add d3d11 project
This commit is contained in:
@@ -0,0 +1,28 @@
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#include "Camera.h"
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UINT Camera::init(UINT width, UINT height)
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{
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// view matrix
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XMVECTOR position = XMVectorSet(0.0f, 0.0f, -1.0f, 0.0f);
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XMVECTOR forward = XMVectorSet(0.0f, 0.0f, 1.0f, 0.0f);
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XMVECTOR up = XMVectorSet(0.0f, 1.0f, 0.0f, 0.0f);
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XMStoreFloat4x4(&_viewMatrix, XMMatrixLookToLH(position, forward, up));
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// projection matrix
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XMMATRIX perspectiveMatrix = XMMatrixPerspectiveFovLH(
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XM_PI * 0.3333333f, // field of view in radians, here 60 degrees
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static_cast<FLOAT>(width) / static_cast<FLOAT>(height), // aspect ratio
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0.3f, 10.0f // near & far clipping planes
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);
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XMStoreFloat4x4(&_projectionMatrix, perspectiveMatrix);
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return 0;
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}
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void Camera::update(FLOAT dt)
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{
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}
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void Camera::deInit()
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{
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}
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@@ -0,0 +1,22 @@
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#pragma once
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#include <d3d11.h>
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#include <DirectXMath.h>
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using namespace DirectX;
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class Camera
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{
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public:
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UINT init(UINT width, UINT height);
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void update(FLOAT dt);
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void deInit();
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const XMFLOAT4X4& getViewMatrix() const { return _viewMatrix; }
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const XMFLOAT4X4& getProjectionMatrix() const { return _projectionMatrix; }
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const XMFLOAT3 getCameraPosition() const { return XMFLOAT3(_viewMatrix._14, _viewMatrix._24, _viewMatrix._34); }
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private:
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XMFLOAT4X4 _viewMatrix = {};
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XMFLOAT4X4 _projectionMatrix = {};
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};
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@@ -0,0 +1,19 @@
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struct PixelInput
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{
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float4 position : SV_POSITION;
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float4 color : COLOR;
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};
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float4 main(PixelInput INPUT) : SV_TARGET
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{
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//return float4(1.0f, 1.0f, 1.0f, 1.0f); // solid color
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return INPUT.color; // vertex color
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//return INPUT.color * 0.5f; // darker vertex color
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//return INPUT.color * 2.0f; // lighter vertex color
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//float4 color = INPUT.color;
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//color.r = 0.0f; // no red channel
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//color = 1 - color;
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//return color;
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}
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@@ -0,0 +1,26 @@
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cbuffer MatrixBuffer
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{
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matrix WorldViewProjectionMatrix;
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};
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struct VertexInput
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{
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float4 position : POSITION;
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float4 color : COLOR;
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};
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struct VertexOutput
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{
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float4 position : SV_POSITION;
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float4 color : COLOR;
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};
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VertexOutput main(VertexInput INPUT)
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{
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VertexOutput OUTPUT;
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OUTPUT.position = mul(INPUT.position, WorldViewProjectionMatrix);
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OUTPUT.color = INPUT.color;
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return OUTPUT;
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}
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@@ -0,0 +1,297 @@
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<?xml version="1.0" encoding="utf-8"?>
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<Project DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<ItemGroup Label="ProjectConfigurations">
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<ProjectConfiguration Include="Debug|Win32">
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<Configuration>Debug</Configuration>
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<Platform>Win32</Platform>
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</ProjectConfiguration>
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<ProjectConfiguration Include="Release|Win32">
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<Configuration>Release</Configuration>
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<Platform>Win32</Platform>
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</ProjectConfiguration>
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<ProjectConfiguration Include="Debug|x64">
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<Configuration>Debug</Configuration>
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<Platform>x64</Platform>
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</ProjectConfiguration>
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<ProjectConfiguration Include="Release|x64">
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<Configuration>Release</Configuration>
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<Platform>x64</Platform>
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</ProjectConfiguration>
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<ProjectConfiguration Include="Debug|ARM64">
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<Configuration>Debug</Configuration>
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<Platform>ARM64</Platform>
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</ProjectConfiguration>
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<ProjectConfiguration Include="Release|ARM64">
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<Configuration>Release</Configuration>
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<Platform>ARM64</Platform>
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</ProjectConfiguration>
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</ItemGroup>
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<PropertyGroup Label="Globals">
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<VCProjectVersion>17.0</VCProjectVersion>
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<Keyword>Win32Proj</Keyword>
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<ProjectGuid>{C46808CF-936B-4F98-81C2-1E10D9F1822F}</ProjectGuid>
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<RootNamespace>D3D9</RootNamespace>
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<WindowsTargetPlatformVersion>10.0</WindowsTargetPlatformVersion>
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</PropertyGroup>
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
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<ConfigurationType>Application</ConfigurationType>
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<UseDebugLibraries>true</UseDebugLibraries>
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<PlatformToolset>v143</PlatformToolset>
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<CharacterSet>Unicode</CharacterSet>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
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<ConfigurationType>Application</ConfigurationType>
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<UseDebugLibraries>false</UseDebugLibraries>
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<PlatformToolset>v143</PlatformToolset>
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<WholeProgramOptimization>true</WholeProgramOptimization>
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<CharacterSet>Unicode</CharacterSet>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
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<ConfigurationType>Application</ConfigurationType>
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<UseDebugLibraries>true</UseDebugLibraries>
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<PlatformToolset>v143</PlatformToolset>
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<CharacterSet>Unicode</CharacterSet>
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</PropertyGroup>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
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<ConfigurationType>Application</ConfigurationType>
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<UseDebugLibraries>false</UseDebugLibraries>
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||||||
|
<PlatformToolset>v143</PlatformToolset>
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||||||
|
<WholeProgramOptimization>true</WholeProgramOptimization>
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|
<CharacterSet>Unicode</CharacterSet>
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|
</PropertyGroup>
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|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|ARM64'" Label="Configuration">
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|
<ConfigurationType>Application</ConfigurationType>
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||||||
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<UseDebugLibraries>true</UseDebugLibraries>
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||||||
|
<PlatformToolset>v143</PlatformToolset>
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||||||
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<CharacterSet>Unicode</CharacterSet>
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||||||
|
</PropertyGroup>
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|
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|ARM64'" Label="Configuration">
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||||||
|
<ConfigurationType>Application</ConfigurationType>
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<UseDebugLibraries>false</UseDebugLibraries>
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<PlatformToolset>v143</PlatformToolset>
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<WholeProgramOptimization>true</WholeProgramOptimization>
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<CharacterSet>Unicode</CharacterSet>
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</PropertyGroup>
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
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<ImportGroup Label="ExtensionSettings">
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</ImportGroup>
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<ImportGroup Label="Shared">
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</ImportGroup>
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||||||
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<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
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<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
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</ImportGroup>
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<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
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<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
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</ImportGroup>
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||||||
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<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
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<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
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</ImportGroup>
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<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
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<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
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</ImportGroup>
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||||||
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<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Debug|ARM64'">
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|
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
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|
</ImportGroup>
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||||||
|
<ImportGroup Label="PropertySheets" Condition="'$(Configuration)|$(Platform)'=='Release|ARM64'">
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||||||
|
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
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</ImportGroup>
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||||||
|
<PropertyGroup Label="UserMacros" />
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||||||
|
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
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||||||
|
<ClCompile>
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||||||
|
<WarningLevel>Level3</WarningLevel>
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||||||
|
<SDLCheck>true</SDLCheck>
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||||||
|
<PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
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||||||
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<ConformanceMode>true</ConformanceMode>
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||||||
|
</ClCompile>
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||||||
|
<Link>
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||||||
|
<SubSystem>Windows</SubSystem>
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||||||
|
<GenerateDebugInformation>true</GenerateDebugInformation>
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||||||
|
</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>
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||||||
|
<Link>
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||||||
|
<SubSystem>Windows</SubSystem>
|
||||||
|
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||||
|
<OptimizeReferences>true</OptimizeReferences>
|
||||||
|
<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>
|
||||||
|
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||||
|
<OptimizeReferences>true</OptimizeReferences>
|
||||||
|
<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>
|
||||||
|
<EnableCOMDATFolding>true</EnableCOMDATFolding>
|
||||||
|
<OptimizeReferences>true</OptimizeReferences>
|
||||||
|
<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="WICTextureLoader11.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="Vertex.h" />
|
||||||
|
<ClInclude Include="WICTextureLoader11.h" />
|
||||||
|
<ClInclude Include="Window.h" />
|
||||||
|
</ItemGroup>
|
||||||
|
<ItemGroup>
|
||||||
|
<FxCompile Include="ColorPixelShader.hlsl">
|
||||||
|
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Pixel</ShaderType>
|
||||||
|
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|ARM64'">Pixel</ShaderType>
|
||||||
|
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Pixel</ShaderType>
|
||||||
|
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Pixel</ShaderType>
|
||||||
|
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|ARM64'">Pixel</ShaderType>
|
||||||
|
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Pixel</ShaderType>
|
||||||
|
<ObjectFileOutput Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">%(Filename).cso</ObjectFileOutput>
|
||||||
|
<ObjectFileOutput Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">%(Filename).cso</ObjectFileOutput>
|
||||||
|
<ObjectFileOutput Condition="'$(Configuration)|$(Platform)'=='Debug|ARM64'">%(Filename).cso</ObjectFileOutput>
|
||||||
|
<ObjectFileOutput Condition="'$(Configuration)|$(Platform)'=='Release|ARM64'">%(Filename).cso</ObjectFileOutput>
|
||||||
|
<ObjectFileOutput Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">%(Filename).cso</ObjectFileOutput>
|
||||||
|
<ObjectFileOutput Condition="'$(Configuration)|$(Platform)'=='Release|x64'">%(Filename).cso</ObjectFileOutput>
|
||||||
|
</FxCompile>
|
||||||
|
<FxCompile Include="ColorVertexShader.hlsl">
|
||||||
|
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Vertex</ShaderType>
|
||||||
|
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|ARM64'">Vertex</ShaderType>
|
||||||
|
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Vertex</ShaderType>
|
||||||
|
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Vertex</ShaderType>
|
||||||
|
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|ARM64'">Vertex</ShaderType>
|
||||||
|
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Vertex</ShaderType>
|
||||||
|
<ObjectFileOutput Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">%(Filename).cso</ObjectFileOutput>
|
||||||
|
<ObjectFileOutput Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">%(Filename).cso</ObjectFileOutput>
|
||||||
|
<ObjectFileOutput Condition="'$(Configuration)|$(Platform)'=='Debug|ARM64'">%(Filename).cso</ObjectFileOutput>
|
||||||
|
<ObjectFileOutput Condition="'$(Configuration)|$(Platform)'=='Release|ARM64'">%(Filename).cso</ObjectFileOutput>
|
||||||
|
<ObjectFileOutput Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">%(Filename).cso</ObjectFileOutput>
|
||||||
|
<ObjectFileOutput Condition="'$(Configuration)|$(Platform)'=='Release|x64'">%(Filename).cso</ObjectFileOutput>
|
||||||
|
</FxCompile>
|
||||||
|
<FxCompile Include="LightingPixelShader.hlsl">
|
||||||
|
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Pixel</ShaderType>
|
||||||
|
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Pixel</ShaderType>
|
||||||
|
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|ARM64'">Pixel</ShaderType>
|
||||||
|
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|ARM64'">Pixel</ShaderType>
|
||||||
|
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Pixel</ShaderType>
|
||||||
|
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Pixel</ShaderType>
|
||||||
|
<ObjectFileOutput Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">%(Filename).cso</ObjectFileOutput>
|
||||||
|
<ObjectFileOutput Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">%(Filename).cso</ObjectFileOutput>
|
||||||
|
<ObjectFileOutput Condition="'$(Configuration)|$(Platform)'=='Debug|ARM64'">%(Filename).cso</ObjectFileOutput>
|
||||||
|
<ObjectFileOutput Condition="'$(Configuration)|$(Platform)'=='Release|ARM64'">%(Filename).cso</ObjectFileOutput>
|
||||||
|
<ObjectFileOutput Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">%(Filename).cso</ObjectFileOutput>
|
||||||
|
<ObjectFileOutput Condition="'$(Configuration)|$(Platform)'=='Release|x64'">%(Filename).cso</ObjectFileOutput>
|
||||||
|
</FxCompile>
|
||||||
|
<FxCompile Include="LightingVertexShader.hlsl">
|
||||||
|
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Vertex</ShaderType>
|
||||||
|
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Vertex</ShaderType>
|
||||||
|
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|ARM64'">Vertex</ShaderType>
|
||||||
|
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|ARM64'">Vertex</ShaderType>
|
||||||
|
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Vertex</ShaderType>
|
||||||
|
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Vertex</ShaderType>
|
||||||
|
<ObjectFileOutput Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">%(Filename).cso</ObjectFileOutput>
|
||||||
|
<ObjectFileOutput Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">%(Filename).cso</ObjectFileOutput>
|
||||||
|
<ObjectFileOutput Condition="'$(Configuration)|$(Platform)'=='Debug|ARM64'">%(Filename).cso</ObjectFileOutput>
|
||||||
|
<ObjectFileOutput Condition="'$(Configuration)|$(Platform)'=='Release|ARM64'">%(Filename).cso</ObjectFileOutput>
|
||||||
|
<ObjectFileOutput Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">%(Filename).cso</ObjectFileOutput>
|
||||||
|
<ObjectFileOutput Condition="'$(Configuration)|$(Platform)'=='Release|x64'">%(Filename).cso</ObjectFileOutput>
|
||||||
|
</FxCompile>
|
||||||
|
<FxCompile Include="TexturePixelShader.hlsl">
|
||||||
|
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Pixel</ShaderType>
|
||||||
|
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Pixel</ShaderType>
|
||||||
|
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|ARM64'">Pixel</ShaderType>
|
||||||
|
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|ARM64'">Pixel</ShaderType>
|
||||||
|
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Pixel</ShaderType>
|
||||||
|
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Pixel</ShaderType>
|
||||||
|
<ObjectFileOutput Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">%(Filename).cso</ObjectFileOutput>
|
||||||
|
<ObjectFileOutput Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">%(Filename).cso</ObjectFileOutput>
|
||||||
|
<ObjectFileOutput Condition="'$(Configuration)|$(Platform)'=='Debug|ARM64'">%(Filename).cso</ObjectFileOutput>
|
||||||
|
<ObjectFileOutput Condition="'$(Configuration)|$(Platform)'=='Release|ARM64'">%(Filename).cso</ObjectFileOutput>
|
||||||
|
<ObjectFileOutput Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">%(Filename).cso</ObjectFileOutput>
|
||||||
|
<ObjectFileOutput Condition="'$(Configuration)|$(Platform)'=='Release|x64'">%(Filename).cso</ObjectFileOutput>
|
||||||
|
</FxCompile>
|
||||||
|
<FxCompile Include="TextureVertexShader.hlsl">
|
||||||
|
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Vertex</ShaderType>
|
||||||
|
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Vertex</ShaderType>
|
||||||
|
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|ARM64'">Vertex</ShaderType>
|
||||||
|
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|ARM64'">Vertex</ShaderType>
|
||||||
|
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Vertex</ShaderType>
|
||||||
|
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Vertex</ShaderType>
|
||||||
|
<ObjectFileOutput Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">%(Filename).cso</ObjectFileOutput>
|
||||||
|
<ObjectFileOutput Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">%(Filename).cso</ObjectFileOutput>
|
||||||
|
<ObjectFileOutput Condition="'$(Configuration)|$(Platform)'=='Debug|ARM64'">%(Filename).cso</ObjectFileOutput>
|
||||||
|
<ObjectFileOutput Condition="'$(Configuration)|$(Platform)'=='Release|ARM64'">%(Filename).cso</ObjectFileOutput>
|
||||||
|
<ObjectFileOutput Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">%(Filename).cso</ObjectFileOutput>
|
||||||
|
<ObjectFileOutput Condition="'$(Configuration)|$(Platform)'=='Release|x64'">%(Filename).cso</ObjectFileOutput>
|
||||||
|
</FxCompile>
|
||||||
|
</ItemGroup>
|
||||||
|
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||||
|
<ImportGroup Label="ExtensionTargets">
|
||||||
|
</ImportGroup>
|
||||||
|
</Project>
|
||||||
@@ -0,0 +1,101 @@
|
|||||||
|
<?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>
|
||||||
|
<ClCompile Include="WICTextureLoader11.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>
|
||||||
|
<ClInclude Include="Vertex.h">
|
||||||
|
<Filter>Header Files</Filter>
|
||||||
|
</ClInclude>
|
||||||
|
<ClInclude Include="WICTextureLoader11.h">
|
||||||
|
<Filter>Header Files</Filter>
|
||||||
|
</ClInclude>
|
||||||
|
</ItemGroup>
|
||||||
|
<ItemGroup>
|
||||||
|
<FxCompile Include="ColorVertexShader.hlsl">
|
||||||
|
<Filter>Resource Files</Filter>
|
||||||
|
</FxCompile>
|
||||||
|
<FxCompile Include="ColorPixelShader.hlsl">
|
||||||
|
<Filter>Resource Files</Filter>
|
||||||
|
</FxCompile>
|
||||||
|
<FxCompile Include="TexturePixelShader.hlsl">
|
||||||
|
<Filter>Resource Files</Filter>
|
||||||
|
</FxCompile>
|
||||||
|
<FxCompile Include="TextureVertexShader.hlsl">
|
||||||
|
<Filter>Resource Files</Filter>
|
||||||
|
</FxCompile>
|
||||||
|
<FxCompile Include="LightingPixelShader.hlsl">
|
||||||
|
<Filter>Resource Files</Filter>
|
||||||
|
</FxCompile>
|
||||||
|
<FxCompile Include="LightingVertexShader.hlsl">
|
||||||
|
<Filter>Resource Files</Filter>
|
||||||
|
</FxCompile>
|
||||||
|
</ItemGroup>
|
||||||
|
</Project>
|
||||||
@@ -0,0 +1,94 @@
|
|||||||
|
#include "Direct3D.h"
|
||||||
|
#include "Utilities.h"
|
||||||
|
|
||||||
|
INT Direct3D::init(HWND hWnd, UINT width, UINT height, BOOL isFullscreen)
|
||||||
|
{
|
||||||
|
HRESULT hr = {};
|
||||||
|
|
||||||
|
// 1. define swap chain description
|
||||||
|
DXGI_SWAP_CHAIN_DESC swapChainDesc = {};
|
||||||
|
swapChainDesc.OutputWindow = hWnd; // target window instance handle
|
||||||
|
swapChainDesc.Windowed = !isFullscreen; // windowed or fullscreen
|
||||||
|
swapChainDesc.BufferCount = 1; // amount of backbuffers, minimum 1
|
||||||
|
swapChainDesc.BufferDesc.Width = width;
|
||||||
|
swapChainDesc.BufferDesc.Height = height;
|
||||||
|
swapChainDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; // pixel format, here 4 channels (red, green, blue, alpha) with 8bit depth each and unsigned normalized floating points
|
||||||
|
swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; // which technique is used to render to back buffer
|
||||||
|
swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD; // what happens to front buffer after swap
|
||||||
|
swapChainDesc.SampleDesc.Count = 1; // have to be at least one
|
||||||
|
|
||||||
|
// 2. create Direct3D device, device context & swap chain
|
||||||
|
D3D_FEATURE_LEVEL featureLevels[] = {
|
||||||
|
D3D_FEATURE_LEVEL_11_1,
|
||||||
|
D3D_FEATURE_LEVEL_11_0,
|
||||||
|
D3D_FEATURE_LEVEL_10_1,
|
||||||
|
D3D_FEATURE_LEVEL_10_0
|
||||||
|
};
|
||||||
|
|
||||||
|
D3D_FEATURE_LEVEL chosenFeatureLevel = {};
|
||||||
|
|
||||||
|
hr = D3D11CreateDeviceAndSwapChain(
|
||||||
|
nullptr, // graphic card, nullptr -> default adapter
|
||||||
|
D3D_DRIVER_TYPE_HARDWARE, // rendering with hard- or software renderer
|
||||||
|
nullptr, // software renderer module reference
|
||||||
|
0, // optional flags
|
||||||
|
featureLevels, std::size(featureLevels), // which api features are supported
|
||||||
|
D3D11_SDK_VERSION, &swapChainDesc, &_pDXGISwapChain, &_pD3DDevice, &chosenFeatureLevel, &_pD3DDeviceContext);
|
||||||
|
CheckFailed(hr, 20);
|
||||||
|
|
||||||
|
// 3. create render target
|
||||||
|
ID3D11Texture2D* pBackBuffer = nullptr;
|
||||||
|
hr = _pDXGISwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer));
|
||||||
|
CheckFailed(hr, 22);
|
||||||
|
|
||||||
|
hr = _pD3DDevice->CreateRenderTargetView(pBackBuffer, nullptr, &_pD3DRenderTargetView);
|
||||||
|
CheckFailed(hr, 24);
|
||||||
|
|
||||||
|
safeRelease(pBackBuffer);
|
||||||
|
|
||||||
|
// 4. create depth stencil buffer
|
||||||
|
|
||||||
|
// 5. create rasterizer state
|
||||||
|
//d3d.getDevice()->SetRenderState(D3DRS_LIGHTING, TRUE);
|
||||||
|
//d3d.getDevice()->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
|
||||||
|
//d3d.getDevice()->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
|
||||||
|
//d3d.getDevice()->SetRenderState(D3DRS_DIFFUSEMATERIALSOURCE, D3DMCS_MATERIAL);
|
||||||
|
//d3d.getDevice()->SetRenderState(D3DRS_SPECULARMATERIALSOURCE, D3DMCS_MATERIAL);
|
||||||
|
//d3d.getDevice()->SetRenderState(D3DRS_SPECULARENABLE, TRUE);
|
||||||
|
|
||||||
|
// 6. describe viewport
|
||||||
|
D3D11_VIEWPORT viewport = {};
|
||||||
|
viewport.TopLeftX = 0.0f;
|
||||||
|
viewport.TopLeftY = 0.0f;
|
||||||
|
viewport.Width = width;
|
||||||
|
viewport.Height = height;
|
||||||
|
|
||||||
|
// 7. setup render pipeline (device context)
|
||||||
|
_pD3DDeviceContext->OMSetRenderTargets(1, &_pD3DRenderTargetView, nullptr);
|
||||||
|
_pD3DDeviceContext->RSSetViewports(1, &viewport);
|
||||||
|
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
void Direct3D::beginScene(FLOAT r, FLOAT g, FLOAT b)
|
||||||
|
{
|
||||||
|
// clear back buffer with a solid color
|
||||||
|
FLOAT backgroundColor[] = { r, g, b, 1.0f };
|
||||||
|
_pD3DDeviceContext->ClearRenderTargetView(_pD3DRenderTargetView, backgroundColor);
|
||||||
|
}
|
||||||
|
|
||||||
|
void Direct3D::endScene()
|
||||||
|
{
|
||||||
|
_pDXGISwapChain->Present(
|
||||||
|
0, // sync interval, 0,1,2,3,4 -> (de-)active vsync setting and how often should be synced
|
||||||
|
0 // optional flags
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
void Direct3D::deInit()
|
||||||
|
{
|
||||||
|
safeRelease(_pD3DRenderTargetView);
|
||||||
|
safeRelease(_pDXGISwapChain);
|
||||||
|
safeRelease(_pD3DDeviceContext);
|
||||||
|
safeRelease(_pD3DDevice);
|
||||||
|
}
|
||||||
@@ -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(FLOAT r, FLOAT g, FLOAT b);
|
||||||
|
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
|
||||||
|
};
|
||||||
|
|
||||||
@@ -0,0 +1,33 @@
|
|||||||
|
#include "Light.h"
|
||||||
|
#include "Utilities.h"
|
||||||
|
|
||||||
|
UINT Light::init(ID3D11Device* pD3DDevice, LightBuffer& lightData)
|
||||||
|
{
|
||||||
|
D3D11_BUFFER_DESC desc = {};
|
||||||
|
desc.ByteWidth = sizeof(LightBuffer);
|
||||||
|
desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
|
||||||
|
desc.Usage = D3D11_USAGE_IMMUTABLE; // no light update possible
|
||||||
|
//desc.Usage = D3D11_USAGE_DYNAMIC; // light update possible
|
||||||
|
|
||||||
|
D3D11_SUBRESOURCE_DATA initialData = {};
|
||||||
|
initialData.pSysMem = &lightData;
|
||||||
|
|
||||||
|
HRESULT hr = pD3DDevice->CreateBuffer(&desc, &initialData, &_pLightBuffer);
|
||||||
|
CheckFailed(hr, 70);
|
||||||
|
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
void Light::update(FLOAT dt)
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
void Light::render(ID3D11DeviceContext* pD3DDeviceContext)
|
||||||
|
{
|
||||||
|
pD3DDeviceContext->PSSetConstantBuffers(0, 1, &_pLightBuffer);
|
||||||
|
}
|
||||||
|
|
||||||
|
void Light::deInit()
|
||||||
|
{
|
||||||
|
safeRelease(_pLightBuffer);
|
||||||
|
}
|
||||||
@@ -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;
|
||||||
|
};
|
||||||
|
|
||||||
Binary file not shown.
@@ -0,0 +1,45 @@
|
|||||||
|
Texture2D MainTexture;
|
||||||
|
SamplerState MainSampler;
|
||||||
|
|
||||||
|
cbuffer LightBuffer // has to be always 16 byte aligned
|
||||||
|
{
|
||||||
|
float3 LightVector;
|
||||||
|
float LightIntensity;
|
||||||
|
float4 DiffuseColor;
|
||||||
|
float4 SpecularColor;
|
||||||
|
float3 CameraPosition;
|
||||||
|
float Phong;
|
||||||
|
};
|
||||||
|
|
||||||
|
struct PixelInput
|
||||||
|
{
|
||||||
|
float4 position : SV_POSITION;
|
||||||
|
float3 positionWorld : POSITION1;
|
||||||
|
float3 normal : NORMAL;
|
||||||
|
float2 uv : TEXCOORD;
|
||||||
|
};
|
||||||
|
|
||||||
|
float4 main(PixelInput INPUT) : SV_TARGET
|
||||||
|
{
|
||||||
|
float4 texColor = MainTexture.Sample(MainSampler, INPUT.uv);
|
||||||
|
float4 ambientColor = float4(0.2f, 0.2f, 0.2f, 1.0f);
|
||||||
|
float4 diffuseColor = DiffuseColor;
|
||||||
|
float4 specularColor = SpecularColor;
|
||||||
|
float4 emissionColor = float4(0.0f, 0.0f, 0.0f, 1.0f);
|
||||||
|
|
||||||
|
float3 lightVector = normalize(-LightVector);
|
||||||
|
float3 normalVector = normalize(INPUT.normal);
|
||||||
|
|
||||||
|
// diffuse color
|
||||||
|
float diffuse = dot(lightVector, normalVector); // diffuse intensity
|
||||||
|
diffuseColor *= diffuse * LightIntensity;
|
||||||
|
|
||||||
|
// specular color
|
||||||
|
float3 reflectVector = normalize(reflect(-lightVector, normalVector));
|
||||||
|
//float3 reflectVector = 2 * normalVector * diffuse - lightVector;
|
||||||
|
float3 viewVector = normalize(CameraPosition - INPUT.positionWorld);
|
||||||
|
float specular = pow(max(dot(reflectVector, viewVector), 0), Phong);
|
||||||
|
specularColor *= specular * LightIntensity;
|
||||||
|
|
||||||
|
return saturate(saturate(texColor * saturate(ambientColor + diffuseColor) + specularColor) + emissionColor);
|
||||||
|
}
|
||||||
Binary file not shown.
@@ -0,0 +1,33 @@
|
|||||||
|
cbuffer MatrixBuffer
|
||||||
|
{
|
||||||
|
matrix WorldViewProjectionMatrix;
|
||||||
|
matrix WorldMatrix;
|
||||||
|
//float4 TilingOffset;
|
||||||
|
};
|
||||||
|
|
||||||
|
struct VertexInput
|
||||||
|
{
|
||||||
|
float4 position : POSITION;
|
||||||
|
float3 normal : NORMAL;
|
||||||
|
float2 uv : TEXCOORD;
|
||||||
|
};
|
||||||
|
|
||||||
|
struct VertexOutput
|
||||||
|
{
|
||||||
|
float4 position : SV_POSITION;
|
||||||
|
float3 positionWorld : POSITION1;
|
||||||
|
float3 normal : NORMAL;
|
||||||
|
float2 uv : TEXCOORD;
|
||||||
|
};
|
||||||
|
|
||||||
|
VertexOutput main(VertexInput INPUT)
|
||||||
|
{
|
||||||
|
VertexOutput OUTPUT;
|
||||||
|
|
||||||
|
OUTPUT.position = mul(INPUT.position, WorldViewProjectionMatrix);
|
||||||
|
OUTPUT.positionWorld = mul(INPUT.position, WorldMatrix);
|
||||||
|
OUTPUT.normal = mul(INPUT.normal, (float3x3)WorldMatrix);
|
||||||
|
OUTPUT.uv = INPUT.uv * float2(1.0f, 1.0f) + float2(0.0f, 0.0f); // uv * tiling + offset
|
||||||
|
|
||||||
|
return OUTPUT;
|
||||||
|
}
|
||||||
@@ -0,0 +1,194 @@
|
|||||||
|
#include "Material.h"
|
||||||
|
#include "Utilities.h"
|
||||||
|
#include "WICTextureLoader11.h"
|
||||||
|
|
||||||
|
using namespace DirectX;
|
||||||
|
|
||||||
|
UINT Material::init(ID3D11Device* pD3DDevice, LPCTSTR 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)
|
||||||
|
{
|
||||||
|
// set shader stages
|
||||||
|
pD3DDeviceContext->VSSetShader(_pVertexShader, nullptr, 0);
|
||||||
|
pD3DDeviceContext->PSSetShader(_pPixelShader, nullptr, 0);
|
||||||
|
|
||||||
|
// set input layout
|
||||||
|
pD3DDeviceContext->IASetInputLayout(_pInputLayout);
|
||||||
|
|
||||||
|
// set shader resources
|
||||||
|
pD3DDeviceContext->VSSetConstantBuffers(0, 1, &_pMatrixBuffer);
|
||||||
|
|
||||||
|
// set texture
|
||||||
|
pD3DDeviceContext->PSSetShaderResources(0, 1, &_pTexture);
|
||||||
|
|
||||||
|
// set sampler state
|
||||||
|
pD3DDeviceContext->PSSetSamplers(0, 1, &_pSamplerState);
|
||||||
|
}
|
||||||
|
|
||||||
|
void Material::deInit()
|
||||||
|
{
|
||||||
|
safeRelease(_pSamplerState);
|
||||||
|
safeRelease(_pTexture);
|
||||||
|
safeRelease(_pMatrixBuffer);
|
||||||
|
safeRelease(_pInputLayout);
|
||||||
|
safeRelease(_pPixelShader);
|
||||||
|
safeRelease(_pVertexShader);
|
||||||
|
}
|
||||||
|
|
||||||
|
void Material::setMatrixBuffer(ID3D11DeviceContext* pD3DDeviceContext, const XMFLOAT4X4& worldMatrix, const XMFLOAT4X4& viewMatrix, const XMFLOAT4X4& projectionMatrix)
|
||||||
|
{
|
||||||
|
// unpack matrix data
|
||||||
|
XMMATRIX w = XMLoadFloat4x4(&worldMatrix);
|
||||||
|
XMMATRIX v = XMLoadFloat4x4(&viewMatrix);
|
||||||
|
XMMATRIX p = XMLoadFloat4x4(&projectionMatrix);
|
||||||
|
|
||||||
|
XMMATRIX wvp = w * v * p;
|
||||||
|
|
||||||
|
// set matrix data
|
||||||
|
D3D11_MAPPED_SUBRESOURCE bufferData = {};
|
||||||
|
HRESULT hr = pD3DDeviceContext->Map(_pMatrixBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &bufferData);
|
||||||
|
if (FAILED(hr)) return;
|
||||||
|
|
||||||
|
MatrixBuffer* matrixBuffer = static_cast<MatrixBuffer*>(bufferData.pData);
|
||||||
|
|
||||||
|
XMStoreFloat4x4(static_cast<XMFLOAT4X4*>(&matrixBuffer->WorldViewProjectionMatrix), XMMatrixTranspose(wvp));
|
||||||
|
XMStoreFloat4x4(static_cast<XMFLOAT4X4*>(&matrixBuffer->WorldMatrix), XMMatrixTranspose(w));
|
||||||
|
|
||||||
|
pD3DDeviceContext->Unmap(_pMatrixBuffer, 0);
|
||||||
|
}
|
||||||
|
|
||||||
|
UINT Material::createVertexShader(ID3D11Device* pD3DDevice)
|
||||||
|
{
|
||||||
|
HRESULT hr = {};
|
||||||
|
ID3DBlob* pCompiledShaderCode = nullptr;
|
||||||
|
|
||||||
|
// part 1 get compiled shader code
|
||||||
|
|
||||||
|
// option 1: load high level shader code & compile
|
||||||
|
//hr = D3DCompileFromFile(
|
||||||
|
// L"ColorVertexShader.hlsl", // shader file name
|
||||||
|
// nullptr, // optional macro defines
|
||||||
|
// nullptr, // pre compiled included shader code
|
||||||
|
// "main", // shader entry point (start function)
|
||||||
|
// "vs_4_0", // shader type & version
|
||||||
|
// 0, 0, // optional flags
|
||||||
|
// &pCompiledShaderCode, // compiled shader code memory
|
||||||
|
// nullptr // error messages
|
||||||
|
//);
|
||||||
|
|
||||||
|
// option 2: load compiled shader code
|
||||||
|
//hr = D3DReadFileToBlob(L"ColorVertexShader.cso", &pCompiledShaderCode);
|
||||||
|
//hr = D3DReadFileToBlob(L"TextureVertexShader.cso", &pCompiledShaderCode);
|
||||||
|
hr = D3DReadFileToBlob(L"LightingVertexShader.cso", &pCompiledShaderCode);
|
||||||
|
|
||||||
|
CheckFailed(hr, 60);
|
||||||
|
|
||||||
|
// part 2 create vertex shader object
|
||||||
|
hr = pD3DDevice->CreateVertexShader(pCompiledShaderCode->GetBufferPointer(), pCompiledShaderCode->GetBufferSize(), nullptr, &_pVertexShader);
|
||||||
|
CheckFailed(hr, 62);
|
||||||
|
|
||||||
|
UINT error = createInputLayout(pD3DDevice, pCompiledShaderCode);
|
||||||
|
CheckError(error);
|
||||||
|
|
||||||
|
safeRelease(pCompiledShaderCode);
|
||||||
|
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
UINT Material::createPixelShader(ID3D11Device* pD3DDevice)
|
||||||
|
{
|
||||||
|
HRESULT hr = {};
|
||||||
|
ID3DBlob* pCompiledShaderCode = nullptr;
|
||||||
|
|
||||||
|
//hr = D3DReadFileToBlob(L"ColorPixelShader.cso", &pCompiledShaderCode);
|
||||||
|
//hr = D3DReadFileToBlob(L"TexturePixelShader.cso", &pCompiledShaderCode);
|
||||||
|
hr = D3DReadFileToBlob(L"LightingPixelShader.cso", &pCompiledShaderCode);
|
||||||
|
CheckFailed(hr, 64);
|
||||||
|
|
||||||
|
hr = pD3DDevice->CreatePixelShader(pCompiledShaderCode->GetBufferPointer(), pCompiledShaderCode->GetBufferSize(), nullptr, &_pPixelShader);
|
||||||
|
CheckFailed(hr, 66);
|
||||||
|
|
||||||
|
safeRelease(pCompiledShaderCode);
|
||||||
|
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
UINT Material::createInputLayout(ID3D11Device* pD3DDevice, ID3DBlob* pCompiledVertexShaderCode)
|
||||||
|
{
|
||||||
|
// https://learn.microsoft.com/en-us/windows/win32/direct3dhlsl/dx-graphics-hlsl-semantics
|
||||||
|
D3D11_INPUT_ELEMENT_DESC elements[4] = {};
|
||||||
|
|
||||||
|
// position
|
||||||
|
elements[0].SemanticName = "POSITION";
|
||||||
|
elements[0].Format = DXGI_FORMAT_R32G32B32_FLOAT;
|
||||||
|
|
||||||
|
// normal
|
||||||
|
elements[1].SemanticName = "NORMAL";
|
||||||
|
elements[1].Format = DXGI_FORMAT_R32G32B32_FLOAT;
|
||||||
|
elements[1].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
|
||||||
|
|
||||||
|
// uv
|
||||||
|
elements[2].SemanticName = "TEXCOORD";
|
||||||
|
elements[2].Format = DXGI_FORMAT_R32G32_FLOAT;
|
||||||
|
elements[2].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
|
||||||
|
|
||||||
|
// color
|
||||||
|
elements[3].SemanticName = "COLOR";
|
||||||
|
elements[3].Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
|
||||||
|
elements[3].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
|
||||||
|
|
||||||
|
HRESULT hr = pD3DDevice->CreateInputLayout(elements, std::size(elements), pCompiledVertexShaderCode->GetBufferPointer(), pCompiledVertexShaderCode->GetBufferSize(), &_pInputLayout);
|
||||||
|
CheckFailed(hr, 68);
|
||||||
|
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
UINT Material::createMatrixBuffer(ID3D11Device* pD3DDevice)
|
||||||
|
{
|
||||||
|
D3D11_BUFFER_DESC desc = {};
|
||||||
|
desc.ByteWidth = sizeof(MatrixBuffer);
|
||||||
|
desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
|
||||||
|
desc.Usage = D3D11_USAGE_DYNAMIC;
|
||||||
|
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
||||||
|
|
||||||
|
HRESULT hr = pD3DDevice->CreateBuffer(&desc, nullptr, &_pMatrixBuffer);
|
||||||
|
CheckFailed(hr, 61);
|
||||||
|
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
UINT Material::createTextureAndSamplerState(ID3D11Device* pD3DDevice, LPCTSTR textureFileName)
|
||||||
|
{
|
||||||
|
// load texture
|
||||||
|
HRESULT hr = CreateWICTextureFromFile(pD3DDevice, textureFileName, nullptr, &_pTexture);
|
||||||
|
CheckFailed(hr, 63);
|
||||||
|
|
||||||
|
// create sampler state
|
||||||
|
D3D11_SAMPLER_DESC samplerDesc = {};
|
||||||
|
samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
|
||||||
|
samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
|
||||||
|
samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP; // CAUTION: has to be set always
|
||||||
|
samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
|
||||||
|
|
||||||
|
hr = pD3DDevice->CreateSamplerState(&samplerDesc, &_pSamplerState);
|
||||||
|
CheckFailed(hr, 65);
|
||||||
|
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
@@ -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, LPCTSTR 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, LPCTSTR 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 = {};
|
||||||
|
};
|
||||||
|
|
||||||
@@ -0,0 +1,129 @@
|
|||||||
|
#include "Mesh.h"
|
||||||
|
#include "Utilities.h"
|
||||||
|
#include "Vertex.h"
|
||||||
|
#include <DirectXMath.h>
|
||||||
|
|
||||||
|
using namespace DirectX;
|
||||||
|
|
||||||
|
UINT Mesh::init(ID3D11Device* pD3DDevice)
|
||||||
|
{
|
||||||
|
UINT error = 0;
|
||||||
|
|
||||||
|
error = createVertexBuffer(pD3DDevice);
|
||||||
|
CheckError(error);
|
||||||
|
|
||||||
|
error = createIndexBuffer(pD3DDevice);
|
||||||
|
CheckError(error);
|
||||||
|
|
||||||
|
// create world matrix
|
||||||
|
XMStoreFloat4x4(&_worldMatrix, XMMatrixIdentity());
|
||||||
|
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
void Mesh::update(FLOAT dt)
|
||||||
|
{
|
||||||
|
static FLOAT x = 0.0f;
|
||||||
|
static FLOAT y = 0.0f;
|
||||||
|
static FLOAT z = 0.0f;
|
||||||
|
static FLOAT rot = 0.0f;
|
||||||
|
rot += 1.0f * dt;
|
||||||
|
|
||||||
|
FLOAT move = 1.0f * dt;
|
||||||
|
|
||||||
|
if ((GetAsyncKeyState(VK_LEFT) & 0x8000) || (GetAsyncKeyState('A') & 0x8000)) x -= move;
|
||||||
|
if ((GetAsyncKeyState(VK_RIGHT) & 0x8000) || (GetAsyncKeyState('D') & 0x8000)) x += move;
|
||||||
|
if ((GetAsyncKeyState(VK_UP) & 0x8000) || (GetAsyncKeyState('W') & 0x8000)) y += move;
|
||||||
|
if ((GetAsyncKeyState(VK_DOWN) & 0x8000) || (GetAsyncKeyState('S') & 0x8000)) y -= move;
|
||||||
|
if ((GetAsyncKeyState(VK_ADD) & 0x8000) || (GetAsyncKeyState('Q') & 0x8000)) z -= move;
|
||||||
|
if ((GetAsyncKeyState(VK_SUBTRACT) & 0x8000) || (GetAsyncKeyState('E') & 0x8000)) z += move;
|
||||||
|
|
||||||
|
XMMATRIX translation = XMMatrixTranslation(x, y, z);
|
||||||
|
XMMATRIX rotation = XMMatrixRotationRollPitchYaw(rot, 0.0f, rot);
|
||||||
|
XMMATRIX scale = XMMatrixScaling(1.0f, 1.0f, 1.0f);
|
||||||
|
|
||||||
|
XMVECTOR det = XMMatrixDeterminant(translation);
|
||||||
|
|
||||||
|
XMStoreFloat4x4(&_worldMatrix, scale * rotation * translation);
|
||||||
|
}
|
||||||
|
|
||||||
|
void Mesh::render(ID3D11DeviceContext* pD3DDeviceContext)
|
||||||
|
{
|
||||||
|
// set data
|
||||||
|
static UINT offset = 0;
|
||||||
|
pD3DDeviceContext->IASetVertexBuffers(0, 1, &_pVertexBuffer, &_vertexStride, &offset);
|
||||||
|
pD3DDeviceContext->IASetIndexBuffer(_pIndexBuffer, DXGI_FORMAT_R16_UINT, 0);
|
||||||
|
pD3DDeviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
|
||||||
|
|
||||||
|
// draw
|
||||||
|
pD3DDeviceContext->DrawIndexed(_indexCount, 0, 0);
|
||||||
|
}
|
||||||
|
|
||||||
|
void Mesh::deInit()
|
||||||
|
{
|
||||||
|
safeRelease(_pIndexBuffer);
|
||||||
|
safeRelease(_pVertexBuffer);
|
||||||
|
}
|
||||||
|
|
||||||
|
UINT Mesh::createVertexBuffer(ID3D11Device* pD3DDevice)
|
||||||
|
{
|
||||||
|
// describe vertex buffer content
|
||||||
|
//// quad with color
|
||||||
|
//Vertex vertices[] = { Vertex(-0.5f, 0.5f, 0.0f, 255, 0, 0),
|
||||||
|
//Vertex(0.5f, 0.5f, 0.0f, 0, 255, 0),
|
||||||
|
//Vertex(0.5f, -0.5f, 0.0f, 255, 0, 255),
|
||||||
|
//Vertex(-0.5f, -0.5f, 0.0f, 0, 0, 255) };
|
||||||
|
|
||||||
|
|
||||||
|
// quad with uv & normal
|
||||||
|
Vertex vertices[] = {
|
||||||
|
Vertex(-0.5f, 0.5f, 0.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f),
|
||||||
|
Vertex(0.5f, 0.5f, 0.0f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f),
|
||||||
|
Vertex(0.5f, -0.5f, 0.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f),
|
||||||
|
Vertex(-0.5f, -0.5f, 0.0f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f)
|
||||||
|
};
|
||||||
|
|
||||||
|
// general data
|
||||||
|
_vertexCount = std::size(vertices);
|
||||||
|
_vertexStride = sizeof(Vertex);
|
||||||
|
|
||||||
|
// create vertex buffer object
|
||||||
|
D3D11_BUFFER_DESC desc = {};
|
||||||
|
desc.ByteWidth = _vertexCount * _vertexStride; // size of vertex buffer in bytes
|
||||||
|
desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
|
||||||
|
desc.Usage = D3D11_USAGE_IMMUTABLE; // https://learn.microsoft.com/en-us/windows/win32/api/d3d11/ne-d3d11-d3d11_usage
|
||||||
|
|
||||||
|
D3D11_SUBRESOURCE_DATA data = {};
|
||||||
|
data.pSysMem = vertices;
|
||||||
|
|
||||||
|
HRESULT hr = pD3DDevice->CreateBuffer(&desc, &data, &_pVertexBuffer);
|
||||||
|
CheckFailed(hr, 30);
|
||||||
|
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
UINT Mesh::createIndexBuffer(ID3D11Device* pD3DDevice)
|
||||||
|
{
|
||||||
|
// describe index buffer content
|
||||||
|
WORD indices[] = {
|
||||||
|
0,1,2,
|
||||||
|
0,2,3
|
||||||
|
};
|
||||||
|
|
||||||
|
// general data
|
||||||
|
_indexCount = std::size(indices);
|
||||||
|
|
||||||
|
// create index buffer object
|
||||||
|
D3D11_BUFFER_DESC desc = {};
|
||||||
|
desc.ByteWidth = _indexCount * sizeof(WORD); // size of index buffer in bytes
|
||||||
|
desc.BindFlags = D3D11_BIND_INDEX_BUFFER;
|
||||||
|
desc.Usage = D3D11_USAGE_IMMUTABLE;
|
||||||
|
|
||||||
|
D3D11_SUBRESOURCE_DATA data = {};
|
||||||
|
data.pSysMem = indices;
|
||||||
|
|
||||||
|
HRESULT hr = pD3DDevice->CreateBuffer(&desc, &data, &_pIndexBuffer);
|
||||||
|
CheckFailed(hr, 32);
|
||||||
|
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
@@ -0,0 +1,30 @@
|
|||||||
|
#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 = {};
|
||||||
|
};
|
||||||
|
|
||||||
Binary file not shown.
@@ -0,0 +1,13 @@
|
|||||||
|
Texture2D MainTexture;
|
||||||
|
SamplerState MainSampler;
|
||||||
|
|
||||||
|
struct PixelInput
|
||||||
|
{
|
||||||
|
float4 position : SV_POSITION;
|
||||||
|
float2 uv : TEXCOORD;
|
||||||
|
};
|
||||||
|
|
||||||
|
float4 main(PixelInput INPUT) : SV_TARGET
|
||||||
|
{
|
||||||
|
return MainTexture.Sample(MainSampler, INPUT.uv);
|
||||||
|
}
|
||||||
Binary file not shown.
@@ -0,0 +1,27 @@
|
|||||||
|
cbuffer MatrixBuffer
|
||||||
|
{
|
||||||
|
matrix WorldViewProjectionMatrix;
|
||||||
|
//float4 TilingOffset;
|
||||||
|
};
|
||||||
|
|
||||||
|
struct VertexInput
|
||||||
|
{
|
||||||
|
float4 position : POSITION;
|
||||||
|
float2 uv : TEXCOORD;
|
||||||
|
};
|
||||||
|
|
||||||
|
struct VertexOutput
|
||||||
|
{
|
||||||
|
float4 position : SV_POSITION;
|
||||||
|
float2 uv : TEXCOORD;
|
||||||
|
};
|
||||||
|
|
||||||
|
VertexOutput main(VertexInput INPUT)
|
||||||
|
{
|
||||||
|
VertexOutput OUTPUT;
|
||||||
|
|
||||||
|
OUTPUT.position = mul(INPUT.position, WorldViewProjectionMatrix);
|
||||||
|
OUTPUT.uv = INPUT.uv * float2(1.0f, 1.0f) + float2(0.0f, 0.0f); // uv * tiling + offset
|
||||||
|
|
||||||
|
return OUTPUT;
|
||||||
|
}
|
||||||
@@ -0,0 +1,34 @@
|
|||||||
|
#include "Time.h"
|
||||||
|
#include <string>
|
||||||
|
|
||||||
|
UINT Time::init()
|
||||||
|
{
|
||||||
|
_lastTime = CLOCK::now();
|
||||||
|
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
void Time::update()
|
||||||
|
{
|
||||||
|
TIME_POINT now = CLOCK::now();
|
||||||
|
SECONDS diff = now - _lastTime;
|
||||||
|
_deltaTime = diff.count();
|
||||||
|
_lastTime = now;
|
||||||
|
|
||||||
|
#ifdef _DEBUG
|
||||||
|
#ifdef UNICODE
|
||||||
|
wstring output = L"fps: " + to_wstring(1 / _deltaTime) + L"\n";
|
||||||
|
OutputDebugString(output.c_str());
|
||||||
|
#else // !UNICODE
|
||||||
|
string output = "fps: " + to_string(1 / _deltaTime) + "\n";
|
||||||
|
OutputDebugString(output.c_str());
|
||||||
|
#endif // UNICODE
|
||||||
|
|
||||||
|
|
||||||
|
#endif // DEBUG
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
void Time::deInit()
|
||||||
|
{
|
||||||
|
}
|
||||||
@@ -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 = {};
|
||||||
|
};
|
||||||
|
|
||||||
@@ -0,0 +1,14 @@
|
|||||||
|
#include "Utilities.h"
|
||||||
|
|
||||||
|
void ShowError(UINT error)
|
||||||
|
{
|
||||||
|
#if _DEBUG
|
||||||
|
LPCTSTR msg = TEXT("Application quit with an error: ");
|
||||||
|
#if UNICODE
|
||||||
|
msg = (std::wstring(msg) + std::to_wstring(error)).c_str();
|
||||||
|
#else // UNICODE
|
||||||
|
msg = (std::string(msg) + std::to_string(error)).c_str();
|
||||||
|
#endif // UNICODE
|
||||||
|
MessageBox(nullptr, msg, TEXT("Error"), MB_OK);
|
||||||
|
#endif // DEBUG
|
||||||
|
}
|
||||||
@@ -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;
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,20 @@
|
|||||||
|
#pragma once
|
||||||
|
#include <d3d11.h>
|
||||||
|
#include <DirectXMath.h>
|
||||||
|
|
||||||
|
using namespace DirectX;
|
||||||
|
|
||||||
|
struct Vertex
|
||||||
|
{
|
||||||
|
XMFLOAT3 position;
|
||||||
|
XMFLOAT3 normal;
|
||||||
|
XMFLOAT2 uv;
|
||||||
|
XMFLOAT4 color;
|
||||||
|
|
||||||
|
Vertex() : position(0.0f, 0.0f, 0.0f), normal(0.0f, 0.0f, 0.0f), uv(0.0f, 0.0f), color(1.0f, 1.0f, 1.0f, 1.0f) {}
|
||||||
|
Vertex(FLOAT x, FLOAT y, FLOAT z) : position(x, y, z), normal(0.0f, 0.0f, 0.0f), uv(0.0f, 0.0f), color(1.0f, 1.0f, 1.0f, 1.0f) {}
|
||||||
|
Vertex(FLOAT x, FLOAT y, FLOAT z, UINT r, UINT g, UINT b)
|
||||||
|
: position(x, y, z), normal(0.0f, 0.0f, 0.0f), uv(0.0f, 0.0f), color(r / 255.0f, g / 255.0f, b / 255.0f, 1.0f) {}
|
||||||
|
Vertex(FLOAT x, FLOAT y, FLOAT z, FLOAT u, FLOAT v) : position(x, y, z), normal(0.0f, 0.0f, 0.0f), uv(u, v), color(1.0f, 1.0f, 1.0f, 1.0f) {}
|
||||||
|
Vertex(FLOAT x, FLOAT y, FLOAT z, FLOAT nx, FLOAT ny, FLOAT nz, FLOAT u, FLOAT v) : position(x, y, z), normal(nx, ny, nz), uv(u, v), color(1.0f, 1.0f, 1.0f, 1.0f) {}
|
||||||
|
};
|
||||||
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,148 @@
|
|||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
// File: WICTextureLoader11.h
|
||||||
|
//
|
||||||
|
// Function for loading a WIC image and creating a Direct3D runtime texture for it
|
||||||
|
// (auto-generating mipmaps if possible)
|
||||||
|
//
|
||||||
|
// Note: Assumes application has already called CoInitializeEx
|
||||||
|
//
|
||||||
|
// Warning: CreateWICTexture* functions are not thread-safe if given a d3dContext instance for
|
||||||
|
// auto-gen mipmap support.
|
||||||
|
//
|
||||||
|
// Note these functions are useful for images created as simple 2D textures. For
|
||||||
|
// more complex resources, DDSTextureLoader is an excellent light-weight runtime loader.
|
||||||
|
// For a full-featured DDS file reader, writer, and texture processing pipeline see
|
||||||
|
// the 'Texconv' sample and the 'DirectXTex' library.
|
||||||
|
//
|
||||||
|
// Copyright (c) Microsoft Corporation.
|
||||||
|
// Licensed under the MIT License.
|
||||||
|
//
|
||||||
|
// http://go.microsoft.com/fwlink/?LinkId=248926
|
||||||
|
// http://go.microsoft.com/fwlink/?LinkId=248929
|
||||||
|
//--------------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
#pragma once
|
||||||
|
|
||||||
|
#include <d3d11_1.h>
|
||||||
|
|
||||||
|
#pragma comment(lib,"dxguid.lib")
|
||||||
|
#pragma comment(lib,"windowscodecs.lib")
|
||||||
|
|
||||||
|
#include <cstddef>
|
||||||
|
#include <cstdint>
|
||||||
|
|
||||||
|
namespace DirectX
|
||||||
|
{
|
||||||
|
#ifndef WIC_LOADER_FLAGS_DEFINED
|
||||||
|
#define WIC_LOADER_FLAGS_DEFINED
|
||||||
|
enum WIC_LOADER_FLAGS : uint32_t
|
||||||
|
{
|
||||||
|
WIC_LOADER_DEFAULT = 0,
|
||||||
|
WIC_LOADER_FORCE_SRGB = 0x1,
|
||||||
|
WIC_LOADER_IGNORE_SRGB = 0x2,
|
||||||
|
WIC_LOADER_SRGB_DEFAULT = 0x4,
|
||||||
|
WIC_LOADER_FIT_POW2 = 0x20,
|
||||||
|
WIC_LOADER_MAKE_SQUARE = 0x40,
|
||||||
|
WIC_LOADER_FORCE_RGBA32 = 0x80,
|
||||||
|
};
|
||||||
|
|
||||||
|
#ifdef __clang__
|
||||||
|
#pragma clang diagnostic push
|
||||||
|
#pragma clang diagnostic ignored "-Wdeprecated-dynamic-exception-spec"
|
||||||
|
#endif
|
||||||
|
|
||||||
|
DEFINE_ENUM_FLAG_OPERATORS(WIC_LOADER_FLAGS)
|
||||||
|
|
||||||
|
#ifdef __clang__
|
||||||
|
#pragma clang diagnostic pop
|
||||||
|
#endif
|
||||||
|
#endif
|
||||||
|
|
||||||
|
// Standard version
|
||||||
|
HRESULT CreateWICTextureFromMemory(
|
||||||
|
_In_ ID3D11Device* d3dDevice,
|
||||||
|
_In_reads_bytes_(wicDataSize) const uint8_t* wicData,
|
||||||
|
_In_ size_t wicDataSize,
|
||||||
|
_Outptr_opt_ ID3D11Resource** texture,
|
||||||
|
_Outptr_opt_ ID3D11ShaderResourceView** textureView,
|
||||||
|
_In_ size_t maxsize = 0) noexcept;
|
||||||
|
|
||||||
|
HRESULT CreateWICTextureFromFile(
|
||||||
|
_In_ ID3D11Device* d3dDevice,
|
||||||
|
_In_z_ const wchar_t* szFileName,
|
||||||
|
_Outptr_opt_ ID3D11Resource** texture,
|
||||||
|
_Outptr_opt_ ID3D11ShaderResourceView** textureView,
|
||||||
|
_In_ size_t maxsize = 0) noexcept;
|
||||||
|
|
||||||
|
// Standard version with optional auto-gen mipmap support
|
||||||
|
HRESULT CreateWICTextureFromMemory(
|
||||||
|
_In_ ID3D11Device* d3dDevice,
|
||||||
|
_In_opt_ ID3D11DeviceContext* d3dContext,
|
||||||
|
_In_reads_bytes_(wicDataSize) const uint8_t* wicData,
|
||||||
|
_In_ size_t wicDataSize,
|
||||||
|
_Outptr_opt_ ID3D11Resource** texture,
|
||||||
|
_Outptr_opt_ ID3D11ShaderResourceView** textureView,
|
||||||
|
_In_ size_t maxsize = 0) noexcept;
|
||||||
|
|
||||||
|
HRESULT CreateWICTextureFromFile(
|
||||||
|
_In_ ID3D11Device* d3dDevice,
|
||||||
|
_In_opt_ ID3D11DeviceContext* d3dContext,
|
||||||
|
_In_z_ const wchar_t* szFileName,
|
||||||
|
_Outptr_opt_ ID3D11Resource** texture,
|
||||||
|
_Outptr_opt_ ID3D11ShaderResourceView** textureView,
|
||||||
|
_In_ size_t maxsize = 0) noexcept;
|
||||||
|
|
||||||
|
// Extended version
|
||||||
|
HRESULT CreateWICTextureFromMemoryEx(
|
||||||
|
_In_ ID3D11Device* d3dDevice,
|
||||||
|
_In_reads_bytes_(wicDataSize) const uint8_t* wicData,
|
||||||
|
_In_ size_t wicDataSize,
|
||||||
|
_In_ size_t maxsize,
|
||||||
|
_In_ D3D11_USAGE usage,
|
||||||
|
_In_ unsigned int bindFlags,
|
||||||
|
_In_ unsigned int cpuAccessFlags,
|
||||||
|
_In_ unsigned int miscFlags,
|
||||||
|
_In_ WIC_LOADER_FLAGS loadFlags,
|
||||||
|
_Outptr_opt_ ID3D11Resource** texture,
|
||||||
|
_Outptr_opt_ ID3D11ShaderResourceView** textureView) noexcept;
|
||||||
|
|
||||||
|
HRESULT CreateWICTextureFromFileEx(
|
||||||
|
_In_ ID3D11Device* d3dDevice,
|
||||||
|
_In_z_ const wchar_t* szFileName,
|
||||||
|
_In_ size_t maxsize,
|
||||||
|
_In_ D3D11_USAGE usage,
|
||||||
|
_In_ unsigned int bindFlags,
|
||||||
|
_In_ unsigned int cpuAccessFlags,
|
||||||
|
_In_ unsigned int miscFlags,
|
||||||
|
_In_ WIC_LOADER_FLAGS loadFlags,
|
||||||
|
_Outptr_opt_ ID3D11Resource** texture,
|
||||||
|
_Outptr_opt_ ID3D11ShaderResourceView** textureView) noexcept;
|
||||||
|
|
||||||
|
// Extended version with optional auto-gen mipmap support
|
||||||
|
HRESULT CreateWICTextureFromMemoryEx(
|
||||||
|
_In_ ID3D11Device* d3dDevice,
|
||||||
|
_In_opt_ ID3D11DeviceContext* d3dContext,
|
||||||
|
_In_reads_bytes_(wicDataSize) const uint8_t* wicData,
|
||||||
|
_In_ size_t wicDataSize,
|
||||||
|
_In_ size_t maxsize,
|
||||||
|
_In_ D3D11_USAGE usage,
|
||||||
|
_In_ unsigned int bindFlags,
|
||||||
|
_In_ unsigned int cpuAccessFlags,
|
||||||
|
_In_ unsigned int miscFlags,
|
||||||
|
_In_ WIC_LOADER_FLAGS loadFlags,
|
||||||
|
_Outptr_opt_ ID3D11Resource** texture,
|
||||||
|
_Outptr_opt_ ID3D11ShaderResourceView** textureView) noexcept;
|
||||||
|
|
||||||
|
HRESULT CreateWICTextureFromFileEx(
|
||||||
|
_In_ ID3D11Device* d3dDevice,
|
||||||
|
_In_opt_ ID3D11DeviceContext* d3dContext,
|
||||||
|
_In_z_ const wchar_t* szFileName,
|
||||||
|
_In_ size_t maxsize,
|
||||||
|
_In_ D3D11_USAGE usage,
|
||||||
|
_In_ unsigned int bindFlags,
|
||||||
|
_In_ unsigned int cpuAccessFlags,
|
||||||
|
_In_ unsigned int miscFlags,
|
||||||
|
_In_ WIC_LOADER_FLAGS loadFlags,
|
||||||
|
_Outptr_opt_ ID3D11Resource** texture,
|
||||||
|
_Outptr_opt_ ID3D11ShaderResourceView** textureView) noexcept;
|
||||||
|
}
|
||||||
@@ -0,0 +1,99 @@
|
|||||||
|
#include "Window.h"
|
||||||
|
|
||||||
|
INT Window::init(HINSTANCE hInstance, UINT width, UINT height)
|
||||||
|
{
|
||||||
|
// 1. describe window class
|
||||||
|
WNDCLASS wc = {};
|
||||||
|
wc.hInstance = hInstance; // application instance
|
||||||
|
wc.lpszClassName = TEXT("D3D11"); // name of window class
|
||||||
|
wc.lpfnWndProc = WindowProc; // message queue handler function
|
||||||
|
wc.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC; // behaviour style and not visual style
|
||||||
|
wc.hbrBackground = CreateSolidBrush(RGB(255,0,0)); // set window background color
|
||||||
|
wc.hCursor = LoadCursor(nullptr, IDC_ARROW); // set window cursor
|
||||||
|
wc.hIcon = LoadIcon(nullptr, IDI_APPLICATION); // set window icon
|
||||||
|
|
||||||
|
// 2. register window class
|
||||||
|
if (!RegisterClass(&wc)) return 10;
|
||||||
|
|
||||||
|
// 3. adjust window size (optional)
|
||||||
|
DWORD style = WS_POPUP;
|
||||||
|
RECT rect = { 100, 100, width + 100, height + 100 }; // left-top corner, right-bottom corner
|
||||||
|
AdjustWindowRect(&rect, style, FALSE);
|
||||||
|
|
||||||
|
// 4. create window instance
|
||||||
|
_hWnd = CreateWindow(
|
||||||
|
wc.lpszClassName, // name of window class
|
||||||
|
wc.lpszClassName, // window title
|
||||||
|
style, // visual window style
|
||||||
|
rect.left, rect.top, // window position
|
||||||
|
rect.right - rect.left, rect.bottom - rect.top, // window size
|
||||||
|
nullptr, // parent window handle
|
||||||
|
nullptr, // menu instance handle
|
||||||
|
hInstance, // application instance
|
||||||
|
nullptr // optional parameter
|
||||||
|
);
|
||||||
|
|
||||||
|
if (_hWnd == nullptr) return 12;
|
||||||
|
|
||||||
|
// 5. show window
|
||||||
|
ShowWindow(_hWnd, SW_SHOW);
|
||||||
|
SetFocus(_hWnd);
|
||||||
|
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
BOOL Window::run()
|
||||||
|
{
|
||||||
|
// 6. run window
|
||||||
|
|
||||||
|
// message queue
|
||||||
|
// GetMessage - event based message method, return something if a new a message occur
|
||||||
|
// PeekMessage - returns a boolean, to signale if a message is available or not
|
||||||
|
// TranslateMessage - translate hardware keyboard codes (scan code) into virtual key table
|
||||||
|
// DispatchMessage - send message to WindowProc
|
||||||
|
// https://learn.microsoft.com/en-us/windows/win32/winmsg/messages-and-message-queues
|
||||||
|
|
||||||
|
MSG msg = {};
|
||||||
|
|
||||||
|
if (PeekMessage(&msg, nullptr, 0, UINT_MAX, PM_REMOVE))
|
||||||
|
{
|
||||||
|
TranslateMessage(&msg);
|
||||||
|
DispatchMessage(&msg);
|
||||||
|
}
|
||||||
|
|
||||||
|
Sleep(10);
|
||||||
|
|
||||||
|
return msg.message != WM_QUIT;
|
||||||
|
}
|
||||||
|
|
||||||
|
void Window::deInit()
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
LRESULT WindowProc(
|
||||||
|
HWND hWnd, // handle to window instance
|
||||||
|
UINT msg, // message id
|
||||||
|
WPARAM wParam, // main paramater
|
||||||
|
LPARAM lParam // additional parameters
|
||||||
|
)
|
||||||
|
{
|
||||||
|
switch (msg)
|
||||||
|
{
|
||||||
|
case WM_CLOSE:
|
||||||
|
DestroyWindow(hWnd);
|
||||||
|
break;
|
||||||
|
|
||||||
|
case WM_DESTROY:
|
||||||
|
PostQuitMessage(0);
|
||||||
|
break;
|
||||||
|
|
||||||
|
case WM_KEYDOWN:
|
||||||
|
if (wParam == VK_ESCAPE) DestroyWindow(hWnd);
|
||||||
|
break;
|
||||||
|
|
||||||
|
default:
|
||||||
|
return DefWindowProc(hWnd, msg, wParam, lParam);
|
||||||
|
}
|
||||||
|
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
@@ -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);
|
||||||
@@ -0,0 +1,115 @@
|
|||||||
|
#include <Windows.h>
|
||||||
|
#include <random>
|
||||||
|
#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;
|
||||||
|
const INT r = 0;
|
||||||
|
const INT g = 0;
|
||||||
|
const INT b = 0;
|
||||||
|
|
||||||
|
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 = {};
|
||||||
|
//directional light
|
||||||
|
lightData.LightVector = { 1.0f, -1.0f, 1.0f };
|
||||||
|
|
||||||
|
//lightData.Type = D3DLIGHT_POINT;
|
||||||
|
//lightData.Position = { 0.0f, 0.0f, -1.0f };
|
||||||
|
//lightData.Range = 10.0f;
|
||||||
|
//lightData.Falloff = 1.0f;
|
||||||
|
//lightData.Attenuation0 = 1.0f;
|
||||||
|
//lightData.Attenuation1 = 0.2f;
|
||||||
|
//lightData.Attenuation2 = 0.1f;
|
||||||
|
|
||||||
|
lightData.DiffuseColor = { 1.0f, 1.0f, 1.0f, 1.0f };
|
||||||
|
lightData.SpecularColor = { 1.0f, 0.0f, 1.0f, 1.0f };
|
||||||
|
lightData.LightIntensity = 1.0f;
|
||||||
|
lightData.Phong = 8.0f;
|
||||||
|
lightData.CameraPosition = { 0.0f, 0.0f, -1.0f };
|
||||||
|
error = light.init(d3d.getDevice(), lightData);
|
||||||
|
CheckError(error);
|
||||||
|
|
||||||
|
// 8. run application
|
||||||
|
// random colors
|
||||||
|
//std::default_random_engine e;
|
||||||
|
//std::uniform_real_distribution<FLOAT> d(0.0f, 1.0f);
|
||||||
|
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(d(e), d(e), d(e));
|
||||||
|
d3d.beginScene(r, g, b);
|
||||||
|
|
||||||
|
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;
|
||||||
|
}
|
||||||
Binary file not shown.
|
After Width: | Height: | Size: 213 KiB |
+15
-1
@@ -1,10 +1,12 @@
|
|||||||
|
|
||||||
Microsoft Visual Studio Solution File, Format Version 12.00
|
Microsoft Visual Studio Solution File, Format Version 12.00
|
||||||
# Visual Studio Version 17
|
# Visual Studio Version 17
|
||||||
VisualStudioVersion = 17.14.36414.22 d17.14
|
VisualStudioVersion = 17.14.36414.22
|
||||||
MinimumVisualStudioVersion = 10.0.40219.1
|
MinimumVisualStudioVersion = 10.0.40219.1
|
||||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "D3D9", "D3D9\D3D9.vcxproj", "{0A0FC4EF-7B17-42CF-9AC6-B54B176258A5}"
|
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "D3D9", "D3D9\D3D9.vcxproj", "{0A0FC4EF-7B17-42CF-9AC6-B54B176258A5}"
|
||||||
EndProject
|
EndProject
|
||||||
|
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "D3D11", "D3D11\D3D11.vcxproj", "{C46808CF-936B-4F98-81C2-1E10D9F1822F}"
|
||||||
|
EndProject
|
||||||
Global
|
Global
|
||||||
GlobalSection(SolutionConfigurationPlatforms) = preSolution
|
GlobalSection(SolutionConfigurationPlatforms) = preSolution
|
||||||
Debug|ARM64 = Debug|ARM64
|
Debug|ARM64 = Debug|ARM64
|
||||||
@@ -27,6 +29,18 @@ Global
|
|||||||
{0A0FC4EF-7B17-42CF-9AC6-B54B176258A5}.Release|x64.Build.0 = 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.ActiveCfg = Release|Win32
|
||||||
{0A0FC4EF-7B17-42CF-9AC6-B54B176258A5}.Release|x86.Build.0 = Release|Win32
|
{0A0FC4EF-7B17-42CF-9AC6-B54B176258A5}.Release|x86.Build.0 = Release|Win32
|
||||||
|
{C46808CF-936B-4F98-81C2-1E10D9F1822F}.Debug|ARM64.ActiveCfg = Debug|ARM64
|
||||||
|
{C46808CF-936B-4F98-81C2-1E10D9F1822F}.Debug|ARM64.Build.0 = Debug|ARM64
|
||||||
|
{C46808CF-936B-4F98-81C2-1E10D9F1822F}.Debug|x64.ActiveCfg = Debug|x64
|
||||||
|
{C46808CF-936B-4F98-81C2-1E10D9F1822F}.Debug|x64.Build.0 = Debug|x64
|
||||||
|
{C46808CF-936B-4F98-81C2-1E10D9F1822F}.Debug|x86.ActiveCfg = Debug|Win32
|
||||||
|
{C46808CF-936B-4F98-81C2-1E10D9F1822F}.Debug|x86.Build.0 = Debug|Win32
|
||||||
|
{C46808CF-936B-4F98-81C2-1E10D9F1822F}.Release|ARM64.ActiveCfg = Release|ARM64
|
||||||
|
{C46808CF-936B-4F98-81C2-1E10D9F1822F}.Release|ARM64.Build.0 = Release|ARM64
|
||||||
|
{C46808CF-936B-4F98-81C2-1E10D9F1822F}.Release|x64.ActiveCfg = Release|x64
|
||||||
|
{C46808CF-936B-4F98-81C2-1E10D9F1822F}.Release|x64.Build.0 = Release|x64
|
||||||
|
{C46808CF-936B-4F98-81C2-1E10D9F1822F}.Release|x86.ActiveCfg = Release|Win32
|
||||||
|
{C46808CF-936B-4F98-81C2-1E10D9F1822F}.Release|x86.Build.0 = Release|Win32
|
||||||
EndGlobalSection
|
EndGlobalSection
|
||||||
GlobalSection(SolutionProperties) = preSolution
|
GlobalSection(SolutionProperties) = preSolution
|
||||||
HideSolutionNode = FALSE
|
HideSolutionNode = FALSE
|
||||||
|
|||||||
Reference in New Issue
Block a user