C RÉPARER ENFIN !!!!
La swapChain est correctement resize lors d'un changement de taille de fenetre.
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@@ -293,6 +293,7 @@ bool D3DClass::Initialize(int screenWidth, int screenHeight, bool vsync, HWND hw
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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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MessageBox(hwnd, L"Could not create the depth stencil view.", L"Error", MB_OK);
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return false;
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}
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@@ -423,6 +424,8 @@ void D3DClass::BeginScene(float red, float green, float blue, float 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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@@ -460,10 +463,9 @@ ID3D11DeviceContext* D3DClass::GetDeviceContext()
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}
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void D3DClass::GetProjectionMatrix(XMMATRIX& projectionMatrix)
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XMMATRIX D3DClass::GetProjectionMatrix()
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{
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projectionMatrix = m_projectionMatrix;
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return;
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return m_projectionMatrix;
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}
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@@ -530,88 +532,9 @@ void D3DClass::ReleaseResources()
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}
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}
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bool D3DClass::RecreateResources()
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// Reset the resources for the swap chain
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void D3DClass::ResetResources(int newWidth, int newHeight)
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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))
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{
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return false;
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}
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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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backBufferPtr->Release();
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backBufferPtr = 0;
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// Recr<63>ez le tampon de profondeur et la vue de profondeur.
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ZeroMemory(&depthBufferDesc, sizeof(depthBufferDesc));
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depthBufferDesc.Width = m_viewport.Width;
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depthBufferDesc.Height = m_viewport.Height;
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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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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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ZeroMemory(&depthStencilViewDesc, sizeof(depthStencilViewDesc));
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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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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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// Liez la vue de rendu et le tampon de profondeur <20> la pipeline de rendu de sortie.
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m_deviceContext->OMSetRenderTargets(1, &m_renderTargetView, m_depthStencilView);
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return true;
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}
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IDXGISwapChain* D3DClass::GetSwapChain()
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{
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return m_swapChain;
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}
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void D3DClass::ResizeSwapChain(int newWidth, int newHeight)
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{
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HRESULT result;
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// Release existing DirectX resources
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m_renderTargetView->Release();
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m_depthStencilBuffer->Release();
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// Resize the swap chain
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m_swapChain->ResizeBuffers(0, newWidth, newHeight, DXGI_FORMAT_UNKNOWN, 0);
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if (FAILED(m_swapChain))
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{
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MessageBox(NULL, L"Failed to resize swap chain buffers", L"Error", MB_OK);
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return;
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}
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// Recreate the render target view
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ID3D11Texture2D* backBuffer;
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m_swapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&backBuffer);
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m_device->CreateRenderTargetView(backBuffer, NULL, &m_renderTargetView);
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@@ -638,13 +561,38 @@ void D3DClass::ResizeSwapChain(int newWidth, int newHeight)
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depthStencilViewDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
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depthStencilViewDesc.Texture2D.MipSlice = 0;
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// Other depthStencilDesc settings...
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m_device->CreateTexture2D(&depthBufferDesc, NULL, &m_depthStencilBuffer);
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m_device->CreateDepthStencilView(m_depthStencilBuffer, &depthStencilViewDesc, &m_depthStencilView);
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// Set the new render target and depth/stencil views for rendering
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m_deviceContext->OMSetRenderTargets(1, &m_renderTargetView, m_depthStencilView);
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}
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IDXGISwapChain* D3DClass::GetSwapChain()
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{
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return m_swapChain;
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}
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void D3DClass::ResizeSwapChain(int newWidth, int newHeight)
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{
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HRESULT result;
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// Release existing DirectX resources
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ReleaseResources();
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m_deviceContext->Flush();
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// Resize the swap chain
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result = m_swapChain->ResizeBuffers(0, newWidth, newHeight, DXGI_FORMAT_UNKNOWN, 0);
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if (FAILED(result))
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{
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MessageBox(NULL, L"Failed to resize the swap chain.", L"Error", MB_OK);
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return;
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}
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// Reset the resources
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ResetResources(newWidth, newHeight);
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// Update the viewport
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m_viewport.Width = static_cast<float>(newWidth);
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m_viewport.Height = static_cast<float>(newHeight);
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