add d3d11 project

This commit is contained in:
2025-12-03 15:50:25 +01:00
parent 770c3f790b
commit 0e73ed0ee3
36 changed files with 2791 additions and 1 deletions
+28
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#include "Camera.h"
UINT Camera::init(UINT width, UINT height)
{
// view matrix
XMVECTOR position = XMVectorSet(0.0f, 0.0f, -1.0f, 0.0f);
XMVECTOR forward = XMVectorSet(0.0f, 0.0f, 1.0f, 0.0f);
XMVECTOR up = XMVectorSet(0.0f, 1.0f, 0.0f, 0.0f);
XMStoreFloat4x4(&_viewMatrix, XMMatrixLookToLH(position, forward, up));
// projection matrix
XMMATRIX perspectiveMatrix = XMMatrixPerspectiveFovLH(
XM_PI * 0.3333333f, // field of view in radians, here 60 degrees
static_cast<FLOAT>(width) / static_cast<FLOAT>(height), // aspect ratio
0.3f, 10.0f // near & far clipping planes
);
XMStoreFloat4x4(&_projectionMatrix, perspectiveMatrix);
return 0;
}
void Camera::update(FLOAT dt)
{
}
void Camera::deInit()
{
}
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#pragma once
#include <d3d11.h>
#include <DirectXMath.h>
using namespace DirectX;
class Camera
{
public:
UINT init(UINT width, UINT height);
void update(FLOAT dt);
void deInit();
const XMFLOAT4X4& getViewMatrix() const { return _viewMatrix; }
const XMFLOAT4X4& getProjectionMatrix() const { return _projectionMatrix; }
const XMFLOAT3 getCameraPosition() const { return XMFLOAT3(_viewMatrix._14, _viewMatrix._24, _viewMatrix._34); }
private:
XMFLOAT4X4 _viewMatrix = {};
XMFLOAT4X4 _projectionMatrix = {};
};
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struct PixelInput
{
float4 position : SV_POSITION;
float4 color : COLOR;
};
float4 main(PixelInput INPUT) : SV_TARGET
{
//return float4(1.0f, 1.0f, 1.0f, 1.0f); // solid color
return INPUT.color; // vertex color
//return INPUT.color * 0.5f; // darker vertex color
//return INPUT.color * 2.0f; // lighter vertex color
//float4 color = INPUT.color;
//color.r = 0.0f; // no red channel
//color = 1 - color;
//return color;
}
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cbuffer MatrixBuffer
{
matrix WorldViewProjectionMatrix;
};
struct VertexInput
{
float4 position : POSITION;
float4 color : COLOR;
};
struct VertexOutput
{
float4 position : SV_POSITION;
float4 color : COLOR;
};
VertexOutput main(VertexInput INPUT)
{
VertexOutput OUTPUT;
OUTPUT.position = mul(INPUT.position, WorldViewProjectionMatrix);
OUTPUT.color = INPUT.color;
return OUTPUT;
}
+297
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#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);
}
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#pragma once
#include <d3d11.h>
#pragma comment(lib, "d3d11.lib")
class Direct3D
{
public:
INT init(HWND hWnd, UINT width, UINT height, BOOL isFullscreen);
void beginScene(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
};
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#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);
}
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#pragma once
#include <d3d11.h>
#include <DirectXMath.h>
using namespace DirectX;
class Light
{
public:
struct LightBuffer
{
XMFLOAT3 LightVector;
FLOAT LightIntensity;
XMFLOAT4 DiffuseColor;
XMFLOAT4 SpecularColor;
XMFLOAT3 CameraPosition;
FLOAT Phong;
};
UINT init(ID3D11Device* pD3DDevice, LightBuffer& lightData);
void update(FLOAT dt);
void render(ID3D11DeviceContext* pD3DDeviceContext);
void deInit();
private:
ID3D11Buffer* _pLightBuffer = nullptr;
};
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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);
}
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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;
}
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#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;
}
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#pragma once
#include <d3d11.h>
#include <d3dcompiler.h>
#include <DirectXMath.h>
using namespace DirectX;
#pragma comment(lib, "d3dcompiler.lib")
class Material
{
public:
UINT init(ID3D11Device* pD3DDevice, 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 = {};
};
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#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;
}
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#pragma once
#include <d3d11.h>
#include <DirectXMath.h>
using namespace DirectX;
class Mesh
{
public:
UINT init(ID3D11Device* pD3DDevice);
void update(FLOAT dt);
void render(ID3D11DeviceContext* pD3DDeviceContext);
void deInit();
const XMFLOAT4X4& getWorldMatrix() const { return _worldMatrix; }
private:
UINT createVertexBuffer(ID3D11Device* pD3DDevice);
UINT createIndexBuffer(ID3D11Device* pD3DDevice);
ID3D11Buffer* _pVertexBuffer = nullptr; // dumps mesh vertices
ID3D11Buffer* _pIndexBuffer = nullptr; // dumps mesh indices
UINT _vertexCount = 0; // amount of vertices
UINT _vertexStride = 0; // size of one vertex in bytes
UINT _indexCount = 0; // amount of indices
XMFLOAT4X4 _worldMatrix = {};
};
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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);
}
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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;
}
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#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()
{
}
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#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 = {};
};
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#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
}
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#pragma once
#include <Windows.h>
#include <string>
void ShowError(UINT error);
#define CheckError(x) if (x != 0) \
{ \
ShowError(x); \
return x; \
}
#define CheckFailed(hr, x) if (FAILED(hr)) \
{ \
ShowError(x); \
return x; \
}
template<typename T>
void safeRelease(T*& obj)
{
if (obj != nullptr)
{
obj->Release();
obj = nullptr;
}
}
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#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) {}
};
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//--------------------------------------------------------------------------------------
// 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;
}
+99
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@@ -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;
}
+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);
+115
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@@ -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;
}
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+15 -1
View File
@@ -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