Added: D3D11 project

This commit is contained in:
2026-09-29 22:45:21 +02:00
parent dd2c2ef3b2
commit cfd2960180
21 changed files with 1247 additions and 0 deletions
+14
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#include "Camera.h"
UINT Camera::init(UINT width, UINT height)
{
return 0;
}
void Camera::update(FLOAT dt)
{
}
void Camera::deInit()
{
}
+22
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#pragma once
#include <d3d11.h>
#include <DirectXMath.h>
using namespace DirectX;
class Camera
{
public:
UINT init(UINT width, UINT height);
void update(FLOAT dt);
void deInit();
const XMFLOAT4X4& getViewMatrix() const { return _viewMatrix; }
const XMFLOAT4X4& getProjectionMatrix() const { return _projectionMatrix; }
const XMFLOAT3 getCameraPosition() const { return XMFLOAT3(_viewMatrix._14, _viewMatrix._24, _viewMatrix._34); }
private:
XMFLOAT4X4 _viewMatrix = {};
XMFLOAT4X4 _projectionMatrix = {};
};
+202
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@@ -0,0 +1,72 @@
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+32
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#include "Direct3D.h"
INT Direct3D::init(HWND hWnd, UINT width, UINT height, BOOL isFullscreen)
{
// 1. define swap chain description
// 2. create Direct3D device, device context & swap chain
// 3. create render target
// 4. create depth stencil buffer
// 5. create rasterizer state
// 6. describe viewport
// 7. setup render pipeline (device context)
return 0;
}
void Direct3D::beginScene()
{
}
void Direct3D::endScene()
{
}
void Direct3D::deInit()
{
}
+23
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#pragma once
#include <d3d11.h>
#pragma comment(lib, "d3d11.lib")
class Direct3D
{
public:
INT init(HWND hWnd, UINT width, UINT height, BOOL isFullscreen);
void beginScene();
void endScene();
void deInit();
ID3D11Device* getDevice() const { return _pD3DDevice; }
ID3D11DeviceContext* getDeviceContext() const { return _pD3DDeviceContext; }
private:
ID3D11Device* _pD3DDevice = nullptr; // needed for creating all objects, e.g. buffer, textures, etc., used in init phase
ID3D11DeviceContext* _pD3DDeviceContext = nullptr; // access to render pipeline, e.g. set matrices or draw command, used in run phase
IDXGISwapChain* _pDXGISwapChain = nullptr; // holds references to front & back buffer & swaps them
ID3D11RenderTargetView* _pD3DRenderTargetView = nullptr; // target device context is rendering to
};
+18
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#include "Light.h"
UINT Light::init(ID3D11Device* pD3DDevice, LightBuffer& lightData)
{
return 0;
}
void Light::update(FLOAT dt)
{
}
void Light::render(ID3D11DeviceContext* pD3DDeviceContext)
{
}
void Light::deInit()
{
}
+28
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#pragma once
#include <d3d11.h>
#include <DirectXMath.h>
using namespace DirectX;
class Light
{
public:
struct LightBuffer
{
XMFLOAT3 LightVector;
FLOAT LightIntensity;
XMFLOAT4 DiffuseColor;
XMFLOAT4 SpecularColor;
XMFLOAT3 CameraPosition;
FLOAT Phong;
};
UINT init(ID3D11Device* pD3DDevice, LightBuffer& lightData);
void update(FLOAT dt);
void render(ID3D11DeviceContext* pD3DDeviceContext);
void deInit();
private:
ID3D11Buffer* _pLightBuffer = nullptr;
};
+58
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#include "Material.h"
#include "Utilities.h"
UINT Material::init(ID3D11Device* pD3DDevice, LPCWSTR textureFileName)
{
UINT error = 0;
error = createVertexShader(pD3DDevice);
CheckError(error);
error = createPixelShader(pD3DDevice);
CheckError(error);
error = createMatrixBuffer(pD3DDevice);
CheckError(error);
error = createTextureAndSamplerState(pD3DDevice, textureFileName);
CheckError(error);
return 0;
}
void Material::render(ID3D11DeviceContext* pD3DDeviceContext)
{
}
void Material::deInit()
{
}
void Material::setMatrixBuffer(ID3D11DeviceContext* pD3DDeviceContext, const XMFLOAT4X4& worldMatrix, const XMFLOAT4X4& viewMatrix, const XMFLOAT4X4& projectionMatrix)
{
}
UINT Material::createVertexShader(ID3D11Device* pD3DDevice)
{
return 0;
}
UINT Material::createPixelShader(ID3D11Device* pD3DDevice)
{
return 0;
}
UINT Material::createInputLayout(ID3D11Device* pD3DDevice, ID3DBlob* pCompiledVertexShaderCode)
{
return 0;
}
UINT Material::createMatrixBuffer(ID3D11Device* pD3DDevice)
{
return 0;
}
UINT Material::createTextureAndSamplerState(ID3D11Device* pD3DDevice, LPCWSTR textureFileName)
{
return 0;
}
+40
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#pragma once
#include <d3d11.h>
#include <d3dcompiler.h>
#include <DirectXMath.h>
using namespace DirectX;
#pragma comment(lib, "d3dcompiler.lib")
class Material
{
public:
UINT init(ID3D11Device* pD3DDevice, LPCWSTR textureFileName);
void render(ID3D11DeviceContext* pD3DDeviceContext);
void deInit();
void setMatrixBuffer(ID3D11DeviceContext* pD3DDeviceContext, const XMFLOAT4X4& worldMatrix, const XMFLOAT4X4& viewMatrix, const XMFLOAT4X4& projectionMatrix);
private:
UINT createVertexShader(ID3D11Device* pD3DDevice);
UINT createPixelShader(ID3D11Device* pD3DDevice);
UINT createInputLayout(ID3D11Device* pD3DDevice, ID3DBlob* pCompiledVertexShaderCode);
UINT createMatrixBuffer(ID3D11Device* pD3DDevice);
UINT createTextureAndSamplerState(ID3D11Device* pD3DDevice, LPCWSTR textureFileName);
ID3D11VertexShader* _pVertexShader = nullptr;
ID3D11PixelShader* _pPixelShader = nullptr;
ID3D11InputLayout* _pInputLayout = nullptr; // byte structure of vertex
struct MatrixBuffer
{
XMFLOAT4X4 WorldViewProjectionMatrix;
XMFLOAT4X4 WorldMatrix;
};
ID3D11Buffer* _pMatrixBuffer = nullptr;
ID3D11ShaderResourceView* _pTexture = {};
ID3D11SamplerState* _pSamplerState = {};
};
+37
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#include "Mesh.h"
#include "Utilities.h"
UINT Mesh::init(ID3D11Device* pD3DDevice)
{
UINT error = 0;
error = createVertexBuffer(pD3DDevice);
CheckError(error);
error = createIndexBuffer(pD3DDevice);
CheckError(error);
return 0;
}
void Mesh::update(FLOAT dt)
{
}
void Mesh::render(ID3D11DeviceContext* pD3DDeviceContext)
{
}
void Mesh::deInit()
{
}
UINT Mesh::createVertexBuffer(ID3D11Device* pD3DDevice)
{
return 0;
}
UINT Mesh::createIndexBuffer(ID3D11Device* pD3DDevice)
{
return 0;
}
+29
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#pragma once
#include <d3d11.h>
#include <DirectXMath.h>
using namespace DirectX;
class Mesh
{
public:
UINT init(ID3D11Device* pD3DDevice);
void update(FLOAT dt);
void render(ID3D11DeviceContext* pD3DDeviceContext);
void deInit();
const XMFLOAT4X4& getWorldMatrix() const { return _worldMatrix; }
private:
UINT createVertexBuffer(ID3D11Device* pD3DDevice);
UINT createIndexBuffer(ID3D11Device* pD3DDevice);
ID3D11Buffer* _pVertexBuffer = nullptr; // dumps mesh vertices
ID3D11Buffer* _pIndexBuffer = nullptr; // dumps mesh indices
UINT _vertexCount = 0; // amount of vertices
UINT _vertexStride = 0; // size of one vertex in bytes
UINT _indexCount = 0; // amount of indices
XMFLOAT4X4 _worldMatrix = {};
};
+14
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@@ -0,0 +1,14 @@
#include "Time.h"
UINT Time::init()
{
return 0;
}
void Time::update()
{
}
void Time::deInit()
{
}
+24
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@@ -0,0 +1,24 @@
#pragma once
#include <Windows.h>
#include <chrono>
using namespace std;
typedef chrono::steady_clock CLOCK;
typedef CLOCK::time_point TIME_POINT;
typedef chrono::duration<FLOAT> SECONDS;
class Time
{
public:
UINT init();
void update();
void deInit();
FLOAT getDeltaTime() const { return _deltaTime; }
private:
FLOAT _deltaTime = 0.0f;
TIME_POINT _lastTime = {};
};
+16
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#include "Utilities.h"
void ShowError(UINT error)
{
#if _DEBUG
LPCTSTR msg = TEXT("Application quit with an error: ");
#if UNICODE
std::wstring s = std::wstring(msg) + std::to_wstring(error);
msg = s.c_str();
#else // UNICODE
std::string s = std::string(msg) + std::to_string(error);
msg = s.c_str();
#endif // UNICODE
MessageBox(nullptr, msg, TEXT("Error"), MB_OK);
#endif // DEBUG
}
+27
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#pragma once
#include <Windows.h>
#include <string>
void ShowError(UINT error);
#define CheckError(x) if (x != 0) \
{ \
ShowError(x); \
return x; \
}
#define CheckFailed(hr, x) if (FAILED(hr)) \
{ \
ShowError(x); \
return x; \
}
template<typename T>
void safeRelease(T*& obj)
{
if (obj != nullptr)
{
obj->Release();
obj = nullptr;
}
}
+27
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#include "Window.h"
INT Window::init(HINSTANCE hInstance, UINT width, UINT height)
{
// 1. describe window class
// 2. register window class
// 3. adjust window size (optional)
// 4. create window instance
// 5. show window
return 0;
}
BOOL Window::run()
{
// 6. run window
return 0;
}
void Window::deInit()
{
}
+15
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@@ -0,0 +1,15 @@
#pragma once
#include <Windows.h>
class Window
{
public:
INT init(HINSTANCE hInstance, UINT width, UINT height);
BOOL run();
void deInit();
HWND getWindowHandle() const { return _hWnd; }
private:
HWND _hWnd = nullptr; // handle to window instance
};
+91
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#include <Windows.h>
#include "Window.h"
#include "Direct3D.h"
#include "Mesh.h"
#include "Material.h"
#include "Camera.h"
#include "Time.h"
#include "Light.h"
#include "Utilities.h"
int WINAPI WinMain(
HINSTANCE hInstance, // handle to instance of application
HINSTANCE hPrevInstance, // deprecated
PSTR szCmdLine, // command line
int nCmdShow // how should the window be opened (minimized, maximized or normal)
)
{
// some constant values
const UINT width = 640;
const UINT height = 480;
const BOOL isFullscreen = FALSE;
UINT error = 0; // error code for identifying errors
// 1. create window
Window window = {};
error = window.init(hInstance, width, height);
CheckError(error);
// 2. create connection to Direct3D
Direct3D d3d = {};
error = d3d.init(window.getWindowHandle(), width, height, isFullscreen);
CheckError(error);
// 3. create a mesh
Mesh mesh = {};
error = mesh.init(d3d.getDevice());
CheckError(error);
// 4. create a camera
Camera camera = {};
error = camera.init(width, height);
CheckError(error);
// 5. create time
Time time = {};
error = time.init();
CheckError(error);
// 6. create a material
Material material = {};
error = material.init(d3d.getDevice(), TEXT("wall.jpg"));
CheckError(error);
// 7. create light source
Light light = {};
Light::LightBuffer lightData = {};
error = light.init(d3d.getDevice(), lightData);
CheckError(error);
// 8. run application
while (window.run())
{
// 8.1. update objects
time.update();
mesh.update(time.getDeltaTime());
camera.update(time.getDeltaTime());
light.update(time.getDeltaTime());
// 8.2. render objects
d3d.beginScene();
light.render(d3d.getDeviceContext());
material.setMatrixBuffer(d3d.getDeviceContext(), mesh.getWorldMatrix(), camera.getViewMatrix(), camera.getProjectionMatrix());
material.render(d3d.getDeviceContext());
mesh.render(d3d.getDeviceContext());
d3d.endScene();
}
// 9. tidy up
light.deInit();
time.deInit();
camera.deInit();
material.deInit();
mesh.deInit();
d3d.deInit();
window.deInit();
return 0;
}