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DX3D.cpp
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//--------------------------------------------------------------------------------------
//--------------------------------------------------------------------------------------
#include <windows.h>
#include <d3d11_1.h>
#include <d3dcompiler.h>
#include <directxmath.h>
#include <directxcolors.h>
#include "resource.h"
using namespace DirectX;
//--------------------------------------------------------------------------------------
// Structures
//--------------------------------------------------------------------------------------
struct SimpleVertex
{
XMFLOAT3 Pos;
XMFLOAT3 Normal;
};
struct ConstantBuffer
{
XMMATRIX mWorld;
XMMATRIX mView;
XMMATRIX mProjection;
XMFLOAT4 vLightDir;
XMFLOAT4 vLightColor;
XMFLOAT4 vOutputColor;
};
//--------------------------------------------------------------------------------------
// Global Variables
//--------------------------------------------------------------------------------------
HINSTANCE g_hInst = nullptr;
HWND g_hWnd = nullptr;
D3D_DRIVER_TYPE g_driverType = D3D_DRIVER_TYPE_NULL;
D3D_FEATURE_LEVEL g_featureLevel = D3D_FEATURE_LEVEL_11_0;
ID3D11Device* g_pd3dDevice = nullptr;
ID3D11Device1* g_pd3dDevice1 = nullptr;
ID3D11DeviceContext* g_pImmediateContext = nullptr;
ID3D11DeviceContext1* g_pImmediateContext1 = nullptr;
IDXGISwapChain* g_pSwapChain = nullptr;
IDXGISwapChain1* g_pSwapChain1 = nullptr;
ID3D11RenderTargetView* g_pRenderTargetView = nullptr;
ID3D11Texture2D* g_pDepthStencil = nullptr;
ID3D11DepthStencilView* g_pDepthStencilView = nullptr;
ID3D11VertexShader* g_pVertexShader = nullptr;
ID3D11PixelShader* g_pPixelShader = nullptr;
ID3D11PixelShader* g_pPixelShaderSolid = nullptr;
ID3D11InputLayout* g_pVertexLayout = nullptr;
ID3D11Buffer* g_pVertexBuffer = nullptr;
ID3D11Buffer* g_pIndexBuffer = nullptr;
ID3D11Buffer* g_pConstantBuffer = nullptr;
ID3D11RasterizerState* g_rasterState = nullptr;
XMMATRIX g_World;
XMMATRIX g_World2;
XMMATRIX g_View;
XMMATRIX g_Projection;
int g_nVertices;
int g_nTriangles;
//--------------------------------------------------------------------------------------
// Forward declarations
//--------------------------------------------------------------------------------------
HRESULT InitWindow(HINSTANCE hInstance, int nCmdShow);
HRESULT InitDevice();
void CleanupDevice();
LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);
void Render();
//--------------------------------------------------------------------------------------
// Entry point to the program. Initializes everything and goes into a message processing
// loop. Idle time is used to render the scene.
//--------------------------------------------------------------------------------------
int WINAPI wWinMain(_In_ HINSTANCE hInstance, _In_opt_ HINSTANCE hPrevInstance, _In_ LPWSTR lpCmdLine, _In_ int nCmdShow)
{
UNREFERENCED_PARAMETER(hPrevInstance);
UNREFERENCED_PARAMETER(lpCmdLine);
if (FAILED(InitWindow(hInstance, nCmdShow)))
return 0;
if (FAILED(InitDevice()))
{
CleanupDevice();
return 0;
}
// Main message loop
MSG msg = { 0 };
while (WM_QUIT != msg.message)
{
if (PeekMessage(&msg, nullptr, 0, 0, PM_REMOVE))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
else
{
Render();
}
}
CleanupDevice();
return (int)msg.wParam;
}
//--------------------------------------------------------------------------------------
// Register class and create window
//--------------------------------------------------------------------------------------
HRESULT InitWindow(HINSTANCE hInstance, int nCmdShow)
{
// Register class
WNDCLASSEX wcex;
wcex.cbSize = sizeof(WNDCLASSEX);
wcex.style = CS_HREDRAW | CS_VREDRAW;
wcex.lpfnWndProc = WndProc;
wcex.cbClsExtra = 0;
wcex.cbWndExtra = 0;
wcex.hInstance = hInstance;
wcex.hIcon = LoadIcon(hInstance, (LPCTSTR)IDI_TUTORIAL1);
wcex.hCursor = LoadCursor(nullptr, IDC_ARROW);
wcex.hbrBackground = (HBRUSH)(COLOR_WINDOW + 1);
wcex.lpszMenuName = nullptr;
wcex.lpszClassName = L"GK-DX3DWindowClass";
wcex.hIconSm = LoadIcon(wcex.hInstance, (LPCTSTR)IDI_TUTORIAL1);
if (!RegisterClassEx(&wcex))
return E_FAIL;
// Create window
g_hInst = hInstance;
RECT rc = { 0, 0, 800, 600 };
AdjustWindowRect(&rc, WS_OVERLAPPEDWINDOW, FALSE);
g_hWnd = CreateWindow(L"GK-DX3DWindowClass", L"Direct3D 11",
WS_OVERLAPPED | WS_CAPTION | WS_SYSMENU | WS_MINIMIZEBOX,
CW_USEDEFAULT, CW_USEDEFAULT, rc.right - rc.left, rc.bottom - rc.top, nullptr, nullptr, hInstance,
nullptr);
if (!g_hWnd)
return E_FAIL;
ShowWindow(g_hWnd, nCmdShow);
return S_OK;
}
//--------------------------------------------------------------------------------------
// Helper for compiling shaders with D3DCompile
//
//--------------------------------------------------------------------------------------
HRESULT CompileShaderFromFile(WCHAR* szFileName, LPCSTR szEntryPoint, LPCSTR szShaderModel, ID3DBlob** ppBlobOut)
{
HRESULT hr = S_OK;
DWORD dwShaderFlags = D3DCOMPILE_ENABLE_STRICTNESS;
#ifdef _DEBUG
// Set the D3DCOMPILE_DEBUG flag to embed debug information in the shaders.
// Setting this flag improves the shader debugging experience, but still allows
// the shaders to be optimized and to run exactly the way they will run in
// the release configuration of this program.
dwShaderFlags |= D3DCOMPILE_DEBUG;
// Disable optimizations to further improve shader debugging
dwShaderFlags |= D3DCOMPILE_SKIP_OPTIMIZATION;
#endif
ID3DBlob* pErrorBlob = nullptr;
hr = D3DCompileFromFile(szFileName, nullptr, nullptr, szEntryPoint, szShaderModel,
dwShaderFlags, 0, ppBlobOut, &pErrorBlob);
if (FAILED(hr))
{
if (pErrorBlob)
{
OutputDebugStringA(reinterpret_cast<const char*>(pErrorBlob->GetBufferPointer()));
pErrorBlob->Release();
}
return hr;
}
if (pErrorBlob) pErrorBlob->Release();
return S_OK;
}
//--------------------------------------------------------------------------------------
// Create Direct3D device and swap chain
//--------------------------------------------------------------------------------------
HRESULT InitDevice()
{
// Create vertex buffer
SimpleVertex vertices[] =
{
{ XMFLOAT3(-0.8, 0.8f, 0.25f), XMFLOAT3(0.0f, 0.0f, 1.0f) },
{ XMFLOAT3(-0.8f, -0.8f, 0.25f), XMFLOAT3(0.0f, 0.0f, 1.0f) },
{ XMFLOAT3(-0.2f, -0.8f, 0.25f), XMFLOAT3(0.0f, 0.0f, 1.0f) },
{ XMFLOAT3(-0.2f, -0.2f, 0.25f), XMFLOAT3(0.0f, 0.0f, 1.0f) },
{ XMFLOAT3(0.2f, -0.2f, 0.25f), XMFLOAT3(0.0f, 0.0f, 1.0f) },
{ XMFLOAT3(0.2f, -0.8f, 0.25f), XMFLOAT3(0.0f, 0.0f, 1.0f) },
{ XMFLOAT3(0.8f, -0.8f, 0.25f), XMFLOAT3(0.0f, 0.0f, 1.0f) },
{ XMFLOAT3(0.8f, 0.8f, 0.25f), XMFLOAT3(0.0f, 0.0f, 1.0f) },
{ XMFLOAT3(0.2f, 0.8f, 0.25f), XMFLOAT3(0.0f, 0.0f, 1.0f) },
{ XMFLOAT3(0.2f, 0.2f, 0.25f), XMFLOAT3(0.0f, 0.0f, 1.0f) },
{ XMFLOAT3(-0.2f, 0.2f, 0.25f), XMFLOAT3(0.0f, 0.0f, 1.0f) },
{ XMFLOAT3(-0.2f, 0.8f, 0.25f), XMFLOAT3(0.0f, 0.0f, 1.0f) },
{ XMFLOAT3(-0.8, 0.8f, -0.25f), XMFLOAT3(0.0f, 0.0f, -1.0f) },
{ XMFLOAT3(-0.8f, -0.8f, -0.25f), XMFLOAT3(0.0f, 0.0f,-1.0f) },
{ XMFLOAT3(-0.2f, -0.8f, -0.25f), XMFLOAT3(0.0f, 0.0f, -1.0f) },
{ XMFLOAT3(-0.2f, -0.2f, -0.25f), XMFLOAT3(0.0f, 0.0f,-1.0f) },
{ XMFLOAT3(0.2f, -0.2f, -0.25f), XMFLOAT3(0.0f, 0.0f, -1.0f) },
{ XMFLOAT3(0.2f, -0.8f,-0.25f), XMFLOAT3(0.0f, 0.0f, -1.0f) },
{ XMFLOAT3(0.8f, -0.8f, -0.25f), XMFLOAT3(0.0f, 0.0f, -1.0f) },
{ XMFLOAT3(0.8f, 0.8f, -0.25f), XMFLOAT3(0.0f, 0.0f, -1.0f) },
{ XMFLOAT3(0.2f, 0.8f, -0.25f), XMFLOAT3(0.0f, 0.0f,-1.0f) },
{ XMFLOAT3(0.2f, 0.2f, -0.25f), XMFLOAT3(0.0f, 0.0f, -1.0f) },
{ XMFLOAT3(-0.2f, 0.2f, -0.25f), XMFLOAT3(0.0f, 0.0f, -1.0f) },
{ XMFLOAT3(-0.2f, 0.8f, -0.25f), XMFLOAT3(0.0f, 0.0f, -1.0f) },
};
g_nVertices = 24;
WORD indices[] =
{
0,11,10,
0,1,10,
10,3,1,
1,2,3,
10,3,9,
3,4,9,
5,4,6,
9,4,6,
9,7,6,
8,9,7,
12,23,22,
12,13,22,
22,15,13,
13,14,15,
22,15,21,
15,16,21,
17,16,18,
21,16,18,
21,19,18,
20,21,19,
0,1,12,
1,12,13,
1,2,13,
2,13,14,
2,3,14,
3,14,15,
3,4,15,
4,15,16,
4,5,16,
5,16,17,
5,6,17,
6,17,18,
6,7,18,
7,18,19,
7,8,19,
8,19,20,
8,9,20,
9,20,21,
9,10,21,
10,21,22,
10,11,22,
11,22,23,
};
g_nTriangles = 42;
HRESULT hr = S_OK;
RECT rc;
GetClientRect(g_hWnd, &rc);
UINT width = rc.right - rc.left;
UINT height = rc.bottom - rc.top;
UINT createDeviceFlags = 0;
#ifdef _DEBUG
createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
#endif
D3D_DRIVER_TYPE driverTypes[] =
{
D3D_DRIVER_TYPE_HARDWARE,
D3D_DRIVER_TYPE_WARP,
D3D_DRIVER_TYPE_REFERENCE,
};
UINT numDriverTypes = ARRAYSIZE(driverTypes);
D3D_FEATURE_LEVEL featureLevels[] =
{
D3D_FEATURE_LEVEL_11_1,
D3D_FEATURE_LEVEL_11_0,
D3D_FEATURE_LEVEL_10_1,
D3D_FEATURE_LEVEL_10_0,
};
UINT numFeatureLevels = ARRAYSIZE(featureLevels);
for (UINT driverTypeIndex = 0; driverTypeIndex < numDriverTypes; driverTypeIndex++)
{
g_driverType = driverTypes[driverTypeIndex];
hr = D3D11CreateDevice(nullptr, g_driverType, nullptr, createDeviceFlags, featureLevels, numFeatureLevels,
D3D11_SDK_VERSION, &g_pd3dDevice, &g_featureLevel, &g_pImmediateContext);
if (hr == E_INVALIDARG)
{
// DirectX 11.0 platforms will not recognize D3D_FEATURE_LEVEL_11_1 so we need to retry without it
hr = D3D11CreateDevice(nullptr, g_driverType, nullptr, createDeviceFlags, &featureLevels[1], numFeatureLevels - 1,
D3D11_SDK_VERSION, &g_pd3dDevice, &g_featureLevel, &g_pImmediateContext);
}
if (SUCCEEDED(hr))
break;
}
if (FAILED(hr))
return hr;
// Obtain DXGI factory from device (since we used nullptr for pAdapter above)
IDXGIFactory1* dxgiFactory = nullptr;
{
IDXGIDevice* dxgiDevice = nullptr;
hr = g_pd3dDevice->QueryInterface(__uuidof(IDXGIDevice), reinterpret_cast<void**>(&dxgiDevice));
if (SUCCEEDED(hr))
{
IDXGIAdapter* adapter = nullptr;
hr = dxgiDevice->GetAdapter(&adapter);
if (SUCCEEDED(hr))
{
hr = adapter->GetParent(__uuidof(IDXGIFactory1), reinterpret_cast<void**>(&dxgiFactory));
adapter->Release();
}
dxgiDevice->Release();
}
}
if (FAILED(hr))
return hr;
// Create swap chain
IDXGIFactory2* dxgiFactory2 = nullptr;
hr = dxgiFactory->QueryInterface(__uuidof(IDXGIFactory2), reinterpret_cast<void**>(&dxgiFactory2));
if (dxgiFactory2)
{
// DirectX 11.1 or later
hr = g_pd3dDevice->QueryInterface(__uuidof(ID3D11Device1), reinterpret_cast<void**>(&g_pd3dDevice1));
if (SUCCEEDED(hr))
{
(void)g_pImmediateContext->QueryInterface(__uuidof(ID3D11DeviceContext1), reinterpret_cast<void**>(&g_pImmediateContext1));
}
DXGI_SWAP_CHAIN_DESC1 sd;
ZeroMemory(&sd, sizeof(sd));
sd.Width = width;
sd.Height = height;
sd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
sd.SampleDesc.Count = 1;
sd.SampleDesc.Quality = 0;
sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
sd.BufferCount = 1;
hr = dxgiFactory2->CreateSwapChainForHwnd(g_pd3dDevice, g_hWnd, &sd, nullptr, nullptr, &g_pSwapChain1);
if (SUCCEEDED(hr))
{
hr = g_pSwapChain1->QueryInterface(__uuidof(IDXGISwapChain), reinterpret_cast<void**>(&g_pSwapChain));
}
dxgiFactory2->Release();
}
else
{
// DirectX 11.0 systems
DXGI_SWAP_CHAIN_DESC sd;
ZeroMemory(&sd, sizeof(sd));
sd.BufferCount = 1;
sd.BufferDesc.Width = width;
sd.BufferDesc.Height = height;
sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
sd.BufferDesc.RefreshRate.Numerator = 60;
sd.BufferDesc.RefreshRate.Denominator = 1;
sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
sd.OutputWindow = g_hWnd;
sd.SampleDesc.Count = 1;
sd.SampleDesc.Quality = 0;
sd.Windowed = TRUE;
hr = dxgiFactory->CreateSwapChain(g_pd3dDevice, &sd, &g_pSwapChain);
}
// Note this program doesn't handle full-screen swapchains so we block the ALT+ENTER shortcut
dxgiFactory->MakeWindowAssociation(g_hWnd, DXGI_MWA_NO_ALT_ENTER);
dxgiFactory->Release();
if (FAILED(hr))
return hr;
// Create a render target view
ID3D11Texture2D* pBackBuffer = nullptr;
hr = g_pSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), reinterpret_cast<void**>(&pBackBuffer));
if (FAILED(hr))
return hr;
hr = g_pd3dDevice->CreateRenderTargetView(pBackBuffer, nullptr, &g_pRenderTargetView);
pBackBuffer->Release();
if (FAILED(hr))
return hr;
// Create depth stencil texture
D3D11_TEXTURE2D_DESC descDepth;
ZeroMemory(&descDepth, sizeof(descDepth));
descDepth.Width = width;
descDepth.Height = height;
descDepth.MipLevels = 1;
descDepth.ArraySize = 1;
descDepth.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
descDepth.SampleDesc.Count = 1;
descDepth.SampleDesc.Quality = 0;
descDepth.Usage = D3D11_USAGE_DEFAULT;
descDepth.BindFlags = D3D11_BIND_DEPTH_STENCIL;
descDepth.CPUAccessFlags = 0;
descDepth.MiscFlags = 0;
hr = g_pd3dDevice->CreateTexture2D(&descDepth, nullptr, &g_pDepthStencil);
if (FAILED(hr))
return hr;
// Create the depth stencil view
D3D11_DEPTH_STENCIL_VIEW_DESC descDSV;
ZeroMemory(&descDSV, sizeof(descDSV));
descDSV.Format = descDepth.Format;
descDSV.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
descDSV.Texture2D.MipSlice = 0;
hr = g_pd3dDevice->CreateDepthStencilView(g_pDepthStencil, &descDSV, &g_pDepthStencilView);
if (FAILED(hr))
return hr;
g_pImmediateContext->OMSetRenderTargets(1, &g_pRenderTargetView, g_pDepthStencilView);
D3D11_RASTERIZER_DESC rasterDesc;
rasterDesc.AntialiasedLineEnable = false;
rasterDesc.CullMode = D3D11_CULL_NONE;
rasterDesc.DepthBias = 0;
rasterDesc.DepthBiasClamp = 0.0f;
rasterDesc.DepthClipEnable = true;
rasterDesc.FillMode = D3D11_FILL_SOLID;
rasterDesc.FrontCounterClockwise = true;
rasterDesc.MultisampleEnable = false;
rasterDesc.ScissorEnable = false;
rasterDesc.SlopeScaledDepthBias = 0.0f;
hr = g_pd3dDevice->CreateRasterizerState(&rasterDesc, &g_rasterState);
if (FAILED(hr))
return hr;
g_pImmediateContext->RSSetState(g_rasterState);
// Setup the viewport
D3D11_VIEWPORT vp;
vp.Width = (FLOAT)width;
vp.Height = (FLOAT)height;
vp.MinDepth = 0.0f;
vp.MaxDepth = 1.0f;
vp.TopLeftX = 0;
vp.TopLeftY = 0;
g_pImmediateContext->RSSetViewports(1, &vp);
// Compile the vertex shader
ID3DBlob* pVSBlob = nullptr;
hr = CompileShaderFromFile(L"Shaders.fx", "VS", "vs_4_0", &pVSBlob);
if (FAILED(hr))
{
MessageBox(nullptr,
L"The FX file cannot be compiled. Please run this executable from the directory that contains the FX file.", L"Error", MB_OK);
return hr;
}
// Create the vertex shader
hr = g_pd3dDevice->CreateVertexShader(pVSBlob->GetBufferPointer(), pVSBlob->GetBufferSize(), nullptr, &g_pVertexShader);
if (FAILED(hr))
{
pVSBlob->Release();
return hr;
}
// Define the input layout
D3D11_INPUT_ELEMENT_DESC layout[] =
{
{ "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 },
};
UINT numElements = ARRAYSIZE(layout);
// Create the input layout
hr = g_pd3dDevice->CreateInputLayout(layout, numElements, pVSBlob->GetBufferPointer(),
pVSBlob->GetBufferSize(), &g_pVertexLayout);
pVSBlob->Release();
if (FAILED(hr))
return hr;
// Set the input layout
g_pImmediateContext->IASetInputLayout(g_pVertexLayout);
// Compile the pixel shader
ID3DBlob* pPSBlob = nullptr;
hr = CompileShaderFromFile(L"Shaders.fx", "PS", "ps_4_0", &pPSBlob);
if (FAILED(hr))
{
MessageBox(nullptr,
L"The FX file cannot be compiled. Please run this executable from the directory that contains the FX file.", L"Error", MB_OK);
return hr;
}
// Create the pixel shader
hr = g_pd3dDevice->CreatePixelShader(pPSBlob->GetBufferPointer(), pPSBlob->GetBufferSize(), nullptr, &g_pPixelShader);
pPSBlob->Release();
if (FAILED(hr))
return hr;
// Compile the pixel shader
pPSBlob = nullptr;
hr = CompileShaderFromFile(L"Shaders.fx", "PSSolid", "ps_4_0", &pPSBlob);
if (FAILED(hr))
{
MessageBox(nullptr,
L"The FX file cannot be compiled. Please run this executable from the directory that contains the FX file.", L"Error", MB_OK);
return hr;
}
// Create the pixel shader
hr = g_pd3dDevice->CreatePixelShader(pPSBlob->GetBufferPointer(), pPSBlob->GetBufferSize(), nullptr, &g_pPixelShaderSolid);
pPSBlob->Release();
if (FAILED(hr))
return hr;
D3D11_BUFFER_DESC bd;
ZeroMemory(&bd, sizeof(bd));
bd.Usage = D3D11_USAGE_DEFAULT;
//bd.ByteWidth = sizeof( SimpleVertex ) * 24;
bd.ByteWidth = sizeof(SimpleVertex) * g_nVertices;
bd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
bd.CPUAccessFlags = 0;
D3D11_SUBRESOURCE_DATA InitData;
ZeroMemory(&InitData, sizeof(InitData));
InitData.pSysMem = vertices;
hr = g_pd3dDevice->CreateBuffer(&bd, &InitData, &g_pVertexBuffer);
if (FAILED(hr))
return hr;
// Set vertex buffer
UINT stride = sizeof(SimpleVertex);
UINT offset = 0;
g_pImmediateContext->IASetVertexBuffers(0, 1, &g_pVertexBuffer, &stride, &offset);
bd.Usage = D3D11_USAGE_DEFAULT;
bd.ByteWidth = sizeof(WORD) * 3 * g_nTriangles;
bd.BindFlags = D3D11_BIND_INDEX_BUFFER;
bd.CPUAccessFlags = 0;
InitData.pSysMem = indices;
hr = g_pd3dDevice->CreateBuffer(&bd, &InitData, &g_pIndexBuffer);
if (FAILED(hr))
return hr;
// Set index buffer
g_pImmediateContext->IASetIndexBuffer(g_pIndexBuffer, DXGI_FORMAT_R16_UINT, 0);
// Set primitive topology
g_pImmediateContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
// Create the constant buffer
bd.Usage = D3D11_USAGE_DEFAULT;
bd.ByteWidth = sizeof(ConstantBuffer);
bd.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
bd.CPUAccessFlags = 0;
hr = g_pd3dDevice->CreateBuffer(&bd, nullptr, &g_pConstantBuffer);
if (FAILED(hr))
return hr;
// Initialize the projection matrix
g_Projection = XMMatrixPerspectiveFovRH(XM_PIDIV4, width / (FLOAT)height, 0.01f, 100.0f);
return S_OK;
}
//--------------------------------------------------------------------------------------
// Clean up the objects we've created
//--------------------------------------------------------------------------------------
void CleanupDevice()
{
if (g_pImmediateContext) g_pImmediateContext->ClearState();
if (g_pConstantBuffer) g_pConstantBuffer->Release();
if (g_pVertexBuffer) g_pVertexBuffer->Release();
if (g_pIndexBuffer) g_pIndexBuffer->Release();
if (g_pVertexLayout) g_pVertexLayout->Release();
if (g_pVertexShader) g_pVertexShader->Release();
if (g_pPixelShaderSolid) g_pPixelShaderSolid->Release();
if (g_pPixelShader) g_pPixelShader->Release();
if (g_pDepthStencil) g_pDepthStencil->Release();
if (g_pDepthStencilView) g_pDepthStencilView->Release();
if (g_pRenderTargetView) g_pRenderTargetView->Release();
if (g_pSwapChain1) g_pSwapChain1->Release();
if (g_pSwapChain) g_pSwapChain->Release();
if (g_pImmediateContext1) g_pImmediateContext1->Release();
if (g_pImmediateContext) g_pImmediateContext->Release();
if (g_pd3dDevice1) g_pd3dDevice1->Release();
if (g_pd3dDevice) g_pd3dDevice->Release();
}
static float x, y;
//--------------------------------------------------------------------------------------
// Called every time the application receives a message
//--------------------------------------------------------------------------------------
LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
PAINTSTRUCT ps;
HDC hdc;
switch (message)
{
case WM_PAINT:
hdc = BeginPaint(hWnd, &ps);
EndPaint(hWnd, &ps);
break;
case WM_LBUTTONDOWN: //reakcja na lewy przycisk myszki
{
x = LOWORD(lParam);
y = HIWORD(lParam);
break;
}
case WM_MOUSEMOVE:
{
x = LOWORD(lParam);
y = HIWORD(lParam);
break;
}
case WM_DESTROY:
PostQuitMessage(0);
break;
// Note that this program does not handle resizing (WM_SIZE) requests,
// so we created the window without the resize border.
default:
return DefWindowProc(hWnd, message, wParam, lParam);
}
return 0;
}
//--------------------------------------------------------------------------------------
// Render a frame
//--------------------------------------------------------------------------------------
void Render()
{
// Initialize the world matrices
g_World = XMMatrixIdentity();
g_World2 = g_World;
float up = sin(x / 100) + cos(y / 100);
float down = sin(y / 100) + cos(x / 100);
float z = cos(x / 100);
// Initialize the view matrix
XMVECTOR Eye = XMVectorSet(0.0f, 2.0f, 4.0f, 0.0f);
XMVECTOR At = XMVectorSet(up, down, z, 0.0f);
XMVECTOR Up = XMVectorSet(0.0f, 1.0f, 0.0f, 0.0f);
g_View = XMMatrixLookAtRH(Eye, At, Up);
// Update our time
static float t = 0.0f;
if (g_driverType == D3D_DRIVER_TYPE_REFERENCE)
{
t += (float)XM_PI * 0.0125f;
}
else
{
static ULONGLONG timeStart = 0;
ULONGLONG timeCur = GetTickCount64();
if (timeStart == 0)
timeStart = timeCur;
t = (timeCur - timeStart) / 1000.0f;
}
// Rotate around the origin
g_World = XMMatrixRotationY(t) * XMMatrixTranslation(-1.3f, 0, 0) * XMMatrixScaling(cos(t) + 1, cos(t) + 1, cos(t) + 1);
g_World2 = XMMatrixRotationY(t) * XMMatrixTranslation(1.3f, 0, 0) * XMMatrixScaling(sin(t) + 1, sin(t) + 1, sin(t) + 1);
// Setup our lighting parameters
XMFLOAT4 vLightDirs = XMFLOAT4(0.0f, 0.0f, 1.0f, 1.0f);
XMFLOAT4 vLightColors = XMFLOAT4(0.5f, 0.0f, 0.0f, 1.0f);
XMFLOAT4 vLightColors2 = XMFLOAT4(0.0f, 0.1f, 0.1f, 1.0f);
//
// Clear the back buffer
//
g_pImmediateContext->ClearRenderTargetView(g_pRenderTargetView, Colors::MidnightBlue);
//
// Clear the depth buffer to 1.0 (max depth)
//
g_pImmediateContext->ClearDepthStencilView(g_pDepthStencilView, D3D11_CLEAR_DEPTH, 1.0f, 0);
//
// Update matrix variables and lighting variables
//
ConstantBuffer cb1;
cb1.mWorld = XMMatrixTranspose(g_World);
cb1.mView = XMMatrixTranspose(g_View);
cb1.mProjection = XMMatrixTranspose(g_Projection);
cb1.vLightDir = vLightDirs;
cb1.vLightColor = vLightColors;
cb1.vOutputColor = XMFLOAT4(0, 0, 0, 0);
g_pImmediateContext->UpdateSubresource(g_pConstantBuffer, 0, nullptr, &cb1, 0, 0);
//
// Render //
g_pImmediateContext->VSSetShader(g_pVertexShader, nullptr, 0);
g_pImmediateContext->VSSetConstantBuffers(0, 1, &g_pConstantBuffer);
g_pImmediateContext->PSSetShader(g_pPixelShader, nullptr, 0);
g_pImmediateContext->PSSetConstantBuffers(0, 1, &g_pConstantBuffer);
g_pImmediateContext->DrawIndexed(g_nTriangles * 3, 0, 0);
cb1.mWorld = XMMatrixTranspose(g_World2);
cb1.mView = XMMatrixTranspose(g_View);
cb1.mProjection = XMMatrixTranspose(g_Projection);
cb1.vLightDir = vLightDirs;
cb1.vLightColor = vLightColors2;
cb1.vOutputColor = XMFLOAT4(0, 0, 0, 0);
g_pImmediateContext->UpdateSubresource(g_pConstantBuffer, 0, nullptr, &cb1, 0, 0);
//
// Render //
g_pImmediateContext->VSSetShader(g_pVertexShader, nullptr, 0);
g_pImmediateContext->VSSetConstantBuffers(0, 1, &g_pConstantBuffer);
g_pImmediateContext->PSSetShader(g_pPixelShader, nullptr, 0);
g_pImmediateContext->PSSetConstantBuffers(0, 1, &g_pConstantBuffer);
g_pImmediateContext->DrawIndexed(g_nTriangles * 3, 0, 0);
//
// Present our back buffer to our front buffer
//
g_pSwapChain->Present(0, 0);
}