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3bda921efb |
@@ -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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Binary file not shown.
@@ -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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Binary file not shown.
@@ -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"?>
|
||||
<Project DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
|
||||
<ItemGroup Label="ProjectConfigurations">
|
||||
<ProjectConfiguration Include="Debug|Win32">
|
||||
<Configuration>Debug</Configuration>
|
||||
<Platform>Win32</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Release|Win32">
|
||||
<Configuration>Release</Configuration>
|
||||
<Platform>Win32</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Debug|x64">
|
||||
<Configuration>Debug</Configuration>
|
||||
<Platform>x64</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Release|x64">
|
||||
<Configuration>Release</Configuration>
|
||||
<Platform>x64</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Debug|ARM64">
|
||||
<Configuration>Debug</Configuration>
|
||||
<Platform>ARM64</Platform>
|
||||
</ProjectConfiguration>
|
||||
<ProjectConfiguration Include="Release|ARM64">
|
||||
<Configuration>Release</Configuration>
|
||||
<Platform>ARM64</Platform>
|
||||
</ProjectConfiguration>
|
||||
</ItemGroup>
|
||||
<PropertyGroup Label="Globals">
|
||||
<VCProjectVersion>17.0</VCProjectVersion>
|
||||
<Keyword>Win32Proj</Keyword>
|
||||
<ProjectGuid>{C46808CF-936B-4F98-81C2-1E10D9F1822F}</ProjectGuid>
|
||||
<RootNamespace>D3D9</RootNamespace>
|
||||
<WindowsTargetPlatformVersion>10.0</WindowsTargetPlatformVersion>
|
||||
</PropertyGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
|
||||
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
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<ConfigurationType>Application</ConfigurationType>
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<UseDebugLibraries>true</UseDebugLibraries>
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<PlatformToolset>v143</PlatformToolset>
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<CharacterSet>Unicode</CharacterSet>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
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<ConfigurationType>Application</ConfigurationType>
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<UseDebugLibraries>false</UseDebugLibraries>
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<PlatformToolset>v143</PlatformToolset>
|
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<WholeProgramOptimization>true</WholeProgramOptimization>
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<CharacterSet>Unicode</CharacterSet>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
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<ConfigurationType>Application</ConfigurationType>
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<UseDebugLibraries>true</UseDebugLibraries>
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<PlatformToolset>v143</PlatformToolset>
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<CharacterSet>Unicode</CharacterSet>
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<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
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<ConfigurationType>Application</ConfigurationType>
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<PlatformToolset>v143</PlatformToolset>
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<WholeProgramOptimization>true</WholeProgramOptimization>
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<ImportGroup Label="ExtensionSettings">
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<ImportGroup Label="Shared">
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|
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<ClCompile Include="Utilities.cpp" />
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|
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|
||||
<ClInclude Include="Direct3D.h" />
|
||||
<ClInclude Include="Light.h" />
|
||||
<ClInclude Include="Material.h" />
|
||||
<ClInclude Include="Mesh.h" />
|
||||
<ClInclude Include="Time.h" />
|
||||
<ClInclude Include="Utilities.h" />
|
||||
<ClInclude Include="Vertex.h" />
|
||||
<ClInclude Include="WICTextureLoader11.h" />
|
||||
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|
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<ShaderType Condition="'$(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 |
+24
-1
@@ -1,12 +1,35 @@
|
||||
#include "Camera.h"
|
||||
|
||||
#include <DirectXMath.h>
|
||||
|
||||
using namespace DirectX;
|
||||
|
||||
UINT Camera::init(UINT width, UINT height)
|
||||
{
|
||||
// view matrix
|
||||
XMVECTOR position = XMVectorSet(0.0f, 0.0f, -2.0f, 0.0f); // camera position
|
||||
XMVECTOR forward = XMVectorSet(0.0f, 0.0f, 1.0f, 0.0f); // camera forward vector
|
||||
XMVECTOR up = XMVectorSet(0.0f, 1.0f, 0.0f, 0.0f); // camera up vector
|
||||
|
||||
XMMATRIX viewMatrix = XMMatrixLookToLH(position, forward, up);
|
||||
XMStoreFloat4x4(reinterpret_cast<XMFLOAT4X4*>(&_viewMatrix), viewMatrix);
|
||||
|
||||
// projection matrix
|
||||
FLOAT fov = XM_PI * 0.3333333f; // field of view
|
||||
FLOAT aspectRatio = static_cast<FLOAT>(width) / static_cast<FLOAT>(height); // CAUTION: UINT / UINT => UINT
|
||||
FLOAT nearClippingPlane = 0.3f;
|
||||
FLOAT farClippingPlane = 100.0f;
|
||||
|
||||
XMMATRIX projectionMatrix = XMMatrixPerspectiveFovLH(fov, aspectRatio, nearClippingPlane, farClippingPlane);
|
||||
XMStoreFloat4x4(reinterpret_cast<XMFLOAT4X4*>(&_projectionMatrix), projectionMatrix);
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
void Camera::update(FLOAT dt)
|
||||
void Camera::update(FLOAT dt, IDirect3DDevice9* pD3DDevice)
|
||||
{
|
||||
pD3DDevice->SetTransform(D3DTS_VIEW, &_viewMatrix);
|
||||
pD3DDevice->SetTransform(D3DTS_PROJECTION, &_projectionMatrix);
|
||||
}
|
||||
|
||||
void Camera::deInit()
|
||||
|
||||
+1
-1
@@ -5,7 +5,7 @@ class Camera
|
||||
{
|
||||
public:
|
||||
UINT init(UINT width, UINT height);
|
||||
void update(FLOAT dt);
|
||||
void update(FLOAT dt, IDirect3DDevice9* pD3DDevice);
|
||||
void deInit();
|
||||
|
||||
private:
|
||||
|
||||
@@ -184,6 +184,7 @@
|
||||
<ClCompile Include="Mesh.cpp" />
|
||||
<ClCompile Include="Time.cpp" />
|
||||
<ClCompile Include="Utilities.cpp" />
|
||||
<ClCompile Include="WICTextureLoader9.cpp" />
|
||||
<ClCompile Include="Window.cpp" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
@@ -194,6 +195,8 @@
|
||||
<ClInclude Include="Mesh.h" />
|
||||
<ClInclude Include="Time.h" />
|
||||
<ClInclude Include="Utilities.h" />
|
||||
<ClInclude Include="Vertex.h" />
|
||||
<ClInclude Include="WICTextureLoader9.h" />
|
||||
<ClInclude Include="Window.h" />
|
||||
</ItemGroup>
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||
|
||||
@@ -42,6 +42,9 @@
|
||||
<ClCompile Include="Window.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="WICTextureLoader9.cpp">
|
||||
<Filter>Source Files</Filter>
|
||||
</ClCompile>
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="Camera.h">
|
||||
@@ -68,5 +71,11 @@
|
||||
<ClInclude Include="Window.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="Vertex.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
<ClInclude Include="WICTextureLoader9.h">
|
||||
<Filter>Header Files</Filter>
|
||||
</ClInclude>
|
||||
</ItemGroup>
|
||||
</Project>
|
||||
@@ -1,28 +1,79 @@
|
||||
#include "Direct3D.h"
|
||||
#include "Utilities.h"
|
||||
|
||||
#include <random>
|
||||
|
||||
INT Direct3D::init(HWND hWnd, UINT width, UINT height, BOOL isFullscreen)
|
||||
{
|
||||
// 1. create connection to Direct3D API
|
||||
IDirect3D9* pD3D = Direct3DCreate9(D3D_SDK_VERSION);
|
||||
if (pD3D == nullptr) return 200;
|
||||
|
||||
// 2. check compatibility
|
||||
UINT adapter = D3DADAPTER_DEFAULT; // graphic card index
|
||||
D3DDEVTYPE devType = D3DDEVTYPE_HAL; // hardware type, hardware or software renderer
|
||||
D3DCAPS9 caps = {};
|
||||
HRESULT hr = pD3D->GetDeviceCaps(adapter, devType, &caps);
|
||||
CheckFailed(hr, 210);
|
||||
|
||||
// support for fixed functiuon pipeline
|
||||
DWORD vertexProcessing = D3DCREATE_SOFTWARE_VERTEXPROCESSING; // fallback
|
||||
if (caps.VertexProcessingCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT)
|
||||
{
|
||||
// hardware support for fixed function pipeline
|
||||
vertexProcessing = D3DCREATE_HARDWARE_VERTEXPROCESSING;
|
||||
}
|
||||
|
||||
// 3. define presentation parameters
|
||||
D3DPRESENT_PARAMETERS d3dpp = {};
|
||||
d3dpp.hDeviceWindow = hWnd; // target window to draw into
|
||||
d3dpp.Windowed = !isFullscreen; // fullscreen window?
|
||||
d3dpp.BackBufferCount = 1; // at least 1
|
||||
d3dpp.BackBufferWidth = width;
|
||||
d3dpp.BackBufferHeight = height;
|
||||
d3dpp.BackBufferFormat = D3DFMT_A8R8G8B8; // back buffer pixel format
|
||||
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; // what happen to front buffer after swap
|
||||
|
||||
// 4. create Direct3D device
|
||||
hr = pD3D->CreateDevice(
|
||||
adapter, // graphic adapter index
|
||||
devType, // hardware device type
|
||||
hWnd, // target window handle
|
||||
vertexProcessing, // optional flags, here important for fixed function pipeline support
|
||||
&d3dpp, &_pD3DDevice
|
||||
);
|
||||
CheckFailed(hr, 220);
|
||||
|
||||
// 5. tidy up
|
||||
safeRelease(pD3D);
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
void Direct3D::beginScene()
|
||||
{
|
||||
_pD3DDevice->BeginScene(); // draw calls only after this call
|
||||
|
||||
// clear back buffer
|
||||
static std::default_random_engine e;
|
||||
static std::uniform_int_distribution<UINT> d(0, 255);
|
||||
|
||||
_pD3DDevice->Clear(
|
||||
0, nullptr, // clear specific areas only
|
||||
D3DCLEAR_TARGET, // what to clear
|
||||
D3DCOLOR_XRGB(255, 255, 255), 1.0f, 0xFFFFFFFF // how to clear
|
||||
);
|
||||
}
|
||||
|
||||
void Direct3D::endScene()
|
||||
{
|
||||
_pD3DDevice->EndScene(); // draw calls only before this call
|
||||
|
||||
// swap front with back buffer
|
||||
_pD3DDevice->Present(nullptr, nullptr, nullptr, nullptr);
|
||||
}
|
||||
|
||||
void Direct3D::deInit()
|
||||
{
|
||||
safeRelease(_pD3DDevice);
|
||||
}
|
||||
|
||||
+2
-1
@@ -14,6 +14,7 @@ public:
|
||||
IDirect3DDevice9* getDevice() const { return _pD3DDevice; }
|
||||
|
||||
private:
|
||||
IDirect3DDevice9* _pD3DDevice = nullptr; // our interface for api communication
|
||||
// COM - Component Object Model
|
||||
IDirect3DDevice9* _pD3DDevice = nullptr; // our interface for graphic card communication
|
||||
};
|
||||
|
||||
|
||||
+6
-1
@@ -1,7 +1,10 @@
|
||||
#include "Light.h"
|
||||
|
||||
UINT Light::init()
|
||||
UINT Light::init(D3DLIGHT9& lightData, UINT id)
|
||||
{
|
||||
_lightData = lightData;
|
||||
_id = id;
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
@@ -11,6 +14,8 @@ void Light::update(FLOAT dt)
|
||||
|
||||
void Light::render(IDirect3DDevice9* pD3DDevice)
|
||||
{
|
||||
pD3DDevice->SetLight(_id, &_lightData);
|
||||
pD3DDevice->LightEnable(_id, TRUE);
|
||||
}
|
||||
|
||||
void Light::deInit()
|
||||
|
||||
+5
-1
@@ -4,9 +4,13 @@
|
||||
class Light
|
||||
{
|
||||
public:
|
||||
UINT init();
|
||||
UINT init(D3DLIGHT9& lightData, UINT id = 0);
|
||||
void update(FLOAT dt);
|
||||
void render(IDirect3DDevice9* pD3DDevice);
|
||||
void deInit();
|
||||
|
||||
private:
|
||||
D3DLIGHT9 _lightData = {};
|
||||
UINT _id = 0;
|
||||
};
|
||||
|
||||
|
||||
+27
-1
@@ -1,13 +1,39 @@
|
||||
#include "Material.h"
|
||||
#include "Utilities.h"
|
||||
|
||||
UINT Material::init(IDirect3DDevice9* pD3DDevice, LPCTSTR textureFileName)
|
||||
#include "WICTextureLoader9.h"
|
||||
|
||||
using namespace DirectX;
|
||||
|
||||
UINT Material::init(IDirect3DDevice9* pD3DDevice, LPCWSTR textureFileName)
|
||||
{
|
||||
// load texture
|
||||
HRESULT hr = CreateWICTextureFromFile(pD3DDevice, textureFileName, &_pTexture, 0, WIC_LOADER_MIP_AUTOGEN);
|
||||
CheckFailed(hr, 600);
|
||||
|
||||
// set material
|
||||
D3DMATERIAL9 material = {};
|
||||
material.Ambient = { 1.0f, 1.0f, 1.0f, 1.0f };
|
||||
material.Diffuse = { 1.0f, 1.0f, 1.0f, 1.0f };
|
||||
material.Specular = { 1.0f, 1.0f, 1.0f, 1.0f };
|
||||
material.Emissive = { 0.0f, 0.0f, 0.0f, 1.0f };
|
||||
material.Power = 1024.0f;
|
||||
|
||||
pD3DDevice->SetMaterial(&material);
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
void Material::render(IDirect3DDevice9* pD3DDevice)
|
||||
{
|
||||
// set texture
|
||||
pD3DDevice->SetTexture(0, _pTexture);
|
||||
|
||||
// set sampler state
|
||||
pD3DDevice->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER);
|
||||
pD3DDevice->SetSamplerState(0, D3DSAMP_BORDERCOLOR, D3DCOLOR_XRGB(255, 0, 255));
|
||||
pD3DDevice->SetSamplerState(0, D3DSAMP_MIPFILTER, D3DTEXF_POINT);
|
||||
pD3DDevice->SetSamplerState(0, D3DSAMP_MAXMIPLEVEL, 0);
|
||||
}
|
||||
|
||||
void Material::deInit()
|
||||
|
||||
+2
-2
@@ -4,11 +4,11 @@
|
||||
class Material
|
||||
{
|
||||
public:
|
||||
UINT init(IDirect3DDevice9* pD3DDevice, LPCTSTR textureFileName);
|
||||
UINT init(IDirect3DDevice9* pD3DDevice, LPCWSTR textureFileName);
|
||||
void render(IDirect3DDevice9* pD3DDevice);
|
||||
void deInit();
|
||||
|
||||
private:
|
||||
IDirect3DTexture9* _texture = {};
|
||||
IDirect3DTexture9* _pTexture = {};
|
||||
};
|
||||
|
||||
|
||||
@@ -1,5 +1,10 @@
|
||||
#include "Mesh.h"
|
||||
#include "Utilities.h"
|
||||
#include "Vertex.h"
|
||||
|
||||
#include <DirectXMath.h>
|
||||
|
||||
using namespace DirectX;
|
||||
|
||||
UINT Mesh::init(IDirect3DDevice9* pD3DDevice)
|
||||
{
|
||||
@@ -11,15 +16,59 @@ UINT Mesh::init(IDirect3DDevice9* pD3DDevice)
|
||||
error = createIndexBuffer(pD3DDevice);
|
||||
CheckError(error);
|
||||
|
||||
// identity matrix
|
||||
XMMATRIX identityMatrix = XMMatrixIdentity();
|
||||
XMFLOAT4X4 worldMatrix;
|
||||
XMStoreFloat4x4(&worldMatrix, identityMatrix);
|
||||
D3DMATRIX* pWorldMatrix = reinterpret_cast<D3DMATRIX*>(&worldMatrix);
|
||||
_worldMatrix = *pWorldMatrix;
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
void Mesh::update(FLOAT dt)
|
||||
{
|
||||
static FLOAT x = 0.0f;
|
||||
static FLOAT y = 0.0f;
|
||||
static FLOAT z = 0.0f;
|
||||
static FLOAT pitch = 0.0f;
|
||||
static FLOAT yaw = 0.0f;
|
||||
static FLOAT roll = 0.0f;
|
||||
static FLOAT scale = 1.0f;
|
||||
|
||||
//yaw += 1.0f * dt;
|
||||
|
||||
FLOAT move = 1.0f * dt;
|
||||
|
||||
if (GetAsyncKeyState(VK_LEFT) & 0x8000) x -= move;
|
||||
if (GetAsyncKeyState(VK_RIGHT) & 0x8000) x += move;
|
||||
|
||||
if (GetAsyncKeyState(VK_DOWN) & 0x8000) y -= move;
|
||||
if (GetAsyncKeyState(VK_UP) & 0x8000) y += move;
|
||||
|
||||
if (GetAsyncKeyState('Q') & 0x8000) z -= move;
|
||||
if (GetAsyncKeyState('E') & 0x8000) z += move;
|
||||
|
||||
XMMATRIX translationMatrix = XMMatrixTranslation(x, y, z);
|
||||
XMMATRIX rotationMatrix = XMMatrixRotationRollPitchYaw(pitch, yaw, roll);
|
||||
XMMATRIX scaleMatrix = XMMatrixScaling(scale, scale, scale);
|
||||
|
||||
XMStoreFloat4x4(reinterpret_cast<XMFLOAT4X4*>(&_worldMatrix), scaleMatrix * rotationMatrix * translationMatrix);
|
||||
}
|
||||
|
||||
void Mesh::render(IDirect3DDevice9* pD3DDevice)
|
||||
{
|
||||
// 1. set mesh data
|
||||
pD3DDevice->SetStreamSource(0, _pVertexBuffer, 0, _vertexStride);
|
||||
pD3DDevice->SetFVF(FVF);
|
||||
pD3DDevice->SetIndices(_pIndexBuffer);
|
||||
pD3DDevice->SetTransform(D3DTS_WORLD, &_worldMatrix);
|
||||
|
||||
// 2. draw call
|
||||
//pD3DDevice->DrawPrimitive(D3DPT_TRIANGLELIST, 0, _vertexCount / 3);
|
||||
//pD3DDevice->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, _vertexCount - 2);
|
||||
//pD3DDevice->DrawPrimitive(D3DPT_TRIANGLEFAN, 0, _vertexCount - 2);
|
||||
pD3DDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0, _vertexCount, 0, _indexCount / 3);
|
||||
}
|
||||
|
||||
void Mesh::deInit()
|
||||
@@ -30,10 +79,144 @@ void Mesh::deInit()
|
||||
|
||||
UINT Mesh::createVertexBuffer(IDirect3DDevice9* pD3DDevice)
|
||||
{
|
||||
// 1. define mesh structure
|
||||
_vertexCount = 8;
|
||||
_vertexStride = sizeof(Vertex);
|
||||
|
||||
// 2. create vertex buffer WITHOUT data
|
||||
HRESULT hr = pD3DDevice->CreateVertexBuffer(
|
||||
_vertexCount * _vertexStride, // vertex buffer byte length
|
||||
D3DUSAGE_WRITEONLY, // vertex buffer access mode
|
||||
FVF, // FVF - Flexible Vertex Format
|
||||
D3DPOOL_MANAGED, // video memory management
|
||||
&_pVertexBuffer,
|
||||
nullptr // not used anymore
|
||||
);
|
||||
CheckFailed(hr, 300);
|
||||
|
||||
// 3. fill vertex buffer with data
|
||||
Vertex* pVertices = nullptr;
|
||||
hr = _pVertexBuffer->Lock(0, 0, reinterpret_cast<void**>(&pVertices), 0);
|
||||
CheckFailed(hr, 310);
|
||||
|
||||
// triangle
|
||||
//pVertices[0] = Vertex(0.0f, 0.5f, 0.0f);
|
||||
//pVertices[1] = Vertex(0.5f, -0.5f, 0.0f);
|
||||
//pVertices[2] = Vertex(-0.5f, -0.5f, 0.0f);
|
||||
|
||||
// quad with trianglelist WITHOUT index buffer
|
||||
//// triangle 1
|
||||
//pVertices[0] = Vertex(-0.5f, 0.5f, 0.0f);
|
||||
//pVertices[1] = Vertex(0.5f, 0.5f, 0.0f);
|
||||
//pVertices[2] = Vertex(0.5f, -0.5f, 0.0f);
|
||||
|
||||
//// triangle 2
|
||||
//pVertices[3] = Vertex(-0.5f, 0.5f, 0.0f);
|
||||
//pVertices[4] = Vertex(0.5f, -0.5f, 0.0f);
|
||||
//pVertices[5] = Vertex(-0.5f, -0.5f, 0.0f);
|
||||
|
||||
// quad with trianglestrip
|
||||
//pVertices[0] = Vertex(-0.5f, 0.5f, 0.0f);
|
||||
//pVertices[1] = Vertex(0.5f, 0.5f, 0.0f);
|
||||
//pVertices[2] = Vertex(-0.5f, -0.5f, 0.0f);
|
||||
//pVertices[3] = Vertex(0.5f, -0.5f, 0.0f);
|
||||
|
||||
//// quad with trianglefan
|
||||
//// quad with trianglelist & index buffer
|
||||
// uv & normal
|
||||
pVertices[0] = Vertex(-0.5f, 0.5f, 0.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f);
|
||||
pVertices[1] = Vertex(0.5f, 0.5f, 0.0f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f);
|
||||
pVertices[2] = Vertex(0.5f, -0.5f, 0.0f, 0.0f, 0.0f, -1.0f, 1.0f, 1.0f);
|
||||
pVertices[3] = Vertex(-0.5f, -0.5f, 0.0f, 0.0f, 0.0f, -1.0f, 0.0f, 1.0f);
|
||||
|
||||
//// cube with color
|
||||
//// front
|
||||
//pVertices[0] = Vertex(-0.5f, 0.5f, -0.5f, 255, 0, 0);
|
||||
//pVertices[1] = Vertex(0.5f, 0.5f, -0.5f, 0, 255, 0);
|
||||
//pVertices[2] = Vertex(0.5f, -0.5f, -0.5f, 0, 0, 255);
|
||||
//pVertices[3] = Vertex(-0.5f, -0.5f, -0.5f, 255, 0, 255);
|
||||
|
||||
//// back
|
||||
//pVertices[4] = Vertex(0.5f, 0.5f, 0.5f, 255, 255, 0);
|
||||
//pVertices[5] = Vertex(-0.5f, 0.5f, 0.5f, 0, 255, 255);
|
||||
//pVertices[6] = Vertex(-0.5f, -0.5f, 0.5f, 0, 0, 0);
|
||||
//pVertices[7] = Vertex(0.5f, -0.5f, 0.5f, 200, 200, 200);
|
||||
|
||||
// cube with uv
|
||||
//// front
|
||||
//pVertices[0] = Vertex(-0.5f, 0.5f, -0.5f, 0.0f, 0.0f);
|
||||
//pVertices[1] = Vertex(0.5f, 0.5f, -0.5f, 1.0f, 0.0f);
|
||||
//pVertices[2] = Vertex(0.5f, -0.5f, -0.5f, 1.0f, 1.0f);
|
||||
//pVertices[3] = Vertex(-0.5f, -0.5f, -0.5f, 0.0f, 1.0f);
|
||||
|
||||
//// back
|
||||
//pVertices[4] = Vertex(0.5f, 0.5f, 0.5f, 0.0f, 0.0f);
|
||||
//pVertices[5] = Vertex(-0.5f, 0.5f, 0.5f, 1.0f, 0.0f);
|
||||
//pVertices[6] = Vertex(-0.5f, -0.5f, 0.5f, 1.0f, 1.0f);
|
||||
//pVertices[7] = Vertex(0.5f, -0.5f, 0.5f, 0.0f, 1.0f);
|
||||
|
||||
hr = _pVertexBuffer->Unlock();
|
||||
CheckFailed(hr, 320);
|
||||
|
||||
pVertices = nullptr;
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
UINT Mesh::createIndexBuffer(IDirect3DDevice9* pD3DDevice)
|
||||
{
|
||||
_indexCount = 36; // triangle * 3
|
||||
|
||||
HRESULT hr = pD3DDevice->CreateIndexBuffer(
|
||||
_indexCount * sizeof(WORD),
|
||||
D3DUSAGE_WRITEONLY,
|
||||
D3DFMT_INDEX16,
|
||||
D3DPOOL_MANAGED,
|
||||
&_pIndexBuffer,
|
||||
nullptr
|
||||
);
|
||||
CheckFailed(hr, 330);
|
||||
|
||||
WORD* pIndices = nullptr;
|
||||
hr = _pIndexBuffer->Lock(0, 0, reinterpret_cast<void**>(&pIndices), 0);
|
||||
CheckFailed(hr, 340);
|
||||
|
||||
//// quad
|
||||
//// triangle 1
|
||||
//pIndices[0] = 0; pIndices[1] = 1; pIndices[2] = 2;
|
||||
|
||||
//// triangle 2
|
||||
//pIndices[3] = 0; pIndices[4] = 2; pIndices[5] = 3;
|
||||
|
||||
// cube
|
||||
// front
|
||||
pIndices[0] = 0; pIndices[1] = 1; pIndices[2] = 2;
|
||||
pIndices[3] = 0; pIndices[4] = 2; pIndices[5] = 3;
|
||||
|
||||
// back
|
||||
pIndices[6] = 4; pIndices[7] = 5; pIndices[8] = 6;
|
||||
pIndices[9] = 4; pIndices[10] = 6; pIndices[11] = 7;
|
||||
|
||||
// left
|
||||
pIndices[12] = 5; pIndices[13] = 0; pIndices[14] = 3;
|
||||
pIndices[15] = 5; pIndices[16] = 3; pIndices[17] = 6;
|
||||
|
||||
// right
|
||||
pIndices[18] = 1; pIndices[19] = 4; pIndices[20] = 7;
|
||||
pIndices[21] = 1; pIndices[22] = 7; pIndices[23] = 2;
|
||||
|
||||
// top
|
||||
pIndices[24] = 5; pIndices[25] = 4; pIndices[26] = 1;
|
||||
pIndices[27] = 5; pIndices[28] = 1; pIndices[29] = 0;
|
||||
|
||||
// bottom
|
||||
pIndices[30] = 3; pIndices[31] = 2; pIndices[32] = 7;
|
||||
pIndices[33] = 3; pIndices[34] = 7; pIndices[35] = 6;
|
||||
|
||||
hr = _pIndexBuffer->Unlock();
|
||||
CheckFailed(hr, 350);
|
||||
|
||||
pIndices = nullptr;
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
@@ -1,12 +1,31 @@
|
||||
#include "Time.h"
|
||||
#if _DEBUG
|
||||
#include <string>
|
||||
#endif // _DEBUG
|
||||
|
||||
UINT Time::init()
|
||||
{
|
||||
_lastFrame = CLOCK::now();
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
void Time::update()
|
||||
{
|
||||
TIMEPOINT now = CLOCK::now();
|
||||
SECONDS diff = now - _lastFrame;
|
||||
_lastFrame = now;
|
||||
_deltaTime = diff.count();
|
||||
|
||||
#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()
|
||||
|
||||
@@ -4,6 +4,10 @@
|
||||
|
||||
using namespace std;
|
||||
|
||||
typedef chrono::steady_clock CLOCK;
|
||||
typedef CLOCK::time_point TIMEPOINT;
|
||||
typedef chrono::duration<FLOAT> SECONDS;
|
||||
|
||||
class Time
|
||||
{
|
||||
public:
|
||||
@@ -15,5 +19,6 @@ public:
|
||||
|
||||
private:
|
||||
FLOAT _deltaTime = 0.0f;
|
||||
TIMEPOINT _lastFrame = {};
|
||||
};
|
||||
|
||||
|
||||
@@ -0,0 +1,27 @@
|
||||
#pragma once
|
||||
#include <d3d9.h>
|
||||
|
||||
#define FVF D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX1 | D3DFVF_NORMAL
|
||||
|
||||
struct Vertex
|
||||
{
|
||||
FLOAT x;
|
||||
FLOAT y;
|
||||
FLOAT z;
|
||||
|
||||
FLOAT nx;
|
||||
FLOAT ny;
|
||||
FLOAT nz;
|
||||
|
||||
D3DCOLOR color;
|
||||
|
||||
FLOAT u;
|
||||
FLOAT v;
|
||||
|
||||
Vertex() : x(0.0f), y(0.0f), z(0.0f), color(0xFFFFFFFF), u(0.0f), v(0.0f), nx(0.0f), ny(0.0f), nz(0.0f) {}
|
||||
|
||||
Vertex(FLOAT _x, FLOAT _y, FLOAT _z) : x(_x), y(_y), z(_z), color(0xFFFFFFFF), u(0.0f), v(0.0f), nx(0.0f), ny(0.0f), nz(0.0f) {}
|
||||
Vertex(FLOAT _x, FLOAT _y, FLOAT _z, UINT r, UINT g, UINT b) : x(_x), y(_y), z(_z), color(D3DCOLOR_XRGB(r, g, b)), u(0.0f), v(0.0f), nx(0.0f), ny(0.0f), nz(0.0f) {}
|
||||
Vertex(FLOAT _x, FLOAT _y, FLOAT _z, FLOAT _u, FLOAT _v) : x(_x), y(_y), z(_z), color(0xFFFFFFFF), u(_u), v(_v), nx(0.0f), ny(0.0f), nz(0.0f) {}
|
||||
Vertex(FLOAT _x, FLOAT _y, FLOAT _z, FLOAT _nx, FLOAT _ny, FLOAT _nz, FLOAT _u, FLOAT _v) : x(_x), y(_y), z(_z), color(0xFFFFFFFF), u(_u), v(_v), nx(_nx), ny(_ny), nz(_nz) {}
|
||||
};
|
||||
@@ -0,0 +1,650 @@
|
||||
//--------------------------------------------------------------------------------------
|
||||
// File: WICTextureLoader9.cpp
|
||||
//
|
||||
// Function for loading a WIC image and creating a Direct3D runtime texture for it
|
||||
//
|
||||
// Note: Assumes application has already called CoInitializeEx
|
||||
//
|
||||
// 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
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// We could load multi-frame images (TIFF/GIF) into a texture array.
|
||||
// For now, we just load the first frame (note: DirectXTex supports multi-frame images)
|
||||
|
||||
#include "WICTextureLoader9.h"
|
||||
|
||||
#include <d3d9types.h>
|
||||
|
||||
#include <algorithm>
|
||||
#include <cassert>
|
||||
#include <cfloat>
|
||||
#include <cmath>
|
||||
#include <cstring>
|
||||
#include <iterator>
|
||||
#include <memory>
|
||||
|
||||
#include <wincodec.h>
|
||||
|
||||
#include <wrl\client.h>
|
||||
|
||||
#ifdef _MSC_VER
|
||||
// Off by default warnings
|
||||
#pragma warning(disable : 4619 4616 4061 4623 4626 5027)
|
||||
// C4619/4616 #pragma warning warnings
|
||||
// C4061 enumerator 'x' in switch of enum 'y' is not explicitly handled by a case label
|
||||
// C4623 default constructor was implicitly defined as deleted
|
||||
// C4626 assignment operator was implicitly defined as deleted
|
||||
// C5027 move assignment operator was implicitly defined as deleted
|
||||
#endif
|
||||
|
||||
#ifdef __clang__
|
||||
#pragma clang diagnostic ignored "-Wcovered-switch-default"
|
||||
#pragma clang diagnostic ignored "-Wswitch-enum"
|
||||
#endif
|
||||
|
||||
using namespace DirectX;
|
||||
using Microsoft::WRL::ComPtr;
|
||||
|
||||
namespace
|
||||
{
|
||||
//-------------------------------------------------------------------------------------
|
||||
// WIC Pixel Format Translation Data
|
||||
//-------------------------------------------------------------------------------------
|
||||
struct WICTranslate
|
||||
{
|
||||
const GUID& wic;
|
||||
D3DFORMAT format;
|
||||
|
||||
constexpr WICTranslate(const GUID& wg, D3DFORMAT fmt) noexcept :
|
||||
wic(wg),
|
||||
format(fmt)
|
||||
{
|
||||
}
|
||||
};
|
||||
|
||||
constexpr WICTranslate g_WICFormats[] =
|
||||
{
|
||||
{ GUID_WICPixelFormat128bppRGBAFloat, D3DFMT_A32B32G32R32F },
|
||||
|
||||
{ GUID_WICPixelFormat64bppRGBAHalf, D3DFMT_A16B16G16R16F },
|
||||
{ GUID_WICPixelFormat64bppRGBA, D3DFMT_A16B16G16R16 },
|
||||
|
||||
{ GUID_WICPixelFormat32bppBGRA, D3DFMT_A8R8G8B8 },
|
||||
|
||||
{ GUID_WICPixelFormat32bppRGBA1010102, D3DFMT_A2B10G10R10 },
|
||||
|
||||
{ GUID_WICPixelFormat16bppBGRA5551, D3DFMT_A1R5G5B5 },
|
||||
{ GUID_WICPixelFormat16bppBGR555, D3DFMT_X1R5G5B5 },
|
||||
{ GUID_WICPixelFormat16bppBGR565, D3DFMT_R5G6B5 },
|
||||
|
||||
{ GUID_WICPixelFormat32bppGrayFloat, D3DFMT_R32F },
|
||||
{ GUID_WICPixelFormat16bppGrayHalf, D3DFMT_R16F },
|
||||
{ GUID_WICPixelFormat16bppGray, D3DFMT_L16 },
|
||||
{ GUID_WICPixelFormat8bppGray, D3DFMT_L8 },
|
||||
|
||||
{ GUID_WICPixelFormat8bppAlpha, D3DFMT_A8 },
|
||||
};
|
||||
|
||||
//-------------------------------------------------------------------------------------
|
||||
// WIC Pixel Format nearest conversion table
|
||||
//-------------------------------------------------------------------------------------
|
||||
struct WICConvert
|
||||
{
|
||||
const GUID& source;
|
||||
const GUID& target;
|
||||
|
||||
constexpr WICConvert(const GUID& src, const GUID& tgt) noexcept :
|
||||
source(src),
|
||||
target(tgt)
|
||||
{
|
||||
}
|
||||
};
|
||||
|
||||
constexpr WICConvert g_WICConvert[] =
|
||||
{
|
||||
// Note target GUID in this conversion table must be one of those directly supported formats (above).
|
||||
|
||||
{ GUID_WICPixelFormatBlackWhite, GUID_WICPixelFormat8bppGray }, // D3DFMT_L8
|
||||
|
||||
{ GUID_WICPixelFormat1bppIndexed, GUID_WICPixelFormat32bppBGRA }, // D3DFMT_A8R8G8B8
|
||||
{ GUID_WICPixelFormat2bppIndexed, GUID_WICPixelFormat32bppBGRA }, // D3DFMT_A8R8G8B8
|
||||
{ GUID_WICPixelFormat4bppIndexed, GUID_WICPixelFormat32bppBGRA }, // D3DFMT_A8R8G8B8
|
||||
{ GUID_WICPixelFormat8bppIndexed, GUID_WICPixelFormat32bppBGRA }, // D3DFMT_A8R8G8B8
|
||||
|
||||
{ GUID_WICPixelFormat2bppGray, GUID_WICPixelFormat8bppGray }, // D3DFMT_L8
|
||||
{ GUID_WICPixelFormat4bppGray, GUID_WICPixelFormat8bppGray }, // D3DFMT_L8
|
||||
|
||||
{ GUID_WICPixelFormat16bppGrayFixedPoint, GUID_WICPixelFormat16bppGrayHalf }, // D3DFMT_R16F
|
||||
{ GUID_WICPixelFormat32bppGrayFixedPoint, GUID_WICPixelFormat32bppGrayFloat }, // D3DFMT_R32F
|
||||
|
||||
{ GUID_WICPixelFormat32bppBGR101010, GUID_WICPixelFormat32bppRGBA1010102 }, // D3DFMT_A2B10G10R10
|
||||
|
||||
{ GUID_WICPixelFormat24bppBGR, GUID_WICPixelFormat32bppBGRA }, // D3DFMT_A8R8G8B8
|
||||
{ GUID_WICPixelFormat24bppRGB, GUID_WICPixelFormat32bppBGRA }, // D3DFMT_A8R8G8B8
|
||||
{ GUID_WICPixelFormat32bppBGR, GUID_WICPixelFormat32bppBGRA }, // D3DFMT_A8R8G8B8
|
||||
{ GUID_WICPixelFormat32bppRGBA, GUID_WICPixelFormat32bppBGRA }, // D3DFMT_A8R8G8B8
|
||||
{ GUID_WICPixelFormat32bppPBGRA, GUID_WICPixelFormat32bppBGRA }, // D3DFMT_A8R8G8B8
|
||||
{ GUID_WICPixelFormat32bppPRGBA, GUID_WICPixelFormat32bppBGRA }, // D3DFMT_A8R8G8B8
|
||||
|
||||
{ GUID_WICPixelFormat48bppRGB, GUID_WICPixelFormat64bppRGBA }, // D3DFMT_A16B16G16R16
|
||||
{ GUID_WICPixelFormat48bppBGR, GUID_WICPixelFormat64bppRGBA }, // D3DFMT_A16B16G16R16
|
||||
{ GUID_WICPixelFormat64bppBGRA, GUID_WICPixelFormat64bppRGBA }, // D3DFMT_A16B16G16R16
|
||||
{ GUID_WICPixelFormat64bppPRGBA, GUID_WICPixelFormat64bppRGBA }, // D3DFMT_A16B16G16R16
|
||||
{ GUID_WICPixelFormat64bppPBGRA, GUID_WICPixelFormat64bppRGBA }, // D3DFMT_A16B16G16R16
|
||||
|
||||
{ GUID_WICPixelFormat48bppRGBFixedPoint, GUID_WICPixelFormat64bppRGBAHalf }, // D3DFMT_A16B16G16R16F
|
||||
{ GUID_WICPixelFormat48bppBGRFixedPoint, GUID_WICPixelFormat64bppRGBAHalf }, // D3DFMT_A16B16G16R16F
|
||||
{ GUID_WICPixelFormat64bppRGBAFixedPoint, GUID_WICPixelFormat64bppRGBAHalf }, // D3DFMT_A16B16G16R16F
|
||||
{ GUID_WICPixelFormat64bppBGRAFixedPoint, GUID_WICPixelFormat64bppRGBAHalf }, // D3DFMT_A16B16G16R16F
|
||||
{ GUID_WICPixelFormat64bppRGBFixedPoint, GUID_WICPixelFormat64bppRGBAHalf }, // D3DFMT_A16B16G16R16F
|
||||
{ GUID_WICPixelFormat64bppRGBHalf, GUID_WICPixelFormat64bppRGBAHalf }, // D3DFMT_A16B16G16R16F
|
||||
{ GUID_WICPixelFormat48bppRGBHalf, GUID_WICPixelFormat64bppRGBAHalf }, // D3DFMT_A16B16G16R16F
|
||||
|
||||
{ GUID_WICPixelFormat128bppPRGBAFloat, GUID_WICPixelFormat128bppRGBAFloat }, // D3DFMT_A32B32G32R32F
|
||||
{ GUID_WICPixelFormat128bppRGBFloat, GUID_WICPixelFormat128bppRGBAFloat }, // D3DFMT_A32B32G32R32F
|
||||
{ GUID_WICPixelFormat128bppRGBAFixedPoint, GUID_WICPixelFormat128bppRGBAFloat }, // D3DFMT_A32B32G32R32F
|
||||
{ GUID_WICPixelFormat128bppRGBFixedPoint, GUID_WICPixelFormat128bppRGBAFloat }, // D3DFMT_A32B32G32R32F
|
||||
{ GUID_WICPixelFormat32bppRGBE, GUID_WICPixelFormat128bppRGBAFloat }, // D3DFMT_A32B32G32R32F
|
||||
|
||||
{ GUID_WICPixelFormat32bppCMYK, GUID_WICPixelFormat32bppBGRA }, // D3DFMT_A8R8G8B8
|
||||
{ GUID_WICPixelFormat64bppCMYK, GUID_WICPixelFormat64bppRGBA }, // D3DFMT_A16B16G16R16
|
||||
{ GUID_WICPixelFormat40bppCMYKAlpha, GUID_WICPixelFormat32bppBGRA }, // D3DFMT_A8R8G8B8
|
||||
{ GUID_WICPixelFormat80bppCMYKAlpha, GUID_WICPixelFormat64bppRGBA }, // D3DFMT_A16B16G16R16
|
||||
|
||||
{ GUID_WICPixelFormat32bppRGB, GUID_WICPixelFormat32bppBGRA }, // D3DFMT_A8R8G8B8
|
||||
{ GUID_WICPixelFormat64bppRGB, GUID_WICPixelFormat64bppRGBA }, // D3DFMT_A16B16G16R16
|
||||
{ GUID_WICPixelFormat64bppPRGBAHalf, GUID_WICPixelFormat64bppRGBAHalf }, // D3DFMT_A16B16G16R16F
|
||||
{ GUID_WICPixelFormat96bppRGBFloat, GUID_WICPixelFormat128bppRGBAFloat }, // D3DFMT_A32B32G32R32F
|
||||
|
||||
// We don't support n-channel formats
|
||||
};
|
||||
|
||||
//--------------------------------------------------------------------------------------
|
||||
BOOL WINAPI InitializeWICFactory(PINIT_ONCE, PVOID, PVOID* ifactory) noexcept
|
||||
{
|
||||
HRESULT hr = CoCreateInstance(
|
||||
CLSID_WICImagingFactory2,
|
||||
nullptr,
|
||||
CLSCTX_INPROC_SERVER,
|
||||
__uuidof(IWICImagingFactory2),
|
||||
ifactory
|
||||
);
|
||||
|
||||
if (SUCCEEDED(hr))
|
||||
{
|
||||
// WIC2 is available on Windows 10, Windows 8.x, and Windows 7 SP1 with KB 2670838 installed
|
||||
return TRUE;
|
||||
}
|
||||
else
|
||||
{
|
||||
hr = CoCreateInstance(
|
||||
CLSID_WICImagingFactory1,
|
||||
nullptr,
|
||||
CLSCTX_INPROC_SERVER,
|
||||
__uuidof(IWICImagingFactory),
|
||||
ifactory
|
||||
);
|
||||
return SUCCEEDED(hr) ? TRUE : FALSE;
|
||||
}
|
||||
}
|
||||
|
||||
IWICImagingFactory* GetWIC() noexcept
|
||||
{
|
||||
static INIT_ONCE s_initOnce = INIT_ONCE_STATIC_INIT;
|
||||
|
||||
IWICImagingFactory* factory = nullptr;
|
||||
if (!InitOnceExecuteOnce(
|
||||
&s_initOnce,
|
||||
InitializeWICFactory,
|
||||
nullptr,
|
||||
reinterpret_cast<LPVOID*>(&factory)))
|
||||
{
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
return factory;
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------------
|
||||
D3DFORMAT WICToD3D9(const GUID& guid) noexcept
|
||||
{
|
||||
for (size_t i = 0; i < std::size(g_WICFormats); ++i)
|
||||
{
|
||||
if (memcmp(&g_WICFormats[i].wic, &guid, sizeof(GUID)) == 0)
|
||||
return g_WICFormats[i].format;
|
||||
}
|
||||
|
||||
return D3DFMT_UNKNOWN;
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------------
|
||||
void FitPowerOf2(UINT origx, UINT origy, UINT& targetx, UINT& targety, size_t maxsize)
|
||||
{
|
||||
const float origAR = float(origx) / float(origy);
|
||||
|
||||
if (origx > origy)
|
||||
{
|
||||
size_t x;
|
||||
for (x = maxsize; x > 1; x >>= 1) { if (x <= targetx) break; }
|
||||
targetx = UINT(x);
|
||||
|
||||
float bestScore = FLT_MAX;
|
||||
for (size_t y = maxsize; y > 0; y >>= 1)
|
||||
{
|
||||
const float score = fabsf((float(x) / float(y)) - origAR);
|
||||
if (score < bestScore)
|
||||
{
|
||||
bestScore = score;
|
||||
targety = UINT(y);
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
size_t y;
|
||||
for (y = maxsize; y > 1; y >>= 1) { if (y <= targety) break; }
|
||||
targety = UINT(y);
|
||||
|
||||
float bestScore = FLT_MAX;
|
||||
for (size_t x = maxsize; x > 0; x >>= 1)
|
||||
{
|
||||
const float score = fabsf((float(x) / float(y)) - origAR);
|
||||
if (score < bestScore)
|
||||
{
|
||||
bestScore = score;
|
||||
targetx = UINT(x);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------------------
|
||||
HRESULT CreateTextureFromWIC(
|
||||
_In_ LPDIRECT3DDEVICE9 device,
|
||||
_In_ IWICBitmapFrameDecode* frame,
|
||||
_In_ size_t maxsize,
|
||||
_In_ DWORD usage,
|
||||
_In_ D3DPOOL pool,
|
||||
_In_ WIC_LOADER_FLAGS loadFlags,
|
||||
_Outptr_ LPDIRECT3DTEXTURE9* texture) noexcept
|
||||
{
|
||||
UINT width, height;
|
||||
HRESULT hr = frame->GetSize(&width, &height);
|
||||
if (FAILED(hr))
|
||||
return hr;
|
||||
|
||||
if (maxsize > UINT32_MAX)
|
||||
return E_INVALIDARG;
|
||||
|
||||
assert(width > 0 && height > 0);
|
||||
|
||||
if (!maxsize)
|
||||
{
|
||||
maxsize = 4096u /*D3D_FL9_3_REQ_TEXTURE2D_U_OR_V_DIMENSION*/;
|
||||
}
|
||||
|
||||
assert(maxsize > 0);
|
||||
|
||||
UINT twidth = width;
|
||||
UINT theight = height;
|
||||
if (loadFlags & WIC_LOADER_FIT_POW2)
|
||||
{
|
||||
FitPowerOf2(width, height, twidth, theight, maxsize);
|
||||
}
|
||||
else if (width > maxsize || height > maxsize)
|
||||
{
|
||||
const float ar = static_cast<float>(height) / static_cast<float>(width);
|
||||
if (width > height)
|
||||
{
|
||||
twidth = static_cast<UINT>(maxsize);
|
||||
theight = std::max<UINT>(1, static_cast<UINT>(static_cast<float>(maxsize) * ar));
|
||||
}
|
||||
else
|
||||
{
|
||||
theight = static_cast<UINT>(maxsize);
|
||||
twidth = std::max<UINT>(1, static_cast<UINT>(static_cast<float>(maxsize) / ar));
|
||||
}
|
||||
assert(twidth <= maxsize && theight <= maxsize);
|
||||
}
|
||||
|
||||
if (loadFlags & WIC_LOADER_MAKE_SQUARE)
|
||||
{
|
||||
twidth = std::max<UINT>(twidth, theight);
|
||||
theight = twidth;
|
||||
}
|
||||
|
||||
// Determine format
|
||||
WICPixelFormatGUID pixelFormat;
|
||||
hr = frame->GetPixelFormat(&pixelFormat);
|
||||
if (FAILED(hr))
|
||||
return hr;
|
||||
|
||||
WICPixelFormatGUID convertGUID;
|
||||
memcpy_s(&convertGUID, sizeof(WICPixelFormatGUID), &pixelFormat, sizeof(GUID));
|
||||
|
||||
D3DFORMAT format = WICToD3D9(pixelFormat);
|
||||
if (format == D3DFMT_UNKNOWN)
|
||||
{
|
||||
for (size_t i = 0; i < std::size(g_WICConvert); ++i)
|
||||
{
|
||||
if (memcmp(&g_WICConvert[i].source, &pixelFormat, sizeof(WICPixelFormatGUID)) == 0)
|
||||
{
|
||||
memcpy_s(&convertGUID, sizeof(WICPixelFormatGUID), &g_WICConvert[i].target, sizeof(GUID));
|
||||
|
||||
format = WICToD3D9(g_WICConvert[i].target);
|
||||
assert(format != D3DFMT_UNKNOWN);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (format == D3DFMT_UNKNOWN)
|
||||
return HRESULT_FROM_WIN32(ERROR_NOT_SUPPORTED);
|
||||
}
|
||||
|
||||
if (loadFlags & WIC_LOADER_FORCE_RGBA32)
|
||||
{
|
||||
memcpy_s(&convertGUID, sizeof(WICPixelFormatGUID), &GUID_WICPixelFormat32bppBGRA, sizeof(GUID));
|
||||
format = D3DFMT_A8R8G8B8;
|
||||
}
|
||||
|
||||
// Create texture
|
||||
if (loadFlags & WIC_LOADER_MIP_AUTOGEN)
|
||||
usage |= D3DUSAGE_AUTOGENMIPMAP;
|
||||
|
||||
ComPtr<IDirect3DTexture9> pTexture;
|
||||
hr = device->CreateTexture(twidth, theight, 1u,
|
||||
usage, format, pool,
|
||||
pTexture.GetAddressOf(), nullptr);
|
||||
if (FAILED(hr))
|
||||
return hr;
|
||||
|
||||
// Create staging texture memory
|
||||
ComPtr<IDirect3DTexture9> pStagingTexture;
|
||||
if (pool == D3DPOOL_DEFAULT)
|
||||
{
|
||||
hr = device->CreateTexture(twidth, theight, 1u,
|
||||
0u, format, D3DPOOL_SYSTEMMEM,
|
||||
pStagingTexture.GetAddressOf(), nullptr);
|
||||
if (FAILED(hr))
|
||||
return hr;
|
||||
}
|
||||
else
|
||||
{
|
||||
pStagingTexture = pTexture;
|
||||
}
|
||||
|
||||
D3DLOCKED_RECT LockedRect = {};
|
||||
hr = pStagingTexture->LockRect(0, &LockedRect, nullptr, 0);
|
||||
if (FAILED(hr))
|
||||
return hr;
|
||||
|
||||
const uint64_t numBytes = uint64_t(LockedRect.Pitch) * uint64_t(theight);
|
||||
|
||||
pStagingTexture->UnlockRect(0);
|
||||
|
||||
if (numBytes > UINT32_MAX)
|
||||
{
|
||||
return HRESULT_FROM_WIN32(ERROR_ARITHMETIC_OVERFLOW);
|
||||
}
|
||||
|
||||
// Load image data
|
||||
if (memcmp(&convertGUID, &pixelFormat, sizeof(GUID)) == 0
|
||||
&& twidth == width
|
||||
&& theight == height)
|
||||
{
|
||||
// No format conversion or resize needed
|
||||
hr = pStagingTexture->LockRect(0, &LockedRect, nullptr, 0);
|
||||
if (FAILED(hr))
|
||||
return hr;
|
||||
|
||||
hr = frame->CopyPixels(nullptr, static_cast<UINT>(LockedRect.Pitch), static_cast<UINT>(numBytes),
|
||||
static_cast<BYTE*>(LockedRect.pBits));
|
||||
|
||||
pStagingTexture->UnlockRect(0);
|
||||
|
||||
if (FAILED(hr))
|
||||
return hr;
|
||||
}
|
||||
else if (twidth != width || theight != height)
|
||||
{
|
||||
// Resize
|
||||
auto pWIC = GetWIC();
|
||||
if (!pWIC)
|
||||
return E_NOINTERFACE;
|
||||
|
||||
ComPtr<IWICBitmapScaler> scaler;
|
||||
hr = pWIC->CreateBitmapScaler(scaler.GetAddressOf());
|
||||
if (FAILED(hr))
|
||||
return hr;
|
||||
|
||||
hr = scaler->Initialize(frame, twidth, theight, WICBitmapInterpolationModeFant);
|
||||
if (FAILED(hr))
|
||||
return hr;
|
||||
|
||||
WICPixelFormatGUID pfScaler;
|
||||
hr = scaler->GetPixelFormat(&pfScaler);
|
||||
if (FAILED(hr))
|
||||
return hr;
|
||||
|
||||
if (memcmp(&convertGUID, &pfScaler, sizeof(GUID)) == 0)
|
||||
{
|
||||
// No format conversion needed
|
||||
hr = pStagingTexture->LockRect(0, &LockedRect, nullptr, 0);
|
||||
if (FAILED(hr))
|
||||
return hr;
|
||||
|
||||
hr = scaler->CopyPixels(nullptr, static_cast<UINT>(LockedRect.Pitch), static_cast<UINT>(numBytes),
|
||||
static_cast<BYTE*>(LockedRect.pBits));
|
||||
|
||||
pStagingTexture->UnlockRect(0);
|
||||
|
||||
if (FAILED(hr))
|
||||
return hr;
|
||||
}
|
||||
else
|
||||
{
|
||||
ComPtr<IWICFormatConverter> FC;
|
||||
hr = pWIC->CreateFormatConverter(FC.GetAddressOf());
|
||||
if (FAILED(hr))
|
||||
return hr;
|
||||
|
||||
BOOL canConvert = FALSE;
|
||||
hr = FC->CanConvert(pfScaler, convertGUID, &canConvert);
|
||||
if (FAILED(hr) || !canConvert)
|
||||
{
|
||||
return E_UNEXPECTED;
|
||||
}
|
||||
|
||||
hr = FC->Initialize(scaler.Get(), convertGUID, WICBitmapDitherTypeErrorDiffusion, nullptr, 0, WICBitmapPaletteTypeMedianCut);
|
||||
if (FAILED(hr))
|
||||
return hr;
|
||||
|
||||
hr = pStagingTexture->LockRect(0, &LockedRect, nullptr, 0);
|
||||
if (FAILED(hr))
|
||||
return hr;
|
||||
|
||||
hr = FC->CopyPixels(nullptr, static_cast<UINT>(LockedRect.Pitch), static_cast<UINT>(numBytes),
|
||||
static_cast<BYTE*>(LockedRect.pBits));
|
||||
|
||||
pStagingTexture->UnlockRect(0);
|
||||
|
||||
if (FAILED(hr))
|
||||
return hr;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Format conversion but no resize
|
||||
auto pWIC = GetWIC();
|
||||
if (!pWIC)
|
||||
return E_NOINTERFACE;
|
||||
|
||||
ComPtr<IWICFormatConverter> FC;
|
||||
hr = pWIC->CreateFormatConverter(FC.GetAddressOf());
|
||||
if (FAILED(hr))
|
||||
return hr;
|
||||
|
||||
BOOL canConvert = FALSE;
|
||||
hr = FC->CanConvert(pixelFormat, convertGUID, &canConvert);
|
||||
if (FAILED(hr) || !canConvert)
|
||||
{
|
||||
return E_UNEXPECTED;
|
||||
}
|
||||
|
||||
hr = FC->Initialize(frame, convertGUID, WICBitmapDitherTypeErrorDiffusion, nullptr, 0, WICBitmapPaletteTypeMedianCut);
|
||||
if (FAILED(hr))
|
||||
return hr;
|
||||
|
||||
hr = pStagingTexture->LockRect(0, &LockedRect, nullptr, 0);
|
||||
if (FAILED(hr))
|
||||
return hr;
|
||||
|
||||
hr = FC->CopyPixels(nullptr, static_cast<UINT>(LockedRect.Pitch), static_cast<UINT>(numBytes),
|
||||
static_cast<BYTE*>(LockedRect.pBits));
|
||||
|
||||
pStagingTexture->UnlockRect(0);
|
||||
|
||||
if (FAILED(hr))
|
||||
return hr;
|
||||
}
|
||||
|
||||
if (pool == D3DPOOL_DEFAULT)
|
||||
{
|
||||
hr = device->UpdateTexture(pStagingTexture.Get(), pTexture.Get());
|
||||
if (FAILED(hr))
|
||||
return hr;
|
||||
}
|
||||
|
||||
*texture = pTexture.Detach();
|
||||
|
||||
return S_OK;
|
||||
}
|
||||
} // anonymous namespace
|
||||
|
||||
//--------------------------------------------------------------------------------------
|
||||
_Use_decl_annotations_
|
||||
HRESULT DirectX::CreateWICTextureFromMemory(
|
||||
LPDIRECT3DDEVICE9 d3dDevice,
|
||||
const uint8_t* wicData,
|
||||
size_t wicDataSize,
|
||||
LPDIRECT3DTEXTURE9* texture,
|
||||
size_t maxsize,
|
||||
WIC_LOADER_FLAGS loadFlags) noexcept
|
||||
{
|
||||
return CreateWICTextureFromMemoryEx(d3dDevice, wicData, wicDataSize, maxsize, 0u, D3DPOOL_DEFAULT, loadFlags, texture);
|
||||
}
|
||||
|
||||
|
||||
_Use_decl_annotations_
|
||||
HRESULT DirectX::CreateWICTextureFromMemoryEx(
|
||||
LPDIRECT3DDEVICE9 d3dDevice,
|
||||
const uint8_t* wicData,
|
||||
size_t wicDataSize,
|
||||
_In_ size_t maxsize,
|
||||
_In_ DWORD usage,
|
||||
_In_ D3DPOOL pool,
|
||||
_In_ WIC_LOADER_FLAGS loadFlags,
|
||||
LPDIRECT3DTEXTURE9* texture) noexcept
|
||||
{
|
||||
if (texture)
|
||||
{
|
||||
*texture = nullptr;
|
||||
}
|
||||
|
||||
if (!d3dDevice || !wicData || !wicDataSize || !texture)
|
||||
return E_INVALIDARG;
|
||||
|
||||
if (!wicDataSize)
|
||||
return E_FAIL;
|
||||
|
||||
if (wicDataSize > UINT32_MAX)
|
||||
return HRESULT_FROM_WIN32(ERROR_FILE_TOO_LARGE);
|
||||
|
||||
auto pWIC = GetWIC();
|
||||
if (!pWIC)
|
||||
return E_NOINTERFACE;
|
||||
|
||||
// Create input stream for memory
|
||||
ComPtr<IWICStream> stream;
|
||||
HRESULT hr = pWIC->CreateStream(stream.GetAddressOf());
|
||||
if (FAILED(hr))
|
||||
return hr;
|
||||
|
||||
hr = stream->InitializeFromMemory(const_cast<uint8_t*>(wicData), static_cast<DWORD>(wicDataSize));
|
||||
if (FAILED(hr))
|
||||
return hr;
|
||||
|
||||
// Initialize WIC
|
||||
ComPtr<IWICBitmapDecoder> decoder;
|
||||
hr = pWIC->CreateDecoderFromStream(stream.Get(), nullptr, WICDecodeMetadataCacheOnDemand, decoder.GetAddressOf());
|
||||
if (FAILED(hr))
|
||||
return hr;
|
||||
|
||||
ComPtr<IWICBitmapFrameDecode> frame;
|
||||
hr = decoder->GetFrame(0, frame.GetAddressOf());
|
||||
if (FAILED(hr))
|
||||
return hr;
|
||||
|
||||
return CreateTextureFromWIC(d3dDevice, frame.Get(), maxsize, usage, pool, loadFlags, texture);
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------------------------------
|
||||
_Use_decl_annotations_
|
||||
HRESULT DirectX::CreateWICTextureFromFile(
|
||||
LPDIRECT3DDEVICE9 d3dDevice,
|
||||
const wchar_t* fileName,
|
||||
LPDIRECT3DTEXTURE9* texture,
|
||||
size_t maxsize,
|
||||
WIC_LOADER_FLAGS loadFlags) noexcept
|
||||
{
|
||||
return CreateWICTextureFromFileEx(d3dDevice, fileName, maxsize, 0u, D3DPOOL_DEFAULT, loadFlags, texture);
|
||||
}
|
||||
|
||||
_Use_decl_annotations_
|
||||
HRESULT DirectX::CreateWICTextureFromFileEx(
|
||||
LPDIRECT3DDEVICE9 d3dDevice,
|
||||
const wchar_t* fileName,
|
||||
size_t maxsize,
|
||||
DWORD usage,
|
||||
D3DPOOL pool,
|
||||
WIC_LOADER_FLAGS loadFlags,
|
||||
LPDIRECT3DTEXTURE9* texture) noexcept
|
||||
{
|
||||
if (texture)
|
||||
{
|
||||
*texture = nullptr;
|
||||
}
|
||||
|
||||
if (!d3dDevice || !fileName || !texture)
|
||||
return E_INVALIDARG;
|
||||
|
||||
auto pWIC = GetWIC();
|
||||
if (!pWIC)
|
||||
return E_NOINTERFACE;
|
||||
|
||||
// Initialize WIC
|
||||
ComPtr<IWICBitmapDecoder> decoder;
|
||||
HRESULT hr = pWIC->CreateDecoderFromFilename(fileName,
|
||||
nullptr,
|
||||
GENERIC_READ,
|
||||
WICDecodeMetadataCacheOnDemand,
|
||||
decoder.GetAddressOf());
|
||||
if (FAILED(hr))
|
||||
return hr;
|
||||
|
||||
ComPtr<IWICBitmapFrameDecode> frame;
|
||||
hr = decoder->GetFrame(0, frame.GetAddressOf());
|
||||
if (FAILED(hr))
|
||||
return hr;
|
||||
|
||||
return CreateTextureFromWIC(d3dDevice, frame.Get(), maxsize, usage, pool, loadFlags, texture);
|
||||
}
|
||||
@@ -0,0 +1,93 @@
|
||||
//--------------------------------------------------------------------------------------
|
||||
// File: WICTextureLoader9.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
|
||||
//
|
||||
// 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
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
#pragma once
|
||||
|
||||
#ifndef DIRECT3D_VERSION
|
||||
#define DIRECT3D_VERSION 0x900
|
||||
#endif
|
||||
#include <d3d9.h>
|
||||
|
||||
#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_MIP_AUTOGEN = 0x8,
|
||||
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"
|
||||
#pragma clang diagnostic ignored "-Wextra-semi-stmt"
|
||||
#endif
|
||||
|
||||
DEFINE_ENUM_FLAG_OPERATORS(WIC_LOADER_FLAGS);
|
||||
|
||||
#ifdef __clang__
|
||||
#pragma clang diagnostic pop
|
||||
#endif
|
||||
#endif
|
||||
|
||||
// Standard version
|
||||
HRESULT CreateWICTextureFromMemory(
|
||||
_In_ LPDIRECT3DDEVICE9 d3dDevice,
|
||||
_In_reads_bytes_(wicDataSize) const uint8_t* wicData,
|
||||
_In_ size_t wicDataSize,
|
||||
_Outptr_ LPDIRECT3DTEXTURE9* texture,
|
||||
_In_ size_t maxsize = 0,
|
||||
_In_ WIC_LOADER_FLAGS loadFlags = WIC_LOADER_DEFAULT) noexcept;
|
||||
|
||||
HRESULT CreateWICTextureFromFile(
|
||||
_In_ LPDIRECT3DDEVICE9 d3dDevice,
|
||||
_In_z_ const wchar_t* fileName,
|
||||
_Outptr_ LPDIRECT3DTEXTURE9* texture,
|
||||
_In_ size_t maxsize = 0,
|
||||
_In_ WIC_LOADER_FLAGS loadFlags = WIC_LOADER_DEFAULT) noexcept;
|
||||
|
||||
// Extended version
|
||||
HRESULT CreateWICTextureFromMemoryEx(
|
||||
_In_ LPDIRECT3DDEVICE9 d3dDevice,
|
||||
_In_reads_bytes_(wicDataSize) const uint8_t* wicData,
|
||||
_In_ size_t wicDataSize,
|
||||
_In_ size_t maxsize,
|
||||
_In_ DWORD usage,
|
||||
_In_ D3DPOOL pool,
|
||||
_In_ WIC_LOADER_FLAGS loadFlags,
|
||||
_Outptr_ LPDIRECT3DTEXTURE9* texture) noexcept;
|
||||
|
||||
HRESULT CreateWICTextureFromFileEx(
|
||||
_In_ LPDIRECT3DDEVICE9 d3dDevice,
|
||||
_In_z_ const wchar_t* fileName,
|
||||
_In_ size_t maxsize,
|
||||
_In_ DWORD usage,
|
||||
_In_ D3DPOOL pool,
|
||||
_In_ WIC_LOADER_FLAGS loadFlags,
|
||||
_Outptr_ LPDIRECT3DTEXTURE9* texture) noexcept;
|
||||
}
|
||||
+10
-3
@@ -12,19 +12,26 @@ INT Window::init(HINSTANCE hInstance, UINT width, UINT height)
|
||||
wc.hbrBackground = CreateSolidBrush(RGB(0, 255, 0));
|
||||
wc.hCursor = LoadCursor(nullptr, IDC_ARROW);
|
||||
wc.hIcon = LoadIcon(nullptr, IDI_APPLICATION);
|
||||
wc.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC; // technical behaviour
|
||||
|
||||
// 2. register window class
|
||||
if (!RegisterClass(&wc)) return 100;
|
||||
|
||||
// 3. adjust window size (optional)
|
||||
DWORD style = {};
|
||||
style = WS_OVERLAPPEDWINDOW; // window with border & title
|
||||
//style = WS_POPUP; // window without any border or title
|
||||
|
||||
RECT rect = { 100, 100, width + 100, height + 100 }; // left top right bottom
|
||||
AdjustWindowRect(&rect, style, FALSE);
|
||||
|
||||
// 4. create window instance
|
||||
_hWnd = CreateWindow(
|
||||
wc.lpszClassName, // class name of window class to be instantiated
|
||||
wc.lpszClassName, // window title
|
||||
WS_OVERLAPPEDWINDOW, // visual style
|
||||
100, 100, // window position (left-top corner)
|
||||
width, height, // window size
|
||||
style, // visual style
|
||||
rect.left, rect.top, // window position (left-top corner)
|
||||
rect.right - rect.left, rect.bottom - rect.top, // window size
|
||||
nullptr, // handle to parent window
|
||||
nullptr, // handle to menu instance
|
||||
hInstance,
|
||||
|
||||
+23
-2
@@ -32,6 +32,13 @@ int WINAPI WinMain(
|
||||
error = d3d.init(window.getWindowHandle(), width, height, isFullscreen);
|
||||
CheckError(error);
|
||||
|
||||
// set render states
|
||||
d3d.getDevice()->SetRenderState(D3DRS_CULLMODE, D3DCULL_CCW);
|
||||
d3d.getDevice()->SetRenderState(D3DRS_LIGHTING, TRUE);
|
||||
d3d.getDevice()->SetRenderState(D3DRS_SPECULARENABLE, TRUE);
|
||||
d3d.getDevice()->SetRenderState(D3DRS_DIFFUSEMATERIALSOURCE, D3DMCS_MATERIAL);
|
||||
d3d.getDevice()->SetRenderState(D3DRS_SPECULARMATERIALSOURCE, D3DMCS_MATERIAL);
|
||||
|
||||
// 3. create a mesh
|
||||
Mesh mesh = {};
|
||||
error = mesh.init(d3d.getDevice());
|
||||
@@ -54,16 +61,30 @@ int WINAPI WinMain(
|
||||
|
||||
// 7. create light source
|
||||
Light light = {};
|
||||
error = light.init();
|
||||
D3DLIGHT9 lightData = {};
|
||||
lightData.Type = D3DLIGHT_DIRECTIONAL;
|
||||
lightData.Direction = { 0.0f, 0.0f, 1.0f };
|
||||
lightData.Diffuse = { 0.5f, 0.5f, 0.5f, 1.0f };
|
||||
lightData.Specular = { 1.0f, 1.0f, 1.0f, 1.0f };
|
||||
lightData.Ambient = { 0.2f, 0.2f, 0.2f, 1.0f };
|
||||
|
||||
error = light.init(lightData);
|
||||
CheckError(error);
|
||||
|
||||
// 8. run application
|
||||
while (window.run())
|
||||
{
|
||||
if (GetAsyncKeyState(VK_F1) & 0x8000) d3d.getDevice()->SetRenderState(D3DRS_FILLMODE, D3DFILL_WIREFRAME);
|
||||
if (GetAsyncKeyState(VK_F2) & 0x8000) d3d.getDevice()->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
|
||||
if (GetAsyncKeyState(VK_F3) & 0x8000) d3d.getDevice()->SetRenderState(D3DRS_FILLMODE, D3DFILL_POINT);
|
||||
if (GetAsyncKeyState(VK_F4) & 0x8000) d3d.getDevice()->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
|
||||
if (GetAsyncKeyState(VK_F5) & 0x8000) d3d.getDevice()->SetRenderState(D3DRS_CULLMODE, D3DCULL_CW);
|
||||
if (GetAsyncKeyState(VK_F6) & 0x8000) d3d.getDevice()->SetRenderState(D3DRS_CULLMODE, D3DCULL_CCW);
|
||||
|
||||
// 8.1. update objects
|
||||
time.update();
|
||||
mesh.update(time.getDeltaTime());
|
||||
camera.update(time.getDeltaTime());
|
||||
camera.update(time.getDeltaTime(), d3d.getDevice());
|
||||
light.update(time.getDeltaTime());
|
||||
|
||||
// 8.2. render objects
|
||||
|
||||
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
|
||||
# Visual Studio Version 17
|
||||
VisualStudioVersion = 17.14.36414.22 d17.14
|
||||
VisualStudioVersion = 17.14.36414.22
|
||||
MinimumVisualStudioVersion = 10.0.40219.1
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "D3D9", "D3D9\D3D9.vcxproj", "{0A0FC4EF-7B17-42CF-9AC6-B54B176258A5}"
|
||||
EndProject
|
||||
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "D3D11", "D3D11\D3D11.vcxproj", "{C46808CF-936B-4F98-81C2-1E10D9F1822F}"
|
||||
EndProject
|
||||
Global
|
||||
GlobalSection(SolutionConfigurationPlatforms) = preSolution
|
||||
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|x86.ActiveCfg = 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
|
||||
GlobalSection(SolutionProperties) = preSolution
|
||||
HideSolutionNode = FALSE
|
||||
|
||||
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Reference in New Issue
Block a user