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#include "Precompiled.h"
#include "BaseManager.h"
#pragma warning(push, 0)
#include <d3dx11.h>
#pragma warning(pop)
#include <MyGUI_DirectX11Platform.h>
#include <SDL_syswm.h>
namespace base
{
bool BaseManager::createRender(int _width, int _height, bool _windowed)
{
D3D_FEATURE_LEVEL featureLevels[] = {
D3D_FEATURE_LEVEL_11_0,
D3D_FEATURE_LEVEL_10_1,
D3D_FEATURE_LEVEL_10_0,
D3D_FEATURE_LEVEL_9_3,
D3D_FEATURE_LEVEL_9_2,
D3D_FEATURE_LEVEL_9_1};
static const int numFeatureLevels = 6;
D3D_FEATURE_LEVEL selectedFeatureLevel = D3D_FEATURE_LEVEL_11_0;
DXGI_SWAP_CHAIN_DESC swapChainDesc;
ZeroMemory(&swapChainDesc, sizeof(swapChainDesc));
swapChainDesc.BufferCount = 1;
swapChainDesc.BufferDesc.Width = _width;
swapChainDesc.BufferDesc.Height = _height;
swapChainDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
swapChainDesc.BufferDesc.RefreshRate.Numerator = 60;
swapChainDesc.BufferDesc.RefreshRate.Denominator = 1;
swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
swapChainDesc.SampleDesc.Count = 1;
swapChainDesc.SampleDesc.Quality = 0;
swapChainDesc.Windowed = _windowed;
SDL_SysWMinfo sysWMInfo;
SDL_VERSION(&sysWMInfo.version);
SDL_GetWindowWMInfo(mSdlWindow, &sysWMInfo);
swapChainDesc.OutputWindow = sysWMInfo.info.win.window;
HRESULT hr = S_OK;
if (FAILED(
hr = D3D11CreateDeviceAndSwapChain(
nullptr,
D3D_DRIVER_TYPE_HARDWARE,
nullptr,
0,
featureLevels,
numFeatureLevels,
D3D11_SDK_VERSION,
&swapChainDesc,
&mSwapChain,
&mDevice,
&selectedFeatureLevel,
&mDeviceContext)))
{
return false;
}
hr = mSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&mBackBuffer);
mDevice->CreateRenderTargetView(mBackBuffer, nullptr, &mRenderTarget);
mDeviceContext->OMSetRenderTargets(1, &mRenderTarget, nullptr);
D3D11_VIEWPORT vp;
vp.Width = (float)_width;
vp.Height = (float)_height;
vp.MinDepth = 0.0f;
vp.MaxDepth = 1.0f;
vp.TopLeftX = 0.0f;
vp.TopLeftY = 0.0f;
mDeviceContext->RSSetViewports(1, &vp);
return true;
}
void BaseManager::destroyRender()
{
if (mRenderTarget)
{
mRenderTarget->Release();
mRenderTarget = nullptr;
}
if (mBackBuffer)
{
mBackBuffer->Release();
mBackBuffer = nullptr;
}
if (mSwapChain)
{
mSwapChain->Release();
mSwapChain = nullptr;
}
if (mDeviceContext)
{
mDeviceContext->Release();
mDeviceContext = nullptr;
}
if (mDevice)
{
mDevice->Release();
mDevice = nullptr;
}
}
void BaseManager::createGuiPlatform()
{
mPlatform = new MyGUI::DirectX11Platform();
setupResources();
mPlatform->initialise(mDevice);
}
void BaseManager::destroyGuiPlatform()
{
if (mPlatform)
{
mPlatform->shutdown();
delete mPlatform;
mPlatform = nullptr;
}
}
void BaseManager::drawOneFrame()
{
const float clearColor[] = {0.0f, 0.0f, 0.0f, 1.0f};
mDeviceContext->ClearRenderTargetView(mRenderTarget, clearColor);
mPlatform->getRenderManagerPtr()->drawOneFrame();
mSwapChain->Present(0, 0);
}
void BaseManager::resizeRender(int _width, int _height)
{
if (mDevice != nullptr)
{
// Release the current render target view and its back buffer
mDeviceContext->OMSetRenderTargets(0, nullptr, nullptr);
if (mRenderTarget)
{
mRenderTarget->Release();
mRenderTarget = nullptr;
}
if (mBackBuffer)
{
mBackBuffer->Release();
mBackBuffer = nullptr;
}
// Resize
mSwapChain->ResizeBuffers(1, _width, _height, DXGI_FORMAT_R8G8B8A8_UNORM, 0);
// Acquire the new back buffer
mSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&mBackBuffer);
// Create a new render target from the resized buffer
mDevice->CreateRenderTargetView(mBackBuffer, nullptr, &mRenderTarget);
// Set the new render target
mDeviceContext->OMSetRenderTargets(1, &mRenderTarget, nullptr);
// Устанавливаем новый вьюпорт
D3D11_VIEWPORT vp;
vp.Width = (float)_width;
vp.Height = (float)_height;
vp.MinDepth = 0.0f;
vp.MaxDepth = 1.0f;
vp.TopLeftX = 0.0f;
vp.TopLeftY = 0.0f;
mDeviceContext->RSSetViewports(1, &vp);
}
}
void BaseManager::addResourceLocation(const std::string& _name, bool _recursive)
{
mPlatform->getDataManagerPtr()->addResourceLocation(_name, _recursive);
}
}
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