Direct3D入门:设备驱动初始化DirectX11(二)

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:

 

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。

 

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 denominato
	for(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char
	error = 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1
	depthBufferDesc.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;


}