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d3dApp.cpp
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#include "d3dApp.h"
#include "d3dUtil.h"
#include "DXTrace.h"
#include <sstream>
namespace
{
// This is just used to forward Windows messages from a global window
// procedure to our member function window procedure because we cannot
// assign a member function to WNDCLASS::lpfnWndProc.
D3DApp* g_pd3dApp = nullptr;
}
LRESULT CALLBACK
MainWndProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
// Forward hwnd on because we can get messages (e.g., WM_CREATE)
// before CreateWindow returns, and thus before m_hMainWnd is valid.
return g_pd3dApp->MsgProc(hwnd, msg, wParam, lParam);
}
D3DApp::D3DApp(HINSTANCE hInstance)
: m_hAppInst(hInstance),
m_MainWndCaption(L"Static Cube Mapping"),
m_ClientWidth(800),
m_ClientHeight(600),
m_hMainWnd(nullptr),
m_AppPaused(false),
m_Minimized(false),
m_Maximized(false),
m_Resizing(false),
m_Enable4xMsaa(true),
m_4xMsaaQuality(0),
m_pd3dDevice(nullptr),
m_pd3dImmediateContext(nullptr),
m_pSwapChain(nullptr),
m_pDepthStencilBuffer(nullptr),
m_pRenderTargetView(nullptr),
m_pDepthStencilView(nullptr)
{
ZeroMemory(&m_ScreenViewport, sizeof(D3D11_VIEWPORT));
// 让一个全局指针获取这个类,这样我们就可以在Windows消息处理的回调函数
// 让这个类调用内部的回调函数了
g_pd3dApp = this;
}
D3DApp::~D3DApp()
{
// 恢复所有默认设定
if (m_pd3dImmediateContext)
m_pd3dImmediateContext->ClearState();
}
HINSTANCE D3DApp::AppInst()const
{
return m_hAppInst;
}
HWND D3DApp::MainWnd()const
{
return m_hMainWnd;
}
float D3DApp::AspectRatio()const
{
return static_cast<float>(m_ClientWidth) / m_ClientHeight;
}
int D3DApp::Run()
{
MSG msg = { 0 };
m_Timer.Reset();
while (msg.message != WM_QUIT)
{
if (PeekMessage(&msg, 0, 0, 0, PM_REMOVE))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
else
{
m_Timer.Tick();
if (!m_AppPaused)
{
CalculateFrameStats();
UpdateScene(m_Timer.DeltaTime());
DrawScene();
}
else
{
Sleep(100);
}
}
}
return (int)msg.wParam;
}
bool D3DApp::Init()
{
m_pMouse = std::make_unique<DirectX::Mouse>();
m_pKeyboard = std::make_unique<DirectX::Keyboard>();
if (!InitMainWindow())
return false;
if (!InitDirect2D())
return false;
if (!InitDirect3D())
return false;
return true;
}
void D3DApp::OnResize()
{
assert(m_pd3dImmediateContext);
assert(m_pd3dDevice);
assert(m_pSwapChain);
if (m_pd3dDevice1 != nullptr)
{
assert(m_pd3dImmediateContext1);
assert(m_pd3dDevice1);
assert(m_pSwapChain1);
}
// 释放渲染管线输出用到的相关资源
m_pRenderTargetView.Reset();
m_pDepthStencilView.Reset();
m_pDepthStencilBuffer.Reset();
// 重设交换链并且重新创建渲染目标视图
ComPtr<ID3D11Texture2D> backBuffer;
HR(m_pSwapChain->ResizeBuffers(1, m_ClientWidth, m_ClientHeight, DXGI_FORMAT_B8G8R8A8_UNORM, 0)); // 注意此处DXGI_FORMAT_B8G8R8A8_UNORM
HR(m_pSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), reinterpret_cast<void**>(backBuffer.GetAddressOf())));
HR(m_pd3dDevice->CreateRenderTargetView(backBuffer.Get(), nullptr, m_pRenderTargetView.GetAddressOf()));
// 设置调试对象名
D3D11SetDebugObjectName(backBuffer.Get(), "BackBuffer[0]");
backBuffer.Reset();
D3D11_TEXTURE2D_DESC depthStencilDesc;
depthStencilDesc.Width = m_ClientWidth;
depthStencilDesc.Height = m_ClientHeight;
depthStencilDesc.MipLevels = 1;
depthStencilDesc.ArraySize = 1;
depthStencilDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
// 要使用 4X MSAA?
if (m_Enable4xMsaa)
{
depthStencilDesc.SampleDesc.Count = 4;
depthStencilDesc.SampleDesc.Quality = m_4xMsaaQuality - 1;
}
else
{
depthStencilDesc.SampleDesc.Count = 1;
depthStencilDesc.SampleDesc.Quality = 0;
}
depthStencilDesc.Usage = D3D11_USAGE_DEFAULT;
depthStencilDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
depthStencilDesc.CPUAccessFlags = 0;
depthStencilDesc.MiscFlags = 0;
// 创建深度缓冲区以及深度模板视图
HR(m_pd3dDevice->CreateTexture2D(&depthStencilDesc, nullptr, m_pDepthStencilBuffer.GetAddressOf()));
HR(m_pd3dDevice->CreateDepthStencilView(m_pDepthStencilBuffer.Get(), nullptr, m_pDepthStencilView.GetAddressOf()));
// 将渲染目标视图和深度/模板缓冲区结合到管线
m_pd3dImmediateContext->OMSetRenderTargets(1, m_pRenderTargetView.GetAddressOf(), m_pDepthStencilView.Get());
// 设置视口变换
m_ScreenViewport.TopLeftX = 0;
m_ScreenViewport.TopLeftY = 0;
m_ScreenViewport.Width = static_cast<float>(m_ClientWidth);
m_ScreenViewport.Height = static_cast<float>(m_ClientHeight);
m_ScreenViewport.MinDepth = 0.0f;
m_ScreenViewport.MaxDepth = 1.0f;
m_pd3dImmediateContext->RSSetViewports(1, &m_ScreenViewport);
// 设置调试对象名
D3D11SetDebugObjectName(m_pDepthStencilBuffer.Get(), "DepthStencilBuffer");
D3D11SetDebugObjectName(m_pDepthStencilView.Get(), "DepthStencilView");
D3D11SetDebugObjectName(m_pRenderTargetView.Get(), "BackBufferRTV[0]");
}
LRESULT D3DApp::MsgProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
switch (msg)
{
// WM_ACTIVATE is sent when the window is activated or deactivated.
// We pause the game when the window is deactivated and unpause it
// when it becomes active.
case WM_ACTIVATE:
if (LOWORD(wParam) == WA_INACTIVE)
{
m_AppPaused = true;
m_Timer.Stop();
}
else
{
m_AppPaused = false;
m_Timer.Start();
}
return 0;
// WM_SIZE is sent when the user resizes the window.
case WM_SIZE:
// Save the new client area dimensions.
m_ClientWidth = LOWORD(lParam);
m_ClientHeight = HIWORD(lParam);
if (m_pd3dDevice)
{
if (wParam == SIZE_MINIMIZED)
{
m_AppPaused = true;
m_Minimized = true;
m_Maximized = false;
}
else if (wParam == SIZE_MAXIMIZED)
{
m_AppPaused = false;
m_Minimized = false;
m_Maximized = true;
OnResize();
}
else if (wParam == SIZE_RESTORED)
{
// Restoring from minimized state?
if (m_Minimized)
{
m_AppPaused = false;
m_Minimized = false;
OnResize();
}
// Restoring from maximized state?
else if (m_Maximized)
{
m_AppPaused = false;
m_Maximized = false;
OnResize();
}
else if (m_Resizing)
{
// If user is dragging the resize bars, we do not resize
// the buffers here because as the user continuously
// drags the resize bars, a stream of WM_SIZE messages are
// sent to the window, and it would be pointless (and slow)
// to resize for each WM_SIZE message received from dragging
// the resize bars. So instead, we reset after the user is
// done resizing the window and releases the resize bars, which
// sends a WM_EXITSIZEMOVE message.
}
else // API call such as SetWindowPos or m_pSwapChain->SetFullscreenState.
{
OnResize();
}
}
}
return 0;
// WM_EXITSIZEMOVE is sent when the user grabs the resize bars.
case WM_ENTERSIZEMOVE:
m_AppPaused = true;
m_Resizing = true;
m_Timer.Stop();
return 0;
// WM_EXITSIZEMOVE is sent when the user releases the resize bars.
// Here we reset everything based on the new window dimensions.
case WM_EXITSIZEMOVE:
m_AppPaused = false;
m_Resizing = false;
m_Timer.Start();
OnResize();
return 0;
// WM_DESTROY is sent when the window is being destroyed.
case WM_DESTROY:
PostQuitMessage(0);
return 0;
// The WM_MENUCHAR message is sent when a menu is active and the user presses
// a key that does not correspond to any mnemonic or accelerator key.
case WM_MENUCHAR:
// Don't beep when we alt-enter.
return MAKELRESULT(0, MNC_CLOSE);
// Catch this message so to prevent the window from becoming too small.
case WM_GETMINMAXINFO:
((MINMAXINFO*)lParam)->ptMinTrackSize.x = 200;
((MINMAXINFO*)lParam)->ptMinTrackSize.y = 200;
return 0;
// 监测这些键盘/鼠标事件
case WM_INPUT:
case WM_LBUTTONDOWN:
case WM_MBUTTONDOWN:
case WM_RBUTTONDOWN:
case WM_XBUTTONDOWN:
case WM_LBUTTONUP:
case WM_MBUTTONUP:
case WM_RBUTTONUP:
case WM_XBUTTONUP:
case WM_MOUSEWHEEL:
case WM_MOUSEHOVER:
case WM_MOUSEMOVE:
m_pMouse->ProcessMessage(msg, wParam, lParam);
return 0;
case WM_KEYDOWN:
case WM_SYSKEYDOWN:
case WM_KEYUP:
case WM_SYSKEYUP:
m_pKeyboard->ProcessMessage(msg, wParam, lParam);
return 0;
case WM_ACTIVATEAPP:
m_pMouse->ProcessMessage(msg, wParam, lParam);
m_pKeyboard->ProcessMessage(msg, wParam, lParam);
return 0;
}
return DefWindowProc(hwnd, msg, wParam, lParam);
}
bool D3DApp::InitMainWindow()
{
WNDCLASS wc;
wc.style = CS_HREDRAW | CS_VREDRAW;
wc.lpfnWndProc = MainWndProc;
wc.cbClsExtra = 0;
wc.cbWndExtra = 0;
wc.hInstance = m_hAppInst;
wc.hIcon = LoadIcon(0, IDI_APPLICATION);
wc.hCursor = LoadCursor(0, IDC_ARROW);
wc.hbrBackground = (HBRUSH)GetStockObject(NULL_BRUSH);
wc.lpszMenuName = 0;
wc.lpszClassName = L"D3DWndClassName";
if (!RegisterClass(&wc))
{
MessageBox(0, L"RegisterClass Failed.", 0, 0);
return false;
}
// 将窗口调整到中心
int screenWidth = GetSystemMetrics(SM_CXSCREEN);
int screenHeight = GetSystemMetrics(SM_CYSCREEN);
// Compute window rectangle dimensions based on requested client area dimensions.
RECT R = { 0, 0, m_ClientWidth, m_ClientHeight };
AdjustWindowRect(&R, WS_OVERLAPPEDWINDOW, false);
int width = R.right - R.left;
int height = R.bottom - R.top;
m_hMainWnd = CreateWindow(L"D3DWndClassName", m_MainWndCaption.c_str(),
WS_OVERLAPPEDWINDOW, (screenWidth - width) / 2, (screenHeight - height) / 2, width, height, 0, 0, m_hAppInst, 0);
if (!m_hMainWnd)
{
MessageBox(0, L"CreateWindow Failed.", 0, 0);
return false;
}
ShowWindow(m_hMainWnd, SW_SHOW);
UpdateWindow(m_hMainWnd);
return true;
}
bool D3DApp::InitDirect2D()
{
HR(D2D1CreateFactory(D2D1_FACTORY_TYPE_SINGLE_THREADED, m_pd2dFactory.GetAddressOf()));
HR(DWriteCreateFactory(DWRITE_FACTORY_TYPE_SHARED, __uuidof(IDWriteFactory),
reinterpret_cast<IUnknown**>(m_pdwriteFactory.GetAddressOf())));
return true;
}
bool D3DApp::InitDirect3D()
{
HRESULT hr = S_OK;
// 创建D3D设备 和 D3D设备上下文
UINT createDeviceFlags = D3D11_CREATE_DEVICE_BGRA_SUPPORT; // Direct2D需要支持BGRA格式
#if defined(DEBUG) || defined(_DEBUG)
createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
#endif
// 驱动类型数组
D3D_DRIVER_TYPE driverTypes[] =
{
D3D_DRIVER_TYPE_HARDWARE,
D3D_DRIVER_TYPE_WARP,
D3D_DRIVER_TYPE_REFERENCE,
};
UINT numDriverTypes = ARRAYSIZE(driverTypes);
// 特性等级数组
D3D_FEATURE_LEVEL featureLevels[] =
{
D3D_FEATURE_LEVEL_11_1,
D3D_FEATURE_LEVEL_11_0,
};
UINT numFeatureLevels = ARRAYSIZE(featureLevels);
D3D_FEATURE_LEVEL featureLevel;
D3D_DRIVER_TYPE d3dDriverType;
for (UINT driverTypeIndex = 0; driverTypeIndex < numDriverTypes; driverTypeIndex++)
{
d3dDriverType = driverTypes[driverTypeIndex];
hr = D3D11CreateDevice(nullptr, d3dDriverType, nullptr, createDeviceFlags, featureLevels, numFeatureLevels,
D3D11_SDK_VERSION, m_pd3dDevice.GetAddressOf(), &featureLevel, m_pd3dImmediateContext.GetAddressOf());
if (hr == E_INVALIDARG)
{
// Direct3D 11.0 的API不承认D3D_FEATURE_LEVEL_11_1,所以我们需要尝试特性等级11.0以及以下的版本
hr = D3D11CreateDevice(nullptr, d3dDriverType, nullptr, createDeviceFlags, &featureLevels[1], numFeatureLevels - 1,
D3D11_SDK_VERSION, m_pd3dDevice.GetAddressOf(), &featureLevel, m_pd3dImmediateContext.GetAddressOf());
}
if (SUCCEEDED(hr))
break;
}
if (FAILED(hr))
{
MessageBox(0, L"D3D11CreateDevice Failed.", 0, 0);
return false;
}
// 检测是否支持特性等级11.0或11.1
if (featureLevel != D3D_FEATURE_LEVEL_11_0 && featureLevel != D3D_FEATURE_LEVEL_11_1)
{
MessageBox(0, L"Direct3D Feature Level 11 unsupported.", 0, 0);
return false;
}
// 检测 MSAA支持的质量等级
m_pd3dDevice->CheckMultisampleQualityLevels(
DXGI_FORMAT_B8G8R8A8_UNORM, 4, &m_4xMsaaQuality); // 注意此处DXGI_FORMAT_B8G8R8A8_UNORM
assert(m_4xMsaaQuality > 0);
ComPtr<IDXGIDevice> dxgiDevice = nullptr;
ComPtr<IDXGIAdapter> dxgiAdapter = nullptr;
ComPtr<IDXGIFactory1> dxgiFactory1 = nullptr; // D3D11.0(包含DXGI1.1)的接口类
ComPtr<IDXGIFactory2> dxgiFactory2 = nullptr; // D3D11.1(包含DXGI1.2)特有的接口类
// 为了正确创建 DXGI交换链,首先我们需要获取创建 D3D设备 的 DXGI工厂,否则会引发报错:
// "IDXGIFactory::CreateSwapChain: This function is being called with a device from a different IDXGIFactory."
HR(m_pd3dDevice.As(&dxgiDevice));
HR(dxgiDevice->GetAdapter(dxgiAdapter.GetAddressOf()));
HR(dxgiAdapter->GetParent(__uuidof(IDXGIFactory1), reinterpret_cast<void**>(dxgiFactory1.GetAddressOf())));
// 查看该对象是否包含IDXGIFactory2接口
hr = dxgiFactory1.As(&dxgiFactory2);
// 如果包含,则说明支持D3D11.1
if (dxgiFactory2 != nullptr)
{
HR(m_pd3dDevice.As(&m_pd3dDevice1));
HR(m_pd3dImmediateContext.As(&m_pd3dImmediateContext1));
// 填充各种结构体用以描述交换链
DXGI_SWAP_CHAIN_DESC1 sd;
ZeroMemory(&sd, sizeof(sd));
sd.Width = m_ClientWidth;
sd.Height = m_ClientHeight;
sd.Format = DXGI_FORMAT_B8G8R8A8_UNORM; // 注意此处DXGI_FORMAT_B8G8R8A8_UNORM
// 是否开启4倍多重采样?
if (m_Enable4xMsaa)
{
sd.SampleDesc.Count = 4;
sd.SampleDesc.Quality = m_4xMsaaQuality - 1;
}
else
{
sd.SampleDesc.Count = 1;
sd.SampleDesc.Quality = 0;
}
sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
sd.BufferCount = 1;
sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
sd.Flags = 0;
DXGI_SWAP_CHAIN_FULLSCREEN_DESC fd;
fd.RefreshRate.Numerator = 60;
fd.RefreshRate.Denominator = 1;
fd.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;
fd.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
fd.Windowed = TRUE;
// 为当前窗口创建交换链
HR(dxgiFactory2->CreateSwapChainForHwnd(m_pd3dDevice.Get(), m_hMainWnd, &sd, &fd, nullptr, m_pSwapChain1.GetAddressOf()));
HR(m_pSwapChain1.As(&m_pSwapChain));
}
else
{
// 填充DXGI_SWAP_CHAIN_DESC用以描述交换链
DXGI_SWAP_CHAIN_DESC sd;
ZeroMemory(&sd, sizeof(sd));
sd.BufferDesc.Width = m_ClientWidth;
sd.BufferDesc.Height = m_ClientHeight;
sd.BufferDesc.RefreshRate.Numerator = 60;
sd.BufferDesc.RefreshRate.Denominator = 1;
sd.BufferDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM; // 注意此处DXGI_FORMAT_B8G8R8A8_UNORM
sd.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
sd.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;
// 是否开启4倍多重采样?
if (m_Enable4xMsaa)
{
sd.SampleDesc.Count = 4;
sd.SampleDesc.Quality = m_4xMsaaQuality - 1;
}
else
{
sd.SampleDesc.Count = 1;
sd.SampleDesc.Quality = 0;
}
sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
sd.BufferCount = 1;
sd.OutputWindow = m_hMainWnd;
sd.Windowed = TRUE;
sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
sd.Flags = 0;
HR(dxgiFactory1->CreateSwapChain(m_pd3dDevice.Get(), &sd, m_pSwapChain.GetAddressOf()));
}
// 可以禁止alt+enter全屏
dxgiFactory1->MakeWindowAssociation(m_hMainWnd, DXGI_MWA_NO_ALT_ENTER | DXGI_MWA_NO_WINDOW_CHANGES);
// 设置调试对象名
D3D11SetDebugObjectName(m_pd3dImmediateContext.Get(), "ImmediateContext");
DXGISetDebugObjectName(m_pSwapChain.Get(), "SwapChain");
// 每当窗口被重新调整大小的时候,都需要调用这个OnResize函数。现在调用
// 以避免代码重复
OnResize();
return true;
}
void D3DApp::CalculateFrameStats()
{
// 该代码计算每秒帧速,并计算每一帧渲染需要的时间,显示在窗口标题
static int frameCnt = 0;
static float timeElapsed = 0.0f;
frameCnt++;
if ((m_Timer.TotalTime() - timeElapsed) >= 1.0f)
{
float fps = (float)frameCnt; // fps = frameCnt / 1
float mspf = 1000.0f / fps;
std::wostringstream outs;
outs.precision(6);
outs << m_MainWndCaption << L" "
<< L"FPS: " << fps << L" "
<< L"Frame Time: " << mspf << L" (ms)";
SetWindowText(m_hMainWnd, outs.str().c_str());
// Reset for next average.
frameCnt = 0;
timeElapsed += 1.0f;
}
}