DirectX 11是由微软公司开发的一种应用程序接口(API),它主要用于处理计算机的图形和音频,它是Windows操作系统的一部分,但也可以在其他平台上使用,DirectX 11提供了一种方式,使得开发者可以更容易地创建出高质量的3D游戏和多媒体应用,本文将详细介绍如何使用DirectX 11。
你需要安装DirectX 11,你可以在微软的官方网站上下载到DirectX 11的安装包,安装过程非常简单,只需要按照提示进行操作即可,安装完成后,你的计算机就已经支持DirectX 11了。
接下来,你需要在你的应用程序中引入DirectX 11,这通常需要在项目的设置中进行,在Visual Studio中,你可以通过在项目属性中的“链接器”选项卡下的“输入”部分添加“dxgi.lib”和“d3d11.lib”来实现这一点。
你需要创建一个DirectX 11设备和一个交换链,设备是DirectX 11的主要接口,它用于管理GPU资源,交换链则是一种机制,它允许你在后台缓冲区和前台缓冲区之间交换数据,从而实现平滑的动画效果。
创建设备和交换链的过程如下:
IDXGIFactory* pFactory = nullptr; CreateDXGIFactory(__uuidof(IDXGIFactory), (void**)&pFactory); IDXGIAdapter* pAdapter = nullptr; for (UINT i = 0; pFactory->EnumAdapters(i, &pAdapter) != DXGI_ERROR_NOT_FOUND; ++i) { DXGI_ADAPTER_DESC desc; pAdapter->GetDesc(&desc); if (desc.Flags & DXGI_ADAPTER_FLAG_SOFTWARE) { // Don't select the adapter if it is a software adapter. pAdapter->Release(); pAdapter = nullptr; continue; } // Check to see if the adapter supports Direct3D 11, which is necessary for D3DImage to function correctly. UINT createDeviceFlags = 0; D3D_FEATURE_LEVEL featureLevels[] = { D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_9_3, D3D_FEATURE_LEVEL_9_2, D3D_FEATURE_LEVEL_9_1 }; for (UINT i = 0; i < ARRAYSIZE(featureLevels); ++i) { HRESULT result = D3D11CreateDevice(pAdapter, D3D_DRIVER_TYPE_UNKNOWN, nullptr, createDeviceFlags, featureLevels, ARRAYSIZE(featureLevels), D3D11_SDK_VERSION, &pDevice, &featureLevel, &pImmediateContext); if (result == E_INVALIDARG) { // This indicates that the device cannot be created with the current feature level. Try the next feature level. createDeviceFlags |= D3D11_CREATE_DEVICE_SINGLETHREADED; } else if (result == S_OK || result == D3DERR_INVALIDCALL) { // If the device was created successfully or if the device is not available, break out of the loop and use this device. break; } else if (result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY) { // If there is insufficient video memory on the system to create the hardware device, try the next feature level. createDeviceFlags |= D3D11_CREATE_DEVICE_SINGLETHREADED; } else if (result == D3DERR_NOTAVAILABLE) { // If the specified feature level is not available on the system, try the next feature level. createDeviceFlags |= D3D11_CREATE_DEVICE_SINGLETHREADED; } else if (result == E_FAIL) { // If other errors occur, break out of the loop and return false. The application should not continue running. break; } } if (pDevice != nullptr) { break; } pAdapter->Release(); pAdapter = nullptr; } if (pAdapter == nullptr) { return false; // No suitable adapter was found. The application should not continue running. }
创建完设备和交换链后,你就可以开始使用DirectX 11来创建和管理图形和音频资源了,你可以使用DirectX 11来创建纹理、着色器、顶点缓冲区等资源,以及渲染管线、深度模板缓冲区等对象,你还可以使用DirectX 11来处理输入事件,如键盘和鼠标的点击和移动,以及游戏手柄的按钮按下和摇杆旋转等。