mirror of
https://github.com/TombEngine/TombEngine.git
synced 2025-05-03 18:27:59 +03:00
327 lines
15 KiB
C++
327 lines
15 KiB
C++
#include "framework.h"
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#include "Renderer11.h"
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#include "configuration.h"
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#include "winmain.h"
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#include "GameFlowScript.h"
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#include "Quad/RenderQuad.h"
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#include "memory/Vector.h"
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#include <string>
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#include <memory>
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#include <filesystem>
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using namespace TEN::Renderer;
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using std::vector;
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extern GameConfiguration g_Configuration;
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void TEN::Renderer::Renderer11::Initialise(int w, int h, int refreshRate, bool windowed, HWND handle)
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{
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HRESULT res;
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TENLog("Initializing DX11...", LogLevel::Info);
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CoInitialize(NULL);
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ScreenWidth = w;
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ScreenHeight = h;
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Windowed = windowed;
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initialiseScreen(w, h, refreshRate, windowed, handle, false);
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// Initialise render states
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m_states = std::make_unique<CommonStates>(m_device.Get());
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wchar_t titleScreenFile[255];
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std::wstring titleFile = std::wstring(titleScreenFile);
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std::mbstowcs(titleScreenFile, g_GameFlow->TitleScreenImagePath.c_str(), 255);
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m_titleScreen = Texture2D(m_device.Get(), titleScreenFile);
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auto whiteSpriteName = L"Textures/WhiteSprite.png";
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m_whiteTexture = std::filesystem::exists(whiteSpriteName) ? Texture2D(m_device.Get(), L"Textures/WhiteSprite.png") : Texture2D();
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auto logoName = L"Textures/Logo.png";
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m_logo = std::filesystem::exists(logoName) ? Texture2D(m_device.Get(), logoName) : Texture2D();
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m_shadowMaps = RenderTargetCubeArray(m_device.Get(), g_Configuration.shadowMapSize, MAX_DYNAMIC_SHADOWS, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB, DXGI_FORMAT_D16_UNORM);
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// Load shaders
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ComPtr<ID3D10Blob> blob;
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//char shadowMapStringBuff[4];
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//_itoa(g_Configuration.shadowMapSize, shadowMapStringBuff,10);
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std::string shadowSizeString = std::to_string(g_Configuration.shadowMapSize);
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const D3D_SHADER_MACRO roomDefines[] = {"SHADOW_MAP_SIZE",shadowSizeString.c_str(),nullptr,nullptr};
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const D3D_SHADER_MACRO roomDefinesAnimated[] = { "SHADOW_MAP_SIZE",shadowSizeString.c_str(),"ANIMATED" ,"",nullptr,nullptr };
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m_vsRooms = Utils::compileVertexShader(m_device.Get(),L"Shaders\\DX11_Rooms.fx", "VS", "vs_4_0", &roomDefines[0], blob);
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// Initialise input layout using the first vertex shader
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D3D11_INPUT_ELEMENT_DESC inputLayout[] =
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{
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{"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0},
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{"NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0},
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{"TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0},
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{"COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0},
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{"TANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0},
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{"BITANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0},
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{"EFFECTS", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0},
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{"BLENDINDICES", 0, DXGI_FORMAT_R32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0},
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{"POLYINDEX", 0, DXGI_FORMAT_R32_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0},
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{"DRAWINDEX", 0, DXGI_FORMAT_R32_UINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0},
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{"HASH", 0, DXGI_FORMAT_R32_SINT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0}
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};
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Utils::throwIfFailed(m_device->CreateInputLayout(inputLayout, 11, blob->GetBufferPointer(), blob->GetBufferSize(), &m_inputLayout));
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m_vsRooms_Anim = Utils::compileVertexShader(m_device.Get(), L"Shaders\\DX11_Rooms.fx", "VS", "vs_4_0", &roomDefinesAnimated[0], blob);
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m_psRooms = Utils::compilePixelShader(m_device.Get(), L"Shaders\\DX11_Rooms.fx", "PS", "ps_4_0", &roomDefines[0], blob);
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m_vsItems = Utils::compileVertexShader(m_device.Get(), L"Shaders\\DX11_Items.fx", "VS", "vs_4_0", nullptr, blob);
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m_psItems = Utils::compilePixelShader(m_device.Get(), L"Shaders\\DX11_Items.fx", "PS", "ps_4_0", nullptr, blob);
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m_vsStatics = Utils::compileVertexShader(m_device.Get(), L"Shaders\\DX11_Statics.fx", "VS", "vs_4_0", nullptr, blob);
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m_psStatics = Utils::compilePixelShader(m_device.Get(), L"Shaders\\DX11_Statics.fx", "PS", "ps_4_0", nullptr, blob);
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m_vsHairs = Utils::compileVertexShader(m_device.Get(), L"Shaders\\DX11_Hairs.fx", "VS", "vs_4_0", nullptr, blob);
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m_psHairs = Utils::compilePixelShader(m_device.Get(), L"Shaders\\DX11_Hairs.fx", "PS", "ps_4_0", nullptr, blob);
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m_vsSky = Utils::compileVertexShader(m_device.Get(), L"Shaders\\DX11_Sky.fx", "VS", "vs_4_0", nullptr, blob);
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m_psSky = Utils::compilePixelShader(m_device.Get(), L"Shaders\\DX11_Sky.fx", "PS", "ps_4_0", nullptr, blob);
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m_vsSprites = Utils::compileVertexShader(m_device.Get(), L"Shaders\\DX11_Sprites.fx", "VS", "vs_4_0", nullptr, blob);
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m_psSprites = Utils::compilePixelShader(m_device.Get(), L"Shaders\\DX11_Sprites.fx", "PS", "ps_4_0", nullptr, blob);
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m_vsSolid = Utils::compileVertexShader(m_device.Get(), L"Shaders\\DX11_Solid.fx", "VS", "vs_4_0", nullptr, blob);
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m_psSolid = Utils::compilePixelShader(m_device.Get(), L"Shaders\\DX11_Solid.fx", "PS", "ps_4_0", nullptr, blob);
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m_vsInventory = Utils::compileVertexShader(m_device.Get(), L"Shaders\\DX11_Inventory.fx", "VS", "vs_4_0",nullptr, blob);
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m_psInventory = Utils::compilePixelShader(m_device.Get(), L"Shaders\\DX11_Inventory.fx", "PS", "ps_4_0", nullptr, blob);
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m_vsFullScreenQuad = Utils::compileVertexShader(m_device.Get(), L"Shaders\\DX11_FullScreenQuad.fx", "VS", "vs_4_0",nullptr, blob);
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m_psFullScreenQuad = Utils::compilePixelShader(m_device.Get(), L"Shaders\\DX11_FullScreenQuad.fx", "PS", "ps_4_0", nullptr, blob);
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m_vsShadowMap = Utils::compileVertexShader(m_device.Get(), L"Shaders\\DX11_ShadowMap.fx", "VS", "vs_4_0", nullptr, blob);
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m_psShadowMap = Utils::compilePixelShader(m_device.Get(), L"Shaders\\DX11_ShadowMap.fx", "PS", "ps_4_0", nullptr, blob);
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m_vsHUD = Utils::compileVertexShader(m_device.Get(), L"Shaders\\HUD\\DX11_VS_HUD.hlsl", "VS", "vs_4_0", nullptr, blob);
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m_psHUDColor = Utils::compilePixelShader(m_device.Get(), L"Shaders\\HUD\\DX11_PS_HUD.hlsl", "PSColored", "ps_4_0", nullptr, blob);
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m_psHUDTexture = Utils::compilePixelShader(m_device.Get(), L"Shaders\\HUD\\DX11_PS_HUD.hlsl", "PSTextured", "ps_4_0", nullptr, blob);
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m_psHUDBarColor = Utils::compilePixelShader(m_device.Get(), L"Shaders\\HUD\\DX11_PS_HUDBar.hlsl", "PSTextured", "ps_4_0", nullptr, blob);
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m_shadowMap = RenderTarget2D(m_device.Get(), g_Configuration.shadowMapSize, g_Configuration.shadowMapSize, DXGI_FORMAT_R32_FLOAT,DXGI_FORMAT_D16_UNORM);
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// Initialise constant buffers
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m_cbCameraMatrices = createConstantBuffer<CCameraMatrixBuffer>();
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m_cbItem = createConstantBuffer<CItemBuffer>();
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m_cbStatic = createConstantBuffer<CStaticBuffer>();
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m_cbLights = createConstantBuffer<CLightBuffer>();
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m_cbMisc = createConstantBuffer<CMiscBuffer>();
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m_cbShadowMap = createConstantBuffer<CShadowLightBuffer>();
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m_cbRoom = createConstantBuffer<CRoomBuffer>();
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m_cbAnimated = createConstantBuffer<CAnimatedBuffer>();
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//Prepare HUD Constant buffer
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m_cbHUDBar = createConstantBuffer<CHUDBarBuffer>();
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m_cbHUD = createConstantBuffer<CHUDBuffer>();
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m_cbSprite = createConstantBuffer<CSpriteBuffer>();
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m_stHUD.View = Matrix::CreateLookAt(Vector3::Zero, Vector3(0, 0, 1), Vector3(0, -1, 0));
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m_stHUD.Projection =Matrix::CreateOrthographicOffCenter(0, REFERENCE_RES_WIDTH, 0, REFERENCE_RES_HEIGHT, 0, 1.0f);
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m_cbHUD.updateData(m_stHUD, m_context.Get());
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m_currentCausticsFrame = 0;
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m_firstWeather = true;
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// Preallocate lists
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m_dynamicLights = createVector<RendererLight*>(MAX_DYNAMIC_LIGHTS);
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m_lines3DToDraw = createVector<RendererLine3D*>(MAX_LINES_3D);
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m_lines2DToDraw = createVector<RendererLine2D*>(MAX_LINES_2D);
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m_lines3DBuffer = (RendererLine3D*)malloc(sizeof(RendererLine3D) * MAX_LINES_3D);
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m_lines2DBuffer = (RendererLine2D*)malloc(sizeof(RendererLine2D) * MAX_LINES_2D);
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m_rects2DBuffer = (RendererRect2D*)malloc(sizeof(RendererRect2D) * MAX_RECTS_2D);
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for (int i = 0; i < NUM_ITEMS; i++)
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{
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m_items[i].Lights = createVector<RendererLight*>(MAX_LIGHTS_PER_ITEM);
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m_effects[i].Lights = createVector<RendererLight*>(MAX_LIGHTS_PER_ITEM);
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}
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D3D11_BLEND_DESC blendStateDesc{};
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blendStateDesc.AlphaToCoverageEnable = false;
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blendStateDesc.IndependentBlendEnable = false;
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blendStateDesc.RenderTarget[0].BlendEnable = true;
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blendStateDesc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
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blendStateDesc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
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blendStateDesc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_REV_SUBTRACT;
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blendStateDesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_SRC_ALPHA;
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blendStateDesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_DEST_ALPHA;
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blendStateDesc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
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blendStateDesc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
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Utils::throwIfFailed(m_device->CreateBlendState(&blendStateDesc, m_subtractiveBlendState.GetAddressOf()));
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D3D11_SAMPLER_DESC shadowSamplerDesc = {};
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shadowSamplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
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shadowSamplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
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shadowSamplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
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shadowSamplerDesc.ComparisonFunc = D3D11_COMPARISON_LESS_EQUAL;
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shadowSamplerDesc.Filter = D3D11_FILTER_COMPARISON_MIN_MAG_LINEAR_MIP_POINT;
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Utils::throwIfFailed(m_device->CreateSamplerState(&shadowSamplerDesc,m_shadowSampler.GetAddressOf()));
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m_shadowSampler->SetPrivateData(WKPDID_D3DDebugObjectName, sizeof("ShadowSampler") + 1, "ShadowSampler");
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initialiseBars();
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initQuad(m_device.Get());
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}
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void TEN::Renderer::Renderer11::initialiseScreen(int w, int h, int refreshRate, bool windowed, HWND handle, bool reset)
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{
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HRESULT res;
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DXGI_SWAP_CHAIN_DESC sd;
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sd.BufferDesc.Width = w;
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sd.BufferDesc.Height = h;
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sd.BufferDesc.RefreshRate.Numerator = refreshRate;
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sd.BufferDesc.RefreshRate.Denominator = 1;
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sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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sd.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_PROGRESSIVE;
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sd.BufferDesc.Scaling = DXGI_MODE_SCALING_STRETCHED;
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sd.Windowed = windowed;
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sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
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sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
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sd.OutputWindow = handle;
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sd.SampleDesc.Count = 1;
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sd.SampleDesc.Quality = 0;
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sd.BufferCount = 1;
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sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
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ComPtr<IDXGIDevice> dxgiDevice;
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Utils::throwIfFailed(m_device.As(&dxgiDevice));
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ComPtr<IDXGIAdapter> dxgiAdapter;
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Utils::throwIfFailed(dxgiDevice->GetParent(__uuidof(IDXGIAdapter), &dxgiAdapter));
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ComPtr<IDXGIFactory> dxgiFactory;
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Utils::throwIfFailed(dxgiAdapter->GetParent(__uuidof(IDXGIFactory), &dxgiFactory));
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if (reset)
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{
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// Always return to windowed mode otherwise crash will happen
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m_swapChain->SetFullscreenState(false, NULL);
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}
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Utils::throwIfFailed(dxgiFactory->CreateSwapChain(m_device.Get(), &sd, &m_swapChain));
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dxgiFactory->MakeWindowAssociation(handle, 0);
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res = m_swapChain->SetFullscreenState(!windowed, NULL);
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// Initialise the back buffer
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m_backBufferTexture = NULL;
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Utils::throwIfFailed(m_swapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), reinterpret_cast <void**>(&m_backBufferTexture)));
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m_backBufferRTV = NULL;
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Utils::throwIfFailed(m_device->CreateRenderTargetView(m_backBufferTexture, NULL, &m_backBufferRTV));
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D3D11_TEXTURE2D_DESC depthStencilDesc;
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depthStencilDesc.Width = w;
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depthStencilDesc.Height = h;
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depthStencilDesc.MipLevels = 1;
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depthStencilDesc.ArraySize = 1;
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depthStencilDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
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depthStencilDesc.SampleDesc.Count = 1;
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depthStencilDesc.SampleDesc.Quality = 0;
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depthStencilDesc.Usage = D3D11_USAGE_DEFAULT;
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depthStencilDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
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depthStencilDesc.CPUAccessFlags = 0;
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depthStencilDesc.MiscFlags = 0;
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m_depthStencilTexture = NULL;
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Utils::throwIfFailed(m_device->CreateTexture2D(&depthStencilDesc, NULL, &m_depthStencilTexture));
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m_depthStencilView = NULL;
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Utils::throwIfFailed(m_device->CreateDepthStencilView(m_depthStencilTexture, NULL, &m_depthStencilView));
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// Bind the back buffer and the depth stencil
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m_context->OMSetRenderTargets(1, &m_backBufferRTV, m_depthStencilView);
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// Initialise sprites and font
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m_spriteBatch = std::make_unique<SpriteBatch>(m_context.Get());
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m_gameFont = std::make_unique<SpriteFont>(m_device.Get(), L"Textures/Font.spritefont");
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m_primitiveBatch = std::make_unique<PrimitiveBatch<RendererVertex>>(m_context.Get());
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// Initialise buffers
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m_renderTarget = RenderTarget2D(m_device.Get(), w, h, DXGI_FORMAT_R8G8B8A8_UNORM);
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m_dumpScreenRenderTarget = RenderTarget2D(m_device.Get(), w, h, DXGI_FORMAT_R8G8B8A8_UNORM);
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m_reflectionCubemap = RenderTargetCube(m_device.Get(), 128, DXGI_FORMAT_R8G8B8A8_UNORM_SRGB);
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// Shadow map
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/*D3D11_TEXTURE2D_DESC depthTexDesc;
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ZeroMemory(&depthTexDesc, sizeof(D3D11_TEXTURE2D_DESC));
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depthTexDesc.Width = SHADOW_MAP_SIZE;
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depthTexDesc.Height = SHADOW_MAP_SIZE;
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depthTexDesc.MipLevels = 1;
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depthTexDesc.ArraySize = 1;
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depthTexDesc.SampleDesc.Count = 1;
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depthTexDesc.SampleDesc.Quality = 0;
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depthTexDesc.Format = DXGI_FORMAT_R32_TYPELESS;
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depthTexDesc.Usage = D3D11_USAGE_DEFAULT;
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depthTexDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL | D3D11_BIND_SHADER_RESOURCE;
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depthTexDesc.CPUAccessFlags = 0;
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depthTexDesc.MiscFlags = 0;
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res = m_device->CreateTexture2D(&depthTexDesc, NULL, &m_shadowMapTexture);
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if (FAILED(res))
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return false;
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D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
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ZeroMemory(&dsvDesc, sizeof(D3D11_DEPTH_STENCIL_VIEW_DESC));
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dsvDesc.Format = depthTexDesc.Format;
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dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
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dsvDesc.Texture2D.MipSlice = 0;
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m_shadowMapDSV = NULL;
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res = m_device->CreateDepthStencilView(m_shadowMapTexture, &dsvDesc, &m_shadowMapDSV);
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if (FAILED(res))
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return false;
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D3D11_SHADER_RESOURCE_VIEW_DESC shaderDesc;
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shaderDesc.Format = DXGI_FORMAT_R32_FLOAT;
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shaderDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
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shaderDesc.Texture2D.MostDetailedMip = 0;
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shaderDesc.Texture2D.MipLevels = 1;
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res = m_device->CreateShaderResourceView(m_shadowMapTexture, &shaderDesc, &m_shadowMapRV);
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if (FAILED(res))
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return false;*/
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// Initialise viewport
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m_viewport.TopLeftX = 0;
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m_viewport.TopLeftY = 0;
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m_viewport.Width = w;
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m_viewport.Height = h;
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m_viewport.MinDepth = 0.0f;
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m_viewport.MaxDepth = 1.0f;
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m_shadowMapViewport.TopLeftX = 0;
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m_shadowMapViewport.TopLeftY = 0;
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m_shadowMapViewport.Width = g_Configuration.shadowMapSize;
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m_shadowMapViewport.Height = g_Configuration.shadowMapSize;
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m_shadowMapViewport.MinDepth = 0.0f;
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m_shadowMapViewport.MaxDepth = 1.0f;
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m_viewportToolkit = Viewport(m_viewport.TopLeftX, m_viewport.TopLeftY, m_viewport.Width, m_viewport.Height,
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m_viewport.MinDepth, m_viewport.MaxDepth);
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if (windowed)
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{
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SetWindowLong(WindowsHandle, GWL_STYLE, WS_OVERLAPPEDWINDOW);
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SetWindowPos(WindowsHandle, HWND_TOP, 0, 0, g_Configuration.Width, g_Configuration.Height,
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SWP_FRAMECHANGED | SWP_NOMOVE | SWP_NOSIZE | SWP_SHOWWINDOW);
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}
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else
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{
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SetWindowLong(WindowsHandle, GWL_STYLE, WS_POPUPWINDOW);
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SetWindowPos(WindowsHandle, HWND_TOP, 0, 0, 0, 0,
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SWP_FRAMECHANGED | SWP_NOMOVE | SWP_NOSIZE | SWP_SHOWWINDOW);
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}
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UpdateWindow(handle);
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}
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void TEN::Renderer::Renderer11::Create()
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{
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D3D_FEATURE_LEVEL levels[] = { D3D_FEATURE_LEVEL_10_1 }; // {D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_11_1};
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D3D_FEATURE_LEVEL featureLevel;
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HRESULT res;
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#ifdef _RELEASE
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res = D3D11CreateDevice(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, NULL, levels, 1, D3D11_SDK_VERSION, &m_device, &featureLevel, &m_context);
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#else
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res = D3D11CreateDevice(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, /*D3D11_CREATE_DEVICE_DEBUG*/ NULL, levels, 1, D3D11_SDK_VERSION, &m_device, &featureLevel, &m_context); // D3D11_CREATE_DEVICE_DEBUG
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#endif
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Utils::throwIfFailed(res);
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}
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