SOL9 Sample: Direct3D11FullScreen

SOL9 2.0 Samples

1 Screenshot


2 Source code

/*
 * Direct3D11FullScreen.cpp 
 * Copyright (c) 2015 Antillia.com TOSHIYUKI ARAI. ALL RIGHTS RESERVED. 
 */


// 2016/01/16
// 2017/01/28 Updated to use ModuleFileName class and caught macro.

#pragma warning(disable : 4005) 
#pragma warning(disable : 4838) 

#define COMMONCONTROLS_V6

#include <sol/direct3d11/DirectX3D11FullScreen.h>
#include <sol/dxgi/DirectXGISwapChain.h>
#include <sol/dxgi/DXGISwapChainDesc.h>

#include <sol/direct3d11/Direct3D11RenderTargetView.h>
#include <sol/direct3d11/Direct3D11DepthStencilView.h>

#include <sol/direct3d11/Direct3D11Texture2D.h>
#include <sol/direct3d11/D3D11Texture2DDesc.h>
#include <sol/direct3d11/D3D11DepthStencilViewDesc.h>

#include <sol/directx/Direct2D1Factory.h>
#include <sol/directx/Direct2D1RenderTarget.h>
#include <sol/directx/Direct2D1SolidColorBrush.h>
#include <sol/directx/DirectWriteFactory.h> 
#include <sol/directx/DirectWriteTextFormat.h>
#include <sol/dxgi/DirectXGISurface.h>

#include "resource.h"

namespace SOL {
  
class MainView :public DirectX3D11FullScreen {
private:
  
  SmartPtr<Direct3D11RenderTargetView>  renderTargetView;
  SmartPtr<Direct3D11DepthStencilView>  depthStencilView;

  SmartPtr<Direct2D1SolidColorBrush>    solidColorBrush;
  SmartPtr<DirectXGISurface>            dxgiSurface;
  SmartPtr<Direct2D1Factory>            d2d1Factory;
  SmartPtr<Direct2D1RenderTarget>       d2d1RenderTarget;
  SmartPtr<DirectWriteFactory>          writeFactory;
  SmartPtr<DirectWriteTextFormat>       textFormat;

public:
   DirectXGISwapChain* getSwapChain()
   {
     return swapChain;
   }
  
public:
  void deleteViews()
  {
    renderTargetView = NULL;
    depthStencilView = NULL;
  }

  virtual void createViews()
  {
    int width = 0;
    int height = 0;
    validateClientSize(width, height);
    
    try {

      Direct3D11Device*   d3d11Device  = getD3D11Device();
      Direct3D11ImmediateContext* d3d11ImmediateContext = getD3D11ImmediateContext();
      
      DirectXGISwapChain* swapChain = getSwapChain();
      //if (d3dDevice && swapChain) {
      d3d11ImmediateContext ->setOMRenderTargets(0, NULL, NULL);

      //1 Create an instance of Direct3D11RenderTargetView
      Direct3D11Texture2D renderTargetViewTexture(*swapChain); ; 

      renderTargetView = new Direct3D11RenderTargetView(*d3d11Device, renderTargetViewTexture, NULL);

      //2 Create a temporary depthDesc(D3D11Texture2DDesc).
      D3D11Texture2DDesc depthDesc;
      depthDesc.width(width);
      depthDesc.height(height);
      depthDesc.mipLevels(1);
      depthDesc.arraySize(1);
      depthDesc.format(DXGI_FORMAT_D32_FLOAT);
      depthDesc.sampleDescCount(1);
      depthDesc.sampleDescQuality(0);
      depthDesc.usage(D3D11_USAGE_DEFAULT);
      depthDesc.bindFlags(D3D11_BIND_DEPTH_STENCIL);

      //3 Create a temporary depthStencilTexture(Direct3D11Texture2D) from texture2DDesc.
      Direct3D11Texture2D depthStencilTexute(*d3d11Device, depthDesc); 

      //4 Create a temporary depthStencilViewDesc(D3D11DepthStencilViewDesc) 
      D3D11DepthStencilViewDesc depthStencilViewDesc(DXGI_FORMAT_D32_FLOAT, D3D11_DSV_DIMENSION_TEXTURE2D);

      //5 Create an instance of Direct3DDepthStencilView from depthStencilTexture and depthStencilViewDesc
      depthStencilView = new Direct3D11DepthStencilView(*d3d11Device, depthStencilTexute, depthStencilViewDesc);


      ID3D11RenderTargetView* targets[1];
      targets[0]= *renderTargetView; 
      //6 Set renderTargetView and depthStencilView to id3d11Device
      d3d11ImmediateContext ->setOMRenderTargets(1, targets, *depthStencilView);
      //}
    } catch (Exception& ex) {
      caught(ex);
    }
  }
  
  //virtual void initialize()
  virtual void initialize()
  {
    try {
      //1 Create a swapChain
      //createSwapChain();
      
      Direct3D11Device* d3d11Device = getD3D11Device();

      //2 Create rendarTargetView and depthStencilView.
      createViews();

      //
      DirectXGISwapChain* swapChain = getSwapChain();

      // 3 Create an instance of DirectXGISurface;
      dxgiSurface = new DirectXGISurface(*swapChain);

      d2d1Factory = new Direct2D1Factory();

      FLOAT dpiX = 0.0f;
      FLOAT dpiY = 0.0f;
      d2d1Factory->getDesktopDpi(&dpiX, &dpiY);

      D2D1_RENDER_TARGET_PROPERTIES props =D2D1::RenderTargetProperties(
                D2D1_RENDER_TARGET_TYPE_DEFAULT,
                D2D1::PixelFormat(DXGI_FORMAT_UNKNOWN, D2D1_ALPHA_MODE_PREMULTIPLIED),
                dpiX,
                dpiY
                );
      // 4 Create an instance of Direct2D1RenderTarget.
      d2d1RenderTarget = new Direct2D1RenderTarget(*d2d1Factory, *dxgiSurface, &props);

      // 5 Create an instance DirectWriterFactory.
      writeFactory = new DirectWriteFactory();
        
      // 6 Create a red solidColorBrush.
      solidColorBrush   = new Direct2D1SolidColorBrush(*d2d1RenderTarget, 
                      D2D1::ColorF(D2D1::ColorF::Yellow));

      // 7 Create an instance DirectWriterTextFormat.
      textFormat   = new DirectWriteTextFormat(*writeFactory,
                  L"Gabriola",
                  NULL,
                  DWRITE_FONT_WEIGHT_NORMAL,
                  DWRITE_FONT_STYLE_ITALIC,
                  DWRITE_FONT_STRETCH_NORMAL,
                  80.0f,  
                  L"");      

      textFormat -> setTextAlignment(DWRITE_TEXT_ALIGNMENT_CENTER);
      textFormat -> setParagraphAlignment(DWRITE_PARAGRAPH_ALIGNMENT_CENTER);

    } catch (Exception& ex) {
      caught(ex);
    }
  }
  
  // Draw a wchar_t string on the d2d1RenderTarget.
  void drawText(const wchar_t* text)
  {
      try {
        d2d1RenderTarget -> beginDraw();

        d2d1RenderTarget -> setTransform(D2D1::Matrix3x2F::Identity());
        d2d1RenderTarget -> clear(D2D1::ColorF(D2D1::ColorF::Navy));

        auto size = d2d1RenderTarget->getSize();
        auto rectangle = D2D1::RectF(0.0f, 0.0f, size.width, size.height);

        d2d1RenderTarget -> drawText(
            text,
            wcslen(text),
            *textFormat,
            rectangle,
            *solidColorBrush);
        d2d1RenderTarget -> endDraw();
        
      } catch (Exception& ex) {
        caught(ex);
      }
  }

  virtual void display()
  {
    try {
      Direct3D11Device*  d311Device = getD3D11Device();
      DirectXGISwapChain* swapChain = getSwapChain();
      Direct3D11ImmediateContext* d3d11ImmediateContext = getD3D11ImmediateContext();
      
      if (renderTargetView && depthStencilView) {
        d3d11ImmediateContext -> clear(*renderTargetView, XMColor(0.0f, 0.1f, 0.2f, 0.0f));
        d3d11ImmediateContext -> clear(*depthStencilView);
  
        const wchar_t* text = L"Atlantis awakens on fullscreen mode.\r\nPress ESC key to exit.";
        drawText(text);
      }
      swapChain -> present();

    } catch (Exception& ex) {
      caught(ex);
    }
  }

public:
  /**
   * Constructor
   */
  MainView(Application& applet, const TCHAR* name, Args& args)
  :DirectX3D11FullScreen(applet, name, args)
  {
    restorePlacement();

    postResizeRequest(); 
  }

public:
  ~MainView()
  {
  }

private:
  virtual void keyDown(Event& event)
  {
    WPARAM wparam = event.getWParam();
    if (wparam == VK_ESCAPE) {
      DirectXGISwapChain* swapChain = getSwapChain();
      swapChain ->setFullscreenState(FALSE, NULL);
      Action action;
      exit(action); 
    }
  }
  
  void resize(int width, int height)
  {
    
    Direct3D11Device*   device = getD3D11Device();
    Direct3D11ImmediateContext*  d3d11ImmediateContext = getD3D11ImmediateContext();
    
    DirectXGISwapChain* swapChain = getSwapChain();
   
    if (device           == NULL && 
        swapChain        == NULL && 
        renderTargetView == NULL &&
        depthStencilView == NULL) {
        return ;
    }
    
    try {
      d3d11ImmediateContext ->setOMRenderTargets(0, NULL, NULL);
      // 1 Delete existing rendarTargetView and depthStencilView.
      deleteViews();

      // 2 ResizeBuffers swapChain(IDXGISwapChain)
      if (swapChain) 
      swapChain -> resizeBuffers(width, height); 
      // 3 Recreate rendarTargetView and depthStencilView.
      createViews();
      
      // 4 SetViewPort
      setViewPort(width, height);

    } catch (Exception& ex) {
      caught(ex);
    }
  }  
};

}


//////////////////////////////////////////////
//
void  Main(int argc, TCHAR** argv)
{
  ModuleFileName module(argv[0]);
  const TCHAR* appClass =  module.getAppName(); 
  try {    
    Application applet(appClass, argc, argv);

    Args args;
    args.set(XmNwidth,  700);
    args.set(XmNheight, 480);
    MainView mainv(applet, appClass, args);
    
    mainv.realize();

    applet.run();
  } catch (Exception& ex) {
    caught(ex);
  }
}


Last modified: 1 Feb 2017

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