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void DeviceResources::InitDeviceDependentResources() { HRESULT hr = S_OK; UINT createDeviceFlags = D3D11_CREATE_DEVICE_BGRA_SUPPORT; #ifdef _DEBUG createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG; #endif D3D_DRIVER_TYPE driverTypes[] = { D3D_DRIVER_TYPE_HARDWARE, D3D_DRIVER_TYPE_WARP, D3D_DRIVER_TYPE_REFERENCE, }; UINT numDriverTypes = ARRAYSIZE(driverTypes); 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, D3D_FEATURE_LEVEL_9_2, D3D_FEATURE_LEVEL_9_1 }; UINT numFeatureLevels = ARRAYSIZE(featureLevels); DXGI_SWAP_CHAIN_DESC swapChainDesc; ZeroMemory(&swapChainDesc, sizeof(swapChainDesc)); swapChainDesc.BufferCount = 1; swapChainDesc.BufferDesc.Width = m_winSize.width; swapChainDesc.BufferDesc.Height = m_winSize.height; swapChainDesc.BufferDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM; //DXGI_FORMAT_B8G8R8A8_UNORM; // supported by Direct2D //DXGI_FORMAT_R8G8B8A8_UNORM; swapChainDesc.BufferDesc.RefreshRate.Numerator = 60; swapChainDesc.BufferDesc.RefreshRate.Denominator = 1; swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; swapChainDesc.OutputWindow = m_hWnd; swapChainDesc.SampleDesc.Count = 1; swapChainDesc.SampleDesc.Quality = 0; swapChainDesc.Windowed = TRUE; for (UINT driverTypeIndex = 0; driverTypeIndex < numDriverTypes; driverTypeIndex++) { m_d3dDriverType = driverTypes[driverTypeIndex]; hr = D3D11CreateDeviceAndSwapChain( nullptr, m_d3dDriverType, nullptr, createDeviceFlags, featureLevels, numFeatureLevels, D3D11_SDK_VERSION, &swapChainDesc, m_dxgiSwapChain.GetAddressOf(), m_d3dDevice.GetAddressOf(), &m_d3dFeatureLevel, m_d3dContext.GetAddressOf() ); if (SUCCEEDED(hr)) break; } // Create a render target view ID3D11Texture2D* pBackBuffer = nullptr; hr = m_dxgiSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&pBackBuffer); hr = m_d3dDevice->CreateRenderTargetView(pBackBuffer, nullptr, &m_d3dRenderTargetView); pBackBuffer->Release(); // Create depth stencil texture D3D11_TEXTURE2D_DESC depthDesc; ZeroMemory(&depthDesc, sizeof(depthDesc)); depthDesc.Width = m_winSize.width; depthDesc.Height = m_winSize.height; depthDesc.MipLevels = 1; depthDesc.ArraySize = 1; depthDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT; depthDesc.SampleDesc.Count = 1; depthDesc.SampleDesc.Quality = 0; depthDesc.Usage = D3D11_USAGE_DEFAULT; depthDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL; depthDesc.CPUAccessFlags = 0; depthDesc.MiscFlags = 0; hr = m_d3dDevice->CreateTexture2D(&depthDesc, nullptr, m_d3dDepthStencil.GetAddressOf()); // Create the depth stencil view D3D11_DEPTH_STENCIL_VIEW_DESC depthStencilViewDesc; ZeroMemory(&depthStencilViewDesc, sizeof(depthStencilViewDesc)); depthStencilViewDesc.Format = depthDesc.Format; depthStencilViewDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D; depthStencilViewDesc.Texture2D.MipSlice = 0; hr = m_d3dDevice->CreateDepthStencilView(m_d3dDepthStencil.Get(), &depthStencilViewDesc, &m_d3dDepthStencilView); m_d3dContext->OMSetRenderTargets(1, m_d3dRenderTargetView.GetAddressOf(), m_d3dDepthStencilView.Get()); // Setup the viewport D3D11_VIEWPORT vp; vp.Width = (FLOAT)m_winSize.width; vp.Height = (FLOAT)m_winSize.height; vp.MinDepth = 0.0f; vp.MaxDepth = 1.0f; vp.TopLeftX = 0; vp.TopLeftY = 0; m_d3dContext->RSSetViewports(1, &vp); #pragma region d2dRenderTarget // Create the DXGI Surface Render Target. FLOAT dpiX; FLOAT dpiY; m_d2dFactory1->GetDesktopDpi(&dpiX, &dpiY); D2D1_RENDER_TARGET_PROPERTIES props = D2D1::RenderTargetProperties( D2D1_RENDER_TARGET_TYPE_DEFAULT, D2D1::PixelFormat(DXGI_FORMAT_B8G8R8A8_UNORM, D2D1_ALPHA_MODE_PREMULTIPLIED), dpiX, dpiY ); IDXGISurface* surface; m_dxgiSwapChain->GetBuffer(0, __uuidof(IDXGISurface), (void**)&surface); hr = m_d2dFactory1->CreateDxgiSurfaceRenderTarget( surface, &props, &m_d2dRenderTarget ); surface->Release(); #pragma endregion // d2dRenderTarget } |
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void Render(float elapsedTime) { g_devResources->GetD2dRenderTarget()->CreateSolidColorBrush( D2D1::ColorF(D2D1::ColorF::Blue), &g_SolidBrush ); g_devResources->GetD2dRenderTarget()->BeginDraw(); { for (int x = 0; x < 640; x += 10) { // funktioniert nicht (wird nicht angezeigt) g_devResources->GetD2dRenderTarget()->DrawLine( D2D1::Point2F(static_cast<FLOAT>(x), 0.0f), D2D1::Point2F(static_cast<FLOAT>(x), 480), g_SolidBrush.Get(), 0.3f ); } } g_devResources->GetD2dRenderTarget()->BeginDraw(); // Draw sprite g_SpriteBatch->Begin(SpriteSortMode_Deferred); { // funktioniert g_SpriteBatch->Draw(g_texture, XMFLOAT2(10, 75), nullptr, Colors::White); } g_SpriteBatch->End(); HRESULT hr = g_devResources->GetSwapChain()->Present(1, 0); } |
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