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
