Example #1
0
	int Release() {
		if (VS)
			VS->Release();
		if (PS)
			PS->Release();
		if (inputLayout)
			inputLayout->Release();
		if (vertexBuffer)
			vertexBuffer->Release();
		return 0;
	}
Example #2
0
        std::shared_ptr<GraphicsPipelineState> Device::createGraphicsPipelineState(const GraphicsPipelineStateParams& params)
        {
            ID3D11VertexShader* vertexShader = nullptr;
            if (SUCCEEDED(m_device->CreateVertexShader(params.m_vsParams.m_shaderBytecode, params.m_vsParams.m_bytecodeLength, nullptr, &vertexShader)))
            {
                ID3D11ShaderReflection* vertexShaderReflector = nullptr;
                if (SUCCEEDED(D3DReflect(params.m_vsParams.m_shaderBytecode, params.m_vsParams.m_bytecodeLength, IID_ID3D11ShaderReflection, (void**)&vertexShaderReflector)))
                {
                    ID3D11PixelShader* pixelShader = nullptr;
                    if (SUCCEEDED(m_device->CreatePixelShader(params.m_psParams.m_shaderBytecode, params.m_psParams.m_bytecodeLength, nullptr, &pixelShader)))
                    {
                        ID3D11ShaderReflection* pixelShaderReflector = nullptr;
                        if (SUCCEEDED(D3DReflect(params.m_psParams.m_shaderBytecode, params.m_psParams.m_bytecodeLength, IID_ID3D11ShaderReflection, (void**)&pixelShaderReflector)))
                        {
                            CD3D11_DEPTH_STENCIL_DESC depthStencilDesc(D3D11_DEFAULT);
                            depthStencilDesc.DepthEnable = params.m_depthStencilParams.m_depthEnable;

                            ID3D11DepthStencilState* depthStencilState = nullptr;
                            if (SUCCEEDED(m_device->CreateDepthStencilState(&depthStencilDesc, &depthStencilState)))
                            {
                                D3D11_INPUT_ELEMENT_DESC layout[] =
                                {
                                    { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
                                    { "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
                                    { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 24, D3D11_INPUT_PER_VERTEX_DATA, 0 },
                                };
                                ID3D11InputLayout* inputLayout = nullptr;
                                if (SUCCEEDED(m_device->CreateInputLayout(layout, ARRAYSIZE(layout), params.m_vsParams.m_shaderBytecode, params.m_vsParams.m_bytecodeLength, &inputLayout)))
                                {
                                    return std::make_shared<GraphicsPipelineState>(vertexShader, vertexShaderReflector, pixelShader, pixelShaderReflector, depthStencilState, params.m_stencilRef, inputLayout, params.m_primitiveTopologyType);
                                }
                                depthStencilState->Release();
                            }
                            pixelShaderReflector->Release();
                        }
                        pixelShader->Release();
                    }
                    vertexShaderReflector->Release();
                }
                vertexShader->Release();
            }
            return nullptr;
        }
// Create pixel shaders
HRESULT CFW1GlyphRenderStates::createPixelShaders() {
	// Pixel shader
	const char psStr[] =
	"SamplerState sampler0 : register(s0);\r\n"
	"Texture2D<float> tex0 : register(t0);\r\n"
	"\r\n"
	"struct PSIn {\r\n"
	"	float4 Position : SV_Position;\r\n"
	"	float4 GlyphColor : COLOR;\r\n"
	"	float2 TexCoord : TEXCOORD;\r\n"
	"};\r\n"
	"\r\n"
	"float4 PS(PSIn Input) : SV_Target {\r\n"
	"	float a = tex0.Sample(sampler0, Input.TexCoord);\r\n"
	"	\r\n"
	"	if(a == 0.0f)\r\n"
	"		discard;\r\n"
	"	\r\n"
	"	return (a * Input.GlyphColor.a) * float4(Input.GlyphColor.rgb, 1.0f);\r\n"
	"}\r\n"
	"";
	
	// Clipping pixel shader
	const char psClipStr[] =
	"SamplerState sampler0 : register(s0);\r\n"
	"Texture2D<float> tex0 : register(t0);\r\n"
	"\r\n"
	"struct PSIn {\r\n"
	"	float4 Position : SV_Position;\r\n"
	"	float4 GlyphColor : COLOR;\r\n"
	"	float2 TexCoord : TEXCOORD;\r\n"
	"	float4 ClipDistance : CLIPDISTANCE;\r\n"
	"};\r\n"
	"\r\n"
	"float4 PS(PSIn Input) : SV_Target {\r\n"
	"	clip(Input.ClipDistance);\r\n"
	"	\r\n"
	"	float a = tex0.Sample(sampler0, Input.TexCoord);\r\n"
	"	\r\n"
	"	if(a == 0.0f)\r\n"
	"		discard;\r\n"
	"	\r\n"
	"	return (a * Input.GlyphColor.a) * float4(Input.GlyphColor.rgb, 1.0f);\r\n"
	"}\r\n"
	"";
	
	// Shader compile profile
	const char *ps_profile = "ps_4_0_level_9_1";
	if(m_featureLevel >= D3D_FEATURE_LEVEL_11_0)
		ps_profile = "ps_5_0";
	else if(m_featureLevel >= D3D_FEATURE_LEVEL_10_0)
		ps_profile = "ps_4_0";
	else if(m_featureLevel >= D3D_FEATURE_LEVEL_9_3)
		ps_profile = "ps_4_0_level_9_3";
	
	// Compile pixel shader
	ID3DBlob *pPSCode;
	
	HRESULT hResult = m_pfnD3DCompile(
		psStr,
		sizeof(psStr),
		NULL,
		NULL,
		NULL,
		"PS",
		ps_profile,
		D3DCOMPILE_OPTIMIZATION_LEVEL3,
		0,
		&pPSCode,
		NULL
	);
	if(FAILED(hResult)) {
		m_lastError = L"Failed to compile pixel shader";
	}
	else {
		// Create pixel shader
		ID3D11PixelShader *pPS;
		
		hResult = m_pDevice->CreatePixelShader(pPSCode->GetBufferPointer(), pPSCode->GetBufferSize(), NULL, &pPS);
		if(FAILED(hResult)) {
			m_lastError = L"Failed to create pixel shader";
		}
		else {
			// Compile clipping pixel shader
			ID3DBlob *pPSClipCode;
			
			HRESULT hResult = m_pfnD3DCompile(
				psClipStr,
				sizeof(psClipStr),
				NULL,
				NULL,
				NULL,
				"PS",
				ps_profile,
				D3DCOMPILE_OPTIMIZATION_LEVEL3,
				0,
				&pPSClipCode,
				NULL
			);
			if(FAILED(hResult)) {
				m_lastError = L"Failed to compile clipping pixel shader";
			}
			else {
				// Create pixel shader
				ID3D11PixelShader *pPSClip;
				
				hResult = m_pDevice->CreatePixelShader(
					pPSClipCode->GetBufferPointer(),
					pPSClipCode->GetBufferSize(),
					NULL, &pPSClip
				);
				if(FAILED(hResult)) {
					m_lastError = L"Failed to create clipping pixel shader";
				}
				else {
					// Success
					m_pPixelShader = pPS;
					m_pPixelShaderClip = pPSClip;
					
					hResult = S_OK;
				}
				
				pPSClipCode->Release();
			}
			
			if(FAILED(hResult))
				pPS->Release();
		}
		
		pPSCode->Release();
	}
	
	return hResult;
}
Example #4
0
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR cmdLine, int cmdShow)
{
	DXTInputHandlerDefault inputHandler;
	DXTWindowEventHandlerDefault eventHandler;
	DXTWindow window(hInstance, &inputHandler, &eventHandler);

	DXTRenderParams params;
	params.Extent = { 800, 600 };
	params.UseVSync = true;
	params.Windowed = true;

	HRESULT result;
	result = window.Initialize(params, "DXT Example (DirectX 11)");

	if (SUCCEEDED(result))
	{
		ID3D11Device* device;
		ID3D11DeviceContext* context;
		IDXGISwapChain* swapChain;
		result = DXTInitDevice(params, &window, &swapChain, &device, &context);

		if (SUCCEEDED(result))
		{
			eventHandler.SetSwapChain(swapChain);

			FLOAT clearColor[] = { 0.5f, 0.5f, 1.0f, 1.0f };
			D3D11_INPUT_ELEMENT_DESC inputDesc[] =
			{
				{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
				{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, sizeof(float) * 3, D3D11_INPUT_PER_VERTEX_DATA, 0 },
				{ "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, sizeof(float) * 5, D3D11_INPUT_PER_VERTEX_DATA, 0 },
			};
			UINT elementCount = 3;
			UINT stride = 8 * sizeof(FLOAT);
			UINT offset = 0;
			UINT indexCount = 0;
			FLOAT deltaTime = 0.016f;

			DXTSphericalCamera camera;
			DXTFirstPersonCameraController cameraController(&camera, &inputHandler);
			inputHandler.AddInputInterface(&cameraController);
			cameraController.Velocity = 40.0f;
			cameraController.RotationVelocity = 0.005f;
			camera.Position = DirectX::XMFLOAT3(20.0f, 20.0f, 20.0f);
			camera.LookAt(DirectX::XMFLOAT3(0.0f, 0.0f, 0.0f));

			ID3D11RenderTargetView* renderTargetView;
			ID3D11Texture2D* depthBuffer;
			ID3D11DepthStencilView* depthBufferView;
			ID3D11VertexShader* vertexShader;
			ID3D11PixelShader* pixelShader;
			DXTBytecodeBlob vertexBytecode;
			ID3D11DepthStencilState* depthState;
			ID3D11RasterizerState* rasterizerState;
			ID3D11Buffer* vertexBuffer;
			ID3D11Buffer* indexBuffer;
			ID3D11InputLayout* inputLayout;
			ID3D11Buffer* transformBuffer;

			DXTCreateRenderTargetFromBackBuffer(swapChain, device, &renderTargetView);
			DXTCreateDepthStencilBuffer(device, params.Extent.Width, params.Extent.Height, DXGI_FORMAT_D24_UNORM_S8_UINT, &depthBuffer, &depthBufferView);
			DXTVertexShaderFromFile(device, "VertexShader.cso", &vertexShader, &vertexBytecode);
			DXTPixelShaderFromFile(device, "PixelShader.cso", &pixelShader);
			DXTCreateDepthStencilStateDepthTestEnabled(device, &depthState);
			DXTCreateRasterizerStateSolid(device, &rasterizerState);
			DXTLoadStaticMeshFromFile(device, "mesh.ase", DXTVertexAttributePosition | DXTVertexAttributeUV | DXTVertexAttributeNormal,
				DXTIndexTypeShort, &vertexBuffer, &indexBuffer, &indexCount);
			DXTCreateBuffer(device, sizeof(DirectX::XMFLOAT4X4) * 2, D3D11_BIND_CONSTANT_BUFFER, D3D11_CPU_ACCESS_WRITE, D3D11_USAGE_DYNAMIC, &transformBuffer);

			device->CreateInputLayout(inputDesc, elementCount, vertexBytecode.Bytecode, vertexBytecode.BytecodeLength, &inputLayout);
			vertexBytecode.Destroy();

			window.Present(false);

			while (!window.QuitMessageReceived())
			{
				window.MessagePump();

				if (inputHandler.IsKeyDown(VK_ESCAPE))
					break;

				cameraController.Update(deltaTime);

				XMFLOAT4X4 ViewProj;
				XMFLOAT4X4 World;
				camera.GetViewProjectionMatrix(&ViewProj, params.Extent);
				XMStoreFloat4x4(&World, XMMatrixIdentity());

				D3D11_MAPPED_SUBRESOURCE subres;
				context->Map(transformBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &subres);
				XMFLOAT4X4* ptr = (XMFLOAT4X4*)subres.pData;
				ptr[0] = World;
				ptr[1] = ViewProj;
				context->Unmap(transformBuffer, 0);

				D3D11_VIEWPORT viewport = { 0.0f, 0.0f, (FLOAT)params.Extent.Width, (FLOAT)params.Extent.Height, 0.0f, 1.0f };
				context->ClearRenderTargetView(renderTargetView, clearColor);
				context->ClearDepthStencilView(depthBufferView, D3D11_CLEAR_DEPTH, 1.0f, 0);
				context->OMSetDepthStencilState(depthState, 0);
				context->OMSetRenderTargets(1, &renderTargetView, depthBufferView);
				context->RSSetState(rasterizerState);
				context->RSSetViewports(1, &viewport);
				context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
				context->IASetVertexBuffers(0, 1, &vertexBuffer, &stride, &offset);
				context->IASetIndexBuffer(indexBuffer, DXGI_FORMAT_R16_UINT, 0);
				context->IASetInputLayout(inputLayout);
				context->VSSetShader(vertexShader, nullptr, 0);
				context->PSSetShader(pixelShader, nullptr, 0);
				context->VSSetConstantBuffers(0, 1, &transformBuffer);
				
				context->DrawIndexed(indexCount, 0, 0);

				swapChain->Present(1, 0);
			}

			swapChain->SetFullscreenState(false, nullptr);
			
			transformBuffer->Release();
			depthBufferView->Release();
			depthBuffer->Release();
			inputLayout->Release();
			vertexBuffer->Release();
			indexBuffer->Release();
			depthState->Release();
			rasterizerState->Release();
			vertexShader->Release();
			pixelShader->Release();
			renderTargetView->Release();
			swapChain->Release();
			context->Release();
			device->Release();
		}

		window.Destroy();
	}
}
ID3D11PixelShader* DXShaderManager::loadPixelShaderFromFile( const string& filename )
{
	DWORD shaderFlags = D3DCOMPILE_ENABLE_STRICTNESS;

	// Convert filename to wide string
	int filenameLen = (int)filename.length() + 1;
	int newLen = MultiByteToWideChar(CP_ACP, 0, filename.c_str(), filenameLen, 0, 0);
	wchar_t* buf = new wchar_t[filenameLen];
	MultiByteToWideChar(CP_ACP, 0, filename.c_str(), filenameLen, buf, newLen);
	std::wstring wFilename(buf);
	delete[] buf;

#if defined(_WOE_DEBUG)

	// Set the D3DCOMPILE_DEBUG flag to embed debug information in the shaders.
	// Setting this flag improves the shader debugging experience, but still allows 
	// the shaders to be optimized and to run exactly the way they will run in 
	// the release configuration of this program.
	shaderFlags |= D3DCOMPILE_DEBUG;

#endif // _WOE_DEBUG

	ID3DBlob* pErrorBlob = nullptr;
	ID3DBlob* pOutputBlob = nullptr;
	HRESULT hr;
	hr = D3DCompileFromFile(wFilename.c_str(), nullptr, nullptr, (type == ShaderTypes::WOE_SHADER_TYPE_VERTEX ? "VS" : "PS"), (type == ShaderTypes::WOE_SHADER_TYPE_VERTEX ? "vs_4_0" : "ps_4_0"), shaderFlags, 0, &pOutputBlob, &pErrorBlob);

	if (FAILED(hr))
	{
		if (pErrorBlob)
		{
			Log::ErrorFmt(getClassName(), "Failed to compile HLSL: %s", reinterpret_cast<const char*>(pErrorBlob->GetBufferPointer()));
			pErrorBlob->Release();
		}
		else
		{
			if (hr == HRESULT_FROM_WIN32(ERROR_FILE_NOT_FOUND))
			{
				Log::Error(getClassName(), "Failed to compile HLSL, File not found");
			}
			else
			{
				Log::Error(getClassName(), "Failed to compile HLSL, Unknown Error");
			}
		}

		return nullptr;
	}
	if (pErrorBlob)
		pErrorBlob->Release();

	ID3D11PixelShader* pPixelShader = nullptr;
	hr = Game::Instance()->getGraphicsSystem()->getDXDevice()->CreatePixelShader(pOutputBlob->GetBufferPointer(), pOutputBlob->GetBufferSize(), nullptr, &pPixelShader);

	if (FAILED(hr))
	{
		Log::Error(getClassName(), "Failed to create vertex shader");
		pOutputBlob->Release();
		pPixelShader->Release();
		return nullptr;
	}

	return pPixelShader;
}