【发布时间】:2016-10-04 10:47:20
【问题描述】:
我是 Directx 编程的新手,所以我开始使用 dx11 在线学习一些教程。 我可以很好地初始化win32窗口和directx11,但是当我尝试绘制三角形窗口时,它会冻结我的电脑,所以我必须重新启动它。我已经寻找解决方案,但没有任何帮助。
这是我的 WinMain 代码:
#include "DXApp.h"
#include<DirectXMath.h>
class App : public DXApp {
public:
App(HINSTANCE hInstance);
~App();
bool Init() override;
void Update(float dt) override;
void Render(float dt) override;
};
int WINAPI WinMain(__in HINSTANCE hInstance, __in_opt HINSTANCE hPrevInstance, __in LPSTR lpCmdLine, __in int nShowCmd) {
App app(hInstance);
if (!app.Init()) return 1;
return app.Run();
}
App::App(HINSTANCE hInstance) : DXApp(hInstance)
{
}
App::~App()
{
}
bool App::Init()
{
return DXApp::Init();
}
void App::Update(float dt)
{
}
void App::Render(float dt)
{
immediateContext->ClearRenderTargetView(renderTargetView, DirectX::Colors::CornflowerBlue);
immediateContext->Draw(3, 0);
swapChain->Present(0, 0);
}
还有我的应用标头和 cpp:
DXApp.h:
#pragma once
#include<Windows.h>
#include<string>
#include"DXUtil.h"
#include<d3dcompiler.h>
#pragma comment(lib, "d3dcompiler.lib")
#define WIN32_LEAN_AND_MEAN
class DXApp
{
public:
DXApp(HINSTANCE hInstance);
void cleanUp();
virtual ~DXApp(void);
//MAIN APPLICATION LOOP
int Run();
//FRAMEWORK METHODS
virtual bool Init();
virtual void Update(float dt) = 0;
virtual void Render(float dt) = 0;
virtual LRESULT MsgProc(HWND hwnd, unsigned int msg, WPARAM wParam, LPARAM lParam);
protected:
HWND hAppWnd;
HINSTANCE hAppInstance;
unsigned int ClientWidth;
unsigned int ClientHeight;
std::string AppTitle;
DWORD WindStyle;
//DIRECTX ATTRIBUTES
ID3D11Device* device;
ID3D11DeviceContext* immediateContext;
IDXGISwapChain* swapChain;
ID3D11RenderTargetView* renderTargetView;
D3D_DRIVER_TYPE driverType;
D3D_FEATURE_LEVEL featureLevel;
D3D11_VIEWPORT viewport;
ID3D11Buffer* triangleVertBuffer;
ID3D11PixelShader* pixelShader;
ID3D11VertexShader* vertexShader;
ID3D10Blob* VSBuffer;
ID3D10Blob* PSBuffer;
ID3D11InputLayout* vertLayout;
protected:
//INITIALZE WIN32 WINDOW
bool windowInit();
//INITIALIZE DIRECTX
bool direct3dInit();
};
DXApp.cpp:
#include "DXApp.h"
命名空间{
DXApp * g_pApp = nullptr;
}
LRESULT CALLBACK MainWndProc(HWND hwnd, unsigned int msg, WPARAM wParam, LPARAM lParam) {
if (g_pApp) return g_pApp->MsgProc(hwnd, msg, wParam, lParam);
否则返回 DefWindowProc(hwnd, msg, wParam, lParam);
}
//顶点
结构顶点{
顶点(){}
顶点(float x,float y,float z):pos(x,y,z){}
DirectX::XMFLOAT3 位置;
};
D3D11_INPUT_ELEMENT_DESC 布局[] = {
{ "位置", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
};
无符号整数 numLayoutElements = ARRAYSIZE(布局);
DXApp::DXApp(HINSTANCE hInstance)
{
hAppInstance = hInstance;
hAppWnd = NULL;
客户端宽度 = 1280;
客户端高度 = 720;
AppTitle = "DirectX11 引擎";
WindStyle = WS_OVERLAPPEDWINDOW;
g_pApp = 这个;
//直接发送
设备 = nullptr;
交换链 = nullptr;
立即上下文 = nullptr;
渲染目标视图 = nullptr;
顶点着色器 = nullptr;
像素着色器 = nullptr;
triangleVertBuffer = nullptr;
VSBuffer = nullptr;
PSBuffer = nullptr;
vertLayout = nullptr;
}
无效 DXApp::cleanUp()
{
if (immediateContext) immediateContext->ClearState();
内存::SafeRelease(renderTargetView);
内存::SafeRelease(immediateContext);
内存::SafeRelease(swapChain);
内存::SafeRelease(设备);
内存::SafeRelease(vertLayout);
内存::SafeRelease(PSBuffer);
内存::SafeRelease(VSBuffer);
内存::SafeRelease(triangleVertBuffer);
内存::SafeRelease(pixelShader);
内存::SafeRelease(vertexShader);
}
DXApp::~DXApp()
{
//直接清除
if (immediateContext) immediateContext->ClearState();
内存::SafeRelease(renderTargetView);
内存::SafeRelease(immediateContext);
内存::SafeRelease(swapChain);
内存::SafeRelease(设备);
内存::SafeRelease(vertLayout);
内存::SafeRelease(PSBuffer);
内存::SafeRelease(VSBuffer);
内存::SafeRelease(triangleVertBuffer);
内存::SafeRelease(pixelShader);
内存::SafeRelease(vertexShader);
}
int DXApp::Run() {
味精味精 = { 0 };
而(WM_QUIT!= msg.message){
if (PeekMessage(&msg, NULL, NULL, NULL, PM_REMOVE)) {
TranslateMessage(&msg);
调度消息(&msg);
}
别的 {
更新(0.0f);
渲染(0.0f);
}
}
return static_cast(msg.wParam);
}
布尔 DXApp::Init()
{
如果(!windowInit()){
返回假;
}
如果(!direct3dInit()){
返回假;
}
返回真;
}
布尔 DXApp::windowInit()
{
WNDCLASSEX wcex;
ZeroMemory(&wcex, sizeof(WNDCLASSEX));
wcex.cbClsExtra = 0;
wcex.cbWndExtra = 0;
wcex.cbSize = sizeof(WNDCLASSEX);
wcex.style = CS_HREDRAW | CS_VREDRAW;
wcex.hInstance = hAppInstance;
wcex.lpfnWndProc = MainWndProc;
wcex.hIcon = LoadIcon(NULL, IDI_APPLICATION);
wcex.hCursor = LoadCursor(NULL, IDC_ARROW);
wcex.hbrBackground = (HBRUSH)GetStockObject(NULL_BRUSH);
wcex.lpszMenuName = NULL;
wcex.lpszClassName = "DXAPPWNDCLASS";
wcex.hIconSm = LoadIcon(NULL, IDI_APPLICATION);
if (!RegisterClassEx(&wcex)) {
OutputDebugString("\n创建窗口类失败!!\n");
返回假;
}
RECT r = { 0, 0, ClientWidth, ClientHeight };
AdjustWindowRect(&r, WindStyle, false);
无符号整数宽度 = r.right - r.left;
无符号整数高度 = r.bottom - r.top;
无符号整数 x = GetSystemMetrics(SM_CXSCREEN) / 2 - 宽度 / 2;
无符号整数 y = GetSystemMetrics(SM_CYSCREEN) / 2 - 高度 / 2;
hAppWnd = CreateWindow("DXAPPWNDCLASS", AppTitle.c_str(), WindStyle, x, y, 宽度, 高度, NULL, NULL, hAppInstance, NULL);
如果(!hAppWnd){
OutputDebugString("\n创建窗口失败!!\n");
返回假;
}
ShowWindow(hAppWnd, SW_SHOW);
返回真;
}
//直接初始化
布尔 DXApp::direct3dInit()
{
无符号 int createDeviceFlags = 0;
#ifdef 调试
createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
#endif // 调试
D3D_DRIVER_TYPE driverTypes[] = {
D3D_DRIVER_TYPE_HARDWARE,
D3D_DRIVER_TYPE_WARP,
D3D_DRIVER_TYPE_REFERENCE
};
无符号整数 numDriverTypes = ARRAYSIZE(driverTypes);
D3D_FEATURE_LEVEL featureLevels[] = {
D3D_FEATURE_LEVEL_11_0,
D3D_FEATURE_LEVEL_10_1,
D3D_FEATURE_LEVEL_10_0,
D3D_FEATURE_LEVEL_9_3
};
无符号整数 numFeatureLevels = ARRAYSIZE(featureLevels);
DXGI_SWAP_CHAIN_DESC swapDesc;
ZeroMemory(&swapDesc, sizeof(DXGI_SWAP_CHAIN_DESC));
swapDesc.BufferCount = 1;
swapDesc.BufferDesc.Width = ClientWidth;
swapDesc.BufferDesc.Height = ClientHeight;
swapDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
swapDesc.BufferDesc.RefreshRate.Numerator = 60;
swapDesc.BufferDesc.RefreshRate.Denominator = 1;
swapDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
swapDesc.OutputWindow = hAppWnd;
swapDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
swapDesc.Windowed = true;
swapDesc.SampleDesc.Count = 1;
swapDesc.SampleDesc.Quality = 0;
swapDesc.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
HRESULT 结果;
for (int i = 0; i GetBuffer(NULL, __uuidof(ID3D11Texture2D), reinterpret_cast(&backBufferTex));
设备->CreateRenderTargetView(backBufferTex, nullptr, &renderTargetView);
//绑定渲染目标视图
immediateContext->OMSetRenderTargets(1, &renderTargetView, nullptr);
//从文件编译着色器
结果 = D3DCompileFromFile(L"VertexShader.hlsl", 0, 0, "vertexShader", "vs_4_0", 0, 0, &VSBuffer, &VSBuffer);
结果 = D3DCompileFromFile(L"PixelShader.hlsl", 0, 0, "pixelShader", "ps_4_0", 0, 0, &PSBuffer, &PSBuffer);
//创建着色器对象
结果 = 设备->CreateVertexShader(VSBuffer->GetBufferPointer(), VSBuffer->GetBufferSize(), 0, &vertexShader);
结果 = 设备->CreatePixelShader(PSBuffer->GetBufferPointer(), PSBuffer->GetBufferSize(), 0, &pixelShader);
//设置着色器
immediateContext->VSSetShader(vertexShader, 0, 0);
immediateContext->PSSetShader(pixelShader, 0, 0);
//创建顶点缓冲区
顶点 v[] = {
顶点(0.0f,0.5f,0.5f),
顶点(0.5f,-0.5f,0.5f),
顶点(-0.5f,0.5f,0.5f),
};
D3D11_BUFFER_DESC vertexBufferDesc;
ZeroMemory(&vertexBufferDesc, sizeof(D3D11_BUFFER_DESC));
vertexBufferDesc.Usage = D3D11_USAGE_DEFAULT;
vertexBufferDesc.ByteWidth = sizeof(Vertex) * 3;
vertexBufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
vertexBufferDesc.CPUAccessFlags = 0;
vertexBufferDesc.MiscFlags = 0;
D3D11_SUBRESOURCE_DATA 顶点缓冲区数据;
ZeroMemory(&vertexBufferData, sizeof(vertexBufferData));
vertexBufferData.pSysMem = v;
结果 = 设备->CreateBuffer(&vertexBufferDesc, &vertexBufferData, &triangleVertBuffer);
//设置顶点缓冲区
unsigned int stride = sizeof(Vertex);
无符号整数偏移 = 0;
immediateContext->IAGetVertexBuffers(0, 1, &triangleVertBuffer, &stride, &offset);
//创建输入布局
设备->CreateInputLayout(layout, numLayoutElements, VSBuffer->GetBufferPointer(), VSBuffer->GetBufferSize(), &vertLayout);
//设置输入布局
immediateContext->IASetInputLayout(vertLayout);
//设置原始拓扑
immediateContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
//视口创建
ZeroMemory(&viewport, sizeof(D3D11_VIEWPORT));
viewport.Width = static_cast(ClientWidth);
viewport.Height = static_cast(ClientHeight);
视口.TopLeftX = 0;
视口.TopLeftY = 0;
视口.MinDepth = 0.0f;
视口.MaxDepth = 1.0f;
//设置视口
immediateContext->RSSetViewports(1, &viewport);
返回真;
}
//消息
LRESULT DXApp::MsgProc(HWND hwnd, unsigned int msg, WPARAM wParam, LPARAM lParam)
{
开关(味精){
案例 WM_DESTROY:
PostQuitMessage(0);
返回0;
默认:
返回 DefWindowProc(hwnd, msg, wParam, lParam);
}
}
感谢您的帮助。
【问题讨论】:
-
您的示例很长,缩小问题范围通常有助于找到问题。你可以在stackoverflow.com/help/mcve中学习如何给出好的例子
-
我只知道 opengl,但是快速浏览一下着色器可能值得仔细研究一下。相当于着色器的段错误有时会引起很多麻烦,包括冻结您的操作系统。例如,您对
VSSetShader的调用似乎没有正确的参数,为什么它们都是0?再次,我不知道 DX 的语义,但我认为其中一个应该是 1?我在看here,我可能会误解,但我相信 0 会被视为NULL并且不会使用着色器? -
@sjm324 谢谢,但是 VSSetShader 没问题,我没有使用任何接口,所以两者都应该是 0。0 被视为 NULL,但正如我所说,在这种情况下没关系。
标签: c++ visual-studio directx directx-11