In this section, we will guide you through the process of creating your first DirectX application. This will involve setting up a basic window, initializing DirectX, and rendering a simple scene. By the end of this section, you will have a working DirectX application that displays a blank window.
Steps to Create Your First DirectX Application
- Setting Up the Project
- Creating the Window
- Initializing DirectX
- Rendering a Blank Screen
- Handling the Message Loop
- Setting Up the Project
First, let's set up a new project in Visual Studio.
- Open Visual Studio and create a new project.
- Select "Windows Desktop Application" and click "Next".
- Name your project (e.g., "FirstDirectXApp") and choose a location to save it.
- Click "Create".
- Creating the Window
To create a window, we need to define a window class and create a window instance.
#include <windows.h> // Forward declarations LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam); // Entry point int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow) { // Define the window class WNDCLASSEX wc = {0}; wc.cbSize = sizeof(WNDCLASSEX); wc.style = CS_HREDRAW | CS_VREDRAW; wc.lpfnWndProc = WindowProc; wc.hInstance = hInstance; wc.hCursor = LoadCursor(NULL, IDC_ARROW); wc.hbrBackground = (HBRUSH)(COLOR_WINDOW + 1); wc.lpszClassName = "DirectXWindowClass"; // Register the window class RegisterClassEx(&wc); // Create the window HWND hWnd = CreateWindowEx(0, "DirectXWindowClass", "DirectX Application", WS_OVERLAPPEDWINDOW, CW_USEDEFAULT, CW_USEDEFAULT, 800, 600, NULL, NULL, hInstance, NULL); // Show the window ShowWindow(hWnd, nCmdShow); // Main message loop MSG msg = {0}; while (msg.message != WM_QUIT) { if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) { TranslateMessage(&msg); DispatchMessage(&msg); } } return static_cast<int>(msg.wParam); } // Window procedure LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam) { switch (message) { case WM_DESTROY: PostQuitMessage(0); return 0; default: return DefWindowProc(hWnd, message, wParam, lParam); } }
- Initializing DirectX
Next, we need to initialize DirectX. This involves creating a Direct3D device and a swap chain.
#include <d3d11.h> #pragma comment (lib, "d3d11.lib") // Global declarations IDXGISwapChain* swapChain; ID3D11Device* device; ID3D11DeviceContext* deviceContext; ID3D11RenderTargetView* renderTargetView; void InitD3D(HWND hWnd) { // Describe the swap chain DXGI_SWAP_CHAIN_DESC scd = {0}; scd.BufferCount = 1; scd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; scd.OutputWindow = hWnd; scd.SampleDesc.Count = 4; scd.Windowed = TRUE; // Create the device, device context, and swap chain D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, 0, NULL, 0, D3D11_SDK_VERSION, &scd, &swapChain, &device, NULL, &deviceContext); // Get the address of the back buffer ID3D11Texture2D* backBuffer; swapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&backBuffer); // Create the render target view device->CreateRenderTargetView(backBuffer, NULL, &renderTargetView); backBuffer->Release(); // Set the render target deviceContext->OMSetRenderTargets(1, &renderTargetView, NULL); } void CleanD3D() { // Release the Direct3D objects swapChain->Release(); device->Release(); deviceContext->Release(); renderTargetView->Release(); }
- Rendering a Blank Screen
To render a blank screen, we need to clear the render target view.
void RenderFrame() { // Clear the back buffer to a deep blue float color[4] = {0.0f, 0.2f, 0.4f, 1.0f}; deviceContext->ClearRenderTargetView(renderTargetView, color); // Present the back buffer to the screen swapChain->Present(0, 0); }
- Handling the Message Loop
Finally, we need to integrate the DirectX initialization and rendering into the message loop.
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow) { // Define the window class WNDCLASSEX wc = {0}; wc.cbSize = sizeof(WNDCLASSEX); wc.style = CS_HREDRAW | CS_VREDRAW; wc.lpfnWndProc = WindowProc; wc.hInstance = hInstance; wc.hCursor = LoadCursor(NULL, IDC_ARROW); wc.hbrBackground = (HBRUSH)(COLOR_WINDOW + 1); wc.lpszClassName = "DirectXWindowClass"; // Register the window class RegisterClassEx(&wc); // Create the window HWND hWnd = CreateWindowEx(0, "DirectXWindowClass", "DirectX Application", WS_OVERLAPPEDWINDOW, CW_USEDEFAULT, CW_USEDEFAULT, 800, 600, NULL, NULL, hInstance, NULL); // Initialize Direct3D InitD3D(hWnd); // Show the window ShowWindow(hWnd, nCmdShow); // Main message loop MSG msg = {0}; while (msg.message != WM_QUIT) { if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) { TranslateMessage(&msg); DispatchMessage(&msg); } else { RenderFrame(); } } // Clean up Direct3D CleanD3D(); return static_cast<int>(msg.wParam); }
Summary
In this section, we covered the following steps to create your first DirectX application:
- Setting up a new project in Visual Studio.
- Creating a window using the Win32 API.
- Initializing DirectX by creating a Direct3D device and swap chain.
- Rendering a blank screen by clearing the render target view.
- Handling the message loop to keep the application running and rendering.
By following these steps, you now have a basic DirectX application that displays a blank window. In the next module, we will dive deeper into Direct3D basics and start rendering simple shapes.
DirectX Programming Course
Module 1: Introduction to DirectX
- What is DirectX?
- Setting Up the Development Environment
- Understanding the DirectX API
- Creating Your First DirectX Application
Module 2: Direct3D Basics
Module 3: Working with Shaders
Module 4: Advanced Rendering Techniques
Module 5: 3D Models and Animation
Module 6: Performance Optimization
- Profiling and Debugging
- Optimizing Rendering Performance
- Memory Management
- Multithreading in DirectX