opencv/samples/wp8/OcvImageManipulation/PhoneXamlDirect3DApp1/PhoneXamlDirect3DApp1Comp/Direct3DBase.cpp

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#include "pch.h"
#include "Direct3DBase.h"
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 defined(_DEBUG)
// If the project is in a debug build, enable debugging via SDK Layers with this flag.
creationFlags |= D3D11_CREATE_DEVICE_DEBUG;
#endif
// 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;
}