[ dontoo @ 05.03.2010. 12:33 ] @
Čitam knjigu Intro to 3D Game Programming with DirectX 10 i tamo u prvom primjeru( gdje incijaliziramo device) piše da svaki put kad resajzamo window moramo ponovno kreirati swap chain, set viewport... itd. Ali također proučavam i Directx SDK tutorijale i tamo to ne spominju niti rade ( bar ne u početnim primjerima koje čitam ). Ovo je primjer iz SDK tutorijala gdje samo jednom funkcijom InitDevice() inicijaliziraju device. Ispod se nalazi primjer iz knjige gdje na case WM_SIZE: u msgProc() procedruri za hvatanje događaje autor knjge poziva funkciju OnResize() koja radi isto što i InitDevice() funkcija is SDK tutorijala samo što se ova funkcija poziva svaki put kad resajzamo prozor. Dali mi možete to malo pojasnit, dali trebam rekreirat device svaki put kad resajzam prozor (kao u knjizi ) ili da radim kao u SDK tutorijalima. Ili sam ja sve krivo skopčao. Code: //-------------------------------------------------------------------------------------- // File: Tutorial01.cpp // // This application demonstrates creating a Direct3D 10 device // // Copyright (c) Microsoft Corporation. All rights reserved. //-------------------------------------------------------------------------------------- #include <windows.h> #include <d3d10.h> #include <d3dx10.h> #include "resource.h" //-------------------------------------------------------------------------------------- // Global Variables //-------------------------------------------------------------------------------------- HINSTANCE g_hInst = NULL; HWND g_hWnd = NULL; D3D10_DRIVER_TYPE g_driverType = D3D10_DRIVER_TYPE_NULL; ID3D10Device* g_pd3dDevice = NULL; IDXGISwapChain* g_pSwapChain = NULL; ID3D10RenderTargetView* g_pRenderTargetView = NULL; //-------------------------------------------------------------------------------------- // Forward declarations //-------------------------------------------------------------------------------------- HRESULT InitWindow( HINSTANCE hInstance, int nCmdShow ); HRESULT InitDevice(); void CleanupDevice(); LRESULT CALLBACK WndProc( HWND, UINT, WPARAM, LPARAM ); void Render(); //-------------------------------------------------------------------------------------- // Entry point to the program. Initializes everything and goes into a message processing // loop. Idle time is used to render the scene. //-------------------------------------------------------------------------------------- int WINAPI wWinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance, LPWSTR lpCmdLine, int nCmdShow ) { if( FAILED( InitWindow( hInstance, nCmdShow ) ) ) return 0; // Main message loop MSG msg = {0}; while( WM_QUIT != msg.message ) { if( PeekMessage( &msg, NULL, 0, 0, PM_REMOVE ) ) { TranslateMessage( &msg ); DispatchMessage( &msg ); } else { Render(); } } CleanupDevice(); return ( int )msg.wParam; } //-------------------------------------------------------------------------------------- // Register class and create window //-------------------------------------------------------------------------------------- HRESULT InitWindow( HINSTANCE hInstance, int nCmdShow ) { // Register class WNDCLASSEX wcex; wcex.cbSize = sizeof( WNDCLASSEX ); wcex.style = CS_HREDRAW | CS_VREDRAW; wcex.lpfnWndProc = WndProc; wcex.cbClsExtra = 0; wcex.cbWndExtra = 0; wcex.hInstance = hInstance; wcex.hIcon = LoadIcon( hInstance, ( LPCTSTR )IDI_TUTORIAL1 ); wcex.hCursor = LoadCursor( NULL, IDC_ARROW ); wcex.hbrBackground = ( HBRUSH )( COLOR_WINDOW + 1 ); wcex.lpszMenuName = NULL; wcex.lpszClassName = L"TutorialWindowClass"; wcex.hIconSm = LoadIcon( wcex.hInstance, ( LPCTSTR )IDI_TUTORIAL1 ); if( !RegisterClassEx( &wcex ) ) return E_FAIL; // Create window g_hInst = hInstance; RECT rc = { 0, 0, 640, 480 }; AdjustWindowRect( &rc, WS_OVERLAPPEDWINDOW, FALSE ); g_hWnd = CreateWindow( L"TutorialWindowClass", L"Direct3D 10 Tutorial 1: Direct3D 10 Basics", WS_OVERLAPPEDWINDOW, CW_USEDEFAULT, CW_USEDEFAULT, rc.right - rc.left, rc.bottom - rc.top, NULL, NULL, hInstance, NULL ); if( !g_hWnd ) return E_FAIL; ShowWindow( g_hWnd, nCmdShow ); return S_OK; } //-------------------------------------------------------------------------------------- // Called every time the application receives a message //-------------------------------------------------------------------------------------- LRESULT CALLBACK WndProc( HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam ) { PAINTSTRUCT ps; HDC hdc; switch( message ) { case WM_PAINT: hdc = BeginPaint( hWnd, &ps ); EndPaint( hWnd, &ps ); break; case WM_DESTROY: PostQuitMessage( 0 ); break; default: return DefWindowProc( hWnd, message, wParam, lParam ); } return 0; } //-------------------------------------------------------------------------------------- // Create Direct3D device and swap chain //-------------------------------------------------------------------------------------- HRESULT InitDevice() { HRESULT hr = S_OK;; RECT rc; GetClientRect( g_hWnd, &rc ); UINT width = rc.right - rc.left; UINT height = rc.bottom - rc.top; UINT createDeviceFlags = 0; #ifdef _DEBUG createDeviceFlags |= D3D10_CREATE_DEVICE_DEBUG; #endif D3D10_DRIVER_TYPE driverTypes[] = { D3D10_DRIVER_TYPE_HARDWARE, D3D10_DRIVER_TYPE_REFERENCE, }; UINT numDriverTypes = sizeof( driverTypes ) / sizeof( driverTypes[0] ); DXGI_SWAP_CHAIN_DESC sd; ZeroMemory( &sd, sizeof( sd ) ); sd.BufferCount = 1; sd.BufferDesc.Width = width; sd.BufferDesc.Height = height; sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; sd.BufferDesc.RefreshRate.Numerator = 60; sd.BufferDesc.RefreshRate.Denominator = 1; sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; sd.OutputWindow = g_hWnd; sd.SampleDesc.Count = 1; sd.SampleDesc.Quality = 0; sd.Windowed = TRUE; for( UINT driverTypeIndex = 0; driverTypeIndex < numDriverTypes; driverTypeIndex++ ) { g_driverType = driverTypes[driverTypeIndex]; hr = D3D10CreateDeviceAndSwapChain( NULL, g_driverType, NULL, createDeviceFlags, D3D10_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice ); if( SUCCEEDED( hr ) ) break; } if( FAILED( hr ) ) return hr; // Create a render target view ID3D10Texture2D* pBackBuffer; hr = g_pSwapChain->GetBuffer( 0, __uuidof( ID3D10Texture2D ), ( LPVOID* )&pBackBuffer ); if( FAILED( hr ) ) return hr; hr = g_pd3dDevice->CreateRenderTargetView( pBackBuffer, NULL, &g_pRenderTargetView ); pBackBuffer->Release(); if( FAILED( hr ) ) return hr; g_pd3dDevice->OMSetRenderTargets( 1, &g_pRenderTargetView, NULL ); // Setup the viewport D3D10_VIEWPORT vp; vp.Width = width; vp.Height = height; vp.MinDepth = 0.0f; vp.MaxDepth = 1.0f; vp.TopLeftX = 0; vp.TopLeftY = 0; g_pd3dDevice->RSSetViewports( 1, &vp ); return S_OK; } //-------------------------------------------------------------------------------------- // Render the frame //-------------------------------------------------------------------------------------- void Render() { // Just clear the backbuffer float ClearColor[4] = { 0.0f, 0.125f, 0.3f, 1.0f }; //red,green,blue,alpha g_pd3dDevice->ClearRenderTargetView( g_pRenderTargetView, ClearColor ); g_pSwapChain->Present( 0, 0 ); } //-------------------------------------------------------------------------------------- // Clean up the objects we've created //-------------------------------------------------------------------------------------- void CleanupDevice() { if( g_pd3dDevice ) g_pd3dDevice->ClearState(); if( g_pRenderTargetView ) g_pRenderTargetView->Release(); if( g_pSwapChain ) g_pSwapChain->Release(); if( g_pd3dDevice ) g_pd3dDevice->Release(); } Primjer iz knjige Code: // WM_SIZE is sent when the user resizes the window. case WM_SIZE: // Save the new client area dimensions. mClientWidth = LOWORD(lParam); mClientHeight = HIWORD(lParam); if( md3dDevice ) { if( wParam == SIZE_MINIMIZED ) { mAppPaused = true; mMinimized = true; mMaximized = false; } else if( wParam == SIZE_MAXIMIZED ) { mAppPaused = false; mMinimized = false; mMaximized = true; onResize(); } else if( wParam == SIZE_RESTORED ) { // Restoring from minimized state? if( mMinimized ) { mAppPaused = false; mMinimized = false; onResize(); } // Restoring from maximized state? else if( mMaximized ) { mAppPaused = false; mMaximized = false; onResize(); } else if( mResizing ) { // 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 mSwapChain->SetFullscreenState. { onResize(); } } } ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void D3DApp::onResize() { // Release the old views, as they hold references to the buffers we // will be destroying. Also release the old depth/stencil buffer. ReleaseCOM(mRenderTargetView); ReleaseCOM(mDepthStencilView); ReleaseCOM(mDepthStencilBuffer); // Resize the swap chain and recreate the render target view. HR(mSwapChain->ResizeBuffers(1, mClientWidth, mClientHeight, DXGI_FORMAT_R8G8B8A8_UNORM, 0)); ID3D10Texture2D* backBuffer; HR(mSwapChain->GetBuffer(0, __uuidof(ID3D10Texture2D), reinterpret_cast<void**>(&backBuffer))); HR(md3dDevice->CreateRenderTargetView(backBuffer, 0, &mRenderTargetView)); ReleaseCOM(backBuffer); // Create the depth/stencil buffer and view. D3D10_TEXTURE2D_DESC depthStencilDesc; depthStencilDesc.Width = mClientWidth; depthStencilDesc.Height = mClientHeight; depthStencilDesc.MipLevels = 1; depthStencilDesc.ArraySize = 1; depthStencilDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT; depthStencilDesc.SampleDesc.Count = 1; // multisampling must match depthStencilDesc.SampleDesc.Quality = 0; // swap chain values. depthStencilDesc.Usage = D3D10_USAGE_DEFAULT; depthStencilDesc.BindFlags = D3D10_BIND_DEPTH_STENCIL; depthStencilDesc.CPUAccessFlags = 0; depthStencilDesc.MiscFlags = 0; HR(md3dDevice->CreateTexture2D(&depthStencilDesc, 0, &mDepthStencilBuffer)); HR(md3dDevice->CreateDepthStencilView(mDepthStencilBuffer, 0, &mDepthStencilView)); // Bind the render target view and depth/stencil view to the pipeline. md3dDevice->OMSetRenderTargets(1, &mRenderTargetView, mDepthStencilView); // Set the viewport transform. D3D10_VIEWPORT vp; vp.TopLeftX = 0; vp.TopLeftY = 0; vp.Width = mClientWidth; vp.Height = mClientHeight; vp.MinDepth = 0.0f; vp.MaxDepth = 1.0f; md3dDevice->RSSetViewports(1, &vp); } |