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Direct3D入门:设备驱动初始化DirectX

发布时间: 2012-12-18 12:43:41 作者: rapoo

Direct3D入门:设备驱动初始化DirectX11(2)

网上一篇文章中对驱动初始化的实现:

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这里面有参数,例如屏幕分辨率,是否全屏,还有一些其他的参数,应该作为全局常量比较好。这样在改变窗体大小时,只需要对这些全局常量进行改变,然后做相应的调整即可。

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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=0, denominator=1, 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;// 保存垂直同步设置m_vsync_enabled = vsync;// 创建一个DirectX graphics interface factory.result = CreateDXGIFactory(__uuidof(IDXGIFactory), (void**)&factory);if(FAILED(result)){HR(result);return false;}// 用接口工厂创建一个主显卡的适配result = factory->EnumAdapters(0, &adapter);if(FAILED(result)){HR(result);return false;}// 得到主适配器的输出.result = adapter->EnumOutputs(0, &adapterOutput);if(FAILED(result)){HR(result);return false;}//得到适合 DXGI_FORMAT_R8G8B8A8_UNORM 的显示模式.result = adapterOutput->GetDisplayModeList(DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_ENUM_MODES_INTERLACED, &numModes, NULL);if(FAILED(result)){HR(result);return false;}displayModeList = new DXGI_MODE_DESC[numModes];if(!displayModeList){HR(result);return false;}// 保存显示模式到displayModeList中result = adapterOutput->GetDisplayModeList(DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_ENUM_MODES_INTERLACED, &numModes, displayModeList);if(FAILED(result)){HR(result);return false;}//遍历所有显示模式,得到刷新率两个参数值numerator 和 denominatofor(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;break;}}}// 得到显卡描述result = adapter->GetDesc(&adapterDesc);if(FAILED(result)){HR(result);return false;}// 保存显存大小.m_videoCardMemory = (int)(adapterDesc.DedicatedVideoMemory / 1024 / 1024);//保存显卡描述串//wcstombs_s, wide char转化为charerror = wcstombs_s(&stringLength, m_videoCardDescription, 128, adapterDesc.Description, 128);if(error != 0){HR(result);return false;}//// 释放显示模式列表//delete [] displayModeList;//displayModeList = 0;////释放适配器输出.//adapterOutput->Release();//adapterOutput = 0;////释放适配器//adapter->Release();//adapter = 0;//// 释放接口工厂.//factory->Release();//factory = 0;//如果屏幕高度或者宽度为0,则会创建深度缓冲失败,//当窗口最小化时候,会出现窗口为0的情况。/*if(screenWidth < 1)screenWidth = 1;if(screenHeight <1)screenHeight = 1;*/// 初始化交换链描述ZeroMemory(&swapChainDesc, sizeof(swapChainDesc));// 用1个后缓冲swapChainDesc.BufferCount = 1;//帧缓冲的大小和应用程序窗口大小相等.//swapChainDesc.BufferDesc.Width = screenWidth;//swapChainDesc.BufferDesc.Height = screenHeight;// 后缓冲的surface的格式为DXGI_FORMAT_R8G8B8A8_UNORM.// surface的每个像素用4个无符号的8bit[映射到0-1]来表示。NORM表示归一化。swapChainDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;// 如果使用垂直同步,设置后缓冲的刷新率。.//刷新率就是一秒钟把后缓冲内容在屏幕上画出的次数。//如果开启垂直同步,则锁定刷新率,则fps是固定的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;}// 设置后缓冲的用途// 我们的渲染目标缓冲为后缓冲。swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;// 后缓冲输出的窗口句柄.swapChainDesc.OutputWindow = hwnd;// 不使用多重采样swapChainDesc.SampleDesc.Count = 1;swapChainDesc.SampleDesc.Quality = 0;// 设置全屏或者窗口模式.if(fullscreen){swapChainDesc.Windowed = false;}else{swapChainDesc.Windowed = true;}// 设定扫描线ordering以及缩放为unspecified.swapChainDesc.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;swapChainDesc.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;// 后缓冲内容呈现到屏幕后,放弃其内容swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;//不设置标志swapChainDesc.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH ;                // 设置feature level为D3D11// 如果显卡不支持D3D11,我们能够通过设置这个参数,使用D3D10,或者9.featureLevel = D3D_FEATURE_LEVEL_11_0;//在debug模式下,使得创建的设备支持debug.UINT createDeviceFlags = 0;#if defined(DEBUG) || defined(_DEBUG)  createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;#endif// 创建交换链,设备以及设备上下文.result = D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL,createDeviceFlags, &featureLevel, 1, D3D11_SDK_VERSION, &swapChainDesc, &m_swapChain, &m_device, NULL, &m_deviceContext);if(FAILED(result)){HR(result);return false;}////禁止DXGI监视消息队列,捕捉ALT+ENTER,在全屏和窗口模式之间切换//factory->MakeWindowAssociation(hwnd,DXGI_MWA_NO_WINDOW_CHANGES|DXGI_MWA_NO_ALT_ENTER  );////分开创建device和交换链,可以屏蔽dxgi自动的hook alt+enter////注意的两点:如果用第一个参数用NULL,第二个参数为D3D_DRIVER_TYPE_HARDWARE,则后面创建swapchain////会fail,如果直接用adapter,不改变第二个参数,则会提示创建设备失败,adapter无效。//result = D3D11CreateDevice(adapter,D3D_DRIVER_TYPE_UNKNOWN, NULL,createDeviceFlags, &featureLevel, 1,//D3D11_SDK_VERSION, &m_device, NULL, &m_deviceContext );//if(FAILED(result))//{//HR(result);//return false;//}////创建交换链//result = factory->CreateSwapChain(m_device,&swapChainDesc, &m_swapChain);//if(FAILED(result))//{//HR(result);//return false;//}////禁止DXGI监视消息队列,捕捉ALT+ENTER,在全屏和窗口模式之间切换//factory->MakeWindowAssociation(hwnd,DXGI_MWA_NO_WINDOW_CHANGES|DXGI_MWA_NO_ALT_ENTER  );// 释放显示模式列表delete [] displayModeList;displayModeList = 0;//释放适配器输出.adapterOutput->Release();adapterOutput = 0;//释放适配器adapter->Release();adapter = 0;// 释放接口工厂.factory->Release();factory = 0;// 得到交换链中的后缓冲指针.result = m_swapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&backBufferPtr);if(FAILED(result)){HR(result);return false;}// 用后缓冲创建渲染目标视图.result = m_device->CreateRenderTargetView(backBufferPtr, NULL, &m_renderTargetView);if(FAILED(result)){HR(result);return false;}//释放后缓冲.(引用计数减1)backBufferPtr->Release();backBufferPtr = 0;// 初始化深度缓冲描述.ZeroMemory(&depthBufferDesc, sizeof(depthBufferDesc));//设置深度缓冲描述depthBufferDesc.Width = screenWidth;depthBufferDesc.Height = screenHeight;depthBufferDesc.MipLevels = 1;//对于深度缓冲为1depthBufferDesc.ArraySize = 1;//对于深度缓冲为1,对于纹理,这2个参数有更多用途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;// 创建深度缓冲.result = m_device->CreateTexture2D(&depthBufferDesc, NULL, &m_depthStencilBuffer);if(FAILED(result)){HR(result);return false;}// 初始化深度模版状态描述.ZeroMemory(&depthStencilDesc, sizeof(depthStencilDesc));// 设置深度模版状态描述.depthStencilDesc.DepthEnable = true;depthStencilDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;//D3D11_DEPTH_WRITE_MASK_ZERO禁止写深度缓冲depthStencilDesc.DepthFunc = D3D11_COMPARISON_LESS;depthStencilDesc.StencilEnable = true;depthStencilDesc.StencilReadMask = 0xFF;depthStencilDesc.StencilWriteMask = 0xFF;// 对于front face 像素使用的模版操作操作.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;// 对于back face像素使用的模版操作模式.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;// 创建深度模版状态,使其生效result = m_device->CreateDepthStencilState(&depthStencilDesc, &m_depthStencilState);if(FAILED(result)){HR(result);return false;}// 设置深度模版状态.m_deviceContext->OMSetDepthStencilState(m_depthStencilState, 1);// 初始化深度模版视图.ZeroMemory(&depthStencilViewDesc, sizeof(depthStencilViewDesc));// 设置深度模版视图描述.depthStencilViewDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;depthStencilViewDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;depthStencilViewDesc.Texture2D.MipSlice = 0;// 创建深度模版视图.result = m_device->CreateDepthStencilView(m_depthStencilBuffer, &depthStencilViewDesc, &m_depthStencilView);if(FAILED(result)){HR(result);return false;}// 绑定渲染目标视图和深度缓冲到渲染管线.m_deviceContext->OMSetRenderTargets(1, &m_renderTargetView, m_depthStencilView);// 设置光栅化描述,指定多边形如何被渲染.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;// 创建光栅化状态result = m_device->CreateRasterizerState(&rasterDesc, &m_rasterState);if(FAILED(result)){HR(result);return false;}//设置光栅化状态,使其生效m_deviceContext->RSSetState(m_rasterState);// 设置视口,显示全部后缓冲内容viewport.Width = (float)screenWidth;viewport.Height = (float)screenHeight;viewport.MinDepth = 0.0f;viewport.MaxDepth = 1.0f;viewport.TopLeftX = 0.0f;viewport.TopLeftY = 0.0f;// 创建视口m_deviceContext->RSSetViewports(1, &viewport);// 设置透视投影矩阵fieldOfView = (float)D3DX_PI / 4.0f;screenAspect = (float)screenWidth / (float)screenHeight;// 创建透视投影矩阵.D3DXMatrixPerspectiveFovLH(&m_projectionMatrix, fieldOfView, screenAspect, screenNear, screenDepth);//初始化world矩阵为单位矩阵.//该矩阵实现局部坐标到世界坐标的转换D3DXMatrixIdentity(&m_worldMatrix);// 创建正交投影矩阵,主要用来实施2D渲染.D3DXMatrixOrthoLH(&m_orthoMatrix, (float)screenWidth, (float)screenHeight, screenNear, screenDepth);return true;}
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