)){ return false; } blendStateDescription.RenderTarget[0].BlendEnable = FALSE; hr = m_device->CreateBlendState(&blendStateDescription, &m_alphaDisableBlendingState); if (FAILED(hr)){ return false; } return true; }
//-------------------------------------------------------------------------------------- // Create Direct3D device and swap chain //-------------------------------------------------------------------------------------- HRESULT InitDevice() { HRESULT hr = S_OK; RECT rc; GetClientRect( g_hWnd, &rc ); UINT width = rc.right - rc.left; UINT height = rc.bottom - rc.top; UINT createDeviceFlags = 0; #ifdef _DEBUG createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG; #endif D3D_DRIVER_TYPE driverTypes[] = { D3D_DRIVER_TYPE_HARDWARE, D3D_DRIVER_TYPE_WARP, D3D_DRIVER_TYPE_REFERENCE, }; UINT numDriverTypes = ARRAYSIZE( driverTypes ); D3D_FEATURE_LEVEL featureLevels[] = { D3D_FEATURE_LEVEL_11_1, D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_10_1, D3D_FEATURE_LEVEL_10_0, }; UINT numFeatureLevels = ARRAYSIZE( featureLevels ); for( UINT driverTypeIndex = 0; driverTypeIndex < numDriverTypes; driverTypeIndex++ ) { g_driverType = driverTypes[driverTypeIndex]; hr = D3D11CreateDevice( nullptr, g_driverType, nullptr, createDeviceFlags, featureLevels, numFeatureLevels, D3D11_SDK_VERSION, &g_pd3dDevice, &g_featureLevel, &g_pImmediateContext ); if ( hr == E_INVALIDARG ) { // DirectX 11.0 platforms will not recognize D3D_FEATURE_LEVEL_11_1 so we need to retry without it hr = D3D11CreateDevice( nullptr, g_driverType, nullptr, createDeviceFlags, &featureLevels[1], numFeatureLevels - 1, D3D11_SDK_VERSION, &g_pd3dDevice, &g_featureLevel, &g_pImmediateContext ); } if( SUCCEEDED( hr ) ) break; } if( FAILED( hr ) ) return hr; // Obtain DXGI factory from device (since we used nullptr for pAdapter above) IDXGIFactory1* dxgiFactory = nullptr; { IDXGIDevice* dxgiDevice = nullptr; hr = g_pd3dDevice->QueryInterface( __uuidof(IDXGIDevice), reinterpret_cast<void**>(&dxgiDevice) ); if (SUCCEEDED(hr)) { IDXGIAdapter* adapter = nullptr; hr = dxgiDevice->GetAdapter(&adapter); if (SUCCEEDED(hr)) { hr = adapter->GetParent( __uuidof(IDXGIFactory1), reinterpret_cast<void**>(&dxgiFactory) ); adapter->Release(); } dxgiDevice->Release(); } } if (FAILED(hr)) return hr; // Create swap chain IDXGIFactory2* dxgiFactory2 = nullptr; hr = dxgiFactory->QueryInterface( __uuidof(IDXGIFactory2), reinterpret_cast<void**>(&dxgiFactory2) ); if ( dxgiFactory2 ) { // DirectX 11.1 or later hr = g_pd3dDevice->QueryInterface( __uuidof(ID3D11Device1), reinterpret_cast<void**>(&g_pd3dDevice1) ); if (SUCCEEDED(hr)) { (void) g_pImmediateContext->QueryInterface( __uuidof(ID3D11DeviceContext1), reinterpret_cast<void**>(&g_pImmediateContext1) ); } DXGI_SWAP_CHAIN_DESC1 sd; ZeroMemory(&sd, sizeof(sd)); sd.Width = width; sd.Height = height; sd.Format = DXGI_FORMAT_R8G8B8A8_UNORM; sd.SampleDesc.Count = 1; sd.SampleDesc.Quality = 0; sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; sd.BufferCount = 1; hr = dxgiFactory2->CreateSwapChainForHwnd( g_pd3dDevice, g_hWnd, &sd, nullptr, nullptr, &g_pSwapChain1 ); if (SUCCEEDED(hr)) { hr = g_pSwapChain1->QueryInterface( __uuidof(IDXGISwapChain), reinterpret_cast<void**>(&g_pSwapChain) ); } dxgiFactory2->Release(); } else { // DirectX 11.0 systems DXGI_SWAP_CHAIN_DESC sd; ZeroMemory(&sd, sizeof(sd)); sd.BufferCount = 1; sd.BufferDesc.Width = width; sd.BufferDesc.Height = height; sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; sd.BufferDesc.RefreshRate.Numerator = 60; sd.BufferDesc.RefreshRate.Denominator = 1; sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; sd.OutputWindow = g_hWnd; sd.SampleDesc.Count = 1; sd.SampleDesc.Quality = 0; sd.Windowed = TRUE; hr = dxgiFactory->CreateSwapChain( g_pd3dDevice, &sd, &g_pSwapChain ); } // Note this tutorial doesn't handle full-screen swapchains so we block the ALT+ENTER shortcut dxgiFactory->MakeWindowAssociation( g_hWnd, DXGI_MWA_NO_ALT_ENTER ); dxgiFactory->Release(); if (FAILED(hr)) return hr; // Create a render target view ID3D11Texture2D* pBackBuffer = nullptr; hr = g_pSwapChain->GetBuffer( 0, __uuidof( ID3D11Texture2D ), reinterpret_cast<void**>( &pBackBuffer ) ); if( FAILED( hr ) ) return hr; hr = g_pd3dDevice->CreateRenderTargetView( pBackBuffer, nullptr, &g_pRenderTargetView ); pBackBuffer->Release(); if( FAILED( hr ) ) return hr; // Create depth stencil texture D3D11_TEXTURE2D_DESC descDepth; ZeroMemory( &descDepth, sizeof(descDepth) ); descDepth.Width = width; descDepth.Height = height; descDepth.MipLevels = 1; descDepth.ArraySize = 1; descDepth.Format = DXGI_FORMAT_D24_UNORM_S8_UINT; descDepth.SampleDesc.Count = 1; descDepth.SampleDesc.Quality = 0; descDepth.Usage = D3D11_USAGE_DEFAULT; descDepth.BindFlags = D3D11_BIND_DEPTH_STENCIL; descDepth.CPUAccessFlags = 0; descDepth.MiscFlags = 0; hr = g_pd3dDevice->CreateTexture2D( &descDepth, nullptr, &g_pDepthStencil ); if( FAILED( hr ) ) return hr; // Create the depth stencil view D3D11_DEPTH_STENCIL_VIEW_DESC descDSV; ZeroMemory( &descDSV, sizeof(descDSV) ); descDSV.Format = descDepth.Format; descDSV.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D; descDSV.Texture2D.MipSlice = 0; hr = g_pd3dDevice->CreateDepthStencilView( g_pDepthStencil, &descDSV, &g_pDepthStencilView ); if( FAILED( hr ) ) return hr; g_pImmediateContext->OMSetRenderTargets( 1, &g_pRenderTargetView, g_pDepthStencilView ); // Setup the viewport D3D11_VIEWPORT vp; vp.Width = (FLOAT)width; vp.Height = (FLOAT)height; vp.MinDepth = 0.0f; vp.MaxDepth = 1.0f; vp.TopLeftX = 0; vp.TopLeftY = 0; g_pImmediateContext->RSSetViewports( 1, &vp ); // Compile the vertex shader ID3DBlob* pVSBlob = nullptr; hr = CompileShaderFromFile( L"Tutorial07.fx", "VS", "vs_4_0", &pVSBlob ); if( FAILED( hr ) ) { MessageBox( nullptr, L"The FX file cannot be compiled. Please run this executable from the directory that contains the FX file.", L"Error", MB_OK ); return hr; } // Create the vertex shader hr = g_pd3dDevice->CreateVertexShader( pVSBlob->GetBufferPointer(), pVSBlob->GetBufferSize(), nullptr, &g_pVertexShader ); if( FAILED( hr ) ) { pVSBlob->Release(); return hr; } // Define the input layout D3D11_INPUT_ELEMENT_DESC layout[] = { { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }, { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 }, }; UINT numElements = ARRAYSIZE( layout ); // Create the input layout hr = g_pd3dDevice->CreateInputLayout( layout, numElements, pVSBlob->GetBufferPointer(), pVSBlob->GetBufferSize(), &g_pVertexLayout ); pVSBlob->Release(); if( FAILED( hr ) ) return hr; // Set the input layout g_pImmediateContext->IASetInputLayout( g_pVertexLayout ); // Compile the pixel shader ID3DBlob* pPSBlob = nullptr; hr = CompileShaderFromFile( L"Tutorial07.fx", "PS", "ps_4_0", &pPSBlob ); if( FAILED( hr ) ) { MessageBox( nullptr, L"The FX file cannot be compiled. Please run this executable from the directory that contains the FX file.", L"Error", MB_OK ); return hr; } // Create the pixel shader hr = g_pd3dDevice->CreatePixelShader( pPSBlob->GetBufferPointer(), pPSBlob->GetBufferSize(), nullptr, &g_pPixelShader ); pPSBlob->Release(); if( FAILED( hr ) ) return hr; // Create vertex buffer SimpleVertex vertices[] = { { XMFLOAT3( -1.0f, 1.0f, -1.0f ), XMFLOAT2( 1.0f, 0.0f ) }, { XMFLOAT3( 1.0f, 1.0f, -1.0f ), XMFLOAT2( 0.0f, 0.0f ) }, { XMFLOAT3( 1.0f, 1.0f, 1.0f ), XMFLOAT2( 0.0f, 1.0f ) }, { XMFLOAT3( -1.0f, 1.0f, 1.0f ), XMFLOAT2( 1.0f, 1.0f ) }, { XMFLOAT3( -1.0f, -1.0f, -1.0f ), XMFLOAT2( 0.0f, 0.0f ) }, { XMFLOAT3( 1.0f, -1.0f, -1.0f ), XMFLOAT2( 1.0f, 0.0f ) }, { XMFLOAT3( 1.0f, -1.0f, 1.0f ), XMFLOAT2( 1.0f, 1.0f ) }, { XMFLOAT3( -1.0f, -1.0f, 1.0f ), XMFLOAT2( 0.0f, 1.0f ) }, { XMFLOAT3( -1.0f, -1.0f, 1.0f ), XMFLOAT2( 0.0f, 1.0f ) }, { XMFLOAT3( -1.0f, -1.0f, -1.0f ), XMFLOAT2( 1.0f, 1.0f ) }, { XMFLOAT3( -1.0f, 1.0f, -1.0f ), XMFLOAT2( 1.0f, 0.0f ) }, { XMFLOAT3( -1.0f, 1.0f, 1.0f ), XMFLOAT2( 0.0f, 0.0f ) }, { XMFLOAT3( 1.0f, -1.0f, 1.0f ), XMFLOAT2( 1.0f, 1.0f ) }, { XMFLOAT3( 1.0f, -1.0f, -1.0f ), XMFLOAT2( 0.0f, 1.0f ) }, { XMFLOAT3( 1.0f, 1.0f, -1.0f ), XMFLOAT2( 0.0f, 0.0f ) }, { XMFLOAT3( 1.0f, 1.0f, 1.0f ), XMFLOAT2( 1.0f, 0.0f ) }, { XMFLOAT3( -1.0f, -1.0f, -1.0f ), XMFLOAT2( 0.0f, 1.0f ) }, { XMFLOAT3( 1.0f, -1.0f, -1.0f ), XMFLOAT2( 1.0f, 1.0f ) }, { XMFLOAT3( 1.0f, 1.0f, -1.0f ), XMFLOAT2( 1.0f, 0.0f ) }, { XMFLOAT3( -1.0f, 1.0f, -1.0f ), XMFLOAT2( 0.0f, 0.0f ) }, { XMFLOAT3( -1.0f, -1.0f, 1.0f ), XMFLOAT2( 1.0f, 1.0f ) }, { XMFLOAT3( 1.0f, -1.0f, 1.0f ), XMFLOAT2( 0.0f, 1.0f ) }, { XMFLOAT3( 1.0f, 1.0f, 1.0f ), XMFLOAT2( 0.0f, 0.0f ) }, { XMFLOAT3( -1.0f, 1.0f, 1.0f ), XMFLOAT2( 1.0f, 0.0f ) }, }; D3D11_BUFFER_DESC bd; ZeroMemory( &bd, sizeof(bd) ); bd.Usage = D3D11_USAGE_DEFAULT; bd.ByteWidth = sizeof( SimpleVertex ) * 24; bd.BindFlags = D3D11_BIND_VERTEX_BUFFER; bd.CPUAccessFlags = 0; D3D11_SUBRESOURCE_DATA InitData; ZeroMemory( &InitData, sizeof(InitData) ); InitData.pSysMem = vertices; hr = g_pd3dDevice->CreateBuffer( &bd, &InitData, &g_pVertexBuffer ); if( FAILED( hr ) ) return hr; // Set vertex buffer UINT stride = sizeof( SimpleVertex ); UINT offset = 0; g_pImmediateContext->IASetVertexBuffers( 0, 1, &g_pVertexBuffer, &stride, &offset ); // Create index buffer // Create vertex buffer WORD indices[] = { 3,1,0, 2,1,3, 6,4,5, 7,4,6, 11,9,8, 10,9,11, 14,12,13, 15,12,14, 19,17,16, 18,17,19, 22,20,21, 23,20,22 }; bd.Usage = D3D11_USAGE_DEFAULT; bd.ByteWidth = sizeof( WORD ) * 36; bd.BindFlags = D3D11_BIND_INDEX_BUFFER; bd.CPUAccessFlags = 0; InitData.pSysMem = indices; hr = g_pd3dDevice->CreateBuffer( &bd, &InitData, &g_pIndexBuffer ); if( FAILED( hr ) ) return hr; // Set index buffer g_pImmediateContext->IASetIndexBuffer( g_pIndexBuffer, DXGI_FORMAT_R16_UINT, 0 ); // Set primitive topology g_pImmediateContext->IASetPrimitiveTopology( D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST ); // Create the constant buffers bd.Usage = D3D11_USAGE_DEFAULT; bd.ByteWidth = sizeof(CBNeverChanges); bd.BindFlags = D3D11_BIND_CONSTANT_BUFFER; bd.CPUAccessFlags = 0; hr = g_pd3dDevice->CreateBuffer( &bd, nullptr, &g_pCBNeverChanges ); if( FAILED( hr ) ) return hr; bd.ByteWidth = sizeof(CBChangeOnResize); hr = g_pd3dDevice->CreateBuffer( &bd, nullptr, &g_pCBChangeOnResize ); if( FAILED( hr ) ) return hr; bd.ByteWidth = sizeof(CBChangesEveryFrame); hr = g_pd3dDevice->CreateBuffer( &bd, nullptr, &g_pCBChangesEveryFrame ); if( FAILED( hr ) ) return hr; // Load the Texture hr = CreateDDSTextureFromFile( g_pd3dDevice, L"seafloor.dds", nullptr, &g_pTextureRV ); if( FAILED( hr ) ) return hr; // Create the sample state D3D11_SAMPLER_DESC sampDesc; ZeroMemory( &sampDesc, sizeof(sampDesc) ); sampDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR; sampDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP; sampDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP; sampDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP; sampDesc.ComparisonFunc = D3D11_COMPARISON_NEVER; sampDesc.MinLOD = 0; sampDesc.MaxLOD = D3D11_FLOAT32_MAX; hr = g_pd3dDevice->CreateSamplerState( &sampDesc, &g_pSamplerLinear ); if( FAILED( hr ) ) return hr; // Initialize the world matrices g_World = XMMatrixIdentity(); // Initialize the view matrix XMVECTOR Eye = XMVectorSet( 0.0f, 3.0f, -6.0f, 0.0f ); XMVECTOR At = XMVectorSet( 0.0f, 1.0f, 0.0f, 0.0f ); XMVECTOR Up = XMVectorSet( 0.0f, 1.0f, 0.0f, 0.0f ); g_View = XMMatrixLookAtLH( Eye, At, Up ); CBNeverChanges cbNeverChanges; cbNeverChanges.mView = XMMatrixTranspose( g_View ); g_pImmediateContext->UpdateSubresource( g_pCBNeverChanges, 0, nullptr, &cbNeverChanges, 0, 0 ); // Initialize the projection matrix g_Projection = XMMatrixPerspectiveFovLH( XM_PIDIV4, width / (FLOAT)height, 0.01f, 100.0f ); CBChangeOnResize cbChangesOnResize; cbChangesOnResize.mProjection = XMMatrixTranspose( g_Projection ); g_pImmediateContext->UpdateSubresource( g_pCBChangeOnResize, 0, nullptr, &cbChangesOnResize, 0, 0 ); #ifdef USE_OPENVR // OpenVR. // Loading the SteamVR Runtime vr::EVRInitError eError = vr::VRInitError_None; openvr_system_ = vr::VR_Init(&eError, vr::VRApplication_Scene); if (eError != vr::VRInitError_None) { openvr_system_ = nullptr; ShowMessageBoxAndExit("Unable to init VR runtime: %s", vr::VR_GetVRInitErrorAsEnglishDescription(eError)); } if (!vr::VRCompositor()) { ShowMessageBoxAndExit("Failed to obtain compositor."); } #endif return S_OK; }
void RenderContext::Init(pWindow inWindow) { CleanUp(); HWND hWnd = inWindow->mHWnd; D3D_DRIVER_TYPE driver_type = D3D_DRIVER_TYPE_NULL; D3D_FEATURE_LEVEL feature_level = D3D_FEATURE_LEVEL_11_0; HRESULT hr = S_OK; RECT rc; GetClientRect(hWnd, &rc); mWidth = rc.right - rc.left; mHeight = rc.bottom - rc.top; UINT createDeviceFlags = 0; #ifdef _DEBUG createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG; createDeviceFlags |= D3D11_CREATE_DEVICE_DISABLE_GPU_TIMEOUT; #endif D3D_DRIVER_TYPE driverTypes[] = { D3D_DRIVER_TYPE_HARDWARE, D3D_DRIVER_TYPE_WARP, D3D_DRIVER_TYPE_REFERENCE, }; UINT numDriverTypes = ARRAYSIZE(driverTypes); D3D_FEATURE_LEVEL featureLevels[] = { D3D_FEATURE_LEVEL_11_1, D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_10_1, D3D_FEATURE_LEVEL_10_0, }; UINT numFeatureLevels = ARRAYSIZE(featureLevels); for (UINT driverTypeIndex = 0; driverTypeIndex < numDriverTypes; driverTypeIndex++) { driver_type = driverTypes[driverTypeIndex]; hr = D3D11CreateDevice(nullptr, driver_type, nullptr, createDeviceFlags, featureLevels, numFeatureLevels, D3D11_SDK_VERSION, &mD3DDevice, &feature_level, &mImmediateContext); if (hr == E_INVALIDARG) { hr = D3D11CreateDevice(nullptr, driver_type, nullptr, createDeviceFlags, &featureLevels[1], numFeatureLevels - 1, D3D11_SDK_VERSION, &mD3DDevice, &feature_level, &mImmediateContext); } if (SUCCEEDED(hr)) break; } if (FAILED(hr)) { exit(hr); } // Obtain DXGI factory from device (since we used nullptr for pAdapter above) IDXGIFactory1* dxgiFactory = nullptr; { IDXGIDevice* dxgiDevice = nullptr; hr = mD3DDevice->QueryInterface(__uuidof(IDXGIDevice), reinterpret_cast<void**>(&dxgiDevice)); if (SUCCEEDED(hr)) { IDXGIAdapter* adapter = nullptr; hr = dxgiDevice->GetAdapter(&adapter); if (SUCCEEDED(hr)) { hr = adapter->GetParent(__uuidof(IDXGIFactory1), reinterpret_cast<void**>(&dxgiFactory)); adapter->Release(); } dxgiDevice->Release(); } } if (FAILED(hr)) { exit(hr); } // Create swap chain IDXGIFactory2* dxgiFactory2 = nullptr; hr = dxgiFactory->QueryInterface(__uuidof(IDXGIFactory2), reinterpret_cast<void**>(&dxgiFactory2)); if (dxgiFactory2) { // DirectX 11.1 or later hr = mD3DDevice->QueryInterface(__uuidof(ID3D11Device1), reinterpret_cast<void**>(&mD3DDevice1)); if (SUCCEEDED(hr)) { (void)mImmediateContext->QueryInterface(__uuidof(ID3D11DeviceContext1), reinterpret_cast<void**>(&mImmediateContext1)); } DXGI_SWAP_CHAIN_DESC1 sd; ZeroMemory(&sd, sizeof(sd)); sd.Width = mWidth; sd.Height = mHeight; sd.Format = DXGI_FORMAT_R8G8B8A8_UNORM; sd.SampleDesc.Count = 1; sd.SampleDesc.Quality = 0; sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT | DXGI_USAGE_SHADER_INPUT | DXGI_USAGE_UNORDERED_ACCESS; sd.BufferCount = 1; hr = dxgiFactory2->CreateSwapChainForHwnd(mD3DDevice, hWnd, &sd, nullptr, nullptr, &mSwapChain1); if (SUCCEEDED(hr)) { hr = mSwapChain1->QueryInterface(__uuidof(IDXGISwapChain), reinterpret_cast<void**>(&mSwapChain)); } dxgiFactory2->Release(); } else { // DirectX 11.0 systems DXGI_SWAP_CHAIN_DESC sd; ZeroMemory(&sd, sizeof(sd)); sd.BufferCount = 1; sd.BufferDesc.Width = mWidth; sd.BufferDesc.Height = mHeight; sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; sd.BufferDesc.RefreshRate.Numerator = 60; sd.BufferDesc.RefreshRate.Denominator = 1; sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT | DXGI_USAGE_SHADER_INPUT | DXGI_USAGE_UNORDERED_ACCESS; sd.OutputWindow = hWnd; sd.SampleDesc.Count = 1; sd.SampleDesc.Quality = 0; sd.Windowed = TRUE; hr = dxgiFactory->CreateSwapChain(mD3DDevice, &sd, &mSwapChain); } // Note this tutorial doesn't handle full-screen swapchains so we block the ALT+ENTER shortcut dxgiFactory->MakeWindowAssociation(hWnd, DXGI_MWA_NO_ALT_ENTER); dxgiFactory->Release(); if (FAILED(hr)) { exit(hr); } // Create a render target view ID3D11Texture2D* pBackBuffer = nullptr; hr = mSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), reinterpret_cast<void**>(&pBackBuffer)); if (FAILED(hr)) { exit(hr); } mBackBuffer = MAKE_NEW(Texture); mBackBuffer->Init(pBackBuffer); mOutputRenderTarget = MAKE_NEW(RenderTarget); mOutputRenderTarget->Init(mBackBuffer); // setup rasterizer SetRasterizerState(FILL_SOLID, CULL_BACK, true, 0, 0.0f, 0.0f, true, false, false, false); D3D11_DEPTH_STENCIL_DESC dsDesc; dsDesc.DepthEnable = true; dsDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL; dsDesc.DepthFunc = D3D11_COMPARISON_LESS; dsDesc.StencilEnable = false; dsDesc.StencilReadMask = 0xFF; dsDesc.StencilWriteMask = 0xFF; dsDesc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP; dsDesc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_INCR; dsDesc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP; dsDesc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS; // Stencil operations if pixel is back-facing dsDesc.BackFace.StencilFailOp = D3D11_STENCIL_OP_KEEP; dsDesc.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_DECR; dsDesc.BackFace.StencilPassOp = D3D11_STENCIL_OP_KEEP; dsDesc.BackFace.StencilFunc = D3D11_COMPARISON_ALWAYS; // Create depth stencil state ID3D11DepthStencilState * pDSState; mD3DDevice->CreateDepthStencilState(&dsDesc, &pDSState); mImmediateContext->OMSetDepthStencilState(pDSState, 1); // Setup the viewport SetViewport(int2(mWidth, mHeight), 0.0f, 1.0f, int2(0, 0)); hr = mImmediateContext->QueryInterface(__uuidof(mAnnotation), reinterpret_cast<void**>(&mAnnotation)); if (FAILED(hr)) { exit(hr); } mInitialized = true; }
//-------------------------------------------------------------------------------------- // Create Direct3D device and swap chain //-------------------------------------------------------------------------------------- HRESULT InitDevice() { HRESULT hr = S_OK; RECT rc; GetClientRect( g_hWnd, &rc ); UINT width = rc.right - rc.left; UINT height = rc.bottom - rc.top; UINT createDeviceFlags = 0; #ifdef _DEBUG createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG; #endif D3D_DRIVER_TYPE driverTypes[] = { D3D_DRIVER_TYPE_HARDWARE, D3D_DRIVER_TYPE_WARP, D3D_DRIVER_TYPE_REFERENCE, }; UINT numDriverTypes = ARRAYSIZE( driverTypes ); D3D_FEATURE_LEVEL featureLevels[] = { D3D_FEATURE_LEVEL_11_1, D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_10_1, D3D_FEATURE_LEVEL_10_0, }; UINT numFeatureLevels = ARRAYSIZE( featureLevels ); for( UINT driverTypeIndex = 0; driverTypeIndex < numDriverTypes; driverTypeIndex++ ) { g_driverType = driverTypes[driverTypeIndex]; hr = D3D11CreateDevice( nullptr, g_driverType, nullptr, createDeviceFlags, featureLevels, numFeatureLevels, D3D11_SDK_VERSION, &g_pd3dDevice, &g_featureLevel, &g_pImmediateContext ); if ( hr == E_INVALIDARG ) { // DirectX 11.0 platforms will not recognize D3D_FEATURE_LEVEL_11_1 so we need to retry without it hr = D3D11CreateDevice( nullptr, g_driverType, nullptr, createDeviceFlags, &featureLevels[1], numFeatureLevels - 1, D3D11_SDK_VERSION, &g_pd3dDevice, &g_featureLevel, &g_pImmediateContext ); } if( SUCCEEDED( hr ) ) break; } if( FAILED( hr ) ) return hr; // Obtain DXGI factory from device (since we used nullptr for pAdapter above) IDXGIFactory1* dxgiFactory = nullptr; { IDXGIDevice* dxgiDevice = nullptr; hr = g_pd3dDevice->QueryInterface( __uuidof(IDXGIDevice), reinterpret_cast<void**>(&dxgiDevice) ); if (SUCCEEDED(hr)) { IDXGIAdapter* adapter = nullptr; hr = dxgiDevice->GetAdapter(&adapter); if (SUCCEEDED(hr)) { hr = adapter->GetParent( __uuidof(IDXGIFactory1), reinterpret_cast<void**>(&dxgiFactory) ); adapter->Release(); } dxgiDevice->Release(); } } if (FAILED(hr)) return hr; // Create swap chain IDXGIFactory2* dxgiFactory2 = nullptr; hr = dxgiFactory->QueryInterface( __uuidof(IDXGIFactory2), reinterpret_cast<void**>(&dxgiFactory2) ); if ( dxgiFactory2 ) { // DirectX 11.1 or later hr = g_pd3dDevice->QueryInterface( __uuidof(ID3D11Device1), reinterpret_cast<void**>(&g_pd3dDevice1) ); if (SUCCEEDED(hr)) { (void) g_pImmediateContext->QueryInterface( __uuidof(ID3D11DeviceContext1), reinterpret_cast<void**>(&g_pImmediateContext1) ); } DXGI_SWAP_CHAIN_DESC1 sd; ZeroMemory(&sd, sizeof(sd)); sd.Width = width; sd.Height = height; sd.Format = DXGI_FORMAT_R8G8B8A8_UNORM; sd.SampleDesc.Count = 1; sd.SampleDesc.Quality = 0; sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; sd.BufferCount = 1; hr = dxgiFactory2->CreateSwapChainForHwnd( g_pd3dDevice, g_hWnd, &sd, nullptr, nullptr, &g_pSwapChain1 ); if (SUCCEEDED(hr)) { hr = g_pSwapChain1->QueryInterface( __uuidof(IDXGISwapChain), reinterpret_cast<void**>(&g_pSwapChain) ); } dxgiFactory2->Release(); } else { // DirectX 11.0 systems DXGI_SWAP_CHAIN_DESC sd; ZeroMemory(&sd, sizeof(sd)); sd.BufferCount = 1; sd.BufferDesc.Width = width; sd.BufferDesc.Height = height; sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; sd.BufferDesc.RefreshRate.Numerator = 60; sd.BufferDesc.RefreshRate.Denominator = 1; sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; sd.OutputWindow = g_hWnd; sd.SampleDesc.Count = 1; sd.SampleDesc.Quality = 0; sd.Windowed = TRUE; hr = dxgiFactory->CreateSwapChain( g_pd3dDevice, &sd, &g_pSwapChain ); } // Note this tutorial doesn't handle full-screen swapchains so we block the ALT+ENTER shortcut dxgiFactory->MakeWindowAssociation( g_hWnd, DXGI_MWA_NO_ALT_ENTER ); dxgiFactory->Release(); if (FAILED(hr)) return hr; // Create a render target view ID3D11Texture2D* pBackBuffer = nullptr; hr = g_pSwapChain->GetBuffer( 0, __uuidof( ID3D11Texture2D ), reinterpret_cast<void**>( &pBackBuffer ) ); if( FAILED( hr ) ) return hr; hr = g_pd3dDevice->CreateRenderTargetView( pBackBuffer, nullptr, &g_pRenderTargetView ); pBackBuffer->Release(); if( FAILED( hr ) ) return hr; // Create depth stencil texture D3D11_TEXTURE2D_DESC descDepth; ZeroMemory( &descDepth, sizeof(descDepth) ); descDepth.Width = width; descDepth.Height = height; descDepth.MipLevels = 1; descDepth.ArraySize = 1; descDepth.Format = DXGI_FORMAT_D24_UNORM_S8_UINT; descDepth.SampleDesc.Count = 1; descDepth.SampleDesc.Quality = 0; descDepth.Usage = D3D11_USAGE_DEFAULT; descDepth.BindFlags = D3D11_BIND_DEPTH_STENCIL; descDepth.CPUAccessFlags = 0; descDepth.MiscFlags = 0; hr = g_pd3dDevice->CreateTexture2D( &descDepth, nullptr, &g_pDepthStencil ); if( FAILED( hr ) ) return hr; // Create the depth stencil view D3D11_DEPTH_STENCIL_VIEW_DESC descDSV; ZeroMemory( &descDSV, sizeof(descDSV) ); descDSV.Format = descDepth.Format; descDSV.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D; descDSV.Texture2D.MipSlice = 0; hr = g_pd3dDevice->CreateDepthStencilView( g_pDepthStencil, &descDSV, &g_pDepthStencilView ); if( FAILED( hr ) ) return hr; g_pImmediateContext->OMSetRenderTargets( 1, &g_pRenderTargetView, g_pDepthStencilView ); // Setup the viewport D3D11_VIEWPORT vp; vp.Width = (FLOAT)width; vp.Height = (FLOAT)height; vp.MinDepth = 0.0f; vp.MaxDepth = 1.0f; vp.TopLeftX = 0; vp.TopLeftY = 0; g_pImmediateContext->RSSetViewports( 1, &vp ); // Compile the vertex shader ID3DBlob* pVSBlob = nullptr; hr = CompileShaderFromFile( L"Tutorial05.fx", "VS", "vs_4_0", &pVSBlob ); if( FAILED( hr ) ) { MessageBox( nullptr, L"The FX file cannot be compiled. Please run this executable from the directory that contains the FX file.", L"Error", MB_OK ); return hr; } // Create the vertex shader hr = g_pd3dDevice->CreateVertexShader( pVSBlob->GetBufferPointer(), pVSBlob->GetBufferSize(), nullptr, &g_pVertexShader ); if( FAILED( hr ) ) { pVSBlob->Release(); return hr; } // Define the input layout D3D11_INPUT_ELEMENT_DESC layout[] = { { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }, { "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 }, }; UINT numElements = ARRAYSIZE( layout ); // Create the input layout hr = g_pd3dDevice->CreateInputLayout( layout, numElements, pVSBlob->GetBufferPointer(), pVSBlob->GetBufferSize(), &g_pVertexLayout ); pVSBlob->Release(); if( FAILED( hr ) ) return hr; // Set the input layout g_pImmediateContext->IASetInputLayout( g_pVertexLayout ); // Compile the pixel shader ID3DBlob* pPSBlob = nullptr; hr = CompileShaderFromFile( L"Tutorial05.fx", "PS", "ps_4_0", &pPSBlob ); if( FAILED( hr ) ) { MessageBox( nullptr, L"The FX file cannot be compiled. Please run this executable from the directory that contains the FX file.", L"Error", MB_OK ); return hr; } // Create the pixel shader hr = g_pd3dDevice->CreatePixelShader( pPSBlob->GetBufferPointer(), pPSBlob->GetBufferSize(), nullptr, &g_pPixelShader ); pPSBlob->Release(); if( FAILED( hr ) ) return hr; // Create vertex buffer SimpleVertex vertices[] = { { XMFLOAT3( -1.0f, 1.0f, -1.0f ), XMFLOAT4( 0.0f, 0.0f, 1.0f, 1.0f ) }, { XMFLOAT3( 1.0f, 1.0f, -1.0f ), XMFLOAT4( 0.0f, 1.0f, 0.0f, 1.0f ) }, { XMFLOAT3( 1.0f, 1.0f, 1.0f ), XMFLOAT4( 0.0f, 1.0f, 1.0f, 1.0f ) }, { XMFLOAT3( -1.0f, 1.0f, 1.0f ), XMFLOAT4( 1.0f, 0.0f, 0.0f, 1.0f ) }, { XMFLOAT3( -1.0f, -1.0f, -1.0f ), XMFLOAT4( 1.0f, 0.0f, 1.0f, 1.0f ) }, { XMFLOAT3( 1.0f, -1.0f, -1.0f ), XMFLOAT4( 1.0f, 1.0f, 0.0f, 1.0f ) }, { XMFLOAT3( 1.0f, -1.0f, 1.0f ), XMFLOAT4( 1.0f, 1.0f, 1.0f, 1.0f ) }, { XMFLOAT3( -1.0f, -1.0f, 1.0f ), XMFLOAT4( 0.0f, 0.0f, 0.0f, 1.0f ) }, }; D3D11_BUFFER_DESC bd; ZeroMemory( &bd, sizeof(bd) ); bd.Usage = D3D11_USAGE_DEFAULT; bd.ByteWidth = sizeof( SimpleVertex ) * 8; bd.BindFlags = D3D11_BIND_VERTEX_BUFFER; bd.CPUAccessFlags = 0; D3D11_SUBRESOURCE_DATA InitData; ZeroMemory( &InitData, sizeof(InitData) ); InitData.pSysMem = vertices; hr = g_pd3dDevice->CreateBuffer( &bd, &InitData, &g_pVertexBuffer ); if( FAILED( hr ) ) return hr; // Set vertex buffer UINT stride = sizeof( SimpleVertex ); UINT offset = 0; g_pImmediateContext->IASetVertexBuffers( 0, 1, &g_pVertexBuffer, &stride, &offset ); // Create index buffer WORD indices[] = { 3,1,0, 2,1,3, 0,5,4, 1,5,0, 3,4,7, 0,4,3, 1,6,5, 2,6,1, 2,7,6, 3,7,2, 6,4,5, 7,4,6, }; bd.Usage = D3D11_USAGE_DEFAULT; bd.ByteWidth = sizeof( WORD ) * 36; // 36 vertices needed for 12 triangles in a triangle list bd.BindFlags = D3D11_BIND_INDEX_BUFFER; bd.CPUAccessFlags = 0; InitData.pSysMem = indices; hr = g_pd3dDevice->CreateBuffer( &bd, &InitData, &g_pIndexBuffer ); if( FAILED( hr ) ) return hr; // Set index buffer g_pImmediateContext->IASetIndexBuffer( g_pIndexBuffer, DXGI_FORMAT_R16_UINT, 0 ); // Set primitive topology g_pImmediateContext->IASetPrimitiveTopology( D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST ); // Create the constant buffer bd.Usage = D3D11_USAGE_DEFAULT; bd.ByteWidth = sizeof(ConstantBuffer); bd.BindFlags = D3D11_BIND_CONSTANT_BUFFER; bd.CPUAccessFlags = 0; hr = g_pd3dDevice->CreateBuffer( &bd, nullptr, &g_pConstantBuffer ); if( FAILED( hr ) ) return hr; // Initialize the world matrix g_World1 = XMMatrixIdentity(); g_World2 = XMMatrixIdentity(); // Initialize the view matrix XMVECTOR Eye = XMVectorSet( 0.0f, 1.0f, -5.0f, 0.0f ); XMVECTOR At = XMVectorSet( 0.0f, 1.0f, 0.0f, 0.0f ); XMVECTOR Up = XMVectorSet( 0.0f, 1.0f, 0.0f, 0.0f ); g_View = XMMatrixLookAtLH( Eye, At, Up ); // Initialize the projection matrix g_Projection = XMMatrixPerspectiveFovLH( XM_PIDIV2, width / (FLOAT)height, 0.01f, 100.0f ); return S_OK; }