bool InitResourceDX10(void) { g_pDevice = GutGetGraphicsDeviceDX10(); ID3D10Blob *pVSCode = NULL; // 載入Vertex Shader g_pVertexShader = GutLoadVertexShaderDX10_HLSL("../../shaders/VertexCompression_dx10.hlsl", "VS", "vs_4_0", &pVSCode); if ( NULL==g_pVertexShader ) return false; // 載入Pixel Shader g_pPixelShader = GutLoadPixelShaderDX10_HLSL("../../shaders/VertexCompression_dx10.hlsl", "PS", "ps_4_0"); if ( NULL==g_pPixelShader ) return false; // 設定Vertex資料格式 D3D10_INPUT_ELEMENT_DESC layout[] = { { "POSITION", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0 }, { "NORMAL", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, 4, D3D10_INPUT_PER_VERTEX_DATA, 0 } }; if ( D3D_OK != g_pDevice->CreateInputLayout( layout, sizeof(layout)/sizeof(D3D10_INPUT_ELEMENT_DESC), pVSCode->GetBufferPointer(), pVSCode->GetBufferSize(), &g_pVertexLayout ) ) return false; SAFE_RELEASE(pVSCode); // 拷備模型資料 g_pVertexBuffer = GutCreateVertexBuffer_DX10(sizeof(CompressedVertex) * g_iNumSphereVertices, g_pCompressedVertices); g_pIndexBuffer = GutCreateIndexBuffer_DX10(sizeof(unsigned short) * g_iNumSphereIndices, g_pSphereIndices); g_pConstantBuffer = GutCreateShaderConstant_DX10(sizeof(Matrix4x4)*2); // 投影矩陣 g_proj_matrix = GutMatrixPerspectiveRH_DirectX(90.0f, 1.0f, 0.1f, 100.0f); return true; }
bool InitResourceDX10(void) { g_pDevice = GutGetGraphicsDeviceDX10(); ID3D10Blob *pVSCode = NULL; // 載入Vertex Shader g_pVertexShader = GutLoadVertexShaderDX10_HLSL("../../shaders/vertex_color_dx10.hlsl", "VS", "vs_4_0", &pVSCode); if ( NULL==g_pVertexShader ) return false; // 載入Pixel Shader g_pPixelShader = GutLoadPixelShaderDX10_HLSL("../../shaders/vertex_color_dx10.hlsl", "PS", "ps_4_0"); if ( NULL==g_pPixelShader ) return false; // 設定Vertex資料格式 D3D10_INPUT_ELEMENT_DESC layout[] = { { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0 }, { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, 12, D3D10_INPUT_PER_VERTEX_DATA, 0 } }; if ( D3D_OK != g_pDevice->CreateInputLayout( layout, sizeof(layout)/sizeof(D3D10_INPUT_ELEMENT_DESC), pVSCode->GetBufferPointer(), pVSCode->GetBufferSize(), &g_pVertexLayout ) ) return false; SAFE_RELEASE(pVSCode); D3D10_BUFFER_DESC cbDesc; // sun vertex buffer cbDesc.ByteWidth = sizeof(Vertex_VC) * g_iNumSphereVertices; cbDesc.Usage = D3D10_USAGE_IMMUTABLE; cbDesc.BindFlags = D3D10_BIND_VERTEX_BUFFER; cbDesc.CPUAccessFlags = 0; cbDesc.MiscFlags = 0; // 開啟Vertex Buffer時同時把資料拷貝過去 D3D10_SUBRESOURCE_DATA sbDesc; sbDesc.pSysMem = g_pSunVertices; // 配置一塊可以存放Vertex的記憶體, 也就是Vertex Buffer. if ( D3D_OK != g_pDevice->CreateBuffer( &cbDesc, &sbDesc, &g_pSunVertexBuffer ) ) return false; // 開啟Vertex Buffer時同時把資料拷貝過去 sbDesc.pSysMem = g_pEarthVertices; // 配置一塊可以存放Vertex的記憶體, 也就是Vertex Buffer. if ( D3D_OK != g_pDevice->CreateBuffer( &cbDesc, &sbDesc, &g_pEarthVertexBuffer ) ) return false; // 開啟Vertex Buffer時同時把資料拷貝過去 sbDesc.pSysMem = g_pMoonVertices; // 配置一塊可以存放Vertex的記憶體, 也就是Vertex Buffer. if ( D3D_OK != g_pDevice->CreateBuffer( &cbDesc, &sbDesc, &g_pMoonVertexBuffer ) ) return false; // 設定一塊可以用來放Index的記憶體. cbDesc.ByteWidth = sizeof(unsigned short) * g_iNumSphereIndices; cbDesc.Usage = D3D10_USAGE_IMMUTABLE; cbDesc.BindFlags = D3D10_BIND_INDEX_BUFFER; cbDesc.CPUAccessFlags = 0; cbDesc.MiscFlags = 0; // 開啟Index Buffer時同時把資料拷貝過去 sbDesc.pSysMem = g_pSphereIndices; // 配置一塊可以存放Index的記憶體, 也就是Index Buffer. if ( D3D_OK != g_pDevice->CreateBuffer( &cbDesc, &sbDesc, &g_pSphereIndexBuffer ) ) return false; // 配置Shader讀取參數的記憶體空間 cbDesc.ByteWidth = sizeof(Matrix4x4); cbDesc.Usage = D3D10_USAGE_DYNAMIC; cbDesc.BindFlags = D3D10_BIND_CONSTANT_BUFFER; cbDesc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE; cbDesc.MiscFlags = 0; if ( D3D_OK != g_pDevice->CreateBuffer( &cbDesc, NULL, &g_pConstantBuffer ) ) return false; // 計算出一個可以轉換到鏡頭座標系的矩陣 g_proj_matrix = GutMatrixPerspectiveRH_DirectX(90.0f, 1.0f, 0.1f, 100.0f); // 開?rasterizer state物件 D3D10_RASTERIZER_DESC rasterizer_state_desc; rasterizer_state_desc.FillMode = D3D10_FILL_SOLID; rasterizer_state_desc.CullMode = D3D10_CULL_BACK; rasterizer_state_desc.FrontCounterClockwise = true; rasterizer_state_desc.DepthBias = 0; rasterizer_state_desc.DepthBiasClamp = 0.0f; rasterizer_state_desc.SlopeScaledDepthBias = 0.0f; rasterizer_state_desc.DepthClipEnable = false; rasterizer_state_desc.ScissorEnable = false; rasterizer_state_desc.MultisampleEnable = false; rasterizer_state_desc.AntialiasedLineEnable = false; if ( D3D_OK != g_pDevice->CreateRasterizerState(&rasterizer_state_desc, &g_pRasterizerState) ) return false; g_pDevice->RSSetState(g_pRasterizerState); return true; }
bool InitResourceDX10(void) { g_pDevice = GutGetGraphicsDeviceDX10(); ID3D10Blob *pVSCode = NULL; { // 載入Vertex Shader g_pVertexShader = GutLoadVertexShaderDX10_HLSL("../../shaders/color_dx10.hlsl", "VS", "vs_4_0", &pVSCode); if ( NULL==g_pVertexShader ) return false; // 載入Pixel Shader g_pPixelShader = GutLoadPixelShaderDX10_HLSL("../../shaders/color_dx10.hlsl", "PS", "ps_4_0"); if ( NULL==g_pPixelShader ) return false; } CGutModel_DX10::LoadDefaultShader("../../shaders/gmodel_dx10.hlsl"); CGutModel::SetTexturePath("../../textures/"); g_Model_DX10.ConvertToDX10Model(&g_Model); // 設定Vertex資料格式 { D3D10_INPUT_ELEMENT_DESC layout[] = { { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0 }, }; if ( D3D_OK != g_pDevice->CreateInputLayout( layout, sizeof(layout)/sizeof(D3D10_INPUT_ELEMENT_DESC), pVSCode->GetBufferPointer(), pVSCode->GetBufferSize(), &g_pVertexLayout ) ) return false; SAFE_RELEASE(pVSCode); } // 配置Shader讀取參數的記憶體空間 { D3D10_BUFFER_DESC cbDesc; ZeroMemory(&cbDesc, sizeof(cbDesc)); cbDesc.ByteWidth = sizeof(ShaderConstant); cbDesc.Usage = D3D10_USAGE_DYNAMIC; cbDesc.BindFlags = D3D10_BIND_CONSTANT_BUFFER; cbDesc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE; cbDesc.MiscFlags = 0; if ( D3D_OK != g_pDevice->CreateBuffer( &cbDesc, NULL, &g_pConstantBuffer ) ) return false; } // 配置Vertex Buffer { D3D10_BUFFER_DESC cbDesc; ZeroMemory(&cbDesc, sizeof(cbDesc)); cbDesc.ByteWidth = sizeof(Vertex_V) * 4; cbDesc.Usage = D3D10_USAGE_DYNAMIC ; cbDesc.BindFlags = D3D10_BIND_VERTEX_BUFFER; cbDesc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE; cbDesc.MiscFlags = 0; D3D10_SUBRESOURCE_DATA subDesc; ZeroMemory(&subDesc, sizeof(subDesc)); subDesc.pSysMem = g_Quad; if ( D3D_OK != g_pDevice->CreateBuffer( &cbDesc, &subDesc, &g_pVertexBuffer ) ) return false; } // rasterizer state物件 { D3D10_RASTERIZER_DESC desc; GutSetDX10DefaultRasterizerDesc(desc); desc.CullMode = D3D10_CULL_NONE; desc.FrontCounterClockwise = true; if ( D3D_OK != g_pDevice->CreateRasterizerState(&desc, &g_pRasterizerNoCull) ) return false; desc.CullMode = D3D10_CULL_BACK; desc.FrontCounterClockwise = true; if ( D3D_OK != g_pDevice->CreateRasterizerState(&desc, &g_pRasterizerCull) ) return false; CGutModel_DX10::SetRasterizeState(g_pRasterizerCull, g_pRasterizerNoCull); g_pDevice->RSSetState(g_pRasterizerNoCull); } // depth stencil object { D3D10_DEPTH_STENCIL_DESC desc; GutSetDX10DefaultDepthStencilDesc(desc); desc.StencilEnable = TRUE; desc.FrontFace.StencilFunc = D3D10_COMPARISON_ALWAYS; desc.FrontFace.StencilPassOp = D3D10_STENCIL_OP_INCR; desc.BackFace = desc.FrontFace; g_pDevice->CreateDepthStencilState(&desc, &g_pZStencil_Incr); desc.DepthFunc = D3D10_COMPARISON_ALWAYS; desc.DepthWriteMask = D3D10_DEPTH_WRITE_MASK_ZERO; desc.FrontFace.StencilFunc = D3D10_COMPARISON_EQUAL; desc.FrontFace.StencilPassOp = D3D10_STENCIL_OP_KEEP; desc.BackFace = desc.FrontFace; g_pDevice->CreateDepthStencilState(&desc, &g_pZStencil_Test); desc.FrontFace.StencilFunc = D3D10_COMPARISON_LESS; desc.BackFace = desc.FrontFace; g_pDevice->CreateDepthStencilState(&desc, &g_pZStencil_Less); } // sampler state / texture filter { D3D10_SAMPLER_DESC sampler_desc; ZeroMemory(&sampler_desc, sizeof(sampler_desc)); sampler_desc.Filter = D3D10_FILTER_MIN_MAG_MIP_LINEAR; sampler_desc.AddressU = D3D10_TEXTURE_ADDRESS_WRAP; sampler_desc.AddressV = D3D10_TEXTURE_ADDRESS_WRAP; sampler_desc.AddressW = D3D10_TEXTURE_ADDRESS_WRAP; g_pDevice->CreateSamplerState(&sampler_desc, &g_pSamplerState); for ( int i=0; i<4; i++ ) { g_pDevice->PSSetSamplers(i, 1, &g_pSamplerState); } } // 投影矩陣 g_proj_matrix = GutMatrixPerspectiveRH_DirectX(g_fFOV, 1.0f, 0.1f, 100.0f); return true; }
bool InitResourceDX10(void) { g_pDevice = GutGetGraphicsDeviceDX10(); ID3D10Blob *pVSCode = NULL; // 載入Vertex Shader g_pVertexShader = GutLoadVertexShaderDX10_HLSL("../../shaders/texture_dx10.shader", "VS", "vs_4_0", &pVSCode); if ( NULL==g_pVertexShader ) return false; // 載入Pixel Shader g_pPixelShader = GutLoadPixelShaderDX10_HLSL("../../shaders/texture_dx10.shader", "PS", "ps_4_0"); if ( NULL==g_pPixelShader ) return false; if ( D3D_OK!=D3DX10CreateShaderResourceViewFromFile(g_pDevice, "../../textures/lena.bmp", NULL, NULL, &g_pTexture, NULL) ) return false; // 設定Vertex資料格式 D3D10_INPUT_ELEMENT_DESC layout[] = { { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0 }, { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 12, D3D10_INPUT_PER_VERTEX_DATA, 0 } }; if ( D3D_OK != g_pDevice->CreateInputLayout( layout, sizeof(layout)/sizeof(D3D10_INPUT_ELEMENT_DESC), pVSCode->GetBufferPointer(), pVSCode->GetBufferSize(), &g_pVertexLayout ) ) return false; SAFE_RELEASE(pVSCode); D3D10_BUFFER_DESC cbDesc; // vertex buffer cbDesc.ByteWidth = sizeof(Vertex_VT) * 4; cbDesc.Usage = D3D10_USAGE_DYNAMIC ; cbDesc.BindFlags = D3D10_BIND_VERTEX_BUFFER; cbDesc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE; cbDesc.MiscFlags = 0; D3D10_SUBRESOURCE_DATA subDesc; ZeroMemory(&subDesc, sizeof(subDesc)); subDesc.pSysMem = g_Quad; // 配置一塊可以存放Vertex的記憶體, 也就是Vertex Buffer. if ( D3D_OK != g_pDevice->CreateBuffer( &cbDesc, &subDesc, &g_pVertexBuffer ) ) return false; // 配置Shader參數的記憶體空間 cbDesc.ByteWidth = sizeof(Matrix4x4); cbDesc.Usage = D3D10_USAGE_DYNAMIC; cbDesc.BindFlags = D3D10_BIND_CONSTANT_BUFFER; cbDesc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE; cbDesc.MiscFlags = 0; if ( D3D_OK != g_pDevice->CreateBuffer( &cbDesc, NULL, &g_pConstantBuffer ) ) return false; // 計算投影矩陣 g_proj_matrix = GutMatrixPerspectiveRH_DirectX(g_fFovW, 1.0f, 0.1f, 100.0f); // rasterizer state物件 { D3D10_RASTERIZER_DESC desc; GutSetDX10DefaultRasterizerDesc(desc); desc.CullMode = D3D10_CULL_NONE; desc.FrontCounterClockwise = true; desc.ScissorEnable = true; if ( D3D_OK != g_pDevice->CreateRasterizerState(&desc, &g_pRasterizerState) ) return false; g_pDevice->RSSetState(g_pRasterizerState); } g_view_matrix = GutMatrixLookAtRH(g_eye, g_lookat, g_up); return true; }
bool InitResourceDX10(void) { g_pDevice = GutGetGraphicsDeviceDX10(); ID3D10Blob *pVSCode = NULL; // 載入Vertex Shader g_pVertexShader = GutLoadVertexShaderDX10_HLSL("../../shaders/texture_dx10.hlsl", "VS", "vs_4_0", &pVSCode); if ( NULL==g_pVertexShader ) return false; // 載入Pixel Shader g_pPixelShader = GutLoadPixelShaderDX10_HLSL("../../shaders/texture_dx10.hlsl", "PS", "ps_4_0"); if ( NULL==g_pPixelShader ) return false; CGutModel_DX10::LoadDefaultShader("../../shaders/gmodel_dx10.hlsl"); CGutModel::SetTexturePath("../../textures/"); g_Model_DX10.ConvertToDX10Model(&g_Model); // 設定Vertex資料格式 D3D10_INPUT_ELEMENT_DESC layout[] = { { "POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0 }, { "TEXCOORD", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 16, D3D10_INPUT_PER_VERTEX_DATA, 0 } }; if ( D3D_OK != g_pDevice->CreateInputLayout( layout, sizeof(layout)/sizeof(D3D10_INPUT_ELEMENT_DESC), pVSCode->GetBufferPointer(), pVSCode->GetBufferSize(), &g_pVertexLayout ) ) return false; SAFE_RELEASE(pVSCode); D3D10_BUFFER_DESC cbDesc; ZeroMemory(&cbDesc, sizeof(cbDesc)); // 配置Vertex Buffer { cbDesc.ByteWidth = sizeof(Vertex_VT) * 4; cbDesc.Usage = D3D10_USAGE_DYNAMIC ; cbDesc.BindFlags = D3D10_BIND_VERTEX_BUFFER; cbDesc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE; cbDesc.MiscFlags = 0; D3D10_SUBRESOURCE_DATA subDesc; ZeroMemory(&subDesc, sizeof(subDesc)); subDesc.pSysMem = g_Quad; if ( D3D_OK != g_pDevice->CreateBuffer( &cbDesc, &subDesc, &g_pVertexBuffer ) ) return false; } // 配置Vertex Shader 常數記憶體 { cbDesc.ByteWidth = sizeof(Matrix4x4); cbDesc.Usage = D3D10_USAGE_DYNAMIC; cbDesc.BindFlags = D3D10_BIND_CONSTANT_BUFFER; cbDesc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE; cbDesc.MiscFlags = 0; if ( D3D_OK != g_pDevice->CreateBuffer( &cbDesc, NULL, &g_pVSConstBuffer ) ) return false; } // 配置RGBA動態貼圖 { D3D10_TEXTURE2D_DESC dstex; dstex.Width = 512; dstex.Height = 512; dstex.MipLevels = 1; dstex.Format = DXGI_FORMAT_R8G8B8A8_UNORM; dstex.SampleDesc.Count = 1; dstex.SampleDesc.Quality = 0; dstex.Usage = D3D10_USAGE_DEFAULT; dstex.BindFlags = D3D10_BIND_RENDER_TARGET | D3D10_BIND_SHADER_RESOURCE; dstex.CPUAccessFlags = 0; dstex.MiscFlags = 0; dstex.ArraySize = 1; g_pDevice->CreateTexture2D( &dstex, NULL, &g_pTexture ); D3D10_SHADER_RESOURCE_VIEW_DESC SRVDesc; ZeroMemory( &SRVDesc, sizeof(SRVDesc) ); SRVDesc.Format = dstex.Format; SRVDesc.ViewDimension = D3D10_SRV_DIMENSION_TEXTURE2D; SRVDesc.Texture2D.MipLevels = 1; // for shader g_pDevice->CreateShaderResourceView(g_pTexture, &SRVDesc, &g_pTextureView); D3D10_RENDER_TARGET_VIEW_DESC DescRT; DescRT.Format = dstex.Format; DescRT.ViewDimension = D3D10_RTV_DIMENSION_TEXTURE2D; DescRT.Texture2D.MipSlice = 0; // for rendertarget g_pDevice->CreateRenderTargetView(g_pTexture, &DescRT, &g_pRGBAView); } // 配置DepthStencil動態貼圖 { D3D10_TEXTURE2D_DESC desc; ZeroMemory( &desc, sizeof(desc) ); desc.Width = 512; desc.Height = 512; desc.MipLevels = 1; desc.ArraySize = 1; desc.SampleDesc.Count = 1; desc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT; desc.Usage = D3D10_USAGE_DEFAULT; desc.BindFlags = D3D10_BIND_DEPTH_STENCIL; g_pDevice->CreateTexture2D( &desc, NULL, &g_pDepthStencilTexture ); D3D10_DEPTH_STENCIL_VIEW_DESC target_desc; ZeroMemory( &target_desc, sizeof(target_desc) ); target_desc.Format = desc.Format; target_desc.ViewDimension = D3D10_DSV_DIMENSION_TEXTURE2D; target_desc.Texture2D.MipSlice = 0; g_pDevice->CreateDepthStencilView(g_pDepthStencilTexture, &target_desc, &g_pDepthStencilView); } // Rasterizer State物件 { D3D10_RASTERIZER_DESC rasterizer_state_desc; rasterizer_state_desc.FillMode = D3D10_FILL_SOLID; //rasterizer_state_desc.CullMode = D3D10_CULL_BACK; rasterizer_state_desc.CullMode = D3D10_CULL_NONE; rasterizer_state_desc.FrontCounterClockwise = true; rasterizer_state_desc.DepthBias = 0; rasterizer_state_desc.DepthBiasClamp = 0.0f; rasterizer_state_desc.SlopeScaledDepthBias = 0.0f; rasterizer_state_desc.DepthClipEnable = false; rasterizer_state_desc.ScissorEnable = false; rasterizer_state_desc.MultisampleEnable = false; rasterizer_state_desc.AntialiasedLineEnable = false; if ( D3D_OK != g_pDevice->CreateRasterizerState(&rasterizer_state_desc, &g_pRasterizerState) ) return false; g_pDevice->RSSetState(g_pRasterizerState); } // sampler state / texture filter { D3D10_SAMPLER_DESC sampler_desc; ZeroMemory(&sampler_desc, sizeof(sampler_desc)); sampler_desc.Filter = D3D10_FILTER_MIN_MAG_MIP_LINEAR; sampler_desc.AddressU = D3D10_TEXTURE_ADDRESS_WRAP; sampler_desc.AddressV = D3D10_TEXTURE_ADDRESS_WRAP; sampler_desc.AddressW = D3D10_TEXTURE_ADDRESS_WRAP; g_pDevice->CreateSamplerState(&sampler_desc, &g_pSamplerState); for ( int i=0; i<4; i++ ) { g_pDevice->PSSetSamplers(i, 1, &g_pSamplerState); } } // 投影矩陣 g_proj_matrix = GutMatrixPerspectiveRH_DirectX(g_fFOV, 1.0f, 0.1f, 100.0f); return true; }
bool InitResourceDX10(void) { g_pDevice = GutGetGraphicsDeviceDX10(); ID3D10Blob *pVSCode = NULL; // 載入Vertex Shader g_pVertexShader = GutLoadVertexShaderDX10_HLSL("../../shaders/texture_alphatest_dx10.hlsl", "VS", "vs_4_0", &pVSCode); if ( NULL==g_pVertexShader ) return false; // 載入Pixel Shader g_pPixelShader = GutLoadPixelShaderDX10_HLSL("../../shaders/texture_alphatest_dx10.hlsl", "PS", "ps_4_0"); if ( NULL==g_pPixelShader ) return false; g_pTexture0 = GutLoadTexture_DX10("../../textures/brickwall_broken.tga"); g_pTexture1 = GutLoadTexture_DX10("../../textures/spotlight_effect.tga"); if ( g_pTexture0==NULL || g_pTexture1==NULL ) return false; // 設定Vertex資料格式 D3D10_INPUT_ELEMENT_DESC layout[] = { { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0 }, { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 12, D3D10_INPUT_PER_VERTEX_DATA, 0 } }; if ( D3D_OK != g_pDevice->CreateInputLayout( layout, sizeof(layout)/sizeof(D3D10_INPUT_ELEMENT_DESC), pVSCode->GetBufferPointer(), pVSCode->GetBufferSize(), &g_pVertexLayout ) ) return false; SAFE_RELEASE(pVSCode); D3D10_BUFFER_DESC cbDesc; // vertex buffer { cbDesc.ByteWidth = sizeof(Vertex_VT) * 4; cbDesc.Usage = D3D10_USAGE_DYNAMIC ; cbDesc.BindFlags = D3D10_BIND_VERTEX_BUFFER; cbDesc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE; cbDesc.MiscFlags = 0; D3D10_SUBRESOURCE_DATA subDesc; ZeroMemory(&subDesc, sizeof(subDesc)); subDesc.pSysMem = g_Quad; // 配置一塊可以存放Vertex的記憶體, 也就是Vertex Buffer. if ( D3D_OK != g_pDevice->CreateBuffer( &cbDesc, &subDesc, &g_pVertexBuffer ) ) return false; } // 配置Shader參數的記憶體空間 { cbDesc.ByteWidth = sizeof(Matrix4x4); cbDesc.Usage = D3D10_USAGE_DYNAMIC; cbDesc.BindFlags = D3D10_BIND_CONSTANT_BUFFER; cbDesc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE; cbDesc.MiscFlags = 0; if ( D3D_OK != g_pDevice->CreateBuffer( &cbDesc, NULL, &g_pConstantBuffer ) ) return false; } // rasterizer state物件 { D3D10_RASTERIZER_DESC desc; GutSetDX10DefaultRasterizerDesc(desc); desc.CullMode = D3D10_CULL_NONE; desc.FrontCounterClockwise = true; if ( D3D_OK != g_pDevice->CreateRasterizerState(&desc, &g_pRasterizerState) ) return false; g_pDevice->RSSetState(g_pRasterizerState); } // depth stencil state { D3D10_DEPTH_STENCIL_DESC desc; GutSetDX10DefaultDepthStencilDesc(desc); desc.DepthEnable = FALSE; desc.DepthWriteMask = D3D10_DEPTH_WRITE_MASK_ZERO; desc.DepthFunc = D3D10_COMPARISON_ALWAYS; desc.StencilEnable = TRUE; desc.StencilReadMask = 0xff; desc.StencilWriteMask = 0xff; desc.FrontFace.StencilFailOp = D3D10_STENCIL_OP_KEEP; desc.FrontFace.StencilDepthFailOp = D3D10_STENCIL_OP_KEEP; desc.FrontFace.StencilPassOp = D3D10_STENCIL_OP_REPLACE; desc.FrontFace.StencilFunc = D3D10_COMPARISON_ALWAYS; desc.BackFace = desc.FrontFace; // 這個設定用來設定像素的stencil值 g_pDevice->CreateDepthStencilState(&desc, &g_pStencilState_Replace); desc.FrontFace.StencilFunc = D3D10_COMPARISON_EQUAL; desc.BackFace = desc.FrontFace; // 這個設定用來做stencil test測試 g_pDevice->CreateDepthStencilState(&desc, &g_pStencilState_Test); } // blend state { D3D10_BLEND_DESC desc; GutSetDX10DefaultBlendDesc(desc); desc.BlendEnable[0] = TRUE; desc.SrcBlend = D3D10_BLEND_ONE; desc.DestBlend = D3D10_BLEND_ONE; desc.BlendOp = D3D10_BLEND_OP_ADD; desc.SrcBlendAlpha = D3D10_BLEND_ONE; desc.DestBlendAlpha = D3D10_BLEND_ONE; desc.BlendOpAlpha = D3D10_BLEND_OP_ADD; g_pDevice->CreateBlendState(&desc, &g_pBlendState); } // sampler state / texture filter { D3D10_SAMPLER_DESC desc; GutSetDX10DefaultSamplerDesc(desc); desc.Filter = D3D10_FILTER_MIN_MAG_MIP_LINEAR; desc.AddressU = D3D10_TEXTURE_ADDRESS_WRAP; desc.AddressV = D3D10_TEXTURE_ADDRESS_WRAP; desc.AddressW = D3D10_TEXTURE_ADDRESS_WRAP; g_pDevice->CreateSamplerState(&desc, &g_pSamplerState); for ( int i=0; i<4; i++ ) { g_pDevice->PSSetSamplers(i, 1, &g_pSamplerState); } } // 計算投影矩陣 g_view_matrix = GutMatrixLookAtRH(g_eye, g_lookat, g_up); g_proj_matrix = GutMatrixOrthoRH_DirectX(g_fOrthoWidth, g_fOrthoHeight, 0.1f, 100.0f); return true; }
bool CGutFontDX10::LoadShader(const char *filename) { ID3D10Device *pDevice = GutGetGraphicsDeviceDX10(); ID3D10Blob *pVSCode = NULL; // 載入Vertex Shader m_pVertexShader = GutLoadVertexShaderDX10_HLSL(filename, "VS", "vs_4_0", &pVSCode); if ( NULL==m_pVertexShader ) return false; // 載入Pixel Shader m_pPixelShader = GutLoadPixelShaderDX10_HLSL(filename, "PS", "ps_4_0"); if ( NULL==m_pPixelShader ) return false; // Shader常數的記憶體空間 { D3D10_BUFFER_DESC desc; // desc.ByteWidth = sizeof(Matrix4x4); desc.Usage = D3D10_USAGE_DYNAMIC; desc.BindFlags = D3D10_BIND_CONSTANT_BUFFER; desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE; desc.MiscFlags = 0; if ( D3D_OK != pDevice->CreateBuffer( &desc, NULL, &m_pShaderConstant ) ) return false; } int max_characters = m_iNumRows * m_iNumColumns; // vertex buffer { D3D10_BUFFER_DESC desc; desc.ByteWidth = max_characters * sizeof(_FontVertex) * 4; desc.Usage = D3D10_USAGE_DYNAMIC ; desc.BindFlags = D3D10_BIND_VERTEX_BUFFER; desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE; desc.MiscFlags = 0; if ( D3D_OK != pDevice->CreateBuffer( &desc, NULL, &m_pVertexBuffer ) ) return false; } // index buffer { D3D10_BUFFER_DESC desc; desc.ByteWidth = max_characters * 6 * sizeof(short); desc.Usage = D3D10_USAGE_DYNAMIC; desc.BindFlags = D3D10_BIND_INDEX_BUFFER; desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE; desc.MiscFlags = 0; D3D10_SUBRESOURCE_DATA subDesc; ZeroMemory(&subDesc, sizeof(subDesc)); subDesc.pSysMem = m_pIndexArray; if ( D3D_OK != pDevice->CreateBuffer( &desc, &subDesc, &m_pIndexBuffer ) ) return false; } // rasterizer state物件 { D3D10_RASTERIZER_DESC desc; GutSetDX10DefaultRasterizerDesc(desc); desc.CullMode = D3D10_CULL_NONE; if ( D3D_OK != pDevice->CreateRasterizerState(&desc, &m_pRasterizerState) ) return false; } // 設定Vertex資料格式 { D3D10_INPUT_ELEMENT_DESC layout[] = { { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0 }, { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0,12, D3D10_INPUT_PER_VERTEX_DATA, 0 } }; // if ( D3D_OK != pDevice->CreateInputLayout(layout, sizeof(layout)/sizeof(D3D10_INPUT_ELEMENT_DESC), pVSCode->GetBufferPointer(), pVSCode->GetBufferSize(), &m_pVertexLayout ) ) return false; } return true; }
bool InitResourceDX10(void) { g_pDevice = GutGetGraphicsDeviceDX10(); ID3D10Blob *pVSCode = NULL; g_pTexture = GutLoadTexture_DX10("../../textures/space.tga", &g_ImageInfo); if ( NULL==g_pTexture ) return false; // 載入Vertex Shader { g_pBlurVS = GutLoadVertexShaderDX10_HLSL("../../shaders/Posteffect_blur_dx10.hlsl", "VS", "vs_4_0", &pVSCode); g_pBlurPS = GutLoadPixelShaderDX10_HLSL("../../shaders/Posteffect_blur_dx10.hlsl", "PS", "ps_4_0"); g_pBrightnessPS = GutLoadPixelShaderDX10_HLSL("../../shaders/Posteffect_brightness_dx10.hlsl", "PS", "ps_4_0"); g_pRGBAPixelShader = GutLoadPixelShaderDX10_HLSL("../../shaders/texture_dx10.hlsl", "PS", "ps_4_0"); if ( NULL==g_pBlurVS || NULL==g_pBlurPS || NULL==g_pRGBAPixelShader || NULL==g_pBrightnessPS ) return false; } // 設定Vertex資料格式 { D3D10_INPUT_ELEMENT_DESC layout[] = { { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0 }, { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 12, D3D10_INPUT_PER_VERTEX_DATA, 0 } }; if ( D3D_OK != g_pDevice->CreateInputLayout( layout, 2, pVSCode->GetBufferPointer(), pVSCode->GetBufferSize(), &g_pVertexLayout ) ) return false; SAFE_RELEASE(pVSCode); } g_pVertexBuffer = GutCreateVertexBuffer_DX10(sizeof(Vertex_VT)*4, g_FullScreenQuad); Matrix4x4 ident_mat; ident_mat.Identity(); g_pVSConstantBuffer = GutCreateShaderConstant_DX10(sizeof(Matrix4x4), &ident_mat); g_pBlurConstantBuffer = GutCreateShaderConstant_DX10(sizeof(Vector4)*9); g_pBrightnessConstantBuffer = GutCreateShaderConstant_DX10(sizeof(Vector4)*2); int w = g_ImageInfo.m_iWidth/4; int h = g_ImageInfo.m_iHeight/4; if ( !GutCreateRenderTarget_DX10(w, h, DXGI_FORMAT_R8G8B8A8_UNORM, &g_pFrameTexture[0], &g_pFrameSRView[0], &g_pFrameRTView[0]) ) return false; if ( !GutCreateRenderTarget_DX10(w, h, DXGI_FORMAT_R8G8B8A8_UNORM, &g_pFrameTexture[1], &g_pFrameSRView[1], &g_pFrameRTView[1]) ) return false; { D3D10_RASTERIZER_DESC desc; GutSetDX10DefaultRasterizerDesc(desc); desc.CullMode = D3D10_CULL_NONE; g_pDevice->CreateRasterizerState(&desc, &g_pNoCull); g_pDevice->RSSetState(g_pNoCull); } { D3D10_BLEND_DESC desc; GutSetDX10DefaultBlendDesc(desc); g_pDevice->CreateBlendState(&desc, &g_pNoBlend); desc.BlendEnable[0] = TRUE; desc.SrcBlend = D3D10_BLEND_ONE; desc.DestBlend = D3D10_BLEND_ONE; g_pDevice->CreateBlendState(&desc, &g_pAddBlend); } { D3D10_DEPTH_STENCIL_DESC desc; GutSetDX10DefaultDepthStencilDesc(desc); desc.DepthWriteMask = D3D10_DEPTH_WRITE_MASK_ZERO; desc.DepthEnable = FALSE; g_pDevice->CreateDepthStencilState(&desc, &g_pNoZWrite); g_pDevice->OMSetDepthStencilState(g_pNoZWrite, 0); } return true; }
bool InitResourceDX10(void) { g_pDevice = GutGetGraphicsDeviceDX10(); ID3D10Blob *pVSCode = NULL; // shader loading { const char *shaders = "../../shaders/cubemap_photovr_dx10.hlsl"; // 載入Vertex Shader g_pVertexShader = GutLoadVertexShaderDX10_HLSL(shaders, "VS", "vs_4_0", &pVSCode); if ( NULL==g_pVertexShader ) return false; // 載入Pixel Shader g_pPixelShader = GutLoadPixelShaderDX10_HLSL(shaders, "PS", "ps_4_0"); if ( NULL==g_pPixelShader ) return false; } // 載入貼圖 { const char *texture_array[] = { "../../textures/uffizi_right.tga", "../../textures/uffizi_left.tga", "../../textures/uffizi_top.tga", "../../textures/uffizi_bottom.tga", "../../textures/uffizi_back.tga", // `右手座標系上 Z+ 為鏡頭後方.` "../../textures/uffizi_front.tga" // `右手座標系上 Z- 為鏡頭前方.` }; g_pTexture = GutLoadCubemapTexture_DX10(texture_array); } { // 設定Vertex資料格式 D3D10_INPUT_ELEMENT_DESC layout[] = { { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0 }, { "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D10_INPUT_PER_VERTEX_DATA, 0 }, }; if ( D3D_OK != g_pDevice->CreateInputLayout( layout, sizeof(layout)/sizeof(D3D10_INPUT_ELEMENT_DESC), pVSCode->GetBufferPointer(), pVSCode->GetBufferSize(), &g_pVertexLayout ) ) return false; SAFE_RELEASE(pVSCode); } D3D10_BUFFER_DESC cbDesc; D3D10_SUBRESOURCE_DATA subDesc; { // vertex buffer ZeroMemory(&cbDesc, sizeof(cbDesc)); cbDesc.ByteWidth = sizeof(Vertex_VN) * g_iNumSphereVertices; cbDesc.Usage = D3D10_USAGE_IMMUTABLE; cbDesc.BindFlags = D3D10_BIND_VERTEX_BUFFER; // 開啟Vertex Buffer時同時把資料拷貝過去 ZeroMemory(&subDesc, sizeof(subDesc)); subDesc.pSysMem = g_pSphereVertices; // 配置Vertex Buffer. if ( D3D_OK != g_pDevice->CreateBuffer( &cbDesc, &subDesc, &g_pVertexBuffer ) ) return false; } { // 設定一塊可以用來放Index的記憶體. ZeroMemory(&cbDesc, sizeof(cbDesc)); cbDesc.ByteWidth = sizeof(unsigned short) * g_iNumSphereIndices; cbDesc.Usage = D3D10_USAGE_IMMUTABLE; cbDesc.BindFlags = D3D10_BIND_INDEX_BUFFER; // 開啟Index Buffer時同時把資料拷貝過去 ZeroMemory(&subDesc, sizeof(subDesc)); subDesc.pSysMem = g_pSphereIndices; // 配置Index Buffer. if ( D3D_OK != g_pDevice->CreateBuffer( &cbDesc, &subDesc, &g_pSphereIndexBuffer ) ) return false; } { ZeroMemory(&cbDesc, sizeof(cbDesc)); // 配置Shader參數的記憶體空間 cbDesc.ByteWidth = sizeof(Matrix4x4); cbDesc.Usage = D3D10_USAGE_DYNAMIC; cbDesc.BindFlags = D3D10_BIND_CONSTANT_BUFFER; cbDesc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE; // 配置Shader Constant if ( D3D_OK != g_pDevice->CreateBuffer( &cbDesc, NULL, &g_pConstantBuffer ) ) return false; } // rasterizer state物件 { D3D10_RASTERIZER_DESC rs; ZeroMemory(&rs, sizeof(rs)); rs.FillMode = D3D10_FILL_SOLID; rs.CullMode = D3D10_CULL_NONE; rs.FrontCounterClockwise = true; rs.DepthBias = 0; rs.DepthBiasClamp = 0.0f; rs.SlopeScaledDepthBias = 0.0f; rs.DepthClipEnable = false; rs.ScissorEnable = false; rs.MultisampleEnable = false; rs.AntialiasedLineEnable = false; if ( D3D_OK != g_pDevice->CreateRasterizerState(&rs, &g_pRasterizerState) ) return false; g_pDevice->RSSetState(g_pRasterizerState); } // 計算投影矩陣 g_proj_matrix = GutMatrixPerspectiveRH_DirectX(g_fFovW, 1.0f, 0.1f, 100.0f); return true; }
bool InitResourceDX10(void) { g_pDevice = GutGetGraphicsDeviceDX10(); ID3D10Blob *pVSCode = NULL; // 載入Vertex Shader. g_pVertexShader = GutLoadVertexShaderDX10_HLSL("../../shaders/vertex_transform_dx10.shader", "VS", "vs_4_0", &pVSCode); if ( NULL==g_pVertexShader ) return false; // 載入Pixel Shader. g_pPixelShader = GutLoadPixelShaderDX10_HLSL("../../shaders/vertex_transform_dx10.shader", "PS", "ps_4_0"); if ( NULL==g_pPixelShader ) return false; // 設定Vertex資料格式. D3D10_INPUT_ELEMENT_DESC layout[] = { { "POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0 }, }; if ( D3D_OK != g_pDevice->CreateInputLayout( layout, 1, pVSCode->GetBufferPointer(), pVSCode->GetBufferSize(), &g_pVertexLayout ) ) return false; SAFE_RELEASE(pVSCode); // 設定一塊可以用來放Vertex的記憶體. D3D10_BUFFER_DESC cbDesc; cbDesc.ByteWidth = sizeof(g_vertices); cbDesc.Usage = D3D10_USAGE_DYNAMIC; cbDesc.BindFlags = D3D10_BIND_VERTEX_BUFFER; cbDesc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE; cbDesc.MiscFlags = 0; // 配置一塊可以存放Vertex的記憶體, 也就是Vertex Buffer. if ( D3D_OK != g_pDevice->CreateBuffer( &cbDesc, NULL, &g_pVertexBuffer ) ) return false; // 把資料拷貝到顯示卡記憶體的Vertex Buffer. Vector4 *pVertexBuffer; g_pVertexBuffer->Map( D3D10_MAP_WRITE_DISCARD, NULL, (void **) &pVertexBuffer ); memcpy(pVertexBuffer, g_vertices, sizeof(g_vertices)); g_pVertexBuffer->Unmap(); // 配置Shader讀取參數的記憶體空間. cbDesc.ByteWidth = sizeof(Matrix4x4); cbDesc.Usage = D3D10_USAGE_DYNAMIC; cbDesc.BindFlags = D3D10_BIND_CONSTANT_BUFFER; cbDesc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE; cbDesc.MiscFlags = 0; if ( D3D_OK != g_pDevice->CreateBuffer( &cbDesc, NULL, &g_pConstantBuffer ) ) return false; // 計算出一個可以轉換到鏡頭座標系的矩陣. Matrix4x4 view_matrix = GutMatrixLookAtRH(g_eye, g_lookat, g_up); Matrix4x4 projection_matrix = GutMatrixPerspectiveRH_DirectX(90.0f, 1.0f, 1.0f, 100.0f); Matrix4x4 view_projection_matrix = view_matrix * projection_matrix; // 把矩陣拷貝到shader參數區的記憶體空間. Matrix4x4 *pConstData; g_pConstantBuffer->Map( D3D10_MAP_WRITE_DISCARD, NULL, (void **) &pConstData ); *pConstData = view_projection_matrix; g_pConstantBuffer->Unmap(); return true; }
bool InitResourceDX10(void) { g_pDevice = GutGetGraphicsDeviceDX10(); ID3D10Blob *pVSCode = NULL; // 載入Vertex Shader g_pVertexShader = GutLoadVertexShaderDX10_HLSL("../../shaders/vertex_color_dx10.hlsl", "VS", "vs_4_0", &pVSCode); if ( NULL==g_pVertexShader ) return false; // 載入Pixel Shader g_pPixelShader = GutLoadPixelShaderDX10_HLSL("../../shaders/vertex_color_dx10.hlsl", "PS", "ps_4_0"); if ( NULL==g_pPixelShader ) return false; CGutModel_DX10::LoadDefaultShader("../../shaders/gmodel_dx10.hlsl"); for ( int i=0; i<3; i++ ) { g_Model_DX10[i].ConvertToDX10Model(&g_Models[i]); } // 設定Vertex資料格式 D3D10_INPUT_ELEMENT_DESC layout[] = { { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0 }, { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, 12, D3D10_INPUT_PER_VERTEX_DATA, 0 } }; if ( D3D_OK != g_pDevice->CreateInputLayout( layout, sizeof(layout)/sizeof(D3D10_INPUT_ELEMENT_DESC), pVSCode->GetBufferPointer(), pVSCode->GetBufferSize(), &g_pVertexLayout ) ) return false; SAFE_RELEASE(pVSCode); // g_pBorderVertexBuffer = GutCreateVertexBuffer_DX10(sizeof(g_Border), g_Border); // 配置Shader讀取參數的記憶體空間 g_pConstantBuffer = GutCreateShaderConstant_DX10(sizeof(Matrix4x4)); // 計算出一個可以轉換到鏡頭座標系的矩陣 g_proj_matrix = GutMatrixPerspectiveRH_DirectX(70.0f, 1.0f, 0.1f, 100.0f); // 開?rasterizer state物件 D3D10_RASTERIZER_DESC rasterizer_state_desc; rasterizer_state_desc.FillMode = D3D10_FILL_SOLID; rasterizer_state_desc.CullMode = D3D10_CULL_BACK; rasterizer_state_desc.FrontCounterClockwise = true; rasterizer_state_desc.DepthBias = 0; rasterizer_state_desc.DepthBiasClamp = 0.0f; rasterizer_state_desc.SlopeScaledDepthBias = 0.0f; rasterizer_state_desc.DepthClipEnable = false; rasterizer_state_desc.ScissorEnable = false; rasterizer_state_desc.MultisampleEnable = false; rasterizer_state_desc.AntialiasedLineEnable = false; if ( D3D_OK != g_pDevice->CreateRasterizerState(&rasterizer_state_desc, &g_pRasterizerState) ) return false; g_pDevice->RSSetState(g_pRasterizerState); return true; }
bool InitResourceDX10(void) { g_pDevice = GutGetGraphicsDeviceDX10(); ID3D10Blob *pVSCode = NULL; const char *shader = "../../shaders/texture_dx10.hlsl"; // 載入Vertex Shader g_pVertexShader = GutLoadVertexShaderDX10_HLSL(shader, "VS", "vs_4_0", &pVSCode); if ( NULL==g_pVertexShader ) return false; // 載入Pixel Shader g_pPixelShader = GutLoadPixelShaderDX10_HLSL(shader, "PS", "ps_4_0"); if ( NULL==g_pPixelShader ) return false; g_pTexture0 = GutLoadTexture_DX10("../../textures/brickwall.tga"); g_pTexture1 = GutLoadTexture_DX10("../../textures/spotlight_effect.tga"); if ( g_pTexture0==NULL || g_pTexture1==NULL ) return false; // 設定Vertex資料格式 D3D10_INPUT_ELEMENT_DESC layout[] = { { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0 }, { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 12, D3D10_INPUT_PER_VERTEX_DATA, 0 } }; if ( D3D_OK != g_pDevice->CreateInputLayout( layout, sizeof(layout)/sizeof(D3D10_INPUT_ELEMENT_DESC), pVSCode->GetBufferPointer(), pVSCode->GetBufferSize(), &g_pVertexLayout ) ) return false; SAFE_RELEASE(pVSCode); D3D10_BUFFER_DESC cbDesc; // vertex buffer cbDesc.ByteWidth = sizeof(Vertex_VT) * 4; cbDesc.Usage = D3D10_USAGE_DYNAMIC ; cbDesc.BindFlags = D3D10_BIND_VERTEX_BUFFER; cbDesc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE; cbDesc.MiscFlags = 0; D3D10_SUBRESOURCE_DATA subDesc; ZeroMemory(&subDesc, sizeof(subDesc)); subDesc.pSysMem = g_Quad; // 配置一塊可以存放Vertex的記憶體, 也就是Vertex Buffer. if ( D3D_OK != g_pDevice->CreateBuffer( &cbDesc, &subDesc, &g_pVertexBuffer ) ) return false; subDesc.pSysMem = g_FullScreenQuad; // 配置一塊可以存放Vertex的記憶體, 也就是Vertex Buffer. if ( D3D_OK != g_pDevice->CreateBuffer( &cbDesc, &subDesc, &g_pVertexBufferFullScreen ) ) return false; // 配置Shader參數的記憶體空間 cbDesc.ByteWidth = sizeof(Matrix4x4); cbDesc.Usage = D3D10_USAGE_DYNAMIC; cbDesc.BindFlags = D3D10_BIND_CONSTANT_BUFFER; cbDesc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE; cbDesc.MiscFlags = 0; if ( D3D_OK != g_pDevice->CreateBuffer( &cbDesc, NULL, &g_pConstantBuffer ) ) return false; { // rasterizer state物件 D3D10_RASTERIZER_DESC rasterizer_state_desc; rasterizer_state_desc.FillMode = D3D10_FILL_SOLID; rasterizer_state_desc.CullMode = D3D10_CULL_NONE; rasterizer_state_desc.FrontCounterClockwise = true; rasterizer_state_desc.DepthBias = 0; rasterizer_state_desc.DepthBiasClamp = 0.0f; rasterizer_state_desc.SlopeScaledDepthBias = 0.0f; rasterizer_state_desc.DepthClipEnable = false; rasterizer_state_desc.ScissorEnable = false; rasterizer_state_desc.MultisampleEnable = false; rasterizer_state_desc.AntialiasedLineEnable = false; if ( D3D_OK != g_pDevice->CreateRasterizerState(&rasterizer_state_desc, &g_pRasterizerState) ) return false; g_pDevice->RSSetState(g_pRasterizerState); } { D3D10_BLEND_DESC blend_desc; ZeroMemory(&blend_desc, sizeof(blend_desc)); blend_desc.BlendEnable[0] = TRUE; blend_desc.SrcBlend = D3D10_BLEND_ONE; blend_desc.DestBlend = D3D10_BLEND_ONE; blend_desc.BlendOp = D3D10_BLEND_OP_ADD; blend_desc.SrcBlendAlpha = D3D10_BLEND_ONE; blend_desc.DestBlendAlpha = D3D10_BLEND_ONE; blend_desc.BlendOpAlpha = D3D10_BLEND_OP_ADD; blend_desc.RenderTargetWriteMask[0] = D3D10_COLOR_WRITE_ENABLE_ALL; if ( D3D_OK != g_pDevice->CreateBlendState(&blend_desc, &g_pBlendState) ) return false; float dummy[4]; g_pDevice->OMSetBlendState(g_pBlendState, dummy, 0xffffffff); } { D3D10_DEPTH_STENCIL_DESC depthstencil_desc; ZeroMemory(&depthstencil_desc, sizeof(depthstencil_desc)); depthstencil_desc.DepthEnable = TRUE; depthstencil_desc.DepthWriteMask = D3D10_DEPTH_WRITE_MASK_ALL; depthstencil_desc.DepthFunc = D3D10_COMPARISON_ALWAYS; depthstencil_desc.StencilEnable = FALSE; g_pDevice->CreateDepthStencilState(&depthstencil_desc, &g_pDepthStencilState_ZDisable); } g_view_matrix = GutMatrixLookAtRH(g_eye, g_lookat, g_up); g_proj_matrix = GutMatrixOrthoRH_DirectX(g_fOrthoWidth, g_fOrthoHeight, 0.1f, 100.0f); return true; }
bool InitResourceDX10(void) { g_pDevice = GutGetGraphicsDeviceDX10(); ID3D10Blob *pVSCode = NULL; { const char *shader = "../../shaders/texture3D_dx10.hlsl"; // 載入Vertex Shader g_pVertexShader = GutLoadVertexShaderDX10_HLSL(shader, "VS", "vs_4_0", &pVSCode); if ( NULL==g_pVertexShader ) return false; // 載入Pixel Shader g_pPixelShader = GutLoadPixelShaderDX10_HLSL(shader, "PS", "ps_4_0"); if ( NULL==g_pPixelShader ) return false; } // 載入貼圖 g_pTexture = GutLoadVolumeTexture_DX10("../../textures/CT_256x256x256.dds"); if ( NULL==g_pTexture ) return false; // 設定Vertex資料格式 D3D10_INPUT_ELEMENT_DESC layout[] = { { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0 }, { "TEXCOORD", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D10_INPUT_PER_VERTEX_DATA, 0 } }; if ( D3D_OK != g_pDevice->CreateInputLayout( layout, sizeof(layout)/sizeof(D3D10_INPUT_ELEMENT_DESC), pVSCode->GetBufferPointer(), pVSCode->GetBufferSize(), &g_pVertexLayout ) ) return false; SAFE_RELEASE(pVSCode); D3D10_BUFFER_DESC cbDesc; D3D10_SUBRESOURCE_DATA subDesc; { // vertex buffer cbDesc.ByteWidth = sizeof(Vertex_VT) * 4; cbDesc.Usage = D3D10_USAGE_DYNAMIC ; cbDesc.BindFlags = D3D10_BIND_VERTEX_BUFFER; cbDesc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE; cbDesc.MiscFlags = 0; ZeroMemory(&subDesc, sizeof(subDesc)); subDesc.pSysMem = g_Quad; // 配置一塊可以存放Vertex的記憶體, 也就是Vertex Buffer. if ( D3D_OK != g_pDevice->CreateBuffer( &cbDesc, &subDesc, &g_pVertexBuffer ) ) return false; } { // 配置Shader參數的記憶體空間 cbDesc.ByteWidth = sizeof(Matrix4x4) * 2; cbDesc.Usage = D3D10_USAGE_DYNAMIC; cbDesc.BindFlags = D3D10_BIND_CONSTANT_BUFFER; cbDesc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE; cbDesc.MiscFlags = 0; if ( D3D_OK != g_pDevice->CreateBuffer( &cbDesc, NULL, &g_pConstantBuffer ) ) return false; } // 計算投影矩陣 g_proj_matrix = GutMatrixPerspectiveRH_DirectX(g_fFovW, 1.0f, 0.1f, 100.0f); { // rasterizer state物件 D3D10_RASTERIZER_DESC rasterizer_state_desc; rasterizer_state_desc.FillMode = D3D10_FILL_SOLID; rasterizer_state_desc.CullMode = D3D10_CULL_NONE; rasterizer_state_desc.FrontCounterClockwise = true; rasterizer_state_desc.DepthBias = 0; rasterizer_state_desc.DepthBiasClamp = 0.0f; rasterizer_state_desc.SlopeScaledDepthBias = 0.0f; rasterizer_state_desc.DepthClipEnable = false; rasterizer_state_desc.ScissorEnable = false; rasterizer_state_desc.MultisampleEnable = false; rasterizer_state_desc.AntialiasedLineEnable = false; if ( D3D_OK != g_pDevice->CreateRasterizerState(&rasterizer_state_desc, &g_pRasterizerState) ) return false; g_pDevice->RSSetState(g_pRasterizerState); } { D3D10_SAMPLER_DESC sampler_desc; ZeroMemory(&sampler_desc, sizeof(sampler_desc)); sampler_desc.Filter = D3D10_FILTER_MIN_MAG_MIP_LINEAR; sampler_desc.AddressU = D3D10_TEXTURE_ADDRESS_WRAP; sampler_desc.AddressV = D3D10_TEXTURE_ADDRESS_WRAP; sampler_desc.AddressW = D3D10_TEXTURE_ADDRESS_WRAP; if ( D3D_OK != g_pDevice->CreateSamplerState(&sampler_desc, &g_pSamplerState) ) return false; g_pDevice->PSSetSamplers(0, 1, &g_pSamplerState); } g_view_matrix = GutMatrixLookAtRH(g_eye, g_lookat, g_up); return true; }
bool InitResourceDX10(void) { g_pDevice = GutGetGraphicsDeviceDX10(); ID3D10Blob *pVSCode = NULL; // 載入Vertex Shader g_pVertexShader = GutLoadVertexShaderDX10_HLSL("../../shaders/vertex_lighting_dx10.hlsl", "VS", "vs_4_0", &pVSCode); if ( NULL==g_pVertexShader ) return false; // 載入Pixel Shader g_pPixelShader = GutLoadPixelShaderDX10_HLSL("../../shaders/vertex_lighting_dx10.hlsl", "PS", "ps_4_0"); if ( NULL==g_pPixelShader ) return false; // 設定Vertex資料格式 D3D10_INPUT_ELEMENT_DESC layout[] = { { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0 }, { "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D10_INPUT_PER_VERTEX_DATA, 0 } }; if ( D3D_OK != g_pDevice->CreateInputLayout( layout, sizeof(layout)/sizeof(D3D10_INPUT_ELEMENT_DESC), pVSCode->GetBufferPointer(), pVSCode->GetBufferSize(), &g_pVertexLayout ) ) return false; SAFE_RELEASE(pVSCode); D3D10_BUFFER_DESC cbDesc; // vertex buffer cbDesc.ByteWidth = sizeof(Vertex_V3N3) * g_iMaxNumGridVertices; cbDesc.Usage = D3D10_USAGE_DYNAMIC ; cbDesc.BindFlags = D3D10_BIND_VERTEX_BUFFER; cbDesc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE; cbDesc.MiscFlags = 0; // 配置一塊可以存放Vertex的記憶體, 也就是Vertex Buffer. if ( D3D_OK != g_pDevice->CreateBuffer( &cbDesc, NULL, &g_pVertexBuffer ) ) return false; // 設定一塊可以用來放Index的記憶體. cbDesc.ByteWidth = sizeof(unsigned short) * g_iMaxNumGridIndices; cbDesc.Usage = D3D10_USAGE_DYNAMIC; cbDesc.BindFlags = D3D10_BIND_INDEX_BUFFER; cbDesc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE; cbDesc.MiscFlags = 0; // 配置一塊可以存放Index的記憶體, 也就是Index Buffer. if ( D3D_OK != g_pDevice->CreateBuffer( &cbDesc, NULL, &g_pIndexBuffer ) ) return false; // 配置Shader讀取參數的記憶體空間 cbDesc.ByteWidth = sizeof(Matrix4x4) * 2; cbDesc.Usage = D3D10_USAGE_DYNAMIC; cbDesc.BindFlags = D3D10_BIND_CONSTANT_BUFFER; cbDesc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE; cbDesc.MiscFlags = 0; if ( D3D_OK != g_pDevice->CreateBuffer( &cbDesc, NULL, &g_pMatrixConstantBuffer ) ) return false; cbDesc.ByteWidth = sizeof(Light_Info) * g_iNumLights; cbDesc.Usage = D3D10_USAGE_DYNAMIC; cbDesc.BindFlags = D3D10_BIND_CONSTANT_BUFFER; cbDesc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE; cbDesc.MiscFlags = 0; if ( D3D_OK != g_pDevice->CreateBuffer( &cbDesc, NULL, &g_pLightConstantBuffer ) ) return false; // 計算投影矩陣 g_proj_matrix = GutMatrixPerspectiveRH_DirectX(g_fFovW, 1.0f, 0.1f, 100.0f); // rasterizer state物件 D3D10_RASTERIZER_DESC rasterizer_state_desc; rasterizer_state_desc.FillMode = D3D10_FILL_SOLID; rasterizer_state_desc.CullMode = D3D10_CULL_NONE; rasterizer_state_desc.FrontCounterClockwise = true; rasterizer_state_desc.DepthBias = 0; rasterizer_state_desc.DepthBiasClamp = 0.0f; rasterizer_state_desc.SlopeScaledDepthBias = 0.0f; rasterizer_state_desc.DepthClipEnable = false; rasterizer_state_desc.ScissorEnable = false; rasterizer_state_desc.MultisampleEnable = false; rasterizer_state_desc.AntialiasedLineEnable = false; if ( D3D_OK != g_pDevice->CreateRasterizerState(&rasterizer_state_desc, &g_pRasterizerState) ) return false; g_pDevice->RSSetState(g_pRasterizerState); g_view_matrix = GutMatrixLookAtRH(g_eye, g_lookat, g_up); return true; }