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dxentry.cpp
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#include <d3d11_4.h>
#include <d3dcompiler.h>
#include <dxgi1_6.h>
#include <vector>
#include <DirectXMath.h>
#include <DirectXTex.h>
#include <mutex>
using namespace DirectX;
#include "dxentry.h"
#include "defined.h"
#pragma comment(lib, "d3d11.lib")
#pragma comment(lib, "dxgi.lib")
#pragma comment(lib, "d3dcompiler.lib")
#pragma comment(lib, "DirectXTex.lib")
#pragma comment(lib, "winmm.lib")
#pragma comment(lib, "comctl32.lib")
#pragma comment(lib, "usp10.lib")
#pragma comment(lib, "imm32.lib")
#pragma comment(lib, "version.lib")
// windonw instances
HWND g_hWnd;
HINSTANCE g_hInstance;
// DXGI objects
IDXGIFactory7* g_DXGIFactory;
IDXGISwapChain* g_DXGISwapChain;
/* D3D11 device objects */
ID3D11Device* g_D3D11Device;
ID3D11DeviceContext* g_D3D11ImmediateContext;
bool g_IsHDR;
UINT g_MaxFrameRate;
ID3D11RenderTargetView* g_D3D11RenderTargetView;
ID3D11Texture2D* g_D3D11DepthStencilTexture;
ID3D11DepthStencilView* g_D3D11DepthStencialView;
std::mutex g_ContextMutex;
/* D3D11 shader resources */
int g_ElementDescCount;
D3D11_INPUT_ELEMENT_DESC* g_D3D11InputElementDescArray;
ID3D11InputLayout* g_D3D11VertexLayout;
ID3D11VertexShader* g_D3D11VertexShader;
ID3D11PixelShader* g_D3D11PixelShader;
D3D11_VIEWPORT g_D3D11ViewPort;
UINT g_VertexCount, g_VertexSize;
ID3D11Buffer* g_D3D11VertexBuffer;
UINT g_PrimCount, g_PrimSize;
ID3D11Buffer* g_D3D11IndexBuffer;
ID3D11Buffer* g_D3D11ImmutableCB;
ID3D11Buffer* g_D3D11OnResizeCB;
ID3D11Buffer* g_D3D11OnFrameCB;
XMMATRIX g_World;
XMMATRIX g_View;
XMMATRIX g_Projection;
ID3D11ShaderResourceView* g_D3D11TextureSRV;
ID3D11SamplerState* g_D3D11LinearSampler;
struct Tutorial7Vertex
{
DirectX::XMFLOAT3 position;
DirectX::XMFLOAT3 normal;
DirectX::XMFLOAT2 uv;
};
struct Tutorial7ImmutableCB
{
DirectX::XMMATRIX viewMatrix;
};
struct Tutorial7OnResizeCB
{
DirectX::XMMATRIX projectionMatrix;
};
struct Tutorial7OnFrameCB
{
DirectX::XMMATRIX worldMatrix;
DirectX::XMFLOAT4 meshColor;
};
inline HRESULT GetDXGIAdaptersInline(IDXGIFactory1* factory, int* adapterCount, IDXGIAdapter1** dxgiAdapterArray)
{
std::vector<IDXGIAdapter1*> dxgiAdapters;
IDXGIAdapter1* dxgiAdapter;
*adapterCount = 0;
while (SUCCEEDED(factory->EnumAdapters1((*adapterCount)++, &dxgiAdapter)))
dxgiAdapters.push_back(dxgiAdapter);
*dxgiAdapterArray = (IDXGIAdapter1*)malloc(sizeof(IDXGIAdapter1*) * *adapterCount);
memcpy(*dxgiAdapterArray, dxgiAdapters.data(), sizeof(IDXGIAdapter1*) * *adapterCount);
return *adapterCount > 0? S_OK: E_FAIL;
}
inline HRESULT CreateSwapChainInline(IDXGIFactory* factory, ID3D11Device* device, IDXGISwapChain** swapChain, UINT width, UINT height, UINT maxFrameRate, bool isHDR10)
{
DXGI_SWAP_CHAIN_DESC swapChainDesc;
memset(&swapChainDesc, 0, sizeof(swapChainDesc));
swapChainDesc.BufferCount = 1;
swapChainDesc.BufferDesc.Width = width;
swapChainDesc.BufferDesc.Height = height;
swapChainDesc.BufferDesc.Format = isHDR10 ? DXGI_FORMAT_R10G10B10A2_UNORM: DXGI_FORMAT_R8G8B8A8_UNORM;
swapChainDesc.BufferDesc.RefreshRate.Numerator = maxFrameRate;
swapChainDesc.BufferDesc.RefreshRate.Denominator = 1;
swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
swapChainDesc.OutputWindow = g_hWnd;
swapChainDesc.SampleDesc.Count = 1;
swapChainDesc.SampleDesc.Quality = 0;
swapChainDesc.Windowed = TRUE;
return factory->CreateSwapChain(device, &swapChainDesc, swapChain);
}
inline HRESULT CreateDepthStencilInline(ID3D11Device* device, ID3D11Texture2D** buffer, ID3D11DepthStencilView** view, UINT width, UINT height)
{
HRESULT hr;
D3D11_TEXTURE2D_DESC descDepth;
memset(&descDepth, 0, sizeof(D3D11_TEXTURE2D_DESC));
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 = device->CreateTexture2D(&descDepth, nullptr, buffer);
FAILED_MESSAGE_RETURN(hr, L"fail to create texture2d for depthstencil..");
D3D11_DEPTH_STENCIL_VIEW_DESC descView;
memset(&descView, 0, sizeof(D3D11_DEPTH_STENCIL_VIEW_DESC));
descView.Format = descDepth.Format;
descView.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
descView.Texture2D.MipSlice = 0;
hr = device->CreateDepthStencilView(*buffer, &descView, view);
FAILED_MESSAGE_RETURN(hr, L"fail to create depthstencialview..");
return hr;
}
inline HRESULT CreateRenderTargetViewInline(ID3D11Device* device, ID3D11Texture2D* backBuffer, ID3D11RenderTargetView** rtv)
{
return g_D3D11Device->CreateRenderTargetView(backBuffer, nullptr, &g_D3D11RenderTargetView);
}
HRESULT DXDeviceInit(UINT width, UINT height, UINT maxFrameRate, bool debug)
{
HRESULT hr = S_OK;
hr = CreateDXGIFactory2(0, IID_PPV_ARGS(&g_DXGIFactory));
FAILED_MESSAGE_RETURN(hr, L"fail to create DXGIFactory2..");
D3D_FEATURE_LEVEL maxSupportedFeatureLevel = D3D_FEATURE_LEVEL_11_0;
D3D_FEATURE_LEVEL featureLevels[] = {
D3D_FEATURE_LEVEL_12_1,
D3D_FEATURE_LEVEL_12_0,
D3D_FEATURE_LEVEL_11_1,
D3D_FEATURE_LEVEL_11_0,
};
UINT createDeviceFlags = 0;
if (debug)
createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
hr = D3D11CreateDevice(
nullptr, D3D_DRIVER_TYPE_HARDWARE, nullptr, createDeviceFlags,
featureLevels, ARRAYSIZE(featureLevels), D3D11_SDK_VERSION,
&g_D3D11Device, &maxSupportedFeatureLevel, &g_D3D11ImmediateContext);
FAILED_MESSAGE_RETURN(hr, L"fail to create D3D11Device..");
hr = CreateSwapChainInline(g_DXGIFactory, g_D3D11Device, &g_DXGISwapChain, width, height, g_MaxFrameRate = maxFrameRate, g_IsHDR = false);
FAILED_MESSAGE_RETURN(hr, L"fail to create SwapChain..");
ID3D11Texture2D* backBuffer = nullptr;
hr = g_DXGISwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (void**)&backBuffer);
FAILED_MESSAGE_RETURN(hr, L"fail to get buffer from swapchain..");
hr = g_D3D11Device->CreateRenderTargetView(backBuffer, nullptr, &g_D3D11RenderTargetView);
FAILED_MESSAGE_RETURN(hr, L"fail to create rendertargetview..");
hr = CreateDepthStencilInline(g_D3D11Device, &g_D3D11DepthStencilTexture, &g_D3D11DepthStencialView, width, height);
FAILED_MESSAGE_RETURN(hr, L"fail to create depth-stencil buffer and view..");
g_D3D11ViewPort.Width = (FLOAT)width;
g_D3D11ViewPort.Height = (FLOAT)height;
g_D3D11ViewPort.MinDepth = 0.0f;
g_D3D11ViewPort.MaxDepth = 1.0f;
g_D3D11ViewPort.TopLeftX = 0;
g_D3D11ViewPort.TopLeftY = 0;
return hr;
}
// TODO:: naive resizing function..
HRESULT DXEntryResize(UINT width, UINT height)
{
if (!g_D3D11ImmediateContext) return S_OK;
std::lock_guard<std::mutex> lock(g_ContextMutex);
HRESULT hr = S_OK;
g_D3D11ImmediateContext->OMSetRenderTargets(0, nullptr, nullptr);
g_D3D11RenderTargetView->Release();
g_DXGISwapChain->Release();
hr = CreateSwapChainInline(g_DXGIFactory, g_D3D11Device, &g_DXGISwapChain, width, height, g_MaxFrameRate, g_IsHDR);
FAILED_MESSAGE_RETURN(hr, L"fail to create SwapChain..");
ID3D11Texture2D* backBuffer = nullptr;
hr = g_DXGISwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (void**)&backBuffer);
FAILED_MESSAGE_RETURN(hr, L"fail to get buffer from swapchain..");
hr = g_D3D11Device->CreateRenderTargetView(backBuffer, nullptr, &g_D3D11RenderTargetView);
FAILED_MESSAGE_RETURN(hr, L"fail to create resized RTV..");
backBuffer->Release();
g_D3D11DepthStencilTexture->Release();
g_D3D11DepthStencialView->Release();
hr = CreateDepthStencilInline(g_D3D11Device, &g_D3D11DepthStencilTexture, &g_D3D11DepthStencialView, width, height);
FAILED_MESSAGE_RETURN(hr, L"fail to create depth-stencil buffer and view..");
g_D3D11ImmediateContext->OMSetRenderTargets(1, &g_D3D11RenderTargetView, g_D3D11DepthStencialView);
g_D3D11ViewPort.Width = (FLOAT)width;
g_D3D11ViewPort.Height = (FLOAT)height;
g_D3D11ViewPort.MinDepth = 0.0f;
g_D3D11ViewPort.MaxDepth = 1.0f;
g_D3D11ViewPort.TopLeftX = 0;
g_D3D11ViewPort.TopLeftY = 0;
g_Projection = DirectX::XMMatrixPerspectiveFovLH(XM_PIDIV4, g_D3D11ViewPort.Width / g_D3D11ViewPort.Height, 0.01f, 100.0f);
Tutorial7OnResizeCB resizeCB;
resizeCB.projectionMatrix = g_Projection;
g_D3D11ImmediateContext->UpdateSubresource(g_D3D11OnResizeCB, 0, nullptr, &resizeCB, 0, 0);
return hr;
}
HRESULT CompileShaderFromFile(IN const wchar_t* fileName, IN const char* entryPoint, IN const char* sm, IN bool debug, OUT ID3DBlob** outBlob)
{
HRESULT hr = S_OK;
UINT shaderFlags = D3DCOMPILE_ENABLE_STRICTNESS;
if (debug)
shaderFlags |= D3DCOMPILE_DEBUG;
ID3DBlob* errorBlob;
hr = D3DCompileFromFile(
fileName, nullptr, nullptr, entryPoint, sm,
shaderFlags, 0, outBlob, &errorBlob
);
if (FAILED(hr))
{
if (errorBlob != NULL)
OutputDebugStringA((char*)errorBlob->GetBufferPointer());
if (errorBlob) errorBlob->Release();
return hr;
}
if (errorBlob) errorBlob->Release();
return hr;
}
inline HRESULT CreateVertexBufferInline(ID3D11Device* device, ID3D11Buffer** vertexBuffer, UINT vertexSize, UINT vertexCount, void* vertices)
{
HRESULT hr = S_OK;
D3D11_BUFFER_DESC bufferDesc;
memset(&bufferDesc, 0, sizeof(D3D11_BUFFER_DESC));
bufferDesc.Usage = D3D11_USAGE_DEFAULT;
bufferDesc.ByteWidth = vertexSize * vertexCount;
bufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
bufferDesc.CPUAccessFlags = 0;
D3D11_SUBRESOURCE_DATA subrscData;
memset(&subrscData, 0, sizeof(subrscData));
subrscData.pSysMem = vertices;
hr = device->CreateBuffer(&bufferDesc, &subrscData, vertexBuffer);
FAILED_MESSAGE_RETURN(hr, L"fail to create vertex buffer");
return hr;
}
inline HRESULT CreateIndexBufferInline(ID3D11Device* device, ID3D11Buffer** indexBuffer, UINT primSize, UINT primCount, void* indices)
{
HRESULT hr = S_OK;
D3D11_BUFFER_DESC bufferDesc;
memset(&bufferDesc, 0, sizeof(D3D11_BUFFER_DESC));
bufferDesc.Usage = D3D11_USAGE_DEFAULT;
bufferDesc.ByteWidth = primSize * primCount;
bufferDesc.BindFlags = D3D11_BIND_INDEX_BUFFER;
bufferDesc.CPUAccessFlags = 0;
D3D11_SUBRESOURCE_DATA subrscData;
memset(&subrscData, 0, sizeof(subrscData));
subrscData.pSysMem = indices;
hr = device->CreateBuffer(&bufferDesc, &subrscData, indexBuffer);
FAILED_MESSAGE_RETURN(hr, L"fail to create vertex buffer..");
return hr;
}
inline HRESULT CreateSampler(ID3D11Device* device, ID3D11SamplerState** sampler)
{
HRESULT hr = S_OK;
D3D11_SAMPLER_DESC samplerDesc;
memset(&samplerDesc, 0, sizeof(D3D11_SAMPLER_DESC));
samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
samplerDesc.ComparisonFunc = D3D11_COMPARISON_NEVER;
samplerDesc.MinLOD = 0;
samplerDesc.MaxLOD = D3D11_FLOAT32_MAX;
hr = device->CreateSamplerState(&samplerDesc, sampler);
FAILED_MESSAGE_RETURN(hr, L"fail to create sampler state..");
return hr;
}
inline HRESULT CreateConstantBufferInline(ID3D11Device* device, ID3D11Buffer** constantBuffer, UINT size)
{
HRESULT hr = S_OK;
D3D11_BUFFER_DESC bufferDesc;
memset(&bufferDesc, 0, sizeof(D3D11_BUFFER_DESC));
bufferDesc.Usage = D3D11_USAGE_DEFAULT;
bufferDesc.ByteWidth = size;
bufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
bufferDesc.CPUAccessFlags = 0;
hr = device->CreateBuffer(&bufferDesc, nullptr, constantBuffer);
FAILED_MESSAGE_RETURN(hr, L"fail to create constant buffer");
return hr;
}
HRESULT GetAllocatedTextureMem(const wchar_t* texturePath, void** data, int* size)
{
FILE* fp;
_wfopen_s(&fp, texturePath, L"rb");
fseek(fp, 0L, SEEK_END);
*size = ftell(fp);
fseek(fp, 0L, SEEK_SET);
*data = malloc(*size);
if (*size == fread(*data, 1, *size, fp))
return S_OK;
else
return E_FAIL;
}
HRESULT DXShaderResourceInit(const wchar_t* shaderFileName, bool debug)
{
HRESULT hr = S_OK;
ID3DBlob* VSBlob = nullptr;
hr = CompileShaderFromFile(shaderFileName, "vertex", "vs_5_0", debug, &VSBlob);
FAILED_MESSAGE_RETURN(hr, L"fail to compile vertex shader source..");
hr = g_D3D11Device->CreateVertexShader(VSBlob->GetBufferPointer(), VSBlob->GetBufferSize(), nullptr, &g_D3D11VertexShader);
FAILED_MESSAGE_RETURN(hr, L"fail to create vertex shader..");
g_ElementDescCount = 3;
g_D3D11InputElementDescArray = new D3D11_INPUT_ELEMENT_DESC[g_ElementDescCount];
g_D3D11InputElementDescArray[0].SemanticName = "POSITION";
g_D3D11InputElementDescArray[0].SemanticIndex = 0;
g_D3D11InputElementDescArray[0].Format = DXGI_FORMAT_R32G32B32_FLOAT;
g_D3D11InputElementDescArray[0].InputSlot = 0;
g_D3D11InputElementDescArray[0].AlignedByteOffset = 0;
g_D3D11InputElementDescArray[0].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
g_D3D11InputElementDescArray[0].InstanceDataStepRate = 0;
g_D3D11InputElementDescArray[1].SemanticName = "NORMAL";
g_D3D11InputElementDescArray[1].SemanticIndex = 0;
g_D3D11InputElementDescArray[1].Format = DXGI_FORMAT_R32G32B32_FLOAT;
g_D3D11InputElementDescArray[1].InputSlot = 0;
g_D3D11InputElementDescArray[1].AlignedByteOffset = 12;
g_D3D11InputElementDescArray[1].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
g_D3D11InputElementDescArray[1].InstanceDataStepRate = 0;
g_D3D11InputElementDescArray[2].SemanticName = "TEXCOORD";
g_D3D11InputElementDescArray[2].SemanticIndex = 0;
g_D3D11InputElementDescArray[2].Format = DXGI_FORMAT_R32G32_FLOAT;
g_D3D11InputElementDescArray[2].InputSlot = 0;
g_D3D11InputElementDescArray[2].AlignedByteOffset = 24;
g_D3D11InputElementDescArray[2].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
g_D3D11InputElementDescArray[2].InstanceDataStepRate = 0;
hr = g_D3D11Device->CreateInputLayout(
g_D3D11InputElementDescArray, g_ElementDescCount,
VSBlob->GetBufferPointer(), VSBlob->GetBufferSize(), &g_D3D11VertexLayout
);
VSBlob->Release();
FAILED_MESSAGE_RETURN(hr, L"fail to create input layout..");
ID3DBlob* PSBlob = nullptr;
hr = CompileShaderFromFile(shaderFileName, "pixel", "ps_5_0", debug, &PSBlob);
FAILED_MESSAGE_RETURN(hr, L"fail to compile pixel shader source..");
hr = g_D3D11Device->CreatePixelShader(
PSBlob->GetBufferPointer(), PSBlob->GetBufferSize(), nullptr, &g_D3D11PixelShader
);
PSBlob->Release();
FAILED_MESSAGE_RETURN(hr, L"fail to create pixel shader..");
g_VertexCount = 24;
g_VertexSize = sizeof(Tutorial7Vertex);
Tutorial7Vertex vertices[] =
{
{ XMFLOAT3(-1.0f, 1.0f, -1.0f), XMFLOAT3(0.0f, 0.0f, 0.0f), XMFLOAT2(0.0f, 0.0f) },
{ XMFLOAT3(1.0f, 1.0f, -1.0f), XMFLOAT3(0.0f, 0.0f, 0.0f), XMFLOAT2(1.0f, 0.0f) },
{ XMFLOAT3(1.0f, 1.0f, 1.0f), XMFLOAT3(0.0f, 0.0f, 0.0f), XMFLOAT2(1.0f, 1.0f) },
{ XMFLOAT3(-1.0f, 1.0f, 1.0f), XMFLOAT3(0.0f, 0.0f, 0.0f), XMFLOAT2(0.0f, 1.0f) },
{ XMFLOAT3(-1.0f, -1.0f, -1.0f), XMFLOAT3(0.0f, 0.0f, 0.0f), XMFLOAT2(0.0f, 0.0f) },
{ XMFLOAT3(1.0f, -1.0f, -1.0f), XMFLOAT3(0.0f, 0.0f, 0.0f), XMFLOAT2(1.0f, 0.0f) },
{ XMFLOAT3(1.0f, -1.0f, 1.0f), XMFLOAT3(0.0f, 0.0f, 0.0f), XMFLOAT2(1.0f, 1.0f) },
{ XMFLOAT3(-1.0f, -1.0f, 1.0f), XMFLOAT3(0.0f, 0.0f, 0.0f), XMFLOAT2(0.0f, 1.0f) },
{ XMFLOAT3(-1.0f, -1.0f, 1.0f), XMFLOAT3(0.0f, 0.0f, 0.0f), XMFLOAT2(0.0f, 0.0f) },
{ XMFLOAT3(-1.0f, -1.0f, -1.0f), XMFLOAT3(0.0f, 0.0f, 0.0f), XMFLOAT2(1.0f, 0.0f) },
{ XMFLOAT3(-1.0f, 1.0f, -1.0f), XMFLOAT3(0.0f, 0.0f, 0.0f), XMFLOAT2(1.0f, 1.0f) },
{ XMFLOAT3(-1.0f, 1.0f, 1.0f), XMFLOAT3(0.0f, 0.0f, 0.0f), XMFLOAT2(0.0f, 1.0f) },
{ XMFLOAT3(1.0f, -1.0f, 1.0f), XMFLOAT3(0.0f, 0.0f, 0.0f), XMFLOAT2(0.0f, 0.0f) },
{ XMFLOAT3(1.0f, -1.0f, -1.0f), XMFLOAT3(0.0f, 0.0f, 0.0f), XMFLOAT2(1.0f, 0.0f) },
{ XMFLOAT3(1.0f, 1.0f, -1.0f), XMFLOAT3(0.0f, 0.0f, 0.0f), XMFLOAT2(1.0f, 1.0f) },
{ XMFLOAT3(1.0f, 1.0f, 1.0f), XMFLOAT3(0.0f, 0.0f, 0.0f), XMFLOAT2(0.0f, 1.0f) },
{ XMFLOAT3(-1.0f, -1.0f, -1.0f), XMFLOAT3(0.0f, 0.0f, 0.0f), XMFLOAT2(0.0f, 0.0f) },
{ XMFLOAT3(1.0f, -1.0f, -1.0f), XMFLOAT3(0.0f, 0.0f, 0.0f), XMFLOAT2(1.0f, 0.0f) },
{ XMFLOAT3(1.0f, 1.0f, -1.0f), XMFLOAT3(0.0f, 0.0f, 0.0f), XMFLOAT2(1.0f, 1.0f) },
{ XMFLOAT3(-1.0f, 1.0f, -1.0f), XMFLOAT3(0.0f, 0.0f, 0.0f), XMFLOAT2(0.0f, 1.0f) },
{ XMFLOAT3(-1.0f, -1.0f, 1.0f), XMFLOAT3(0.0f, 0.0f, 0.0f), XMFLOAT2(0.0f, 0.0f) },
{ XMFLOAT3(1.0f, -1.0f, 1.0f), XMFLOAT3(0.0f, 0.0f, 0.0f), XMFLOAT2(1.0f, 0.0f) },
{ XMFLOAT3(1.0f, 1.0f, 1.0f), XMFLOAT3(0.0f, 0.0f, 0.0f), XMFLOAT2(1.0f, 1.0f) },
{ XMFLOAT3(-1.0f, 1.0f, 1.0f), XMFLOAT3(0.0f, 0.0f, 0.0f), XMFLOAT2(0.0f, 1.0f) },
};
hr = CreateVertexBufferInline(g_D3D11Device, &g_D3D11VertexBuffer, g_VertexSize, g_VertexCount, vertices);
FAILED_MESSAGE_RETURN(hr, L"fail to create vertex buffer..");
g_PrimCount = 12;
g_PrimSize = sizeof(WORD) * 3;
WORD indices[] = {
3, 1, 0,
2, 1, 3,
6, 4, 5,
7, 4, 6,
11, 9, 8,
10, 9, 11,
14, 12, 13,
15, 12, 14,
19, 17, 16,
18, 17, 19,
22, 20, 21,
23, 20, 22
};
hr = CreateIndexBufferInline(g_D3D11Device, &g_D3D11IndexBuffer, g_PrimSize, g_PrimCount, indices);
FAILED_MESSAGE_RETURN(hr, L"fail to create index buffer..");
{
void* data = nullptr;
int size = 0;
hr = GetAllocatedTextureMem(L"seafloor.dds", &data, &size);
FAILED_MESSAGE_RETURN(hr, L"fail to allocate and read texture, seafloor.dds..");
DirectX::ScratchImage img;
hr = LoadFromDDSMemory(data, size, DirectX::DDS_FLAGS::DDS_FLAGS_NONE, nullptr, img);
FAILED_MESSAGE_RETURN(hr, L"fail to load texture, seafloor.dds..");
hr = CreateShaderResourceView(g_D3D11Device, img.GetImages(), img.GetImageCount(), img.GetMetadata(), &g_D3D11TextureSRV);
FAILED_MESSAGE_RETURN(hr, L"fail to create texture srv..");
if (data) free(data);
}
hr = CreateSampler(g_D3D11Device, &g_D3D11LinearSampler);
FAILED_MESSAGE_RETURN(hr, L"fail to create linear sampler..");
hr = CreateConstantBufferInline(g_D3D11Device, &g_D3D11ImmutableCB, sizeof(Tutorial7ImmutableCB));
FAILED_MESSAGE_RETURN(hr, L"fail to create immutable constant buffer..");
hr = CreateConstantBufferInline(g_D3D11Device, &g_D3D11OnResizeCB, sizeof(Tutorial7OnResizeCB));
FAILED_MESSAGE_RETURN(hr, L"fail to create on resize constant buffer..");
hr = CreateConstantBufferInline(g_D3D11Device, &g_D3D11OnFrameCB, sizeof(Tutorial7OnFrameCB));
FAILED_MESSAGE_RETURN(hr, L"fail to create on frame constant buffer..");
g_World = DirectX::XMMatrixIdentity();
XMVECTOR
eye = XMVectorSet(0.0f, 3.0f, -6.0f, 0.0f),
at = XMVectorSet(0.0f, 1.0f, 0.0f, 0.0f),
up = XMVectorSet(0.0f, 1.0f, 0.0f, 0.0f);
g_View = DirectX::XMMatrixLookAtLH(eye, at, up);
g_Projection = DirectX::XMMatrixPerspectiveFovLH(XM_PIDIV4, g_D3D11ViewPort.Width / g_D3D11ViewPort.Height, 0.01f, 100.0f);
Tutorial7ImmutableCB immutableCB;
immutableCB.viewMatrix = g_View;
g_D3D11ImmediateContext->UpdateSubresource(g_D3D11ImmutableCB, 0, nullptr, &immutableCB, 0, 0);
Tutorial7OnResizeCB resizeCB;
resizeCB.projectionMatrix = g_Projection;
g_D3D11ImmediateContext->UpdateSubresource(g_D3D11OnResizeCB, 0, nullptr, &resizeCB, 0, 0);
return hr;
}
HRESULT DXEntryInit(HINSTANCE hInstance, HWND hWnd, UINT width, UINT height, UINT maxFrameRate, bool debug)
{
g_hWnd = hWnd;
g_hInstance = hInstance;
HRESULT hr = S_OK;
hr = DXDeviceInit(width, height, maxFrameRate, debug);
FAILED_MESSAGE_RETURN(hr, L"fail to initialize device..");
hr = DXShaderResourceInit(L"./Tutorial7.hlsl", debug);
FAILED_MESSAGE_RETURN(hr, L"fail to create resource view..");
return hr;
}
void DXEntryClean()
{
if (g_D3D11ImmediateContext) g_D3D11ImmediateContext->ClearState();
if (g_D3D11VertexBuffer) g_D3D11VertexBuffer->Release();
if (g_D3D11VertexLayout) g_D3D11VertexLayout->Release();
if (g_D3D11VertexShader) g_D3D11VertexShader->Release();
if (g_D3D11PixelShader) g_D3D11PixelShader->Release();
if (g_D3D11RenderTargetView) g_D3D11RenderTargetView->Release();
if (g_DXGISwapChain) g_DXGISwapChain->Release();
if (g_D3D11ImmediateContext) g_D3D11ImmediateContext->Release();
if (g_D3D11Device) g_D3D11Device->Release();
if (g_D3D11ImmutableCB) g_D3D11ImmutableCB->Release();
if (g_D3D11OnResizeCB) g_D3D11OnResizeCB->Release();
if (g_D3D11OnFrameCB) g_D3D11OnFrameCB->Release();
if (g_D3D11InputElementDescArray) free(g_D3D11InputElementDescArray);
}
void UpdateConstantBuffer()
{
static float time = 0.f;
static DWORD startTime = GetTickCount();
DWORD currentTime = GetTickCount();
time = (currentTime - startTime) / 1000.0f;
g_World = DirectX::XMMatrixRotationY(time);
Tutorial7OnFrameCB cb {
g_World,
XMFLOAT4(
(sinf(time * 1.0f) + 1.0f) * 0.5f,
(cosf(time * 3.0f) + 1.0f) * 0.5f,
(sinf(time * 5.0f) + 1.0f) * 0.5f,
1.0f
)
};
g_D3D11ImmediateContext->UpdateSubresource(g_D3D11OnFrameCB, 0, 0, &cb, 0, 0);
}
void DrawCube(int indexCount)
{
g_D3D11ImmediateContext->IASetInputLayout(g_D3D11VertexLayout);
UINT offset = 0;
g_D3D11ImmediateContext->IASetVertexBuffers(0, 1, &g_D3D11VertexBuffer, &g_VertexSize, &offset);
g_D3D11ImmediateContext->IASetIndexBuffer(g_D3D11IndexBuffer, DXGI_FORMAT_R16_UINT, 0);
g_D3D11ImmediateContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
g_D3D11ImmediateContext->VSSetShader(g_D3D11VertexShader, nullptr, 0);
g_D3D11ImmediateContext->VSSetConstantBuffers(0, 1, &g_D3D11ImmutableCB);
g_D3D11ImmediateContext->VSSetConstantBuffers(1, 1, &g_D3D11OnResizeCB);
g_D3D11ImmediateContext->VSSetConstantBuffers(2, 1, &g_D3D11OnFrameCB);
g_D3D11ImmediateContext->PSSetShader(g_D3D11PixelShader, nullptr, 0);
g_D3D11ImmediateContext->PSSetConstantBuffers(2, 1, &g_D3D11OnFrameCB);
g_D3D11ImmediateContext->PSSetShaderResources(0, 1, &g_D3D11TextureSRV);
g_D3D11ImmediateContext->PSSetSamplers(0, 1, &g_D3D11LinearSampler);
g_D3D11ImmediateContext->DrawIndexed(indexCount, 0, 0);
}
void DXEntryFrameUpdate()
{
std::lock_guard<std::mutex> lock(g_ContextMutex);
g_D3D11ImmediateContext->ClearDepthStencilView(g_D3D11DepthStencialView, D3D11_CLEAR_DEPTH, 1.0f, 0);
g_D3D11ImmediateContext->ClearDepthStencilView(g_D3D11DepthStencialView, D3D11_CLEAR_STENCIL, 0.0f, 0);
float clearColor[4] = { 0.0f, 0.125f, 0.3f, 1.0f };
g_D3D11ImmediateContext->ClearRenderTargetView(g_D3D11RenderTargetView, clearColor);
g_D3D11ImmediateContext->RSSetViewports(1, &g_D3D11ViewPort);
g_D3D11ImmediateContext->OMSetRenderTargets(1, &g_D3D11RenderTargetView, g_D3D11DepthStencialView);
UpdateConstantBuffer();
DrawCube(g_PrimCount * 3);
g_DXGISwapChain->Present(0, 0);
}