I found this tutorial, i follow it and i create the class DirectX
class DirectX
{
private:
D3D_DRIVER_TYPE DriverType;
D3D_FEATURE_LEVEL FeatureLevel;
public:
int InitDirectX(HWND &hwnd, WinDesc &wd)
{
HRESULT result;
RECT dimensions;
GetClientRect( hwnd, &dimensions );
int width=dimensions.right-dimensions.left;
int height=dimensions.bottom-dimensions.top;
D3D_DRIVER_TYPE driverTypes[]=
{
D3D_DRIVER_TYPE_HARDWARE,
D3D_DRIVER_TYPE_WARP,
D3D_DRIVER_TYPE_SOFTWARE
};
unsigned int totalDriverTypes=ARRAYSIZE(driverTypes);
D3D_FEATURE_LEVEL featureLevels[]=
{
D3D_FEATURE_LEVEL_11_0,
D3D_FEATURE_LEVEL_10_1,
D3D_FEATURE_LEVEL_10_0
};
unsigned int totalFeatureLevels = ARRAYSIZE( featureLevels );
DXGI_SWAP_CHAIN_DESC swapChainDesc;
ZeroMemory(&swapChainDesc,sizeof(swapChainDesc));
swapChainDesc.BufferCount=1;
swapChainDesc.BufferDesc.Width=width;
swapChainDesc.BufferDesc.Height=height;
swapChainDesc.BufferDesc.Format=DXGI_FORMAT_R8G8B8A8_UNORM;
swapChainDesc.BufferDesc.RefreshRate.Numerator=60;
swapChainDesc.BufferDesc.RefreshRate.Denominator=1;
swapChainDesc.BufferUsage=DXGI_USAGE_RENDER_TARGET_OUTPUT;
swapChainDesc.OutputWindow=hwnd;
swapChainDesc.Windowed=1;
swapChainDesc.SampleDesc.Count=1;
swapChainDesc.SampleDesc.Quality=0;
for(int driver=0;driver<totalDriverTypes;++driver)
{
result = D3D11CreateDeviceAndSwapChain( 0, driverTypes[driver], 0,
0, featureLevels, totalFeatureLevels,
D3D11_SDK_VERSION, &swapChainDesc, &SwapChain,
&Device, &FeatureLevel, &Context );
if( SUCCEEDED( result ) )
{
D3D_DRIVER_TYPE driverType_ = driverTypes[driver];
break;
}
}
}
D3D11_TEXTURE2D_DESC textureDesc;
D3D11_RENDER_TARGET_VIEW_DESC renderTargetViewDesc;
D3D11_SHADER_RESOURCE_VIEW_DESC shaderResourceViewDesc;
ZeroMemory(&textureDesc, sizeof(textureDesc));
textureDesc.Width = width;
textureDesc.Height = height;
textureDesc.MipLevels = 1;
textureDesc.ArraySize = 1;
textureDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
textureDesc.SampleDesc.Count = 1;
textureDesc.Usage = D3D11_USAGE_DEFAULT;
textureDesc.BindFlags = D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE;
textureDesc.CPUAccessFlags = 0;
textureDesc.MiscFlags = 0;
result=Device->CreateTexture2D(&textureDesc, NULL, &backBuffer);
renderTargetViewDesc.Format = textureDesc.Format;
renderTargetViewDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
renderTargetViewDesc.Texture2D.MipSlice = 0;
result=Device->CreateRenderTargetView(backBuffer, &renderTargetViewDesc, &RenderTargetView);
shaderResourceViewDesc.Format = textureDesc.Format;
shaderResourceViewDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
shaderResourceViewDesc.Texture2D.MostDetailedMip = 0;
shaderResourceViewDesc.Texture2D.MipLevels = 1;
result=Device->CreateShaderResourceView(backBuffer, &shaderResourceViewDesc, &shaderResourceView);
float color[4]={1,1,0,0};
Context->ClearRenderTargetView(RenderTargetView,color);
Context->OMSetRenderTargets(1,&RenderTargetView,0);
}
};
When i run it it get no error put when i call SwapChain->Present(0,0) nothing is displayed althought the renderTargetView should to be yellow. Why?? I cannot found the error.
PS if i create a renderTargetView with this code:
ID3D11Texture2D* backBufferTexture;
result = SwapChain->GetBuffer( 0, __uuidof( ID3D11Texture2D ),
( LPVOID* )&backBufferTexture );
result = Device->CreateRenderTargetView( backBufferTexture, 0,
&RenderTargetView );
all works; and in my code i check all the "result" values;
2° this is code of the sprite i want render: Init()//init vertex buffer, index buffer, texture, matrix.... the render functioon is this:
C->OMSetRenderTargets(1,&RT1,0);
C->Update(...)// matrix to sent vertex shader, set texture, vertex, buffer....
C->Draw(6,0)//draw the sprite;
It should render a sprite(ex. a ball) on RT1 then :
C->OMSetRenderTargets(1,&RT,0);
RT1->Update() //like the texture;
RT1->Draw(6,0)
...
Swapchain->present(1,0);
The RT1 is displayed(ex. if i have clear it with blue there is a blue shape on the screen i can translate, scale and rotate) but not the ball(i have render on RT1); but if i render the ball without set RT1 as renderTargetView the ball is correct displayed