主菜终于来了。这个d3dclass主要做的工作是dx11图形程序的初始化工作,它将创建显示表面交换链,d3d设备,d3d设备上下文,渲染目标表面,深度模板缓存;设置视口,生成投影矩阵。

  • D3D设备:可以看成是一个接口,获得这个接口后就能创建各种d3d对象
  • D3D设备上下文:应该也可以看成是渲染环境的接口吧,使用它就能定制各种渲染环境,对绘制环境进行配置
  • 显示表面交换链:显示表面的集合,显示表面是什么?是当前屏幕内容的内存映射,这或许应该说是主显示表面,与主显示表面同在交换链里的是副显示表面。它们的出现是为了实现平滑的绘制效果
  • 渲染目标表面:就是交换链当前处于后台的表面(副表面)
  • 深度模板缓存:一个存储当前绘制了的像素对应的Z值的数据块,通过这个缓存块可以决定我们是否能看到模型。就像我们把两张纸放在我们的眼前,我们只能看到离我们近的那张,离我们远的那张被离的近的挡住了,这个远近的量化就是Z值。
  • 视口:显示图形的矩形,如果是全屏,那么视口就是当前屏幕
  • 投影矩阵:3d渲染管线中一个重要的矩阵,他能将相机看到的内容投影到视口上

代码:

d3dclass.h

 1 #pragma once
 2 
 3 #include <d3d11.h>
 4 #include <d3dcompiler.h>
 5 #include <D3DX11.h>
 6 #include <xnamath.h>
 7 
 8 #pragma comment(lib,"d3dx11.lib")
 9 #pragma comment(lib,"d3d11.lib")
10 #pragma comment(lib,"d3dcompiler.lib")
11 
12 class d3dclass
13 {
14 public:
15     d3dclass();
16     ~d3dclass();
17 
18 private:
19     ID3D11Device *m_d3ddevice;
20     ID3D11DeviceContext *m_d3dcontext;
21     IDXGISwapChain *m_d3dswapchain;
22     ID3D11RenderTargetView *m_d3dtargetview;
23     ID3D11Texture2D* m_d3ddepthStencil;
24     ID3D11DepthStencilView* m_d3ddepthStencilView;    
25     XMMATRIX m_pro;
26 
27 public:
28     bool Initialize(HWND hwnd);
29     void Shutdown();
30     void Getdevice(ID3D11Device*& device);
31     void Getcontext(ID3D11DeviceContext*& context);
32     void Beginrender(float r, float g, float b, float a);
33     void Endrender();
34     void Getpromtrx(XMMATRIX& pro);
35 };

m_d3ddevice:d3d设备对象

m_d3dcontext:d3d设备上下文

m_d3dswapchain:d3d交换链

m_d3dtargetview:渲染目标表面

m_d3ddepthStencil:深度缓存

m_d3ddepthStencilView:深度缓存表面

m_pro:投影矩阵

 

公有方法作用:

Initialize():初始化directx的各种对象

Shutdown():释放各种对象

Getdevice():获取设备指针以供使用

Getcontext():获取设备上下文指针以供使用

Beginrender():在模型渲染前调用

Endrender():在模型渲染后调用

Getpromatrx():获取投影矩阵以供使用

 

d3dclass.cpp

  1 #include "d3dclass.h"
  2 
  3 
  4 d3dclass::d3dclass()
  5 {
  6 }
  7 
  8 
  9 d3dclass::~d3dclass()
 10 {
 11 }
 12 
 13 
 14 bool d3dclass::Initialize(HWND hwnd)
 15 {
 16     HRESULT hr = S_OK;
 17     D3D_DRIVER_TYPE drivertype;
 18     D3D_FEATURE_LEVEL featurelevel;
 19 
 20     RECT rc;
 21     GetClientRect(hwnd, &rc);
 22     int width = rc.right - rc.left;
 23     int height = rc.bottom - rc.top;
 24 
 25     UINT createDeviceFlags = 0;
 26 #ifdef _DEBUG
 27     createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
 28 #endif
 29 
 30     D3D_DRIVER_TYPE driverTypes[] =
 31     {
 32         D3D_DRIVER_TYPE_HARDWARE,
 33         D3D_DRIVER_TYPE_WARP,
 34         D3D_DRIVER_TYPE_REFERENCE,
 35     };
 36     UINT numDriverTypes = ARRAYSIZE(driverTypes);
 37 
 38     D3D_FEATURE_LEVEL featureLevels[] =
 39     {
 40         D3D_FEATURE_LEVEL_11_0,
 41         D3D_FEATURE_LEVEL_10_1,
 42         D3D_FEATURE_LEVEL_10_0,
 43     };
 44     UINT numFeatureLevels = ARRAYSIZE(featureLevels);
 45 
 46     DXGI_SWAP_CHAIN_DESC sd;
 47     ZeroMemory(&sd, sizeof(sd));
 48     sd.BufferCount = 1;///////////////
 49     sd.BufferDesc.Width = width;
 50     sd.BufferDesc.Height = height;
 51     sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
 52     sd.BufferDesc.RefreshRate.Numerator = 60;
 53     sd.BufferDesc.RefreshRate.Denominator = 1;
 54     sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
 55     sd.OutputWindow = hwnd;
 56     sd.SampleDesc.Count = 1;//////////////
 57     sd.SampleDesc.Quality = 0;/////////////
 58     sd.Windowed = TRUE;
 59 
 60     for (UINT driverTypeIndex = 0; driverTypeIndex < numDriverTypes; driverTypeIndex++)
 61     {
 62         drivertype = driverTypes[driverTypeIndex];
 63         hr=D3D11CreateDeviceAndSwapChain(NULL, drivertype, NULL, createDeviceFlags, featureLevels, numFeatureLevels,
 64             D3D11_SDK_VERSION, &sd, &m_d3dswapchain, &m_d3ddevice, &featurelevel, &m_d3dcontext);
 65         if (SUCCEEDED(hr))
 66         {
 67             break;
 68         }
 69     }
 70     if (FAILED(hr))
 71     {
 72         return false;
 73     }
 74 
 75     ID3D11Texture2D* pBackBuffer = NULL;
 76     hr = m_d3dswapchain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&pBackBuffer);
 77     if (FAILED(hr))
 78     {
 79         return false;
 80     }
 81 
 82     hr = m_d3ddevice->CreateRenderTargetView(pBackBuffer, NULL, &m_d3dtargetview);
 83 
 84     pBackBuffer->Release();
 85     if (FAILED(hr))
 86     {
 87         return false;
 88     }
 89 
 90     D3D11_TEXTURE2D_DESC descDepth;
 91     ZeroMemory(&descDepth, sizeof(descDepth));
 92     descDepth.Width = width;
 93     descDepth.Height = height;
 94     descDepth.MipLevels = 1;
 95     descDepth.ArraySize = 1;
 96     descDepth.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
 97     descDepth.SampleDesc.Count = 1;
 98     descDepth.SampleDesc.Quality = 0;
 99     descDepth.Usage = D3D11_USAGE_DEFAULT;
100     descDepth.BindFlags = D3D11_BIND_DEPTH_STENCIL;
101     descDepth.CPUAccessFlags = 0;
102     descDepth.MiscFlags = 0;
103     hr = m_d3ddevice->CreateTexture2D(&descDepth, NULL, &m_d3ddepthStencil);
104     if (FAILED(hr))
105     {
106         return false;
107     }    
108 
109     D3D11_DEPTH_STENCIL_VIEW_DESC descDSV;
110     ZeroMemory(&descDSV, sizeof(descDSV));
111     descDSV.Format = descDepth.Format;
112     descDSV.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
113     descDSV.Texture2D.MipSlice = 0;
114     hr = m_d3ddevice->CreateDepthStencilView(m_d3ddepthStencil, &descDSV, &m_d3ddepthStencilView);
115     if (FAILED(hr))
116     {
117         return false;
118     }
119 
120     m_d3dcontext->OMSetRenderTargets(1, &m_d3dtargetview, m_d3ddepthStencilView);
121 
122     D3D11_VIEWPORT vp;
123     vp.Width = (FLOAT)width;
124     vp.Height = (FLOAT)height;
125     vp.MinDepth = 0.0f;
126     vp.MaxDepth = 1.0f;
127     vp.TopLeftX = 0;
128     vp.TopLeftY = 0;
129     m_d3dcontext->RSSetViewports(1, &vp);
130 
131     m_pro = XMMatrixPerspectiveFovLH(XM_PIDIV2, (float)width / (float)height, 0.01f, 1000.0f);
132 
133     return true;
134 }
135 
136 
137 void d3dclass::Shutdown()
138 {
139     if (m_d3dtargetview)
140     {
141         m_d3dtargetview->Release();
142     }
143     if (m_d3ddepthStencilView)
144     {
145         m_d3ddepthStencilView->Release();
146     }
147     if (m_d3ddepthStencil)
148     {
149         m_d3ddepthStencil->Release();
150     }
151     if (m_d3dswapchain)
152     {
153         m_d3dswapchain->Release();
154     }
155     if (m_d3dcontext)
156     {
157         m_d3dcontext->Release();
158     }
159     if (m_d3ddevice)
160     {
161         m_d3ddevice->Release();
162     }
163 }
164 
165 
166 void d3dclass::Getdevice(ID3D11Device*& device)
167 {
168     device = m_d3ddevice;
169 }
170 
171 
172 void d3dclass::Getcontext(ID3D11DeviceContext*& context)
173 {
174     context = m_d3dcontext;
175 }
176 
177 
178 
179 void d3dclass::Beginrender(float r,float g,float b,float a)
180 {
181     float color[] = { r, g, b, a };
182     m_d3dcontext->ClearRenderTargetView(m_d3dtargetview,color);
183     m_d3dcontext->ClearDepthStencilView(m_d3ddepthStencilView, D3D11_CLEAR_DEPTH, 1.0f, 0);
184 }
185 
186 
187 void d3dclass::Endrender()
188 {
189     m_d3dswapchain->Present(0, 0);
190 }
191 
192 
193 void d3dclass::Getpromtrx(XMMATRIX& pro)
194 {
195     pro = m_pro;
196 }

 具体来看这几个方法。

Initialize():

  • 先罗列设备类型与特征层级,填充交换链描述数据结构,然后for循环测试使用哪个设备类型与特征层级,创建交换链,设备,设备上下文;
  • 再获取一个二维内存,创建渲染目标表面;
  • 再填充一个二维内存描述数据结构,创建一个二维内存,填充一个深度模板缓存描述数据结构,创建深度模板缓存,并设置之;
  • 创建视口数据结构,填充各个字段,并设置;
  • 最后生成投影矩阵

至于各个描述数据结构的各个字段含义,大家可以去查阅dx11的文档

(本函数没有进行设备性能检测,所以是不安全的代码,大家如果要深入学习,还是要多参考其他资料)

Shutdown():依前是释放对象时做扫尾工作

Beginrender():用指定颜色清理渲染目标表面,并清理深度缓存

Endrender():交换交换链的显示表面

 

 posted on 2016-06-14 23:09  Woody_245  阅读(894)  评论(0编辑  收藏  举报