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Minimal D3D11

Minimal D3D11

Minimal D3D11 reference implementation: An uncluttered Direct3D 11 setup + basic rendering primer and API familiarizer. Complete, runnable Windows application contained in a single function and laid out in a linear, step-by-step fashion that should be easy to follow from the code alone. ~200 LOC. No modern C++, OOP or (other) obscuring cruft. View on YouTube

hollowcube

Other gists in this series:

  • Minimal D3D11 part 2
    Reconfigured for instanced rendering. Trignonometry and matrix math moved from CPU to GPU. Simplified program structure, tighter codebase, more compact 3D model data.
  • Minimal D3D11 part 3
    Adds shadowmapping. Misc improvements and alternative approaches to rendering setup (manual vertex fetching, samplerless texture lookup, null shader depth map rendering, procedurally generated texture and instance data).
  • Minimal D3D11 sprite renderer
    Basic back-to-front animated sprite rendering reference code. Text renderer modification. Sprite/glyph clipping.
  • Minimal D3D11 sprite renderer NEO
    Ultra-compact sprite rendering engine with example frame animation logic. Includes rotation, anchor/pivot point, color filtering, alpha blending, built-in antialiased point sampling.

Minimal D3D11 bonus material:

  • Extra minimal triangle complete program to render a triangle using D3D11 in less than 40 LOC
  • Pixel art antialiasing custom aa point sampling for smooth fractional movement and non-integer scaling of pixel art
  • Simple 2D rendering draw to 2D canvas with absolute pixel coordinate positioning of arbitrarily placed vertices in D3D11
  • Even simpler 2D same as above, but without texturing or alpha blending
#pragma comment(lib, "user32")
#pragma comment(lib, "d3d11")
#pragma comment(lib, "d3dcompiler")
///////////////////////////////////////////////////////////////////////////////////////////////////
#include <windows.h>
#include <d3d11.h>
#include <d3dcompiler.h>
#include <math.h> // sin, cos
#include "xube.h" // 3d model
///////////////////////////////////////////////////////////////////////////////////////////////////
#define TITLE "Minimal D3D11 by d7samurai"
///////////////////////////////////////////////////////////////////////////////////////////////////
struct float3 { float x, y, z; };
struct matrix { float m[4][4]; };
matrix operator*(const matrix& m1, const matrix& m2);
///////////////////////////////////////////////////////////////////////////////////////////////////
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nShowCmd)
{
WNDCLASSA wndclass = { 0, DefWindowProcA, 0, 0, 0, 0, 0, 0, 0, TITLE };
RegisterClassA(&wndclass);
HWND window = CreateWindowExA(0, TITLE, TITLE, WS_POPUP | WS_MAXIMIZE | WS_VISIBLE, 0, 0, 0, 0, nullptr, nullptr, nullptr, nullptr);
///////////////////////////////////////////////////////////////////////////////////////////////
D3D_FEATURE_LEVEL featurelevels[] = { D3D_FEATURE_LEVEL_11_0 };
DXGI_SWAP_CHAIN_DESC swapchaindesc = {};
swapchaindesc.BufferDesc.Width = 0; // use window width
swapchaindesc.BufferDesc.Height = 0; // use window height
swapchaindesc.BufferDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM; // can't specify SRGB framebuffer directly when using FLIP model swap effect. see lines 49, 66
swapchaindesc.SampleDesc.Count = 1;
swapchaindesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
swapchaindesc.BufferCount = 2;
swapchaindesc.OutputWindow = window;
swapchaindesc.Windowed = TRUE;
swapchaindesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
IDXGISwapChain* swapchain;
ID3D11Device* device;
ID3D11DeviceContext* devicecontext;
D3D11CreateDeviceAndSwapChain(nullptr, D3D_DRIVER_TYPE_HARDWARE, nullptr, D3D11_CREATE_DEVICE_BGRA_SUPPORT | D3D11_CREATE_DEVICE_DEBUG, featurelevels, ARRAYSIZE(featurelevels), D3D11_SDK_VERSION, &swapchaindesc, &swapchain, &device, nullptr, &devicecontext); // D3D11_CREATE_DEVICE_DEBUG is optional, but provides useful d3d11 debug output
swapchain->GetDesc(&swapchaindesc); // update swapchaindesc with actual window size
///////////////////////////////////////////////////////////////////////////////////////////////
ID3D11Texture2D* framebuffer;
swapchain->GetBuffer(0, __uuidof(ID3D11Texture2D), (void**)&framebuffer); // get buffer from swapchain..
D3D11_RENDER_TARGET_VIEW_DESC framebufferRTVdesc = {}; // (needed for SRGB framebuffer when using FLIP model swap effect)
framebufferRTVdesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM_SRGB;
framebufferRTVdesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
ID3D11RenderTargetView* framebufferRTV;
device->CreateRenderTargetView(framebuffer, &framebufferRTVdesc, &framebufferRTV); // ..and put a render target view on it
///////////////////////////////////////////////////////////////////////////////////////////////
D3D11_TEXTURE2D_DESC depthbufferdesc;
framebuffer->GetDesc(&depthbufferdesc); // copy framebuffer properties; they're mostly the same
depthbufferdesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
depthbufferdesc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
ID3D11Texture2D* depthbuffer;
device->CreateTexture2D(&depthbufferdesc, nullptr, &depthbuffer);
ID3D11DepthStencilView* depthbufferDSV;
device->CreateDepthStencilView(depthbuffer, nullptr, &depthbufferDSV);
///////////////////////////////////////////////////////////////////////////////////////////////
ID3DBlob* vertexshaderCSO;
D3DCompileFromFile(L"gpu.hlsl", nullptr, nullptr, "VsMain", "vs_5_0", 0, 0, &vertexshaderCSO, nullptr);
ID3D11VertexShader* vertexshader;
device->CreateVertexShader(vertexshaderCSO->GetBufferPointer(), vertexshaderCSO->GetBufferSize(), nullptr, &vertexshader);
D3D11_INPUT_ELEMENT_DESC inputelementdesc[] = // maps to vertexdesc struct in gpu.hlsl via semantic names ("POS", "NOR", "TEX", "COL")
{
{ "POS", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }, // float3 position
{ "NOR", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 }, // float3 normal
{ "TEX", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 }, // float2 texcoord
{ "COL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 }, // float3 color
};
ID3D11InputLayout* inputlayout;
device->CreateInputLayout(inputelementdesc, ARRAYSIZE(inputelementdesc), vertexshaderCSO->GetBufferPointer(), vertexshaderCSO->GetBufferSize(), &inputlayout);
///////////////////////////////////////////////////////////////////////////////////////////////
ID3DBlob* pixelshaderCSO;
D3DCompileFromFile(L"gpu.hlsl", nullptr, nullptr, "PsMain", "ps_5_0", 0, 0, &pixelshaderCSO, nullptr);
ID3D11PixelShader* pixelshader;
device->CreatePixelShader(pixelshaderCSO->GetBufferPointer(), pixelshaderCSO->GetBufferSize(), nullptr, &pixelshader);
///////////////////////////////////////////////////////////////////////////////////////////////
D3D11_RASTERIZER_DESC rasterizerdesc = {};
rasterizerdesc.FillMode = D3D11_FILL_SOLID;
rasterizerdesc.CullMode = D3D11_CULL_BACK;
ID3D11RasterizerState* rasterizerstate;
device->CreateRasterizerState(&rasterizerdesc, &rasterizerstate);
///////////////////////////////////////////////////////////////////////////////////////////////
D3D11_SAMPLER_DESC samplerdesc = {};
samplerdesc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
samplerdesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
samplerdesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
samplerdesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
samplerdesc.ComparisonFunc = D3D11_COMPARISON_NEVER;
ID3D11SamplerState* samplerstate;
device->CreateSamplerState(&samplerdesc, &samplerstate);
///////////////////////////////////////////////////////////////////////////////////////////////
D3D11_DEPTH_STENCIL_DESC depthstencildesc = {};
depthstencildesc.DepthEnable = TRUE;
depthstencildesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
depthstencildesc.DepthFunc = D3D11_COMPARISON_LESS;
ID3D11DepthStencilState* depthstencilstate;
device->CreateDepthStencilState(&depthstencildesc, &depthstencilstate);
///////////////////////////////////////////////////////////////////////////////////////////////
struct Constants { matrix transform, projection; float3 lightvector; };
D3D11_BUFFER_DESC constantbufferdesc = {};
constantbufferdesc.ByteWidth = sizeof(Constants) + 0xf & 0xfffffff0; // ensure constant buffer size is multiple of 16 bytes
constantbufferdesc.Usage = D3D11_USAGE_DYNAMIC; // will be updated from CPU every frame
constantbufferdesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
constantbufferdesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
ID3D11Buffer* constantbuffer;
device->CreateBuffer(&constantbufferdesc, nullptr, &constantbuffer);
///////////////////////////////////////////////////////////////////////////////////////////////
D3D11_TEXTURE2D_DESC texturedesc = {};
texturedesc.Width = TEXTURE_WIDTH; // in xube.h
texturedesc.Height = TEXTURE_HEIGHT; // in xube.h
texturedesc.MipLevels = 1;
texturedesc.ArraySize = 1;
texturedesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM_SRGB; // same as framebuffer(view)
texturedesc.SampleDesc.Count = 1;
texturedesc.Usage = D3D11_USAGE_IMMUTABLE; // will never be updated
texturedesc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
D3D11_SUBRESOURCE_DATA textureSRD = {};
textureSRD.pSysMem = texturedata; // in xube.h
textureSRD.SysMemPitch = TEXTURE_WIDTH * sizeof(UINT); // 1 UINT = 4 bytes per pixel, 0xAARRGGBB
ID3D11Texture2D* texture;
device->CreateTexture2D(&texturedesc, &textureSRD, &texture);
ID3D11ShaderResourceView* textureSRV;
device->CreateShaderResourceView(texture, nullptr, &textureSRV);
///////////////////////////////////////////////////////////////////////////////////////////////
D3D11_BUFFER_DESC vertexbufferdesc = {};
vertexbufferdesc.ByteWidth = sizeof(vertexdata);
vertexbufferdesc.Usage = D3D11_USAGE_IMMUTABLE; // will never be updated
vertexbufferdesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
D3D11_SUBRESOURCE_DATA vertexbufferSRD = { vertexdata }; // in xube.h
ID3D11Buffer* vertexbuffer;
device->CreateBuffer(&vertexbufferdesc, &vertexbufferSRD, &vertexbuffer);
///////////////////////////////////////////////////////////////////////////////////////////////
D3D11_BUFFER_DESC indexbufferdesc = {};
indexbufferdesc.ByteWidth = sizeof(indexdata);
indexbufferdesc.Usage = D3D11_USAGE_IMMUTABLE; // will never be updated
indexbufferdesc.BindFlags = D3D11_BIND_INDEX_BUFFER;
D3D11_SUBRESOURCE_DATA indexbufferSRD = { indexdata }; // in xube.h
ID3D11Buffer* indexbuffer;
device->CreateBuffer(&indexbufferdesc, &indexbufferSRD, &indexbuffer);
///////////////////////////////////////////////////////////////////////////////////////////////
FLOAT clearcolor[4] = { 0.025f, 0.025f, 0.025f, 1.0f };
UINT stride = 11 * sizeof(float); // vertex size (11 floats: float3 position, float3 normal, float2 texcoord, float3 color)
UINT offset = 0;
D3D11_VIEWPORT viewport = { 0.0f, 0.0f, (float)swapchaindesc.BufferDesc.Width, (float)swapchaindesc.BufferDesc.Height, 0.0f, 1.0f };
///////////////////////////////////////////////////////////////////////////////////////////////
float w = viewport.Width / viewport.Height; // width (aspect ratio)
float h = 1.0f; // height
float n = 1.0f; // near
float f = 9.0f; // far
float3 modelrotation = { 0.0f, 0.0f, 0.0f };
float3 modelscale = { 1.0f, 1.0f, 1.0f };
float3 modeltranslation = { 0.0f, 0.0f, 4.0f };
///////////////////////////////////////////////////////////////////////////////////////////////
while (true)
{
MSG msg;
while (PeekMessageA(&msg, nullptr, 0, 0, PM_REMOVE))
{
if (msg.message == WM_KEYDOWN) return 0; // PRESS ANY KEY TO EXIT
DispatchMessageA(&msg);
}
///////////////////////////////////////////////////////////////////////////////////////////
matrix rotatex = { 1, 0, 0, 0, 0, (float)cos(modelrotation.x), -(float)sin(modelrotation.x), 0, 0, (float)sin(modelrotation.x), (float)cos(modelrotation.x), 0, 0, 0, 0, 1 };
matrix rotatey = { (float)cos(modelrotation.y), 0, (float)sin(modelrotation.y), 0, 0, 1, 0, 0, -(float)sin(modelrotation.y), 0, (float)cos(modelrotation.y), 0, 0, 0, 0, 1 };
matrix rotatez = { (float)cos(modelrotation.z), -(float)sin(modelrotation.z), 0, 0, (float)sin(modelrotation.z), (float)cos(modelrotation.z), 0, 0, 0, 0, 1, 0, 0, 0, 0, 1 };
matrix scale = { modelscale.x, 0, 0, 0, 0, modelscale.y, 0, 0, 0, 0, modelscale.z, 0, 0, 0, 0, 1 };
matrix translate = { 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, modeltranslation.x, modeltranslation.y, modeltranslation.z, 1 };
modelrotation.x += 0.005f;
modelrotation.y += 0.009f;
modelrotation.z += 0.001f;
///////////////////////////////////////////////////////////////////////////////////////////
D3D11_MAPPED_SUBRESOURCE constantbufferMSR;
devicecontext->Map(constantbuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &constantbufferMSR); // update constant buffer every frame
{
Constants* constants = (Constants*)constantbufferMSR.pData;
constants->transform = rotatex * rotatey * rotatez * scale * translate;
constants->projection = { 2 * n / w, 0, 0, 0, 0, 2 * n / h, 0, 0, 0, 0, f / (f - n), 1, 0, 0, n * f / (n - f), 0 };
constants->lightvector = { 1.0f, -1.0f, 1.0f };
}
devicecontext->Unmap(constantbuffer, 0);
///////////////////////////////////////////////////////////////////////////////////////////
devicecontext->ClearRenderTargetView(framebufferRTV, clearcolor);
devicecontext->ClearDepthStencilView(depthbufferDSV, D3D11_CLEAR_DEPTH, 1.0f, 0);
devicecontext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
devicecontext->IASetInputLayout(inputlayout);
devicecontext->IASetVertexBuffers(0, 1, &vertexbuffer, &stride, &offset);
devicecontext->IASetIndexBuffer(indexbuffer, DXGI_FORMAT_R32_UINT, 0);
devicecontext->VSSetShader(vertexshader, nullptr, 0);
devicecontext->VSSetConstantBuffers(0, 1, &constantbuffer);
devicecontext->RSSetViewports(1, &viewport);
devicecontext->RSSetState(rasterizerstate);
devicecontext->PSSetShader(pixelshader, nullptr, 0);
devicecontext->PSSetShaderResources(0, 1, &textureSRV);
devicecontext->PSSetSamplers(0, 1, &samplerstate);
devicecontext->OMSetRenderTargets(1, &framebufferRTV, depthbufferDSV);
devicecontext->OMSetDepthStencilState(depthstencilstate, 0);
devicecontext->OMSetBlendState(nullptr, nullptr, 0xffffffff); // use default blend mode (i.e. no blending)
///////////////////////////////////////////////////////////////////////////////////////////
devicecontext->DrawIndexed(ARRAYSIZE(indexdata), 0, 0);
///////////////////////////////////////////////////////////////////////////////////////////
swapchain->Present(1, 0);
}
}
///////////////////////////////////////////////////////////////////////////////////////////////////
matrix operator*(const matrix& m1, const matrix& m2)
{
return
{
m1.m[0][0] * m2.m[0][0] + m1.m[0][1] * m2.m[1][0] + m1.m[0][2] * m2.m[2][0] + m1.m[0][3] * m2.m[3][0],
m1.m[0][0] * m2.m[0][1] + m1.m[0][1] * m2.m[1][1] + m1.m[0][2] * m2.m[2][1] + m1.m[0][3] * m2.m[3][1],
m1.m[0][0] * m2.m[0][2] + m1.m[0][1] * m2.m[1][2] + m1.m[0][2] * m2.m[2][2] + m1.m[0][3] * m2.m[3][2],
m1.m[0][0] * m2.m[0][3] + m1.m[0][1] * m2.m[1][3] + m1.m[0][2] * m2.m[2][3] + m1.m[0][3] * m2.m[3][3],
m1.m[1][0] * m2.m[0][0] + m1.m[1][1] * m2.m[1][0] + m1.m[1][2] * m2.m[2][0] + m1.m[1][3] * m2.m[3][0],
m1.m[1][0] * m2.m[0][1] + m1.m[1][1] * m2.m[1][1] + m1.m[1][2] * m2.m[2][1] + m1.m[1][3] * m2.m[3][1],
m1.m[1][0] * m2.m[0][2] + m1.m[1][1] * m2.m[1][2] + m1.m[1][2] * m2.m[2][2] + m1.m[1][3] * m2.m[3][2],
m1.m[1][0] * m2.m[0][3] + m1.m[1][1] * m2.m[1][3] + m1.m[1][2] * m2.m[2][3] + m1.m[1][3] * m2.m[3][3],
m1.m[2][0] * m2.m[0][0] + m1.m[2][1] * m2.m[1][0] + m1.m[2][2] * m2.m[2][0] + m1.m[2][3] * m2.m[3][0],
m1.m[2][0] * m2.m[0][1] + m1.m[2][1] * m2.m[1][1] + m1.m[2][2] * m2.m[2][1] + m1.m[2][3] * m2.m[3][1],
m1.m[2][0] * m2.m[0][2] + m1.m[2][1] * m2.m[1][2] + m1.m[2][2] * m2.m[2][2] + m1.m[2][3] * m2.m[3][2],
m1.m[2][0] * m2.m[0][3] + m1.m[2][1] * m2.m[1][3] + m1.m[2][2] * m2.m[2][3] + m1.m[2][3] * m2.m[3][3],
m1.m[3][0] * m2.m[0][0] + m1.m[3][1] * m2.m[1][0] + m1.m[3][2] * m2.m[2][0] + m1.m[3][3] * m2.m[3][0],
m1.m[3][0] * m2.m[0][1] + m1.m[3][1] * m2.m[1][1] + m1.m[3][2] * m2.m[2][1] + m1.m[3][3] * m2.m[3][1],
m1.m[3][0] * m2.m[0][2] + m1.m[3][1] * m2.m[1][2] + m1.m[3][2] * m2.m[2][2] + m1.m[3][3] * m2.m[3][2],
m1.m[3][0] * m2.m[0][3] + m1.m[3][1] * m2.m[1][3] + m1.m[3][2] * m2.m[2][3] + m1.m[3][3] * m2.m[3][3],
};
}
cbuffer constants : register(b0)
{
row_major float4x4 transform;
row_major float4x4 projection;
float3 lightvector;
}
struct vertexdesc
{
float3 position : POS;
float3 normal : NOR;
float2 texcoord : TEX;
float3 color : COL;
};
struct pixeldesc
{
float4 position : SV_POSITION;
float2 texcoord : TEX;
float4 color : COL;
};
Texture2D mytexture : register(t0);
SamplerState mysampler : register(s0);
pixeldesc VsMain(vertexdesc vertex)
{
float light = clamp(dot(mul(vertex.normal, transform), normalize(-lightvector)), 0.0f, 1.0f) * 0.8f + 0.2f;
pixeldesc output;
output.position = mul(float4(vertex.position, 1.0f), mul(transform, projection));
output.texcoord = vertex.texcoord;
output.color = float4(vertex.color * light, 1.0f);
return output;
}
float4 PsMain(pixeldesc pixel) : SV_TARGET
{
return mytexture.Sample(mysampler, pixel.texcoord) * pixel.color;
}
#define TEXTURE_WIDTH 2
#define TEXTURE_HEIGHT 2
UINT texturedata[] = // 2x2 pixel checkerboard pattern, 0xAARRGGBB
{
0xffffffff, 0xff7f7f7f,
0xff7f7f7f, 0xffffffff,
};
float vertexdata[] = // pos.x, pos.y, pos.z, nor.x, nor.y, nor.z, tex.u, tex.v, col.r, col.g, col.b,
{
-1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.973f, 0.480f, 0.002f,
-0.6f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 2.0f, 0.0f, 0.973f, 0.480f, 0.002f,
0.6f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 8.0f, 0.0f, 0.973f, 0.480f, 0.002f,
1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 10.0f, 0.0f, 0.973f, 0.480f, 0.002f,
-0.6f, 0.6f, -1.0f, 0.0f, 0.0f, -1.0f, 2.0f, 2.0f, 0.973f, 0.480f, 0.002f,
0.6f, 0.6f, -1.0f, 0.0f, 0.0f, -1.0f, 8.0f, 2.0f, 0.973f, 0.480f, 0.002f,
-0.6f, -0.6f, -1.0f, 0.0f, 0.0f, -1.0f, 2.0f, 8.0f, 0.973f, 0.480f, 0.002f,
0.6f, -0.6f, -1.0f, 0.0f, 0.0f, -1.0f, 8.0f, 8.0f, 0.973f, 0.480f, 0.002f,
-1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 10.0f, 0.973f, 0.480f, 0.002f,
-0.6f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 2.0f, 10.0f, 0.973f, 0.480f, 0.002f,
0.6f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 8.0f, 10.0f, 0.973f, 0.480f, 0.002f,
1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 10.0f, 10.0f, 0.973f, 0.480f, 0.002f,
1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.897f, 0.163f, 0.011f,
1.0f, 1.0f, -0.6f, 1.0f, 0.0f, 0.0f, 2.0f, 0.0f, 0.897f, 0.163f, 0.011f,
1.0f, 1.0f, 0.6f, 1.0f, 0.0f, 0.0f, 8.0f, 0.0f, 0.897f, 0.163f, 0.011f,
1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 10.0f, 0.0f, 0.897f, 0.163f, 0.011f,
1.0f, 0.6f, -0.6f, 1.0f, 0.0f, 0.0f, 2.0f, 2.0f, 0.897f, 0.163f, 0.011f,
1.0f, 0.6f, 0.6f, 1.0f, 0.0f, 0.0f, 8.0f, 2.0f, 0.897f, 0.163f, 0.011f,
1.0f, -0.6f, -0.6f, 1.0f, 0.0f, 0.0f, 2.0f, 8.0f, 0.897f, 0.163f, 0.011f,
1.0f, -0.6f, 0.6f, 1.0f, 0.0f, 0.0f, 8.0f, 8.0f, 0.897f, 0.163f, 0.011f,
1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 10.0f, 0.897f, 0.163f, 0.011f,
1.0f, -1.0f, -0.6f, 1.0f, 0.0f, 0.0f, 2.0f, 10.0f, 0.897f, 0.163f, 0.011f,
1.0f, -1.0f, 0.6f, 1.0f, 0.0f, 0.0f, 8.0f, 10.0f, 0.897f, 0.163f, 0.011f,
1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 10.0f, 10.0f, 0.897f, 0.163f, 0.011f,
1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.612f, 0.000f, 0.069f,
0.6f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 2.0f, 0.0f, 0.612f, 0.000f, 0.069f,
-0.6f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 8.0f, 0.0f, 0.612f, 0.000f, 0.069f,
-1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 10.0f, 0.0f, 0.612f, 0.000f, 0.069f,
0.6f, 0.6f, 1.0f, 0.0f, 0.0f, 1.0f, 2.0f, 2.0f, 0.612f, 0.000f, 0.069f,
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-0.6f, -0.6f, 0.6f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.001f, 0.447f, 0.067f,
0.6f, -0.6f, 0.6f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.001f, 0.447f, 0.067f,
0.6f, -1.0f, 0.6f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.001f, 0.447f, 0.067f,
};
UINT indexdata[] =
{
0, 1, 9, 9, 8, 0, 1, 2, 5, 5, 4, 1, 6, 7, 10, 10, 9, 6, 2, 3, 11, 11, 10, 2,
12, 13, 21, 21, 20, 12, 13, 14, 17, 17, 16, 13, 18, 19, 22, 22, 21, 18, 14, 15, 23, 23, 22, 14,
24, 25, 33, 33, 32, 24, 25, 26, 29, 29, 28, 25, 30, 31, 34, 34, 33, 30, 26, 27, 35, 35, 34, 26,
36, 37, 45, 45, 44, 36, 37, 38, 41, 41, 40, 37, 42, 43, 46, 46, 45, 42, 38, 39, 47, 47, 46, 38,
48, 49, 57, 57, 56, 48, 49, 50, 53, 53, 52, 49, 54, 55, 58, 58, 57, 54, 50, 51, 59, 59, 58, 50,
60, 61, 69, 69, 68, 60, 61, 62, 65, 65, 64, 61, 66, 67, 70, 70, 69, 66, 62, 63, 71, 71, 70, 62,
72, 73, 74, 74, 75, 72, 76, 77, 78, 78, 79, 76, 80, 81, 82, 82, 83, 80, 84, 85, 86, 86, 87, 84,
88, 89, 90, 90, 91, 88, 92, 93, 94, 94, 95, 92, 96, 97, 98, 98, 99, 96, 100, 101, 102, 102, 103, 100,
104, 105, 106, 106, 107, 104, 108, 109, 110, 110, 111, 108, 112, 113, 114, 114, 115, 112, 116, 117, 118, 118, 119, 116,
120, 121, 122, 122, 123, 120, 124, 125, 126, 126, 127, 124, 128, 129, 130, 130, 131, 128, 132, 133, 134, 134, 135, 132,
136, 137, 138, 138, 139, 136, 140, 141, 142, 142, 143, 140, 144, 145, 146, 146, 147, 144, 148, 149, 150, 150, 151, 148,
152, 153, 154, 154, 155, 152, 156, 157, 158, 158, 159, 156, 160, 161, 162, 162, 163, 160, 164, 165, 166, 166, 167, 164,
};
@d7samurai
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d7samurai commented Dec 3, 2023

... may point people to not forget the clean-up code in their real app.

you never need to manually clean up / release any resources when exiting an app - that is handled by the operating system (and faster).

the issue in this case is that alt-f4 doesn't exit the process because WM_DESTROY isn't handled. and it isn't handled because it would require a custom WindowProc (in the name of minimalism i simply supply the baseline DefWindowProc), which in turn means adding another function and extra clutter to the code.

device->Release() after the main loop will fix the issue for me.

device->Release() shouldn't have any bearing on the problem (unless causing the app to crash, thus ending the process).

so i'm not sure what's going on for you there, as nothing after the main loop will ever get executed. the only exit condition is on WM_KEYDOWN and that exits the process altogether.

@gonutz
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gonutz commented Dec 3, 2023

Oh yeah, you are right, I did not notice there was no custom window proc. I am glad I know now, thanks for pointing it out! :-)

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