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Author SHA1 Message Date
david 9dc5cc8a08 Added: window creation 2026-09-29 22:46:22 +02:00
david cfd2960180 Added: D3D11 project 2026-09-29 22:45:21 +02:00
david dd2c2ef3b2 Added: Graphics Programming slides 2026-09-29 22:13:43 +02:00
david daca2fb3b7 Added: C++ slides 2026-09-29 22:12:06 +02:00
david 0af79b3686 Added: C++ projects 2026-09-29 22:09:02 +02:00
55 changed files with 2704 additions and 0 deletions
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# Default ignored files
/shelf/
/workspace.xml
# Editor-based HTTP Client requests
/httpRequests/
# Ignored default folder with query files
/queries/
# Datasource local storage ignored files
/dataSources/
/dataSources.local.xml
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<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="Encoding" addBOMForNewFiles="with BOM under Windows, with no BOM otherwise" />
</project>
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//
// Created by David Hackbarth on 21.09.26.
//
#ifndef CLASSES_ATTACKTYPE_H
#define CLASSES_ATTACKTYPE_H
enum AttackType {
Melee,
Ranged
};
#endif //CLASSES_ATTACKTYPE_H
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cmake_minimum_required(VERSION 4.3)
project(Classes)
set(CMAKE_CXX_STANDARD 20)
add_executable(Classes main.cpp
Entity.cpp
Entity.h
Monster.cpp
Monster.h
Ork.cpp
Ork.h
Vector3.h
AttackType.h
IComparable.h
Weapon.h
)
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//
// Created by David Hackbarth on 21.09.26.
//
#include "Entity.h"
#include <iostream>
using namespace std;
Entity::Entity() : _name("") //defined
{
cout << "Entity constructor called" << endl;
}
Entity::Entity(string name) : _name(name)
{
// _name = name;
cout << "Entity constructor with name called" << endl;
}
Entity::~Entity()
{
cout << "Entity destructor called" << endl;
}
string Entity::toString()
{
return "Entity: " + _name;
}
void Entity::setName(string name)
{
_name = name;
}
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//
// Created by David Hackbarth on 21.09.26.
//
#ifndef CLASSES_ENTITY_H
#define CLASSES_ENTITY_H
#include <string>
using namespace std;
class Entity
{
public:
Entity(); // declared
Entity(string name); // declared
virtual ~Entity();
virtual string toString();
void setName(string name);
protected:
string _name = "";
private:
}; // IMPORTANT: don't forget the semicolon
#endif //CLASSES_ENTITY_H
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//
// Created by David Hackbarth on 22.09.26.
//
#ifndef CLASSES_ICOMPARABLE_H
#define CLASSES_ICOMPARABLE_H
#include <iostream>
using namespace std;
class IComparable
{
public:
// only for demonstration purposes
IComparable() { cout << "IComparable constructor called" << endl; }
virtual ~IComparable() { cout << "IComparable destructor called" << endl; }
virtual int compareTo(const IComparable& other) const = 0;
};
#endif //CLASSES_ICOMPARABLE_H
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//
// Created by David Hackbarth on 21.09.26.
//
#include "Monster.h"
#include <iostream>
using namespace std;
Monster::Monster() : Entity(""), _pWeapon(new Weapon())
{
cout << "Monster constructor called" << endl;
}
Monster::Monster(string name) : Entity(name), _pWeapon(new Weapon())
{
cout << "Monster constructor with name called" << endl;
}
Monster::Monster(const Monster& other)
{
// shallow copy
this->_name = other._name;
// this->_pWeapon = other._pWeapon;
// deep copy
this->_pWeapon = new Weapon(*other._pWeapon);
}
Monster::~Monster()
{
cout << "Monster destructor called" << endl;
if (_pWeapon != nullptr)
{
delete _pWeapon;
_pWeapon = nullptr;
}
}
string Monster::toString()
{
return "Monster: " + _name;
}
int Monster::compareTo(const IComparable& other) const
{
return 0;
}
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//
// Created by David Hackbarth on 21.09.26.
//
#ifndef CLASSES_MONSTER_H
#define CLASSES_MONSTER_H
#include "Entity.h"
#include "IComparable.h"
#include "Weapon.h"
class Monster : public Entity, public IComparable
{
public:
// default constructor, copy constructor & destructor, if you need one you'll need all of them
// internal pointers often requires a deep copy and so a default constructor & a copy constructor & a destructor
Monster();
Monster(string name);
Monster(const Monster& other);
~Monster() override;
string toString() override;
int compareTo(const IComparable& other) const override;
// void assignWeapon(Weapon* weapon);
protected:
Weapon* _pWeapon = nullptr;
};
#endif //CLASSES_MONSTER_H
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//
// Created by David Hackbarth on 21.09.26.
//
#include "Ork.h"
#include <iostream>
using namespace std;
Ork::Ork(string name) : Monster(name)
{
cout << "Ork constructor with name called" << endl;
}
Ork::~Ork()
{
cout << "Ork destructor called" << endl;
}
string Ork::toString()
{
return "Ork: " + _name;
}
void Ork::testMethod()
{
cout << "testMethod called" << endl;
}
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//
// Created by David Hackbarth on 21.09.26.
//
#ifndef CLASSES_ORK_H
#define CLASSES_ORK_H
#include "Monster.h"
class Ork : public Monster
{
public:
Ork(string name);
~Ork() override;
string toString() override;
virtual void testMethod();
};
#endif //CLASSES_ORK_H
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//
// Created by David Hackbarth on 21.09.26.
//
#ifndef CLASSES_VECTOR3_H
#define CLASSES_VECTOR3_H
struct Vector3
{
float x;
float y;
float z;
Vector3() : x(0.0f), y(0.0f), z(0.0f) {}
Vector3(float _x, float _y, float _z) : x(_x), y(_y), z(_z) {}
};
#endif //CLASSES_VECTOR3_H
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//
// Created by David Hackbarth on 23.09.26.
//
#ifndef CLASSES_WEAPON_H
#define CLASSES_WEAPON_H
class Weapon {
public:
// implicit inlining
const int& getAmmo() const { return _ammo; }
void setAmmo(int ammo) { _ammo = ammo; }
// explicit inlining
const int& getDamage() const;
void setDamage(int damage);
private:
int _ammo = 0;
int _damage = 0;
};
// explicit inlining needs the method definition to be always in the header file
inline const int& Weapon::getDamage() const { return _damage; }
inline void Weapon::setDamage(int damage) { _damage = damage; }
#endif //CLASSES_WEAPON_H
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#include <iostream>
#include "AttackType.h"
#include "Entity.h"
#include "Monster.h"
#include "Ork.h"
#include "Vector3.h"
#include "Weapon.h"
using namespace std;
int main()
{
Entity e("John"); // this is an entity instance
cout << e.toString() << endl;
e.setName("Fred");
Monster m("Doe");
cout << m.toString() << endl;
m.setName("Jane");
Ork o("Alex");
Monster m2 = m; // m2 is a copy of m
Vector3 v;
v.x = 1.0f;
v.y = 2.0f;
v.z = 3.0f;
Vector3 v2(1.0f, 2.0f, 3.0f);
Vector3 v3 = Vector3(1.0f, 2.0f, 3.0f);
Vector3 v4 = {1.0f, 2.0f, 3.0f}; // list-initialization assigned
Vector3 v5 { 1.0f, 2.0f, 3.0f }; // list-initialization
Weapon w;
w.setAmmo(100);
// int ammo = w.getAmmo();
cout << w.getAmmo() << endl;
w.setDamage(9999);
int damage = w.getDamage();
Weapon* pWeapon = new Weapon();
pWeapon->setAmmo(100);
int ammo2 = pWeapon->getAmmo();
AttackType at = Melee;
at = AttackType::Ranged;
// interfaces & abstract classes
IComparable* pComparable = nullptr;
pComparable = &m;
pComparable = &o;
pComparable->compareTo(o);
(*pComparable).compareTo(o); // same as pComparable->compareTo(o)
IComparable* comparables[] = { new Ork("Ork 1"), new Ork("Ork 2"), new Monster };
for (int i = 0; i < size(comparables); ++i)
{
comparables[i]->compareTo(o);
delete comparables[i];
comparables[i] = nullptr;
}
// create a heap pointer array
IComparable** heapComparables = new IComparable*[3];
heapComparables[0] = new Ork("Ork 1");
heapComparables[1] = new Ork("Ork 2");
heapComparables[2] = new Monster;
for (size_t i = 0; i < 3; ++i)
{
// delete the elements first
delete heapComparables[i];
heapComparables[i] = nullptr;
}
delete[] heapComparables;
heapComparables = nullptr;
// casts
// c cast
int number = -100000000;
unsigned short smallPositiveNumber = (unsigned short)number;
int *pNumber = &number;
unsigned short* pSmallPositiveNumber = (unsigned short*)pNumber;
float fNumber = (float)number;
float* pFNumber = (float*)pNumber;
int* pNumbers = new int[3];
void** pVoidNumbers = (void**)&pNumbers;
Monster* pMonster = (Monster*)pNumbers;
Monster* pMonster2 = new Ork("Bla bla");
Ork* pOrk = (Ork*)pMonster2;
string toString = pOrk->toString();
pOrk->testMethod();
Monster* pMonster3 = new Monster();
Ork* pOrk2 = (Ork*)pMonster3;
string toString2 = pOrk2->toString();
// runtime error, because pMonster3 is a Monster, not an Ork,
// virtual table lookup is in the Monster and not the Ork class
// pOrk2->testMethod();
// c++ cast
// static_cast
smallPositiveNumber = static_cast<unsigned short>(number);
// compiler error, use reinterpret_cast with caution instead
// pSmallPositiveNumber = static_cast<unsigned short*>(pNumber);
fNumber = static_cast<float>(number);
// pFNumber = static_cast<float*>(pNumber);
// pVoidNumbers = static_cast<void**>(pNumbers);
pOrk = static_cast<Ork*>(pMonster2); // possible, but dynamic_cast is better
// Weapon* pWeapon = static_cast<Weapon*>(pMonster2); // compiler error, because Monster and Weapon are unrelated
// pOrk2 = static_cast<Ork*>(pMonster3); // possible, but dynamic_cast is better and this example will not work at all
// dynamic_cast, do runtime checks, same as 'as' in C#
pOrk = dynamic_cast<Ork*>(pMonster2);
pOrk2 = dynamic_cast<Ork*>(pMonster3);
// reinterpret_cast
// smallPositiveNumber = reinterpret_cast<unsigned short>(number); // compiler error, use static_cast instead
pSmallPositiveNumber = reinterpret_cast<unsigned short*>(pNumber);
pFNumber = reinterpret_cast<float*>(pNumber);
// const_cast
const char* sz = "Test";
// sz[0] = 'H'; // compiler error, use const_cast instead
// char* nonConstSz = sz;
char* nonConstSz = const_cast<char*>(sz);
nonConstSz[0] = 'H';
const string str = "Test";
string str2 = str;
str.c_str(); // if you need a zero terminated string, use c_str()
string str3 = to_string(number);
delete[] pNumbers;
pNumbers = nullptr;
pVoidNumbers = nullptr;
pNumber = nullptr;
pSmallPositiveNumber = nullptr;
pFNumber = nullptr;
pMonster = nullptr;
delete pMonster2;
pMonster2 = nullptr;
delete pMonster3;
pMonster3 = nullptr;
return 0;
}
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# Default ignored files
/shelf/
/workspace.xml
# Editor-based HTTP Client requests
/httpRequests/
# Ignored default folder with query files
/queries/
# Datasource local storage ignored files
/dataSources/
/dataSources.local.xml
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<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="Encoding" addBOMForNewFiles="with BOM under Windows, with no BOM otherwise" />
</project>
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cmake_minimum_required(VERSION 4.3)
project(Collections)
set(CMAKE_CXX_STANDARD 20)
add_executable(Collections main.cpp
helpers.h
helpers.cpp)
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//
// Created by David Hackbarth on 21.09.26.
//
#include "helpers.h"
#include <iostream>
#include <ranges>
int calculateGridIndex(int row, int column)
{
return row * COLUMNS + column;
}
void printArray(int numbers[])
{
int length = sizeof(numbers) / sizeof(numbers[0]);
// int length2 = std::ranges::size(numbers);
for (int i = 0; i < length; ++i)
{
std::cout << "numbers[" << i << "]:" << numbers[i] << std::endl;
}
}
void printArray(int numbers[], size_t length)
{
for (int i = 0; i < length; ++i)
{
std::cout << "numbers[" << i << "]:" << numbers[i] << std::endl;
}
}
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//
// Created by David Hackbarth on 21.09.26.
//
#ifndef COLLECTIONS_HELPERS_H
#define COLLECTIONS_HELPERS_H
#include <iostream>
#define ROWS 5
#define COLUMNS 10
int calculateGridIndex(int row, int column);
void printArray(int numbers[]);
void printArray(int numbers[], size_t length);
template <typename T>
void printVector(std::vector<T> numbers)
{
for (int i = 0; i < numbers.size(); ++i)
{
std::cout << "numbers[" << i << "]:" << numbers[i] << std::endl;
}
}
#endif //COLLECTIONS_HELPERS_H
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#include <iostream>
#include <list>
#include <vector>
#include "helpers.h"
using namespace std;
// int main()
int main(int argc, char* argv[])
{
// C arrays
int numbers[10];
for (int i = 0; i < 10; ++i)
{
numbers[i] = 0;
}
int numbers2[] = {0, 1, 2, 3, 4};
int numbers3[10] = {0, 1, 2, 3, 4};
numbers[0] = 1;
cout << "numbers[5]: " << numbers[5] << endl;
cout << "numbers2[5]: " << numbers2[5] << endl;
cout << "numbers3[5]: " << numbers3[5] << endl;
// 2D array - 10 columns, 5 rows
int grid[ROWS * COLUMNS] = {};
grid[calculateGridIndex(0, 0)] = 1;
int grid2[ROWS][COLUMNS] = {};
// size of an array has to be constant always
const int COUNT = 10;
int numbers4[COUNT] = {};
// "dynamic" heap arrays
int count2 = 10;
int* pNumbers = new int[count2];
pNumbers[0] = 1;
int* pNumbers2 = pNumbers; // pointer looks onto first element
for (size_t i = 0; i < count2; i++) // size can't be used for heap arrays
{
cout << pNumbers2 << ": " << *pNumbers2 << endl;
pNumbers2++;
}
delete[] pNumbers; // CAUTION - heap arrays have to be deleted with delete[]
pNumbers = pNumbers2 = nullptr;
// 2d heap arrays
int** pGrid = new int*[ROWS];
for (size_t i = 0; i < ROWS; i++)
{
pGrid[i] = new int[COLUMNS];
}
for (size_t i = 0; i < ROWS; i++)
{
// delete inner arrays first
delete[] pGrid[i];
pGrid[i] = nullptr;
}
delete[] pGrid; // delete outer array
pGrid = nullptr;
int length = sizeof(numbers) / sizeof(numbers[0]);
int length2 = size(numbers);
printArray(numbers);
printArray(numbers, length);
// stl collections
std::vector<int> numbers5 = {0, 1, 2, 3, 4};
vector<int> numbers6;
vector<int> numbers7(100);
cout << "numbers5 size is " << numbers5.size() << " of " << numbers5.capacity() << endl;
cout << "numbers6 size is " << numbers6.size() << " of " << numbers6.capacity() << endl;
cout << "numbers7 size is " << numbers7.size() << " of " << numbers7.capacity() << endl;
numbers5.push_back(100);
numbers6.push_back(100);
numbers7.push_back(100);
cout << "numbers5 size is " << numbers5.size() << " of " << numbers5.capacity() << endl;
cout << "numbers6 size is " << numbers6.size() << " of " << numbers6.capacity() << endl;
cout << "numbers7 size is " << numbers7.size() << " of " << numbers7.capacity() << endl;
numbers5.pop_back();
numbers5.pop_back();
// numbers6.pop_back(); numbers6.pop_back(); // BE CAREFUL: also stl containers have no safety checks
numbers7.pop_back();
numbers7.pop_back();
cout << "numbers5 size is " << numbers5.size() << " of " << numbers5.capacity() << endl;
cout << "numbers6 size is " << numbers6.size() << " of " << numbers6.capacity() << endl;
cout << "numbers7 size is " << numbers7.size() << " of " << numbers7.capacity() << endl;
numbers6[0] = 200;
numbers6.reserve(1000);
numbers6.shrink_to_fit();
printArray(numbers6.data(), numbers6.size());
list<int> numbers8;
list<int> numbers9 = {0, 1, 2, 3, 4};
// numbers9[3] = 10; // random access is not available in list
list<int>::iterator it = numbers9.begin();
for (; it != numbers9.end(); ++it)
{
cout << *it << " ";
}
cout << endl;
numbers9.push_front(-1);
numbers9.push_back(5);
it = numbers9.begin(); // -1
it++; // 0
it++; // 1
it++; // 2
numbers9.insert(it, 15);
for (it = numbers9.begin(); it != numbers9.end(); ++it)
{
cout << *it << " ";
}
cout << endl;
for (int n : numbers9)
{
}
for_each(numbers9.begin(), numbers9.end(), [](int n) { cout << n << " "; });
cout << endl;
return 0;
}
@@ -0,0 +1,2 @@
<?xml version="1.0" encoding="UTF-8"?>
<module classpath="CIDR" type="CPP_MODULE" version="4" />
@@ -0,0 +1,8 @@
cmake_minimum_required(VERSION 4.3)
project(Forward_Declaration)
set(CMAKE_CXX_STANDARD 20)
add_executable(Forward_Declaration main.cpp
functions.h
functions.cpp)
@@ -0,0 +1,6 @@
//
// Created by David Hackbarth on 21.09.26.
//
#include "functions.h"
void functionE() {} // defined
+14
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@@ -0,0 +1,14 @@
//
// Created by David Hackbarth on 21.09.26.
//
#pragma once
#ifndef FORWARD_DECLARATION_FUNCTIONS_H
#define FORWARD_DECLARATION_FUNCTIONS_H
void functionE(); // declared
// void functionF() {} // declared & defined, linker error when included multiple times
#endif //FORWARD_DECLARATION_FUNCTIONS_H
+22
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@@ -0,0 +1,22 @@
#include "functions.h"
void functionB() {} // declared & defined
void functionC(); // declared
void functionD(); // declared
int main()
{
// functionA(); // compiler error, because functionA is declared & defined after it is called
functionB(); // no error
// functionC(); // linker error, because functionC is declared but not defined
functionD(); // no error
functionE(); // no error
return 0;
}
void functionA() {} // declared & defined
void functionD() {} // defined
// void functionE() {} // linker error, because functionE is defined multiple times
+6
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@@ -0,0 +1,6 @@
cmake_minimum_required(VERSION 4.3)
project(Intro)
set(CMAKE_CXX_STANDARD 20)
add_executable(Intro main.cpp)
+48
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@@ -0,0 +1,48 @@
#include <iostream>
using namespace std;
int main()
{
// console output
std::cout << "Hello, World!" << std::endl;
std::cout << 1234 << std::endl;
std::cout << "Another test!\n";
cout << "It is also working without std::" << endl;
int number = 10;
cout << "number: " << number << endl;
// cout << L"This is a wide character string, but it is not supported by cout." << endl;
// console input
cin >> number;
cout << "number: " << number << endl;
char c;
cin >> c;
cout << "c: " << c << endl;
cin >> c >> number;
cout << "c: " << c << endl;
cout << "number: " << number << endl;
// boolean
bool b = 1; // 0 -> false, anything else -> true
cout << "b: " << b << endl;
if (number != 0)
{
// true
}
else
{
// false
}
// zero-terminated string
const char str[] = "Hello";
return 0;
}
+8
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@@ -0,0 +1,8 @@
cmake_minimum_required(VERSION 4.3)
project(Pointers)
set(CMAKE_CXX_STANDARD 20)
add_executable(Pointers main.cpp
helpers.h
helpers.cpp)
+42
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@@ -0,0 +1,42 @@
//
// Created by David Hackbarth on 22.09.26.
//
#include "helpers.h"
void changeInteger(int value)
{
value *= 10;
}
int changeIntegerByReturn(int value)
{
return value * 10;
}
bool changeIntegerByPointer(int* pValue)
{
if (pValue == nullptr)
return false;
*pValue *= 10;
return true;
}
void changeIntegerByReference(int& value)
{
value *= 10;
}
void createInteger(int* pNumber)
{
pNumber = new int(0);
}
void createIntegerWithPointerPointer(int** ppNumber)
{
if (ppNumber == nullptr)
return;
*ppNumber = new int(0);
}
+26
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@@ -0,0 +1,26 @@
//
// Created by David Hackbarth on 22.09.26.
//
#ifndef POINTERS_HELPERS_H
#define POINTERS_HELPERS_H
void changeInteger(int value);
int changeIntegerByReturn(int value);
bool changeIntegerByPointer(int* pValue);
void changeIntegerByReference(int& value);
void createInteger(int* pNumber);
void createIntegerWithPointerPointer(int** ppNumber);
template<typename T>
void safeDelete(T*& ptr)
{
if (ptr != nullptr)
{
delete ptr;
ptr = nullptr;
}
}
#endif //POINTERS_HELPERS_H
+112
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@@ -0,0 +1,112 @@
#include <iostream>
#include <memory>
#include "helpers.h"
using namespace std;
int main()
{
// general
int* pNumber = nullptr; // always initialize pointers
pNumber = new int(0); // create a new integer on the heap and assign its address to pNumber
cout << "pointer address: " << &pNumber << endl;
cout << "pointer size: " << sizeof(pNumber) << endl;
cout << "integer address: " << pNumber << endl;
cout << "integer size: " << sizeof(*pNumber) << endl;
*pNumber = 100;
cout << "integer value: " << *pNumber << endl;
// BAD BAD - memory leak, because we override the old address with a
// new one without saving or deleting the old data
// pNumber = new int(0);
// here are 100s lines of code
if (pNumber != nullptr)
{
delete pNumber; // will delete the integer on the heap
pNumber = nullptr;
}
safeDelete(pNumber);
// pointer as references outside local scope
int number = 10;
changeInteger(number);
number = changeIntegerByReturn(number);
changeIntegerByPointer(&number);
changeIntegerByPointer(pNumber);
changeIntegerByReference(number);
// smart pointer
// unique_ptr - only onw owner exist for the pointer
// shared_ptr - can have multiple owners
// weak_ptr - is a loose connection to a shared pointer
unique_ptr<int> pNumberUnique = make_unique<int>(0);
*pNumberUnique = 100;
// unique_ptr<int> pNumberUnique2 = pNumberUnique; // compiler error - you can't create a copy of a unique pointer
unique_ptr<int> pNumberUnique2 = make_unique<int>(*pNumberUnique);
shared_ptr<int> pNumberShared = make_shared<int>(0);
shared_ptr<int> pNumberShared2 = pNumberShared;
*pNumberShared2 = 100;
pNumberShared.reset();
weak_ptr<int> pNumberWeak = pNumberShared2;
// *pNumberWeak = 1000; // compiler error - weak pointer can't be dereferenced
if (!pNumberWeak.expired())
{
shared_ptr<int> tmpNumberShared = pNumberWeak.lock();
*tmpNumberShared = 1000;
}
pNumberShared2.reset();
shared_ptr<int> pNumberShared3 = pNumberWeak.lock();
if (pNumberShared3 != nullptr)
{
*pNumberShared3 = 10000;
}
// pointer-pointer
createInteger(pNumber); // BAD BAD - memory leak created
createIntegerWithPointerPointer(&pNumber);
safeDelete(pNumber);
// const examples
const int constNumber = 10; // a constant value has to be directly initialized
// constNumber = 20; // a const value can't be changed
const int* constNumberPointer;
// *constNumberPointer = 20; // a const value can't be changed
constNumberPointer = new int(20); // the pointer isn't constant
int const* numberConstPointer;
// *numberConstPointer = 20; // a const value can't be changed
numberConstPointer = new int(20); // the pointer isn't constant
int* const numberPointerConst = new int(10); // a constant pointer has to be directly initialized
*numberPointerConst = 20; // the value can be changed, because it is not constant
// numberPointerConst = new int(20); // a const pointer can't be changed
// const int const * constNumberConstPointer; // not working at all, because of duplicated const expression
const int* const constNumberPointerConst = new int(10); // a constant pointer has to be directly initialized
// *constNumberPointerConst = 20; // a const value can't be changed
// constNumberPointerConst = new int(20); // a const pointer can't be changed
int const* const numberConstPointerConst = new int(10); // a constant pointer has to be directly initialized
// *numberConstPointerConst = 20; // a const value can't be changed
// numberConstPointerConst = new int(20); // a const pointer can't be changed
// const int const * const constNumberConstPointerConst; // not working at all, because of duplicated const expression
return 0;
}
+421
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@@ -0,0 +1,421 @@
# Prerequisites
*.d
# Compiled Object files
*.slo
*.lo
*.o
*.obj
# Precompiled Headers
*.gch
*.pch
# Compiled Dynamic libraries
*.so
*.dylib
*.dll
# Fortran module files
*.mod
*.smod
# Compiled Static libraries
*.lai
*.la
*.a
*.lib
# Executables
*.exe
*.out
*.app
## Ignore Visual Studio temporary files, build results, and
## files generated by popular Visual Studio add-ons.
##
## Get latest from https://github.com/github/gitignore/blob/master/VisualStudio.gitignore
# User-specific files
*.rsuser
*.suo
*.user
*.userosscache
*.sln.docstates
# User-specific files (MonoDevelop/Xamarin Studio)
*.userprefs
# Mono auto generated files
mono_crash.*
# Build results
[Dd]ebug/
[Dd]ebugPublic/
[Rr]elease/
[Rr]eleases/
x64/
x86/
[Ww][Ii][Nn]32/
[Aa][Rr][Mm]/
[Aa][Rr][Mm]64/
bld/
[Bb]in/
[Oo]bj/
[Ll]og/
[Ll]ogs/
# Visual Studio 2015/2017 cache/options directory
.vs/
# Uncomment if you have tasks that create the project's static files in wwwroot
#wwwroot/
# Visual Studio 2017 auto generated files
Generated\ Files/
# MSTest test Results
[Tt]est[Rr]esult*/
[Bb]uild[Ll]og.*
# NUnit
*.VisualState.xml
TestResult.xml
nunit-*.xml
# Build Results of an ATL Project
[Dd]ebugPS/
[Rr]eleasePS/
dlldata.c
# Benchmark Results
BenchmarkDotNet.Artifacts/
# .NET Core
project.lock.json
project.fragment.lock.json
artifacts/
# ASP.NET Scaffolding
ScaffoldingReadMe.txt
# StyleCop
StyleCopReport.xml
# Files built by Visual Studio
*_i.c
*_p.c
*_h.h
*.ilk
*.meta
*.obj
*.iobj
*.pch
*.pdb
*.ipdb
*.pgc
*.pgd
*.rsp
*.sbr
*.tlb
*.tli
*.tlh
*.tmp
*.tmp_proj
*_wpftmp.csproj
*.log
*.tlog
*.vspscc
*.vssscc
.builds
*.pidb
*.svclog
*.scc
# Chutzpah Test files
_Chutzpah*
# Visual C++ cache files
ipch/
*.aps
*.ncb
*.opendb
*.opensdf
*.sdf
*.cachefile
*.VC.db
*.VC.VC.opendb
# Visual Studio profiler
*.psess
*.vsp
*.vspx
*.sap
# Visual Studio Trace Files
*.e2e
# TFS 2012 Local Workspace
$tf/
# Guidance Automation Toolkit
*.gpState
# ReSharper is a .NET coding add-in
_ReSharper*/
*.[Rr]e[Ss]harper
*.DotSettings.user
# TeamCity is a build add-in
_TeamCity*
# DotCover is a Code Coverage Tool
*.dotCover
# AxoCover is a Code Coverage Tool
.axoCover/*
!.axoCover/settings.json
# Coverlet is a free, cross platform Code Coverage Tool
coverage*.json
coverage*.xml
coverage*.info
# Visual Studio code coverage results
*.coverage
*.coveragexml
# NCrunch
_NCrunch_*
.*crunch*.local.xml
nCrunchTemp_*
# MightyMoose
*.mm.*
AutoTest.Net/
# Web workbench (sass)
.sass-cache/
# Installshield output folder
[Ee]xpress/
# DocProject is a documentation generator add-in
DocProject/buildhelp/
DocProject/Help/*.HxT
DocProject/Help/*.HxC
DocProject/Help/*.hhc
DocProject/Help/*.hhk
DocProject/Help/*.hhp
DocProject/Help/Html2
DocProject/Help/html
# Click-Once directory
publish/
# Publish Web Output
*.[Pp]ublish.xml
*.azurePubxml
# Note: Comment the next line if you want to checkin your web deploy settings,
# but database connection strings (with potential passwords) will be unencrypted
*.pubxml
*.publishproj
# Microsoft Azure Web App publish settings. Comment the next line if you want to
# checkin your Azure Web App publish settings, but sensitive information contained
# in these scripts will be unencrypted
PublishScripts/
# NuGet Packages
*.nupkg
# NuGet Symbol Packages
*.snupkg
# The packages folder can be ignored because of Package Restore
**/[Pp]ackages/*
# except build/, which is used as an MSBuild target.
!**/[Pp]ackages/build/
# Uncomment if necessary however generally it will be regenerated when needed
#!**/[Pp]ackages/repositories.config
# NuGet v3's project.json files produces more ignorable files
*.nuget.props
*.nuget.targets
# Nuget personal access tokens and Credentials
nuget.config
# Microsoft Azure Build Output
csx/
*.build.csdef
# Microsoft Azure Emulator
ecf/
rcf/
# Windows Store app package directories and files
AppPackages/
BundleArtifacts/
Package.StoreAssociation.xml
_pkginfo.txt
*.appx
*.appxbundle
*.appxupload
# Visual Studio cache files
# files ending in .cache can be ignored
*.[Cc]ache
# but keep track of directories ending in .cache
!?*.[Cc]ache/
# Others
ClientBin/
~$*
*~
*.dbmdl
*.dbproj.schemaview
*.jfm
*.pfx
*.publishsettings
orleans.codegen.cs
# Including strong name files can present a security risk
# (https://github.com/github/gitignore/pull/2483#issue-259490424)
#*.snk
# Since there are multiple workflows, uncomment next line to ignore bower_components
# (https://github.com/github/gitignore/pull/1529#issuecomment-104372622)
#bower_components/
# RIA/Silverlight projects
Generated_Code/
# Backup & report files from converting an old project file
# to a newer Visual Studio version. Backup files are not needed,
# because we have git ;-)
_UpgradeReport_Files/
Backup*/
UpgradeLog*.XML
UpgradeLog*.htm
ServiceFabricBackup/
*.rptproj.bak
# SQL Server files
*.mdf
*.ldf
*.ndf
# Business Intelligence projects
*.rdl.data
*.bim.layout
*.bim_*.settings
*.rptproj.rsuser
*- [Bb]ackup.rdl
*- [Bb]ackup ([0-9]).rdl
*- [Bb]ackup ([0-9][0-9]).rdl
# Microsoft Fakes
FakesAssemblies/
# GhostDoc plugin setting file
*.GhostDoc.xml
# Node.js Tools for Visual Studio
.ntvs_analysis.dat
node_modules/
# Visual Studio 6 build log
*.plg
# Visual Studio 6 workspace options file
*.opt
# Visual Studio 6 auto-generated workspace file (contains which files were open etc.)
*.vbw
# Visual Studio LightSwitch build output
**/*.HTMLClient/GeneratedArtifacts
**/*.DesktopClient/GeneratedArtifacts
**/*.DesktopClient/ModelManifest.xml
**/*.Server/GeneratedArtifacts
**/*.Server/ModelManifest.xml
_Pvt_Extensions
# Paket dependency manager
.paket/paket.exe
paket-files/
# FAKE - F# Make
.fake/
# CodeRush personal settings
.cr/personal
# Python Tools for Visual Studio (PTVS)
__pycache__/
*.pyc
# Cake - Uncomment if you are using it
# tools/**
# !tools/packages.config
# Tabs Studio
*.tss
# Telerik's JustMock configuration file
*.jmconfig
# BizTalk build output
*.btp.cs
*.btm.cs
*.odx.cs
*.xsd.cs
# OpenCover UI analysis results
OpenCover/
# Azure Stream Analytics local run output
ASALocalRun/
# MSBuild Binary and Structured Log
*.binlog
# NVidia Nsight GPU debugger configuration file
*.nvuser
# MFractors (Xamarin productivity tool) working folder
.mfractor/
# Local History for Visual Studio
.localhistory/
# BeatPulse healthcheck temp database
healthchecksdb
# Backup folder for Package Reference Convert tool in Visual Studio 2017
MigrationBackup/
# Ionide (cross platform F# VS Code tools) working folder
.ionide/
# Fody - auto-generated XML schema
FodyWeavers.xsd
# VS Code files for those working on multiple tools
.vscode/*
!.vscode/settings.json
!.vscode/tasks.json
!.vscode/launch.json
!.vscode/extensions.json
*.code-workspace
# Local History for Visual Studio Code
.history/
# Windows Installer files from build outputs
*.cab
*.msi
*.msix
*.msm
*.msp
# JetBrains Rider
.idea/
*.sln.iml
+14
View File
@@ -0,0 +1,14 @@
#include "Camera.h"
UINT Camera::init(UINT width, UINT height)
{
return 0;
}
void Camera::update(FLOAT dt)
{
}
void Camera::deInit()
{
}
+22
View File
@@ -0,0 +1,22 @@
#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 +1,202 @@
<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup Label="ProjectConfigurations">
<ProjectConfiguration Include="Debug|Win32">
<Configuration>Debug</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|Win32">
<Configuration>Release</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Debug|x64">
<Configuration>Debug</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|x64">
<Configuration>Release</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Debug|ARM64">
<Configuration>Debug</Configuration>
<Platform>ARM64</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|ARM64">
<Configuration>Release</Configuration>
<Platform>ARM64</Platform>
</ProjectConfiguration>
</ItemGroup>
<PropertyGroup Label="Globals">
<VCProjectVersion>17.0</VCProjectVersion>
<Keyword>Win32Proj</Keyword>
<ProjectGuid>{0a0fc4ef-7b17-42cf-9ac6-b54b176258a5}</ProjectGuid>
<RootNamespace>D3D9</RootNamespace>
<WindowsTargetPlatformVersion>10.0</WindowsTargetPlatformVersion>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<PlatformToolset>v143</PlatformToolset>
<CharacterSet>Unicode</CharacterSet>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<PlatformToolset>v143</PlatformToolset>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>Unicode</CharacterSet>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<PlatformToolset>v143</PlatformToolset>
<CharacterSet>Unicode</CharacterSet>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<PlatformToolset>v143</PlatformToolset>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>Unicode</CharacterSet>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|ARM64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>true</UseDebugLibraries>
<PlatformToolset>v143</PlatformToolset>
<CharacterSet>Unicode</CharacterSet>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|ARM64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<UseDebugLibraries>false</UseDebugLibraries>
<PlatformToolset>v143</PlatformToolset>
<WholeProgramOptimization>true</WholeProgramOptimization>
<CharacterSet>Unicode</CharacterSet>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
</ImportGroup>
<ImportGroup Label="Shared">
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|ARM64'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|ARM64'">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup>
<PropertyGroup Label="UserMacros" />
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<SDLCheck>true</SDLCheck>
<PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ConformanceMode>true</ConformanceMode>
</ClCompile>
<Link>
<SubSystem>Windows</SubSystem>
<GenerateDebugInformation>true</GenerateDebugInformation>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<SDLCheck>true</SDLCheck>
<PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ConformanceMode>true</ConformanceMode>
</ClCompile>
<Link>
<SubSystem>Windows</SubSystem>
<GenerateDebugInformation>true</GenerateDebugInformation>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<SDLCheck>true</SDLCheck>
<PreprocessorDefinitions>_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ConformanceMode>true</ConformanceMode>
</ClCompile>
<Link>
<SubSystem>Windows</SubSystem>
<GenerateDebugInformation>true</GenerateDebugInformation>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<SDLCheck>true</SDLCheck>
<PreprocessorDefinitions>NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ConformanceMode>true</ConformanceMode>
</ClCompile>
<Link>
<SubSystem>Windows</SubSystem>
<GenerateDebugInformation>true</GenerateDebugInformation>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|ARM64'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<SDLCheck>true</SDLCheck>
<PreprocessorDefinitions>_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ConformanceMode>true</ConformanceMode>
</ClCompile>
<Link>
<SubSystem>Windows</SubSystem>
<GenerateDebugInformation>true</GenerateDebugInformation>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|ARM64'">
<ClCompile>
<WarningLevel>Level3</WarningLevel>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<SDLCheck>true</SDLCheck>
<PreprocessorDefinitions>NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<ConformanceMode>true</ConformanceMode>
</ClCompile>
<Link>
<SubSystem>Windows</SubSystem>
<GenerateDebugInformation>true</GenerateDebugInformation>
</Link>
</ItemDefinitionGroup>
<ItemGroup>
<ClCompile Include="Camera.cpp" />
<ClCompile Include="Direct3D.cpp" />
<ClCompile Include="Light.cpp" />
<ClCompile Include="main.cpp" />
<ClCompile Include="Material.cpp" />
<ClCompile Include="Mesh.cpp" />
<ClCompile Include="Time.cpp" />
<ClCompile Include="Utilities.cpp" />
<ClCompile Include="Window.cpp" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="Camera.h" />
<ClInclude Include="Direct3D.h" />
<ClInclude Include="Light.h" />
<ClInclude Include="Material.h" />
<ClInclude Include="Mesh.h" />
<ClInclude Include="Time.h" />
<ClInclude Include="Utilities.h" />
<ClInclude Include="Window.h" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project>
@@ -0,0 +1,72 @@
<?xml version="1.0" encoding="utf-8"?>
<Project ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup>
<Filter Include="Source Files">
<UniqueIdentifier>{4FC737F1-C7A5-4376-A066-2A32D752A2FF}</UniqueIdentifier>
<Extensions>cpp;c;cc;cxx;c++;cppm;ixx;def;odl;idl;hpj;bat;asm;asmx</Extensions>
</Filter>
<Filter Include="Header Files">
<UniqueIdentifier>{93995380-89BD-4b04-88EB-625FBE52EBFB}</UniqueIdentifier>
<Extensions>h;hh;hpp;hxx;h++;hm;inl;inc;ipp;xsd</Extensions>
</Filter>
<Filter Include="Resource Files">
<UniqueIdentifier>{67DA6AB6-F800-4c08-8B7A-83BB121AAD01}</UniqueIdentifier>
<Extensions>rc;ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe;resx;tiff;tif;png;wav;mfcribbon-ms</Extensions>
</Filter>
</ItemGroup>
<ItemGroup>
<ClCompile Include="Camera.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="Direct3D.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="Light.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="main.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="Material.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="Mesh.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="Time.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="Utilities.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="Window.cpp">
<Filter>Source Files</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="Camera.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Direct3D.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Light.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Material.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Mesh.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Time.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Utilities.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Window.h">
<Filter>Header Files</Filter>
</ClInclude>
</ItemGroup>
</Project>
+32
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@@ -0,0 +1,32 @@
#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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@@ -0,0 +1,23 @@
#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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@@ -0,0 +1,18 @@
#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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@@ -0,0 +1,28 @@
#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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@@ -0,0 +1,58 @@
#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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@@ -0,0 +1,40 @@
#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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@@ -0,0 +1,37 @@
#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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@@ -0,0 +1,29 @@
#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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@@ -0,0 +1,16 @@
#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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@@ -0,0 +1,27 @@
#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;
}
}
+85
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@@ -0,0 +1,85 @@
#include "Window.h"
INT Window::init(HINSTANCE hInstance, UINT width, UINT height)
{
// 1. describe window class
WNDCLASS wc = {};
wc.hInstance = hInstance;
wc.lpszClassName = TEXT("D3D11"); // class name
wc.lpfnWndProc = WindowProc; // global communication (message queue) function
wc.hbrBackground = CreateSolidBrush(RGB(0, 255, 0)); // handle to background color
wc.hCursor = LoadCursor(nullptr, IDC_ARROW); // handle to cursor icon
wc.hIcon = LoadIcon(nullptr, IDI_APPLICATION); // handle to application icon
wc.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC; // technical behaviour
// 2. register window class
if (!RegisterClass(&wc)) return 100;
// 3. adjust window size (optional)
// 4. create window instance
_hWnd = CreateWindow(
wc.lpszClassName, // class name
wc.lpszClassName, // window title
WS_OVERLAPPEDWINDOW, // visual style
100, 100, // window position (left-top corner)
width, height, // window size
nullptr, // optional handle to a parent window
nullptr, // optional handle to a menu instance
hInstance,
nullptr // pointer to optional parameters
);
if (_hWnd == nullptr) return 110;
// 5. show window
ShowWindow(_hWnd, SW_SHOW);
SetFocus(_hWnd);
return 0;
}
BOOL Window::run()
{
// 6. run window
// GetMessage - synchronous call to get the latest message, but holds the execution until there is a new message
// PeekMessage - return also the latest message, but also returns false if there is no message available
// TranslateMessage - translates keyboard input
// DispatchMessage - sends message to window procedure
MSG msg = {};
if (PeekMessage(&msg, nullptr, 0, UINT_MAX, PM_REMOVE))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
return msg.message != WM_QUIT;
}
void Window::deInit()
{
}
LRESULT WindowProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
switch (msg)
{
case WM_CLOSE:
DestroyWindow(hWnd);
return 0;
case WM_DESTROY:
PostQuitMessage(0);
return 0;
case WM_KEYDOWN:
if (wParam == VK_ESCAPE) DestroyWindow(hWnd);
return 0;
default:
break;
}
return DefWindowProc(hWnd, msg, wParam, lParam);
}
+17
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@@ -0,0 +1,17 @@
#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
};
LRESULT CALLBACK WindowProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
+91
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@@ -0,0 +1,91 @@
#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;
}
@@ -0,0 +1,37 @@

Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio Version 17
VisualStudioVersion = 17.14.36414.22
MinimumVisualStudioVersion = 10.0.40219.1
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "D3D11", "D3D11\D3D11.vcxproj", "{0A0FC4EF-7B17-42CF-9AC6-B54B176258A5}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|ARM64 = Debug|ARM64
Debug|x64 = Debug|x64
Debug|x86 = Debug|x86
Release|ARM64 = Release|ARM64
Release|x64 = Release|x64
Release|x86 = Release|x86
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{0A0FC4EF-7B17-42CF-9AC6-B54B176258A5}.Debug|ARM64.ActiveCfg = Debug|ARM64
{0A0FC4EF-7B17-42CF-9AC6-B54B176258A5}.Debug|ARM64.Build.0 = Debug|ARM64
{0A0FC4EF-7B17-42CF-9AC6-B54B176258A5}.Debug|x64.ActiveCfg = Debug|x64
{0A0FC4EF-7B17-42CF-9AC6-B54B176258A5}.Debug|x64.Build.0 = Debug|x64
{0A0FC4EF-7B17-42CF-9AC6-B54B176258A5}.Debug|x86.ActiveCfg = Debug|Win32
{0A0FC4EF-7B17-42CF-9AC6-B54B176258A5}.Debug|x86.Build.0 = Debug|Win32
{0A0FC4EF-7B17-42CF-9AC6-B54B176258A5}.Release|ARM64.ActiveCfg = Release|ARM64
{0A0FC4EF-7B17-42CF-9AC6-B54B176258A5}.Release|ARM64.Build.0 = Release|ARM64
{0A0FC4EF-7B17-42CF-9AC6-B54B176258A5}.Release|x64.ActiveCfg = Release|x64
{0A0FC4EF-7B17-42CF-9AC6-B54B176258A5}.Release|x64.Build.0 = Release|x64
{0A0FC4EF-7B17-42CF-9AC6-B54B176258A5}.Release|x86.ActiveCfg = Release|Win32
{0A0FC4EF-7B17-42CF-9AC6-B54B176258A5}.Release|x86.Build.0 = Release|Win32
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
GlobalSection(ExtensibilityGlobals) = postSolution
SolutionGuid = {D90AAE56-DBA4-4969-A9E6-853030148A2F}
EndGlobalSection
EndGlobal
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