652 lines
17 KiB
C++
652 lines
17 KiB
C++
////////////////////////////////////////////////////////////////////////////////
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// Filename: d3dclass.cpp
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////////////////////////////////////////////////////////////////////////////////
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#include "d3dclass.h"
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D3DClass::D3DClass()
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{
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m_swapChain = 0;
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m_device = 0;
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m_deviceContext = 0;
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m_renderTargetView = 0;
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m_depthStencilBuffer = 0;
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m_depthStencilState = 0;
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m_depthStencilView = 0;
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m_rasterState = 0;
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}
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D3DClass::D3DClass(const D3DClass& other)
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{
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}
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D3DClass::~D3DClass()
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{
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}
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bool D3DClass::Initialize(int screenWidth, int screenHeight, bool vsync, HWND hwnd, bool fullscreen, float screenDepth, float screenNear)
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{
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HRESULT result;
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IDXGIFactory* factory;
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IDXGIAdapter* adapter;
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IDXGIOutput* adapterOutput;
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unsigned int numModes, i, numerator, denominator;
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unsigned long long stringLength;
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DXGI_MODE_DESC* displayModeList;
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DXGI_ADAPTER_DESC adapterDesc;
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int error;
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DXGI_SWAP_CHAIN_DESC swapChainDesc;
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D3D_FEATURE_LEVEL featureLevel;
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ID3D11Texture2D* backBufferPtr;
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D3D11_TEXTURE2D_DESC depthBufferDesc;
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D3D11_DEPTH_STENCIL_DESC depthStencilDesc;
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D3D11_DEPTH_STENCIL_VIEW_DESC depthStencilViewDesc;
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D3D11_RASTERIZER_DESC rasterDesc;
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float fieldOfView, screenAspect;
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// Store the vsync setting.
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m_vsync_enabled = vsync;
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// Create a DirectX graphics interface factory.
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result = CreateDXGIFactory(__uuidof(IDXGIFactory), (void**)&factory);
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if (FAILED(result))
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{
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return false;
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}
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// Use the factory to create an adapter for the primary graphics interface (video card).
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result = factory->EnumAdapters(0, &adapter);
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if (FAILED(result))
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{
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return false;
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}
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// Enumerate the primary adapter output (monitor).
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result = adapter->EnumOutputs(0, &adapterOutput);
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if (FAILED(result))
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{
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return false;
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}
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// Get the number of modes that fit the DXGI_FORMAT_R8G8B8A8_UNORM display format for the adapter output (monitor).
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result = adapterOutput->GetDisplayModeList(DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_ENUM_MODES_INTERLACED, &numModes, NULL);
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if (FAILED(result))
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{
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return false;
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}
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// Create a list to hold all the possible display modes for this monitor/video card combination.
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displayModeList = new DXGI_MODE_DESC[numModes];
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if (!displayModeList)
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{
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return false;
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}
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// Now fill the display mode list structures.
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result = adapterOutput->GetDisplayModeList(DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_ENUM_MODES_INTERLACED, &numModes, displayModeList);
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if (FAILED(result))
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{
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return false;
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}
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// Now go through all the display modes and find the one that matches the screen width and height.
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// When a match is found store the numerator and denominator of the refresh rate for that monitor.
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for (i = 0; i < numModes; i++)
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{
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if (displayModeList[i].Width == (unsigned int)screenWidth)
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{
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if (displayModeList[i].Height == (unsigned int)screenHeight)
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{
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numerator = displayModeList[i].RefreshRate.Numerator;
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denominator = displayModeList[i].RefreshRate.Denominator;
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}
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}
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}
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// Get the adapter (video card) description.
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result = adapter->GetDesc(&adapterDesc);
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if (FAILED(result))
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{
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return false;
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}
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// Store the dedicated video card memory in megabytes.
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m_videoCardMemory = (int)(adapterDesc.DedicatedVideoMemory / 1024 / 1024);
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// Convert the name of the video card to a character array and store it.
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error = wcstombs_s(&stringLength, m_videoCardDescription, 128, adapterDesc.Description, 128);
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if (error != 0)
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{
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return false;
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}
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// Release the display mode list.
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delete[] displayModeList;
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displayModeList = 0;
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// Release the adapter output.
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adapterOutput->Release();
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adapterOutput = 0;
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// Release the adapter.
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adapter->Release();
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adapter = 0;
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// Release the factory.
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factory->Release();
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factory = 0;
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// Initialize the swap chain description.
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ZeroMemory(&swapChainDesc, sizeof(swapChainDesc));
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// Set to a single back buffer.
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swapChainDesc.BufferCount = 1;
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// Set the width and height of the back buffer.
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swapChainDesc.BufferDesc.Width = screenWidth;
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swapChainDesc.BufferDesc.Height = screenHeight;
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// Set regular 32-bit surface for the back buffer.
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swapChainDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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// Set the refresh rate of the back buffer.
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if (m_vsync_enabled)
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{
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swapChainDesc.BufferDesc.RefreshRate.Numerator = numerator;
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swapChainDesc.BufferDesc.RefreshRate.Denominator = denominator;
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}
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else
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{
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swapChainDesc.BufferDesc.RefreshRate.Numerator = 0;
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swapChainDesc.BufferDesc.RefreshRate.Denominator = 1;
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}
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// Set the usage of the back buffer.
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swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
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// Set the handle for the window to render to.
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swapChainDesc.OutputWindow = hwnd;
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// Turn multisampling off.
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swapChainDesc.SampleDesc.Count = 1;
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swapChainDesc.SampleDesc.Quality = 0;
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// Set to full screen or windowed mode.
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if (fullscreen)
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{
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swapChainDesc.Windowed = false;
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}
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else
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{
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swapChainDesc.Windowed = true;
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}
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// Set the scan line ordering and scaling to unspecified.
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swapChainDesc.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
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swapChainDesc.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;
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// Discard the back buffer contents after presenting.
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swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
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// Don't set the advanced flags.
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swapChainDesc.Flags = 0;
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// Set the feature level to DirectX 11.
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featureLevel = D3D_FEATURE_LEVEL_11_0;
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// Create the swap chain, Direct3D device, and Direct3D device context.
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result = D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, 0, &featureLevel, 1,
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D3D11_SDK_VERSION, &swapChainDesc, &m_swapChain, &m_device, NULL, &m_deviceContext);
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if (FAILED(result))
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{
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return false;
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}
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// Get the pointer to the back buffer.
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result = m_swapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&backBufferPtr);
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if (FAILED(result))
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{
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return false;
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}
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// Create the render target view with the back buffer pointer.
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result = m_device->CreateRenderTargetView(backBufferPtr, NULL, &m_renderTargetView);
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if (FAILED(result))
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{
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return false;
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}
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// Release pointer to the back buffer as we no longer need it.
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backBufferPtr->Release();
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backBufferPtr = 0;
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// Initialize the description of the depth buffer.
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ZeroMemory(&depthBufferDesc, sizeof(depthBufferDesc));
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// Set up the description of the depth buffer.
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depthBufferDesc.Width = screenWidth;
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depthBufferDesc.Height = screenHeight;
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depthBufferDesc.MipLevels = 1;
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depthBufferDesc.ArraySize = 1;
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depthBufferDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
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depthBufferDesc.SampleDesc.Count = 1;
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depthBufferDesc.SampleDesc.Quality = 0;
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depthBufferDesc.Usage = D3D11_USAGE_DEFAULT;
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depthBufferDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
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depthBufferDesc.CPUAccessFlags = 0;
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depthBufferDesc.MiscFlags = 0;
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// Create the texture for the depth buffer using the filled out description.
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result = m_device->CreateTexture2D(&depthBufferDesc, NULL, &m_depthStencilBuffer);
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if (FAILED(result))
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{
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return false;
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}
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// Initialize the description of the stencil state.
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ZeroMemory(&depthStencilDesc, sizeof(depthStencilDesc));
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// Set up the description of the stencil state.
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depthStencilDesc.DepthEnable = true;
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depthStencilDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
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depthStencilDesc.DepthFunc = D3D11_COMPARISON_LESS;
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depthStencilDesc.StencilEnable = true;
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depthStencilDesc.StencilReadMask = 0xFF;
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depthStencilDesc.StencilWriteMask = 0xFF;
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// Stencil operations if pixel is front-facing.
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depthStencilDesc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
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depthStencilDesc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_INCR;
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depthStencilDesc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
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depthStencilDesc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
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// Stencil operations if pixel is back-facing.
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depthStencilDesc.BackFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
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depthStencilDesc.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_DECR;
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depthStencilDesc.BackFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
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depthStencilDesc.BackFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
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// Create the depth stencil state.
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result = m_device->CreateDepthStencilState(&depthStencilDesc, &m_depthStencilState);
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if (FAILED(result))
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{
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return false;
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}
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// Set the depth stencil state.
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m_deviceContext->OMSetDepthStencilState(m_depthStencilState, 1);
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// Initialize the depth stencil view.
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ZeroMemory(&depthStencilViewDesc, sizeof(depthStencilViewDesc));
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// Set up the depth stencil view description.
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depthStencilViewDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
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depthStencilViewDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
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depthStencilViewDesc.Texture2D.MipSlice = 0;
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// Create the depth stencil view.
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result = m_device->CreateDepthStencilView(m_depthStencilBuffer, &depthStencilViewDesc, &m_depthStencilView);
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if (FAILED(result))
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{
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return false;
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}
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// Bind the render target view and depth stencil buffer to the output render pipeline.
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m_deviceContext->OMSetRenderTargets(1, &m_renderTargetView, m_depthStencilView);
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// Setup the raster description which will determine how and what polygons will be drawn.
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rasterDesc.AntialiasedLineEnable = false;
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rasterDesc.CullMode = D3D11_CULL_BACK;
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rasterDesc.DepthBias = 0;
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rasterDesc.DepthBiasClamp = 0.0f;
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rasterDesc.DepthClipEnable = true;
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rasterDesc.FillMode = D3D11_FILL_SOLID;
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rasterDesc.FrontCounterClockwise = false;
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rasterDesc.MultisampleEnable = false;
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rasterDesc.ScissorEnable = false;
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rasterDesc.SlopeScaledDepthBias = 0.0f;
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// Create the rasterizer state from the description we just filled out.
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result = m_device->CreateRasterizerState(&rasterDesc, &m_rasterState);
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if (FAILED(result))
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{
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return false;
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}
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// Now set the rasterizer state.
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m_deviceContext->RSSetState(m_rasterState);
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// Setup the viewport for rendering.
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m_viewport.Width = (float)screenWidth;
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m_viewport.Height = (float)screenHeight;
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m_viewport.MinDepth = 0.0f;
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m_viewport.MaxDepth = 1.0f;
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m_viewport.TopLeftX = 0.0f;
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m_viewport.TopLeftY = 0.0f;
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// Create the viewport.
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m_deviceContext->RSSetViewports(1, &m_viewport);
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// Setup the projection matrix.
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fieldOfView = 3.141592654f / 4.0f;
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screenAspect = (float)screenWidth / (float)screenHeight;
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// Create the projection matrix for 3D rendering.
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m_projectionMatrix = XMMatrixPerspectiveFovLH(fieldOfView, screenAspect, screenNear, screenDepth);
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// Initialize the world matrix to the identity matrix.
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m_worldMatrix = XMMatrixIdentity();
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// Create an orthographic projection matrix for 2D rendering.
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m_orthoMatrix = XMMatrixOrthographicLH((float)screenWidth, (float)screenHeight, screenNear, screenDepth);
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return true;
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}
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void D3DClass::Shutdown()
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{
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// Before shutting down set to windowed mode or when you release the swap chain it will throw an exception.
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if (m_swapChain)
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{
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m_swapChain->SetFullscreenState(false, NULL);
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}
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if (m_rasterState)
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{
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m_rasterState->Release();
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m_rasterState = 0;
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}
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if (m_depthStencilView)
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{
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m_depthStencilView->Release();
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m_depthStencilView = 0;
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}
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if (m_depthStencilState)
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{
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m_depthStencilState->Release();
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m_depthStencilState = 0;
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}
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if (m_depthStencilBuffer)
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{
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m_depthStencilBuffer->Release();
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m_depthStencilBuffer = 0;
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}
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if (m_renderTargetView)
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{
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m_renderTargetView->Release();
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m_renderTargetView = 0;
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}
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if (m_deviceContext)
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{
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m_deviceContext->Release();
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m_deviceContext = 0;
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}
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if (m_device)
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{
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m_device->Release();
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m_device = 0;
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}
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if (m_swapChain)
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{
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m_swapChain->Release();
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m_swapChain = 0;
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}
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return;
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}
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void D3DClass::BeginScene(float red, float green, float blue, float alpha)
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{
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float color[4];
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// Setup the color to clear the buffer to.
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color[0] = red;
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color[1] = green;
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color[2] = blue;
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color[3] = alpha;
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// Clear the back buffer.
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m_deviceContext->ClearRenderTargetView(m_renderTargetView, color);
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// Clear the depth buffer.
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m_deviceContext->ClearDepthStencilView(m_depthStencilView, D3D11_CLEAR_DEPTH, 1.0f, 0);
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return;
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}
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void D3DClass::EndScene()
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{
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// Present the back buffer to the screen since rendering is complete.
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if (m_vsync_enabled)
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{
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// Lock to screen refresh rate.
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m_swapChain->Present(1, 0);
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}
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else
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{
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// Present as fast as possible.
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m_swapChain->Present(0, 0);
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}
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return;
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}
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ID3D11Device* D3DClass::GetDevice()
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{
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return m_device;
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}
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ID3D11DeviceContext* D3DClass::GetDeviceContext()
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{
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return m_deviceContext;
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}
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void D3DClass::GetProjectionMatrix(XMMATRIX& projectionMatrix)
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{
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projectionMatrix = m_projectionMatrix;
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return;
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}
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void D3DClass::GetWorldMatrix(XMMATRIX& worldMatrix)
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{
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worldMatrix = m_worldMatrix;
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return;
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}
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void D3DClass::GetOrthoMatrix(XMMATRIX& orthoMatrix)
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{
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orthoMatrix = m_orthoMatrix;
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return;
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}
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void D3DClass::GetVideoCardInfo(char* cardName, int& memory)
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{
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strcpy_s(cardName, 128, m_videoCardDescription);
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memory = m_videoCardMemory;
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return;
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}
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void D3DClass::SetBackBufferRenderTarget()
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{
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// Bind the render target view and depth stencil buffer to the output render pipeline.
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m_deviceContext->OMSetRenderTargets(1, &m_renderTargetView, m_depthStencilView);
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return;
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}
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void D3DClass::ResetViewport()
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{
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// Set the viewport.
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m_deviceContext->RSSetViewports(1, &m_viewport);
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return;
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}
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void D3DClass::ReleaseResources()
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{
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// libere la vue
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if (m_renderTargetView)
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{
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m_renderTargetView->Release();
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m_renderTargetView = 0;
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}
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// libere le buffer de profondeur
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if (m_depthStencilBuffer)
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{
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m_depthStencilBuffer->Release();
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m_depthStencilBuffer = 0;
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}
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// libere la vue de profondeur
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if (m_depthStencilView)
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{
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m_depthStencilView->Release();
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m_depthStencilView = 0;
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}
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}
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bool D3DClass::RecreateResources()
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{
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HRESULT result;
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ID3D11Texture2D* backBufferPtr;
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D3D11_TEXTURE2D_DESC depthBufferDesc;
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D3D11_DEPTH_STENCIL_VIEW_DESC depthStencilViewDesc;
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// Recr<63>ez la vue de rendu.
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result = m_swapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&backBufferPtr);
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if (FAILED(result))
|
||
{
|
||
return false;
|
||
}
|
||
|
||
result = m_device->CreateRenderTargetView(backBufferPtr, NULL, &m_renderTargetView);
|
||
if (FAILED(result))
|
||
{
|
||
return false;
|
||
}
|
||
|
||
backBufferPtr->Release();
|
||
backBufferPtr = 0;
|
||
|
||
// Recr<63>ez le tampon de profondeur et la vue de profondeur.
|
||
ZeroMemory(&depthBufferDesc, sizeof(depthBufferDesc));
|
||
depthBufferDesc.Width = m_viewport.Width;
|
||
depthBufferDesc.Height = m_viewport.Height;
|
||
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;
|
||
|
||
result = m_device->CreateTexture2D(&depthBufferDesc, NULL, &m_depthStencilBuffer);
|
||
if (FAILED(result))
|
||
{
|
||
return false;
|
||
}
|
||
|
||
ZeroMemory(&depthStencilViewDesc, sizeof(depthStencilViewDesc));
|
||
depthStencilViewDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
|
||
depthStencilViewDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
|
||
depthStencilViewDesc.Texture2D.MipSlice = 0;
|
||
|
||
result = m_device->CreateDepthStencilView(m_depthStencilBuffer, &depthStencilViewDesc, &m_depthStencilView);
|
||
if (FAILED(result))
|
||
{
|
||
return false;
|
||
}
|
||
|
||
// Liez la vue de rendu et le tampon de profondeur <20> la pipeline de rendu de sortie.
|
||
m_deviceContext->OMSetRenderTargets(1, &m_renderTargetView, m_depthStencilView);
|
||
|
||
return true;
|
||
}
|
||
|
||
IDXGISwapChain* D3DClass::GetSwapChain()
|
||
{
|
||
return m_swapChain;
|
||
}
|
||
|
||
void D3DClass::ResizeSwapChain(int newWidth, int newHeight)
|
||
{
|
||
HRESULT result;
|
||
|
||
// Release existing DirectX resources
|
||
m_renderTargetView->Release();
|
||
m_depthStencilBuffer->Release();
|
||
|
||
// Resize the swap chain
|
||
m_swapChain->ResizeBuffers(0, newWidth, newHeight, DXGI_FORMAT_UNKNOWN, 0);
|
||
if (FAILED(m_swapChain))
|
||
{
|
||
MessageBox(NULL, L"Failed to resize swap chain buffers", L"Error", MB_OK);
|
||
return;
|
||
}
|
||
|
||
// Recreate the render target view
|
||
ID3D11Texture2D* backBuffer;
|
||
m_swapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&backBuffer);
|
||
m_device->CreateRenderTargetView(backBuffer, NULL, &m_renderTargetView);
|
||
backBuffer->Release();
|
||
|
||
// Recreate the depth/stencil buffer and view
|
||
D3D11_TEXTURE2D_DESC depthBufferDesc;
|
||
ZeroMemory(&depthBufferDesc, sizeof(depthBufferDesc));
|
||
depthBufferDesc.Width = newWidth;
|
||
depthBufferDesc.Height = newHeight;
|
||
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;
|
||
|
||
D3D11_DEPTH_STENCIL_VIEW_DESC depthStencilViewDesc;
|
||
ZeroMemory(&depthStencilViewDesc, sizeof(depthStencilViewDesc));
|
||
depthStencilViewDesc.Format = depthBufferDesc.Format;
|
||
depthStencilViewDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
|
||
depthStencilViewDesc.Texture2D.MipSlice = 0;
|
||
|
||
|
||
// Other depthStencilDesc settings...
|
||
m_device->CreateTexture2D(&depthBufferDesc, NULL, &m_depthStencilBuffer);
|
||
m_device->CreateDepthStencilView(m_depthStencilBuffer, &depthStencilViewDesc, &m_depthStencilView);
|
||
|
||
// Set the new render target and depth/stencil views for rendering
|
||
m_deviceContext->OMSetRenderTargets(1, &m_renderTargetView, m_depthStencilView);
|
||
// Update the viewport
|
||
m_viewport.Width = static_cast<float>(newWidth);
|
||
m_viewport.Height = static_cast<float>(newHeight);
|
||
m_deviceContext->RSSetViewports(1, &m_viewport);
|
||
} |