Saya menyiapkan d3d11 untuk mempelajari dasar-dasarnya, tetapi saya mengalami beberapa masalah. Saya tidak memiliki kesalahan dan semuanya terkompilasi dengan baik, tetapi berakhir dengan jendela putih. Apakah saya melewatkan sesuatu di sini? harus ada segi empat berwarna di jendela. Mohon maaf jika ada kesalahan dalam mengajukan pertanyaan. Ini adalah posting pertama saya di sini.
FILE CPP:
#include <Windows.h>
#include <d3d11.h>
#include <d3dcompiler.h>
#include <iostream>
struct Vec3
{
float x, y, z;
};
struct Vertex
{
Vec3 position;
Vec3 color;
};
bool running = true;
HWND hwndApp;
LRESULT CALLBACK AppWndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
{
if (uMsg == WM_DESTROY)
{
running = false;
PostQuitMessage(0);
return 0;
}
return DefWindowProc(hWnd, uMsg, wParam, lParam);
}
int main()
{
WNDCLASSEX appWndClass = { };
appWndClass.lpfnWndProc = AppWndProc;
appWndClass.cbSize = sizeof(WNDCLASSEX);
appWndClass.cbClsExtra = NULL;
appWndClass.cbWndExtra = NULL;
appWndClass.hbrBackground = (HBRUSH)COLOR_WINDOW;
appWndClass.hCursor = LoadCursor(NULL, IDC_ARROW);
appWndClass.hIcon = LoadIcon(NULL, IDI_APPLICATION);
appWndClass.hIconSm = LoadIcon(NULL, IDI_APPLICATION);
appWndClass.style = NULL;
appWndClass.hInstance = GetModuleHandle(NULL);
appWndClass.lpszClassName = "AppWndClass";
appWndClass.lpszMenuName = "";
RegisterClassEx(&appWndClass);
hwndApp = CreateWindowEx(
WS_EX_OVERLAPPEDWINDOW,
appWndClass.lpszClassName,
"AppWndClass",
WS_CAPTION | WS_SYSMENU,
CW_USEDEFAULT, CW_USEDEFAULT, 1024, 768,
NULL,
NULL,
GetModuleHandle(NULL),
NULL
);
ShowWindow(hwndApp, SW_SHOW);
UpdateWindow(hwndApp);
ID3D11Device* d3dDevice = nullptr;
ID3D11DeviceContext* d3dDeviceContext = nullptr;
IDXGIDevice* dxgiDevice = nullptr;
IDXGIAdapter* dxgiAdapter = nullptr;
IDXGIFactory* dxgiFactory = nullptr;
IDXGISwapChain* dxgiSwapChain = nullptr;
ID3D11RenderTargetView* renderTargetView = nullptr;
D3D_FEATURE_LEVEL featureLevel;
D3D_FEATURE_LEVEL featureLevels[] =
{
D3D_FEATURE_LEVEL_11_0
};
D3D11CreateDevice(
nullptr,
D3D_DRIVER_TYPE_HARDWARE,
nullptr,
0,
featureLevels,
ARRAYSIZE(featureLevels),
D3D11_SDK_VERSION,
&d3dDevice,
&featureLevel,
&d3dDeviceContext
);
if (d3dDevice == nullptr) return -1;
if (d3dDeviceContext == nullptr) return -1;
d3dDevice->QueryInterface(__uuidof(IDXGIDevice), (void**)& dxgiDevice);
dxgiDevice->GetAdapter(&dxgiAdapter);
dxgiAdapter->GetParent(__uuidof(IDXGIFactory), (void**)& dxgiFactory);
RECT rc;
GetClientRect(hwndApp, &rc);
DXGI_SWAP_CHAIN_DESC swapChainDescription;
ZeroMemory(&swapChainDescription, sizeof(swapChainDescription));
swapChainDescription.BufferCount = 1;
swapChainDescription.BufferDesc.Width = rc.right - rc.left;
swapChainDescription.BufferDesc.Height = rc.bottom - rc.top;
swapChainDescription.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
swapChainDescription.BufferDesc.RefreshRate.Numerator = 60;
swapChainDescription.BufferDesc.RefreshRate.Denominator = 1;
swapChainDescription.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
swapChainDescription.OutputWindow = hwndApp;
swapChainDescription.SampleDesc.Count = 1;
swapChainDescription.SampleDesc.Quality = 0;
swapChainDescription.Windowed = TRUE;
dxgiFactory->CreateSwapChain(d3dDevice, &swapChainDescription, &dxgiSwapChain);
ID3D11Texture2D* buffer = nullptr;
dxgiSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (void**)& buffer);
if (buffer == nullptr) return -1;
d3dDevice->CreateRenderTargetView(buffer, nullptr, &renderTargetView);
buffer->Release();
if (renderTargetView == nullptr) return -1;
Vertex vertices[] =
{
{ -0.5f, -0.5f, 0.0f, 0, 0, 0 },
{ -0.5f, 0.5f, 0.0f, 1, 1, 0 },
{ 0.5f, -0.5f, 0.0f, 0, 0, 1 },
{ 0.5f, 0.5f, 0.0f, 1, 1, 1 }
};
UINT sizeVertices = ARRAYSIZE(vertices);
D3D11_INPUT_ELEMENT_DESC inputElementDescription[] =
{
{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA , 0 },
{ "COLOR", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 }
};
UINT sizeInputElementDescription = ARRAYSIZE(inputElementDescription);
D3D11_BUFFER_DESC bufferDescription = {};
bufferDescription.Usage = D3D11_USAGE_DEFAULT;
bufferDescription.ByteWidth = sizeof(Vertex) * sizeVertices;
bufferDescription.BindFlags = D3D11_BIND_VERTEX_BUFFER;
bufferDescription.CPUAccessFlags = 0;
bufferDescription.MiscFlags = 0;
D3D11_SUBRESOURCE_DATA initialData = {};
initialData.pSysMem = vertices;
ID3D11Buffer* vertexBuffer;
d3dDevice->CreateBuffer(&bufferDescription, &initialData, &vertexBuffer);
void* shaderByteCode = nullptr;
size_t byteCodeLength = 0;
ID3DBlob* blobCode = nullptr;
ID3DBlob* blobErrorMsgs = nullptr;
//D3DCompileFromFile( L"VertexShader.hlsl", nullptr, nullptr, "vsmain", "vs_5_0", 0, 0, &blobCode, &blobErrorMsgs );
if (!SUCCEEDED(D3DCompileFromFile(L"VertexShader.hlsl", nullptr, nullptr, "vsmain", "vs_5_0", 0, 0, &blobCode, &blobErrorMsgs)))
{
if (blobErrorMsgs) blobErrorMsgs->Release();
std::cout << "ERROR COMPILING VERTEXSHADER" << std::endl;
return false;
}
shaderByteCode = blobCode->GetBufferPointer();
byteCodeLength = blobCode->GetBufferSize();
ID3D11VertexShader* vertexShader;
d3dDevice->CreateVertexShader(shaderByteCode, byteCodeLength, nullptr, &vertexShader);
vertexShader->Release();
ID3D11InputLayout* inputLayout;
d3dDevice->CreateInputLayout(inputElementDescription, sizeInputElementDescription, shaderByteCode, byteCodeLength, &inputLayout);
blobCode->Release();
void* shaderByteCode2 = nullptr;
size_t byteCodeLength2 = 0;
ID3DBlob* blobCode2 = nullptr;
ID3DBlob* blobErrorMsgs2 = nullptr;
//D3DCompileFromFile(L"PixelShader.hlsl", nullptr, nullptr, "psmain", "ps_5_0", 0, 0, &blobCode2, &blobErrorMsgs2);
if (!SUCCEEDED(D3DCompileFromFile(L"PixelShader.hlsl", nullptr, nullptr, "psmain", "ps_5_0", 0, 0, &blobCode2, &blobErrorMsgs2)))
{
if (blobErrorMsgs2) blobErrorMsgs2->Release();
std::cout << "ERROR COMPILING PIXELSHADER" << std::endl;
return false;
}
shaderByteCode2 = blobCode2->GetBufferPointer();
byteCodeLength2 = blobCode2->GetBufferSize();
ID3D11PixelShader* pixelShader;
d3dDevice->CreatePixelShader(shaderByteCode2, byteCodeLength2, nullptr, &pixelShader);
pixelShader->Release();
blobCode2->Release();
FLOAT clearColor[] = { 0.0, 0.0, 0.0, 1.0 };
while (running)
{
d3dDeviceContext->ClearRenderTargetView(renderTargetView, clearColor);
d3dDeviceContext->OMSetRenderTargets(1, &renderTargetView, NULL);
GetClientRect(hwndApp, &rc);
D3D11_VIEWPORT vp = {};
vp.Width = rc.right - rc.left;
vp.Height = rc.bottom - rc.top;
vp.MinDepth = 0.0f;
vp.MaxDepth = 1.0f;
d3dDeviceContext->RSSetViewports(1, &vp);
d3dDeviceContext->VSSetShader(vertexShader, nullptr, 0);
d3dDeviceContext->PSSetShader(pixelShader, nullptr, 0);
UINT stride = sizeof(Vertex);
UINT offset = 0;
d3dDeviceContext->IASetVertexBuffers(0, 1, &vertexBuffer, &stride, &offset);
d3dDeviceContext->IASetInputLayout(inputLayout);
d3dDeviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
d3dDeviceContext->Draw(sizeVertices, 0);
dxgiSwapChain->Present(true, NULL);
MSG msg = { 0 };
while (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE) > 0)
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
}
renderTargetView->Release();
inputLayout->Release();
vertexBuffer->Release();
dxgiDevice->Release();
dxgiAdapter->Release();
dxgiFactory->Release();
d3dDeviceContext->Release();
d3dDevice->Release();
return 0;
}
VertexShader
struct VS_INPUT
{
float4 position: POSITION;
float3 color: COLOR;
};
struct VS_OUTPUT
{
float4 position: SV_POSITION;
float3 color: COLOR;
};
VS_OUTPUT vsmain(VS_INPUT input)
{
VS_OUTPUT output = (VS_OUTPUT)0;
output.position = input.position;
output.color = input.color;
return output;
}
PikselShader
struct PS_INPUT
{
float4 position: SV_POSITION;
float3 color: COLOR;
};
float4 psmain(PS_INPUT input) : SV_TARGET
{
return float4(input.color,1.0f);
}
Saya berharap jendelanya menampilkan segi empat warna-warni, tetapi jendelanya semuanya putih.
HRESULT
dengan makroSUCCEEDED
atauFAILED
. Jika Anda dapat dengan aman mengabaikan nilai yang dikembalikan, nilai tersebut akan mengembalikanvoid
. Lihat halaman wiki ini. Anda juga harus mengaktifkan Perangkat Debug Direct3D yang mengeluarkan informasi diagnostik ke jendela keluaran debug. Lihat postingan blog ini. Karena Anda baru mengenal DirectX, saya sarankan untuk melihat ini juga. - person Chuck Walbourn   schedule 30.04.2019