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CatChow0 2024-03-20 09:34:10 +01:00
parent 5714bbf085
commit 34b3bd6622

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@ -1,6 +1,3 @@
///////////////**************new**************////////////////////
//Include and link appropriate libraries and headers//
#pragma comment(lib, "d3d11.lib")
#pragma comment(lib, "d3d10.lib")
@ -13,10 +10,10 @@
#include <DirectXPackedVector.h>
//Global Declarations//
IDXGISwapChain* SwapChain;
ID3D11Device* d3d11Device;
ID3D11DeviceContext* d3d11DevCon;
ID3D11RenderTargetView* renderTargetView;
IDXGISwapChain* SwapChain; //SwapChain c'est le buffer qui contient les frames
ID3D11Device* d3d11Device; //Device c'est le GPU
ID3D11DeviceContext* d3d11DevCon; //DeviceContext c'est le CPU
ID3D11RenderTargetView* renderTargetView; //RenderTargetView c'est la surface sur laquelle on dessine
float red = 0.0f;
float green = 0.0f;
@ -25,25 +22,19 @@ int colormodr = 1;
int colormodg = 1;
int colormodb = 1;
///////////////**************new**************////////////////////
LPCTSTR WndClassName = L"firstwindow";
HWND hwnd = NULL;
LPCTSTR WndClassName = L"firstwindow"; //Nom de la fenêtre
HWND hwnd = NULL; //Handle de la fenêtre
const int Width = 300;
const int Height = 300;
///////////////**************new**************////////////////////
//Function Prototypes//
bool InitializeDirect3d11App(HINSTANCE hInstance);
void ReleaseObjects();
bool InitializeDirect3d11App(HINSTANCE hInstance); //Initialisation de Direct3D
void ReleaseObjects(); //Fonction pour libérer les objets
bool InitScene();
void UpdateScene();
void DrawScene();
///////////////**************new**************////////////////////
bool InitializeWindow(HINSTANCE hInstance,
int ShowWnd,
int width, int height,
@ -69,7 +60,6 @@ int WINAPI WinMain(_In_ HINSTANCE hInstance, //Main windows function
return 0;
}
///////////////**************new**************////////////////////
if (!InitializeDirect3d11App(hInstance)) //Initialize Direct3D
{
@ -89,8 +79,6 @@ int WINAPI WinMain(_In_ HINSTANCE hInstance, //Main windows function
ReleaseObjects();
///////////////**************new**************////////////////////
return 0;
}
@ -115,18 +103,18 @@ bool InitializeWindow(HINSTANCE hInstance,
WNDCLASSEX wc;
wc.cbSize = sizeof(WNDCLASSEX);
wc.style = CS_HREDRAW | CS_VREDRAW;
wc.lpfnWndProc = WndProc;
wc.cbClsExtra = NULL;
wc.cbWndExtra = NULL;
wc.hInstance = hInstance;
wc.hIcon = LoadIcon(NULL, IDI_APPLICATION);
wc.hCursor = LoadCursor(NULL, IDC_ARROW);
wc.hbrBackground = (HBRUSH)(COLOR_WINDOW + 2);
wc.lpszMenuName = NULL;
wc.lpszClassName = WndClassName;
wc.hIconSm = LoadIcon(NULL, IDI_APPLICATION);
wc.cbSize = sizeof(WNDCLASSEX); // taille de la structure
wc.style = CS_HREDRAW | CS_VREDRAW; // style de la fenêtre
wc.lpfnWndProc = WndProc; // pointeur vers la fonction de la fenêtre
wc.cbClsExtra = NULL; // taille de mémoire supplémentaire pour la classe
wc.cbWndExtra = NULL; // taille de mémoire supplémentaire pour la fenêtre
wc.hInstance = hInstance; // handle de l'instance
wc.hIcon = LoadIcon(NULL, IDI_APPLICATION); // handle de l'icone
wc.hCursor = LoadCursor(NULL, IDC_ARROW); // handle du curseur
wc.hbrBackground = (HBRUSH)(COLOR_WINDOW + 2); // handle du fond de la fenêtre
wc.lpszMenuName = NULL;
wc.lpszClassName = WndClassName; // nom de la classe
wc.hIconSm = LoadIcon(NULL, IDI_APPLICATION); // handle de l'icone de la fenêtre
if (!RegisterClassEx(&wc))
{
@ -135,7 +123,7 @@ bool InitializeWindow(HINSTANCE hInstance,
return 1;
}
hwnd = CreateWindowEx(
hwnd = CreateWindowEx( // création de la fenêtre
NULL,
WndClassName,
L"Khaotic Engine",
@ -161,36 +149,34 @@ bool InitializeWindow(HINSTANCE hInstance,
return true;
}
///////////////**************new**************////////////////////
bool InitializeDirect3d11App(HINSTANCE hInstance)
{
//Describe our Buffer
DXGI_MODE_DESC bufferDesc;
DXGI_MODE_DESC bufferDesc; // description du buffer
ZeroMemory(&bufferDesc, sizeof(DXGI_MODE_DESC));
ZeroMemory(&bufferDesc, sizeof(DXGI_MODE_DESC)); // vide la mémoire
bufferDesc.Width = Width;
bufferDesc.Height = Height;
bufferDesc.RefreshRate.Numerator = 60;
bufferDesc.RefreshRate.Denominator = 1;
bufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
bufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
bufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;
bufferDesc.RefreshRate.Numerator = 60; // taux de rafraichissement
bufferDesc.RefreshRate.Denominator = 1; // taux de rafraichissement
bufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; // format des pixels (32 bits)
bufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED; // ordre des lignes
bufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED; // mise à l'échelle
//Describe our SwapChain
DXGI_SWAP_CHAIN_DESC swapChainDesc;
DXGI_SWAP_CHAIN_DESC swapChainDesc; // description du swapchain
ZeroMemory(&swapChainDesc, sizeof(DXGI_SWAP_CHAIN_DESC));
ZeroMemory(&swapChainDesc, sizeof(DXGI_SWAP_CHAIN_DESC)); // vide la mémoire
swapChainDesc.BufferDesc = bufferDesc;
swapChainDesc.SampleDesc.Count = 4; //multisampling standard
swapChainDesc.SampleDesc.Quality = D3D11_STANDARD_MULTISAMPLE_PATTERN;
swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; // utilisation du buffer pour le rendu
swapChainDesc.BufferCount = 2; // triple buffering
swapChainDesc.OutputWindow = hwnd;
swapChainDesc.Windowed = TRUE;
swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
//Create our SwapChain
@ -202,22 +188,23 @@ bool InitializeDirect3d11App(HINSTANCE hInstance)
SwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (void**)&BackBuffer);
//Create our Render Target
d3d11Device->CreateRenderTargetView(BackBuffer, NULL, &renderTargetView);
d3d11Device->CreateRenderTargetView(BackBuffer, NULL, &renderTargetView); // associe le buffer à la surface de rendu
BackBuffer->Release();
//Set our Render Target
d3d11DevCon->OMSetRenderTargets(1, &renderTargetView, NULL);
d3d11DevCon->OMSetRenderTargets(1, &renderTargetView, NULL); // associe la surface de rendu au device context
return true;
}
void ReleaseObjects()
void ReleaseObjects() // Fonction pour libérer les objets
{
//Release the COM Objects we created
SwapChain->Release();
d3d11Device->Release();
d3d11DevCon->Release();
}
bool InitScene()
{
@ -250,11 +237,9 @@ void DrawScene()
SwapChain->Present(0, 0);
}
///////////////**************new**************////////////////////
int messageloop() {
MSG msg;
ZeroMemory(&msg, sizeof(MSG));
ZeroMemory(&msg, sizeof(MSG)); // vide la mémoire
while (true)
{
BOOL PeekMessageL(
@ -273,13 +258,9 @@ int messageloop() {
DispatchMessage(&msg);
}
else {
///////////////**************new**************////////////////////
// run game code
UpdateScene();
DrawScene();
///////////////**************new**************////////////////////
}
}
return msg.wParam;