video-libs
/
opencv
/sources
/samples
/wp8
/OcvRotatingCube
/PhoneXamlDirect3DApp1
/PhoneXamlDirect3DApp1Comp
/Direct3DBase.cpp
| | |
| using namespace DirectX; | |
| using namespace Microsoft::WRL; | |
| using namespace Windows::UI::Core; | |
| using namespace Windows::Foundation; | |
| using namespace Windows::Graphics::Display; | |
| // Constructor. | |
| Direct3DBase::Direct3DBase() | |
| { | |
| } | |
| // Initialize the Direct3D resources required to run. | |
| void Direct3DBase::Initialize() | |
| { | |
| CreateDeviceResources(); | |
| } | |
| // These are the resources that depend on the device. | |
| void Direct3DBase::CreateDeviceResources() | |
| { | |
| // This flag adds support for surfaces with a different color channel ordering | |
| // than the API default. It is required for compatibility with Direct2D. | |
| UINT creationFlags = D3D11_CREATE_DEVICE_BGRA_SUPPORT; | |
| // If the project is in a debug build, enable debugging via SDK Layers with this flag. | |
| creationFlags |= D3D11_CREATE_DEVICE_DEBUG; | |
| // This array defines the set of DirectX hardware feature levels this app will support. | |
| // Note the ordering should be preserved. | |
| // Don't forget to declare your application's minimum required feature level in its | |
| // description. All applications are assumed to support 9.1 unless otherwise stated. | |
| D3D_FEATURE_LEVEL featureLevels[] = | |
| { | |
| D3D_FEATURE_LEVEL_11_1, | |
| D3D_FEATURE_LEVEL_11_0, | |
| D3D_FEATURE_LEVEL_10_1, | |
| D3D_FEATURE_LEVEL_10_0, | |
| D3D_FEATURE_LEVEL_9_3 | |
| }; | |
| // Create the Direct3D 11 API device object and a corresponding context. | |
| ComPtr<ID3D11Device> device; | |
| ComPtr<ID3D11DeviceContext> context; | |
| DX::ThrowIfFailed( | |
| D3D11CreateDevice( | |
| nullptr, // Specify nullptr to use the default adapter. | |
| D3D_DRIVER_TYPE_HARDWARE, | |
| nullptr, | |
| creationFlags, // Set set debug and Direct2D compatibility flags. | |
| featureLevels, // List of feature levels this app can support. | |
| ARRAYSIZE(featureLevels), | |
| D3D11_SDK_VERSION, // Always set this to D3D11_SDK_VERSION. | |
| &device, // Returns the Direct3D device created. | |
| &m_featureLevel, // Returns feature level of device created. | |
| &context // Returns the device immediate context. | |
| ) | |
| ); | |
| // Get the Direct3D 11.1 API device and context interfaces. | |
| DX::ThrowIfFailed( | |
| device.As(&m_d3dDevice) | |
| ); | |
| DX::ThrowIfFailed( | |
| context.As(&m_d3dContext) | |
| ); | |
| } | |
| // Allocate all memory resources that depend on the window size. | |
| void Direct3DBase::CreateWindowSizeDependentResources() | |
| { | |
| // Create a descriptor for the render target buffer. | |
| CD3D11_TEXTURE2D_DESC renderTargetDesc( | |
| DXGI_FORMAT_B8G8R8A8_UNORM, | |
| static_cast<UINT>(m_renderTargetSize.Width), | |
| static_cast<UINT>(m_renderTargetSize.Height), | |
| 1, | |
| 1, | |
| D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE | |
| ); | |
| renderTargetDesc.MiscFlags = D3D11_RESOURCE_MISC_SHARED_KEYEDMUTEX | D3D11_RESOURCE_MISC_SHARED_NTHANDLE; | |
| // Allocate a 2-D surface as the render target buffer. | |
| DX::ThrowIfFailed( | |
| m_d3dDevice->CreateTexture2D( | |
| &renderTargetDesc, | |
| nullptr, | |
| &m_renderTarget | |
| ) | |
| ); | |
| DX::ThrowIfFailed( | |
| m_d3dDevice->CreateRenderTargetView( | |
| m_renderTarget.Get(), | |
| nullptr, | |
| &m_renderTargetView | |
| ) | |
| ); | |
| // Create a depth stencil view. | |
| CD3D11_TEXTURE2D_DESC depthStencilDesc( | |
| DXGI_FORMAT_D24_UNORM_S8_UINT, | |
| static_cast<UINT>(m_renderTargetSize.Width), | |
| static_cast<UINT>(m_renderTargetSize.Height), | |
| 1, | |
| 1, | |
| D3D11_BIND_DEPTH_STENCIL | |
| ); | |
| ComPtr<ID3D11Texture2D> depthStencil; | |
| DX::ThrowIfFailed( | |
| m_d3dDevice->CreateTexture2D( | |
| &depthStencilDesc, | |
| nullptr, | |
| &depthStencil | |
| ) | |
| ); | |
| CD3D11_DEPTH_STENCIL_VIEW_DESC depthStencilViewDesc(D3D11_DSV_DIMENSION_TEXTURE2D); | |
| DX::ThrowIfFailed( | |
| m_d3dDevice->CreateDepthStencilView( | |
| depthStencil.Get(), | |
| &depthStencilViewDesc, | |
| &m_depthStencilView | |
| ) | |
| ); | |
| // Set the rendering viewport to target the entire window. | |
| CD3D11_VIEWPORT viewport( | |
| 0.0f, | |
| 0.0f, | |
| m_renderTargetSize.Width, | |
| m_renderTargetSize.Height | |
| ); | |
| m_d3dContext->RSSetViewports(1, &viewport); | |
| } | |
| void Direct3DBase::UpdateForRenderResolutionChange(float width, float height) | |
| { | |
| m_renderTargetSize.Width = width; | |
| m_renderTargetSize.Height = height; | |
| ID3D11RenderTargetView* nullViews[] = {nullptr}; | |
| m_d3dContext->OMSetRenderTargets(ARRAYSIZE(nullViews), nullViews, nullptr); | |
| m_renderTarget = nullptr; | |
| m_renderTargetView = nullptr; | |
| m_depthStencilView = nullptr; | |
| m_d3dContext->Flush(); | |
| CreateWindowSizeDependentResources(); | |
| } | |
| void Direct3DBase::UpdateForWindowSizeChange(float width, float height) | |
| { | |
| m_windowBounds.Width = width; | |
| m_windowBounds.Height = height; | |
| } | |