Complete code for a DirectX framework

This topic provides the complete code sample used in the tutorial Get started with DirectX for Windows.

This code assumes that you are using Microsoft Visual Studio 2013, and that you have created an empty Win32 project.

This topic contains these sections:

Download location

This sample is not available for download.

Technologies

Requirement Value
Programming languages C++
Programming models Windows/C++

Requirements

Requirement Value
Minimum supported client Windows 8.1
Minimum supported server Windows Server 2012 R2
Minimum required SDK Visual Studio 2013

View the code (C++)

Cube.cpp

//// THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF
//// ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO
//// THE IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A
//// PARTICULAR PURPOSE.
////
//// Copyright (c) Microsoft Corporation. All rights reserved


//-----------------------------------------------------------------------------
// File: Cube.cpp
//
// Desktop app that renders a spinning, colorful cube.
//
//-----------------------------------------------------------------------------


//-----------------------------------------------------------------------------
// Includes
//-----------------------------------------------------------------------------
#include "dxstdafx.h"
#include "resource.h"

#include <string>
#include <memory>

#include "DeviceResources.h"
#include "Renderer.h"
#include "MainClass.h"

//-----------------------------------------------------------------------------
// Main function: Creates window, calls initialization functions, and hosts
// the render loop.
//-----------------------------------------------------------------------------
INT WINAPI WinMain(HINSTANCE, HINSTANCE, LPSTR, int)
{
    HRESULT hr = S_OK;

    // Enable run-time memory check for debug builds.
#if defined(DEBUG) | defined(_DEBUG)
    _CrtSetDbgFlag(_CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF);
#endif

    // Begin initialization.

    // Instantiate the window manager class.
    std::shared_ptr<MainClass> winMain = std::shared_ptr<MainClass>(new MainClass());
    // Create a window.
    hr = winMain->CreateDesktopWindow();

    if (SUCCEEDED(hr))
    {
        // Instantiate the device manager class.
        std::shared_ptr<DeviceResources> deviceResources = std::shared_ptr<DeviceResources>(new DeviceResources());
        // Create device resources.
        deviceResources->CreateDeviceResources();

        // Instantiate the renderer.
        std::shared_ptr<Renderer> renderer = std::shared_ptr<Renderer>(new Renderer(deviceResources));
        renderer->CreateDeviceDependentResources();

        // We have a window, so initialize window size-dependent resources.
        deviceResources->CreateWindowResources(winMain->GetWindowHandle());
        renderer->CreateWindowSizeDependentResources();

        // Go full-screen.
        deviceResources->GoFullScreen();

        // Whoops! We resized the "window" when we went full-screen. Better
        // tell the renderer.
        renderer->CreateWindowSizeDependentResources();

        // Run the program.
        hr = winMain->Run(deviceResources, renderer);
    }

    // Cleanup is handled in destructors.
    return hr;
}

MainClass.h

//// THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF
//// ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO
//// THE IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A
//// PARTICULAR PURPOSE.
////
//// Copyright (c) Microsoft Corporation. All rights reserved
#pragma once


//-----------------------------------------------------------------------------
// File: Cube.cpp
//
// Desktop app that renders a spinning, colorful cube.
//
//-----------------------------------------------------------------------------

//-----------------------------------------------------------------------------
// Includes
//-----------------------------------------------------------------------------
#include "DeviceResources.h"
#include "Renderer.h"

//-----------------------------------------------------------------------------
// Class declarations
//-----------------------------------------------------------------------------

class MainClass
{
public:
    MainClass();
    ~MainClass();

    HRESULT CreateDesktopWindow();
    
    HWND GetWindowHandle() { return m_hWnd; };

    static LRESULT CALLBACK StaticWindowProc(
        HWND hWnd,
        UINT uMsg,
        WPARAM wParam,
        LPARAM lParam
        );

    HRESULT Run(
        std::shared_ptr<DeviceResources> deviceResources,
        std::shared_ptr<Renderer> renderer
        );

private:
    //-----------------------------------------------------------------------------
    // Desktop window resources
    //-----------------------------------------------------------------------------
    HMENU     m_hMenu;
    RECT      m_rc;
    HWND      m_hWnd;
};

// These are STATIC because this sample only creates one window.
// If your app can have multiple windows, MAKE SURE this is dealt with 
// differently.
static HINSTANCE m_hInstance;
static std::wstring m_windowClassName;

MainClass.cpp

//// THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF
//// ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO
//// THE IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A
//// PARTICULAR PURPOSE.
////
//// Copyright (c) Microsoft Corporation. All rights reserved


//-----------------------------------------------------------------------------
// File: MainClass.cpp
//
// Creates and owns a desktop window resource.
//
//-----------------------------------------------------------------------------


//-----------------------------------------------------------------------------
// Includes
//-----------------------------------------------------------------------------
#include "dxstdafx.h"
#include "resource.h"

#include <string>
#include <memory>

#include "MainClass.h"




//-----------------------------------------------------------------------------
// Constructor
//-----------------------------------------------------------------------------
MainClass::MainClass()
{
    m_windowClassName = L"Direct3DWindowClass";
    m_hInstance = NULL;
}

//-----------------------------------------------------------------------------
// Create a window for our Direct3D viewport.
//-----------------------------------------------------------------------------
HRESULT MainClass::CreateDesktopWindow()
{
    // Window resources are dealt with here.
    
    if(m_hInstance == NULL) 
        m_hInstance = (HINSTANCE)GetModuleHandle(NULL);

    HICON hIcon = NULL;
    WCHAR szExePath[MAX_PATH];
        GetModuleFileName(NULL, szExePath, MAX_PATH);
    
    // If the icon is NULL, then use the first one found in the exe
    if(hIcon == NULL)
        hIcon = ExtractIcon(m_hInstance, szExePath, 0); 

    // Register the windows class
    WNDCLASS wndClass;
    wndClass.style = CS_DBLCLKS;
    wndClass.lpfnWndProc = MainClass::StaticWindowProc;
    wndClass.cbClsExtra = 0;
    wndClass.cbWndExtra = 0;
    wndClass.hInstance = m_hInstance;
    wndClass.hIcon = hIcon;
    wndClass.hCursor = LoadCursor(NULL, IDC_ARROW);
    wndClass.hbrBackground = (HBRUSH)GetStockObject(BLACK_BRUSH);
    wndClass.lpszMenuName = NULL;
    wndClass.lpszClassName = m_windowClassName.c_str();

    if(!RegisterClass(&wndClass))
    {
        DWORD dwError = GetLastError();
        if(dwError != ERROR_CLASS_ALREADY_EXISTS)
            return HRESULT_FROM_WIN32(dwError);
    }

    m_rc;
    int x = CW_USEDEFAULT;
    int y = CW_USEDEFAULT;

    // No menu in this example.
    m_hMenu = NULL;

    // This example uses a non-resizable 640 by 480 viewport for simplicity.
    int nDefaultWidth = 640;
    int nDefaultHeight = 480;
    SetRect(&m_rc, 0, 0, nDefaultWidth, nDefaultHeight);        
    AdjustWindowRect(
        &m_rc,
        WS_OVERLAPPEDWINDOW,
        (m_hMenu != NULL) ? true : false
        );

    // Create the window for our viewport.
    m_hWnd = CreateWindow(
        m_windowClassName.c_str(),
        L"Cube11",
        WS_OVERLAPPEDWINDOW,
        x, y,
        (m_rc.right-m_rc.left), (m_rc.bottom-m_rc.top),
        0,
        m_hMenu,
        m_hInstance,
        0
        );

    if(m_hWnd == NULL)
    {
        DWORD dwError = GetLastError();
        return HRESULT_FROM_WIN32(dwError);
    }

    return S_OK;
}

HRESULT MainClass::Run(
    std::shared_ptr<DeviceResources> deviceResources,
    std::shared_ptr<Renderer> renderer
    )
{
    HRESULT hr = S_OK;

    if (!IsWindowVisible(m_hWnd))
        ShowWindow(m_hWnd, SW_SHOW);

    // The render loop is controlled here.
    bool bGotMsg;
    MSG  msg;
    msg.message = WM_NULL;
    PeekMessage(&msg, NULL, 0U, 0U, PM_NOREMOVE);

    while (WM_QUIT != msg.message)
    {
        // Process window events.
        // Use PeekMessage() so we can use idle time to render the scene. 
        bGotMsg = (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE) != 0);

        if (bGotMsg)
        {
            // Translate and dispatch the message
            TranslateMessage(&msg);
            DispatchMessage(&msg);
        }
        else
        {
            // Update the scene.
            renderer->Update();

            // Render frames during idle time (when no messages are waiting).
            renderer->Render();

            // Present the frame to the screen.
            deviceResources->Present();
        }
    }

    return hr;
}


//-----------------------------------------------------------------------------
// Destructor.
//-----------------------------------------------------------------------------
MainClass::~MainClass()
{

}

//-----------------------------------------------------------------------------
// Process windows messages. This looks for window close events, letting us
// exit out of the sample.
//-----------------------------------------------------------------------------
LRESULT CALLBACK MainClass::StaticWindowProc(
    HWND hWnd,
    UINT uMsg,
    WPARAM wParam,
    LPARAM lParam
    )
{
    switch(uMsg)
    {
        case WM_CLOSE:
        {
            HMENU hMenu;
            hMenu = GetMenu(hWnd);
            if (hMenu != NULL)
            {
                DestroyMenu(hMenu);
            }
            DestroyWindow(hWnd);
            UnregisterClass(
                m_windowClassName.c_str(),
                m_hInstance
                );
            return 0;
        }

        case WM_DESTROY:
            PostQuitMessage(0);
            break;
    }
    
    return DefWindowProc(hWnd, uMsg, wParam, lParam);
}

DeviceResources.h

//// THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF
//// ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO
//// THE IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A
//// PARTICULAR PURPOSE.
////
//// Copyright (c) Microsoft Corporation. All rights reserved
#pragma once


//-----------------------------------------------------------------------------
// File: Cube.cpp
//
// Desktop app that renders a spinning, colorful cube.
//
//-----------------------------------------------------------------------------


//-----------------------------------------------------------------------------
// Class declarations
//-----------------------------------------------------------------------------

class DeviceResources
{
public:
    DeviceResources();
    ~DeviceResources();

    HRESULT CreateDeviceResources( HWND hWnd );
    HRESULT CreateDeviceResources( );
    HRESULT CreateWindowResources( HWND hWnd );

    HRESULT ConfigureBackBuffer();
    HRESULT ReleaseBackBuffer();
    HRESULT GoFullScreen();
    HRESULT GoWindowed();

    float GetAspectRatio();

    ID3D11Device*           GetDevice() { return m_pd3dDevice.Get(); };
    ID3D11DeviceContext*    GetDeviceContext() { return m_pd3dDeviceContext.Get(); };
    ID3D11RenderTargetView* GetRenderTarget() { return m_pRenderTarget.Get(); }
    ID3D11DepthStencilView* GetDepthStencil() { return m_pDepthStencilView.Get(); }
    
    void Present();

private:

    //-----------------------------------------------------------------------------
    // Direct3D device
    //-----------------------------------------------------------------------------
    Microsoft::WRL::ComPtr<ID3D11Device>        m_pd3dDevice;
    Microsoft::WRL::ComPtr<ID3D11DeviceContext> m_pd3dDeviceContext; // immediate context
    Microsoft::WRL::ComPtr<IDXGISwapChain>      m_pDXGISwapChain;


    //-----------------------------------------------------------------------------
    // DXGI swap chain device resources
    //-----------------------------------------------------------------------------
    Microsoft::WRL::ComPtr < ID3D11Texture2D>        m_pBackBuffer;
    Microsoft::WRL::ComPtr < ID3D11RenderTargetView> m_pRenderTarget;


    //-----------------------------------------------------------------------------
    // Direct3D device resources for the depth stencil
    //-----------------------------------------------------------------------------
    Microsoft::WRL::ComPtr<ID3D11Texture2D>         m_pDepthStencil;
    Microsoft::WRL::ComPtr<ID3D11DepthStencilView>  m_pDepthStencilView;


    //-----------------------------------------------------------------------------
    // Direct3D device metadata and device resource metadata
    //-----------------------------------------------------------------------------
    D3D_FEATURE_LEVEL       m_featureLevel;
    D3D11_TEXTURE2D_DESC    m_bbDesc;
    D3D11_VIEWPORT          m_viewport;
};

DeviceResources.cpp

//// THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF
//// ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO
//// THE IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A
//// PARTICULAR PURPOSE.
////
//// Copyright (c) Microsoft Corporation. All rights reserved


//-----------------------------------------------------------------------------
// File: Cube.cpp
//
// Creates and owns a DirectX virtual device, along with accompanying DXGI swap
// chain and Direct3D device resources.
//
//-----------------------------------------------------------------------------


//-----------------------------------------------------------------------------
// Includes
//-----------------------------------------------------------------------------
#include "dxstdafx.h"
#include "resource.h"

#include <string>
#include <memory>

#include "DeviceResources.h"


//-----------------------------------------------------------------------------
// Constructor
//-----------------------------------------------------------------------------
DeviceResources::DeviceResources()
{

};


//-----------------------------------------------------------------------------
//
// Method 1: Create device and swap chain at the same time.
//
// Benefit:  It's easy.
// Drawback: You have to create a new device, and therefore
//           reload all DirectX device resources, every time
//           you recreate the swap chain.
//
//-----------------------------------------------------------------------------
HRESULT DeviceResources::CreateDeviceResources(HWND hWnd)
{
    HRESULT hr = S_OK;

    D3D_FEATURE_LEVEL levels [] = {
        D3D_FEATURE_LEVEL_9_1,
        D3D_FEATURE_LEVEL_9_2,
        D3D_FEATURE_LEVEL_9_3,
        D3D_FEATURE_LEVEL_10_0,
        D3D_FEATURE_LEVEL_10_1,
        D3D_FEATURE_LEVEL_11_0,
        D3D_FEATURE_LEVEL_11_1
    };

    // This flag adds support for surfaces with a color-channel ordering different
    // from the API default. It is required for compatibility with Direct2D.
    UINT deviceFlags = D3D11_CREATE_DEVICE_BGRA_SUPPORT;

#if defined(DEBUG) || defined(_DEBUG)
    deviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
#endif

    DXGI_SWAP_CHAIN_DESC desc;
    ZeroMemory(&desc, sizeof(DXGI_SWAP_CHAIN_DESC));
    desc.Windowed = TRUE;
    desc.BufferCount = 2;
    desc.BufferDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
    desc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
    desc.SampleDesc.Count = 1;      //multisampling setting
    desc.SampleDesc.Quality = 0;    //vendor-specific flag
    desc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
    desc.OutputWindow = hWnd;

    Microsoft::WRL::ComPtr<ID3D11Device> device;
    Microsoft::WRL::ComPtr<ID3D11DeviceContext> context;
    Microsoft::WRL::ComPtr<IDXGISwapChain> swapChain;

    hr = D3D11CreateDeviceAndSwapChain(
        nullptr,
        D3D_DRIVER_TYPE::D3D_DRIVER_TYPE_HARDWARE,
        nullptr,
        deviceFlags,
        levels,
        ARRAYSIZE(levels),
        D3D11_SDK_VERSION,
        &desc,
        swapChain.GetAddressOf(),
        device.GetAddressOf(),
        &m_featureLevel,
        context.GetAddressOf()
        );

    device.As(&m_pd3dDevice);
    context.As(&m_pd3dDeviceContext);
    swapChain.As(&m_pDXGISwapChain);

    // Configure the back buffer and viewport.
    hr = m_pDXGISwapChain->GetBuffer(
        0,
        __uuidof(ID3D11Texture2D),
        (void**) &m_pBackBuffer);

    m_pBackBuffer->GetDesc(&m_bbDesc);

    ZeroMemory(&m_viewport, sizeof(D3D11_VIEWPORT));
    m_viewport.Height = (float) m_bbDesc.Height;
    m_viewport.Width = (float) m_bbDesc.Width;
    m_viewport.MinDepth = 0;
    m_viewport.MaxDepth = 1;


    m_pd3dDeviceContext->RSSetViewports(
        1,
        &m_viewport
        );

    hr = m_pd3dDevice->CreateRenderTargetView(
        m_pBackBuffer.Get(),
        nullptr,
        m_pRenderTarget.GetAddressOf()
        );

    return hr;
}

//-----------------------------------------------------------------------------
//
// Method 2: Create the device and swap chain separately.
//
// Benefit:  You can recreate the swap chain on-the-fly.
// Drawback: Slight increase in your initial investment.
//
//-----------------------------------------------------------------------------
HRESULT DeviceResources::CreateDeviceResources()
{
    HRESULT hr = S_OK;

    D3D_FEATURE_LEVEL levels[] = {
        D3D_FEATURE_LEVEL_9_1,
        D3D_FEATURE_LEVEL_9_2,
        D3D_FEATURE_LEVEL_9_3,
        D3D_FEATURE_LEVEL_10_0,
        D3D_FEATURE_LEVEL_10_1,
        D3D_FEATURE_LEVEL_11_0,
        D3D_FEATURE_LEVEL_11_1
    };

    // This flag adds support for surfaces with a color-channel ordering different
    // from the API default. It is required for compatibility with Direct2D.
    UINT deviceFlags = D3D11_CREATE_DEVICE_BGRA_SUPPORT;

#if defined(DEBUG) || defined(_DEBUG)
    deviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
#endif

    // Create the Direct3D 11 API device object and a corresponding context.
    Microsoft::WRL::ComPtr<ID3D11Device>        device;
    Microsoft::WRL::ComPtr<ID3D11DeviceContext> context;

    hr = D3D11CreateDevice(
        nullptr,                    // Specify nullptr to use the default adapter.
        D3D_DRIVER_TYPE_HARDWARE,   // Create a device using the hardware graphics driver.
        0,                          // Should be 0 unless the driver is D3D_DRIVER_TYPE_SOFTWARE.
        deviceFlags,                // Set debug and Direct2D compatibility flags.
        levels,                     // List of feature levels this app can support.
        ARRAYSIZE(levels),          // Size of the list above.
        D3D11_SDK_VERSION,          // Always set this to D3D11_SDK_VERSION for Windows Store apps.
        &device,                    // Returns the Direct3D device created.
        &m_featureLevel,            // Returns feature level of device created.
        &context                    // Returns the device immediate context.
        );

    if (FAILED(hr))
    {
        // Handle device interface creation failure if it occurs.
        // For example, reduce the feature level requirement, or fail over 
        // to WARP rendering.
    }

    // Store pointers to the Direct3D 11.1 API device and immediate context.
    device.As(&m_pd3dDevice);
    context.As(&m_pd3dDeviceContext);

    return hr;
}

//-----------------------------------------------------------------------------
// Method 2, continued. Creates the swap chain.
//-----------------------------------------------------------------------------
HRESULT DeviceResources::CreateWindowResources(HWND hWnd)
{
    HRESULT hr = S_OK;


    DXGI_SWAP_CHAIN_DESC desc;
    ZeroMemory(&desc, sizeof(DXGI_SWAP_CHAIN_DESC));
    desc.Windowed = TRUE; // Sets the initial state of full-screen mode.
    desc.BufferCount = 2;
    desc.BufferDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
    desc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
    desc.SampleDesc.Count = 1;      //multisampling setting
    desc.SampleDesc.Quality = 0;    //vendor-specific flag
    desc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
    desc.OutputWindow = hWnd;

    // Create the DXGI device object to use in other factories, such as Direct2D.
    Microsoft::WRL::ComPtr<IDXGIDevice3> dxgiDevice;
    m_pd3dDevice.As(&dxgiDevice);

    // Create swap chain.
    Microsoft::WRL::ComPtr<IDXGIAdapter> adapter;
    Microsoft::WRL::ComPtr<IDXGIFactory> factory;

    hr = dxgiDevice->GetAdapter(&adapter);

    if (SUCCEEDED(hr))
    {
        adapter->GetParent(IID_PPV_ARGS(&factory));

        hr = factory->CreateSwapChain(
            m_pd3dDevice.Get(),
            &desc,
            &m_pDXGISwapChain
            );
    }

    // Configure the back buffer, stencil buffer, and viewport.
    hr = ConfigureBackBuffer();

    return hr;
}

HRESULT DeviceResources::ConfigureBackBuffer()
{
    HRESULT hr = S_OK;

    hr = m_pDXGISwapChain->GetBuffer(
        0,
        __uuidof(ID3D11Texture2D),
        (void**) &m_pBackBuffer);

    hr = m_pd3dDevice->CreateRenderTargetView(
        m_pBackBuffer.Get(),
        nullptr,
        m_pRenderTarget.GetAddressOf()
        );

    m_pBackBuffer->GetDesc(&m_bbDesc);

    // Create a depth-stencil view for use with 3D rendering if needed.
    CD3D11_TEXTURE2D_DESC depthStencilDesc(
        DXGI_FORMAT_D24_UNORM_S8_UINT,
        static_cast<UINT> (m_bbDesc.Width),
        static_cast<UINT> (m_bbDesc.Height),
        1, // This depth stencil view has only one texture.
        1, // Use a single mipmap level.
        D3D11_BIND_DEPTH_STENCIL
        );

    m_pd3dDevice->CreateTexture2D(
        &depthStencilDesc,
        nullptr,
        &m_pDepthStencil
        );

    CD3D11_DEPTH_STENCIL_VIEW_DESC depthStencilViewDesc(D3D11_DSV_DIMENSION_TEXTURE2D);

    m_pd3dDevice->CreateDepthStencilView(
        m_pDepthStencil.Get(),
        &depthStencilViewDesc,
        &m_pDepthStencilView
        );


    ZeroMemory(&m_viewport, sizeof(D3D11_VIEWPORT));
    m_viewport.Height = (float) m_bbDesc.Height;
    m_viewport.Width = (float) m_bbDesc.Width;
    m_viewport.MinDepth = 0;
    m_viewport.MaxDepth = 1;
    
    m_pd3dDeviceContext->RSSetViewports(
        1,
        &m_viewport
        );

    return hr;
}

HRESULT DeviceResources::ReleaseBackBuffer()
{
    HRESULT hr = S_OK;

    // Release the render target view based on the back buffer:
    m_pRenderTarget.Reset();

    // Release the back buffer itself:
    m_pBackBuffer.Reset();

    // The depth stencil will need to be resized, so release it (and view):
    m_pDepthStencilView.Reset();
    m_pDepthStencil.Reset();

    // After releasing references to these resources, we need to call Flush() to 
    // ensure that Direct3D also releases any references it might still have to
    // the same resources - such as pipeline bindings.
    m_pd3dDeviceContext->Flush();

    return hr;
}

HRESULT DeviceResources::GoFullScreen()
{
    HRESULT hr = S_OK;

    hr = m_pDXGISwapChain->SetFullscreenState(TRUE, NULL);

    // Swap chains created with the DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL flag need to
    // call ResizeBuffers in order to realize a full-screen mode switch. Otherwise, 
    // your next call to Present will fail.

    // Before calling ResizeBuffers, you have to release all references to the back 
    // buffer device resource.
    ReleaseBackBuffer();

    // Now we can call ResizeBuffers.
    hr = m_pDXGISwapChain->ResizeBuffers(
        0,                   // Number of buffers. Set this to 0 to preserve the existing setting.
        0, 0,                // Width and height of the swap chain. Set to 0 to match the screen resolution.
        DXGI_FORMAT_UNKNOWN, // This tells DXGI to retain the current back buffer format.
        0
        );

    // Then we can recreate the back buffer, depth buffer, and so on.
    hr = ConfigureBackBuffer();

    return hr;
}

HRESULT DeviceResources::GoWindowed()
{
    HRESULT hr = S_OK;

    hr = m_pDXGISwapChain->SetFullscreenState(FALSE, NULL);

    // Swap chains created with the DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL flag need to
    // call ResizeBuffers in order to realize a change to windowed mode. Otherwise, 
    // your next call to Present will fail.

    // Before calling ResizeBuffers, you have to release all references to the back 
    // buffer device resource.
    ReleaseBackBuffer();

    // Now we can call ResizeBuffers.
    hr = m_pDXGISwapChain->ResizeBuffers(
        0,                   // Number of buffers. Set this to 0 to preserve the existing setting.
        0, 0,                // Width and height of the swap chain. MUST be set to a non-zero value. For example, match the window size.
        DXGI_FORMAT_UNKNOWN, // This tells DXGI to retain the current back buffer format.
        0
        );

    // Then we can recreate the back buffer, depth buffer, and so on.
    hr = ConfigureBackBuffer();

    return hr;
}

//-----------------------------------------------------------------------------
// Returns the aspect ratio of the back buffer.
//-----------------------------------------------------------------------------
float DeviceResources::GetAspectRatio()
{
    return static_cast<float>(m_bbDesc.Width) / static_cast<float>(m_bbDesc.Height);
}

//-----------------------------------------------------------------------------
// Present frame:
// Show the frame on the primary surface.
//-----------------------------------------------------------------------------
void DeviceResources::Present()
{
    m_pDXGISwapChain->Present(1, 0);
}


//-----------------------------------------------------------------------------
// Destructor.
//-----------------------------------------------------------------------------
DeviceResources::~DeviceResources()
{

}

Renderer.h

//// THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF
//// ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO
//// THE IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A
//// PARTICULAR PURPOSE.
////
//// Copyright (c) Microsoft Corporation. All rights reserved
#pragma once


//-----------------------------------------------------------------------------
// Includes
//-----------------------------------------------------------------------------
#include "DeviceResources.h"

//-----------------------------------------------------------------------------
// Class declarations
//-----------------------------------------------------------------------------

class Renderer
{
public:
    Renderer(std::shared_ptr<DeviceResources> deviceResources);
    ~Renderer();

    void CreateDeviceDependentResources();
    void CreateWindowSizeDependentResources();
    void Update();
    void Render();

private:
    HRESULT CreateShaders();
    HRESULT CreateCube();
    void    CreateViewAndPerspective();

    //-----------------------------------------------------------------------------
    // Pointer to device resource manager
    //-----------------------------------------------------------------------------
    std::shared_ptr<DeviceResources> m_deviceResources;

    //-----------------------------------------------------------------------------
    // Variables for rendering the cube
    //-----------------------------------------------------------------------------
    typedef struct _constantBufferStruct {
        DirectX::XMFLOAT4X4 world;
        DirectX::XMFLOAT4X4 view;
        DirectX::XMFLOAT4X4 projection;
    } ConstantBufferStruct;

    // Assert that the constant buffer remains 16-byte aligned.
    static_assert((sizeof(ConstantBufferStruct) % 16) == 0, "Constant Buffer size must be 16-byte aligned");

    //-----------------------------------------------------------------------------
    // Per-vertex data
    //-----------------------------------------------------------------------------
    typedef struct _vertexPositionColor
    {
        DirectX::XMFLOAT3 pos;
        DirectX::XMFLOAT3 color;
    } VertexPositionColor;

    //-----------------------------------------------------------------------------
    // Per-vertex data (extended)
    //-----------------------------------------------------------------------------
    typedef struct _vertexPositionColorTangent
    {
        DirectX::XMFLOAT3 pos;
        DirectX::XMFLOAT3 normal;
        DirectX::XMFLOAT3 tangent;
    } VertexPositionColorTangent;

    ConstantBufferStruct m_constantBufferData;
    unsigned int  m_indexCount;
    unsigned int  m_frameCount;

    //-----------------------------------------------------------------------------
    // Direct3D device resources
    //-----------------------------------------------------------------------------
    //ID3DXEffect* m_pEffect;
    Microsoft::WRL::ComPtr<ID3D11Buffer>            m_pVertexBuffer;
    Microsoft::WRL::ComPtr<ID3D11Buffer>            m_pIndexBuffer;
    Microsoft::WRL::ComPtr<ID3D11VertexShader>      m_pVertexShader;
    Microsoft::WRL::ComPtr<ID3D11InputLayout>       m_pInputLayout;
    Microsoft::WRL::ComPtr<ID3D11InputLayout>       m_pInputLayoutExtended;
    Microsoft::WRL::ComPtr<ID3D11PixelShader>       m_pPixelShader;
    Microsoft::WRL::ComPtr<ID3D11Buffer>            m_pConstantBuffer;
};

Renderer.cpp

//// THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF
//// ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO
//// THE IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A
//// PARTICULAR PURPOSE.
////
//// Copyright (c) Microsoft Corporation. All rights reserved


//-----------------------------------------------------------------------------
// File: Cube.cpp
//
// Renders a spinning, colorful cube.
//
//-----------------------------------------------------------------------------


//-----------------------------------------------------------------------------
// Includes
//-----------------------------------------------------------------------------
#include "dxstdafx.h"
#include "resource.h"

#include <string>
#include <memory>
#include <ppltasks.h>

#include "Renderer.h"


//-----------------------------------------------------------------------------
// Constructor
//-----------------------------------------------------------------------------
Renderer::Renderer(std::shared_ptr<DeviceResources> deviceResources)
    :
    m_frameCount(0),
    m_deviceResources(deviceResources)
{
    m_frameCount = 0; // init frame count
}

//-----------------------------------------------------------------------------
// Create Direct3D shader resources by loading the .cso files.
//-----------------------------------------------------------------------------
HRESULT Renderer::CreateShaders()
{
    HRESULT hr = S_OK;

    // Use the Direct3D device to load resources into graphics memory.
    ID3D11Device* device = m_deviceResources->GetDevice();
    
    // You'll need to use a file loader to load the shader bytecode. In this
    // example, we just use the standard library.
    FILE* vShader, * pShader;
    BYTE* bytes;

    size_t destSize = 4096;
    size_t bytesRead = 0;
    bytes = new BYTE[destSize];

    fopen_s(&vShader, "CubeVertexShader.cso", "rb");
    bytesRead = fread_s(bytes, destSize, 1, 4096, vShader);
    hr = device->CreateVertexShader(
        bytes,
        bytesRead,
        nullptr,
        &m_pVertexShader
        );

    D3D11_INPUT_ELEMENT_DESC iaDesc [] =
    {
        { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT,
        0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },

        { "COLOR", 0, DXGI_FORMAT_R32G32B32_FLOAT,
        0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
    };

    hr = device->CreateInputLayout(
        iaDesc,
        ARRAYSIZE(iaDesc),
        bytes,
        bytesRead,
        &m_pInputLayout
        );

    delete bytes;


    bytes = new BYTE[destSize];
    bytesRead = 0;
    fopen_s(&pShader, "CubePixelShader.cso", "rb");
    bytesRead = fread_s(bytes, destSize, 1, 4096, pShader);
    hr = device->CreatePixelShader(
        bytes,
        bytesRead,
        nullptr,
        m_pPixelShader.GetAddressOf()
        );

    delete bytes;
    
    CD3D11_BUFFER_DESC cbDesc(
        sizeof(ConstantBufferStruct),
        D3D11_BIND_CONSTANT_BUFFER
        );

    hr = device->CreateBuffer(
        &cbDesc,
        nullptr,
        m_pConstantBuffer.GetAddressOf()
        );

    fclose(vShader);
    fclose(pShader);


    // Load the extended shaders with lighting calculations.
    /*
    bytes = new BYTE[destSize];
    bytesRead = 0;
    fopen_s(&vShader, "CubeVertexShaderLighting.cso", "rb");
    bytesRead = fread_s(bytes, destSize, 1, 4096, vShader);
    hr = device->CreateVertexShader(
        bytes,
        bytesRead,
        nullptr,
        &m_pVertexShader
        );

    D3D11_INPUT_ELEMENT_DESC iaDescExtended[] =
    {
        { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT,
        0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },

        { "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT,
        0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },

        { "TANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT,
        0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
    };

    hr = device->CreateInputLayout(
        iaDesc,
        ARRAYSIZE(iaDesc),
        bytes,
        bytesRead,
        &m_pInputLayoutExtended
        );

    delete bytes;


    bytes = new BYTE[destSize];
    bytesRead = 0;
    fopen_s(&pShader, "CubePixelShaderPhongLighting.cso", "rb");
    bytesRead = fread_s(bytes, destSize, 1, 4096, pShader);
    hr = device->CreatePixelShader(
        bytes,
        bytesRead,
        nullptr,
        m_pPixelShader.GetAddressOf()
        );

    delete bytes;

    fclose(vShader);
    fclose(pShader);


    bytes = new BYTE[destSize];
    bytesRead = 0;
    fopen_s(&pShader, "CubePixelShaderTexelLighting.cso", "rb");
    bytesRead = fread_s(bytes, destSize, 1, 4096, pShader);
    hr = device->CreatePixelShader(
    bytes,
    bytesRead,
    nullptr,
    m_pPixelShader.GetAddressOf()
    );

    delete bytes;

    fclose(pShader);
    */

    return hr;
}

//-----------------------------------------------------------------------------
// Create the cube:
// Creates the vertex buffer and index buffer.
//-----------------------------------------------------------------------------
HRESULT Renderer::CreateCube()
{
    HRESULT hr = S_OK;

    // Use the Direct3D device to load resources into graphics memory.
    ID3D11Device* device = m_deviceResources->GetDevice();

    // Create cube geometry.
    VertexPositionColor CubeVertices[] =
    {
        {DirectX::XMFLOAT3(-0.5f,-0.5f,-0.5f), DirectX::XMFLOAT3(  0,   0,   0),},
        {DirectX::XMFLOAT3(-0.5f,-0.5f, 0.5f), DirectX::XMFLOAT3(  0,   0,   1),},
        {DirectX::XMFLOAT3(-0.5f, 0.5f,-0.5f), DirectX::XMFLOAT3(  0,   1,   0),},
        {DirectX::XMFLOAT3(-0.5f, 0.5f, 0.5f), DirectX::XMFLOAT3(  0,   1,   1),},

        {DirectX::XMFLOAT3( 0.5f,-0.5f,-0.5f), DirectX::XMFLOAT3(  1,   0,   0),},
        {DirectX::XMFLOAT3( 0.5f,-0.5f, 0.5f), DirectX::XMFLOAT3(  1,   0,   1),},
        {DirectX::XMFLOAT3( 0.5f, 0.5f,-0.5f), DirectX::XMFLOAT3(  1,   1,   0),},
        {DirectX::XMFLOAT3( 0.5f, 0.5f, 0.5f), DirectX::XMFLOAT3(  1,   1,   1),},
    };
    
    // Create vertex buffer:
    
    CD3D11_BUFFER_DESC vDesc(
        sizeof(CubeVertices),
        D3D11_BIND_VERTEX_BUFFER
        );

    D3D11_SUBRESOURCE_DATA vData;
    ZeroMemory(&vData, sizeof(D3D11_SUBRESOURCE_DATA));
    vData.pSysMem = CubeVertices;
    vData.SysMemPitch = 0;
    vData.SysMemSlicePitch = 0;

    hr = device->CreateBuffer(
        &vDesc,
        &vData,
        &m_pVertexBuffer
        );

    // Create index buffer:
    unsigned short CubeIndices [] = 
    {
        0,2,1, // -x
        1,2,3,

        4,5,6, // +x
        5,7,6,

        0,1,5, // -y
        0,5,4,

        2,6,7, // +y
        2,7,3,

        0,4,6, // -z
        0,6,2,

        1,3,7, // +z
        1,7,5,
    };

    m_indexCount = ARRAYSIZE(CubeIndices);

    CD3D11_BUFFER_DESC iDesc(
        sizeof(CubeIndices),
        D3D11_BIND_INDEX_BUFFER
        );

    D3D11_SUBRESOURCE_DATA iData;
    ZeroMemory(&iData, sizeof(D3D11_SUBRESOURCE_DATA));
    iData.pSysMem = CubeIndices;
    iData.SysMemPitch = 0;
    iData.SysMemSlicePitch = 0;
    
    hr = device->CreateBuffer(
        &iDesc,
        &iData,
        &m_pIndexBuffer
        );

    return hr;
}

//-----------------------------------------------------------------------------
// Create the view matrix and create the perspective matrix.
//-----------------------------------------------------------------------------
void Renderer::CreateViewAndPerspective()
{
    // Use DirectXMath to create view and perspective matrices.

    DirectX::XMVECTOR eye = DirectX::XMVectorSet(0.0f, 0.7f, 1.5f, 0.f);
    DirectX::XMVECTOR at  = DirectX::XMVectorSet(0.0f,-0.1f, 0.0f, 0.f);
    DirectX::XMVECTOR up  = DirectX::XMVectorSet(0.0f, 1.0f, 0.0f, 0.f);

    DirectX::XMStoreFloat4x4(
        &m_constantBufferData.view,
        DirectX::XMMatrixTranspose(
            DirectX::XMMatrixLookAtRH(
                eye,
                at,
                up
                )
            )
        );

    float aspectRatioX = m_deviceResources->GetAspectRatio();
    float aspectRatioY = aspectRatioX < (16.0f / 9.0f) ? aspectRatioX / (16.0f / 9.0f) : 1.0f;

    DirectX::XMStoreFloat4x4(
        &m_constantBufferData.projection,
        DirectX::XMMatrixTranspose(
            DirectX::XMMatrixPerspectiveFovRH(
                2.0f * std::atan(std::tan(DirectX::XMConvertToRadians(70) * 0.5f) / aspectRatioY),
                aspectRatioX,
                0.01f,
                100.0f
                )
            )
        );
}

//-----------------------------------------------------------------------------
// Create device-dependent resources for rendering.
//-----------------------------------------------------------------------------
void Renderer::CreateDeviceDependentResources()
{
    // Compile shaders using the Effects library.
    auto CreateShadersTask = Concurrency::create_task(
            [this]( )
            {
                CreateShaders();
            }
        );

    // Load the geometry for the spinning cube.
    auto CreateCubeTask = CreateShadersTask.then(
            [this]()
            {
                CreateCube();
            }
        );
}

void Renderer::CreateWindowSizeDependentResources()
{
    // Create the view matrix and the perspective matrix.
    CreateViewAndPerspective();
}


//-----------------------------------------------------------------------------
// Update the scene.
//-----------------------------------------------------------------------------
void Renderer::Update()
{
    // Rotate the cube 1 degree per frame.
    DirectX::XMStoreFloat4x4(
        &m_constantBufferData.world,
        DirectX::XMMatrixTranspose(
            DirectX::XMMatrixRotationY(
                DirectX::XMConvertToRadians(
                    (float) m_frameCount++
                    )
                )
            )
        );

    if (m_frameCount == MAXUINT)  m_frameCount = 0;
}

//-----------------------------------------------------------------------------
// Render the cube.
//-----------------------------------------------------------------------------
void Renderer::Render()
{
    // Use the Direct3D device context to draw.
    ID3D11DeviceContext* context = m_deviceResources->GetDeviceContext();

    ID3D11RenderTargetView* renderTarget = m_deviceResources->GetRenderTarget();
    ID3D11DepthStencilView* depthStencil = m_deviceResources->GetDepthStencil();

    context->UpdateSubresource(
        m_pConstantBuffer.Get(),
        0,
        nullptr,
        &m_constantBufferData,
        0,
        0
        );

    // Clear the render target and the z-buffer.
    const float teal [] = { 0.098f, 0.439f, 0.439f, 1.000f };
    context->ClearRenderTargetView(
        renderTarget,
        teal
        );
    context->ClearDepthStencilView(
        depthStencil,
        D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL,
        1.0f,
        0);

    // Set the render target.
    context->OMSetRenderTargets(
        1,
        &renderTarget,
        depthStencil
        );

    // Set up the IA stage by setting the input topology and layout.
    UINT stride = sizeof(VertexPositionColor);
    UINT offset = 0;

    context->IASetVertexBuffers(
        0,
        1,
        m_pVertexBuffer.GetAddressOf(),
        &stride,
        &offset
        );

    context->IASetIndexBuffer(
        m_pIndexBuffer.Get(),
        DXGI_FORMAT_R16_UINT,
        0
        );
    
    context->IASetPrimitiveTopology(
        D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST
        );

    context->IASetInputLayout(m_pInputLayout.Get());

    // Set up the vertex shader stage.
    context->VSSetShader(
        m_pVertexShader.Get(),
        nullptr,
        0
        );

    context->VSSetConstantBuffers(
        0,
        1,
        m_pConstantBuffer.GetAddressOf()
        );

    // Set up the pixel shader stage.
    context->PSSetShader(
        m_pPixelShader.Get(),
        nullptr,
        0
        );

    // Calling Draw tells Direct3D to start sending commands to the graphics device.
    context->DrawIndexed(
        m_indexCount,
        0,
        0
        );
}

//-----------------------------------------------------------------------------
// Clean up cube resources when the Direct3D device is lost or destroyed.
//-----------------------------------------------------------------------------
Renderer::~Renderer()
{
    // ComPtr will clean up references for us. But be careful to release
    // references to anything you don't need whenever you call Flush or Trim.
    // As always, clean up your system (CPU) memory resources before exit.
}