add depth buffer

This commit is contained in:
Zack Buhman 2025-12-31 13:24:34 -06:00
parent 6e7c61c705
commit 7862a974fc

View File

@ -8,7 +8,9 @@ HINSTANCE g_hInstance = NULL;
HWND g_hWnd = NULL;
ID3D10Device * g_pd3dDevice = NULL;
IDXGISwapChain * g_pSwapChain = NULL;
ID3D10Texture2D * g_pDepthStencil = NULL;
ID3D10RenderTargetView * g_pRenderTargetView = NULL;
ID3D10DepthStencilView * g_pDepthStencilView = NULL;
ID3D10Effect * g_pEffect = NULL;
ID3D10EffectTechnique * g_pTechnique = NULL;
ID3D10InputLayout * g_pVertexLayout = NULL;
@ -151,8 +153,8 @@ HRESULT InitDirect3DDevice()
DXGI_SWAP_CHAIN_DESC sd = {};
sd.BufferCount = 1;
sd.BufferDesc.Width = 640;
sd.BufferDesc.Height = 480;
sd.BufferDesc.Width = width;
sd.BufferDesc.Height = height;
sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
sd.BufferDesc.RefreshRate.Numerator = 60;
sd.BufferDesc.RefreshRate.Denominator = 1;
@ -190,6 +192,7 @@ HRESULT InitDirect3DDevice()
}
print("driverType %d\n", driverType);
// back buffer
ID3D10Texture2D * pBackBuffer;
hr = g_pSwapChain->GetBuffer(0, __uuidof(ID3D10Texture2D), (LPVOID *)&pBackBuffer);
if (FAILED(hr)) {
@ -203,12 +206,37 @@ HRESULT InitDirect3DDevice()
return hr;
}
g_pd3dDevice->OMSetRenderTargets(1, &g_pRenderTargetView, NULL);
// depth buffer
D3D10_TEXTURE2D_DESC descDepth;
descDepth.Width = width;
descDepth.Height = height;
descDepth.MipLevels = 1;
descDepth.ArraySize = 1;
descDepth.Format = DXGI_FORMAT_D32_FLOAT;
descDepth.SampleDesc.Count = 1;
descDepth.SampleDesc.Quality = 0;
descDepth.Usage = D3D10_USAGE_DEFAULT;
descDepth.BindFlags = D3D10_BIND_DEPTH_STENCIL;
descDepth.CPUAccessFlags = 0;
descDepth.MiscFlags = 0;
hr = g_pd3dDevice->CreateTexture2D(&descDepth, NULL, &g_pDepthStencil);
if (FAILED(hr))
return hr;
D3D10_DEPTH_STENCIL_VIEW_DESC descDSV;
descDSV.Format = descDepth.Format;
descDSV.ViewDimension = D3D10_DSV_DIMENSION_TEXTURE2D;
descDSV.Texture2D.MipSlice = 0;
hr = g_pd3dDevice->CreateDepthStencilView(g_pDepthStencil, &descDSV, &g_pDepthStencilView);
if (FAILED(hr))
return hr;
g_pd3dDevice->OMSetRenderTargets(1, &g_pRenderTargetView, g_pDepthStencilView);
// viewport
D3D10_VIEWPORT vp;
vp.Width = 640;
vp.Height = 480;
vp.Width = width;
vp.Height = height;
vp.MinDepth = 0.0f;
vp.MaxDepth = 1.0f;
vp.TopLeftX = 0;
@ -361,7 +389,15 @@ HRESULT InitDirect3DDevice()
void Render()
{
static float t = 0.0f;
t += (float)D3DX_PI * 0.0125f;
if (0) {
t += (float)D3DX_PI * 0.0125f;
} else {
static DWORD dwTimeStart = 0;
DWORD dwTimeCur = GetTickCount();
if (dwTimeStart == 0)
dwTimeStart = dwTimeCur;
t = (dwTimeCur - dwTimeStart) / 1000.0f;
}
// first cube
D3DXMatrixRotationY(&g_World1, t);
@ -383,6 +419,7 @@ void Render()
float ClearColor[4] = { 0.0f, 0.125f, 0.6f, 1.0f };
g_pd3dDevice->ClearRenderTargetView(g_pRenderTargetView, ClearColor);
g_pd3dDevice->ClearDepthStencilView(g_pDepthStencilView, D3D10_CLEAR_DEPTH, 1.0f, 0);
g_pViewVariable->SetMatrix((float *)&g_View);
g_pProjectionVariable->SetMatrix((float *)&g_Projection);