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Direct3dWidget.cpp
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Direct3dWidget.cpp
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// (C) 2011, Andrew Tomazos <andrew@tomazos.com>.
#include "Direct3dWidget.h"
#include <QtCore/QTimer>
#include "Engine.h"
Direct3dWidget::Direct3dWidget(QWidget *parent)
: QWidget(parent)
, m_pEngine(0)
{
setUpdatesEnabled(false);
}
void Direct3dWidget::resizeEvent(QResizeEvent*)
{
if (m_pEngine)
{
m_pEngine->resize();
}
}
//class D3D
//{
//public:
// ID3D11Device* g_pd3dDevice;
// ID3D11DeviceContext* g_pImmediateContext;
// IDXGISwapChain* g_pSwapChain;
// ID3D11RenderTargetView* g_pRenderTargetView;
// ID3D11VertexShader* g_pVertexShader;
// ID3D11PixelShader* g_pPixelShader;
// ID3D11InputLayout* g_pVertexLayout;
// ID3D11Buffer* g_pVertexBuffer;
// D3D_FEATURE_LEVEL g_featureLevel;
// D3D()
// : g_pd3dDevice(0)
// , g_pImmediateContext(0)
// , g_pSwapChain(0)
// , g_pRenderTargetView(0)
// , g_pVertexShader(0)
// , g_pPixelShader(0)
// , g_pVertexLayout(0)
// , g_pVertexBuffer(0)
// , g_featureLevel(D3D_FEATURE_LEVEL_11_0)
// {}
// struct SimpleVertex
// {
// XMFLOAT3 Pos;
// };
// //--------------------------------------------------------------------------------------
// // Helper for compiling shaders with D3DX11
// //--------------------------------------------------------------------------------------
// HRESULT CompileShaderFromFile( WCHAR* szFileName, LPCSTR szEntryPoint, LPCSTR szShaderModel, ID3DBlob** ppBlobOut )
// {
// HRESULT hr = S_OK;
// DWORD dwShaderFlags = D3DCOMPILE_ENABLE_STRICTNESS;
// #if defined( DEBUG ) || defined( _DEBUG )
// // Set the D3DCOMPILE_DEBUG flag to embed debug information in the shaders.
// // Setting this flag improves the shader debugging experience, but still allows
// // the shaders to be optimized and to run exactly the way they will run in
// // the release configuration of this program.
// dwShaderFlags |= D3DCOMPILE_DEBUG;
// #endif
// ID3DBlob* pErrorBlob;
// hr = D3DX11CompileFromFile( szFileName, NULL, NULL, szEntryPoint, szShaderModel,
// dwShaderFlags, 0, NULL, ppBlobOut, &pErrorBlob, NULL );
// if( FAILED(hr) )
// {
// if( pErrorBlob != NULL )
// OutputDebugStringA( (char*)pErrorBlob->GetBufferPointer() );
// if( pErrorBlob ) pErrorBlob->Release();
// return hr;
// }
// if( pErrorBlob ) pErrorBlob->Release();
// return S_OK;
// }
// HRESULT InitDevice(HWND hWnd)
// {
// HRESULT hr = S_OK;
// RECT rc;
// GetClientRect( hWnd, &rc );
// UINT width = rc.right - rc.left;
// UINT height = rc.bottom - rc.top;
// UINT createDeviceFlags = 0;
// #ifdef _DEBUG
// createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
// #endif
// D3D_FEATURE_LEVEL featureLevels[] =
// {
// D3D_FEATURE_LEVEL_11_0,
// D3D_FEATURE_LEVEL_10_1,
// D3D_FEATURE_LEVEL_10_0,
// };
// UINT numFeatureLevels = ARRAYSIZE( featureLevels );
// 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 = hWnd;
// sd.SampleDesc.Count = 1;
// sd.SampleDesc.Quality = 0;
// sd.Windowed = TRUE;
// hr = D3D11CreateDeviceAndSwapChain( NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, featureLevels, numFeatureLevels,
// D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &g_featureLevel, &g_pImmediateContext );
// if( FAILED( hr ) )
// return hr;
// // Create a render target view
// ID3D11Texture2D* pBackBuffer = NULL;
// hr = g_pSwapChain->GetBuffer( 0, __uuidof( ID3D11Texture2D ), ( LPVOID* )&pBackBuffer );
// if( FAILED( hr ) )
// return hr;
// hr = g_pd3dDevice->CreateRenderTargetView( pBackBuffer, NULL, &g_pRenderTargetView );
// pBackBuffer->Release();
// if( FAILED( hr ) )
// return hr;
// g_pImmediateContext->OMSetRenderTargets( 1, &g_pRenderTargetView, NULL );
// // Setup the viewport
// D3D11_VIEWPORT vp;
// vp.Width = (FLOAT)width;
// vp.Height = (FLOAT)height;
// vp.MinDepth = 0.0f;
// vp.MaxDepth = 1.0f;
// vp.TopLeftX = 0;
// vp.TopLeftY = 0;
// g_pImmediateContext->RSSetViewports( 1, &vp );
// // Compile the vertex shader
// ID3DBlob* pVSBlob = NULL;
// hr = CompileShaderFromFile( L"Tutorial02.fx", "VS", "vs_4_0", &pVSBlob );
// if( FAILED( hr ) )
// {
// MessageBox( NULL,
// L"The FX file cannot be compiled. Please run this executable from the directory that contains the FX file.", L"Error", MB_OK );
// return hr;
// }
// // Create the vertex shader
// hr = g_pd3dDevice->CreateVertexShader( pVSBlob->GetBufferPointer(), pVSBlob->GetBufferSize(), NULL, &g_pVertexShader );
// if( FAILED( hr ) )
// {
// pVSBlob->Release();
// return hr;
// }
// // Define the input layout
// D3D11_INPUT_ELEMENT_DESC layout[] =
// {
// { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
// };
// UINT numElements = ARRAYSIZE( layout );
// // Create the input layout
// hr = g_pd3dDevice->CreateInputLayout( layout, numElements, pVSBlob->GetBufferPointer(),
// pVSBlob->GetBufferSize(), &g_pVertexLayout );
// pVSBlob->Release();
// if( FAILED( hr ) )
// return hr;
// // Set the input layout
// g_pImmediateContext->IASetInputLayout( g_pVertexLayout );
// // Compile the pixel shader
// ID3DBlob* pPSBlob = NULL;
// hr = CompileShaderFromFile( L"Tutorial02.fx", "PS", "ps_4_0", &pPSBlob );
// if( FAILED( hr ) )
// {
// MessageBox( NULL,
// L"The FX file cannot be compiled. Please run this executable from the directory that contains the FX file.", L"Error", MB_OK );
// return hr;
// }
// // Create the pixel shader
// hr = g_pd3dDevice->CreatePixelShader( pPSBlob->GetBufferPointer(), pPSBlob->GetBufferSize(), NULL, &g_pPixelShader );
// pPSBlob->Release();
// if( FAILED( hr ) )
// return hr;
// // Create vertex buffer
// SimpleVertex vertices[] =
// {
// XMFLOAT3( 0.0f, 0.5f, 0.5f ),
// XMFLOAT3( 0.5f, -0.5f, 0.5f ),
// XMFLOAT3( -0.5f, -0.5f, 0.5f ),
// };
// D3D11_BUFFER_DESC bd;
// ZeroMemory( &bd, sizeof(bd) );
// bd.Usage = D3D11_USAGE_DEFAULT;
// bd.ByteWidth = sizeof( SimpleVertex ) * 3;
// bd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
// bd.CPUAccessFlags = 0;
// D3D11_SUBRESOURCE_DATA InitData;
// ZeroMemory( &InitData, sizeof(InitData) );
// InitData.pSysMem = vertices;
// hr = g_pd3dDevice->CreateBuffer( &bd, &InitData, &g_pVertexBuffer );
// if( FAILED( hr ) )
// return hr;
// // Set vertex buffer
// UINT stride = sizeof( SimpleVertex );
// UINT offset = 0;
// g_pImmediateContext->IASetVertexBuffers( 0, 1, &g_pVertexBuffer, &stride, &offset );
// // Set primitive topology
// g_pImmediateContext->IASetPrimitiveTopology( D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST );
// return S_OK;
// }
// void Render()
// {
// // Clear the back buffer
// float ClearColor[4] = { 0.0f, 0.125f, 0.3f, 1.0f }; // red,green,blue,alpha
// g_pImmediateContext->ClearRenderTargetView( g_pRenderTargetView, ClearColor );
// // Render a triangle
// g_pImmediateContext->VSSetShader( g_pVertexShader, NULL, 0 );
// g_pImmediateContext->PSSetShader( g_pPixelShader, NULL, 0 );
// g_pImmediateContext->Draw( 3, 0 );
// // Present the information rendered to the back buffer to the front buffer (the screen)
// g_pSwapChain->Present( 0, 0 );
// }
//};
// IDXGIFactory1* pFactory(0);
// HRESULT hr = CreateDXGIFactory1(__uuidof(IDXGIFactory1), (void**) &pFactory);
// if (FAILED(hr))
// {
// log.log(stringify(hr));
// }
// else
// {
// UINT i = 0;
// IDXGIAdapter1 * pAdapter;
// while(pFactory->EnumAdapters1(i, &pAdapter) != DXGI_ERROR_NOT_FOUND)
// {
// DXGI_ADAPTER_DESC1 desc;
// HRESULT hr2 = pAdapter->GetDesc1(&desc);
// if (FAILED(hr2))
// {
// log.log(stringify(hr2));
// }
// log.log(QString::fromWCharArray(desc.Description));
// UINT j = 0;
// IDXGIOutput* pOutput(0);
// while(pAdapter->EnumOutputs(j, &pOutput) != DXGI_ERROR_NOT_FOUND)
// {
// DXGI_OUTPUT_DESC desc2;
// HRESULT hr3 = pOutput->GetDesc(&desc2);
// if (FAILED(hr3))
// {
// log.log(stringify(hr3));
// }
// log.log(QString::fromWCharArray(desc2.DeviceName));
// pOutput->Release();
// j++;
// }
// pAdapter->Release();
// ++i;
// }
// }
// if (pFactory)
// pFactory->Release();