Ejemplo n.º 1
0
////Rectangle for secondary target view
bool ModelsDemo::RenderPassThree(){
	d3dContext_->OMSetRenderTargets( 1, &backBufferTarget_, NULL );
	unsigned int stride = sizeof( VertexPos );
	unsigned int offset = 0;


	TurnZBufferOff();
	TurnOnAlphaBlending();
	
	stride = sizeof( TextVertexPos );
	offset = 0;

	d3dContext_->IASetInputLayout( textInputLayout_ );
	d3dContext_->IASetVertexBuffers( 0, 1, &textVertexBuffer_, &stride, &offset );
	d3dContext_->IASetPrimitiveTopology( D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST );

	d3dContext_->VSSetShader( textTextureMapVS_, 0, 0 );
	d3dContext_->PSSetShader( textTextureMapPS_, 0, 0 );

	//d3dContext_->ClearRenderTargetView( renderTargetViewMap, redColor );	/////
	d3dContext_->PSSetShaderResources( 0, 1, &shaderResourceViewMap  );
    d3dContext_->PSSetSamplers( 0, 1, &textColorMapSampler_ );
	d3dContext_->IASetVertexBuffers( 0, 1, &textVertexBuffer_, &stride, &offset );
	//d3dContext_->IASetVertexBuffers( 0, 1, &vertexBufferRect_, &stride, &offset );
	//d3dContext_->Draw( 6, 0 );


	if(MyGrid->GetWorldType() == 1 || MyGrid->GetWorldType() == 3){
		d3dContext_->PSSetShaderResources( 0, 1, &GridColorMap_ );
	}
	if(MyGrid->GetWorldType() == 2){
		d3dContext_->PSSetShaderResources( 0, 1, &GridColorMapLava_ );
	}
	if(MyGrid->GetWorldType() == 4  || MyGrid->GetWorldType() == 5){
		d3dContext_->PSSetShaderResources( 0, 1, &GridColorMapTemple_ );
	}



	MyGrid->Render(d3dContext_);

	return true;
}
Ejemplo n.º 2
0
void RenderSystem::v_Render()
{

	BeginScene();
	TurnOnAlphaBlending();

	static float t = 0.0f;
	static ULONGLONG timeStart = 0;
	ULONGLONG timeCur = GetTickCount64();
	if ( timeStart==0 )
		timeStart = timeCur;

	t = ( timeCur-timeStart ) / 1000.0f;

	XMMATRIX Model     = XMMatrixRotationY(t);
	XMStoreFloat4x4(&m_Matrix.model, XMMatrixTranspose(Model));

	m_Cube.Render(m_pD3D11DeviceContext.Get(), m_Matrix);

	TurnOffAlphaBlending();
	EndScene();
}
Ejemplo n.º 3
0
	bool D3DClass::Initialize(int screenWidth, int screenHeight, bool vsync, HWND hwnd, bool fullscreen,
		float screenDepth, float screenNear)
	{
		HRESULT result;
		IDXGIFactory* factory;
		IDXGIAdapter* adapter;
		IDXGIOutput* adapterOutput;
		unsigned int numModes, i, numerator, denominator;
		DXGI_MODE_DESC* displayModeList;
		DXGI_SWAP_CHAIN_DESC swapChainDesc;
		D3D_FEATURE_LEVEL featureLevel;
		ID3D11Texture2D* backBufferPtr;
		D3D11_TEXTURE2D_DESC depthBufferDesc;
		D3D11_DEPTH_STENCIL_DESC depthStencilDesc;
		D3D11_DEPTH_STENCIL_VIEW_DESC depthStencilViewDesc;
		D3D11_RASTERIZER_DESC rasterDesc;
		D3D11_VIEWPORT viewport;
		float fieldOfView, screenAspect;
		D3D11_DEPTH_STENCIL_DESC depthDisabledStencilDesc;
		D3D11_BLEND_DESC blendStateDescription;


		// Store the vsync setting.
		m_vsync_enabled = vsync;

		// Create a DirectX graphics interface factory.
		result = CreateDXGIFactory(__uuidof(IDXGIFactory), (void**)&factory);
		if (FAILED(result))
		{
			return false;
		}

		// Use the factory to create an adapter for the primary graphics interface (video card).
		result = factory->EnumAdapters(0, &adapter);
		if (FAILED(result))
		{
			return false;
		}

		// Enumerate the primary adapter output (monitor).
		result = adapter->EnumOutputs(0, &adapterOutput);
		if (FAILED(result))
		{
			return false;
		}

		// Get the number of modes that fit the DXGI_FORMAT_R8G8B8A8_UNORM display format for the adapter output (monitor).
		result = adapterOutput->GetDisplayModeList(DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_ENUM_MODES_INTERLACED, &numModes, nullptr);
		if (FAILED(result))
		{
			return false;
		}

		// Create a list to hold all the possible display modes for this monitor/video card combination.
		displayModeList = new DXGI_MODE_DESC[numModes];
		if (!displayModeList)
		{
			return false;
		}

		// Now fill the display mode list structures.
		result = adapterOutput->GetDisplayModeList(DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_ENUM_MODES_INTERLACED, &numModes, displayModeList);
		if (FAILED(result))
		{
			return false;
		}

		// Now go through all the display modes and find the one that matches the screen width and height.
		// When a match is found store the numerator and denominator of the refresh rate for that monitor.
		for (i = 0; i < numModes; i++)
		{
			if (displayModeList[i].Width == (unsigned int)screenWidth)
			{
				if (displayModeList[i].Height == (unsigned int)screenHeight)
				{
					numerator = displayModeList[i].RefreshRate.Numerator;
					denominator = displayModeList[i].RefreshRate.Denominator;
				}
			}
		}

		// Release the display mode list.
		delete[] displayModeList;
		displayModeList = 0;

		// Release the adapter output.
		adapterOutput->Release();
		adapterOutput = 0;

		// Release the adapter.
		adapter->Release();
		adapter = 0;

		// Release the factory.
		factory->Release();
		factory = 0;

		// Initialize the swap chain description.
		ZeroMemory(&swapChainDesc, sizeof(swapChainDesc));

		// Set to a single back buffer.
		swapChainDesc.BufferCount = 1;

		// Set the width and height of the back buffer.
		swapChainDesc.BufferDesc.Width = screenWidth;
		swapChainDesc.BufferDesc.Height = screenHeight;

		// Set regular 32-bit surface for the back buffer.
		swapChainDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;

		// Set the refresh rate of the back buffer.
		if (m_vsync_enabled)
		{
			swapChainDesc.BufferDesc.RefreshRate.Numerator = numerator;
			swapChainDesc.BufferDesc.RefreshRate.Denominator = denominator;
		}
		else
		{
			swapChainDesc.BufferDesc.RefreshRate.Numerator = 0;
			swapChainDesc.BufferDesc.RefreshRate.Denominator = 1;
		}

		// Set the usage of the back buffer.
		swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;

		// Set the handle for the window to render to.
		swapChainDesc.OutputWindow = hwnd;

		// Turn multisampling off.
		swapChainDesc.SampleDesc.Count = 1;
		swapChainDesc.SampleDesc.Quality = 0;

		// Set to full screen or windowed mode.
		if (fullscreen)
		{
			swapChainDesc.Windowed = false;
		}
		else
		{
			swapChainDesc.Windowed = true;
		}

		// Set the scan line ordering and scaling to unspecified.
		swapChainDesc.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
		swapChainDesc.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;

		// Discard the back buffer contents after presenting.
		swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;

		// Don't set the advanced flags.
		swapChainDesc.Flags = 0;

		// Set the feature level to DirectX 11.
		featureLevel = D3D_FEATURE_LEVEL_11_0;

		// Create the swap chain, Direct3D device, and Direct3D device context.
		result = D3D11CreateDeviceAndSwapChain(nullptr, D3D_DRIVER_TYPE_HARDWARE, nullptr, 0, 0, 0,
			D3D11_SDK_VERSION, &swapChainDesc, &m_swapChain, &m_device, nullptr, &m_deviceContext);
		if (FAILED(result))
		{
			return false;
		}

		// Get the pointer to the back buffer.
		result = m_swapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&backBufferPtr);
		if (FAILED(result))
		{
			return false;
		}

		// Create the render target view with the back buffer pointer.
		result = m_device->CreateRenderTargetView(backBufferPtr, nullptr, &m_renderTargetView);
		if (FAILED(result))
		{
			return false;
		}

		// Release pointer to the back buffer as we no longer need it.
		backBufferPtr->Release();
		backBufferPtr = 0;

		// Initialize the description of the depth buffer.
		ZeroMemory(&depthBufferDesc, sizeof(depthBufferDesc));

		// Set up the description of the depth buffer.
		depthBufferDesc.Width = screenWidth;
		depthBufferDesc.Height = screenHeight;
		depthBufferDesc.MipLevels = 1;
		depthBufferDesc.ArraySize = 1;
		depthBufferDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
		depthBufferDesc.SampleDesc.Count = 1;
		depthBufferDesc.SampleDesc.Quality = 0;
		depthBufferDesc.Usage = D3D11_USAGE_DEFAULT;
		depthBufferDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
		depthBufferDesc.CPUAccessFlags = 0;
		depthBufferDesc.MiscFlags = 0;

		// Create the texture for the depth buffer using the filled out description.
		result = m_device->CreateTexture2D(&depthBufferDesc, nullptr, &m_depthStencilBuffer);
		if (FAILED(result))
		{
			return false;
		}

		// Initialize the description of the stencil state.
		ZeroMemory(&depthStencilDesc, sizeof(depthStencilDesc));

		// Set up the description of the stencil state.
		depthStencilDesc.DepthEnable = true;
		depthStencilDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
		depthStencilDesc.DepthFunc = D3D11_COMPARISON_LESS;

		depthStencilDesc.StencilEnable = true;
		depthStencilDesc.StencilReadMask = 0xFF;
		depthStencilDesc.StencilWriteMask = 0xFF;

		// Stencil operations if pixel is front-facing.
		depthStencilDesc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
		depthStencilDesc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_INCR;
		depthStencilDesc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
		depthStencilDesc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;

		// Stencil operations if pixel is back-facing.
		depthStencilDesc.BackFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
		depthStencilDesc.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_DECR;
		depthStencilDesc.BackFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
		depthStencilDesc.BackFace.StencilFunc = D3D11_COMPARISON_ALWAYS;

		// Create the depth stencil state.
		//result = m_device->CreateDepthStencilState(&depthStencilDesc, &m_depthStencilState);
		if (FAILED(result))
		{
			return false;
		}

		// Set the depth stencil state.
		m_deviceContext->OMSetDepthStencilState(m_depthStencilState, 1);

		// Initialize the depth stencil view.
		ZeroMemory(&depthStencilViewDesc, sizeof(depthStencilViewDesc));

		// Set up the depth stencil view description.
		depthStencilViewDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
		depthStencilViewDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
		depthStencilViewDesc.Texture2D.MipSlice = 0;

		// Create the depth stencil view.
		//result = m_device->CreateDepthStencilView(m_depthStencilBuffer, &depthStencilViewDesc, &m_depthStencilView);
		if (FAILED(result))
		{
			return false;
		}

		// Bind the render target view and depth stencil buffer to the output render pipeline.
		m_deviceContext->OMSetRenderTargets(1, &m_renderTargetView, m_depthStencilView);

		// Setup the raster description which will determine how and what polygons will be drawn.
		rasterDesc.AntialiasedLineEnable = false;
		rasterDesc.CullMode = D3D11_CULL_BACK;
		rasterDesc.DepthBias = 0;
		rasterDesc.DepthBiasClamp = 0.0f;
		rasterDesc.DepthClipEnable = true;
		rasterDesc.FillMode = D3D11_FILL_SOLID;
		rasterDesc.FrontCounterClockwise = false;
		rasterDesc.MultisampleEnable = false;
		rasterDesc.ScissorEnable = false;
		rasterDesc.SlopeScaledDepthBias = 0.0f;

		// Create the rasterizer state from the description we just filled out.
		result = m_device->CreateRasterizerState(&rasterDesc, &m_rasterState);
		if (FAILED(result))
		{
			return false;
		}

		// Now set the rasterizer state.
		m_deviceContext->RSSetState(m_rasterState);

		// Setup the viewport for rendering.
		viewport.Width = (float)screenWidth;
		viewport.Height = (float)screenHeight;
		viewport.MinDepth = 0.0f;
		viewport.MaxDepth = 1.0f;
		viewport.TopLeftX = 0.0f;
		viewport.TopLeftY = 0.0f;

		// Create the viewport.
		m_deviceContext->RSSetViewports(1, &viewport);

		// Setup the projection matrix.
		fieldOfView = (float)D3DX_PI / 2.0f;
		screenAspect = (float)screenWidth / (float)screenHeight;

		// Create the projection matrix for 3D rendering.
		D3DXMatrixPerspectiveFovLH(&m_projectionMatrix, fieldOfView, screenAspect, screenNear, screenDepth);

		// Initialize the world matrix to the identity matrix.
		D3DXMatrixIdentity(&m_worldMatrix);

		// Create an orthographic projection matrix for 2D rendering.
		D3DXMatrixOrthoLH(&m_orthoMatrix, (float)screenWidth, (float)screenHeight, screenNear, screenDepth);

		// Clear the second depth stencil state before setting the parameters.
		ZeroMemory(&depthDisabledStencilDesc, sizeof(depthDisabledStencilDesc));

		// Now create a second depth stencil state which turns off the Z buffer for 2D rendering.  The only difference is 
		// that DepthEnable is set to false, all other parameters are the same as the other depth stencil state.
		depthDisabledStencilDesc.DepthEnable = false;
		depthDisabledStencilDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
		depthDisabledStencilDesc.DepthFunc = D3D11_COMPARISON_LESS;
		depthDisabledStencilDesc.StencilEnable = true;
		depthDisabledStencilDesc.StencilReadMask = 0xFF;
		depthDisabledStencilDesc.StencilWriteMask = 0xFF;
		depthDisabledStencilDesc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
		depthDisabledStencilDesc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_INCR;
		depthDisabledStencilDesc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
		depthDisabledStencilDesc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
		depthDisabledStencilDesc.BackFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
		depthDisabledStencilDesc.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_DECR;
		depthDisabledStencilDesc.BackFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
		depthDisabledStencilDesc.BackFace.StencilFunc = D3D11_COMPARISON_ALWAYS;

		// Create the state using the device.
		result = m_device->CreateDepthStencilState(&depthDisabledStencilDesc, &m_depthDisabledStencilState);
		if (FAILED(result))
		{
			return false;
		}

		// Clear the blend state description.
		ZeroMemory(&blendStateDescription, sizeof(D3D11_BLEND_DESC));

		// Create an alpha enabled blend state description.
		blendStateDescription.RenderTarget[0].BlendEnable = TRUE;
		//blendStateDescription.RenderTarget[0].SrcBlend = D3D11_BLEND_ONE;
		blendStateDescription.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
		blendStateDescription.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
		blendStateDescription.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
		blendStateDescription.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
		blendStateDescription.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
		blendStateDescription.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
		blendStateDescription.RenderTarget[0].RenderTargetWriteMask = 0x0f;

		// Create the blend state using the description.
		result = m_device->CreateBlendState(&blendStateDescription, &m_alphaEnableBlendingState);
		if (FAILED(result))
		{
			return false;
		}

		// Modify the description to create an alpha disabled blend state description.
		blendStateDescription.RenderTarget[0].BlendEnable = FALSE;

		// Create the blend state using the description.
		result = m_device->CreateBlendState(&blendStateDescription, &m_alphaDisableBlendingState);
		if (FAILED(result))
		{
			return false;
		}

		TurnOnAlphaBlending();

		return true;
	}
Ejemplo n.º 4
0
////Text
bool ModelsDemo::RenderPassTwo(){
	d3dContext_->OMSetRenderTargets( 1, &backBufferTarget_, NULL );
	unsigned int stride = sizeof( VertexPos );
	unsigned int offset = 0;


		// create matrices to create a single world matrix for the GameObject's transform
		XMMATRIX scale_mat = XMMatrixScaling(1,1,1);
		XMMATRIX rotation_mat = XMMatrixRotationRollPitchYaw(0,0,0);
		XMMATRIX position_mat = XMMatrixTranslation(0, 0, 0);
		XMMATRIX  world_mat = XMMatrixTranspose( scale_mat * rotation_mat * position_mat );
		d3dContext_->UpdateSubresource( worldCB_, 0, 0, &world_mat, 0, 0 );
		d3dContext_->VSSetConstantBuffers( 0, 1, &worldCB_ );





		TurnZBufferOff();
		TurnOnAlphaBlending();
	
		stride = sizeof( TextVertexPos );
		offset = 0;

		d3dContext_->IASetInputLayout( textInputLayout_ );
		d3dContext_->IASetVertexBuffers( 0, 1, &textVertexBuffer_, &stride, &offset );
		d3dContext_->IASetPrimitiveTopology( D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST );

		d3dContext_->VSSetShader( textTextureMapVS_, 0, 0 );
		d3dContext_->PSSetShader( textTextureMapPS_, 0, 0 );


		d3dContext_->PSSetShaderResources( 0, 1, &textColorMap_ );
		d3dContext_->PSSetSamplers( 0, 1, &textColorMapSampler_ );

		////////////////////////////////////////////////////////
		//MyGrid->Render(d3dContext_);

		d3dContext_->IASetVertexBuffers( 0, 1, &textVertexBuffer_, &stride, &offset );///////
		if (gameState_ == START_MENU)
	{
		/////////////////////////////////////////////TEXT//////////////////////////////////////////////
		DrawString( "PRESS SPACE to START", -0.4f, 0.0f );
		DrawString( "PRESS ESC to QUIT", -0.35f, -0.1f );
		////////////////////////////////////////////////////////////////////////////////////////////////
	}
	char output[24];
	if(gameState_ == RUN){
		sprintf_s(output, "Floor:%d",MyGrid->GetFloorNumber());
		DrawString( output, -0.1f, 0.8f);

		sprintf_s(output, "%d/%d",MyGrid->GetHealth(), MyGrid->GetMaxHealth());
		DrawString( output, -0.1f, 0.9f);

		sprintf_s(output, "%d",MyGrid->GetPotions());
		DrawString( output, -0.2f, 0.8f);

		sprintf_s(output, "%d",MyGrid->GetStrength());
		DrawString( output, -0.3f, 0.8f);

		sprintf_s(output, "%d",MyGrid->GetDefense());
		DrawString( output, -0.4f, 0.8f);
	}

	if((gameState_ == RUN)&&(displayFPS==true))
	{
		/////////////////////////////////////////////TEXT//////////////////////////////////////////////

		
		//sprintf_s(output, "FPS:%d",fps_);
		sprintf_s(output, "FPS:%d",fps_);

		DrawString( output, -0.9f, 0.83f);

		//sprintf_s(output, "Frame Time:%d", MyGrid->GetHeight());

		//DrawString( output, -0.9f, 0.6f);
		////////////////////////////////////////////////////////////////////////////////////////////////
	}




	if (gameState_ == PAUSED)
	{
		/////////////////////////////////////////////TEXT//////////////////////////////////////////////

		DrawString( "GAME PAUSED", -0.2f, 0.0f );
		if (pauseMenuSelection == RETURN)
		{
			DrawString( "->Return to Game<-", -0.33f, -0.1f );
		}
		else
		{
			DrawString( "Return to Game", -0.25f, -0.1f );
		}

		if (pauseMenuSelection == FPS)
		{
			if(displayFPS==true)
			{
				DrawString( "->Display FPS: ON<-",-0.35f, -0.2f );
			}
			else
			{
				DrawString( "->Display FPS:OFF<-",-0.35f, -0.2f );
			}
		}
		else
		{
			if(displayFPS==true)
			{
				DrawString( "Display FPS: ON",-0.27f, -0.2f );
			}
			else
			{
				DrawString( "Display FPS:OFF",-0.27f, -0.2f );
			}
		}
		
		if (pauseMenuSelection == PLAY_MOVIE)
		{
			DrawString( "->Play the Movie<-", -0.33f, -0.3f );
		}
		else
		{
			DrawString( "Play the Movie", -0.25f, -0.3f );
		}

		if (pauseMenuSelection == QUIT)
		{
			DrawString( "->Return to Menu<-", -0.33f, -0.4f );
		}
		else
		{
			DrawString( "Return to Menu", -0.25f, -0.4f );
		}

		////////////////////////////////////////////////////////////////////////////////////////////////
	}



		
	
	
		TurnOffAlphaBlending();
		TurnZBufferOn();

		return true;
}