light/Engine/src/Platform/GraphicsAPI/DirectX/dxGraphicsContext.cpp

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#include "ltpch.h"
#include "dxGraphicsContext.h"
// Required for forward declaration
#include "Graphics/Renderer.h"
#include "Graphics/RenderCommand.h"
#include "Graphics/Shader.h"
#include "Graphics/Buffers.h"
#include "Graphics/VertexLayout.h"
#include "UserInterface/UserInterface.h"
#include <glfw/glfw3.h>
#define GLFW_EXPOSE_NATIVE_WIN32
#include <glfw/glfw3native.h>
#include "dxSharedContext.h"
namespace Light {
dxGraphicsContext::dxGraphicsContext(GLFWwindow* windowHandle)
: m_WindowHandle(windowHandle)
{
m_GraphicsAPI = GraphicsAPI::DirectX;
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HRESULT hr;
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DXGI_SWAP_CHAIN_DESC sd = { 0 };
sd.BufferCount = 1u;
sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
sd.OutputWindow = glfwGetWin32Window(m_WindowHandle);
sd.SampleDesc.Count = 1u;
sd.Windowed = true;
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DXC(D3D11CreateDeviceAndSwapChain(nullptr, D3D_DRIVER_TYPE_HARDWARE,
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NULL, NULL, NULL, NULL, D3D11_SDK_VERSION,
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&sd, &m_SwapChain, &m_Device, NULL, &m_DeviceContext));
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m_DeviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
Microsoft::WRL::ComPtr<ID3D11Resource> backBuffer;
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DXC(m_SwapChain->GetBuffer(0u, __uuidof(ID3D11Resource), &backBuffer));
DXC(m_Device->CreateRenderTargetView(backBuffer.Get(), nullptr, &m_RenderTargetView));
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m_DeviceContext->OMSetRenderTargets(1u, m_RenderTargetView.GetAddressOf(), nullptr);
D3D11_VIEWPORT viewport;
viewport.Width = 800.0f;
viewport.Height = 600.0f;
viewport.MinDepth = 0.0f;
viewport.MaxDepth = 1.0f;
viewport.TopLeftX = 0.0f;
viewport.TopLeftY = 0.0f;
m_DeviceContext->RSSetViewports(1u, &viewport);
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dxSharedContext* sharedContext = new dxSharedContext({m_DeviceContext, m_SwapChain, m_RenderTargetView, m_Device});
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m_SharedContext = sharedContext;
// log some information about dx context //
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// locals
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IDXGIDevice* DXGIDevice;
IDXGIAdapter* DXGIAdapter;
DXGI_ADAPTER_DESC DXGIAdapterDesc;
// initialize Locals
m_Device->QueryInterface(__uuidof(IDXGIDevice), (void**)&DXGIDevice);
DXGIDevice->GetAdapter(&DXGIAdapter);
DXGIAdapter->GetDesc(&DXGIAdapterDesc);
// get the adapter's description
char DefChar = ' ';
char ch[180];
WideCharToMultiByte(CP_ACP, 0, DXGIAdapterDesc.Description, -1, ch, 180, &DefChar, NULL);
std::string adapterDesc(ch);
// release memory
DXGIDevice->Release();
DXGIAdapter->Release();
// log info // #todo: log more information
LT_ENGINE_INFO("dxGraphicsContext:");
LT_ENGINE_INFO(" Renderer: {}", adapterDesc);
}
void dxGraphicsContext::OnWindowResize(const WindowResizedEvent& event)
{
}
void dxGraphicsContext::LogDebugData()
{
}
}