我正在尝试学习 Directx 11.0。我遇到了一个错误。这是代码。
// include the basic windows header files and the Direct3D header files
#include <windows.h>
#include <windowsx.h>
#include <d3d11.h>
#include <d3dx11.h>
#include <d3dx10.h>
// include the Direct3D Library file
#pragma comment (lib, "d3d11.lib")
#pragma comment (lib, "d3dx11.lib")
#pragma comment (lib, "d3dx10.lib")
// define the screen resolution
#define SCREEN_WIDTH 800
#define SCREEN_HEIGHT 600
// global declarations
IDXGISwapChain *swapchain = NULL; // the pointer to the swap chain interface
ID3D11Device *dev = NULL; // the pointer to our Direct3D device interface
ID3D11DeviceContext *devcon = NULL; // the pointer to our Direct3D device context
ID3D11RenderTargetView *backbuffer = NULL; // the pointer to our back buffer
ID3D11InputLayout *pLayout = NULL; // the pointer to the input layout
ID3D11VertexShader *pVS = NULL; // the pointer to the vertex shader
ID3D11PixelShader *pPS = NULL; // the pointer to the pixel shader
ID3D11Buffer *pVBuffer = NULL; // the pointer to the vertex buffer
ID3D11Buffer *pIBuffer = NULL; // the pointer to the index buffer
ID3D11DepthStencilView *pDView = NULL; // the pointer to depth stencil view
ID3D11Texture2D *pDStencil = NULL; // the pointer to depth stencil
// a struct to define a single vertex
struct VERTEX{FLOAT X, Y, Z; D3DXCOLOR Color;};
// function prototypes
void InitD3D(HWND hWnd); // sets up and initializes Direct3D
void RenderFrame(void); // renders a single frame
void CleanD3D(void); // closes Direct3D and releases memory
void InitGraphics(void); // creates the shape to render
void InitPipeline(void); // loads and prepares the shaders
// the WindowProc function prototype
LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam);
// the entry point for any Windows program
int WINAPI WinMain(HINSTANCE hInstance,
HINSTANCE hPrevInstance,
LPSTR lpCmdLine,
int nCmdShow)
{
HWND hWnd;
WNDCLASSEX wc;
ZeroMemory(&wc, sizeof(WNDCLASSEX));
wc.cbSize = sizeof(WNDCLASSEX);
wc.style = CS_HREDRAW | CS_VREDRAW;
wc.lpfnWndProc = WindowProc;
wc.hInstance = hInstance;
wc.hCursor = LoadCursor(NULL, IDC_ARROW);
wc.lpszClassName = "WindowClass";
RegisterClassEx(&wc);
RECT wr = {0, 0, SCREEN_WIDTH, SCREEN_HEIGHT};
AdjustWindowRect(&wr, WS_OVERLAPPEDWINDOW, FALSE);
hWnd = CreateWindowEx(NULL,
"WindowClass",
"Our First Direct3D Program",
WS_OVERLAPPEDWINDOW,
CW_USEDEFAULT,
CW_USEDEFAULT,
wr.right - wr.left,
wr.bottom - wr.top,
NULL,
NULL,
hInstance,
NULL);
ShowWindow(hWnd, nCmdShow);
// set up and initialize Direct3D
InitD3D(hWnd);
// enter the main loop:
MSG msg;
while(TRUE)
{
if(PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
if(msg.message == WM_QUIT)
break;
}
RenderFrame();
}
// clean up DirectX and COM
CleanD3D();
return msg.wParam;
}
// this is the main message handler for the program
LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
switch(message)
{
case WM_DESTROY:
{
PostQuitMessage(0);
return 0;
} break;
}
return DefWindowProc (hWnd, message, wParam, lParam);
}
// this function initializes and prepares Direct3D for use
void InitD3D(HWND hWnd)
{
// create a struct to hold information about the swap chain
DXGI_SWAP_CHAIN_DESC scd;
// clear out the struct for use
ZeroMemory(&scd, sizeof(DXGI_SWAP_CHAIN_DESC));
// fill the swap chain description struct
scd.BufferCount = 1; // one back buffer
scd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; // use 32-bit color
scd.BufferDesc.Width = SCREEN_WIDTH; // set the back buffer width
scd.BufferDesc.Height = SCREEN_HEIGHT; // set the back buffer height
scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; // how swap chain is to be used
scd.OutputWindow = hWnd; // the window to be used
scd.SampleDesc.Count = 4; // how many multisamples
scd.Windowed = TRUE; // windowed/full-screen mode
scd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH; // allow full-screen switching
// create a device, device context and swap chain using the information in the scd struct
D3D11CreateDeviceAndSwapChain(NULL,
D3D_DRIVER_TYPE_HARDWARE,
NULL,
D3D11_CREATE_DEVICE_DEBUG,
NULL,
NULL,
D3D11_SDK_VERSION,
&scd,
&swapchain,
&dev,
NULL,
&devcon);
// get the address of the back buffer
ID3D11Texture2D *pBackBuffer;
swapchain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&pBackBuffer);
// use the back buffer address to create the render target
dev->CreateRenderTargetView(pBackBuffer, NULL, &backbuffer);
pBackBuffer->Release();
//Create depth stencil buffer
D3D11_TEXTURE2D_DESC descDepth;
descDepth.Width = SCREEN_WIDTH;
descDepth.Height = SCREEN_HEIGHT;
descDepth.MipLevels = 1;
descDepth.ArraySize = 1;
descDepth.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
descDepth.SampleDesc.Count = 4;
descDepth.SampleDesc.Quality = 0;
descDepth.Usage = D3D11_USAGE_DYNAMIC;
descDepth.BindFlags = D3D11_BIND_DEPTH_STENCIL;
descDepth.CPUAccessFlags = 0;
descDepth.MiscFlags = 0;
dev->CreateTexture2D( &descDepth, NULL, &pDStencil );
// Create the depth stencil view
D3D11_DEPTH_STENCIL_VIEW_DESC descDSV;
descDSV.Format = descDepth.Format;
descDSV.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2DMS;
descDSV.Texture2DMS.UnusedField_NothingToDefine = 0;
dev->CreateDepthStencilView( pDStencil, &descDSV, &pDView );
// set the render target as the back buffer
devcon->OMSetRenderTargets(1, &backbuffer, pDView);
// Set the viewport
D3D11_VIEWPORT viewport;
ZeroMemory(&viewport, sizeof(D3D11_VIEWPORT));
viewport.TopLeftX = 0;
viewport.TopLeftY = 0;
viewport.Width = SCREEN_WIDTH;
viewport.Height = SCREEN_HEIGHT;
viewport.MinDepth = 0.0f;
viewport.MaxDepth = 1.0f;
devcon->RSSetViewports(1, &viewport);
InitPipeline();
InitGraphics();
}
// this is the function used to render a single frame
void RenderFrame(void)
{
// clear the back buffer to a deep blue
devcon->ClearRenderTargetView(backbuffer, D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f));
//clear the depth stencil view
devcon->ClearDepthStencilView(pDView, D3D11_CLEAR_DEPTH|D3D11_CLEAR_STENCIL, 1.0f, 0);
// select which vertex buffer to display
UINT stride = sizeof(VERTEX);
UINT offset = 0;
devcon->IASetVertexBuffers(0, 1, &pVBuffer, &stride, &offset);
//set index buffer
devcon->IASetIndexBuffer(pIBuffer, DXGI_FORMAT_R32_UINT, 0);
// select which primtive type we are using
devcon->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
// draw the vertex buffer to the back buffer
devcon->DrawIndexed(9, 0, 0);
// switch the back buffer and the front buffer
swapchain->Present(0, 0);
}
// this is the function that cleans up Direct3D and COM
void CleanD3D(void)
{
swapchain->SetFullscreenState(FALSE, NULL); // switch to windowed mode
// close and release all existing COM objects
if(pLayout)pLayout->Release();
if(pVS)pVS->Release();
if(pPS)pPS->Release();
if(pVBuffer)pVBuffer->Release();
if(pIBuffer)pIBuffer->Release();
if(swapchain)swapchain->Release();
if(backbuffer)backbuffer->Release();
if(dev)dev->Release();
if(devcon)devcon->Release();
if(pDStencil)pDStencil->Release();
if(pDView)pDView->Release();
}
// this is the function that creates the shape to render
void InitGraphics()
{
// create a triangle using the VERTEX struct
VERTEX Vertices[] =
{
{-0.5f, 0.5f, 1.0f, D3DXCOLOR(1.0f, 0.0f, 0.0f, 1.0f)},
{0.5f, 0.5f, 1.0f, D3DXCOLOR(1.0f, 0.0f, 0.0f, 1.0f)},
{0.5f, -0.5f, 1.0f, D3DXCOLOR(1.0f, 0.0f, 0.0f, 1.0f)},
{-0.5f, -0.5f, 1.0f, D3DXCOLOR(1.0f, 0.0f, 0.0f, 1.0f)},
{0.75f, 0.75f, 0.0f, D3DXCOLOR(0.0f, 1.0f, 0.0f, 1.0f)},
{0.75f, -0.5f, 0.0f, D3DXCOLOR(0.0f, 1.0f, 0.0f, 1.0f)},
{0.0f, -0.5f, 0.0f, D3DXCOLOR(0.0f, 1.0f, 0.0f, 1.0f)},
};
DWORD Indices[]=
{
0,2,3,
4,5,6,
};
// create the vertex buffer
D3D11_BUFFER_DESC bd,id;
ZeroMemory(&bd, sizeof(bd));
ZeroMemory(&id, sizeof(id));
bd.Usage = D3D11_USAGE_DYNAMIC; // write access access by CPU and GPU
bd.ByteWidth = sizeof(VERTEX) * 7; // size is the VERTEX struct * 4
bd.BindFlags = D3D11_BIND_VERTEX_BUFFER; // use as a vertex buffer
bd.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; // allow CPU to write in buffer
id.Usage = D3D11_USAGE_DYNAMIC; // write access access by CPU and GPU
id.ByteWidth = sizeof(DWORD) * 3*3; // size is the DWORD struct * 2 * 3
id.BindFlags = D3D11_BIND_INDEX_BUFFER; // use as a index buffer
id.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; // allow CPU to write in buffer
dev->CreateBuffer(&bd, NULL, &pVBuffer); // create the buffer
dev->CreateBuffer(&id, NULL, &pIBuffer);
// copy the vertices into the buffer
D3D11_MAPPED_SUBRESOURCE ms;
devcon->Map(pVBuffer, NULL, D3D11_MAP_WRITE_DISCARD, NULL, &ms); // map the buffer
memcpy(ms.pData, Vertices, sizeof(Vertices)); // copy the data
devcon->Unmap(pVBuffer, NULL); // unmap the buffer
// copy the indices into the buffer
D3D11_MAPPED_SUBRESOURCE ims;
devcon->Map(pIBuffer, NULL, D3D11_MAP_WRITE_DISCARD, NULL, &ims); // map the buffer
memcpy(ims.pData, Indices, sizeof(Indices)); // copy the data
devcon->Unmap(pIBuffer, NULL); // unmap the buffer
}
// this function loads and prepares the shaders
void InitPipeline()
{
// load and compile the two shaders
ID3D10Blob *VS, *PS;
D3DX11CompileFromFile("shaders.hlsl", 0, 0, "VShader", "vs_5_0", 0, 0, 0, &VS, 0, 0);
D3DX11CompileFromFile("shaders.hlsl", 0, 0, "PShader", "ps_5_0", 0, 0, 0, &PS, 0, 0);
// encapsulate both shaders into shader objects
dev->CreateVertexShader(VS->GetBufferPointer(), VS->GetBufferSize(), NULL, &pVS);
dev->CreatePixelShader(PS->GetBufferPointer(), PS->GetBufferSize(), NULL, &pPS);
// set the shader objects
devcon->VSSetShader(pVS, 0, 0);
devcon->PSSetShader(pPS, 0, 0);
// create the input layout object
D3D11_INPUT_ELEMENT_DESC ied[] =
{
{"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0},
{"COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0},
};
dev->CreateInputLayout(ied, 2, VS->GetBufferPointer(), VS->GetBufferSize(), &pLayout);
devcon->IASetInputLayout(pLayout);
}
调试告诉我程序在函数 CreateDepthStencilView 上失败,原因是“第一个参数已损坏或为空。”。
事实上,CreateTexture2D 让我的 Texture2D COM 对象为空,这是所有麻烦的原因。
有人可以帮我解决为什么会这样吗?
请参阅 InitD3D()。有上面提到的两个功能。