示例#1
0
HRESULT CreateDeviceD3D(HWND hWnd)
{
    // Setup swap chain
    DXGI_SWAP_CHAIN_DESC sd;
    {
        ZeroMemory(&sd, sizeof(sd));
        sd.BufferCount = 2;
        sd.BufferDesc.Width = 0;
        sd.BufferDesc.Height = 0;
        sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
        sd.BufferDesc.RefreshRate.Numerator = 60;
        sd.BufferDesc.RefreshRate.Denominator = 1;
        sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
        sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
        sd.OutputWindow = hWnd;
        sd.SampleDesc.Count = 1;
        sd.SampleDesc.Quality = 0;
        sd.Windowed = TRUE;
        sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
    }

    UINT createDeviceFlags = 0;
    //createDeviceFlags |= D3D10_CREATE_DEVICE_DEBUG;
    if (D3D10CreateDeviceAndSwapChain(NULL, D3D10_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, D3D10_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice) != S_OK)
        return E_FAIL;

    // Setup rasterizer
    {
        D3D10_RASTERIZER_DESC RSDesc;
        memset(&RSDesc, 0, sizeof(D3D10_RASTERIZER_DESC));
        RSDesc.FillMode = D3D10_FILL_SOLID;
        RSDesc.CullMode = D3D10_CULL_NONE;
        RSDesc.FrontCounterClockwise = FALSE;
        RSDesc.DepthBias = 0;
        RSDesc.SlopeScaledDepthBias = 0.0f;
        RSDesc.DepthBiasClamp = 0;
        RSDesc.DepthClipEnable = TRUE;
        RSDesc.ScissorEnable = TRUE;
        RSDesc.AntialiasedLineEnable = FALSE;
        RSDesc.MultisampleEnable = (sd.SampleDesc.Count > 1) ? TRUE : FALSE;

        ID3D10RasterizerState* pRState = NULL;
        g_pd3dDevice->CreateRasterizerState(&RSDesc, &pRState);
        g_pd3dDevice->RSSetState(pRState);
        pRState->Release();
    }

    CreateRenderTarget();

    return S_OK;
}
示例#2
0
int
main(int argc, char *argv[])
{
    HRESULT hr;

    HINSTANCE hInstance = GetModuleHandle(NULL);

    WNDCLASSEX wc = {
        sizeof(WNDCLASSEX),
        CS_CLASSDC,
        DefWindowProc,
        0,
        0,
        hInstance,
        NULL,
        NULL,
        NULL,
        NULL,
        "SimpleDX10",
        NULL
    };
    RegisterClassEx(&wc);

    const int WindowWidth = 250;
    const int WindowHeight = 250;
    BOOL Windowed = TRUE;

    DWORD dwStyle = WS_CLIPSIBLINGS | WS_CLIPCHILDREN | WS_OVERLAPPEDWINDOW;

    RECT rect = {0, 0, WindowWidth, WindowHeight};
    AdjustWindowRect(&rect, dwStyle, FALSE);

    HWND hWnd = CreateWindow(wc.lpszClassName,
                             "Simple example using DirectX10",
                             dwStyle,
                             CW_USEDEFAULT, CW_USEDEFAULT,
                             rect.right - rect.left,
                             rect.bottom - rect.top,
                             NULL,
                             NULL,
                             hInstance,
                             NULL);
    if (!hWnd) {
        return 1;
    }

    ShowWindow(hWnd, SW_SHOW);

    UINT Flags = 0;
    if (LoadLibraryA("d3d10sdklayers")) {
        Flags |= D3D10_CREATE_DEVICE_DEBUG;
    }

    hr = CreateDXGIFactory1(IID_IDXGIFactory1, (void**)(&g_pFactory) );
    if (FAILED(hr)) {
        return 1;
    }

    hr = g_pFactory->EnumAdapters(0, &g_pAdapter);
    if (FAILED(hr)) {
        return 1;
    }

    hr = D3D10CreateDevice1(g_pAdapter,
                            D3D10_DRIVER_TYPE_HARDWARE,
                            NULL,
                            Flags,
                            D3D10_FEATURE_LEVEL_10_0,
                            D3D10_1_SDK_VERSION,
                            &g_pDevice);
    if (FAILED(hr)) {
        return 1;
    }

    DXGI_SWAP_CHAIN_DESC SwapChainDesc;
    ZeroMemory(&SwapChainDesc, sizeof SwapChainDesc);
    SwapChainDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;;
    SwapChainDesc.BufferDesc.RefreshRate.Numerator = 60;
    SwapChainDesc.BufferDesc.RefreshRate.Denominator = 1;
    SwapChainDesc.SampleDesc.Quality = 0;
    SwapChainDesc.SampleDesc.Count = 1;
    SwapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
    SwapChainDesc.BufferCount = 2;
    SwapChainDesc.OutputWindow = hWnd;
    SwapChainDesc.Windowed = true;
    SwapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;

    hr = g_pFactory->CreateSwapChain(g_pDevice, &SwapChainDesc, &g_pSwapChain);
    if (FAILED(hr)) {
        return 1;
    }

    ID3D10RenderTargetView *pRenderTargetView = NULL;
    ID3D10Texture2D* pBackBuffer;
    hr = g_pSwapChain->GetBuffer(0, IID_ID3D10Texture2D, (void **)&pBackBuffer);
    if (FAILED(hr)) {
        return 1;
    }
    D3D10_RENDER_TARGET_VIEW_DESC RenderTargetViewDesc;
    ZeroMemory(&RenderTargetViewDesc, sizeof RenderTargetViewDesc);
    RenderTargetViewDesc.Format = SwapChainDesc.BufferDesc.Format;
    RenderTargetViewDesc.ViewDimension = D3D10_RTV_DIMENSION_TEXTURE2D;
    RenderTargetViewDesc.Texture2D.MipSlice = 0;
    hr = g_pDevice->CreateRenderTargetView(pBackBuffer, &RenderTargetViewDesc, &pRenderTargetView);
    if (FAILED(hr)) {
        return 1;
    }
    pBackBuffer->Release();

    g_pDevice->OMSetRenderTargets(1, &pRenderTargetView, NULL);

    const float clearColor[4] = { 0.3f, 0.1f, 0.3f, 1.0f };
    g_pDevice->ClearRenderTargetView(pRenderTargetView, clearColor);

    ID3D10VertexShader * pVertexShader;
    hr = g_pDevice->CreateVertexShader(g_VS, sizeof g_VS, &pVertexShader);
    if (FAILED(hr)) {
        return 1;
    }

    struct Vertex {
        float position[4];
        float color[4];
    };

    static const D3D10_INPUT_ELEMENT_DESC InputElementDescs[] = {
        { "POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, offsetof(Vertex, position), D3D10_INPUT_PER_VERTEX_DATA, 0 },
        { "COLOR",    0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, offsetof(Vertex, color),    D3D10_INPUT_PER_VERTEX_DATA, 0 }
    };

    ID3D10InputLayout *pVertexLayout = NULL;
    hr = g_pDevice->CreateInputLayout(InputElementDescs,
                                      2,
                                      g_VS,
                                      sizeof g_VS,
                                      &pVertexLayout);
    if (FAILED(hr)) {
        return 1;
    }

    g_pDevice->IASetInputLayout(pVertexLayout);

    ID3D10PixelShader * pPixelShader;
    hr = g_pDevice->CreatePixelShader(g_PS, sizeof g_PS, &pPixelShader);
    if (FAILED(hr)) {
        return 1;
    }

    g_pDevice->VSSetShader(pVertexShader);
    g_pDevice->PSSetShader(pPixelShader);

    static const Vertex vertices[] = {
        { { -0.9f, -0.9f, 0.5f, 1.0f}, { 0.8f, 0.0f, 0.0f, 0.1f } },
        { {  0.9f, -0.9f, 0.5f, 1.0f}, { 0.0f, 0.9f, 0.0f, 0.1f } },
        { {  0.0f,  0.9f, 0.5f, 1.0f}, { 0.0f, 0.0f, 0.7f, 0.1f } },
    };

    D3D10_BUFFER_DESC BufferDesc;
    ZeroMemory(&BufferDesc, sizeof BufferDesc);
    BufferDesc.Usage = D3D10_USAGE_DYNAMIC;
    BufferDesc.ByteWidth = sizeof vertices;
    BufferDesc.BindFlags = D3D10_BIND_VERTEX_BUFFER;
    BufferDesc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
    BufferDesc.MiscFlags = 0;

    ID3D10Buffer *pVertexBuffer;
    hr = g_pDevice->CreateBuffer(&BufferDesc, NULL, &pVertexBuffer);
    if (FAILED(hr)) {
        return 1;
    }

    void *pMap = NULL;
    pVertexBuffer->Map(D3D10_MAP_WRITE_DISCARD, 0, &pMap);
    memcpy(pMap, vertices, sizeof vertices);
    pVertexBuffer->Unmap();

    UINT Stride = sizeof(Vertex);
    UINT Offset = 0;
    g_pDevice->IASetVertexBuffers(0, 1, &pVertexBuffer, &Stride, &Offset);
    
    D3D10_VIEWPORT ViewPort;
    ViewPort.TopLeftX = 0;
    ViewPort.TopLeftY = 0;
    ViewPort.Width = WindowWidth;
    ViewPort.Height = WindowHeight;
    ViewPort.MinDepth = 0.0f;
    ViewPort.MaxDepth = 1.0f;
    g_pDevice->RSSetViewports(1, &ViewPort);
    
    D3D10_RASTERIZER_DESC RasterizerDesc;
    ZeroMemory(&RasterizerDesc, sizeof RasterizerDesc);
    RasterizerDesc.CullMode = D3D10_CULL_NONE;
    RasterizerDesc.FillMode = D3D10_FILL_SOLID;
    RasterizerDesc.FrontCounterClockwise = true;
    RasterizerDesc.DepthClipEnable = true;
    ID3D10RasterizerState* pRasterizerState = NULL;
    hr = g_pDevice->CreateRasterizerState(&RasterizerDesc, &pRasterizerState);
    if (FAILED(hr)) {
        return 1;
    }
    g_pDevice->RSSetState(pRasterizerState);

    g_pDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
    g_pDevice->Draw(3, 0);

    g_pSwapChain->Present(0, 0);


    ID3D10Buffer *pNullBuffer = NULL;
    UINT NullStride = 0;
    UINT NullOffset = 0;
    g_pDevice->IASetVertexBuffers(0, 1, &pNullBuffer, &NullStride, &NullOffset);
    pVertexBuffer->Release();

    g_pDevice->OMSetRenderTargets(0, NULL, NULL);
    pRenderTargetView->Release();

    g_pDevice->IASetInputLayout(NULL);
    pVertexLayout->Release();

    g_pDevice->VSSetShader(NULL);
    pVertexShader->Release();

    g_pDevice->PSSetShader(NULL);
    pPixelShader->Release();

    g_pDevice->RSSetState(NULL);
    pRasterizerState->Release();

    g_pSwapChain->Release();
    g_pSwapChain = NULL;

    g_pDevice->Release();
    g_pDevice = NULL;

    g_pAdapter->Release();
    g_pAdapter = NULL;

    g_pFactory->Release();
    g_pFactory = NULL;

    DestroyWindow(hWnd);

    return 0;
}