Моя интуиция заключается в том, что если X нарисован до Y, то X будет под Y. Однако мой код, кажется, всегда рисует вещи, нарисованные D2D, под вещами, нарисованными D3D11. Это происходит независимо от того, использую ли я буфер глубины или нет. Почему это происходит, и как я могу заставить D2D рисовать поверх D3D11, чтобы я мог использовать D2D для создания наложения GUI?
Вот самый маленький воспроизводимый образец, который я мог сделать:
#include <Windows.h>
#include <string>
#include <d3d11.h>
#include <d2d1.h>
#include <wrl.h>
#include <d3dcompiler.h>
#pragma comment(lib, "d3d11.lib")
#pragma comment(lib, "d2d1.lib")
#pragma comment(lib, "d3dcompiler.lib")
using namespace std;
using namespace Microsoft::WRL;
// Globals
HWND g_hWnd;
// D3D11
ComPtr<ID3D11Device> g_device;
ComPtr<ID3D11DeviceContext> g_context;
ComPtr<IDXGISwapChain> g_swapChain;
ComPtr<ID3D11RenderTargetView> g_renderTarget;
ComPtr<ID3D11Buffer> g_triangleVertexBuffer;
// D2D
ComPtr<ID2D1RenderTarget> g_renderTarget2D;
ComPtr<ID2D1Factory> g_factory2D;
// Utilities
constexpr const char* VERTEX_SHADER_CODE =
R"(
float4 main(float2 pos : POSITION) : SV_Position
{
return float4(pos, 0.0f, 1.0f);
}
)";
constexpr const char* PIXEL_SHADER_CODE =
R"(
float4 main() : SV_Target
{
return float4(1.0f, 0.0f, 0.0f, 1.0f);
}
)";
struct Vector2f
{
float x, y;
Vector2f() : x(0.0f), y(0.0f) { }
Vector2f(float x, float y) : x(x), y(y) { }
};
void AssertHResult(HRESULT hr, string errorMsg)
{
if (FAILED(hr))
throw std::exception(errorMsg.c_str());
}
void CompileShaderFromString(string code, string shaderType, ID3DBlob** output)
{
AssertHResult(D3DCompile(
code.c_str(),
code.length(),
nullptr,
nullptr,
nullptr,
"main",
shaderType.c_str(),
#ifdef _DEBUG
D3DCOMPILE_DEBUG |
#else
D3DCOMPILE_OPTIMIZATION_LEVEL3 |
#endif
D3DCOMPILE_ENABLE_STRICTNESS,
NULL,
output,
nullptr
), "Failed to compile shader");
}
// Graphics stuff
void InitializeD2D()
{
// Get swap chain surface
ComPtr<IDXGISurface> surface;
AssertHResult(g_swapChain->GetBuffer(
0,
__uuidof(IDXGISurface),
static_cast<void**>(&surface)
), "Failed to get surface of swap chain");
// Create factory
AssertHResult(D2D1CreateFactory<ID2D1Factory>(
D2D1_FACTORY_TYPE_SINGLE_THREADED,
&g_factory2D
), "Failed to create factory");
// Create render target
D2D1_RENDER_TARGET_PROPERTIES rtDesc = D2D1::RenderTargetProperties(
D2D1_RENDER_TARGET_TYPE_HARDWARE,
D2D1::PixelFormat(DXGI_FORMAT_UNKNOWN, D2D1_ALPHA_MODE_PREMULTIPLIED)
);
AssertHResult(g_factory2D->CreateDxgiSurfaceRenderTarget(
surface.Get(),
&rtDesc,
&g_renderTarget2D
), "Failed to create D2D render target");
}
void InitializeD3D()
{
// Get window dimensions
RECT rect{};
GetClientRect(g_hWnd, &rect);
float width = static_cast<float>(rect.right - rect.left);
float height = static_cast<float>(rect.bottom - rect.top);
// Create device, context, and swapchain
DXGI_SWAP_CHAIN_DESC scDesc{};
scDesc.BufferCount = 1;
scDesc.BufferDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
scDesc.BufferDesc.Width = static_cast<UINT>(width);
scDesc.BufferDesc.Height = static_cast<UINT>(height);
scDesc.BufferDesc.RefreshRate.Numerator = 0;
scDesc.BufferDesc.RefreshRate.Denominator = 0;
scDesc.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;
scDesc.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
scDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
scDesc.Flags = NULL;
scDesc.OutputWindow = g_hWnd;
scDesc.SampleDesc.Count = 1;
scDesc.SampleDesc.Quality = 0;
scDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
scDesc.Windowed = true;
AssertHResult(D3D11CreateDeviceAndSwapChain(
nullptr,
D3D_DRIVER_TYPE_HARDWARE,
NULL,
#ifdef _DEBUG
D3D11_CREATE_DEVICE_DEBUG |
#endif
D3D11_CREATE_DEVICE_BGRA_SUPPORT,
nullptr,
NULL,
D3D11_SDK_VERSION,
&scDesc,
&g_swapChain,
&g_device,
nullptr,
&g_context
), "Failed to create device and swapchain");
// Create render target
ComPtr<ID3D11Resource> backBuffer;
AssertHResult(g_swapChain->GetBuffer(
0,
__uuidof(ID3D11Resource),
static_cast<void**>(&backBuffer)
), "Failed to get back buffer of swapchain");
AssertHResult(g_device->CreateRenderTargetView(
backBuffer.Get(),
nullptr,
&g_renderTarget
), "Failed to create render target view");
// Bind render target
g_context->OMSetRenderTargets(
1,
g_renderTarget.GetAddressOf(),
nullptr
);
// Bind viewport
D3D11_VIEWPORT viewport{};
viewport.MinDepth = 0.0f;
viewport.MaxDepth = 1.0f;
viewport.TopLeftX = 0.0f;
viewport.TopLeftY = 0.0f;
viewport.Width = width;
viewport.Height = height;
g_context->RSSetViewports(
1,
&viewport
);
}
void InitializeD3DTriangle()
{
// Create vertex buffer
Vector2f vertices[3] =
{
Vector2f(-0.5f, -0.5f),
Vector2f(0.0f, 0.5f),
Vector2f(0.5f, -0.5f)
};
D3D11_BUFFER_DESC vbDesc{};
vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
vbDesc.ByteWidth = static_cast<UINT>(sizeof(Vector2f) * 3);
vbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
vbDesc.MiscFlags = NULL;
vbDesc.StructureByteStride = sizeof(Vector2f);
vbDesc.Usage = D3D11_USAGE_DYNAMIC;
D3D11_SUBRESOURCE_DATA vbData{};
vbData.pSysMem = vertices;
AssertHResult(g_device->CreateBuffer(
&vbDesc,
&vbData,
&g_triangleVertexBuffer
), "Failed to create vertex buffer");
// Bind vertex buffer
const UINT offset = 0;
const UINT stride = sizeof(Vector2f);
g_context->IASetVertexBuffers(
0,
1,
g_triangleVertexBuffer.GetAddressOf(),
&stride,
&offset
);
// Create and bind vertex shader
ComPtr<ID3DBlob> vsBlob;
ComPtr<ID3D11VertexShader> vertexShader;
CompileShaderFromString(
VERTEX_SHADER_CODE,
"vs_4_0",
&vsBlob
);
AssertHResult(g_device->CreateVertexShader(
vsBlob->GetBufferPointer(),
vsBlob->GetBufferSize(),
nullptr,
&vertexShader
), "Failed to create vertex shader");
g_context->VSSetShader(
vertexShader.Get(),
nullptr,
NULL
);
// Create and bind pixel shader
ComPtr<ID3DBlob> pxBlob;
ComPtr<ID3D11PixelShader> pixelShader;
CompileShaderFromString(
PIXEL_SHADER_CODE,
"ps_4_0",
&pxBlob
);
AssertHResult(g_device->CreatePixelShader(
pxBlob->GetBufferPointer(),
pxBlob->GetBufferSize(),
nullptr,
&pixelShader
), "Failed to create pixel shader");
g_context->PSSetShader(
pixelShader.Get(),
nullptr,
NULL
);
// Set topology
g_context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY::D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
// Create input layout
ComPtr<ID3D11InputLayout> inputLayout;
D3D11_INPUT_ELEMENT_DESC ilDesc{};
ilDesc.AlignedByteOffset = 0;
ilDesc.Format = DXGI_FORMAT_R32G32_FLOAT;
ilDesc.SemanticName = "POSITION";
ilDesc.SemanticIndex = 0;
ilDesc.InputSlot = 0;
ilDesc.InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
ilDesc.InstanceDataStepRate = 0;
AssertHResult(g_device->CreateInputLayout(
&ilDesc,
1,
vsBlob->GetBufferPointer(),
vsBlob->GetBufferSize(),
&inputLayout
), "Failed to create input layout");
// Bind input layout
g_context->IASetInputLayout(inputLayout.Get());
}
// Windows
LRESULT CALLBACK WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
switch (msg)
{
case WM_DESTROY:
PostQuitMessage(0);
break;
default:
return DefWindowProcW(hWnd, msg, wParam, lParam);
}
return 0;
}
void InitializeWindow(HINSTANCE hInst, int width, int height)
{
// Register window class
WNDCLASSEXW wc{};
wc.cbSize = sizeof(WNDCLASSEXW);
wc.hCursor = LoadCursorW(NULL, IDC_ARROW);
wc.hInstance = hInst;
wc.lpfnWndProc = WndProc;
wc.lpszClassName = L"MainWindow";
wc.style = CS_OWNDC;
RegisterClassExW(&wc);
// Adjust width and height to be client area instead of window area
RECT rc{};
rc.left = 0;
rc.top = 0;
rc.right = width;
rc.bottom = height;
constexpr auto ws = WS_OVERLAPPEDWINDOW;
AdjustWindowRectEx(
&rc,
ws,
false,
NULL
);
// Instantiate and show window
g_hWnd = CreateWindowExW(
NULL,
L"MainWindow",
L"Window Title",
ws,
CW_USEDEFAULT,
CW_USEDEFAULT,
static_cast<int>(rc.right - rc.left),
static_cast<int>(rc.bottom - rc.top),
NULL,
NULL,
hInst,
nullptr
);
ShowWindow(g_hWnd, SW_SHOW);
}
// Driver code
void Update()
{
// Begin frame
g_renderTarget2D->BeginDraw();
// Clear screen to black
D2D1_COLOR_F bgColour = { 0.0f, 0.0f, 0.0f, 1.0f };
g_renderTarget2D->Clear(bgColour);
// Draw D3D triangle
g_context->Draw(
3,
0
);
// Draw D2D rectangle
D2D_RECT_F rect{};
rect.bottom = 500;
rect.top = 300;
rect.left = 100;
rect.right = 700;
D2D1_COLOR_F rectColour = { 0.0f, 1.0f, 0.0f, 1.0f };
ComPtr<ID2D1SolidColorBrush> brush;
g_renderTarget2D->CreateSolidColorBrush(
rectColour,
&brush
);
g_renderTarget2D->FillRectangle(
rect,
brush.Get()
);
// End frame
AssertHResult(g_swapChain->Present(
1,
NULL
), "Failed to present swapchain");
g_renderTarget2D->EndDraw();
}
int APIENTRY wWinMain(HINSTANCE hInst, HINSTANCE prevInst, LPWSTR cmdArgs, int cmdShow)
{
InitializeWindow(hInst, 800, 600);
InitializeD3D();
InitializeD2D();
InitializeD3DTriangle();
// Run message loop
while (true)
{
// Handle windows messages
MSG msg{};
PeekMessageW(&msg, NULL, 0, 0, PM_REMOVE);
TranslateMessage(&msg);
DispatchMessageW(&msg);
if (msg.message == WM_QUIT)
break;
// Quit is escape is pressed
if (GetAsyncKeyState(VK_ESCAPE) & 0x8000)
break;
// Do frame
Update();
}
return 0;
}