# Khaotic Engine Reborn: d_3d_class Class Reference

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d_3d_class Class Reference

## Public Member Functions

| d_3d_class (const d_3d_class &)
virtual bool | initialize (int, int, bool, HWND, bool, float, float)
void | shutdown ()
virtual void | begin_scene (float, float, float, float)
virtual void | end_scene ()
ID3D11Device * | get_device ()
ID3D11DeviceContext * | get_device_context ()
IDXGISwapChain * | get_swap_chain ()
void | resize_swap_chain (int, int)
void | set_vsync (bool vsync)
XMMATRIX | get_projection_matrix () const
XMMATRIX | get_world_matrix () const
XMMATRIX | get_ortho_matrix () const
void | get_video_card_info (char *, int &)
void | set_back_buffer_render_target ()
void | reset_viewport ()
void | release_resources ()
void | reset_resources (int newWidth, int newHeight)
void | turn_z_buffer_on ()
void | turn_z_buffer_off ()
void | enable_alpha_blending ()
void | disable_alpha_blending ()

## Public Attributes

IDXGISwapChain * | swap_chain

## Detailed Description

Definition at line 30 of file d_3d_class.h.

## Constructor & Destructor Documentation

## d_3d_class() [1/2]

d_3d_class::d_3d_class | ( |  | ) |

Definition at line 7 of file d_3d_class.cpp.

{
swap_chain = 0;
device_ = 0;
device_context_ = 0;
render_target_view_ = 0;
depth_stencil_buffer_ = 0;
depth_stencil_state_ = 0;
depth_stencil_view_ = 0;
raster_state_ = 0;
depth_disabled_stencil_state_ = 0;
alpha_enable_blending_state_ = 0;
alpha_disable_blending_state_ = 0;
}

## d_3d_class() [2/2]

d_3d_class::d_3d_class | ( | const d_3d_class & | other | ) |

Definition at line 23 of file d_3d_class.cpp.

{
}

## ~d_3d_class()

d_3d_class::~d_3d_class | ( |  | ) |

Definition at line 28 of file d_3d_class.cpp.

{
}

## Member Function Documentation

## begin_scene()

void d_3d_class::begin_scene | ( | float | red,
|  | float | green,
|  | float | blue,
|  | float | alpha )

virtual

Definition at line 516 of file d_3d_class.cpp.

{
float color[4];
// Setup the color to clear the buffer to.
color[0] = red;
color[1] = green;
color[2] = blue;
color[3] = alpha;
// Clear the back buffer.
device_context_->ClearRenderTargetView(render_target_view_, color);
// Clear the depth buffer.
device_context_->ClearDepthStencilView(depth_stencil_view_, D3D11_CLEAR_DEPTH, 1.0f, 0);
return;
}

## disable_alpha_blending()

void d_3d_class::disable_alpha_blending | ( |  | ) |

Definition at line 754 of file d_3d_class.cpp.

{
float blendFactor[4];
// Setup the blend factor.
blendFactor[0] = 0.0f;
blendFactor[1] = 0.0f;
blendFactor[2] = 0.0f;
blendFactor[3] = 0.0f;
// Turn off the alpha blending.
device_context_->OMSetBlendState(alpha_disable_blending_state_, blendFactor, 0xffffffff);
return;
}

## enable_alpha_blending()

void d_3d_class::enable_alpha_blending | ( |  | ) |

Definition at line 737 of file d_3d_class.cpp.

{
float blendFactor[4];
// Setup the blend factor.
blendFactor[0] = 0.0f;
blendFactor[1] = 0.0f;
blendFactor[2] = 0.0f;
blendFactor[3] = 0.0f;
// Turn on the alpha blending.
device_context_->OMSetBlendState(alpha_enable_blending_state_, blendFactor, 0xffffffff);
return;
}

## end_scene()

void d_3d_class::end_scene | ( |  | ) |

virtual

Definition at line 539 of file d_3d_class.cpp.

{
// Present the back buffer to the screen since rendering is complete.
if (vsync_enabled_)
{
// Lock to screen refresh rate.
swap_chain->Present(1, 0);
}
else
{
// Present as fast as possible.
swap_chain->Present(0, 0);
}
return;
}

## get_device()

ID3D11Device * d_3d_class::get_device | ( |  | ) |

Definition at line 557 of file d_3d_class.cpp.

{
return device_;
}

## get_device_context()

ID3D11DeviceContext * d_3d_class::get_device_context | ( |  | ) |

Definition at line 563 of file d_3d_class.cpp.

{
return device_context_;
}

## get_ortho_matrix()

XMMATRIX d_3d_class::get_ortho_matrix | ( |  | ) | const

inline

Definition at line 54 of file d_3d_class.h.

{ return ortho_matrix_; };

## get_projection_matrix()

XMMATRIX d_3d_class::get_projection_matrix | ( |  | ) | const

inline

Definition at line 52 of file d_3d_class.h.

{ return projection_matrix_; };

## get_swap_chain()

IDXGISwapChain * d_3d_class::get_swap_chain | ( |  | ) |

Definition at line 690 of file d_3d_class.cpp.

{
return swap_chain;
}

## get_video_card_info()

void d_3d_class::get_video_card_info | ( | char * | cardName,
|  | int & | memory )

Definition at line 568 of file d_3d_class.cpp.

{
strcpy_s(cardName, 128, video_card_description_);
memory = video_card_memory_;
return;
}

## get_world_matrix()

XMMATRIX d_3d_class::get_world_matrix | ( |  | ) | const

inline

Definition at line 53 of file d_3d_class.h.

{ return world_matrix_;};

## initialize()

bool d_3d_class::initialize | ( | int | screenWidth,
|  | int | screenHeight,
|  | bool | vsync,
|  | HWND | hwnd,
|  | bool | fullscreen,
|  | float | screenDepth,
|  | float | screenNear )

virtual

Definition at line 33 of file d_3d_class.cpp.

{
Logger::Get().Log("Initializing D3Dclass", __FILE__, __LINE__, Logger::LogLevel::Initialize);
HRESULT result;
IDXGIFactory* factory;
IDXGIAdapter* adapter;
IDXGIOutput* adapterOutput;
unsigned int numModes, i, numerator, denominator;
unsigned long long 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;
float fieldOfView, screenAspect;
D3D11_DEPTH_STENCIL_DESC depthDisabledStencilDesc;
D3D11_BLEND_DESC blendStateDescription;
// Store the vsync setting.
vsync_enabled_ = vsync;
// Create a DirectX graphics interface factory.
result = CreateDXGIFactory(__uuidof(IDXGIFactory), (void**)&factory);
if (FAILED(result))
{
Logger::Get().Log("Failed to create DXGIFactory", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
// Use the factory to create an adapter for the primary graphics interface (video card).
result = factory->EnumAdapters(0, &adapter);
if (FAILED(result))
{
Logger::Get().Log("Failed to create adapter", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
// Enumerate the primary adapter output (monitor).
result = adapter->EnumOutputs(0, &adapterOutput);
if (FAILED(result))
{
Logger::Get().Log("Failed to create adapter output", __FILE__, __LINE__, Logger::LogLevel::Error);
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))
{
Logger::Get().Log("Failed to get display mode list", __FILE__, __LINE__, Logger::LogLevel::Error);
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)
{
Logger::Get().Log("Failed to create display mode list", __FILE__, __LINE__, Logger::LogLevel::Error);
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))
{
Logger::Get().Log("Failed to fill display mode list", __FILE__, __LINE__, Logger::LogLevel::Error);
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))
{
Logger::Get().Log("Failed to get adapter description", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
// Store the dedicated video card memory in megabytes.
video_card_memory_ = (int)(adapterDesc.DedicatedVideoMemory / 1024 / 1024);
// Convert the name of the video card to a character array and store it.
error = wcstombs_s(&stringLength, video_card_description_, 128, adapterDesc.Description, 128);
if (error != 0)
{
Logger::Get().Log("Failed to convert video card name to character array", __FILE__, __LINE__, Logger::LogLevel::Error);
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 (vsync_enabled_)
{
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 (fullscreen)
{
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, &swap_chain, &device_, NULL, &device_context_);
if (FAILED(result))
{
Logger::Get().Log("Failed to create swap chain, device and device context", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
// Get the pointer to the back buffer.
result = swap_chain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&backBufferPtr);
if (FAILED(result))
{
Logger::Get().Log("Failed to get pointer to back buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
// Create the render target view with the back buffer pointer.
result = device_->CreateRenderTargetView(backBufferPtr, NULL, &render_target_view_);
if (FAILED(result))
{
Logger::Get().Log("Failed to create render target view", __FILE__, __LINE__, Logger::LogLevel::Error);
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 = device_->CreateTexture2D(&depthBufferDesc, NULL, &depth_stencil_buffer_);
if (FAILED(result))
{
Logger::Get().Log("Failed to create texture for depth buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
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 = device_->CreateDepthStencilState(&depthStencilDesc, &depth_stencil_state_);
if (FAILED(result))
{
Logger::Get().Log("Failed to create depth stencil state", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
// Set the depth stencil state.
device_context_->OMSetDepthStencilState(depth_stencil_state_, 1);
// initialize 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 = device_->CreateDepthStencilView(depth_stencil_buffer_, &depthStencilViewDesc, &depth_stencil_view_);
if (FAILED(result))
{
Logger::Get().Log("Failed to create depth stencil view", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
// Bind the render target view and depth stencil buffer to the output render pipeline.
device_context_->OMSetRenderTargets(1, &render_target_view_, depth_stencil_view_);
// 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 = device_->CreateRasterizerState(&rasterDesc, &raster_state_);
if (FAILED(result))
{
Logger::Get().Log("Failed to create rasterizer state", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
// Now set the rasterizer state.
device_context_->RSSetState(raster_state_);
// 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.
device_context_->RSSetViewports(1, &viewport_);
// Setup the projection matrix.
fieldOfView = 3.141592654f / 4.0f;
screenAspect = (float)screenWidth / (float)screenHeight;
// Create the projection matrix for 3D rendering.
projection_matrix_ = XMMatrixPerspectiveFovLH(fieldOfView, screenAspect, screenNear, screenDepth);
// initialize the world matrix to the identity matrix.
world_matrix_ = XMMatrixIdentity();
// Create an orthographic projection matrix for 2D rendering.
ortho_matrix_ = XMMatrixOrthographicLH((float)screenWidth, (float)screenHeight, screenNear, screenDepth);
// Clear the second depth stencil state before setting the parameters.
ZeroMemory(&depthDisabledStencilDesc, sizeof(depthDisabledStencilDesc));
// Now create a second depth stencil state which turns off the Z buffer for 2D rendering. The only difference is
// that DepthEnable is set to false, all other parameters are the same as the other depth stencil state.
depthDisabledStencilDesc.DepthEnable = false;
depthDisabledStencilDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
depthDisabledStencilDesc.DepthFunc = D3D11_COMPARISON_LESS;
depthDisabledStencilDesc.StencilEnable = true;
depthDisabledStencilDesc.StencilReadMask = 0xFF;
depthDisabledStencilDesc.StencilWriteMask = 0xFF;
depthDisabledStencilDesc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
depthDisabledStencilDesc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_INCR;
depthDisabledStencilDesc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
depthDisabledStencilDesc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
depthDisabledStencilDesc.BackFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
depthDisabledStencilDesc.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_DECR;
depthDisabledStencilDesc.BackFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
depthDisabledStencilDesc.BackFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
// Create the state using the device.
result = device_->CreateDepthStencilState(&depthDisabledStencilDesc, &depth_disabled_stencil_state_);
if (FAILED(result))
{
Logger::Get().Log("Failed to create depth disabled stencil state", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
// Clear the blend state description.
ZeroMemory(&blendStateDescription, sizeof(D3D11_BLEND_DESC));
// Create an alpha enabled blend state description.
blendStateDescription.RenderTarget[0].BlendEnable = TRUE;
blendStateDescription.RenderTarget[0].SrcBlend = D3D11_BLEND_ONE;
blendStateDescription.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
blendStateDescription.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
blendStateDescription.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
blendStateDescription.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
blendStateDescription.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
blendStateDescription.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
// Create the blend state using the description.
result = device_->CreateBlendState(&blendStateDescription, &alpha_enable_blending_state_);
if (FAILED(result))
{
Logger::Get().Log("Failed to create alpha enabled blend state", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
// Modify the description to create an alpha disabled blend state description.
blendStateDescription.RenderTarget[0].BlendEnable = FALSE;
// Create the blend state using the description.
result = device_->CreateBlendState(&blendStateDescription, &alpha_disable_blending_state_);
if (FAILED(result))
{
Logger::Get().Log("Failed to create alpha disabled blend state", __FILE__, __LINE__, Logger::LogLevel::Error);
return false;
}
return true;
}

## release_resources()

void d_3d_class::release_resources | ( |  | ) |

Definition at line 593 of file d_3d_class.cpp.

{
Logger::Get().Log("Releasing D3D resources", __FILE__, __LINE__);
// libere la vue
if (render_target_view_)
{
render_target_view_->Release();
render_target_view_ = 0;
}
// libere le buffer de profondeur
if (depth_stencil_buffer_)
{
depth_stencil_buffer_->Release();
depth_stencil_buffer_ = 0;
}
// libere la vue de profondeur
if (depth_stencil_view_)
{
depth_stencil_view_->Release();
depth_stencil_view_ = 0;
}
Logger::Get().Log("D3D resources released", __FILE__, __LINE__);
}

## reset_resources()

void d_3d_class::reset_resources | ( | int | newWidth,
|  | int | newHeight )

Definition at line 622 of file d_3d_class.cpp.

{
Logger::Get().Log("Resetting D3D resources", __FILE__, __LINE__);
HRESULT result;
ID3D11Texture2D* backBuffer;
result = swap_chain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&backBuffer);
if (FAILED(result))
{
Logger::Get().Log("Failed to get back buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
return;
}
result = device_->CreateRenderTargetView(backBuffer, NULL, &render_target_view_);
if (FAILED(result))
{
Logger::Get().Log("Failed to create render target view", __FILE__, __LINE__, Logger::LogLevel::Error);
return;
}
result = backBuffer->Release();
if (FAILED(result))
{
Logger::Get().Log("Failed to release back buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
return;
}
// 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...
result = device_->CreateTexture2D(&depthBufferDesc, NULL, &depth_stencil_buffer_);
if (FAILED(result))
{
Logger::Get().Log("Failed to create depth stencil buffer", __FILE__, __LINE__, Logger::LogLevel::Error);
return;
}
result = device_->CreateDepthStencilView(depth_stencil_buffer_, &depthStencilViewDesc, &depth_stencil_view_);
if (FAILED(result))
{
Logger::Get().Log("Failed to create depth stencil view", __FILE__, __LINE__, Logger::LogLevel::Error);
return;
}
// Set the new render target and depth/stencil views for rendering
device_context_->OMSetRenderTargets(1, &render_target_view_, depth_stencil_view_);
}

## reset_viewport()

void d_3d_class::reset_viewport | ( |  | ) |

Definition at line 585 of file d_3d_class.cpp.

{
// Set the viewport.
device_context_->RSSetViewports(1, &viewport_);
return;
}

## resize_swap_chain()

void d_3d_class::resize_swap_chain | ( | int | newWidth,
|  | int | newHeight )

Definition at line 695 of file d_3d_class.cpp.

{
// log the new width and height
Logger::Get().Log("Resizing swap chain to " + std::to_string(newWidth) + "x" + std::to_string(newHeight), __FILE__, __LINE__);
HRESULT result;
// Release existing DirectX resources
release_resources();
device_context_->Flush();
// Resize the swap chain
result = swap_chain->ResizeBuffers(0, newWidth, newHeight, DXGI_FORMAT_UNKNOWN, 0);
if (FAILED(result))
{
Logger::Get().Log("Failed to resize swap chain", __FILE__, __LINE__, Logger::LogLevel::Error);
return;
}
// Reset the resources
reset_resources(newWidth, newHeight);
// Update the viewport
viewport_.Width = static_cast<float>(newWidth);
viewport_.Height = static_cast<float>(newHeight);
device_context_->RSSetViewports(1, &viewport_);
}

## set_back_buffer_render_target()

void d_3d_class::set_back_buffer_render_target | ( |  | ) |

Definition at line 576 of file d_3d_class.cpp.

{
// Bind the render target view and depth stencil buffer to the output render pipeline.
device_context_->OMSetRenderTargets(1, &render_target_view_, depth_stencil_view_);
return;
}

## set_vsync()

void d_3d_class::set_vsync | ( | bool | vsync | ) |

Definition at line 771 of file d_3d_class.cpp.

{
vsync_enabled_ = vsync;
}

## shutdown()

void d_3d_class::shutdown | ( |  | ) |

Definition at line 433 of file d_3d_class.cpp.

{
Logger::Get().Log("Shutting down D3Dclass", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
// Before shutting down set to windowed mode or when you release the swap chain it will throw an exception.
if (swap_chain)
{
swap_chain->SetFullscreenState(false, NULL);
}
if (alpha_enable_blending_state_)
{
alpha_enable_blending_state_->Release();
alpha_enable_blending_state_ = 0;
}
if (alpha_disable_blending_state_)
{
alpha_disable_blending_state_->Release();
alpha_disable_blending_state_ = 0;
}
if (depth_disabled_stencil_state_)
{
depth_disabled_stencil_state_->Release();
depth_disabled_stencil_state_ = 0;
}
if (raster_state_)
{
raster_state_->Release();
raster_state_ = 0;
}
if (depth_stencil_view_)
{
depth_stencil_view_->Release();
depth_stencil_view_ = 0;
}
if (depth_stencil_state_)
{
depth_stencil_state_->Release();
depth_stencil_state_ = 0;
}
if (depth_stencil_buffer_)
{
depth_stencil_buffer_->Release();
depth_stencil_buffer_ = 0;
}
if (render_target_view_)
{
render_target_view_->Release();
render_target_view_ = 0;
}
if (device_context_)
{
device_context_->Release();
device_context_ = 0;
}
if (device_)
{
device_->Release();
device_ = 0;
}
if (swap_chain)
{
swap_chain->Release();
swap_chain = 0;
}
Logger::Get().Log("D3Dclass shutdown", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
return;
}

## turn_z_buffer_off()

void d_3d_class::turn_z_buffer_off | ( |  | ) |

Definition at line 731 of file d_3d_class.cpp.

{
device_context_->OMSetDepthStencilState(depth_disabled_stencil_state_, 1);
return;
}

## turn_z_buffer_on()

void d_3d_class::turn_z_buffer_on | ( |  | ) |

Definition at line 724 of file d_3d_class.cpp.

{
device_context_->OMSetDepthStencilState(depth_stencil_state_, 1);
return;
}

## Member Data Documentation

## swap_chain

IDXGISwapChain* d_3d_class::swap_chain

Definition at line 46 of file d_3d_class.h.

The documentation for this class was generated from the following files:

- enginecustom/src/inc/system/d_3d_class.h
- enginecustom/src/src/system/d_3d_class.cpp