Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- // DirectX device initialization and creation -----------------------------------------
- bool D3D::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;
- // Store the vsync and fullscreen settings
- mVsyncEnabled = vsync;
- mFullscreen = fullscreen;
- // 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; }
- // Enumerate 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 (monitor)
- 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 combination
- displayModeList = new DXGI_MODE_DESC[numModes];
- if (!displayModeList) { return false; }
- // Now fill the display 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 width and height
- // When a match is found store the numerator and denominator 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) description
- result = adapter->GetDesc(&adapterDesc);
- if (FAILED(result)) { return false; }
- // Store the dedicated video card memory in megabytes
- mVideoCardMemory = (int)(adapterDesc.DedicatedVideoMemory / 1024 / 1024);
- // Convert the name of the video card to a character array and store it
- error = wcstombs_s(&stringLength, mVideoCardDescription, 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;
- // Initialize the swap chain description
- ZeroMemory(&swapChainDesc, sizeof(swapChainDesc));
- // Set to a single back buffer
- swapChainDesc.BufferCount = 1;
- // Set the width and height of the back buffer
- swapChainDesc.BufferDesc.Width = screenWidth;
- swapChainDesc.BufferDesc.Height = screenHeight;
- // Set regular 32-bit surface for the back buffer
- swapChainDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
- // Set the refresh rate of the back buffer
- if (mVsyncEnabled)
- {
- 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 (mFullscreen)
- {
- 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 contents after presenting
- swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
- // Don't set the advanced flags
- swapChainDesc.Flags = 0;
- // Set the feature level to DirectX 11
- featureLevel = D3D_FEATURE_LEVEL_11_0;
- // Create the swap chain, Direct3D device, and Direct3D device context
- result = D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, 0, &featureLevel, 1, D3D11_SDK_VERSION, &swapChainDesc, &mSwapChain, &mDevice, NULL, &mDeviceContext);
- if (FAILED(result)) { return false; }
- // Get the pointer to the back buffer.
- result = mSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&backBufferPtr);
- if (FAILED(result)) { return false; }
- // Create the render target view with the back buffer pointer
- result = mDevice->CreateRenderTargetView(backBufferPtr, NULL, &mRenderTargetView);
- if (FAILED(result)) { return false; }
- // Release pointer to the back buffer as we no longer need it
- backBufferPtr->Release();
- backBufferPtr = 0;
- // Initialize the description of the depth buffer
- ZeroMemory(&depthBufferDesc, sizeof(depthBufferDesc));
- // Set up the description of the 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 description
- result = mDevice->CreateTexture2D(&depthBufferDesc, NULL, &mDepthStencilBuffer);
- 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 = mDevice->CreateDepthStencilState(&depthStencilDesc, &mDepthStencilState);
- if (FAILED(result)) { return false; }
- // Set the depth stencil state
- mDeviceContext->OMSetDepthStencilState(mDepthStencilState, 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 = mDevice->CreateDepthStencilView(mDepthStencilBuffer, &depthStencilViewDesc, &mDepthStencilView);
- if (FAILED(result)) { return false; }
- // Bind the render target view and depth stencil buffer to the output render pipeline
- mDeviceContext->OMSetRenderTargets(1, &mRenderTargetView, mDepthStencilView);
- // 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 = mDevice->CreateRasterizerState(&rasterDesc, &mRasterState);
- if (FAILED(result)) { return false; }
- // Now set the rasterizer state
- mDeviceContext->RSSetState(mRasterState);
- // 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
- mDeviceContext->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(&mProjectionMatrix, fieldOfView, screenAspect, screenNear, screenDepth);
- // Initialize the world matrix to the identity matrix
- D3DXMatrixIdentity(&mWorldMatrix);
- // Create an orthographic projection matrix for 2D rendering
- D3DXMatrixOrthoLH(&mOrthoMatrix, (float)screenWidth, (float)screenHeight, screenNear, screenDepth);
- // SUCCESS
- return true;
- }
Add Comment
Please, Sign In to add comment