//-------------------------------------------------------------------------------------- // Create any D3D11 resources that aren't dependant on the back buffer //-------------------------------------------------------------------------------------- HRESULT CALLBACK OnD3D11CreateDevice(ID3D11Device* pd3dDevice, const DXGI_SURFACE_DESC* /*pBackBufferSurfaceDesc*/, void* /*pUserContext*/) { HRESULT hr = S_OK; V_RETURN(g_MeshPowerPlant.Create(pd3dDevice, L"powerplant\\powerplant.sdkmesh")); V_RETURN(g_MeshTestScene.Create(pd3dDevice, L"ShadowColumns\\testscene.sdkmesh")); g_pSelectedMesh = &g_MeshPowerPlant; return CreateD3DComponents(pd3dDevice); }
//-------------------------------------------------------------------------------------- // Create any D3D11 resources that aren't dependent on the back buffer //-------------------------------------------------------------------------------------- HRESULT CALLBACK OnD3D11CreateDevice( ID3D11Device* pd3dDevice, const DXGI_SURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext ) { UNREFERENCED_PARAMETER(pBackBufferSurfaceDesc); UNREFERENCED_PARAMETER(pUserContext); HRESULT hr = S_OK; V_RETURN( g_MeshPowerPlant.Create( pd3dDevice, L"powerplant\\powerplant.sdkmesh" ) ); V_RETURN( g_TeapotMesh.Create( pd3dDevice, L"teapot\\teapot.sdkmesh" ) ); return CreateD3DComponents( pd3dDevice ); }
//-------------------------------------------------------------------------------------- // Helper to load a VB and IB from a mesh //-------------------------------------------------------------------------------------- HRESULT LoadMesh( ID3D10Device* pd3dDevice ) { HRESULT hr = S_OK; struct OLD_VERT { D3DXVECTOR3 Pos; D3DXVECTOR3 Norm; D3DXVECTOR2 Tex; }; V_RETURN( g_Mesh.Create( pd3dDevice, L"rook.sdkmesh", true ) ); // Load the Texture WCHAR strPath[MAX_PATH] = {0}; DXUTFindDXSDKMediaFileCch( strPath, sizeof( strPath ) / sizeof( WCHAR ), L"rook_diff.dds" ); hr = D3DX10CreateShaderResourceViewFromFile( pd3dDevice, strPath, NULL, NULL, &g_pMeshTexRV, NULL ); return hr; }
//-------------------------------------------------------------------------------------- // Create any D3D9 resources that won't live through a device reset (D3DPOOL_DEFAULT) // or that are tied to the back buffer size //-------------------------------------------------------------------------------------- HRESULT CALLBACK OnD3D9ResetDevice( IDirect3DDevice9* pd3dDevice, const D3DSURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext ) { HRESULT hr; V_RETURN( g_DialogResourceManager.OnD3D9ResetDevice() ); V_RETURN( g_SettingsDlg.OnD3D9ResetDevice() ); if( g_pFont9 ) V_RETURN( g_pFont9->OnResetDevice() ); if( g_pEffect9 ) V_RETURN( g_pEffect9->OnResetDevice() ); V_RETURN( D3DXCreateSprite( pd3dDevice, &g_pSprite9 ) ); g_pTxtHelper = new CDXUTTextHelper( g_pFont9, g_pSprite9, NULL, NULL, 15 ); // Setup the camera's projection parameters float fAspectRatio = pBackBufferSurfaceDesc->Width / ( FLOAT )pBackBufferSurfaceDesc->Height; g_Camera.SetProjParams( D3DX_PI / 4, fAspectRatio, 0.1f, 1000.0f ); g_Camera.SetWindow( pBackBufferSurfaceDesc->Width, pBackBufferSurfaceDesc->Height ); g_HUD.SetLocation( pBackBufferSurfaceDesc->Width - 170, 0 ); g_HUD.SetSize( 170, 170 ); g_SampleUI.SetLocation( pBackBufferSurfaceDesc->Width - 170, pBackBufferSurfaceDesc->Height - 350 ); g_SampleUI.SetSize( 170, 300 ); // load the mesh V_RETURN( g_Mesh.Create( pd3dDevice, L"misc\\ball.sdkmesh" ) ); // Load the texture WCHAR str[MAX_PATH]; V_RETURN( DXUTFindDXSDKMediaFileCch( str, MAX_PATH, L"misc\\seafloor.dds" ) ); V_RETURN( CreateDDSTextureFromFile( pd3dDevice, str, &g_pTexture9 ) ); if( DXUTIsWindowed() ) g_SampleUI.GetButton( IDC_LOAD_TEXTURE )->SetEnabled( true ); else g_SampleUI.GetButton( IDC_LOAD_TEXTURE )->SetEnabled( false ); return S_OK; }
//-------------------------------------------------------------------------------------- // Create any D3D resources that aren't dependant on the back buffer //-------------------------------------------------------------------------------------- HRESULT CALLBACK OnD3D11CreateDevice( ID3D11Device* pd3dDevice, const DXGI_SURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext ) { HRESULT hr = S_OK; auto pd3dImmediateContext = DXUTGetD3D11DeviceContext(); V_RETURN( g_DialogResourceManager.OnD3D11CreateDevice( pd3dDevice, pd3dImmediateContext ) ); V_RETURN( g_D3DSettingsDlg.OnD3D11CreateDevice( pd3dDevice ) ); g_pTxtHelper = new CDXUTTextHelper( pd3dDevice, pd3dImmediateContext, &g_DialogResourceManager, 15 ); XMFLOAT3 vCenter( 0.25767413f, -28.503521f, 111.00689f ); FLOAT fObjectRadius = 378.15607f; g_mCenterMesh = XMMatrixTranslation( -vCenter.x, -vCenter.y, -vCenter.z ); XMMATRIX m; m = XMMatrixRotationY( XM_PI ); g_mCenterMesh *= m; m = XMMatrixRotationX( XM_PI / 2.0f ); g_mCenterMesh *= m; // Init the UI widget for directional lighting V_RETURN( CDXUTDirectionWidget::StaticOnD3D11CreateDevice( pd3dDevice, pd3dImmediateContext ) ); g_LightControl.SetRadius( fObjectRadius ); // Compile and create the effect. DWORD dwShaderFlags = D3DCOMPILE_ENABLE_STRICTNESS; #ifdef _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. dwShaderFlags |= D3DCOMPILE_DEBUG; // Disable optimizations to further improve shader debugging dwShaderFlags |= D3DCOMPILE_SKIP_OPTIMIZATION; #endif #if D3D_COMPILER_VERSION >= 46 WCHAR str[MAX_PATH]; V_RETURN( DXUTFindDXSDKMediaFileCch( str, MAX_PATH, L"DynamicShaderLinkageFX11.fx" ) ); ID3DBlob* pErrorBlob = nullptr; hr = D3DX11CompileEffectFromFile( str, nullptr, D3D_COMPILE_STANDARD_FILE_INCLUDE, dwShaderFlags, D3DCOMPILE_EFFECT_ALLOW_SLOW_OPS, pd3dDevice, &g_pEffect, &pErrorBlob ); if ( pErrorBlob ) { OutputDebugStringA( reinterpret_cast<const char*>( pErrorBlob->GetBufferPointer() ) ); pErrorBlob->Release(); } if( FAILED(hr) ) { return hr; } #else ID3DBlob* pEffectBuffer = nullptr; V_RETURN( DXUTCompileFromFile( L"DynamicShaderLinkageFX11.fx", nullptr, "none", "fx_5_0", dwShaderFlags, D3DCOMPILE_EFFECT_ALLOW_SLOW_OPS, &pEffectBuffer ) ); hr = D3DX11CreateEffectFromMemory( pEffectBuffer->GetBufferPointer(), pEffectBuffer->GetBufferSize(), 0, pd3dDevice, &g_pEffect ); SAFE_RELEASE( pEffectBuffer ); if ( FAILED(hr) ) return hr; #endif // Get the light Class Interfaces for setting values // and as potential binding sources. g_pAmbientLightClass = g_pEffect->GetVariableByName( "g_ambientLight" )->AsClassInstance(); g_pAmbientLightColor = g_pAmbientLightClass->GetMemberByName( "m_vLightColor" )->AsVector(); g_pAmbientLightEnable = g_pAmbientLightClass->GetMemberByName( "m_bEnable" )->AsScalar(); g_pHemiAmbientLightClass = g_pEffect->GetVariableByName( "g_hemiAmbientLight" )->AsClassInstance(); g_pHemiAmbientLightColor = g_pHemiAmbientLightClass->GetMemberByName( "m_vLightColor" )->AsVector(); g_pHemiAmbientLightEnable = g_pHemiAmbientLightClass->GetMemberByName( "m_bEnable" )->AsScalar(); g_pHemiAmbientLightGroundColor = g_pHemiAmbientLightClass->GetMemberByName( "m_vGroundColor" )->AsVector(); g_pHemiAmbientLightDirUp = g_pHemiAmbientLightClass->GetMemberByName( "m_vDirUp" )->AsVector(); g_pDirectionalLightClass = g_pEffect->GetVariableByName( "g_directionalLight")->AsClassInstance(); g_pDirectionalLightColor = g_pDirectionalLightClass->GetMemberByName( "m_vLightColor" )->AsVector(); g_pDirectionalLightEnable = g_pDirectionalLightClass->GetMemberByName( "m_bEnable" )->AsScalar(); g_pDirectionalLightDir = g_pDirectionalLightClass->GetMemberByName( "m_vLightDir" )->AsVector(); g_pEnvironmentLightClass = g_pEffect->GetVariableByName( "g_environmentLight")->AsClassInstance(); g_pEnvironmentLightColor = g_pEnvironmentLightClass->GetMemberByName( "m_vLightColor" )->AsVector(); g_pEnvironmentLightEnable = g_pEnvironmentLightClass->GetMemberByName( "m_bEnable" )->AsScalar(); g_pEyeDir = g_pEffect->GetVariableByName( "g_vEyeDir" )->AsVector(); // Acquire the material Class Instances for all possible material settings for( UINT i=0; i < MATERIAL_TYPE_COUNT; i++) { char pTechName[50]; sprintf_s( pTechName, sizeof(pTechName), "FeatureLevel11_%s", g_pMaterialClassNames[ i ] ); g_MaterialClasses[i].pTechnique = g_pEffect->GetTechniqueByName( pTechName ); g_MaterialClasses[i].pClass = g_pEffect->GetVariableByName( g_pMaterialClassNames[i] )->AsClassInstance(); g_MaterialClasses[i].pColor = g_MaterialClasses[i].pClass->GetMemberByName( "m_vColor" )->AsVector(); g_MaterialClasses[i].pSpecPower = g_MaterialClasses[i].pClass->GetMemberByName( "m_iSpecPower" )->AsScalar(); } // Select which technique to use based on the feature level we acquired D3D_FEATURE_LEVEL supportedFeatureLevel = DXUTGetD3D11DeviceFeatureLevel(); if (supportedFeatureLevel >= D3D_FEATURE_LEVEL_11_0) { // We are going to use Dynamic shader linkage with SM5 so we need to look up interface and class instance variables // Get the abstract class interfaces so we can dynamically permute and assign linkages g_pAmbientLightIface = g_pEffect->GetVariableByName( "g_abstractAmbientLighting" )->AsInterface(); g_pDirectionalLightIface = g_pEffect->GetVariableByName( "g_abstractDirectLighting" )->AsInterface(); g_pEnvironmentLightIface = g_pEffect->GetVariableByName( "g_abstractEnvironmentLighting" )->AsInterface(); g_pMaterialIface = g_pEffect->GetVariableByName( "g_abstractMaterial" )->AsInterface(); g_pTechnique = g_pEffect->GetTechniqueByName( "FeatureLevel11" ); } else // Lower feature levels than 11 have no support for Dynamic Shader Linkage - need to use a statically specialized shaders { LPCSTR pTechniqueName; g_pAmbientLightIface = nullptr; g_pDirectionalLightIface = nullptr; g_pEnvironmentLightIface = nullptr; g_pMaterialIface = nullptr; switch( supportedFeatureLevel ) { case D3D_FEATURE_LEVEL_10_1: pTechniqueName = "FeatureLevel10_1"; break; case D3D_FEATURE_LEVEL_10_0: pTechniqueName = "FeatureLevel10"; break; default: return E_FAIL; } g_pTechnique = g_pEffect->GetTechniqueByName( pTechniqueName ); } // Create our vertex input layout const D3D11_INPUT_ELEMENT_DESC layout[] = { { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }, { "NORMAL", 0, DXGI_FORMAT_R10G10B10A2_UNORM, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 }, { "TEXCOORD", 0, DXGI_FORMAT_R16G16_FLOAT, 0, 16, D3D11_INPUT_PER_VERTEX_DATA, 0 }, { "TANGENT", 0, DXGI_FORMAT_R10G10B10A2_UNORM, 0, 20, D3D11_INPUT_PER_VERTEX_DATA, 0 }, { "BINORMAL", 0, DXGI_FORMAT_R10G10B10A2_UNORM, 0, 24, D3D11_INPUT_PER_VERTEX_DATA, 0 } }; D3DX11_PASS_SHADER_DESC VsPassDesc; D3DX11_EFFECT_SHADER_DESC VsDesc; V_RETURN( g_pTechnique->GetPassByIndex(0)->GetVertexShaderDesc(&VsPassDesc) ); V_RETURN( VsPassDesc.pShaderVariable->GetShaderDesc(VsPassDesc.ShaderIndex, &VsDesc) ); V_RETURN( pd3dDevice->CreateInputLayout( layout, ARRAYSIZE( layout ), VsDesc.pBytecode, VsDesc.BytecodeLength, &g_pVertexLayout11 ) ); DXUT_SetDebugName( g_pVertexLayout11, "Primary" ); // Load the mesh V_RETURN( g_Mesh11.Create( pd3dDevice, L"Squid\\squid.sdkmesh", false ) ); g_pWorldViewProjection = g_pEffect->GetVariableByName( "g_mWorldViewProjection" )->AsMatrix(); g_pWorld = g_pEffect->GetVariableByName( "g_mWorld" )->AsMatrix(); // Load a HDR Environment for reflections V_RETURN( DXUTCreateShaderResourceViewFromFile( pd3dDevice, L"Light Probes\\uffizi_cross.dds", &g_pEnvironmentMapSRV )); g_pEnvironmentMapVar = g_pEffect->GetVariableByName( "g_txEnvironmentMap" )->AsShaderResource(); g_pEnvironmentMapVar->SetResource( g_pEnvironmentMapSRV ); // Setup the camera's view parameters static const XMVECTORF32 s_vecEye = { 0.0f, 0.0f, -50.0f, 0.f }; g_Camera.SetViewParams( s_vecEye, g_XMZero ); g_Camera.SetRadius( fObjectRadius , fObjectRadius , fObjectRadius ); // Find Rasterizer State Object index for WireFrame / Solid rendering g_pFillMode = g_pEffect->GetVariableByName( "g_fillMode" )->AsScalar(); return hr; }
//-------------------------------------------------------------------------------------- // Create any D3D11 resources that aren't dependant on the back buffer //-------------------------------------------------------------------------------------- HRESULT CALLBACK OnD3D11CreateDevice( ID3D11Device* pd3dDevice, const DXGI_SURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext ) { g_pd3dDevice = pd3dDevice; HRESULT hr; ID3D11DeviceContext* pd3dImmediateContext = DXUTGetD3D11DeviceContext(); V_RETURN( g_DialogResourceManager.OnD3D11CreateDevice( pd3dDevice, pd3dImmediateContext ) ); V_RETURN( g_D3DSettingsDlg.OnD3D11CreateDevice( pd3dDevice ) ); g_pTxtHelper = new CDXUTTextHelper( pd3dDevice, pd3dImmediateContext, &g_DialogResourceManager, 15 ); D3DXVECTOR3 vCenter( 0.25767413f, -28.503521f, 111.00689f); FLOAT fObjectRadius = 378.15607f; D3DXMatrixTranslation( &g_mCenterMesh, -vCenter.x, -vCenter.y, -vCenter.z ); D3DXMATRIXA16 m; D3DXMatrixRotationY( &m, D3DX_PI ); g_mCenterMesh *= m; D3DXMatrixRotationX( &m, D3DX_PI / 2.0f ); g_mCenterMesh *= m; // Compile the shaders to a model based on the feature level we acquired ID3DBlob* pVertexShaderBuffer = NULL; ID3DBlob* pGeometryShaderBuffer = NULL; ID3DBlob* pPixelShaderBuffer = NULL; switch( DXUTGetD3D11DeviceFeatureLevel() ) { case D3D_FEATURE_LEVEL_11_0: V_RETURN( CompileShaderFromFile( L"cloth_renderer_VS.hlsl", "VSMain", "vs_5_0" , &pVertexShaderBuffer ) ); V_RETURN( CompileShaderFromFile( L"cloth_renderer_PS.hlsl", "GSMain", "gs_5_0" , &pGeometryShaderBuffer ) ); V_RETURN( CompileShaderFromFile( L"cloth_renderer_PS.hlsl", "PSMain", "ps_5_0" , &pPixelShaderBuffer ) ); break; } // Create the shaders V_RETURN( pd3dDevice->CreateVertexShader( pVertexShaderBuffer->GetBufferPointer(), pVertexShaderBuffer->GetBufferSize(), NULL, &g_pVertexShader ) ); V_RETURN( pd3dDevice->CreateGeometryShader( pGeometryShaderBuffer->GetBufferPointer(), pGeometryShaderBuffer->GetBufferSize(), NULL, &g_pGeometryShader ) ); V_RETURN( pd3dDevice->CreatePixelShader( pPixelShaderBuffer->GetBufferPointer(), pPixelShaderBuffer->GetBufferSize(), NULL, &g_pPixelShader ) ); V_RETURN( pd3dDevice->CreateInputLayout( layout, ARRAYSIZE( layout ), pVertexShaderBuffer->GetBufferPointer(), pVertexShaderBuffer->GetBufferSize(), &g_pVertexLayout11 ) ); SAFE_RELEASE( pVertexShaderBuffer ); SAFE_RELEASE( pPixelShaderBuffer ); SAFE_RELEASE( pGeometryShaderBuffer ); // Load the mesh V_RETURN( g_Mesh11.Create( pd3dDevice, L"tiny\\tiny.sdkmesh", true ) ); // Create a sampler state D3D11_SAMPLER_DESC SamDesc; SamDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR; SamDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP; SamDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP; SamDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP; SamDesc.MipLODBias = 0.0f; SamDesc.MaxAnisotropy = 1; SamDesc.ComparisonFunc = D3D11_COMPARISON_ALWAYS; SamDesc.BorderColor[0] = SamDesc.BorderColor[1] = SamDesc.BorderColor[2] = SamDesc.BorderColor[3] = 0; SamDesc.MinLOD = 0; SamDesc.MaxLOD = D3D11_FLOAT32_MAX; V_RETURN( pd3dDevice->CreateSamplerState( &SamDesc, &g_pSamLinear ) ); // Setup constant buffers D3D11_BUFFER_DESC Desc; Desc.Usage = D3D11_USAGE_DYNAMIC; Desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER; Desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; Desc.MiscFlags = 0; Desc.ByteWidth = sizeof( CB_VS_PER_OBJECT ); V_RETURN( pd3dDevice->CreateBuffer( &Desc, NULL, &g_pcbVSPerObject ) ); Desc.ByteWidth = sizeof( CB_PS_PER_OBJECT ); V_RETURN( pd3dDevice->CreateBuffer( &Desc, NULL, &g_pcbPSPerObject ) ); Desc.ByteWidth = sizeof( CB_PS_PER_FRAME ); V_RETURN( pd3dDevice->CreateBuffer( &Desc, NULL, &g_pcbPSPerFrame ) ); // Setup the camera's view parameters D3DXVECTOR3 vecEye( 30.0f, 30.0f, -80.0f ); D3DXVECTOR3 vecAt ( 10.0f, 20.0f, -0.0f ); g_Camera.SetViewParams( &vecEye, &vecAt ); cloths.resize(numFlags); for( int flagIndex = 0; flagIndex < numFlags; ++flagIndex ) { cloths[flagIndex].create_buffers(clothWidth, clothHeight); } initBullet(); std::wstring flagTexsName[] = { L"atiFlag.bmp", L"amdFlag.bmp", }; int numFlagTexs = 2; WCHAR flagTexs[2][MAX_PATH]; HRESULT res = DXUTFindDXSDKMediaFileCch(flagTexs[0],MAX_PATH, flagTexsName[0].c_str()); res = DXUTFindDXSDKMediaFileCch(flagTexs[1],MAX_PATH, flagTexsName[1].c_str()); for( int flagIndex = 0; flagIndex < numFlags; ++flagIndex ) { cloths[flagIndex].create_texture(flagTexs[flagIndex % numFlagTexs]); cloths[flagIndex].x_offset = 0; cloths[flagIndex].y_offset = 0; cloths[flagIndex].z_offset = 0; } my_capsule.create_buffers(50,40); my_capsule.create_texture(); //Turn off backface culling D3D11_RASTERIZER_DESC rsDesc; ZeroMemory(&rsDesc,sizeof(D3D11_RASTERIZER_DESC) ); rsDesc.CullMode = D3D11_CULL_NONE; rsDesc.FillMode = D3D11_FILL_SOLID; hr = pd3dDevice->CreateRasterizerState(&rsDesc, &g_pRasterizerState); rsDesc.FillMode = D3D11_FILL_WIREFRAME; hr = pd3dDevice->CreateRasterizerState(&rsDesc, &g_pRasterizerStateWF); SAFE_RELEASE(pd3dImmediateContext); return S_OK; }
//-------------------------------------------------------------------------------------- // Create any D3D10 resources that aren't dependant on the back buffer //-------------------------------------------------------------------------------------- HRESULT CALLBACK OnD3D10CreateDevice( ID3D10Device* pd3dDevice, const DXGI_SURFACE_DESC* pBufferSurfaceDesc, void* pUserContext ) { HRESULT hr; V_RETURN( g_DialogResourceManager.OnD3D10CreateDevice( pd3dDevice ) ); V_RETURN( g_D3DSettingsDlg.OnD3D10CreateDevice( pd3dDevice ) ); V_RETURN( D3DX10CreateFont( pd3dDevice, 15, 0, FW_BOLD, 1, FALSE, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, DEFAULT_PITCH | FF_DONTCARE, L"Arial", &g_pFont ) ); V_RETURN( D3DX10CreateSprite( pd3dDevice, 512, &g_pSprite ) ); g_pTxtHelper = new CDXUTTextHelper( NULL, NULL, g_pFont, g_pSprite, 15 ); DWORD dwShaderFlags = D3D10_SHADER_ENABLE_STRICTNESS; #if defined( DEBUG ) || defined( _DEBUG ) // Set the D3D10_SHADER_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. dwShaderFlags |= D3D10_SHADER_DEBUG; #endif // Read the D3DX effect file WCHAR str[MAX_PATH]; V_RETURN( DXUTFindDXSDKMediaFileCch( str, MAX_PATH, L"Tutorial13.fx" ) ); V_RETURN( D3DX10CreateEffectFromFile( str, NULL, NULL, "fx_4_0", dwShaderFlags, 0, pd3dDevice, NULL, NULL, &g_pEffect, NULL, NULL ) ); // Obtain the technique g_pTechnique = g_pEffect->GetTechniqueByName( "Render" ); // Obtain the variables g_ptxDiffuseVariable = g_pEffect->GetVariableByName( "g_txDiffuse" )->AsShaderResource(); g_pWorldVariable = g_pEffect->GetVariableByName( "World" )->AsMatrix(); g_pViewVariable = g_pEffect->GetVariableByName( "View" )->AsMatrix(); g_pProjectionVariable = g_pEffect->GetVariableByName( "Projection" )->AsMatrix(); g_pExplodeVariable = g_pEffect->GetVariableByName( "Explode" )->AsScalar(); // Set Waviness g_pExplodeVariable->SetFloat( g_fExplode ); // Define the input layout const 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 }, { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 24, D3D10_INPUT_PER_VERTEX_DATA, 0 }, }; UINT numElements = sizeof( layout ) / sizeof( layout[0] ); // Create the input layout D3D10_PASS_DESC PassDesc; g_pTechnique->GetPassByIndex( 0 )->GetDesc( &PassDesc ); V_RETURN( pd3dDevice->CreateInputLayout( layout, numElements, PassDesc.pIAInputSignature, PassDesc.IAInputSignatureSize, &g_pVertexLayout ) ); // Set the input layout pd3dDevice->IASetInputLayout( g_pVertexLayout ); // Load the mesh V_RETURN( g_Mesh.Create( pd3dDevice, L"Tiny\\tiny.sdkmesh", true ) ); // Initialize the world matrices D3DXMatrixIdentity( &g_World ); // Initialize the camera D3DXVECTOR3 Eye( 0.0f, 0.0f, -800.0f ); D3DXVECTOR3 At( 0.0f, 0.0f, 0.0f ); g_Camera.SetViewParams( &Eye, &At ); return S_OK; }
//-------------------------------------------------------------------------------------- // Create any D3D11 resources that aren't dependant on the back buffer //-------------------------------------------------------------------------------------- HRESULT CALLBACK OnD3D11CreateDevice( ID3D11Device* pd3dDevice, const DXGI_SURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext ) { HRESULT hr = S_OK; auto pd3dImmediateContext = DXUTGetD3D11DeviceContext(); V_RETURN( g_DialogResourceManager.OnD3D11CreateDevice( pd3dDevice, pd3dImmediateContext ) ); V_RETURN( g_SettingsDlg.OnD3D11CreateDevice( pd3dDevice ) ); g_pTxtHelper = new CDXUTTextHelper( pd3dDevice, pd3dImmediateContext, &g_DialogResourceManager, 15 ); DWORD dwShaderFlags = D3DCOMPILE_ENABLE_STRICTNESS; #ifdef _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. dwShaderFlags |= D3DCOMPILE_DEBUG; // Disable optimizations to further improve shader debugging dwShaderFlags |= D3DCOMPILE_SKIP_OPTIMIZATION; #endif #if D3D_COMPILER_VERSION >= 46 // Read the D3DX effect file WCHAR str[MAX_PATH]; V_RETURN( DXUTFindDXSDKMediaFileCch( str, MAX_PATH, L"Tutorial11.fx" ) ); V_RETURN( D3DX11CompileEffectFromFile( str, nullptr, D3D_COMPILE_STANDARD_FILE_INCLUDE, dwShaderFlags, 0, pd3dDevice, &g_pEffect, nullptr) ); #else ID3DBlob* pEffectBuffer = nullptr; V_RETURN( DXUTCompileFromFile( L"Tutorial11.fx", nullptr, "none", "fx_5_0", dwShaderFlags, 0, &pEffectBuffer ) ); hr = D3DX11CreateEffectFromMemory( pEffectBuffer->GetBufferPointer(), pEffectBuffer->GetBufferSize(), 0, pd3dDevice, &g_pEffect ); SAFE_RELEASE( pEffectBuffer ); if ( FAILED(hr) ) return hr; #endif // Obtain the technique g_pTechnique = g_pEffect->GetTechniqueByName( "Render" ); // Obtain the variables g_ptxDiffuseVariable = g_pEffect->GetVariableByName( "g_txDiffuse" )->AsShaderResource(); g_pWorldVariable = g_pEffect->GetVariableByName( "World" )->AsMatrix(); g_pViewVariable = g_pEffect->GetVariableByName( "View" )->AsMatrix(); g_pProjectionVariable = g_pEffect->GetVariableByName( "Projection" )->AsMatrix(); g_pWavinessVariable = g_pEffect->GetVariableByName( "Waviness" )->AsScalar(); g_pTimeVariable = g_pEffect->GetVariableByName( "Time" )->AsScalar(); // Set Waviness g_pWavinessVariable->SetFloat( g_fModelWaviness ); // Define the input layout 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 }, }; UINT numElements = ARRAYSIZE( layout ); // Create the input layout D3DX11_PASS_DESC PassDesc; V_RETURN( g_pTechnique->GetPassByIndex( 0 )->GetDesc( &PassDesc ) ); V_RETURN( pd3dDevice->CreateInputLayout( layout, numElements, PassDesc.pIAInputSignature, PassDesc.IAInputSignatureSize, &g_pVertexLayout ) ); // Set the input layout pd3dImmediateContext->IASetInputLayout( g_pVertexLayout ); // Load the mesh V_RETURN( g_Mesh.Create( pd3dDevice, L"Tiny\\tiny.sdkmesh" ) ); // Initialize the world matrices g_World = XMMatrixIdentity(); // Setup the camera's view parameters static const XMVECTORF32 s_Eye = { 0.0f, 3.0f, -800.0f, 0.f }; static const XMVECTORF32 s_At = { 0.0f, 1.0f, 0.0f, 0.f }; g_Camera.SetViewParams( s_Eye, s_At ); return S_OK; }
//-------------------------------------------------------------------------------------- // Create any D3D11 resources that aren't dependant on the back buffer //-------------------------------------------------------------------------------------- HRESULT CALLBACK OnD3D11CreateDevice( ID3D11Device* pd3dDevice, const DXGI_SURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext ) { HRESULT hr; ID3D11DeviceContext* pd3dImmediateContext = DXUTGetD3D11DeviceContext(); V_RETURN( g_DialogResourceManager.OnD3D11CreateDevice( pd3dDevice, pd3dImmediateContext ) ); V_RETURN( g_D3DSettingsDlg.OnD3D11CreateDevice( pd3dDevice ) ); g_pTxtHelper = new CDXUTTextHelper( pd3dDevice, pd3dImmediateContext, &g_DialogResourceManager, 15 ); g_pTxtHelper1 = new CDXUTTextHelper( pd3dDevice, pd3dImmediateContext, &g_DialogResourceManager, 35 ); // textures / rts D3D11_TEXTURE2D_DESC TDesc; TDesc.Width = UINT(g_fShadowMapWidth); TDesc.Height = UINT(g_fShadowMapHeight); TDesc.MipLevels = 1; TDesc.ArraySize = 1; TDesc.Format = DXGI_FORMAT_R16_TYPELESS; TDesc.SampleDesc.Count = 1; TDesc.SampleDesc.Quality = 0; TDesc.Usage = D3D11_USAGE_DEFAULT; TDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL | D3D11_BIND_SHADER_RESOURCE; TDesc.CPUAccessFlags = 0; TDesc.MiscFlags = 0; pd3dDevice->CreateTexture2D( &TDesc, 0, &g_pRSMDepthStencilTexture); DXUT_SetDebugName( g_pRSMDepthStencilTexture, "RSM" ); D3D11_DEPTH_STENCIL_VIEW_DESC DSVDesc; DSVDesc.Format = DXGI_FORMAT_D16_UNORM; DSVDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D; DSVDesc.Flags = 0; DSVDesc.Texture2D.MipSlice = 0; pd3dDevice->CreateDepthStencilView( g_pRSMDepthStencilTexture, &DSVDesc, & g_pDepthStencilTextureDSV ); DXUT_SetDebugName( g_pDepthStencilTextureDSV, "RSM DSV" ); D3D11_SHADER_RESOURCE_VIEW_DESC SRVDesc; SRVDesc.Format = DXGI_FORMAT_R16_UNORM; SRVDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D; SRVDesc.Texture2D.MipLevels = 1; SRVDesc.Texture2D.MostDetailedMip = 0; pd3dDevice->CreateShaderResourceView( g_pRSMDepthStencilTexture, &SRVDesc, &g_pDepthTextureSRV ); DXUT_SetDebugName( g_pDepthTextureSRV, "RSM SRV" ); // Setup constant buffers D3D11_BUFFER_DESC Desc; // Utility Desc.Usage = D3D11_USAGE_DYNAMIC; Desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER; Desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; Desc.MiscFlags = 0; Desc.ByteWidth = sizeof( CB_CONSTANTS ); V_RETURN( pd3dDevice->CreateBuffer( &Desc, NULL, &g_pcbConstants ) ); DXUT_SetDebugName( g_pcbConstants, "CB_CONSTANTS" ); // Load the scene mesh WCHAR str[256]; V_RETURN( DXUTFindDXSDKMediaFileCch( str, 256, L"ColumnScene\\scene.sdkmesh" ) ); g_SceneMesh.Create( pd3dDevice, str, false ); V_RETURN( DXUTFindDXSDKMediaFileCch( str, 256, L"ColumnScene\\poles.sdkmesh" ) ); g_Poles.Create( pd3dDevice, str, false ); // Setup the camera D3DXVECTOR3 vecEye( 0.95f, 5.83f, -14.48f ); D3DXVECTOR3 vecAt ( 0.90f, 5.44f, -13.56f ); g_Camera.SetViewParams( &vecEye, &vecAt ); D3DXVECTOR3 vecEyeL = D3DXVECTOR3( 0,0,0 ); D3DXVECTOR3 vecAtL ( 0, -0.5, 1 ); g_LCamera.SetViewParams( &vecEyeL, &vecAtL ); // Create sampler states for point and linear // PointCmp D3D11_SAMPLER_DESC SamDesc; SamDesc.Filter = D3D11_FILTER_COMPARISON_MIN_MAG_MIP_POINT; SamDesc.AddressU = D3D11_TEXTURE_ADDRESS_BORDER; SamDesc.AddressV = D3D11_TEXTURE_ADDRESS_BORDER; SamDesc.AddressW = D3D11_TEXTURE_ADDRESS_BORDER; SamDesc.MipLODBias = 0.0f; SamDesc.MaxAnisotropy = 1; SamDesc.ComparisonFunc = D3D11_COMPARISON_LESS_EQUAL; SamDesc.BorderColor[0] = SamDesc.BorderColor[1] = SamDesc.BorderColor[2] = SamDesc.BorderColor[3] = 1.0; SamDesc.MinLOD = 0; SamDesc.MaxLOD = D3D11_FLOAT32_MAX; V_RETURN( pd3dDevice->CreateSamplerState( &SamDesc, &g_pSamplePointCmp ) ); DXUT_SetDebugName( g_pSamplePointCmp, "PointCmp" ); // Point SamDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT; SamDesc.ComparisonFunc = D3D11_COMPARISON_ALWAYS; V_RETURN( pd3dDevice->CreateSamplerState( &SamDesc, &g_pSamplePoint ) ); DXUT_SetDebugName( g_pSamplePoint, "Point" ); // Linear SamDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR; SamDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP; SamDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP; SamDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP; V_RETURN( pd3dDevice->CreateSamplerState( &SamDesc, &g_pSampleLinear ) ); DXUT_SetDebugName( g_pSampleLinear, "Linear" ); // Create a blend state to disable alpha blending D3D11_BLEND_DESC BlendState; ZeroMemory(&BlendState, sizeof(D3D11_BLEND_DESC)); BlendState.IndependentBlendEnable = FALSE; BlendState.RenderTarget[0].BlendEnable = FALSE; BlendState.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL; hr = pd3dDevice->CreateBlendState(&BlendState, &g_pBlendStateNoBlend); DXUT_SetDebugName( g_pBlendStateNoBlend, "No Blend" ); BlendState.RenderTarget[0].RenderTargetWriteMask = 0; hr = pd3dDevice->CreateBlendState(&BlendState, &g_pBlendStateColorWritesOff); DXUT_SetDebugName( g_pBlendStateColorWritesOff, "Color Writes Off"); return S_OK; }
//-------------------------------------------------------------------------------------- // Create any D3D10 resources that aren't dependant on the back buffer //-------------------------------------------------------------------------------------- HRESULT CALLBACK OnD3D10CreateDevice( ID3D10Device* pd3dDevice, const DXGI_SURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext ) { HRESULT hr; V_RETURN( g_DialogResourceManager.OnD3D10CreateDevice( pd3dDevice ) ); V_RETURN( g_D3DSettingsDlg.OnD3D10CreateDevice( pd3dDevice ) ); V_RETURN( D3DX10CreateFont( pd3dDevice, 15, 0, FW_BOLD, 1, FALSE, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, DEFAULT_PITCH | FF_DONTCARE, L"Arial", &g_pFont10 ) ); V_RETURN( D3DX10CreateSprite( pd3dDevice, 512, &g_pSprite10 ) ); g_pTxtHelper = new CDXUTTextHelper( NULL, NULL, g_pFont10, g_pSprite10, 15 ); V_RETURN( CDXUTDirectionWidget::StaticOnD3D10CreateDevice( pd3dDevice ) ); // Read the D3DX effect file WCHAR str[MAX_PATH]; V_RETURN( DXUTFindDXSDKMediaFileCch( str, MAX_PATH, L"MotionBlur10.fx" ) ); DWORD dwShaderFlags = D3D10_SHADER_ENABLE_STRICTNESS; #if defined( DEBUG ) || defined( _DEBUG ) // Set the D3D10_SHADER_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. dwShaderFlags |= D3D10_SHADER_DEBUG; #endif V_RETURN( D3DX10CreateEffectFromFile( str, NULL, NULL, "fx_4_0", dwShaderFlags, 0, pd3dDevice, NULL, NULL, &g_pEffect, NULL, NULL ) ); // Obtain the technique handles g_pRenderScene = g_pEffect->GetTechniqueByName( "RenderScene" ); g_pRenderSkinnedScene = g_pEffect->GetTechniqueByName( "RenderSkinnedScene" ); g_pRenderMotionBlur = g_pEffect->GetTechniqueByName( "RenderMotionBlur" ); g_pRenderSkinnedMotionBlur = g_pEffect->GetTechniqueByName( "RenderSkinnedMotionBlur" ); // Obtain the parameter handles g_pmWorldViewProj = g_pEffect->GetVariableByName( "g_mWorldViewProj" )->AsMatrix(); g_pmViewProj = g_pEffect->GetVariableByName( "g_mViewProj" )->AsMatrix(); g_pmWorldView = g_pEffect->GetVariableByName( "g_mWorldView" )->AsMatrix(); g_pmBlurViewProj = g_pEffect->GetVariableByName( "g_mBlurViewProj" )->AsMatrix(); g_pmBlurWorld = g_pEffect->GetVariableByName( "g_mBlurWorld" )->AsMatrix(); g_pmBoneWorld = g_pEffect->GetVariableByName( "g_mBoneWorld" )->AsMatrix(); g_ptxDiffuse = g_pEffect->GetVariableByName( "g_txDiffuse" )->AsShaderResource(); g_pfFrameTime = g_pEffect->GetVariableByName( "g_fFrameTime" )->AsScalar(); g_piNumSteps = g_pEffect->GetVariableByName( "g_iNumSteps" )->AsScalar(); g_pfFadeDist = g_pEffect->GetVariableByName( "g_fFadeDist" )->AsScalar(); // Define our vertex data layout const D3D10_INPUT_ELEMENT_DESC staticlayout[] = { { "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 }, { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 24, D3D10_INPUT_PER_VERTEX_DATA, 0 }, { "TANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 32, D3D10_INPUT_PER_VERTEX_DATA, 0 }, }; D3D10_PASS_DESC PassDesc; g_pRenderScene->GetPassByIndex( 0 )->GetDesc( &PassDesc ); V_RETURN( pd3dDevice->CreateInputLayout( staticlayout, 4, PassDesc.pIAInputSignature, PassDesc.IAInputSignatureSize, &g_pStaticVertexLayout ) ); //Create the scene meshes g_SceneMesh.Create( pd3dDevice, L"motionblur\\WindMillStage.sdkmesh" ); g_FanMesh.Create( pd3dDevice, L"motionblur\\Fan.sdkmesh" ); D3DXMatrixTranslation( &g_mFanWorld, 0.0f, 3.62f, 2.012f ); //Create the Linked Meshes g_pLinkedMeshes = new CDXUTSDKMesh[ g_NumLinkedMeshes ]; if( !g_pLinkedMeshes ) return E_OUTOFMEMORY; for( UINT iMesh = 0; iMesh < g_NumLinkedMeshes; iMesh++ ) { g_pLinkedMeshes[iMesh].Create( pd3dDevice, g_MeshLinkages[iMesh].szMeshName ); } const D3D10_INPUT_ELEMENT_DESC skinnedlayout[] = { { "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 }, { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 24, D3D10_INPUT_PER_VERTEX_DATA, 0 }, { "TANGENT", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 32, D3D10_INPUT_PER_VERTEX_DATA, 0 }, { "BONES", 0, DXGI_FORMAT_R32G32B32A32_UINT, 0, 44, D3D10_INPUT_PER_VERTEX_DATA, 0 }, { "WEIGHTS", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 60, D3D10_INPUT_PER_VERTEX_DATA, 0 }, }; g_pRenderSkinnedScene->GetPassByIndex( 0 )->GetDesc( &PassDesc ); V_RETURN( pd3dDevice->CreateInputLayout( skinnedlayout, 6, PassDesc.pIAInputSignature, PassDesc.IAInputSignatureSize, &g_pSkinnedVertexLayout ) ); g_AnimMesh.Create( pd3dDevice, L"motionblur\\Warrior.sdkmesh" ); g_AnimMesh.LoadAnimation( L"motionblur\\Warrior.sdkmesh_anim" ); //camera D3DXVECTOR3 vEye( 2.0f, 1.3f, -4.0f ); D3DXVECTOR3 vAt( 0.0f, 1.0f, -1.11f ); g_Camera.SetViewParams( &vEye, &vAt ); return S_OK; }
//-------------------------------------------------------------------------------------- // Create any D3D9 resources that will live through a device reset (D3DPOOL_MANAGED) // and aren't tied to the back buffer size //-------------------------------------------------------------------------------------- HRESULT CALLBACK OnD3D10CreateDevice( ID3D10Device* pd3dDevice, const DXGI_SURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext ) { HRESULT hr; V_RETURN( g_DialogResourceManager.OnD3D10CreateDevice( pd3dDevice ) ); V_RETURN( g_SettingsDlg.OnD3D10CreateDevice( pd3dDevice ) ); V_RETURN( D3DX10CreateFont( pd3dDevice, 15, 0, FW_BOLD, 1, FALSE, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, DEFAULT_PITCH | FF_DONTCARE, L"Arial", &g_pFont10 ) ); V_RETURN( D3DX10CreateSprite( pd3dDevice, 512, &g_pSprite10 ) ); g_pTxtHelper = new CDXUTTextHelper( NULL, NULL, g_pFont10, g_pSprite10, 15 ); #define IDC_WIREFRAME 10 g_SampleUI.GetCheckBox( IDC_WIREFRAME )->SetVisible( false ); V_RETURN( LoadEffect10( pd3dDevice ) ); WCHAR str[MAX_PATH]; V_RETURN( DXUTFindDXSDKMediaFileCch( str, MAX_PATH, L"PIXWorkshop\\Terrain1.bmp" ) ); V_RETURN( g_Terrain.LoadTerrain( str, g_SqrtNumTiles, g_SidesPerTile, g_fWorldScale, g_fHeightScale, 1000, 1.0f, 2.0f ) ); ResetBalls(); // Create a Vertex Decl for the terrain and basic meshes const D3D10_INPUT_ELEMENT_DESC basiclayout[] = { { "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 }, { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 24, D3D10_INPUT_PER_VERTEX_DATA, 0 }, }; D3D10_PASS_DESC PassDesc; g_pRenderTerrain->GetPassByIndex( 0 )->GetDesc( &PassDesc ); V_RETURN( pd3dDevice->CreateInputLayout( basiclayout, sizeof( basiclayout ) / sizeof( basiclayout[0] ), PassDesc.pIAInputSignature, PassDesc.IAInputSignatureSize, &g_pBasicDecl10 ) ); // Create a Vertex Decl for the ball const D3D10_INPUT_ELEMENT_DESC balllayout[] = { { "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 }, { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 24, D3D10_INPUT_PER_VERTEX_DATA, 0 }, { "TEXCOORD", 1, DXGI_FORMAT_R32G32B32_FLOAT, 1, 0, D3D10_INPUT_PER_INSTANCE_DATA, 1 }, }; g_pRenderBall->GetPassByIndex( 0 )->GetDesc( &PassDesc ); V_RETURN( pd3dDevice->CreateInputLayout( balllayout, sizeof( balllayout ) / sizeof( balllayout[0] ), PassDesc.pIAInputSignature, PassDesc.IAInputSignatureSize, &g_pBallDecl10 ) ); // Create a Vertex Decl for the grass const D3D10_INPUT_ELEMENT_DESC grasslayout[] = { { "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 }, { "TEXCOORD", 1, DXGI_FORMAT_R32G32B32_FLOAT, 1, 0, D3D10_INPUT_PER_INSTANCE_DATA, 1 }, }; g_pRenderGrass->GetPassByIndex( 0 )->GetDesc( &PassDesc ); V_RETURN( pd3dDevice->CreateInputLayout( grasslayout, sizeof( grasslayout ) / sizeof( grasslayout[0] ), PassDesc.pIAInputSignature, PassDesc.IAInputSignatureSize, &g_pGrassDecl10 ) ); // Load terrain device objects V_RETURN( g_Terrain.OnCreateDevice( pd3dDevice ) ); // Load a mesh g_BallMesh.Create( pd3dDevice, L"PIXWorkshop\\lowpolysphere.sdkmesh" ); g_SkyMesh.Create( pd3dDevice, L"PIXWorkshop\\desertsky.sdkmesh" ); // Create a VB for the stream data D3D10_BUFFER_DESC BufferDesc; BufferDesc.ByteWidth = NUM_PLAYERS * sizeof( D3DXVECTOR3 ); BufferDesc.Usage = D3D10_USAGE_DYNAMIC; BufferDesc.BindFlags = D3D10_BIND_VERTEX_BUFFER; BufferDesc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE; BufferDesc.MiscFlags = 0; V_RETURN( pd3dDevice->CreateBuffer( &BufferDesc, NULL, &g_pStreamDataVB10 ) ); // Create a VB for the grass instances BufferDesc.ByteWidth = g_SqrtNumTiles * g_SqrtNumTiles * sizeof( D3DXVECTOR3 ); V_RETURN( pd3dDevice->CreateBuffer( &BufferDesc, NULL, &g_pGrassDataVB10 ) ); // Load a texture for the mesh V_RETURN( DXUTFindDXSDKMediaFileCch( str, MAX_PATH, L"PIXWorkshop\\Terrain1.bmp" ) ); V_RETURN( D3DX10CreateShaderResourceViewFromFile( pd3dDevice, str, NULL, NULL, &g_pHeightTexRV, NULL ) ); V_RETURN( DXUTFindDXSDKMediaFileCch( str, MAX_PATH, L"PIXWorkshop\\Terrain1_Norm.dds" ) ); V_RETURN( D3DX10CreateShaderResourceViewFromFile( pd3dDevice, str, NULL, NULL, &g_pNormalTexRV, NULL ) ); V_RETURN( DXUTFindDXSDKMediaFileCch( str, MAX_PATH, L"PIXWorkshop\\grass_v3_dark_tex.dds" ) ); V_RETURN( D3DX10CreateShaderResourceViewFromFile( pd3dDevice, str, NULL, NULL, &g_pGrassTexRV, NULL ) ); V_RETURN( DXUTFindDXSDKMediaFileCch( str, MAX_PATH, L"PIXWorkshop\\Dirt_Diff.dds" ) ); V_RETURN( D3DX10CreateShaderResourceViewFromFile( pd3dDevice, str, NULL, NULL, &g_pDirtTexRV, NULL ) ); V_RETURN( DXUTFindDXSDKMediaFileCch( str, MAX_PATH, L"PIXWorkshop\\Grass_Diff.dds" ) ); V_RETURN( D3DX10CreateShaderResourceViewFromFile( pd3dDevice, str, NULL, NULL, &g_pGroundGrassTexRV, NULL ) ); V_RETURN( DXUTFindDXSDKMediaFileCch( str, MAX_PATH, L"PIXWorkshop\\Terrain1_Mask.dds" ) ); V_RETURN( D3DX10CreateShaderResourceViewFromFile( pd3dDevice, str, NULL, NULL, &g_pMaskTexRV, NULL ) ); V_RETURN( DXUTFindDXSDKMediaFileCch( str, MAX_PATH, L"PIXWorkshop\\Terrain1_ShadeNormals.dds" ) ); V_RETURN( D3DX10CreateShaderResourceViewFromFile( pd3dDevice, str, NULL, NULL, &g_pShadeNormalTexRV, NULL ) ); // Setup the camera's view parameters D3DXVECTOR3 vecEye( 0.0f, 20.0f, -50.0f ); D3DXVECTOR3 vecAt ( 0.0f, 5.0f, 0.0f ); g_Camera.SetViewParams( &vecEye, &vecAt ); return S_OK; }