In this section, we will cover the essential steps to initialize Direct3D, which is a crucial part of any DirectX application. By the end of this module, you will have a basic Direct3D setup that can be used as a foundation for rendering graphics.
Key Concepts
- Direct3D Device and Device Context: These are the core components used to interface with the GPU.
- Swap Chain: Manages the buffers that are displayed on the screen.
- Render Target View: Defines the render target, which is where the GPU will draw the output.
- Viewport: Defines the area of the render target to which Direct3D will draw.
Steps to Initialize Direct3D
- Create the Direct3D Device and Device Context
- Create the Swap Chain
- Create the Render Target View
- Set the Viewport
Step 1: Create the Direct3D Device and Device Context
The Direct3D device and device context are created using the D3D11CreateDevice
function. This function initializes the Direct3D device and device context, which are used to interface with the GPU.
#include <d3d11.h> #include <dxgi.h> #include <d3dcompiler.h> #include <DirectXMath.h> // Global Declarations ID3D11Device* g_pd3dDevice = nullptr; ID3D11DeviceContext* g_pImmediateContext = nullptr; HRESULT hr = D3D11CreateDevice( nullptr, // Specify nullptr to use the default adapter. D3D_DRIVER_TYPE_HARDWARE, // Create a device using the hardware graphics driver. 0, // Should be 0 unless the driver is D3D_DRIVER_TYPE_SOFTWARE. 0, // Set debug and Direct2D compatibility flags. nullptr, // List of feature levels this app can support. 0, // Number of elements in the feature level array. D3D11_SDK_VERSION, // Always set this to D3D11_SDK_VERSION. &g_pd3dDevice, // Returns the Direct3D device created. nullptr, // Returns feature level of device created. &g_pImmediateContext // Returns the device immediate context. ); if (FAILED(hr)) { // Handle device creation failure }
Step 2: Create the Swap Chain
The swap chain is responsible for presenting the rendered image to the screen. It manages the back buffer and the front buffer.
IDXGISwapChain* g_pSwapChain = nullptr; DXGI_SWAP_CHAIN_DESC sd; ZeroMemory(&sd, sizeof(sd)); sd.BufferCount = 1; sd.BufferDesc.Width = 800; sd.BufferDesc.Height = 600; sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; sd.BufferDesc.RefreshRate.Numerator = 60; sd.BufferDesc.RefreshRate.Denominator = 1; sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; sd.OutputWindow = hWnd; // Handle to the window sd.SampleDesc.Count = 1; sd.SampleDesc.Quality = 0; sd.Windowed = TRUE; IDXGIDevice* pDXGIDevice = nullptr; g_pd3dDevice->QueryInterface(__uuidof(IDXGIDevice), (void**)&pDXGIDevice); IDXGIAdapter* pDXGIAdapter = nullptr; pDXGIDevice->GetParent(__uuidof(IDXGIAdapter), (void**)&pDXGIAdapter); IDXGIFactory* pIDXGIFactory = nullptr; pDXGIAdapter->GetParent(__uuidof(IDXGIFactory), (void**)&pIDXGIFactory); hr = pIDXGIFactory->CreateSwapChain(g_pd3dDevice, &sd, &g_pSwapChain); if (FAILED(hr)) { // Handle swap chain creation failure }
Step 3: Create the Render Target View
The render target view is created from the back buffer of the swap chain. This is where the GPU will draw the output.
ID3D11RenderTargetView* g_pRenderTargetView = nullptr; ID3D11Texture2D* pBackBuffer = nullptr; hr = g_pSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (void**)&pBackBuffer); if (FAILED(hr)) { // Handle getting buffer failure } hr = g_pd3dDevice->CreateRenderTargetView(pBackBuffer, nullptr, &g_pRenderTargetView); pBackBuffer->Release(); if (FAILED(hr)) { // Handle render target view creation failure } g_pImmediateContext->OMSetRenderTargets(1, &g_pRenderTargetView, nullptr);
Step 4: Set the Viewport
The viewport defines the area of the render target to which Direct3D will draw.
D3D11_VIEWPORT vp; vp.Width = (FLOAT)800; vp.Height = (FLOAT)600; vp.MinDepth = 0.0f; vp.MaxDepth = 1.0f; vp.TopLeftX = 0; vp.TopLeftY = 0; g_pImmediateContext->RSSetViewports(1, &vp);
Practical Exercise
Exercise: Initialize Direct3D
- Create a new Win32 application project.
- Include the necessary Direct3D headers.
- Follow the steps outlined above to initialize Direct3D.
- Compile and run your application to ensure that Direct3D is initialized correctly.
Solution
#include <d3d11.h> #include <dxgi.h> #include <d3dcompiler.h> #include <DirectXMath.h> // Global Declarations ID3D11Device* g_pd3dDevice = nullptr; ID3D11DeviceContext* g_pImmediateContext = nullptr; IDXGISwapChain* g_pSwapChain = nullptr; ID3D11RenderTargetView* g_pRenderTargetView = nullptr; HRESULT InitD3D(HWND hWnd) { HRESULT hr = S_OK; // Create Device and Device Context hr = D3D11CreateDevice( nullptr, D3D_DRIVER_TYPE_HARDWARE, 0, 0, nullptr, 0, D3D11_SDK_VERSION, &g_pd3dDevice, nullptr, &g_pImmediateContext ); if (FAILED(hr)) return hr; // Create Swap Chain DXGI_SWAP_CHAIN_DESC sd; ZeroMemory(&sd, sizeof(sd)); sd.BufferCount = 1; sd.BufferDesc.Width = 800; sd.BufferDesc.Height = 600; sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; sd.BufferDesc.RefreshRate.Numerator = 60; sd.BufferDesc.RefreshRate.Denominator = 1; sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; sd.OutputWindow = hWnd; sd.SampleDesc.Count = 1; sd.SampleDesc.Quality = 0; sd.Windowed = TRUE; IDXGIDevice* pDXGIDevice = nullptr; g_pd3dDevice->QueryInterface(__uuidof(IDXGIDevice), (void**)&pDXGIDevice); IDXGIAdapter* pDXGIAdapter = nullptr; pDXGIDevice->GetParent(__uuidof(IDXGIAdapter), (void**)&pDXGIAdapter); IDXGIFactory* pIDXGIFactory = nullptr; pDXGIAdapter->GetParent(__uuidof(IDXGIFactory), (void**)&pIDXGIFactory); hr = pIDXGIFactory->CreateSwapChain(g_pd3dDevice, &sd, &g_pSwapChain); if (FAILED(hr)) return hr; // Create Render Target View ID3D11Texture2D* pBackBuffer = nullptr; hr = g_pSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (void**)&pBackBuffer); if (FAILED(hr)) return hr; hr = g_pd3dDevice->CreateRenderTargetView(pBackBuffer, nullptr, &g_pRenderTargetView); pBackBuffer->Release(); if (FAILED(hr)) return hr; g_pImmediateContext->OMSetRenderTargets(1, &g_pRenderTargetView, nullptr); // Set Viewport D3D11_VIEWPORT vp; vp.Width = (FLOAT)800; vp.Height = (FLOAT)600; vp.MinDepth = 0.0f; vp.MaxDepth = 1.0f; vp.TopLeftX = 0; vp.TopLeftY = 0; g_pImmediateContext->RSSetViewports(1, &vp); return S_OK; }
Summary
In this section, we covered the essential steps to initialize Direct3D, including creating the Direct3D device and device context, creating the swap chain, creating the render target view, and setting the viewport. These steps form the foundation for any Direct3D application and are crucial for rendering graphics. In the next section, we will learn how to render a simple triangle using Direct3D.
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