Render Targets
How can i set up multiple render targets and display the content of only 1 target? Edit 1: I am able to add multiple targets, but when i set my target as texture, then i am only getting the background color in it.I am not able to get the image details.| //Include and link appropriate libraries and headers// #pragma comment(lib, "d3d11.lib") #pragma comment(lib, "d3dx11.lib") #pragma comment(lib, "d3dx10.lib") #include <windows.h> #include <d3d11.h> #include <d3dx11.h> #include <d3dx10.h> #include <xnamath.h> //Global Declarations - Interfaces// IDXGISwapChain* SwapChain; ID3D11Device* d3d11Device; ID3D11DeviceContext* d3d11DevCon; ID3D11RenderTargetView* renderTargetView; ID3D11Buffer* triangleVertBuffer; ID3D11Buffer* triangleVertBuffer2; ID3D11VertexShader* VS; ID3D11PixelShader* PS; ID3D10Blob* VS_Buffer; ID3D10Blob* PS_Buffer; ID3D11InputLayout* vertLayout; //Global Declarations - Others// LPCTSTR WndClassName = L"firstwindow"; HWND hwnd = NULL; HRESULT hr; const int Width = 800; const int Height = 600; //Function Prototypes// bool InitializeDirect3d11App(HINSTANCE hInstance); void CleanUp(); bool InitScene(); void UpdateScene(); void DrawScene(); bool InitializeWindow(HINSTANCE hInstance, int ShowWnd, int width, int height, bool windowed); int messageloop(); LRESULT CALLBACK WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); ///////////////**************new**************//////////////////// //Vertex Structure and Vertex Layout (Input Layout)// struct Vertex //Overloaded Vertex Structure { Vertex() {} Vertex(float x, float y, float z, float cr, float cg, float cb, float ca) : pos(x, y, z), color(cr, cg, cb, ca) {} XMFLOAT3 pos; XMFLOAT4 color; }; ID3D11Texture2D* renderTargetTextureMap; ID3D11RenderTargetView* renderTargetViewMap; ID3D11ShaderResourceView* shaderResourceViewMap; ID3D11SamplerState* CubesTexSamplerState; ID3D11Buffer *d2dIndexBuffer; ID3D11Buffer *d2dIndexBuffer2; D3D11_TEXTURE2D_DESC textureDesc; D3D11_RENDER_TARGET_VIEW_DESC renderTargetViewDesc; D3D11_SHADER_RESOURCE_VIEW_DESC shaderResourceViewDesc; D3D11_INPUT_ELEMENT_DESC layout[] = { { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }, { "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 }, }; UINT numElements = ARRAYSIZE(layout); ///////////////**************new**************//////////////////// int WINAPI WinMain(HINSTANCE hInstance, //Main windows function HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nShowCmd) { if (!InitializeWindow(hInstance, nShowCmd, Width, Height, true)) { MessageBox(0, L"Window Initialization - Failed", L"Error", MB_OK); return 0; } if (!InitializeDirect3d11App(hInstance)) //Initialize Direct3D { MessageBox(0, L"Direct3D Initialization - Failed", L"Error", MB_OK); return 0; } if (!InitScene()) //Initialize our scene { MessageBox(0, L"Scene Initialization - Failed", L"Error", MB_OK); return 0; } messageloop(); CleanUp(); return 0; } bool InitializeWindow(HINSTANCE hInstance, int ShowWnd, int width, int height, bool windowed) { typedef struct _WNDCLASS { UINT cbSize; UINT style; WNDPROC lpfnWndProc; int cbClsExtra; int cbWndExtra; HANDLE hInstance; HICON hIcon; HCURSOR hCursor; HBRUSH hbrBackground; LPCTSTR lpszMenuName; LPCTSTR lpszClassName; } WNDCLASS; WNDCLASSEX wc; wc.cbSize = sizeof(WNDCLASSEX); wc.style = CS_HREDRAW | CS_VREDRAW; wc.lpfnWndProc = WndProc; wc.cbClsExtra = NULL; wc.cbWndExtra = NULL; wc.hInstance = hInstance; wc.hIcon = LoadIcon(NULL, IDI_APPLICATION); wc.hCursor = LoadCursor(NULL, IDC_ARROW); wc.hbrBackground = (HBRUSH)(COLOR_WINDOW + 2); wc.lpszMenuName = NULL; wc.lpszClassName = WndClassName; wc.hIconSm = LoadIcon(NULL, IDI_APPLICATION); if (!RegisterClassEx(&wc)) { MessageBox(NULL, L"Error registering class", L"Error", MB_OK | MB_ICONERROR); return 1; } hwnd = CreateWindowEx( NULL, WndClassName, L"Lesson 4 - Begin Drawing", WS_OVERLAPPEDWINDOW, CW_USEDEFAULT, CW_USEDEFAULT, width, height, NULL, NULL, hInstance, NULL ); if (!hwnd) { MessageBox(NULL, L"Error creating window", L"Error", MB_OK | MB_ICONERROR); return 1; } ShowWindow(hwnd, ShowWnd); UpdateWindow(hwnd); return true; } bool InitializeDirect3d11App(HINSTANCE hInstance) { //Describe our Buffer DXGI_MODE_DESC bufferDesc; ZeroMemory(&bufferDesc, sizeof(DXGI_MODE_DESC)); bufferDesc.Width = Width; bufferDesc.Height = Height; bufferDesc.RefreshRate.Numerator = 60; bufferDesc.RefreshRate.Denominator = 1; bufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; bufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED; bufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED; //Describe our SwapChain DXGI_SWAP_CHAIN_DESC swapChainDesc; ZeroMemory(&swapChainDesc, sizeof(DXGI_SWAP_CHAIN_DESC)); swapChainDesc.BufferDesc = bufferDesc; swapChainDesc.SampleDesc.Count = 1; swapChainDesc.SampleDesc.Quality = 0; swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; swapChainDesc.BufferCount = 1; swapChainDesc.OutputWindow = hwnd; swapChainDesc.Windowed = TRUE; swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD; //Create our SwapChain hr = D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, NULL, NULL, NULL, D3D11_SDK_VERSION, &swapChainDesc, &SwapChain, &d3d11Device, NULL, &d3d11DevCon); //Create our BackBuffer ID3D11Texture2D* BackBuffer; hr = SwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (void**)&BackBuffer); //Create our Render Target hr = d3d11Device->CreateRenderTargetView(BackBuffer, NULL, &renderTargetView); BackBuffer->Release(); ////////////////////////////////////////////////////////////////////////EXPERIMENT AREA////////////////////////////////////////////////////////////////////////////////////// ZeroMemory(&textureDesc, sizeof(textureDesc)); // Setup the texture description. // We will have our map be a square // We will need to have this texture bound as a render target AND a shader resource textureDesc.Width = Width/2; textureDesc.Height = Height/2; textureDesc.MipLevels = 1; textureDesc.ArraySize = 1; textureDesc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT; textureDesc.SampleDesc.Count = 1; textureDesc.SampleDesc.Quality = 0; textureDesc.Usage = D3D11_USAGE_DEFAULT; textureDesc.BindFlags = D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE; textureDesc.CPUAccessFlags = 0; textureDesc.MiscFlags = 0; d3d11Device->CreateTexture2D(&textureDesc, NULL, &renderTargetTextureMap); // Setup the description of the render target view. renderTargetViewDesc.Format = textureDesc.Format; renderTargetViewDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D; renderTargetViewDesc.Texture2D.MipSlice = 0; // Create the render target view. d3d11Device->CreateRenderTargetView(renderTargetTextureMap, &renderTargetViewDesc, &renderTargetViewMap); /////////////////////// Map's Shader Resource View // Setup the description of the shader resource view. shaderResourceViewDesc.Format = textureDesc.Format; shaderResourceViewDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D; shaderResourceViewDesc.Texture2D.MostDetailedMip = 0; shaderResourceViewDesc.Texture2D.MipLevels = 1; // Create the shader resource view. d3d11Device->CreateShaderResourceView(renderTargetTextureMap, &shaderResourceViewDesc, &shaderResourceViewMap); d3d11DevCon->OMSetRenderTargets(1, &renderTargetViewMap, NULL); /*float bgColor[4] = { 0.0f, 0.0f,0.0f, 1.0f }; d3d11DevCon->ClearRenderTargetView(renderTargetViewMap, bgColor);*/ //d3d11DevCon->OMSetRenderTargets(1, &renderTargetView, NULL); return true; } void CleanUp() { //Release the COM Objects we created SwapChain->Release(); d3d11Device->Release(); d3d11DevCon->Release(); renderTargetView->Release(); triangleVertBuffer->Release(); VS->Release(); PS->Release(); VS_Buffer->Release(); PS_Buffer->Release(); vertLayout->Release(); } bool InitScene() { //Compile Shaders from shader file hr = D3DX11CompileFromFile(L"Effect.fx", 0, 0, "VS", "vs_5_0", 0, 0, 0, &VS_Buffer, 0, 0); hr = D3DX11CompileFromFile(L"Effect.fx", 0, 0, "PS", "ps_5_0", 0, 0, 0, &PS_Buffer, 0, 0); //Create the Shader Objects hr = d3d11Device->CreateVertexShader(VS_Buffer->GetBufferPointer(), VS_Buffer->GetBufferSize(), NULL, &VS); hr = d3d11Device->CreatePixelShader(PS_Buffer->GetBufferPointer(), PS_Buffer->GetBufferSize(), NULL, &PS); //Set Vertex and Pixel Shaders d3d11DevCon->VSSetShader(VS, 0, 0); d3d11DevCon->PSSetShader(PS, 0, 0); //Create the Input Layout hr = d3d11Device->CreateInputLayout(layout, numElements, VS_Buffer->GetBufferPointer(), VS_Buffer->GetBufferSize(), &vertLayout); //Set the Input Layout d3d11DevCon->IASetInputLayout(vertLayout); //Set Primitive Topology d3d11DevCon->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); //Create the Viewport D3D11_VIEWPORT viewport; ZeroMemory(&viewport, sizeof(D3D11_VIEWPORT)); viewport.TopLeftX = 0; viewport.TopLeftY = 0; viewport.Width = 800; viewport.Height = 600; //Set the Viewport d3d11DevCon->RSSetViewports(1, &viewport); ////////////////***********************First Texture Vertex Buffer *******************************///////////////////////////// //Create the vertex buffer Vertex v[] = { Vertex(-0.5f, -0.5f, 0.0f, 0.0f,0.0f,1.0f, 1.0f), Vertex(-0.5f, 0.5f, 0.0f, 0.0f,0.0f,1.0f, 1.0f), Vertex(0.5f, 0.5f, 0.0f,0.0f, 0.0f,1.0f, 1.0f), Vertex(0.5f, -0.5f, 0.0f, 0.0f,0.0f, 1.0f, 1.0f), }; DWORD indices[] = { // Front Face 0, 1, 3, 1, 2, 3, }; D3D11_BUFFER_DESC indexBufferDesc; ZeroMemory(&indexBufferDesc, sizeof(indexBufferDesc)); indexBufferDesc.Usage = D3D11_USAGE_DEFAULT; indexBufferDesc.ByteWidth = sizeof(DWORD) * 2 * 3; indexBufferDesc.BindFlags = D3D11_BIND_INDEX_BUFFER; indexBufferDesc.CPUAccessFlags = 0; indexBufferDesc.MiscFlags = 0; D3D11_SUBRESOURCE_DATA iinitData; iinitData.pSysMem = indices; d3d11Device->CreateBuffer(&indexBufferDesc, &iinitData, &d2dIndexBuffer); D3D11_BUFFER_DESC vertexBufferDesc; ZeroMemory(&vertexBufferDesc, sizeof(vertexBufferDesc)); vertexBufferDesc.Usage = D3D11_USAGE_DEFAULT; vertexBufferDesc.ByteWidth = sizeof(Vertex) * 4; vertexBufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER; vertexBufferDesc.CPUAccessFlags = 0; vertexBufferDesc.MiscFlags = 0; D3D11_SUBRESOURCE_DATA vertexBufferData; ZeroMemory(&vertexBufferData, sizeof(vertexBufferData)); vertexBufferData.pSysMem = v; hr = d3d11Device->CreateBuffer(&vertexBufferDesc, &vertexBufferData, &triangleVertBuffer); ////////////////////////////////////////////////////// Second Vertex. Vertex v2[] = { // positions // colors // texture coords Vertex(1.0f, 1.0f, 0.0f,0.0f,1.0f,0.0f,1.0f), // top right Vertex(1.0f,0.0f, 0.0f,0.0f,1.0f,0.0f,1.0f), // bottom right Vertex(0.0f,0.0f, 0.0f,0.0f,1.0f,0.0f,1.0f), // bottom left Vertex(0.0f, 1.0, 0.0f,0.0f, 1.0f,0.0f,1.0f) // top left }; DWORD indices2[] = { // Front Face 0, 1, 2, 0, 2, 3, }; D3D11_BUFFER_DESC indexBufferDesc2; ZeroMemory(&indexBufferDesc2, sizeof(indexBufferDesc2)); indexBufferDesc2.Usage = D3D11_USAGE_DEFAULT; indexBufferDesc2.ByteWidth = sizeof(DWORD) * 2 * 3; indexBufferDesc2.BindFlags = D3D11_BIND_INDEX_BUFFER; indexBufferDesc2.CPUAccessFlags = 0; indexBufferDesc2.MiscFlags = 0; D3D11_SUBRESOURCE_DATA iinitData2; iinitData2.pSysMem = indices2; d3d11Device->CreateBuffer(&indexBufferDesc2, &iinitData2, &d2dIndexBuffer2); D3D11_BUFFER_DESC vertexBufferDesc2; ZeroMemory(&vertexBufferDesc2, sizeof(vertexBufferDesc2)); vertexBufferDesc2.Usage = D3D11_USAGE_DEFAULT; vertexBufferDesc2.ByteWidth = sizeof(Vertex) * 4; vertexBufferDesc2.BindFlags = D3D11_BIND_VERTEX_BUFFER; vertexBufferDesc2.CPUAccessFlags = 0; vertexBufferDesc2.MiscFlags = 0; D3D11_SUBRESOURCE_DATA vertexBufferData2; ZeroMemory(&vertexBufferData2, sizeof(vertexBufferData2)); vertexBufferData2.pSysMem = v2; hr = d3d11Device->CreateBuffer(&vertexBufferDesc2, &vertexBufferData2, &triangleVertBuffer2); UINT stride = sizeof(Vertex); UINT offset = 0; //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// return true; } void UpdateScene() { } void DrawScene() { //////////////////////////////////////// CLEAR RENDER TARGET /////////////////////////////////////////////////////////// //d3d11DevCon->OMSetRenderTargets(1, &renderTargetViewMap, NULL); //float bgColor[4] = { 0.0f, 1.0f,0.0f, 1.0f }; //d3d11DevCon->ClearRenderTargetView(renderTargetViewMap, bgColor); float bgColor2[4] = { 0.0f, 1.0f, 0.0f, 1.0f }; ////////////////////////////////////////////////Buffer 1/////////////////////////////////////////////////////////////// //Set the vertex buffer UINT stride = sizeof(Vertex); UINT offset = 0; ///////////////////////////////////////////////////////////Buffer 2////////////////////////////////////////////////////////////////// d3d11DevCon->IASetIndexBuffer(d2dIndexBuffer, DXGI_FORMAT_R32_UINT, 0); d3d11DevCon->IASetVertexBuffers(0, 1, &triangleVertBuffer, &stride, &offset); ////Draw the triangle d3d11DevCon->DrawIndexed(6, 0, 0); //////////////////////////////////////////// d3d11DevCon->OMSetRenderTargets(1, &renderTargetView, NULL); d3d11DevCon->PSSetShaderResources(0, 1, &shaderResourceViewMap); //d3d11DevCon->ClearRenderTargetView(renderTargetView, bgColor2); d3d11DevCon->IASetIndexBuffer(d2dIndexBuffer2, DXGI_FORMAT_R32_UINT, 0); d3d11DevCon->IASetVertexBuffers(0, 1, &triangleVertBuffer2, &stride, &offset); ////Draw the triangle d3d11DevCon->DrawIndexed(6, 0, 0); //Present the backbuffer to the screen SwapChain->Present(0, 0); } int messageloop() { MSG msg; ZeroMemory(&msg, sizeof(MSG)); while (true) { BOOL PeekMessageL( LPMSG lpMsg, HWND hWnd, UINT wMsgFilterMin, UINT wMsgFilterMax, UINT wRemoveMsg ); if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) { if (msg.message == WM_QUIT) break; TranslateMessage(&msg); DispatchMessage(&msg); } else { // run game code UpdateScene(); DrawScene(); } } return msg.wParam; } LRESULT CALLBACK WndProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam) { switch (msg) { case WM_KEYDOWN: if (wParam == VK_ESCAPE) { DestroyWindow(hwnd); } return 0; case WM_DESTROY: PostQuitMessage(0); return 0; } return DefWindowProc(hwnd, msg, wParam, lParam); }
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The way this works, is you create the swapchain as you currently are. For example lets just say you have a single back buffer (normally you'd want double or triple buffering). You create the swapchain with a single backbuffer: //Describe our SwapChain DXGI_SWAP_CHAIN_DESC swapChainDesc; ZeroMemory(&swapChainDesc, sizeof(DXGI_SWAP_CHAIN_DESC)); swapChainDesc.BufferDesc = bufferDesc; swapChainDesc.SampleDesc.Count = 1; swapChainDesc.SampleDesc.Quality = 0; swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; swapChainDesc.BufferCount = 1; swapChainDesc.OutputWindow = hwnd; swapChainDesc.Windowed = TRUE; swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD; //Create our SwapChain hr = D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, NULL, NULL, NULL, D3D11_SDK_VERSION, &swapChainDesc, &SwapChain, &d3d11Device, NULL, &d3d11DevCon); Now you get the backbuffer which is the resource that the render target actually is, and then create that render target with that backbuffer. Now when you render to this render target, you are rendering to the swapchain backbuffer. //Create our BackBuffer ID3D11Texture2D* BackBuffer; hr = SwapChain->GetBuffer( 0, __uuidof( ID3D11Texture2D ), (void**)&BackBuffer ); //Create our Render Target hr = d3d11Device->CreateRenderTargetView( BackBuffer, NULL, &renderTargetView ); BackBuffer->Release(); In my tutorials, the next thing you would do is to bind this render target. Instead of binding at this point though, we will create ANOTHER render target, but this time instead of using a swap chain backbuffer as the resource, we will create a separate resource: // Fill out D3D11_TEXTURE2D_DESC. make sure the description matches the other render target texture desc // Create the second render target texture2d resource d3d11Device->CreateTexture2D(&textureDesc, NULL, &secondRenderTargetTexture); Finally you will need to create the second render target view // Fill out a D3D11_RENDER_TARGET_VIEW_DESC. // Create the render target view. d3d11Device->CreateRenderTargetView(secondRenderTargetTexture, &renderTargetViewDesc, &secondRenderTargetView); The last thing is to bind the two render targets to the Output Merger (OM): ID3D11RenderTargetView* renderTargets[2] = [renderTargetView, secondRenderTargetTexture]; d3d11DevCon->OMSetRenderTargets( 2, renderTargets , depthStencilView ); Now for the pixel shader. Since you have multiple render targets, you might want to render something different to each of them. You can do this by returning a structure from the pixel shader, something like this: struct PixelShaderOutput { float4 rtv1Color: SV_Target0; // System Value Semantic for Render Target View 1 float4 rtv2Color: SV_Target1; // System Value Semantic for Render Target View 2 };
I am able to add multiple targets, but when i set texture as target, i am only getting the background color information and no information of the image drawn.
//Include and link appropriate libraries and headers//
#pragma comment(lib, "d3d11.lib")
#pragma comment(lib, "d3dx11.lib")
#pragma comment(lib, "d3dx10.lib")
#include <windows.h>
#include <d3d11.h>
#include <d3dx11.h>
#include <d3dx10.h>
#include <xnamath.h>
//Global Declarations - Interfaces//
IDXGISwapChain* SwapChain;
ID3D11Device* d3d11Device;
ID3D11DeviceContext* d3d11DevCon;
ID3D11RenderTargetView* renderTargetView;
ID3D11Buffer* triangleVertBuffer;
ID3D11Buffer* triangleVertBuffer2;
ID3D11VertexShader* VS;
ID3D11PixelShader* PS;
ID3D10Blob* VS_Buffer;
ID3D10Blob* PS_Buffer;
ID3D11InputLayout* vertLayout;
//Global Declarations - Others//
LPCTSTR WndClassName = L"firstwindow";
HWND hwnd = NULL;
HRESULT hr;
const int Width = 800;
const int Height = 600;
//Function Prototypes//
bool InitializeDirect3d11App(HINSTANCE hInstance);
void CleanUp();
bool InitScene();
void UpdateScene();
void DrawScene();
bool InitializeWindow(HINSTANCE hInstance,
int ShowWnd,
int width, int height,
bool windowed);
int messageloop();
LRESULT CALLBACK WndProc(HWND hWnd,
UINT msg,
WPARAM wParam,
LPARAM lParam);
///////////////**************new**************////////////////////
//Vertex Structure and Vertex Layout (Input Layout)//
struct Vertex //Overloaded Vertex Structure
{
Vertex() {}
Vertex(float x, float y, float z,
float cr, float cg, float cb, float ca)
: pos(x, y, z), color(cr, cg, cb, ca) {}
XMFLOAT3 pos;
XMFLOAT4 color;
};
ID3D11Texture2D* renderTargetTextureMap;
ID3D11RenderTargetView* renderTargetViewMap;
ID3D11ShaderResourceView* shaderResourceViewMap;
ID3D11SamplerState* CubesTexSamplerState;
ID3D11Buffer *d2dIndexBuffer;
ID3D11Buffer *d2dIndexBuffer2;
D3D11_TEXTURE2D_DESC textureDesc;
D3D11_RENDER_TARGET_VIEW_DESC renderTargetViewDesc;
D3D11_SHADER_RESOURCE_VIEW_DESC shaderResourceViewDesc;
D3D11_INPUT_ELEMENT_DESC layout[] =
{
{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
};
UINT numElements = ARRAYSIZE(layout);
///////////////**************new**************////////////////////
int WINAPI WinMain(HINSTANCE hInstance, //Main windows function
HINSTANCE hPrevInstance,
LPSTR lpCmdLine,
int nShowCmd)
{
if (!InitializeWindow(hInstance, nShowCmd, Width, Height, true))
{
MessageBox(0, L"Window Initialization - Failed",
L"Error", MB_OK);
return 0;
}
if (!InitializeDirect3d11App(hInstance)) //Initialize Direct3D
{
MessageBox(0, L"Direct3D Initialization - Failed",
L"Error", MB_OK);
return 0;
}
if (!InitScene()) //Initialize our scene
{
MessageBox(0, L"Scene Initialization - Failed",
L"Error", MB_OK);
return 0;
}
messageloop();
CleanUp();
return 0;
}
bool InitializeWindow(HINSTANCE hInstance,
int ShowWnd,
int width, int height,
bool windowed)
{
typedef struct _WNDCLASS {
UINT cbSize;
UINT style;
WNDPROC lpfnWndProc;
int cbClsExtra;
int cbWndExtra;
HANDLE hInstance;
HICON hIcon;
HCURSOR hCursor;
HBRUSH hbrBackground;
LPCTSTR lpszMenuName;
LPCTSTR lpszClassName;
} WNDCLASS;
WNDCLASSEX wc;
wc.cbSize = sizeof(WNDCLASSEX);
wc.style = CS_HREDRAW | CS_VREDRAW;
wc.lpfnWndProc = WndProc;
wc.cbClsExtra = NULL;
wc.cbWndExtra = NULL;
wc.hInstance = hInstance;
wc.hIcon = LoadIcon(NULL, IDI_APPLICATION);
wc.hCursor = LoadCursor(NULL, IDC_ARROW);
wc.hbrBackground = (HBRUSH)(COLOR_WINDOW + 2);
wc.lpszMenuName = NULL;
wc.lpszClassName = WndClassName;
wc.hIconSm = LoadIcon(NULL, IDI_APPLICATION);
if (!RegisterClassEx(&wc))
{
MessageBox(NULL, L"Error registering class",
L"Error", MB_OK | MB_ICONERROR);
return 1;
}
hwnd = CreateWindowEx(
NULL,
WndClassName,
L"Lesson 4 - Begin Drawing",
WS_OVERLAPPEDWINDOW,
CW_USEDEFAULT, CW_USEDEFAULT,
width, height,
NULL,
NULL,
hInstance,
NULL
);
if (!hwnd)
{
MessageBox(NULL, L"Error creating window",
L"Error", MB_OK | MB_ICONERROR);
return 1;
}
ShowWindow(hwnd, ShowWnd);
UpdateWindow(hwnd);
return true;
}
bool InitializeDirect3d11App(HINSTANCE hInstance)
{
//Describe our Buffer
DXGI_MODE_DESC bufferDesc;
ZeroMemory(&bufferDesc, sizeof(DXGI_MODE_DESC));
bufferDesc.Width = Width;
bufferDesc.Height = Height;
bufferDesc.RefreshRate.Numerator = 60;
bufferDesc.RefreshRate.Denominator = 1;
bufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
bufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
bufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;
//Describe our SwapChain
DXGI_SWAP_CHAIN_DESC swapChainDesc;
ZeroMemory(&swapChainDesc, sizeof(DXGI_SWAP_CHAIN_DESC));
swapChainDesc.BufferDesc = bufferDesc;
swapChainDesc.SampleDesc.Count = 1;
swapChainDesc.SampleDesc.Quality = 0;
swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
swapChainDesc.BufferCount = 1;
swapChainDesc.OutputWindow = hwnd;
swapChainDesc.Windowed = TRUE;
swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
//Create our SwapChain
hr = D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, NULL, NULL, NULL,
D3D11_SDK_VERSION, &swapChainDesc, &SwapChain, &d3d11Device, NULL, &d3d11DevCon);
//Create our BackBuffer
ID3D11Texture2D* BackBuffer;
hr = SwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (void**)&BackBuffer);
//Create our Render Target
hr = d3d11Device->CreateRenderTargetView(BackBuffer, NULL, &renderTargetView);
BackBuffer->Release();
////////////////////////////////////////////////////////////////////////EXPERIMENT AREA//////////////////////////////////////////////////////////////////////////////////////
ZeroMemory(&textureDesc, sizeof(textureDesc));
// Setup the texture description.
// We will have our map be a square
// We will need to have this texture bound as a render target AND a shader resource
textureDesc.Width = Width/2;
textureDesc.Height = Height/2;
textureDesc.MipLevels = 1;
textureDesc.ArraySize = 1;
textureDesc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
textureDesc.SampleDesc.Count = 1;
textureDesc.SampleDesc.Quality = 0;
textureDesc.Usage = D3D11_USAGE_DEFAULT;
textureDesc.BindFlags = D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE;
textureDesc.CPUAccessFlags = 0;
textureDesc.MiscFlags = 0;
d3d11Device->CreateTexture2D(&textureDesc, NULL, &renderTargetTextureMap);
// Setup the description of the render target view.
renderTargetViewDesc.Format = textureDesc.Format;
renderTargetViewDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
renderTargetViewDesc.Texture2D.MipSlice = 0;
// Create the render target view.
d3d11Device->CreateRenderTargetView(renderTargetTextureMap, &renderTargetViewDesc, &renderTargetViewMap);
/////////////////////// Map's Shader Resource View
// Setup the description of the shader resource view.
shaderResourceViewDesc.Format = textureDesc.Format;
shaderResourceViewDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
shaderResourceViewDesc.Texture2D.MostDetailedMip = 0;
shaderResourceViewDesc.Texture2D.MipLevels = 1;
// Create the shader resource view.
d3d11Device->CreateShaderResourceView(renderTargetTextureMap, &shaderResourceViewDesc, &shaderResourceViewMap);
d3d11DevCon->OMSetRenderTargets(1, &renderTargetViewMap, NULL);
/*float bgColor[4] = { 0.0f, 0.0f,0.0f, 1.0f };
d3d11DevCon->ClearRenderTargetView(renderTargetViewMap, bgColor);*/
//d3d11DevCon->OMSetRenderTargets(1, &renderTargetView, NULL);
return true;
}
void CleanUp()
{
//Release the COM Objects we created
SwapChain->Release();
d3d11Device->Release();
d3d11DevCon->Release();
renderTargetView->Release();
triangleVertBuffer->Release();
VS->Release();
PS->Release();
VS_Buffer->Release();
PS_Buffer->Release();
vertLayout->Release();
}
bool InitScene()
{
//Compile Shaders from shader file
hr = D3DX11CompileFromFile(L"Effect.fx", 0, 0, "VS", "vs_5_0", 0, 0, 0, &VS_Buffer, 0, 0);
hr = D3DX11CompileFromFile(L"Effect.fx", 0, 0, "PS", "ps_5_0", 0, 0, 0, &PS_Buffer, 0, 0);
//Create the Shader Objects
hr = d3d11Device->CreateVertexShader(VS_Buffer->GetBufferPointer(), VS_Buffer->GetBufferSize(), NULL, &VS);
hr = d3d11Device->CreatePixelShader(PS_Buffer->GetBufferPointer(), PS_Buffer->GetBufferSize(), NULL, &PS);
//Set Vertex and Pixel Shaders
d3d11DevCon->VSSetShader(VS, 0, 0);
d3d11DevCon->PSSetShader(PS, 0, 0);
//Create the Input Layout
hr = d3d11Device->CreateInputLayout(layout, numElements, VS_Buffer->GetBufferPointer(),
VS_Buffer->GetBufferSize(), &vertLayout);
//Set the Input Layout
d3d11DevCon->IASetInputLayout(vertLayout);
//Set Primitive Topology
d3d11DevCon->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
//Create the Viewport
D3D11_VIEWPORT viewport;
ZeroMemory(&viewport, sizeof(D3D11_VIEWPORT));
viewport.TopLeftX = 0;
viewport.TopLeftY = 0;
viewport.Width = 800;
viewport.Height = 600;
//Set the Viewport
d3d11DevCon->RSSetViewports(1, &viewport);
////////////////***********************First Texture Vertex Buffer *******************************/////////////////////////////
//Create the vertex buffer
Vertex v[] =
{
Vertex(-0.5f, -0.5f, 0.0f, 0.0f,0.0f,1.0f, 1.0f),
Vertex(-0.5f, 0.5f, 0.0f, 0.0f,0.0f,1.0f, 1.0f),
Vertex(0.5f, 0.5f, 0.0f,0.0f, 0.0f,1.0f, 1.0f),
Vertex(0.5f, -0.5f, 0.0f, 0.0f,0.0f, 1.0f, 1.0f),
};
DWORD indices[] = {
// Front Face
0, 1, 3,
1, 2, 3,
};
D3D11_BUFFER_DESC indexBufferDesc;
ZeroMemory(&indexBufferDesc, sizeof(indexBufferDesc));
indexBufferDesc.Usage = D3D11_USAGE_DEFAULT;
indexBufferDesc.ByteWidth = sizeof(DWORD) * 2 * 3;
indexBufferDesc.BindFlags = D3D11_BIND_INDEX_BUFFER;
indexBufferDesc.CPUAccessFlags = 0;
indexBufferDesc.MiscFlags = 0;
D3D11_SUBRESOURCE_DATA iinitData;
iinitData.pSysMem = indices;
d3d11Device->CreateBuffer(&indexBufferDesc, &iinitData, &d2dIndexBuffer);
D3D11_BUFFER_DESC vertexBufferDesc;
ZeroMemory(&vertexBufferDesc, sizeof(vertexBufferDesc));
vertexBufferDesc.Usage = D3D11_USAGE_DEFAULT;
vertexBufferDesc.ByteWidth = sizeof(Vertex) * 4;
vertexBufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
vertexBufferDesc.CPUAccessFlags = 0;
vertexBufferDesc.MiscFlags = 0;
D3D11_SUBRESOURCE_DATA vertexBufferData;
ZeroMemory(&vertexBufferData, sizeof(vertexBufferData));
vertexBufferData.pSysMem = v;
hr = d3d11Device->CreateBuffer(&vertexBufferDesc, &vertexBufferData, &triangleVertBuffer);
////////////////////////////////////////////////////// Second Vertex.
Vertex v2[] = {
// positions // colors // texture coords
Vertex(1.0f, 1.0f, 0.0f,0.0f,1.0f,0.0f,1.0f), // top right
Vertex(1.0f,0.0f, 0.0f,0.0f,1.0f,0.0f,1.0f), // bottom right
Vertex(0.0f,0.0f, 0.0f,0.0f,1.0f,0.0f,1.0f), // bottom left
Vertex(0.0f, 1.0, 0.0f,0.0f, 1.0f,0.0f,1.0f) // top left
};
DWORD indices2[] = {
// Front Face
0, 1, 2,
0, 2, 3,
};
D3D11_BUFFER_DESC indexBufferDesc2;
ZeroMemory(&indexBufferDesc2, sizeof(indexBufferDesc2));
indexBufferDesc2.Usage = D3D11_USAGE_DEFAULT;
indexBufferDesc2.ByteWidth = sizeof(DWORD) * 2 * 3;
indexBufferDesc2.BindFlags = D3D11_BIND_INDEX_BUFFER;
indexBufferDesc2.CPUAccessFlags = 0;
indexBufferDesc2.MiscFlags = 0;
D3D11_SUBRESOURCE_DATA iinitData2;
iinitData2.pSysMem = indices2;
d3d11Device->CreateBuffer(&indexBufferDesc2, &iinitData2, &d2dIndexBuffer2);
D3D11_BUFFER_DESC vertexBufferDesc2;
ZeroMemory(&vertexBufferDesc2, sizeof(vertexBufferDesc2));
vertexBufferDesc2.Usage = D3D11_USAGE_DEFAULT;
vertexBufferDesc2.ByteWidth = sizeof(Vertex) * 4;
vertexBufferDesc2.BindFlags = D3D11_BIND_VERTEX_BUFFER;
vertexBufferDesc2.CPUAccessFlags = 0;
vertexBufferDesc2.MiscFlags = 0;
D3D11_SUBRESOURCE_DATA vertexBufferData2;
ZeroMemory(&vertexBufferData2, sizeof(vertexBufferData2));
vertexBufferData2.pSysMem = v2;
hr = d3d11Device->CreateBuffer(&vertexBufferDesc2, &vertexBufferData2, &triangleVertBuffer2);
UINT stride = sizeof(Vertex);
UINT offset = 0;
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
return true;
}
void UpdateScene()
{
}
void DrawScene()
{
//////////////////////////////////////// CLEAR RENDER TARGET ///////////////////////////////////////////////////////////
//d3d11DevCon->OMSetRenderTargets(1, &renderTargetViewMap, NULL);
//float bgColor[4] = { 0.0f, 1.0f,0.0f, 1.0f };
//d3d11DevCon->ClearRenderTargetView(renderTargetViewMap, bgColor);
float bgColor2[4] = { 0.0f, 1.0f, 0.0f, 1.0f };
////////////////////////////////////////////////Buffer 1///////////////////////////////////////////////////////////////
//Set the vertex buffer
UINT stride = sizeof(Vertex);
UINT offset = 0;
///////////////////////////////////////////////////////////Buffer 2//////////////////////////////////////////////////////////////////
d3d11DevCon->IASetIndexBuffer(d2dIndexBuffer, DXGI_FORMAT_R32_UINT, 0);
d3d11DevCon->IASetVertexBuffers(0, 1, &triangleVertBuffer, &stride, &offset);
////Draw the triangle
d3d11DevCon->DrawIndexed(6, 0, 0);
////////////////////////////////////////////
d3d11DevCon->OMSetRenderTargets(1, &renderTargetView, NULL);
d3d11DevCon->PSSetShaderResources(0, 1, &shaderResourceViewMap);
//d3d11DevCon->ClearRenderTargetView(renderTargetView, bgColor2);
d3d11DevCon->IASetIndexBuffer(d2dIndexBuffer2, DXGI_FORMAT_R32_UINT, 0);
d3d11DevCon->IASetVertexBuffers(0, 1, &triangleVertBuffer2, &stride, &offset);
////Draw the triangle
d3d11DevCon->DrawIndexed(6, 0, 0);
//Present the backbuffer to the screen
SwapChain->Present(0, 0);
}
int messageloop() {
MSG msg;
ZeroMemory(&msg, sizeof(MSG));
while (true)
{
BOOL PeekMessageL(
LPMSG lpMsg,
HWND hWnd,
UINT wMsgFilterMin,
UINT wMsgFilterMax,
UINT wRemoveMsg
);
if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
{
if (msg.message == WM_QUIT)
break;
TranslateMessage(&msg);
DispatchMessage(&msg);
}
else {
// run game code
UpdateScene();
DrawScene();
}
}
return msg.wParam;
}
LRESULT CALLBACK WndProc(HWND hwnd,
UINT msg,
WPARAM wParam,
LPARAM lParam)
{
switch (msg)
{
case WM_KEYDOWN:
if (wParam == VK_ESCAPE) {
DestroyWindow(hwnd);
}
return 0;
case WM_DESTROY:
PostQuitMessage(0);
return 0;
}
return DefWindowProc(hwnd,
msg,
wParam,
lParam);
}
on Oct 08 `17
AkshitVerma