-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathDirect3dManager.cpp
More file actions
235 lines (182 loc) · 6.21 KB
/
Direct3dManager.cpp
File metadata and controls
235 lines (182 loc) · 6.21 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
#include "Direct3dManager.h"
#include "d3d11.h"
#include "dxerr.h"
#include "directxmath.h"
//#include "d3dcompiler.h"
namespace {
#include "gen_vertex_shader.h"
#include "gen_pixel_shader.h"
}
using namespace DirectX;
// include the Direct3D Library file
#pragma comment (lib, "d3d11.lib")
//#pragma comment (lib, "D3DCompiler.lib")
//Per-Device Interfaces
IDXGISwapChain* SwapChain = NULL;
ID3D11Device* d3d11Device = NULL;
ID3D11DeviceContext* d3d11DevCon = NULL;
ID3D11RenderTargetView* renderTargetView = NULL;
//Per-Mesh Interfaces
ID3D11InputLayout* vertLayout;
ID3D11Buffer* triangleVertBuffer;
//ID3D10Blob* VS_Buffer;
ID3D11VertexShader* VS;
//ID3D10Blob* PS_Buffer;
ID3D11PixelShader* PS;
struct Vertex {
Vertex()
:pos(0, 0, 0) {
}
Vertex(float x, float y, float z)
: pos(x, y, z) {
}
XMFLOAT3 pos;
};
D3D11_INPUT_ELEMENT_DESC layout[] =
{
{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
};
UINT numElements = ARRAYSIZE(layout);
//Error handling
constexpr auto MAX_ERRORSTRING = 100;
WCHAR szErrMsg[MAX_ERRORSTRING];
//Init test of DirectX working
float red = 0.0f;
float green = 0.0f;
float blue = 0.0f;
int colormodr = 7;
int colormodg = 7;
int colormodb = 7;
bool InitializeDirect3d11App(HINSTANCE hInstance, HWND hwnd) {
HRESULT hr;
//Describe our Buffer
DXGI_MODE_DESC bufferDesc;
ZeroMemory(&bufferDesc, sizeof(DXGI_MODE_DESC));
bufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
bufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
bufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;
//Describe our SwapChain
DXGI_SWAP_CHAIN_DESC swapChainDesc;
ZeroMemory(&swapChainDesc, sizeof(DXGI_SWAP_CHAIN_DESC));
swapChainDesc.BufferDesc = bufferDesc;
swapChainDesc.SampleDesc.Count = 1;
swapChainDesc.SampleDesc.Quality = 0;
swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
swapChainDesc.BufferCount = 1;
swapChainDesc.OutputWindow = hwnd;
swapChainDesc.Windowed = TRUE;
swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
//Create our SwapChain
hr = D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, NULL, NULL, NULL,
D3D11_SDK_VERSION, &swapChainDesc, &SwapChain, &d3d11Device, NULL, &d3d11DevCon);
if (FAILED(hr)) {
DXGetErrorDescriptionW(hr, szErrMsg, MAX_ERRORSTRING);
MessageBox(NULL, szErrMsg,
TEXT(" D3D11CreateDeviceAndSwapChain"), MB_OK);
return 0;
}
//Create our BackBuffer
ID3D11Texture2D* backBuffer = nullptr;
hr = SwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (void**)&backBuffer);
if (FAILED(hr)) {
DXGetErrorDescriptionW(hr, szErrMsg, MAX_ERRORSTRING);
MessageBox(NULL, szErrMsg,
TEXT("SwapChain->GetBuffer"), MB_OK);
return 0;
}
//Create our Render Target
hr = d3d11Device->CreateRenderTargetView(backBuffer, NULL, &renderTargetView);
backBuffer->Release();
if (FAILED(hr)) {
DXGetErrorDescriptionW(hr, szErrMsg, MAX_ERRORSTRING);
MessageBox(NULL, szErrMsg,
TEXT("d3d11Device->CreateRenderTargetView"), MB_OK);
return 0;
}
//Set our Render Target
d3d11DevCon->OMSetRenderTargets(1, &renderTargetView, NULL);
return true;
}
void TerminateDirect3d11App() {
SwapChain->Release();
d3d11Device->Release();
d3d11DevCon->Release();
renderTargetView->Release();
vertLayout->Release();
triangleVertBuffer->Release();
//VS_Buffer->Release();
VS->Release();
//PS_Buffer->Release();
PS->Release();
}
bool InitScene(float Height, float Width) {
HRESULT hr;
//Compile Shaders from shader file
//hr = D3DCompileFromFile(L"shaders.hlsl", 0, 0, "VS", "vs_5_0", 0, 0, &VS_Buffer, 0);
//hr = D3DCompileFromFile(L"shaders.hlsl", 0, 0, "PS", "ps_5_0", 0, 0, &PS_Buffer, 0);
//Visual Studio is compiling shaders to header files
//Create the Shader Objects
hr = d3d11Device->CreateVertexShader(g_vertShader, sizeof(g_vertShader), NULL, &VS);
hr = d3d11Device->CreatePixelShader(g_pixelShader, sizeof(g_pixelShader), NULL, &PS);
//Set Vertex and Pixel Shaders
d3d11DevCon->VSSetShader(VS, 0, 0);
d3d11DevCon->PSSetShader(PS, 0, 0);
//Create the vertex buffer
Vertex v[] =
{
Vertex(0.0f, 0.5f, 0.5f),
Vertex(0.5f, -0.5f, 0.5f),
Vertex(-0.5f, -0.5f, 0.5f),
};
D3D11_BUFFER_DESC vertexBufferDesc;
ZeroMemory(&vertexBufferDesc, sizeof(vertexBufferDesc));
vertexBufferDesc.Usage = D3D11_USAGE_DEFAULT;
vertexBufferDesc.ByteWidth = sizeof(Vertex) * 3;
vertexBufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
vertexBufferDesc.CPUAccessFlags = 0;
vertexBufferDesc.MiscFlags = 0;
D3D11_SUBRESOURCE_DATA vertexBufferData;
ZeroMemory(&vertexBufferData, sizeof(vertexBufferData));
vertexBufferData.pSysMem = v;
hr = d3d11Device->CreateBuffer(&vertexBufferDesc, &vertexBufferData, &triangleVertBuffer);
//Set the vertex buffer
UINT stride = sizeof(Vertex);
UINT offset = 0;
d3d11DevCon->IASetVertexBuffers(0, 1, &triangleVertBuffer, &stride, &offset);
//Create the Input Layout
hr = d3d11Device->CreateInputLayout(layout, numElements, g_vertShader,
sizeof(g_vertShader), &vertLayout);
//Set the Input Layout
d3d11DevCon->IASetInputLayout(vertLayout);
//Set Primitive Topology
d3d11DevCon->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
//Create the Viewport
D3D11_VIEWPORT viewport;
ZeroMemory(&viewport, sizeof(D3D11_VIEWPORT));
viewport.TopLeftX = 0;
viewport.TopLeftY = 0;
viewport.Width = Width;
viewport.Height = Height;
//Set the Viewport
d3d11DevCon->RSSetViewports(1, &viewport);
return true;
}
void UpdateScene() {
red += colormodr * 0.00005f;
green += colormodg * 0.00002f;
blue += colormodb * 0.00001f;
if (red >= 1.0f || red <= 0.0f)
colormodr *= -1;
if (green >= 1.0f || green <= 0.0f)
colormodg *= -1;
if (blue >= 1.0f || blue <= 0.0f)
colormodb *= -1;
}
void DrawScene() {
//Clear our backbuffer to remove inter-frame dependency
//https://docs.nvidia.com/gameworks/content/technologies/desktop/sli_avoiding_dependencies.htm
FLOAT bgColor[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
d3d11DevCon->ClearRenderTargetView(renderTargetView, bgColor);
d3d11DevCon->Draw(3, 0);
SwapChain->Present(0, 0);
}