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commit 8101ff67c43f6c34c3a6f0a9bb6309398ca34eaf
Author: Vincent Torri <vincent.to...@gmail.com>
AuthorDate: Sat Jul 29 04:42:22 2023 -0700
Update 'Direct3D 11 for 2D - Creating a window'
---
Direct3D-11-for-2D---Creating-a-window.md | 578 ++++++++++++++++++++++++++++++
1 file changed, 578 insertions(+)
diff --git a/Direct3D-11-for-2D---Creating-a-window.md b/Direct3D-11-for-2D---Creating-a-window.md
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+
+# Creating a window
+
+There are numerous tutorials and examples on Internet about creating a window on Windows. So the code is presented below, with some remarks at the end. Here we also use a header file below, `win.h`, which contains structures and interface.
+
+```c
+#ifndef WIN_H
+#define WIN_H
+
+/* comment for no debug informations */
+#define _DEBUG
+
+typedef struct Window Window;
+typedef struct D3d D3d;
+
+struct Window
+{
+ HINSTANCE instance;
+ RECT rect;
+ HWND win;
+ D3d *d3d;
+ int rotation; /* rotation (clockwise): 0, 1, 2 3 */
+ unsigned int fullscreen: 1;
+};
+
+D3d *d3d_init(Window *win, int vsync);
+
+void d3d_shutdown(D3d *d3d);
+
+void d3d_scene_begin(D3d *d3d);
+
+void d3d_scene_end(void);
+
+void d3d_resize(D3d *d3d, int rot, UINT width, UINT height);
+
+void d3d_render(D3d *d3d);
+
+#endif
+```
+
+Here is the corresponding `win.c` file below. The compilation command is at the top of the file.
+
+
+```c
+/*
+ * compilation command (Windows 10 or above):
+ *
+ * gcc -g -O2 -Wall -Wextra -o d3d d3d_0.c win.c -ld3d11 -ld3dcompiler -ldxgi -luuid -D_WIN32_WINNT=0x0A00
+ *
+ * Note: change the d3d_*.c file for each steps of the tutorial
+ */
+
+#include <stdlib.h>
+#include <stdio.h>
+
+#ifndef WIN32_LEAN_AND_MEAN
+# define WIN32_LEAN_AND_MEAN
+#endif
+
+#include <windows.h>
+
+#include "win.h"
+
+void window_fullscreen_set(Window *win, unsigned int fullscreen);
+
+void window_rotation_set(Window *win, int rotation);
+
+/************************* Window *************************/
+
+LRESULT CALLBACK
+_window_procedure(HWND window,
+ UINT message,
+ WPARAM window_param,
+ LPARAM data_param)
+{
+ switch (message)
+ {
+ case WM_CLOSE:
+ PostQuitMessage(0);
+ return 0;
+ case WM_KEYUP:
+ if (window_param == 'Q')
+ {
+ PostQuitMessage(0);
+ }
+ if (window_param == 'F')
+ {
+ Window *win;
+
+#ifdef _DEBUG
+ printf("fullscreen\n");
+ fflush(stdout);
+#endif
+ win = (Window *)GetWindowLongPtr(window, GWLP_USERDATA);
+ window_fullscreen_set(win, !win->fullscreen);
+ }
+ if (window_param == 'R')
+ {
+ Window *win;
+
+#ifdef _DEBUG
+ printf("rotation\n");
+ fflush(stdout);
+#endif
+ win = (Window *)GetWindowLongPtr(window, GWLP_USERDATA);
+ window_rotation_set(win, (win->rotation + 1) % 4);
+ }
+ if (window_param == 'D')
+ {
+/* RECT r; */
+/* Window* win; */
+
+/* #ifdef _DEBUG */
+/* printf("draw texture\n"); */
+/* fflush(stdout); */
+/* #endif */
+/* win = (Window*)GetWindowLongPtr(window, GWLP_USERDATA); */
+ }
+ if (window_param == 'U')
+ {
+ RECT r;
+ Window* win;
+
+#ifdef _DEBUG
+ printf("update d3d\n");
+ fflush(stdout);
+#endif
+ win = (Window*)GetWindowLongPtr(window, GWLP_USERDATA);
+ GetClientRect(window, &r);
+ d3d_resize(win->d3d,
+ win->rotation,
+ r.right - r.left, r.bottom - r.top);
+ d3d_render(win->d3d);
+ }
+ return 0;
+ case WM_ERASEBKGND:
+ /* no need to erase back */
+ return 1;
+ /* GDI notifications */
+ case WM_CREATE:
+#ifdef _DEBUG
+ printf(" * WM_CREATE\n");
+ fflush(stdout);
+#endif
+ return 0;
+ case WM_SIZE:
+ {
+ Window * win;
+
+#ifdef _DEBUG
+ printf(" * WM_SIZE : %u %u\n", (UINT)LOWORD(data_param), (UINT)HIWORD(data_param));
+ fflush(stdout);
+#endif
+
+ win = (Window *)GetWindowLongPtr(window, GWLP_USERDATA);
+ d3d_resize(win->d3d,
+ win->rotation,
+ (UINT)LOWORD(data_param), (UINT)HIWORD(data_param));
+
+ return 0;
+ }
+ case WM_PAINT:
+ {
+#ifdef _DEBUG
+ printf(" * WM_PAINT\n");
+ fflush(stdout);
+#endif
+
+ if (GetUpdateRect(window, NULL, FALSE))
+ {
+ PAINTSTRUCT ps;
+ Window *win;
+
+ BeginPaint(window, &ps);
+
+ win = (Window *)GetWindowLongPtr(window, GWLP_USERDATA);
+ d3d_render(win->d3d);
+
+ EndPaint(window, &ps);
+ }
+
+ return 0;
+ }
+ default:
+ return DefWindowProc(window, message, window_param, data_param);
+ }
+}
+
+Window *window_new(int x, int y, int w, int h)
+{
+ WNDCLASS wc;
+ RECT r;
+ Window *win;
+
+ win = (Window *)calloc(1, sizeof(Window));
+ if (!win)
+ return NULL;
+
+ win->instance = GetModuleHandle(NULL);
+ if (!win->instance)
+ goto free_win;
+
+ memset (&wc, 0, sizeof (WNDCLASS));
+ wc.style = CS_HREDRAW | CS_VREDRAW;
+ wc.lpfnWndProc = _window_procedure;
+ wc.cbClsExtra = 0;
+ wc.cbWndExtra = 0;
+ wc.hInstance = win->instance;
+ wc.hIcon = LoadIcon (NULL, IDI_APPLICATION);
+ wc.hCursor = LoadCursor (NULL, IDC_ARROW);
+ wc.hbrBackground = NULL;
+ wc.lpszMenuName = NULL;
+ wc.lpszClassName = "D3D";
+
+ if(!RegisterClass(&wc))
+ goto free_library;
+
+ r.left = 0;
+ r.top = 0;
+ r.right = w;
+ r.bottom = h;
+ if (!AdjustWindowRectEx(&r,
+ WS_OVERLAPPEDWINDOW | WS_SIZEBOX,
+ FALSE,
+ 0U))
+ goto unregister_class;
+
+ printf("window new : %d %d %ld %ld", w, h, r.right - r.left, r.bottom - r.top);
+ fflush(stdout);
+
+ win->win = CreateWindowEx(0U,
+ "D3D", "Direct3D",
+ WS_OVERLAPPEDWINDOW | WS_SIZEBOX,
+ x, y,
+ r.right - r.left,
+ r.bottom - r.top,
+ NULL,
+ NULL, win->instance, NULL);
+ if (!win->win)
+ goto unregister_class;
+
+ return win;
+
+ unregister_class:
+ UnregisterClass("D2D", win->instance);
+ free_library:
+ FreeLibrary(win->instance);
+ free_win:
+ free(win);
+
+ return NULL;
+}
+
+void window_del(Window *win)
+{
+ if (!win)
+ return;
+
+ DestroyWindow(win->win);
+ UnregisterClass("D2D", win->instance);
+ FreeLibrary(win->instance);
+ free(win);
+}
+
+void window_show(Window *win)
+{
+ ShowWindow(win->win, SW_SHOWNORMAL);
+}
+
+void window_fullscreen_set(Window *win, unsigned int on)
+{
+ HWND prev;
+ DWORD style;
+ DWORD exstyle;
+ UINT flags;
+ int x;
+ int y;
+ int w;
+ int h;
+
+ on = !!on;
+ if ((win->fullscreen && on) ||
+ (!win->fullscreen && !on))
+ return;
+
+ if (on)
+ {
+ MONITORINFO mi;
+ HMONITOR monitor;
+
+ if (!GetWindowRect(win->win, &win->rect))
+ {
+ printf("GetWindowRect() failed\n");
+ return;
+ }
+
+ monitor = MonitorFromWindow(win->win, MONITOR_DEFAULTTONEAREST);
+ mi.cbSize = sizeof(MONITORINFO);
+ if (!GetMonitorInfo(monitor, &mi))
+ return;
+
+ style = WS_VISIBLE | WS_POPUP;
+ exstyle = WS_EX_TOPMOST;
+ prev = HWND_TOPMOST;
+ x = 0;
+ y = 0;
+ w = mi.rcMonitor.right - mi.rcMonitor.left;
+ h = mi.rcMonitor.bottom - mi.rcMonitor.top;
+ flags = SWP_NOCOPYBITS | SWP_SHOWWINDOW;
+ }
+ else
+ {
+
+ style = WS_OVERLAPPEDWINDOW | WS_SIZEBOX;
+ exstyle = 0U;
+ prev = HWND_NOTOPMOST;
+ x = win->rect.left;
+ y = win->rect.top;
+ w = win->rect.right - win->rect.left;
+ h = win->rect.bottom - win->rect.top;
+ flags = SWP_NOCOPYBITS | SWP_SHOWWINDOW;
+ }
+
+ SetLastError(0);
+ if (!SetWindowLongPtr(win->win, GWL_STYLE, style) &&
+ (GetLastError() != 0))
+ {
+ printf("SetWindowLongPtr() failed\n");
+ return;
+ }
+ SetLastError(0);
+ if (!SetWindowLongPtr(win->win, GWL_EXSTYLE, exstyle) &&
+ (GetLastError() != 0))
+ {
+ printf("SetWindowLongPtr() failed\n");
+ return;
+ }
+ if (!SetWindowPos(win->win, prev, x, y, w, h, flags))
+ {
+ printf("SetWindowPos() failed\n");
+ return;
+ }
+
+ win->fullscreen = on;
+}
+
+void window_rotation_set(Window *win, int rotation)
+{
+ int rdiff;
+
+ if (win->rotation == rotation)
+ return;
+
+ rdiff = win->rotation - rotation;
+ if (rdiff < 0) rdiff = -rdiff;
+
+ if (rdiff != 2)
+ {
+ RECT r;
+ RECT r2;
+ int x;
+ int y;
+
+ win->rotation = rotation;
+
+ if (!GetWindowRect(win->win, &r))
+ {
+ printf("GetClient failed\n");
+ return;
+ }
+
+ x = r.left;
+ y = r.top;
+
+ if (!GetClientRect(win->win, &r))
+ {
+ printf("GetClient failed\n");
+ return;
+ }
+
+ printf(" * win rot : %ld %ld\n", r.bottom - r.top, r.right - r.left);
+ fflush(stdout);
+
+ r2.left = 0;
+ r2.top = 0;
+ r2.right = r.bottom - r.top;
+ r2.bottom = r.right - r.left;
+ if (!AdjustWindowRectEx(&r2,
+ WS_OVERLAPPEDWINDOW | WS_SIZEBOX,
+ FALSE,
+ 0U))
+ {
+ printf("AdjustWindowRectEx failed\n");
+ return;
+ }
+
+ printf(" * win rot 2 : %ld %ld\n", r2.bottom - r2.top, r2.right - r2.left);
+ fflush(stdout);
+
+ if (!MoveWindow(win->win,
+ x, y,
+ r2.right - r2.left, r2.bottom - r2.top,
+ TRUE))
+ {
+ printf("MoveWindow() failed\n");
+ return;
+ }
+ }
+}
+
+int main()
+{
+ Window *win;
+ D3d *d3d;
+ int ret = 1;
+
+ /* remove scaling on HiDPI */
+ SetProcessDpiAwarenessContext(DPI_AWARENESS_CONTEXT_SYSTEM_AWARE);
+
+ win = window_new(100, 100, 800, 480);
+ if (!win)
+ return ret;
+
+ d3d = d3d_init(win, 0);
+ if (!d3d)
+ {
+ printf(" * d3d_init() failed\n");
+ fflush(stdout);
+ goto del_window;
+ }
+
+ d3d_scene_begin(d3d);
+
+ ret = 0;
+
+ SetWindowLongPtr(win->win, GWLP_USERDATA, (LONG_PTR)win);
+
+ window_show(win);
+
+ /* mesage loop */
+ while(1)
+ {
+ MSG msg;
+ BOOL ret;
+
+ ret = PeekMessage(&msg, NULL, 0, 0, PM_REMOVE);
+ if (ret)
+ {
+ do
+ {
+ if (msg.message == WM_QUIT)
+ goto beach;
+ TranslateMessage(&msg);
+ DispatchMessageW(&msg);
+ } while (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE));
+ }
+ }
+
+ beach:
+ d3d_scene_end();
+ d3d_shutdown(d3d);
+ del_window:
+ window_del(win);
+
+ return ret;
+}
+```
+
+As you can see, there are some Direct3D function in this code. For now, they are just stub functions. The file is `d3d_0.c`. For each step of the tutorial, the name of the file in the compilation command will need to be changed.
+
+```c
+/*
+ * Tutorial part 0
+ *
+ * Only stub functions, no Direct3D functions yet
+ *
+ * Compilation:
+ *
+ * gcc -g -O2 -Wall -Wextra -o d3d_0 d3d_0.c win.c -ld3d11 -ldxgi -luuid -D_WIN32_WINNT=0x0A00
+ */
+
+#include <stdlib.h> /* calloc() free() */
+#include <stdio.h> /* printf() fflush() */
+
+#define _DEBUG
+
+/* C API for d3d11 */
+#define COBJMACROS
+
+#include <dxgi1_3.h> /* DXGI interface */
+#include <d3d11.h> /* D3D11 interface */
+#include <d3dcompiler.h> /* compilation of shader */
+
+#include "win.h"
+
+#ifdef _DEBUG
+# define FCT \
+do { printf(" * %s\n", __FUNCTION__); fflush(stdout); } while (0)
+#else
+# define FCT \
+do { } while (0)
+#endif
+
+struct D3d
+{
+ unsigned int vsync : 1;
+};
+
+/************************** D3D11 **************************/
+
+D3d *d3d_init(Window *win, int vsync)
+{
+ D3d *d3d;
+
+ d3d = (D3d *)calloc(1, sizeof(D3d));
+ if (!d3d)
+ return NULL;
+
+ return d3d;
+
+ (void)win;
+ (void)vsync;
+}
+
+void d3d_shutdown(D3d *d3d)
+{
+ if (!d3d)
+ return;
+
+ free(d3d);
+}
+
+void d3d_scene_begin(D3d *d3d)
+{
+ (void)d3d;
+}
+
+void d3d_scene_end(void)
+{
+}
+
+void d3d_resize(D3d *d3d, int rot, UINT width, UINT height)
+{
+ (void)d3d;
+ (void)rot;
+ (void)width;
+ (void) height;
+}
+
+void d3d_render(D3d *d3d)
+{
+ (void)d3d;
+}
+```
+
+When the program is launched, you should obtain a window with a white background, like this:
+
+<img alt="tutorial 0" src="" width="30%" height="30%">
+
+Some actions are implemented:
+
+* Press the key 'q' to quit the program.
+* Press the key 'f' to switch fullscreen / windowed mode
+* Press the key 'r' to rotate clock-wise the window with steps of 90 °. This will be useful when something will be drawn in the window. For now, the only change will be the orientation of the window.
+
+Some remarks:
+
+1. The macro _WIN32_WINNT must be set to 0x0A00 in the compilation command to specify the version 10 of Windows (or above).
+2. The macro _DEBUG will be used for Direct3D only.
+3. The High DPI scaling is removed.
+4. The WM_SIZE message will be used to adapt the size of some of the Direct3D objects, namely:
+ * the viewport,
+ * the swap chain,
+ * the render target view.
+5. The WM_PAINT will be used to render the scene.
+6. There are some optimizations to avoid the redraw of the window background when it is resized:
+ * the WM_ERASEBKGND massage is managed,
+ * the brush of the window class is set to NULL.
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