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- //filename d3dclass.cpp
- #include "d3dclass.h"
- D3DClass::D3DClass()
- {
- m_swapChain = 0;
- m_device = 0;
- m_deviceContext = 0;
- m_renderTargetView = 0;
- m_depthStencilBuffer = 0;
- m_depthStencilState = 0;
- m_depthStencilView = 0;
- m_rasterState = 0;
- m_depthDisabledStencilState = 0;
- m_alphaDisableBlendingState = 0;
- m_alphaEnableBlendingState = 0;
- }
- D3DClass::D3DClass(const D3DClass& other)
- {
- }
- D3DClass::~D3DClass()
- {
- }
- 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, denominator, 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;
- D3D11_DEPTH_STENCIL_DESC depthDisabledStencilDesc;
- D3D11_BLEND_DESC blendStateDescription;
- //store the vsync setting
- m_vsync_enabled = vsync;
- //Create a directx graphics interface factory
- result = CreateDXGIFactory(__uuidof(IDXGIFactory), (void**)&factory);
- if(FAILED(result))
- {
- return false;
- }
- //use the factory to create an adapter for the primary graphics
- //interface (video card).
- result = factory->EnumAdapters(0, &adapter);
- if(FAILED(result))
- {
- return false;
- }
- //enum the primary adapter output (monitor)
- result = adapter->EnumOutputs(0, &adapterOutput);
- if(FAILED(result))
- {
- return false;
- }
- //get the number of modes that fit the
- //DXGI_FORMAT_R8G8B8A8_UNORM display format for the adapter output
- result = adapterOutput->GetDisplayModeList(DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_ENUM_MODES_INTERLACED, &numModes, NULL);
- if(FAILED(result))
- {
- return false;
- }
- //create a list to hold all the possible display modes for this monitor/video card combo
- displayModeList = new DXGI_MODE_DESC[numModes];
- if(!displayModeList)
- {
- return false;
- }
- //now fill the adapter mode list structures
- result = adapterOutput->GetDisplayModeList(DXGI_FORMAT_R8G8B8A8_UNORM,
- DXGI_ENUM_MODES_INTERLACED, &numModes, displayModeList);
- if(FAILED(result))
- {
- return false;
- }
- //now go through all the display modes and find the one that matches
- //the screen h/w when a match is found store the numerator
- //and deniminator of the refresh rate for that monitor
- 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;
- }
- }
- }
- //get the adapter(video card) desc
- result = adapter->GetDesc(&adapterDesc);
- if(FAILED(result))
- {
- return false;
- }
- //store the dedicated video card memory in megabytes
- m_videoCardMemory = (int)(adapterDesc.DedicatedVideoMemory /1024 / 1024);
- //convert the name of the video card to a character array and store it
- error = wcstombs_s(&stringLength, m_videoCardDescription, 128, adapterDesc.Description, 128);
- if(error != 0)
- {
- return false;
- }
- ////release the display mode list
- delete[] displayModeList;
- displayModeList = 0;
- //release the adapter output
- adapterOutput->Release();
- adapterOutput = 0;
- //release the adapter
- adapter->Release();
- adapter = 0;
- //release the factory
- factory->Release();
- factory = 0;
- //Ini the swapchain desc
- ZeroMemory(&swapChainDesc, sizeof(swapChainDesc));
- //set to a single back buffer
- swapChainDesc.BufferCount = 1;
- //st the width and height of the back buffer
- swapChainDesc.BufferDesc.Width = screenWidth;
- swapChainDesc.BufferDesc.Height = screenHeight;
- //set the reg 32-bit surface for the back buffer
- swapChainDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
- //set the refresh rate of the back buffer
- 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;
- }
- //set the usage of the back buffer
- swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
- //set the handle for the window to render to
- swapChainDesc.OutputWindow = hwnd;
- //turn multisampling off
- swapChainDesc.SampleDesc.Count = 1;
- swapChainDesc.SampleDesc.Quality = 0;
- //set to full screen or windowed mode
- if(fullscreen)
- {
- swapChainDesc.Windowed = false;
- }
- else
- {
- swapChainDesc.Windowed = true;
- }
- //set the scan line ordering and scaling to unspecified
- swapChainDesc.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
- swapChainDesc.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;
- //discard the back buffer contexts after presenting
- swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
- //dont set the advanced flags
- swapChainDesc.Flags = 0;
- //set the feature level to DX 11
- featureLevel = D3D_FEATURE_LEVEL_11_0;
- //create the swapchain, D3Ddevice and d3d device context
- result = D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, 0, &featureLevel,
- 1, D3D11_SDK_VERSION, &swapChainDesc, &m_swapChain, &m_device, NULL, &m_deviceContext);
- if(FAILED(result))
- {
- return false;
- }
- //get the pointer to the back buffer
- result = m_swapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&backBufferPtr);
- if(FAILED(result))
- {
- return false;
- }
- //create the render target view with the back buffer pointer
- result = m_device->CreateRenderTargetView(backBufferPtr, NULL, &m_renderTargetView);
- if(FAILED(result))
- {
- return false;
- }
- //release the pointer to the back buffer as we no longer need it
- backBufferPtr->Release();
- backBufferPtr = 0;
- ZeroMemory(&depthBufferDesc, sizeof(depthBufferDesc));
- //set up the desc of th depth buffer
- 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;
- //create the texture for the depth buffer using the filled out desc
- result = m_device->CreateTexture2D(&depthBufferDesc, NULL, &m_depthStencilBuffer);
- if(FAILED(result))
- {
- return false;
- }
- // Initialize the description of the stencil state.
- ZeroMemory(&depthStencilDesc, sizeof(depthStencilDesc));
- // Set up the description of the stencil state.
- depthStencilDesc.DepthEnable = true;
- depthStencilDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
- depthStencilDesc.DepthFunc = D3D11_COMPARISON_LESS;
- depthStencilDesc.StencilEnable = true;
- depthStencilDesc.StencilReadMask = 0xFF;
- depthStencilDesc.StencilWriteMask = 0xFF;
- // Stencil operations if pixel is front-facing.
- 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;
- // Stencil operations if pixel is back-facing.
- 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;
- // Create the depth stencil state.
- result = m_device->CreateDepthStencilState(&depthStencilDesc, &m_depthStencilState);
- if(FAILED(result))
- {
- return false;
- }
- // Set the depth stencil state.
- m_deviceContext->OMSetDepthStencilState(m_depthStencilState, 1);
- // Initailze the depth stencil view.
- ZeroMemory(&depthStencilViewDesc, sizeof(depthStencilViewDesc));
- // Set up the depth stencil view description.
- depthStencilViewDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
- depthStencilViewDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
- depthStencilViewDesc.Texture2D.MipSlice = 0;
- // Create the depth stencil view.
- result = m_device->CreateDepthStencilView(m_depthStencilBuffer, &depthStencilViewDesc, &m_depthStencilView);
- if(FAILED(result))
- {
- return false;
- }
- // Bind the render target view and depth stencil buffer to the output render pipeline.
- m_deviceContext->OMSetRenderTargets(1, &m_renderTargetView, m_depthStencilView);
- // Setup the raster description which will determine how and what polygons will be drawn.
- 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;
- // Create the rasterizer state from the description we just filled out.
- result = m_device->CreateRasterizerState(&rasterDesc, &m_rasterState);
- if(FAILED(result))
- {
- return false;
- }
- // Now set the rasterizer state.
- m_deviceContext->RSSetState(m_rasterState);
- // Setup the viewport for rendering.
- viewport.Width = (float)screenWidth;
- viewport.Height = (float)screenHeight;
- viewport.MinDepth = 0.0f;
- viewport.MaxDepth = 1.0f;
- viewport.TopLeftX = 0.0f;
- viewport.TopLeftY = 0.0f;
- // Create the viewport.
- m_deviceContext->RSSetViewports(1, &viewport);
- // Setup the projection matrix.
- fieldOfView = (float)D3DX_PI / 4.0f;
- screenAspect = (float)screenWidth / (float)screenHeight;
- // Create the projection matrix for 3D rendering.
- D3DXMatrixPerspectiveFovLH(&m_projectionMatrix, fieldOfView, screenAspect, screenNear, screenDepth);
- // Initialize the world matrix to the identity matrix.
- D3DXMatrixIdentity(&m_worldMatrix);
- // Create an orthographic projection matrix for 2D rendering.
- D3DXMatrixOrthoLH(&m_orthoMatrix, (float)screenWidth, (float)screenHeight, screenNear, screenDepth);
- //clear the second depth stencil state
- ZeroMemory(&depthDisabledStencilDesc, sizeof(depthDisabledStencilDesc));
- //now create a second depth stencil state which turns off the Z buffer for 2d rendering
- //the only difference is that depthenable is set to false
- 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;
- //create the state using the device
- result = m_device->CreateDepthStencilState(&depthDisabledStencilDesc, &m_depthDisabledStencilState);
- if(FAILED(result))
- {
- return false;
- }
- //clear the blend state desc
- ZeroMemory(&blendStateDescription, sizeof(D3D11_BLEND_DESC));
- // Create an alpha enabled blend state description.
- blendStateDescription.RenderTarget[0].BlendEnable = TRUE;
- blendStateDescription.RenderTarget[0].SrcBlend = D3D11_BLEND_ONE;
- blendStateDescription.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
- blendStateDescription.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
- blendStateDescription.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
- blendStateDescription.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
- blendStateDescription.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
- blendStateDescription.RenderTarget[0].RenderTargetWriteMask = 0x0f;
- //create the blend state using the desc
- result = m_device->CreateBlendState(&blendStateDescription, &m_alphaEnableBlendingState);
- if(FAILED(result))
- {
- return false;
- }
- //modify the dfesc to create an alpha disabled blend state desc
- blendStateDescription.RenderTarget[0].BlendEnable = FALSE;
- //create the blend state using the desc
- result = m_device->CreateBlendState(&blendStateDescription, &m_alphaDisableBlendingState);
- if(FAILED(result))
- {
- return false;
- }
- return true;
- }
- void D3DClass::Shutdown()
- {
- // Before shutting down set to windowed mode or when you release the swap chain it will throw an exception.
- if(m_swapChain)
- {
- m_swapChain->SetFullscreenState(false, NULL);
- }
- if(m_alphaEnableBlendingState)
- {
- m_alphaEnableBlendingState->Release();
- m_alphaEnableBlendingState = 0;
- }
- if(m_alphaDisableBlendingState)
- {
- m_alphaDisableBlendingState->Release();
- m_alphaDisableBlendingState = 0;
- }
- if(m_rasterState)
- {
- m_rasterState->Release();
- m_rasterState = 0;
- }
- if(m_depthStencilView)
- {
- m_depthStencilView->Release();
- m_depthStencilView = 0;
- }
- if(m_depthDisabledStencilState)
- {
- m_depthDisabledStencilState->Release();
- m_depthDisabledStencilState = 0;
- }
- if(m_depthStencilState)
- {
- m_depthStencilState->Release();
- m_depthStencilState = 0;
- }
- if(m_depthStencilBuffer)
- {
- m_depthStencilBuffer->Release();
- m_depthStencilBuffer = 0;
- }
- if(m_renderTargetView)
- {
- m_renderTargetView->Release();
- m_renderTargetView = 0;
- }
- if(m_deviceContext)
- {
- m_deviceContext->Release();
- m_deviceContext = 0;
- }
- if(m_device)
- {
- m_device->Release();
- m_device = 0;
- }
- if(m_swapChain)
- {
- m_swapChain->Release();
- m_swapChain = 0;
- }
- return;
- }
- void D3DClass::BeginScene(float red, float green, float blue, float alpha)
- {
- float color[4];
- //setup the color to clear the buffer to
- color[0] = red;
- color[1] = green;
- color[2] = blue;
- color[3] = alpha;
- // Clear the back buffer.
- m_deviceContext->ClearRenderTargetView(m_renderTargetView, color);
- // Clear the depth buffer.
- m_deviceContext->ClearDepthStencilView(m_depthStencilView, D3D11_CLEAR_DEPTH, 1.0f, 0);
- return;
- }
- void D3DClass::EndScene()
- {
- // Present the back buffer to the screen since rendering is complete.
- if(m_vsync_enabled)
- {
- // Lock to screen refresh rate.
- m_swapChain->Present(1, 0);
- }
- else
- {
- // Present as fast as possible.
- m_swapChain->Present(0, 0);
- }
- return;
- }
- ID3D11Device* D3DClass::GetDevice()
- {
- return m_device;
- }
- ID3D11DeviceContext* D3DClass::GetDeviceContext()
- {
- return m_deviceContext;
- }
- void D3DClass::GetProjectionMatrix(D3DXMATRIX& projectionMatrix)
- {
- projectionMatrix = m_projectionMatrix;
- return;
- }
- void D3DClass::GetWorldMatrix(D3DXMATRIX& worldMatrix)
- {
- worldMatrix = m_worldMatrix;
- return;
- }
- void D3DClass::GetOrthoMatrix(D3DXMATRIX& orthoMatrix)
- {
- orthoMatrix = m_orthoMatrix;
- return;
- }
- void D3DClass::GetVideoCardInfo(char* cardName, int& memory)
- {
- strcpy_s(cardName, 128, m_videoCardDescription);
- memory = m_videoCardMemory;
- return;
- }
- void D3DClass::TurnZBufferOn()
- {
- m_deviceContext->OMSetDepthStencilState(m_depthStencilState ,1);
- return;
- }
- void D3DClass::TurnZBufferOff()
- {
- m_deviceContext->OMSetDepthStencilState(m_depthDisabledStencilState, 1);
- return;
- }
- void D3DClass::TurnOnAlphaBlending()
- {
- float blendFactor[4];
- // Setup the blend factor.
- blendFactor[0] = 0.0f;
- blendFactor[1] = 0.0f;
- blendFactor[2] = 0.0f;
- blendFactor[3] = 0.0f;
- // Turn on the alpha blending.
- m_deviceContext->OMSetBlendState(m_alphaEnableBlendingState, blendFactor, 0xffffffff);
- return;
- }
- void D3DClass::TurnOffAlphaBlending()
- {
- float blendFactor[4];
- // Setup the blend factor.
- blendFactor[0] = 0.0f;
- blendFactor[1] = 0.0f;
- blendFactor[2] = 0.0f;
- blendFactor[3] = 0.0f;
- // Turn off the alpha blending.
- m_deviceContext->OMSetBlendState(m_alphaDisableBlendingState, blendFactor, 0xffffffff);
- return;
- }
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