Exemple #1
0
void RenderFrameDX10(void)
{
	int w, h;
	GutGetWindowSize(w, h);

	Vector4 vClearColor(0.0f, 0.0f, 0.0f, 0.0f);
	UINT stride = sizeof(Vertex_VT);
	UINT offset = 0;

	ID3D10RenderTargetView *pRenderTargetView = GutGetDX10RenderTargetView(); //frame buffer
	ID3D10DepthStencilView *pDepthStencilView = GutGetDX10DepthStencilView(); //depth/stencil buffer

	D3D10_VIEWPORT vp = {0, 0, w, h, 0.0f, 1.0f};
	g_pDevice->RSSetViewports(1, &vp);

	g_pDevice->OMSetRenderTargets(1, &pRenderTargetView, NULL);
	// 設定Shader
	g_pDevice->VSSetShader(g_pBlurVS);
	g_pDevice->PSSetShader(g_pRGBAPixelShader);
	// 設定vertex shader讀取參數的記憶體位罝
	g_pDevice->VSSetConstantBuffers(0, 1, &g_pVSConstantBuffer);
	// 設定vertex資料格式
	g_pDevice->IASetInputLayout(g_pVertexLayout);
	// 設定三角形頂點索引值資料排列是triangle strip
	g_pDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
	g_pDevice->PSSetShaderResources(0, 1, &g_pTexture);
	g_pDevice->IASetVertexBuffers(0, 1, &g_pVertexBuffer, &stride, &offset);
	g_pDevice->Draw(4, 0);

	if ( g_bPosteffect )
	{
		ID3D10ShaderResourceView *pRSView = NULL;
		pRSView = BrightnessImage(g_pTexture, &g_ImageInfo);
		pRSView = BlurImage(pRSView, &g_ImageInfo);

		g_pDevice->OMSetRenderTargets(1, &pRenderTargetView, NULL);
		g_pDevice->RSSetViewports(1, &vp);

		float dummy[] = {0,0,0,0};
		g_pDevice->OMSetBlendState(g_pAddBlend, dummy, 0xffffffff);
		// 設定Shader
		g_pDevice->VSSetShader(g_pBlurVS);
		g_pDevice->PSSetShader(g_pRGBAPixelShader);
		// 設定vertex shader讀取參數的記憶體位罝
		g_pDevice->VSSetConstantBuffers(0, 1, &g_pVSConstantBuffer);
		// 設定vertex資料格式
		g_pDevice->IASetInputLayout(g_pVertexLayout);
		// 設定三角形頂點索引值資料排列是triangle strip
		g_pDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
		g_pDevice->PSSetShaderResources(0, 1, &pRSView);
		g_pDevice->IASetVertexBuffers(0, 1, &g_pVertexBuffer, &stride, &offset);
		g_pDevice->Draw(4, 0);

		g_pDevice->OMSetBlendState(g_pNoBlend, dummy, 0xffffffff);
	}

	// 等待硬體掃結束, 然後才更新畫面
	IDXGISwapChain *pSwapChain = GutGetDX10SwapChain();
	pSwapChain->Present(1, 0);
}
Exemple #2
0
void RenderFrameDX10(void)
{
    Vector4 vClearColor(0.0f, 0.0f, 0.0f, 0.0f);
    // 取得呼叫GutCreateGraphicsDeviceDX10時所產生的D3D10物件
    ID3D10RenderTargetView *pRenderTargetView = GutGetDX10RenderTargetView(); //frame buffer
    ID3D10DepthStencilView *pDepthStencilView = GutGetDX10DepthStencilView(); //depth/stencil buffer
    IDXGISwapChain *pSwapChain = GutGetDX10SwapChain(); // front/back buffer
    // 清除顏色
    g_pDevice->ClearRenderTargetView(pRenderTargetView, (float *)&vClearColor);
    // 清除Depth/Stencil buffer
    g_pDevice->ClearDepthStencilView(pDepthStencilView, D3D10_CLEAR_DEPTH | D3D10_CLEAR_STENCIL, 1.0f, 0);
    //
    /*
    sModelLight light;

    light.vPosition = g_Lights[0].m_Position;
    light.vDirection = g_Lights[0].m_Direction;
    light.vDiffuse = g_Lights[0].m_Diffuse;
    light.vSpecular = g_Lights[0].m_Specular;
    */

    //g_Heightmap.Render(g_Control.GetObjectMatrix(), g_Control.GetViewMatrix(), g_proj_matrix, &light);
    g_Heightmap.Render(g_Control.GetObjectMatrix(), g_Control.GetViewMatrix(), g_proj_matrix);
    // 等待硬體掃結束, 然後才更新畫面
    pSwapChain->Present(1, 0);
}
Exemple #3
0
//------------------------------------------------------------------
//! @brief ゲームの描画
//!
//! @param なし
//!
//! @return なし
//------------------------------------------------------------------
void GameMain::Render()
{
	// ダイレクト3Dの取得
	Direct3D* direct3D = Direct3D::GetInstance();

	// デバイスリソースの取得
	ID3D11DeviceContext*    pDeviceContext = direct3D->GetDeviceContext();
	ID3D11RenderTargetView* pRenderTargetView = direct3D->GetRenderTargetView();

	//深度バッファの取得
	ID3D11DepthStencilView*  pDepthStencilView = direct3D->GetDepthStencilView();
	IDXGISwapChain*         pSwapChain = direct3D->GetSwapChain();
	

	// レンダーターゲットのクリア
	pDeviceContext->ClearRenderTargetView(pRenderTargetView, Colors::DarkBlue);
	//深度バッファのクリア
	pDeviceContext->ClearDepthStencilView(pDepthStencilView, D3D11_CLEAR_DEPTH, 1.0f, 0);


	// シーンマネージャの描画
	m_pSceneManager->Render();


	// 画面のフリップ
	pSwapChain->Present(0, 0);


}
Exemple #4
0
void RenderFrameDX10(void)
{
	Vector4 vClearColor(0.0f, 0.0f, 0.0f, 0.0f);
	UINT stride = sizeof(Vector4);
	UINT offset = 0;

	// 取得呼叫GutCreateGraphicsDeviceDX10時所產生的D3D10物件
	ID3D10RenderTargetView *pRenderTargetView = GutGetDX10RenderTargetView(); //frame buffer
	ID3D10DepthStencilView *pDepthStencilView = GutGetDX10DepthStencilView(); //depth/stencil buffer
	IDXGISwapChain *pSwapChain = GutGetDX10SwapChain(); // front/back buffer

	// 清除顏色
	g_pDevice->ClearRenderTargetView(pRenderTargetView, (float *)&vClearColor);
	// 清除Depth/Stencil buffer
	g_pDevice->ClearDepthStencilView(pDepthStencilView, D3D10_CLEAR_DEPTH | D3D10_CLEAR_STENCIL, 1.0f, 0);
	// 設定vertex shader
	g_pDevice->VSSetShader(g_pVertexShader);
	// 設定pixel shader
	g_pDevice->PSSetShader(g_pPixelShader);
	// 設定vertex shader讀取參數的記憶體位罝
	g_pDevice->VSSetConstantBuffers(0, 1, &g_pConstantBuffer);
	// 設定vertex資料格式
	g_pDevice->IASetInputLayout(g_pVertexLayout);
	// 設定vertex buffer
	g_pDevice->IASetVertexBuffers(0, 1, &g_pVertexBuffer, &stride, &offset);
	// 設定要畫線
	g_pDevice->IASetPrimitiveTopology( D3D10_PRIMITIVE_TOPOLOGY_LINELIST );
	// 畫線
	g_pDevice->Draw(16, 0);
	// 更新畫面
	pSwapChain->Present(0, 0);
}
	std::shared_ptr<IDXGISwapChain3> CreateSwapChain( ID3D12Device * device, ID3D12CommandQueue * commandQueue, const HWND* hWnd, DXGI_SWAP_CHAIN_DESC* swapChainDesc)
	{
		IDXGISwapChain* swapChain;
		IDXGISwapChain3* swapChain3;

		DXGI_SWAP_CHAIN_DESC defaultDesc = {};
		if (!swapChainDesc)
		{
			defaultDesc.BufferCount = 2;
			defaultDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
			defaultDesc.BufferDesc.Width = 1200;
			defaultDesc.BufferDesc.Height = 900;
			defaultDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
			defaultDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
			defaultDesc.OutputWindow = *hWnd;
			defaultDesc.SampleDesc.Count = 1;
			defaultDesc.Windowed = TRUE;
			swapChainDesc = &defaultDesc;
		}

		DirectX::ThrowIfFailed(CreateFactory()->CreateSwapChain(
			commandQueue,
			swapChainDesc,
			&swapChain
			));
		swapChain->QueryInterface(IID_PPV_ARGS(&swapChain3));
		swapChain->Release();
		return std::shared_ptr<IDXGISwapChain3>(swapChain3, ReleaseIUnknown);
	}
Exemple #6
0
void DX11Engine::setFullScreen(IUnknown* pSwapchain, IUnknown* pOutput, bool bFull) const {
    IDXGISwapChain* swapchain = reinterpret_cast<IDXGISwapChain*>(pSwapchain);
    IDXGIOutput* output = reinterpret_cast<IDXGIOutput*>(pOutput);

    HRESULT hr;
    V(swapchain->SetFullscreenState(bFull, output));
}
Exemple #7
0
void RenderFrameDX10(void)
{
	Vector4 vClearColor(0.0f, 0.0f, 0.0f, 0.0f);
	// 取得呼叫GutCreateGraphicsDeviceDX10時所產生的D3D10物件
	ID3D10RenderTargetView *pRenderTargetView = GutGetDX10RenderTargetView(); //frame buffer
	ID3D10DepthStencilView *pDepthStencilView = GutGetDX10DepthStencilView(); //depth/stencil buffer
	IDXGISwapChain *pSwapChain = GutGetDX10SwapChain(); // front/back buffer

	g_pDevice->ClearRenderTargetView(pRenderTargetView, &vClearColor[0]);
	g_pDevice->ClearDepthStencilView(pDepthStencilView, D3D10_CLEAR_DEPTH|D3D10_CLEAR_STENCIL, 1.0f, 0);

	Matrix4x4 camera_matrix = g_Control.GetCameraMatrix();
	Matrix4x4 view_matrix = g_Control.GetViewMatrix();
	Matrix4x4 world_matrix = g_Control.GetObjectMatrix();

	g_Model_DX10.SetLight(0, g_Lights[0]);
	g_Model_DX10.SetLight(1, g_Lights[1]);
	g_Model_DX10.EnableLighting(true);

	g_Model_DX10.SetProjectionMatrix(g_proj_matrix);
	g_Model_DX10.SetWorldMatrix(world_matrix);
	g_Model_DX10.SetViewMatrix(view_matrix);
	g_Model_DX10.SetInvViewMatrix(camera_matrix);
	g_Model_DX10.UpdateMatrix();

	g_Model_DX10.Render();

	// 等待硬體掃結束, 然後才更新畫面
	pSwapChain->Present(1, 0);
}
//--------------------------------------------------------------------------
void D3D12RenderWindow::Init(D3D12Renderer& kRenderer) noexcept
{
	if ((!m_kNode.is_attach()) && m_spTargetWindow)
	{
		D3D12_COMMAND_QUEUE_DESC kQueueDesc = {};
		kQueueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
		kQueueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
		VE_ASSERT_GE(kRenderer.m_pkDevice->CreateCommandQueue(&kQueueDesc, IID_PPV_ARGS(&m_pkCommandQueue)), S_OK);
		DXGI_SWAP_CHAIN_DESC kSwapChainDesc = {};
		kSwapChainDesc.BufferCount = D3D12Renderer::FRAME_COUNT;
		kSwapChainDesc.BufferDesc.Width = m_spTargetWindow->GetWidth();
		kSwapChainDesc.BufferDesc.Height = m_spTargetWindow->GetHeight();
		kSwapChainDesc.BufferDesc.Format = DXGI_FORMAT_R10G10B10A2_UNORM;
		kSwapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
		kSwapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
		kSwapChainDesc.OutputWindow = (HWND)(m_spTargetWindow->GetNativeHandle());
		kSwapChainDesc.SampleDesc.Count = 1;
		kSwapChainDesc.Windowed = TRUE;
		IDXGISwapChain* pkSwapChain;
		VE_ASSERT_GE(kRenderer.m_pkDXGIFactory->CreateSwapChain(m_pkCommandQueue, &kSwapChainDesc, &pkSwapChain), S_OK);
		VE_ASSERT_GE(pkSwapChain->QueryInterface(IID_PPV_ARGS(&m_pkSwapChain)), S_OK);
		VE_SAFE_RELEASE(pkSwapChain);
		VE_ASSERT(m_pkCommandQueue && m_pkSwapChain);
		for (uint32_t i(0); i < D3D12Renderer::FRAME_COUNT; ++i)
		{
			FrameCache& kFrame = m_akFrameCache[i];
			VE_ASSERT_GE(m_pkSwapChain->GetBuffer(i, IID_PPV_ARGS(&kFrame.m_pkBufferResource)), S_OK);
			kFrame.m_hHandle.ptr = kRenderer.m_kRTVHeap.GetCPUStart().ptr + kRenderer.m_kRTVHeap.Alloc();
			kRenderer.m_pkDevice->CreateRenderTargetView(
				kFrame.m_pkBufferResource, nullptr, kFrame.m_hHandle);
			VE_ASSERT_GE(kRenderer.m_pkDevice->CreateCommandAllocator(
				D3D12_COMMAND_LIST_TYPE_DIRECT,
				IID_PPV_ARGS(&kFrame.m_pkDirectAllocator)), S_OK);
			VE_ASSERT_GE(kRenderer.m_pkDevice->CreateCommandAllocator(
				D3D12_COMMAND_LIST_TYPE_BUNDLE,
				IID_PPV_ARGS(&kFrame.m_pkBundleAllocator)), S_OK);
			kFrame.m_u64FenceValue = 0;

			VE_ASSERT_GE(kRenderer.m_pkDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT,
				kFrame.m_pkDirectAllocator, nullptr, IID_PPV_ARGS(&kFrame.m_pkTestList)), S_OK);
			VE_ASSERT_GE(kFrame.m_pkTestList->Close(), S_OK);
		}

		m_u64FenceValue = 0;
		VE_ASSERT_GE(kRenderer.m_pkDevice->CreateFence(m_u64FenceValue++,
			D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&m_pkFence)), S_OK);
		m_kFenceEvent = CreateEventEx(nullptr, FALSE, FALSE, EVENT_ALL_ACCESS);
		VE_ASSERT(m_kFenceEvent);
		const uint64_t u64FenceToWaitFor = m_u64FenceValue++;
		VE_ASSERT_GE(m_pkCommandQueue->Signal(m_pkFence, u64FenceToWaitFor), S_OK);
		VE_ASSERT_GE(m_pkFence->SetEventOnCompletion(u64FenceToWaitFor, m_kFenceEvent), S_OK);
		WaitForSingleObject(m_kFenceEvent, INFINITE);
		m_u32FramePtr = m_pkSwapChain->GetCurrentBackBufferIndex();
		m_u64FrameIndex = 0;

		m_spTargetWindow->Show();

		kRenderer.m_kRenderWindowList.attach_back(m_kNode);
	}
}
Exemple #9
0
void ACD3D::GoFullscreen(BOOL value)
{
	mIsFullscreen = value;
	IDXGISwapChain* pSwapChain = mpVpComponents[mActiveWnd]->pSwapChain;
	if (SUCCEEDED(pSwapChain->SetFullscreenState(value, nullptr)))
		Log("Goto Fullscreen success. GoFullscreen()");
	else
	{
		MessageBoxA(nullptr, "[ERROR] Goto Fullscreen. GoFullscreen()", "Error", MB_OK | MB_ICONERROR);
	}
};
Exemple #10
0
void RenderFrameDX10(void)
{
	Matrix4x4 view_matrix = g_Control.GetViewMatrix();
	Matrix4x4 world_matrix = g_Control.GetObjectMatrix();

	Vector4 vClearColor(0.0f, 0.0f, 0.0f, 0.0f);

	UINT stride = sizeof(Vertex_VT);
	UINT offset = 0;

	ID3D10RenderTargetView *pRenderTargetView = GutGetDX10RenderTargetView();
	ID3D10DepthStencilView *pDepthStencilView = GutGetDX10DepthStencilView();

	g_pDevice->OMSetRenderTargets(1, &g_pRTView[FULLSIZE], pDepthStencilView);
	g_pDevice->ClearRenderTargetView(g_pRTView[FULLSIZE], &vClearColor[0]);
	g_pDevice->ClearDepthStencilView(pDepthStencilView, D3D10_CLEAR_DEPTH|D3D10_CLEAR_STENCIL, 1.0f, 0);

	SetViewport(FULLSIZE);

	CGutModel_DX10::SetViewMatrix(view_matrix);
	CGutModel_DX10::SetWorldMatrix(world_matrix);
	CGutModel_DX10::SetProjectionMatrix(g_proj_matrix);
	CGutModel_DX10::UpdateMatrix();

	g_Model_DX10.Render();

	ConvertToLuminance();
	Average();

	AdaptiveLuminance();
	AutoExposure();

	if ( g_iMode & 0x01 )
	{
		g_pDevice->OMSetRenderTargets(1, &pRenderTargetView, pDepthStencilView);
		SetViewport(FULLSIZE);

		float x = -1.0f;
		float y = -1.0f;
		float w = 0.2f;
		float h = 0.2f;

		DrawImage(g_pSRView[LUMINANCE_CURRENT], x, y, w, h);
		x+=w;
		DrawImage(g_pSRView[LUMINANCE_PREVIOUS], x, y, w, h);
		x+=w;
	}

	// 等待硬體掃結束, 然後才更新畫面
	IDXGISwapChain *pSwapChain = GutGetDX10SwapChain();
	pSwapChain->Present(1, 0);
}
Exemple #11
0
void RenderFrameDX10(void)
{
    Vector4 vClearColor(0.0f, 0.0f, 0.0f, 0.0f);
    UINT stride = sizeof(Vertex_VCN);
    UINT offset = 0;
    // 取得呼叫GutCreateGraphicsDeviceDX10時所產生的D3D10物件
    ID3D10RenderTargetView *pRenderTargetView = GutGetDX10RenderTargetView(); //frame buffer
    ID3D10DepthStencilView *pDepthStencilView = GutGetDX10DepthStencilView(); //depth/stencil buffer
    IDXGISwapChain *pSwapChain = GutGetDX10SwapChain(); // front/back buffer
    // 清除顏色
    g_pDevice->ClearRenderTargetView(pRenderTargetView, (float *)&vClearColor);
    // 清除Depth/Stencil buffer
    g_pDevice->ClearDepthStencilView(pDepthStencilView, D3D10_CLEAR_DEPTH | D3D10_CLEAR_STENCIL, 1.0f, 0);
    // 設定vertex shader
    g_pDevice->VSSetShader(g_pVertexShader);
    // 設定pixel shader
    g_pDevice->PSSetShader(g_pPixelShader);
    // 設定vertex shader讀取參數的記憶體位罝
    g_pDevice->VSSetConstantBuffers(0, 1, &g_pConstantBuffer);
    // 設定vertex資料格式
    g_pDevice->IASetInputLayout(g_pVertexLayout);
    // 設定vertex buffer
    g_pDevice->IASetVertexBuffers(0, 1, &g_pVertexBuffer, &stride, &offset);
    // 設定index buffer
    g_pDevice->IASetIndexBuffer(g_pIndexBuffer, DXGI_FORMAT_R16_UINT, 0);
    // 設定三角形頂點索引值資料排列是triangle strip
    g_pDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
    // 計算矩陣
    Matrix4x4 view_proj_matrix = g_view_matrix * g_proj_matrix;
    Matrix4x4 world_view_proj_matrix = g_world_matrix * view_proj_matrix;
    // 設定shader參數
    Matrix4x4 *pConstData;
    g_pConstantBuffer->Map( D3D10_MAP_WRITE_DISCARD, NULL, (void **) &pConstData );
    *pConstData = world_view_proj_matrix;
    g_pConstantBuffer->Unmap();
    // 更新頂點資料
    Vertex_VCN *pVertex;
    g_pVertexBuffer->Map( D3D10_MAP_WRITE_DISCARD, NULL, (void **) &pVertex );
    memcpy(pVertex, g_pGridVertices, sizeof(Vertex_VCN) * g_iNumGridVertices);
    g_pVertexBuffer->Unmap();
    // 更新索引值陣列
    unsigned short *pIndex;
    g_pIndexBuffer->Map( D3D10_MAP_WRITE_DISCARD, NULL, (void **) &pIndex );
    memcpy(pIndex, g_pGridIndices, sizeof(unsigned short) * g_iNumGridIndices);
    g_pIndexBuffer->Unmap();
    // 畫出格子
    g_pDevice->DrawIndexed(g_iNumGridIndices, 0, 0);
    // 等待硬體掃描結束, 然後才更新畫面
    pSwapChain->Present(1, 0);
}
Exemple #12
0
void RenderFrameDX10(void)
{
	Vector4 vClearColor(0.0f, 0.0f, 0.0f, 0.0f);
	// frame buffer
	ID3D10RenderTargetView *pRenderTargetView = GutGetDX10RenderTargetView(); 
	// depth/stencil buffer
	ID3D10DepthStencilView *pDepthStencilView = GutGetDX10DepthStencilView(); 
	// front/back buffer
	IDXGISwapChain *pSwapChain = GutGetDX10SwapChain(); 
	// 清除顏色
	g_pDevice->ClearRenderTargetView(pRenderTargetView, (float *)&vClearColor);
	// 清除Depth/Stencil buffer
	g_pDevice->ClearDepthStencilView(pDepthStencilView, D3D10_CLEAR_DEPTH | D3D10_CLEAR_STENCIL, 1.0f, 0);
	// 取得轉換矩陣
	Matrix4x4 view_matrix = g_Control.GetViewMatrix();
	Matrix4x4 world_matrix = g_Control.GetObjectMatrix();
	Matrix4x4 ident_matrix = Matrix4x4::IdentityMatrix();

	CGutModel_DX10::SetProjectionMatrix(g_proj_matrix);
	CGutModel_DX10::SetViewMatrix(view_matrix);
	// 畫出茶具組
	{
		g_pDevice->OMSetDepthStencilState(NULL, 1);
		CGutModel_DX10::SetWorldMatrix(world_matrix);
		CGutModel_DX10::UpdateMatrix();
		g_Model_DX10.Render();
	}
	// stencil pass, 在stencil buffer里標出光源照射到的像素
	{
		g_pDevice->OMSetDepthStencilState(g_pZStencil_Mask, 1);
		CGutModel_DX10::SetWorldMatrix(ident_matrix);
		CGutModel_DX10::UpdateMatrix();
		CGutModel_DX10::SetMaterialOverwrite(&g_material_stencilpass);
		g_SpotLightModel_DX10.Render();
	}
	// 畫出被光線照射到的區域
	{
		g_pDevice->OMSetDepthStencilState(g_pZStencil_Test, 1);
		CGutModel_DX10::SetMaterialOverwrite(&g_material_spotlightpass);
		g_SpotLightModel_DX10.Render();
	}
	// 畫出光柱圓錐
	{
		g_pDevice->OMSetDepthStencilState(NULL, 1);
		CGutModel_DX10::SetMaterialOverwrite(NULL);
		g_SpotLightModel_DX10.Render();
	}
	// 等待硬體掃結束, 然後才更新畫面.
	pSwapChain->Present(1, 0);
}
Exemple #13
0
void RenderFrameDX10(void)
{
	Vector4 vClearColor(0.0f, 0.0f, 0.0f, 0.0f);

	// 取得主畫面
	ID3D10RenderTargetView *pRenderTargetView = GutGetDX10RenderTargetView();
	ID3D10DepthStencilView *pDepthStencilView = GutGetDX10DepthStencilView(); 

	g_pDevice->ClearRenderTargetView(pRenderTargetView, (float *)&vClearColor);
	g_pDevice->ClearDepthStencilView(pDepthStencilView, D3D10_CLEAR_DEPTH | D3D10_CLEAR_STENCIL, 1.0f, 0);

	g_pDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_LINESTRIP);

	ID3D10EffectTechnique *g_pShader = NULL;

	switch(g_iMode)
	{
	default:
	case 1:
		g_pShader = g_pDrawCurveFX->GetTechniqueByName("SinCurve");
		break;
	case 2:
		{
			g_pShader = g_pDrawCurveFX->GetTechniqueByName("ZCurve");

			Vector4 vNearFar(1.0f, 100.0f, 0.0f, 0.0f);
			Matrix4x4 proj_matrix = GutMatrixPerspectiveRH_DirectX(45.0f, 1.0f, vNearFar[0], vNearFar[1]);
			//Matrix4x4 proj_matrix = GutMatrixOrthoRH_DirectX(10.0f, 10.0f, vNearFar[0], vNearFar[1]);
			//Matrix4x4 proj_matrix = GutMatrixOrthoRH_OpenGL(10.0f, 10.0f, vNearFar[0], vNearFar[1]);
			//Matrix4x4 proj_matrix = GutMatrixPerspectiveRH_OpenGL(45.0f, 1.0f, vNearFar[0], vNearFar[1]);

			ID3D10EffectMatrixVariable *pMatrix = 
				g_pDrawCurveFX->GetVariableByName("proj_matrix")->AsMatrix();
			ID3D10EffectVectorVariable *pNearFarPlane = 
				g_pDrawCurveFX->GetVariableByName("NearFarPlane")->AsVector();

			pMatrix->SetMatrix(&proj_matrix[0][0]);
			pNearFarPlane->SetFloatVector(&vNearFar[0]);

			break;
		}
	}

	g_pShader->GetPassByIndex(0)->Apply(0);
	g_pDevice->Draw(2, 0);

	IDXGISwapChain *pSwapChain = GutGetDX10SwapChain(); 
	pSwapChain->Present(1, 0);
}
        std::shared_ptr<SwapChain> Device::createSwapChain(const Window& window)
        {
            std::shared_ptr<SwapChain> swapChain;

            IDXGIDevice* dxgiDevice = nullptr;
            if (SUCCEEDED(m_device->QueryInterface<IDXGIDevice>(&dxgiDevice)))
            {
                IDXGIAdapter* adapter = nullptr;
                if (SUCCEEDED(dxgiDevice->GetAdapter(&adapter)))
                {
                    IDXGIFactory* dxgiFactory = nullptr;
                    if (SUCCEEDED(adapter->GetParent(__uuidof(IDXGIFactory), reinterpret_cast<void**>(&dxgiFactory))))
                    {
                        DXGI_SWAP_CHAIN_DESC sd;
                        ZeroMemory(&sd, sizeof(sd));
                        sd.BufferCount = 1;
                        sd.BufferDesc.Width = window.getWidth();
                        sd.BufferDesc.Height = window.getHeight();
                        sd.BufferDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
                        sd.BufferDesc.RefreshRate.Numerator = 0;
                        sd.BufferDesc.RefreshRate.Denominator = 1;
                        sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
                        sd.OutputWindow = window.getPlatformData()->getHandle();
                        sd.SampleDesc.Count = 1;
                        sd.SampleDesc.Quality = 0;
                        sd.Windowed = TRUE;
                        IDXGISwapChain* nativeSwapChain = nullptr;
                        if (SUCCEEDED(dxgiFactory->CreateSwapChain(m_device, &sd, &nativeSwapChain)))
                        {
                            ID3D11Texture2D* backBufferTexture = nullptr;
                            if (SUCCEEDED(nativeSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), reinterpret_cast<void**>(&backBufferTexture))))
                            {
                                auto texture = std::make_shared<Texture2d>(backBufferTexture);
                                auto backBufferRenderCommandEncoder = createRenderCommandEncoder(1, &texture, nullptr, false);
                                swapChain = std::make_shared<SwapChain>(nativeSwapChain, backBufferRenderCommandEncoder);
                            }

                            dxgiFactory->Release();
                        }

                        adapter->Release();
                    }
                }

                dxgiDevice->Release();
            }

            return swapChain;
        }
Exemple #15
0
void RenderFrameDX10(void)
{
	// 取得呼叫GutCreateGraphicsDeviceDX10時所產生的D3D10物件
	ID3D10RenderTargetView *pRenderTargetView = GutGetDX10RenderTargetView();
	ID3D10DepthStencilView *pDepthStencilView = GutGetDX10DepthStencilView(); 
	// 清除晝面
	Vector4 vClearColor(0.0f, 0.0f, 0.0f, 0.0f);
	g_pDevice->ClearRenderTargetView(pRenderTargetView, (float *)&vClearColor);
	g_pDevice->ClearDepthStencilView(pDepthStencilView, D3D10_CLEAR_DEPTH | D3D10_CLEAR_STENCIL, 1.0f, 0);
	// 畫出文字
	g_Font.Render();
	// 等待硬體掃結束, 然後才更新畫面
	IDXGISwapChain *pSwapChain = GutGetDX10SwapChain(); // front/back buffer
	pSwapChain->Present(1, 0);
}
Exemple #16
0
HRESULT STDMETHODCALLTYPE CDXGIFactoryDWM::CreateSwapChain(IUnknown *pDevice, DXGI_SWAP_CHAIN_DESC *pDesc, IDXGIOutput *pOutput, IDXGISwapChainDWM **ppSwapChain)
{
    IDXGISwapChain *pSwapChain = NULL;
    if (retrace::forceWindowed) {
        pDesc->Windowed = TRUE;
    }
    HRESULT hr = m_pFactory->CreateSwapChain(pDevice, pDesc, &pSwapChain);
    if (SUCCEEDED(hr)) {
        if (!retrace::forceWindowed) {
            pSwapChain->SetFullscreenState(TRUE, pOutput);
        }
        *ppSwapChain = new CDXGISwapChainDWM(pSwapChain);
    }
    return hr;
}
Exemple #17
0
void RenderFrameDX10(void)
{
	Vector4 vClearColor(0.0f, 0.0f, 0.0f, 0.0f);
	UINT stride = sizeof(Vertex_VC);
	UINT offset = 0;

	// 取得呼叫GutCreateGraphicsDeviceDX10時所產生的D3D10物件
	ID3D10RenderTargetView *pRenderTargetView = GutGetDX10RenderTargetView(); //frame buffer
	ID3D10DepthStencilView *pDepthStencilView = GutGetDX10DepthStencilView(); //depth/stencil buffer
	IDXGISwapChain *pSwapChain = GutGetDX10SwapChain(); // front/back buffer

	// 清除顏色
	g_pDevice->ClearRenderTargetView(pRenderTargetView, (float *)&vClearColor);
	// 清除Depth/Stencil buffer
	g_pDevice->ClearDepthStencilView(pDepthStencilView, D3D10_CLEAR_DEPTH | D3D10_CLEAR_STENCIL, 1.0f, 0);
	// 設定vertex shader
	g_pDevice->VSSetShader(g_pVertexShader);
	// 設定pixel shader
	g_pDevice->PSSetShader(g_pPixelShader);
	// 設定vertex shader讀取參數的記憶體位罝
	g_pDevice->VSSetConstantBuffers(0, 1, &g_pConstantBuffer);
	// 設定vertex資料格式
	g_pDevice->IASetInputLayout(g_pVertexLayout);
	// 設定vertex buffer
	g_pDevice->IASetVertexBuffers(0, 1, &g_pVertexBuffer, &stride, &offset);
	// 設定index buffer
	g_pDevice->IASetIndexBuffer(g_pIndexBuffer, DXGI_FORMAT_R16_UINT, 0);
	// 設定要畫線
	g_pDevice->IASetPrimitiveTopology( D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST );

	// 設定座標轉換矩陣
	Matrix4x4 world_view_proj_matrix = g_object_matrix * g_view_proj_matrix;

	// 設定shader參數
	Matrix4x4 *pConstData;
	g_pConstantBuffer->Map( D3D10_MAP_WRITE_DISCARD, NULL, (void **) &pConstData );
	*pConstData = world_view_proj_matrix;
	g_pConstantBuffer->Unmap();

	// 畫面
	g_pDevice->DrawIndexed(18, 0, 0);

	// 等待硬體掃結束, 然後才更新畫面
	pSwapChain->Present(1, 0);
}
Exemple #18
0
void RenderFrameDX10(void)
{
	Vector4 vClearColor(0.0f, 0.0f, 0.0f, 0.0f);
	UINT stride = sizeof(Vertex_VT);
	UINT offset = 0;
	// 取得呼叫GutCreateGraphicsDeviceDX10時所產生的D3D10物件
	ID3D10RenderTargetView *pRenderTargetView = GutGetDX10RenderTargetView(); //frame buffer
	ID3D10DepthStencilView *pDepthStencilView = GutGetDX10DepthStencilView(); //depth/stencil buffer
	IDXGISwapChain *pSwapChain = GutGetDX10SwapChain(); // front/back buffer
	int w, h; 
	GutGetWindowSize(w, h);
	D3D10_RECT rect = {0, 0, w, h/2};
	g_pDevice->RSSetScissorRects(1, &rect);
	// 清除顏色
	g_pDevice->ClearRenderTargetView(pRenderTargetView, (float *)&vClearColor);
	// 清除Depth/Stencil buffer
	g_pDevice->ClearDepthStencilView(pDepthStencilView, D3D10_CLEAR_DEPTH | D3D10_CLEAR_STENCIL, 1.0f, 0);
	// 設定vertex shader
	g_pDevice->VSSetShader(g_pVertexShader);
	// 設定pixel shader
	g_pDevice->PSSetShader(g_pPixelShader);
	// 設定vertex shader讀取參數的記憶體位罝
	g_pDevice->VSSetConstantBuffers(0, 1, &g_pConstantBuffer);
	// 套用貼圖
	g_pDevice->PSSetShaderResources(0, 1, &g_pTexture);
	// 設定vertex資料格式
	g_pDevice->IASetInputLayout(g_pVertexLayout);
	// 設定vertex buffer
	g_pDevice->IASetVertexBuffers(0, 1, &g_pVertexBuffer, &stride, &offset);
	// 設定三角形頂點索引值資料排列是triangle strip
	g_pDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
	// 計算矩陣
	Matrix4x4 view_proj_matrix = g_view_matrix * g_proj_matrix;
	Matrix4x4 world_view_proj_matrix = g_world_matrix * view_proj_matrix;
	// 更新shader參數
	Matrix4x4 *pConstData;
	g_pConstantBuffer->Map( D3D10_MAP_WRITE_DISCARD, NULL, (void **) &pConstData );
	*pConstData = world_view_proj_matrix;
	g_pConstantBuffer->Unmap();
	// 畫出格子
	g_pDevice->Draw(4, 0);
	// 等待硬體掃結束, 然後才更新畫面
	pSwapChain->Present(1, 0);
}
Exemple #19
0
void RenderFrameDX10(void)
{
	Vector4 vClearColor(0.0f, 0.0f, 0.0f, 0.0f);
	UINT stride = sizeof(Vertex_VT);
	UINT offset = 0;
	// `取得呼叫GutCreateGraphicsDeviceDX10時所產生的D3D10物件`
	ID3D10RenderTargetView *pRenderTargetView = GutGetDX10RenderTargetView();
	ID3D10DepthStencilView *pDepthStencilView = GutGetDX10DepthStencilView();
	// front/back buffer
	IDXGISwapChain *pSwapChain = GutGetDX10SwapChain(); 
	// `清除顏色`
	g_pDevice->ClearRenderTargetView(pRenderTargetView, (float *)&vClearColor);
	// `清除Depth/Stencil buffer`
	g_pDevice->ClearDepthStencilView(pDepthStencilView, D3D10_CLEAR_DEPTH | D3D10_CLEAR_STENCIL, 1.0f, 0);
	// `設定vertex shader`
	g_pDevice->VSSetShader(g_pVertexShader);
	// `設定pixel shader`
	g_pDevice->PSSetShader(g_pPixelShader);
	// `設定vertex shader讀取參數的記憶體位罝`
	g_pDevice->VSSetConstantBuffers(0, 1, &g_pConstantBuffer);
	// `套用貼圖`
	g_pDevice->PSSetShaderResources(0, 1, &g_pTexture);
	// `設定vertex資料格式`
	g_pDevice->IASetInputLayout(g_pVertexLayout);
	// `設定vertex buffer`
	g_pDevice->IASetVertexBuffers(0, 1, &g_pVertexBuffer, &stride, &offset);
	// `設定三角形頂點索引值資料排列是triangle strip`
	g_pDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
	// `計算矩陣`
	Matrix4x4 view_proj_matrix = g_view_matrix * g_proj_matrix;
	Matrix4x4 world_view_proj_matrix = g_world_matrix * view_proj_matrix;
	// `更新shader參數`
	Matrix4x4 *pConstData;
	g_pConstantBuffer->Map( D3D10_MAP_WRITE_DISCARD, NULL, (void **) &pConstData );
	pConstData[0] = world_view_proj_matrix;
	pConstData[1] = g_texture_matrix;
	g_pConstantBuffer->Unmap();
	// `畫出矩形`
	g_pDevice->Draw(4, 0);
	// `等待硬體掃結束, 然後才更新畫面.`
	pSwapChain->Present(1, 0);
}
Exemple #20
0
void RenderFrameDX10(void)
{
	Vector4 vClearColor(0.0f);
	Vector4 vObjectColor(0.0f, 1.0f, 0.0f);

	ID3D10RenderTargetView *pRenderTargetView = GutGetDX10RenderTargetView(); //frame buffer
	ID3D10DepthStencilView *pDepthStencilView = GutGetDX10DepthStencilView(); //depth/stencil buffer
	g_pDevice->ClearRenderTargetView(pRenderTargetView, &vClearColor[0]);
	g_pDevice->ClearDepthStencilView(pDepthStencilView, D3D10_CLEAR_DEPTH|D3D10_CLEAR_STENCIL, 1.0f, 0);

	// background image
	DrawImage(g_pTexture);

	// refraction

	Matrix4x4 view_matrix = g_Control.GetViewMatrix();
	Matrix4x4 world_matrix = g_Control.GetObjectMatrix();
	Matrix4x4 wvp_matrix = world_matrix * view_matrix * g_proj_matrix;
	Matrix4x4 wv_matrix = world_matrix * view_matrix;

	ID3D10EffectTechnique *pShader = g_pRefractionFX->GetTechniqueByName("Refraction");
	ID3D10EffectShaderResourceVariable *texture_param = g_pRefractionFX->GetVariableByName("BackgroundImage")->AsShaderResource();
	ID3D10EffectMatrixVariable *wvpmatrix_param = g_pRefractionFX->GetVariableByName("wvp_matrix")->AsMatrix();
	ID3D10EffectMatrixVariable *wvmatrix_param = g_pRefractionFX->GetVariableByName("wv_matrix")->AsMatrix();
	ID3D10EffectVectorVariable *color_param = g_pRefractionFX->GetVariableByName("object_color")->AsVector();

	texture_param->SetResource(g_pTexture);
	wvpmatrix_param->SetMatrix( (float *)&wvp_matrix );
	wvmatrix_param->SetMatrix( (float *)&wv_matrix );
	color_param->SetFloatVector( (float *)&vObjectColor );

	pShader->GetPassByIndex(0)->Apply(0);
	g_pDevice->IASetInputLayout(g_pRefractionLayout);

	g_Model_DX10.Render(SUBMIT_CULLFACE);

	// 等待硬體掃結束, 然後才更新畫面
	IDXGISwapChain *pSwapChain = GutGetDX10SwapChain();
	pSwapChain->Present(1, 0);
}
void SwapChain::Initialize(HWND outputWindow)
{
    Shutdown();

    // We'll just use the first output for fullscreen
    DX12::Adapter->EnumOutputs(0, &output);

    if(format == DXGI_FORMAT_R8G8B8A8_UNORM_SRGB)
        noSRGBFormat = DXGI_FORMAT_R8G8B8A8_UNORM;
    else if(format == DXGI_FORMAT_B8G8R8A8_UNORM_SRGB)
        noSRGBFormat = DXGI_FORMAT_B8G8R8A8_UNORM;
    else
        noSRGBFormat = format;

    DXGI_SWAP_CHAIN_DESC swapChainDesc = {};
    swapChainDesc.BufferCount = uint32(NumBackBuffers);
    swapChainDesc.BufferDesc.Width = width;
    swapChainDesc.BufferDesc.Height = height;
    swapChainDesc.BufferDesc.Format = noSRGBFormat;
    swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
    swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
    swapChainDesc.OutputWindow = outputWindow;
    swapChainDesc.SampleDesc.Count = 1;
    swapChainDesc.Windowed = TRUE;
    swapChainDesc.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH |
                          DXGI_SWAP_CHAIN_FLAG_ALLOW_TEARING |
                          DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT;

    IDXGISwapChain* tempSwapChain = nullptr;
    DXCall(DX12::Factory->CreateSwapChain(DX12::GfxQueue, &swapChainDesc, &tempSwapChain));
    DXCall(tempSwapChain->QueryInterface(IID_PPV_ARGS(&swapChain)));
    DX12::Release(tempSwapChain);

    backBufferIdx = swapChain->GetCurrentBackBufferIndex();
    waitableObject = swapChain->GetFrameLatencyWaitableObject();

    AfterReset();
}
Exemple #22
0
void RenderFrameDX10(void)
{
	Vector4 vClearColor(0.4f, 0.4f, 0.4f, 1.0f);
	// 取得呼叫GutCreateGraphicsDeviceDX10時所產生的D3D10物件
	ID3D10RenderTargetView *pRenderTargetView = GutGetDX10RenderTargetView(); //frame buffer
	ID3D10DepthStencilView *pDepthStencilView = GutGetDX10DepthStencilView(); //depth/stencil buffer
	// 清除畫面
	g_pDevice->ClearRenderTargetView(pRenderTargetView, (float *)&vClearColor);
	g_pDevice->ClearDepthStencilView(pDepthStencilView, D3D10_CLEAR_DEPTH | D3D10_CLEAR_STENCIL, 1.0f, 0);
	// 設定shader
	g_pDevice->VSSetShader(g_pVertexShader);
	g_pDevice->PSSetShader(g_pPixelShader);
	// 設定vertex shader讀取參數的記憶體位罝
	g_pDevice->VSSetConstantBuffers(0, 1, &g_pConstantBuffer);
	// 更新shader常數參數
	Matrix4x4 view_matrix = g_Control.GetViewMatrix();
	Matrix4x4 object_matrix = g_Control.GetObjectMatrix();
	Matrix4x4 *pShaderConstant;
	g_pConstantBuffer->Map( D3D10_MAP_WRITE_DISCARD, NULL, (void **) &pShaderConstant );
	pShaderConstant[0] = object_matrix * view_matrix * g_proj_matrix;
	pShaderConstant[1] = object_matrix;
	g_pConstantBuffer->Unmap();
	// 設定vertex資料格式
	g_pDevice->IASetInputLayout(g_pVertexLayout);
	// 設定index buffer & vertex buffer
	g_pDevice->IASetIndexBuffer(g_pIndexBuffer, DXGI_FORMAT_R16_UINT, 0);
	UINT stride = sizeof(CompressedVertex);
	UINT offset = 0;
	g_pDevice->IASetVertexBuffers(0, 1, &g_pVertexBuffer, &stride, &offset);
	// 設定三角形頂點索引值資料排列是triangle strip
	g_pDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
	// 畫出球	
	g_pDevice->DrawIndexed(g_iNumSphereIndices, 0, 0);
	// 等待硬體掃結束, 然後才更新畫面
	IDXGISwapChain *pSwapChain = GutGetDX10SwapChain(); // front/back buffer
	pSwapChain->Present(1, 0);
}
Exemple #23
0
void Edo::GetD3D11DeviceAndSwapchainVTable(HWND window, uintptr_t** ppDeviceVTable, uintptr_t** ppContextVTable, uintptr_t** ppSwapchainVTable)
{
	ID3D11Device* pDevice;
	ID3D11DeviceContext* pContext;
	IDXGISwapChain* pSwapchain;

	//Create dummy devices.
	CreateD3D11DummyDeviceAndSwapchain(window, &pDevice, &pContext, &pSwapchain);

	//Set the vtable pointers
	if(ppDeviceVTable)
		*ppDeviceVTable = (uintptr_t*)*(uintptr_t*)pDevice;

	if(ppContextVTable)
		*ppContextVTable = (uintptr_t*)*(uintptr_t*)pContext;

	if(ppSwapchainVTable)
		*ppSwapchainVTable = (uintptr_t*)*(uintptr_t*)pSwapchain;

	//Cleanup.
	pDevice->Release();
	pContext->Release();
	pSwapchain->Release();
}
Exemple #24
0
HRESULT ACD3D::AddViewport(HWND hWnd, BOOL enableVSync)
{
	HRESULT hr;
	VSyncEnable = enableVSync;

	Log("Add viewport");

	//cria o retangulo para renderizacao
	RECT rc;
	GetClientRect( hWnd, &rc );
	UINT width = rc.right - rc.left;
	UINT height = rc.bottom - rc.top;

	//adiciona os objetos necessarios para cada vp
	ACD3DVpComponents* vpComponent = new ACD3DVpComponents();

	//pega o factory
	IDXGIFactory* pDXGIFactory = ACD3DTools::GetDXGIFactory();

	#pragma region CREATE SWAP CHAIN
	IDXGISwapChain* pSwapChain;

	//define o rendertargetview, define o buffer e coloca como backbuffer em cada swapchain
	//cria os swpachains para cada janela
	DXGI_SWAP_CHAIN_DESC scd;
	SecureZeroMemory(&scd, sizeof(scd));
	if (VSyncEnable)
		scd = ACD3DConfigurations::DefineSwapShain(hWnd, width, height, ACD3DGlobals::G_Numerator, ACD3DGlobals::G_Denomerator); //ser form o vsync enable ele sincroniza a renderizacao com o refreshrate da tela
	else
		scd = ACD3DConfigurations::DefineSwapShain(hWnd, width, height, 60, 1); //senao ele usa direto os valores padroes isso pode gerar alguns artefatos MF
	hr = pDXGIFactory->CreateSwapChain(ACD3DGlobals::G_pD3dDevice, &scd, &pSwapChain);
	if( FAILED( hr ) )
	{
		MessageBoxA(nullptr, "[ERROR] Creating SwapChain. AddViewport()", "Error", MB_OK | MB_ICONERROR);
		return hr;
	}

	// Release the factory.
	pDXGIFactory->Release();
	pDXGIFactory = nullptr;

	vpComponent->pSwapChain = pSwapChain;
	#pragma endregion

	#pragma region CREATE RENDERTARGETVIEW
	//array de backbuffers, um pra cada janela
	ID3D11Texture2D* pBackBuffer;
	ID3D11RenderTargetView* pRenderTargetView;

	hr = pSwapChain->GetBuffer( 0, __uuidof( ID3D11Texture2D ), ( LPVOID* )&pBackBuffer );
	if( FAILED( hr ) )
	{
		MessageBoxA(nullptr, "[ERROR] Create buffer. AddViewport()", "Error", MB_OK | MB_ICONERROR);
		return hr;
	}

	hr = ACD3DGlobals::G_pD3dDevice->CreateRenderTargetView( pBackBuffer, nullptr, &pRenderTargetView );
	if( FAILED( hr ) )
	{
		MessageBoxA(nullptr, "[ERROR] Create render target. AddViewport()", "Error", MB_OK | MB_ICONERROR);
		return hr;
	}

	vpComponent->pRenderTargetView = pRenderTargetView;

	pBackBuffer->Release();
	#pragma endregion

	#pragma region CREATE DEPTHSTENCILVIEW
	ID3D11Texture2D* pDepthStencil;
    ID3D11DepthStencilView* pDepthStencilView;

	//define o stencil view
	hr = ACD3DConfigurations::DefineDepthStencilView(ACD3DGlobals::G_pD3dDevice,
													&pDepthStencil, &pDepthStencilView, 
													width, height);
	if( FAILED( hr ) )
	{
		MessageBoxA(nullptr, "[ERROR] Create depth stencil view. AddViewport()", "Error", MB_OK | MB_ICONERROR);
		return hr;
	}

	vpComponent->pDepthStencilView = pDepthStencilView;

	pDepthStencil->Release();
	#pragma endregion

	#pragma region CREATE VIEWPORT
	D3D11_VIEWPORT vp;
	ACD3DConfigurations::DefineViewPort(width, height, 0, 1, rc.left, rc.top, &vp);

	vpComponent->Viewport = vp;
	#pragma endregion

	//inser o objeto no map
	mpVpComponents.insert(std::pair<HWND, ACD3DVpComponents*>(hWnd, vpComponent));


	//seta a viewport
	ACD3DGlobals::G_pContext->RSSetViewports( 1, &vp );

	//seta o render target e o depthstencil
	ACD3DGlobals::G_pContext->OMSetRenderTargets( 1, &pRenderTargetView, pDepthStencilView );

	SetActiveViewport(hWnd);
	SetActiveRenderingViewport(hWnd);

	return AC_OK;
};
Exemple #25
0
HRESULT ACD3D::Resize(UINT width, UINT height)
{
	HRESULT hr;

	//mata o anterior
	SAFE_RELEASE(mpVpComponents[mActiveWnd]->pRenderTargetView);
	SAFE_RELEASE(mpVpComponents[mActiveWnd]->pDepthStencilView);

	#pragma region RESIZE BACKBUFFER
	IDXGISwapChain* pSwapChain = mpVpComponents[mActiveWnd]->pSwapChain;
	hr = pSwapChain->ResizeBuffers(1, width, height, DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH);
	if( FAILED( hr ) )
	{
		MessageBoxA(nullptr, "[ERROR] ResizeBuffer. Resize()", "Error", MB_OK | MB_ICONERROR);
		return hr;
	}
	#pragma endregion

	#pragma region CREATE RENDERTARGETVIEW
	//array de backbuffers, um pra cada janela
	ID3D11Texture2D* pBackBuffer;
	ID3D11RenderTargetView* pRenderTargetView;
	hr = pSwapChain->GetBuffer( 0, __uuidof( ID3D11Texture2D ), ( LPVOID* )&pBackBuffer );
	if( FAILED( hr ) )
	{
		MessageBoxA(nullptr, "[ERROR] Create Buffer. Resize()", "Error", MB_OK | MB_ICONERROR);
		return hr;
	}

	hr = ACD3DGlobals::G_pD3dDevice->CreateRenderTargetView( pBackBuffer, nullptr, &pRenderTargetView );
	if( FAILED( hr ) )
	{
		MessageBoxA(nullptr, "[ERROR] Create render target view. Resize()", "Error", MB_OK | MB_ICONERROR);
		return hr;
	}

	mpVpComponents[mActiveWnd]->pRenderTargetView = pRenderTargetView;
	pBackBuffer->Release();
	#pragma endregion

	#pragma region CREATE DEPTHSTENCILVIEW
	//cria outro com as novas configuracoes
	ID3D11Texture2D* pDepthStencil;
	ID3D11DepthStencilView* pDepthStencilView;
	//define o stencil view
	hr = ACD3DConfigurations::DefineDepthStencilView(ACD3DGlobals::G_pD3dDevice,
													&pDepthStencil, &pDepthStencilView, 
													width, height);
	if( FAILED( hr ) )
	{
		MessageBoxA(nullptr, "[ERROR] Create depth stencil view. Resize()", "Error", MB_OK | MB_ICONERROR);
		return hr;
	}

	mpVpComponents[mActiveWnd]->pDepthStencilView = pDepthStencilView;

	pDepthStencil->Release();
	#pragma endregion

	#pragma region RESIZE VIEWPORT
	mpVpComponents[mActiveWnd]->Viewport.Width = width;
	mpVpComponents[mActiveWnd]->Viewport.Height = height;
	#pragma endregion

	//seta a viewport
	ACD3DGlobals::G_pContext->RSSetViewports( 1, &mpVpComponents[mActiveWnd]->Viewport );

	//seta o render target e o depthstencil
	ACD3DGlobals::G_pContext->OMSetRenderTargets( 1, &pRenderTargetView, pDepthStencilView );

	return AC_OK;
};
Exemple #26
0
// WinMain
int APIENTRY _tWinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance, LPTSTR lpCmdLine, int nCmdShow )
{
    HRESULT hr;


    // ウィンドウクラスを登録
    WNDCLASSEX wcex = {
        sizeof( WNDCLASSEX ),			// cbSize
        CS_HREDRAW | CS_VREDRAW,		// style
        WndProc,						// lpfnWndProc
        0,								// cbClsExtra
        0,								// cbWndExtra
        hInstance,						// hInstance
        NULL,							// hIcon
        NULL,							// hCursor
        ( HBRUSH )( COLOR_WINDOW + 1 ),	// hbrBackGround
        NULL,							// lpszMenuName
        g_className,					// lpszClassName
        NULL							// hIconSm
    };
    if ( ! RegisterClassEx( &wcex ) )
    {
        MessageBox( NULL, _T( "失敗: RegisterClassEx()" ), _T( "エラー" ), MB_OK | MB_ICONERROR );
        return 0;
    }
    dtprintf( _T( "RegisterClassEx: ok\n" ) );


    // ウィンドウサイズを計算
    RECT r = { 0, 0, 800, 450 };   // 800x450 (16:9)
    if ( ! AdjustWindowRect( &r, WS_OVERLAPPEDWINDOW, FALSE ) )
    {
        MessageBox( NULL, _T( "失敗: AdjustWindowRect()" ), _T( "エラー" ),  MB_OK | MB_ICONERROR );
        return 0;
    }
    dtprintf( _T( "AdjustWindowRect: ok (%d, %d)-(%d, %d)\n" ), r.left, r.top, r.right, r.bottom );


    // ウィンドウ生成
    HWND hWnd;
    hWnd = CreateWindow( g_className,
                         g_windowName,
                         WS_OVERLAPPEDWINDOW,
                         CW_USEDEFAULT,
                         0,
                         r.right - r.left,
                         r.bottom - r.top,
                         NULL,
                         NULL,
                         hInstance,
                         NULL );
    if ( hWnd == NULL )
    {
        MessageBox( NULL, _T( "失敗: CreateWindow()" ), _T( "エラー" ), MB_OK | MB_ICONERROR );
        return 0;
    }
    dtprintf( _T( "CreateWindow: ok\n" ) );


    // ウィンドウ表示
    ShowWindow(hWnd, nCmdShow);
    dtprintf( _T( "ShowWindow: ok\n" ) );



    // スワップチェイン設定
    DXGI_SWAP_CHAIN_DESC scDesc = {
        {
            1280,									// BufferDesc.Width
            720,									// BufferDesc.Height
            {
                60,									// BufferDesc.RefreshRate.Numerator
                1									// BufferDesc.RefreshRate.Denominator
            },
            DXGI_FORMAT_R16G16B16A16_FLOAT,			// BufferDesc.Format
            DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED,	// BufferDesc.ScanlineOrdering
            DXGI_MODE_SCALING_CENTERED				// BufferDesc.Scaling
        },
        {
            1,										// SampleDesc.Count
            0										// SampleDesc.Quality
        },
        DXGI_USAGE_RENDER_TARGET_OUTPUT,			// BufferUsage
        1,											// BufferCount
        hWnd,										// OutputWindow
        TRUE,										// Windowed
        DXGI_SWAP_EFFECT_DISCARD,					// SwapEffect
        DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH		// Flags
    };

    // Direct3D11 デバイス・デバイスコンテキスト・スワップチェーンを生成
    ID3D11Device        * pDevice        = NULL;
    ID3D11DeviceContext * pDeviceContext = NULL;
    IDXGISwapChain      * pSwapChain     = NULL;
    D3D_FEATURE_LEVEL     feature;
    hr = D3D11CreateDeviceAndSwapChain( NULL,
                                        D3D_DRIVER_TYPE_HARDWARE,
                                        NULL,
                                        0,
                                        NULL,
                                        0,
                                        D3D11_SDK_VERSION,
                                        &scDesc,
                                        &pSwapChain,
                                        &pDevice,
                                        &feature,
                                        &pDeviceContext );
    if ( FAILED( hr ) )
    {
        MessageBox( NULL, _T( "失敗: D3D11CreateDeviceAndSwapChain()" ), _T( "エラー" ), MB_OK | MB_ICONERROR );
        return 0;
    }
    dtprintf( _T( "D3D11CreateDeviceAndSwapChain: ok (pDevice: 0x%p, pDeviceContext: 0x%p, pSwapChain: 0x%p, feature: 0x%4x)\n" ),
              pDevice,
              pDeviceContext,
              pSwapChain,
              ( int ) feature );


    // バックバッファテクスチャを取得
    ID3D11Texture2D * pBackBuffer = NULL;
    hr = pSwapChain->GetBuffer( 0, __uuidof( pBackBuffer ), reinterpret_cast< void ** >( &pBackBuffer ) );
    if ( FAILED( hr ) )
    {
        MessageBox( NULL, _T( "失敗: IDXGISwapChain::GetBuffer()" ), _T( "エラー" ), MB_OK | MB_ICONERROR );
        return 0;
    }
    dtprintf( _T( "IDXGISwapChain::GetBuffer: ok (pBackBuffer: 0x%p)\n" ), pBackBuffer );


    // レンダーターゲットビューを生成
    ID3D11RenderTargetView * pRenderTargetView = NULL;
    hr = pDevice->CreateRenderTargetView( pBackBuffer, NULL, &pRenderTargetView );
    if ( FAILED( hr ) )
    {
        MessageBox( NULL, _T( "失敗: ID3D11Device::CreateRenderTargetView()" ), _T( "エラー" ), MB_OK | MB_ICONERROR );
        return 0;
    }
    dtprintf( _T( "ID3D11Device::CreateRenderTargetView: ok (pRenderTargetView: 0x%p)\n" ), pRenderTargetView );


    // デプス・ステンシルバッファとなるテクスチャを生成
    D3D11_TEXTURE2D_DESC depthStencilBufferDesc = {
        1280,						// Width
        720,						// Height
        1,							// MipLevels
        1,							// ArraySize
        DXGI_FORMAT_D32_FLOAT,		// Format
        {
            1,						// SampleDesc.Count
            0						// SampleDesc.Quality
        },
        D3D11_USAGE_DEFAULT,		// Usage
        D3D11_BIND_DEPTH_STENCIL,	// BindFlags
        0,							// CPUAccessFlags
        0							// MiscFlags
    };

    ID3D11Texture2D * pDepthStencilBuffer = NULL;
    hr = pDevice->CreateTexture2D( &depthStencilBufferDesc, NULL, &pDepthStencilBuffer );
    if ( FAILED( hr ) )
    {
        MessageBox( NULL, _T( "失敗: ID3D11Device::CreateTexture2D()" ), _T( "エラー" ), MB_OK | MB_ICONERROR );
        return 0;
    }
    dtprintf( _T( "ID3D11Device::CreateTexture2D: ok (pDepthStencilBuffer: 0x%p)\n" ), pDepthStencilBuffer );

    // デプス・ステンシルビューを生成
    ID3D11DepthStencilView * pDepthStencilView = NULL;
    hr = pDevice->CreateDepthStencilView( pDepthStencilBuffer, NULL, &pDepthStencilView );
    if ( FAILED( hr ) )
    {
        MessageBox( NULL, _T( "失敗: ID3D11Device::CreateDepthStencilView()" ), _T( "エラー" ), MB_OK | MB_ICONERROR );
        return 0;
    }
    dtprintf( _T( "ID3D11Device::CreateDepthStencilView: ok (pDepthStencilView: 0x%p)\n" ), pDepthStencilView );


    // レンダーターゲットビューとデプス・ステンシルビューをバインド
    ID3D11RenderTargetView * pRenderTargetViews[] = { pRenderTargetView };
    pDeviceContext->OMSetRenderTargets( 1, pRenderTargetViews, pDepthStencilView );
    dtprintf( _T( "ID3D11DeviceContext::OMSetRenderTargets: ok\n" ) );

    // バックバッファはもうここでは使わない
    COM_SAFE_RELEASE( pBackBuffer );


    // ビューポートをバインド
    D3D11_VIEWPORT viewport = {
        0.0f,		// TopLeftX
        0.0f,		// TopLeftY
        1280.0f,		// Width
        720.0f,		// Height
        0.0f,		// MinDepth
        1.0f			// MaxDepth
    };
    pDeviceContext->RSSetViewports( 1, &viewport );
    dtprintf( _T( "ID3D11DeviceContext::RSSetViewports: ok\n" ) );


    // 頂点データ
    float vertices[ 8 ][ 7 ] = {
        //    Xaxis  Yaxis  Zaxis  赤     緑     青     Alpha
        { -0.5f,  0.5f,  0.5f,  0.0f,  0.0f,  0.0f,  1.0f },   // 手前左上
        {  0.5f,  0.5f,  0.5f,  0.0f,  0.0f,  1.0f,  1.0f },   // 手前右上
        {  0.5f, -0.5f,  0.5f,  0.0f,  1.0f,  0.0f,  1.0f },   // 手前右下
        { -0.5f, -0.5f,  0.5f,  0.0f,  1.0f,  1.0f,  1.0f },   // 手前左下
        { -0.5f,  0.5f, -0.5f,  1.0f,  0.0f,  0.0f,  1.0f },   // 奥左上
        {  0.5f,  0.5f, -0.5f,  1.0f,  0.0f,  1.0f,  1.0f },   // 奥右上
        {  0.5f, -0.5f, -0.5f,  1.0f,  1.0f,  0.0f,  1.0f },   // 奥右下
        { -0.5f, -0.5f, -0.5f,  1.0f,  1.0f,  1.0f,  1.0f }    // 奥左下
    };

    // 頂点バッファを生成
    D3D11_BUFFER_DESC vertexBufferDesc = {
        sizeof( vertices ),			// ByteWidth
        D3D11_USAGE_DEFAULT,		// Usage
        D3D11_BIND_VERTEX_BUFFER,	// BindFlags
        0,							// CPUAccessFlags
        0,							// MiscFlags
        0							// StructureByteStride
    };
    D3D11_SUBRESOURCE_DATA vertexResourceData = { vertices };

    ID3D11Buffer * pVertexBuffer = NULL;
    hr = pDevice->CreateBuffer( &vertexBufferDesc, &vertexResourceData, &pVertexBuffer );
    if ( FAILED( hr ) )
    {
        MessageBox( NULL, _T( "失敗: ID3D11Device::CreateBuffer()" ), _T( "エラー" ), MB_OK | MB_ICONERROR );
        return 0;
    }
    dtprintf( _T( "ID3D11Device::CreateBuffer: ok (pVertexBuffer: 0x%p)\n" ), pVertexBuffer );

    // 頂点バッファをバインド
    UINT strides[] = { sizeof( float ) * 7 };
    UINT offsets[] = { 0 };
    pDeviceContext->IASetVertexBuffers( 0, 1, &pVertexBuffer, strides, offsets );
    dtprintf( _T( "ID3D11DeviceContext::IASetVertexBuffers: ok\n" ) );


    // インデックスデータ
    unsigned int indices[] = { 0, 1, 2, 0, 2, 3,    // 手前
                               4, 0, 3, 4, 3, 7,    // 左
                               1, 5, 6, 1, 6, 2,    // 右
                               0, 4, 5, 0, 5, 1,    // 上
                               2, 6, 7, 2, 7, 3,    // 下
                               5, 4, 7, 5, 7, 6
                             };  // 裏

    // インデックスバッファを生成
    D3D11_BUFFER_DESC indexBufferDesc = {
        sizeof( indices ),				// ByteWidth
        D3D11_USAGE_DEFAULT,			// Usage
        D3D11_BIND_INDEX_BUFFER,		// BindFlags
        0,								// CPUAccessFlags
        0,								// MiscFlags
        0								// StructureByteStride
    };
    D3D11_SUBRESOURCE_DATA indexResourceData = { indices };

    ID3D11Buffer * pIndexBuffer = NULL;
    hr = pDevice->CreateBuffer( &indexBufferDesc, &indexResourceData, &pIndexBuffer );
    if ( FAILED( hr ) )
    {
        MessageBox( NULL, _T( "失敗: ID3D11Device::CreateBuffer()" ), _T( "エラー" ), MB_OK | MB_ICONERROR );
        return 0;
    }
    dtprintf( _T( "ID3D11Device::CreateBuffer: ok (pIndexBuffer: 0x%p)\n" ), pIndexBuffer );

    // インデックスバッファをバインド
    pDeviceContext->IASetIndexBuffer( pIndexBuffer, DXGI_FORMAT_R32_UINT, 0 );
    dtprintf( _T( "ID3D11DeviceContext::IASetIndexBuffer: ok\n" ) );


    // プリミティブタイプを設定
    pDeviceContext->IASetPrimitiveTopology( D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST );
    dtprintf( _T( "ID3D11DeviceContext::IASetPrimitiveTopology: ok\n" ) );


    // 頂点シェーダ用の定数バッファを作成
    D3D11_BUFFER_DESC VSConstantBufferDesc = {
        sizeof( D3DXMATRIX ) * 3,		// ByteWidth
        D3D11_USAGE_DYNAMIC,			// Usage
        D3D11_BIND_CONSTANT_BUFFER,		// BindFlags
        D3D11_CPU_ACCESS_WRITE,			// CPUAccessFlags
        0,								// MiscFlags
        0								// StructureByteStride
    };

    ID3D11Buffer * pVSConstantBuffer = NULL;
    hr = pDevice->CreateBuffer( &VSConstantBufferDesc, NULL, &pVSConstantBuffer );
    if ( FAILED( hr ) )
    {
        MessageBox( NULL, _T( "失敗: ID3D11Device::CreateBuffer()" ), _T( "エラー" ), MB_OK | MB_ICONERROR );
        return 0;
    }
    dtprintf( _T( "ID3D11Device::CreateBuffer: ok (pVSConstantBuffer: 0x%p)\n" ), pVSConstantBuffer );

    // 定数バッファをバインド
    pDeviceContext->VSSetConstantBuffers( 0, 1, &pVSConstantBuffer );
    dtprintf( _T( "ID3D11DeviceContext::VSSetConstantBuffers: ok\n" ) );


    // 頂点シェーダを作成
    ID3D11VertexShader * pVertexShader = NULL;
    hr = pDevice->CreateVertexShader( g_vs_perspective, sizeof( g_vs_perspective ), NULL, &pVertexShader );
    if ( FAILED( hr ) )
    {
        MessageBox( NULL, _T( "失敗: ID3D11Device::CreateVertexShader()" ), _T( "エラー" ), MB_OK | MB_ICONERROR );
        return 0;
    }
    dtprintf( _T( "ID3D11Device::CreateVertexShader: ok (pVertexShader: 0x%p)\n" ), pVertexShader );

    // ピクセルシェーダを作成
    ID3D11PixelShader * pPixelShader = NULL;
    hr = pDevice->CreatePixelShader( g_ps_constant, sizeof( g_ps_constant ), NULL, &pPixelShader );
    if ( FAILED( hr ) )
    {
        MessageBox( NULL, _T( "失敗: ID3D11Device::CreatePixelShader()" ), _T( "エラー" ), MB_OK | MB_ICONERROR );
        return 0;
    }
    dtprintf( _T( "ID3D11Device::CreatePixelShader: ok (pPixelShader: 0x%p)\n" ), pPixelShader );

    // シェーダをバインド
    pDeviceContext->VSSetShader( pVertexShader, NULL, 0 );
    dtprintf( _T( "ID3D11DeviceContext::VSSetShader: ok\n" ) );
    pDeviceContext->PSSetShader( pPixelShader, NULL, 0 );
    dtprintf( _T( "ID3D11DeviceContext::PSSetShader: ok\n" ) );
    pDeviceContext->GSSetShader( NULL, NULL, 0 );
    pDeviceContext->HSSetShader( NULL, NULL, 0 );
    pDeviceContext->DSSetShader( NULL, NULL, 0 );


    // 入力エレメント記述子
    D3D11_INPUT_ELEMENT_DESC verticesDesc[] = {
        { "IN_POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT,    0, 0,               D3D11_INPUT_PER_VERTEX_DATA, 0 },
        { "IN_COLOR",    0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, sizeof(float)*3, D3D11_INPUT_PER_VERTEX_DATA, 0 }
    };

    // 入力レイアウトを生成
    ID3D11InputLayout * pInputLayout = NULL;
    hr = pDevice->CreateInputLayout( verticesDesc, 2, g_vs_perspective, sizeof( g_vs_perspective ), &pInputLayout );
    if ( FAILED( hr ) )
    {
        MessageBox( NULL, _T( "失敗: ID3D11Device::CreateInputLayout()" ), _T( "エラー" ), MB_OK | MB_ICONERROR );
        return 0;
    }
    dtprintf( _T( "ID3D11Device::CreateInputLayout: ok (pInputLayout: 0x%p)\n" ), pInputLayout );

    // 入力レイアウトをバインド
    pDeviceContext->IASetInputLayout( pInputLayout );
    dtprintf( _T( "ID3D11DeviceContext::IASetInputLayout: ok\n" ) );


    // ラスタライザステートを生成
    D3D11_RASTERIZER_DESC rasterizerStateDesc = {
        D3D11_FILL_SOLID,		// FillMode
//		D3D11_FILL_WIREFRAME,	// FillMode (ワイヤーフレーム表示)
        D3D11_CULL_BACK,		// CullMode
//		D3D11_CULL_NONE,		// CullMode (カリングなし)
        FALSE,					// FrontCounterClockwise
        0,						// DepthBias
        0.0f,					// DepthBiasClamp
        0.0f,					// SlopeScaledDepthBias
        TRUE,					// DepthClipEnable
        FALSE,					// ScissorEnable
        FALSE,					// MultisampleEnable
        FALSE					// AntialiasedLineEnable
    };

    ID3D11RasterizerState * pRasterizerState = NULL;
    hr = pDevice->CreateRasterizerState( &rasterizerStateDesc, &pRasterizerState );
    if ( FAILED( hr ) )
    {
        MessageBox( NULL, _T( "失敗: ID3D11Device::CreateRasterizerState()" ), _T( "エラー" ), MB_OK | MB_ICONERROR );
        return 0;
    }
    dtprintf( _T( "ID3D11Device::CreateRasterizerState: ok (pRasterizerState: 0x%p)\n" ), pRasterizerState );

    // ラスタライザステートをバインド
    pDeviceContext->RSSetState( pRasterizerState );
    dtprintf( _T( "ID3D11DeviceContext::RSSetState: ok\n" ) );


    // デプス・ステンシルステートを生成
    D3D11_DEPTH_STENCIL_DESC depthStencilStateDesc = {
        TRUE,								// DepthEnable
        D3D11_DEPTH_WRITE_MASK_ALL,			// DepthWriteMask
        D3D11_COMPARISON_LESS,				// DepthFunc
        FALSE,								// StencilEnable
        D3D11_DEFAULT_STENCIL_READ_MASK,	// StencilReadMask
        D3D11_DEFAULT_STENCIL_WRITE_MASK,	// StencilWriteMask
        {
            D3D11_STENCIL_OP_KEEP,			// FrontFace.StencilFailOp
            D3D11_STENCIL_OP_KEEP,			// FrontFace.StencilDepthFailOp
            D3D11_STENCIL_OP_KEEP,			// FrontFace.StencilPassOp
            D3D11_COMPARISON_ALWAYS			// FrontFace.StencilFunc
        },
        {
            D3D11_STENCIL_OP_KEEP,			// BackFace.StencilFailOp
            D3D11_STENCIL_OP_KEEP,			// BackFace.StencilDepthFailOp
            D3D11_STENCIL_OP_KEEP,			// BackFace.StencilPassOp
            D3D11_COMPARISON_ALWAYS			// BackFace.StencilFunc
        }
    };

    ID3D11DepthStencilState * pDepthStencilState = NULL;
    hr = pDevice->CreateDepthStencilState( &depthStencilStateDesc, &pDepthStencilState );
    if ( FAILED( hr ) )
    {
        MessageBox( NULL, _T( "失敗: ID3D11Device::CreateDepthStencilState()" ), _T( "エラー" ), MB_OK | MB_ICONERROR );
        return 0;
    }
    dtprintf( _T( "ID3D11Device::CreateDepthStencilState: ok (pDepthStencilState: 0x%p)\n" ), pDepthStencilState );

    // デプス・ステンシルステートをバインド
    pDeviceContext->OMSetDepthStencilState( pDepthStencilState, 0 );
    dtprintf( _T( "ID3D11DeviceContext::OMSetDepthStencilState: ok\n" ) );



    MSG msg;

    while ( 1 )
    {
        // メッセージを取得
        if ( PeekMessage( &msg, NULL, 0, 0, PM_REMOVE ) )
        {
            if ( msg.message == WM_QUIT )
            {
                dtprintf( _T( "PeekMessage: WM_QUIT\n" ) );
                break;
            }
            // メッセージ処理
            DispatchMessage( &msg );
        }
        else
        {
            HRESULT hr;

            static unsigned int count = 0;

            float theta = ( count++ / 200.0f ) * ( 3.141593f / 2.0f );


            // World-View-Projection 行列をそれぞれ生成
            D3DXMATRIX world, view, projection;

            D3DXMatrixIdentity( &world );

            const D3DXVECTOR3 eye( 1.8f * 1.414214f * -cosf( theta ), 1.8f, 1.8f * 1.414214f * sinf( theta ) );
            const D3DXVECTOR3 at( 0.0f, 0.0f, 0.0f );
            const D3DXVECTOR3 up( 0.0f, 1.0f, 0.0f );
            D3DXMatrixLookAtRH( &view, &eye, &at, &up );

            D3DXMatrixPerspectiveFovRH( &projection, 3.141593f / 4.0f, 1280.0f / 720.0f, 1.0f, 10000.0f );


            // 頂点シェーダ用定数バッファへアクセス
            D3D11_MAPPED_SUBRESOURCE mapped;
            hr = pDeviceContext->Map( pVSConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped );
            if ( SUCCEEDED( hr ) )
            {
                D3DXMATRIX * mapped_m = static_cast< D3DXMATRIX * >( mapped.pData );

                mapped_m[0] = world;
                mapped_m[1] = view;
                mapped_m[2] = projection;

                // 後始末
                pDeviceContext->Unmap( pVSConstantBuffer, 0 );
            }


            // レンダーターゲットビューをクリア
            const float clear[ 4 ] = { 0.0f, 0.0f, 0.3f, 1.0f };	// RGBA
            pDeviceContext->ClearRenderTargetView( pRenderTargetView, clear );

            // デプス・ステンシルビューをクリア
            pDeviceContext->ClearDepthStencilView( pDepthStencilView, D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL, 1.0f, 0 );


            // 描画
            pDeviceContext->DrawIndexed( 36, 0, 0 );

            pSwapChain->Present( 1, 0 );

            // ちょっとだけ待つ
            Sleep( 5 );
        }
    }



    // シェーダをアンバインド
    pDeviceContext->VSSetShader( NULL, NULL, 0 );
    pDeviceContext->PSSetShader( NULL, NULL, 0 );

    // デバイス・リソース解放
    COM_SAFE_RELEASE( pDepthStencilState );
    COM_SAFE_RELEASE( pRasterizerState );
    COM_SAFE_RELEASE( pInputLayout );
    COM_SAFE_RELEASE( pPixelShader );
    COM_SAFE_RELEASE( pVertexShader );
    COM_SAFE_RELEASE( pVSConstantBuffer );
    COM_SAFE_RELEASE( pIndexBuffer );
    COM_SAFE_RELEASE( pVertexBuffer );
    COM_SAFE_RELEASE( pDepthStencilView );
    COM_SAFE_RELEASE( pDepthStencilBuffer );
    COM_SAFE_RELEASE( pRenderTargetView );
    COM_SAFE_RELEASE( pSwapChain );
    COM_SAFE_RELEASE( pDeviceContext );
    COM_SAFE_RELEASE( pDevice );


    return msg.wParam;
}
Exemple #27
0
void RenderFrameDX10(void)
{
	Vector4 vClearColor(0.0f, 0.0f, 0.0f, 0.0f);
	UINT stride = sizeof(Vertex_VC);
	UINT offset = 0;

	// 取得呼叫GutCreateGraphicsDeviceDX10時所產生的D3D10物件
	ID3D10RenderTargetView *pRenderTargetView = GutGetDX10RenderTargetView(); //frame buffer
	ID3D10DepthStencilView *pDepthStencilView = GutGetDX10DepthStencilView(); //depth/stencil buffer
	IDXGISwapChain *pSwapChain = GutGetDX10SwapChain(); // front/back buffer

	// 清除顏色
	g_pDevice->ClearRenderTargetView(pRenderTargetView, (float *)&vClearColor);
	// 清除Depth/Stencil buffer
	g_pDevice->ClearDepthStencilView(pDepthStencilView, D3D10_CLEAR_DEPTH | D3D10_CLEAR_STENCIL, 1.0f, 0);
	// 設定vertex shader
	g_pDevice->VSSetShader(g_pVertexShader);
	// 設定pixel shader
	g_pDevice->PSSetShader(g_pPixelShader);
	// 設定vertex shader讀取參數的記憶體位罝
	g_pDevice->VSSetConstantBuffers(0, 1, &g_pConstantBuffer);
	// 設定vertex資料格式
	g_pDevice->IASetInputLayout(g_pVertexLayout);
	// 設定index buffer
	g_pDevice->IASetIndexBuffer(g_pSphereIndexBuffer, DXGI_FORMAT_R16_UINT, 0);
	// 設定三角形頂點索引值資料排列是triangle strip
	g_pDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST);

	// 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 view_proj_matrix = view_matrix * g_proj_matrix;
	Matrix4x4 world_view_proj_matrix;

	// sun
	world_view_proj_matrix = g_sun_matrix * view_proj_matrix;
	// 設定shader參數
	Matrix4x4 *pConstData;
	g_pConstantBuffer->Map( D3D10_MAP_WRITE_DISCARD, NULL, (void **) &pConstData );
	*pConstData = world_view_proj_matrix;
	g_pConstantBuffer->Unmap();
	// 
	g_pDevice->IASetVertexBuffers(0, 1, &g_pSunVertexBuffer, &stride, &offset);
	g_pDevice->DrawIndexed(g_iNumSphereIndices, 0, 0);

	// earth
	world_view_proj_matrix = g_earth_matrix * view_proj_matrix;
	// 設定shader參數
	g_pConstantBuffer->Map( D3D10_MAP_WRITE_DISCARD, NULL, (void **) &pConstData );
	*pConstData = world_view_proj_matrix;
	g_pConstantBuffer->Unmap();
	// 
	g_pDevice->IASetVertexBuffers(0, 1, &g_pEarthVertexBuffer, &stride, &offset);
	g_pDevice->DrawIndexed(g_iNumSphereIndices, 0, 0);

	// moon
	world_view_proj_matrix = g_moon_matrix * view_proj_matrix;
	// 設定shader參數
	g_pConstantBuffer->Map( D3D10_MAP_WRITE_DISCARD, NULL, (void **) &pConstData );
	*pConstData = world_view_proj_matrix;
	g_pConstantBuffer->Unmap();
	// 
	g_pDevice->IASetVertexBuffers(0, 1, &g_pMoonVertexBuffer, &stride, &offset);
	g_pDevice->DrawIndexed(g_iNumSphereIndices, 0, 0);

	// 等待硬體掃結束, 然後才更新畫面
	pSwapChain->Present(1, 0);
}
Exemple #28
0
void RenderFrameDX10(void)
{
	Vector4 vClearColor(0.0f, 0.0f, 0.0f, 0.0f);

	// frame buffer
	ID3D10RenderTargetView *pRenderTargetView = GutGetDX10RenderTargetView(); 
	// depth/stencil buffer
	ID3D10DepthStencilView *pDepthStencilView = GutGetDX10DepthStencilView(); 
	// front/back buffer
	IDXGISwapChain *pSwapChain = GutGetDX10SwapChain(); 

	Matrix4x4 ident_matrix; ident_matrix.Identity();
	Matrix4x4 view_matrix = g_Control.GetViewMatrix();
	Matrix4x4 world_matrix = g_Control.GetObjectMatrix();
	Matrix4x4 world_view_proj_matrix = world_matrix * view_matrix * g_proj_matrix;

	// 清除顏色
	g_pDevice->ClearRenderTargetView(pRenderTargetView, (float *)&vClearColor);
	// 清除Depth/Stencil buffer
	g_pDevice->ClearDepthStencilView(pDepthStencilView, D3D10_CLEAR_DEPTH | D3D10_CLEAR_STENCIL, 1.0f, 0);

	// 畫出茶壼, 并更新 Stencil Buffer.
	{
		g_pDevice->OMSetDepthStencilState(g_pZStencil_Incr, 0);

		CGutModel_DX10::SetProjectionMatrix(g_proj_matrix);
		CGutModel_DX10::SetViewMatrix(view_matrix);
		CGutModel_DX10::SetWorldMatrix(world_matrix);
		CGutModel_DX10::UpdateMatrix();

		g_Model_DX10.Render();
	}

	// 套用 Shader
	{
		UINT stride = sizeof(Vertex_V);
		UINT offset = 0;
		// 設定Shader
		g_pDevice->VSSetShader(g_pVertexShader);
		g_pDevice->PSSetShader(g_pPixelShader);
		// 設定Shader讀取參數的記憶體位罝
		g_pDevice->VSSetConstantBuffers(0, 1, &g_pConstantBuffer);
		g_pDevice->PSSetConstantBuffers(0, 1, &g_pConstantBuffer);
		// 設定vertex資料格式
		g_pDevice->IASetInputLayout(g_pVertexLayout);
		// 設定Vertex Buffer
		g_pDevice->IASetVertexBuffers(0, 1, &g_pVertexBuffer, &stride, &offset);
		// 設定三角形頂點索引值資料排列是triangle strip
		g_pDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
	}

	ShaderConstant *pConstData = NULL;

	// 用綠色標示出只更新1次的像素
	{
		// 設定shader參數
		g_pConstantBuffer->Map( D3D10_MAP_WRITE_DISCARD, NULL, (void **) &pConstData );
		pConstData->m_wvp_matrix = ident_matrix;
		pConstData->m_color.Set(0,1,0,1);
		g_pConstantBuffer->Unmap();
		// 畫出看板
		g_pDevice->OMSetDepthStencilState(g_pZStencil_Test, 1);
		g_pDevice->Draw(4, 0);
	}
	// 用藍色標示出更新2次的像素
	{
		// 設定shader參數
		g_pConstantBuffer->Map( D3D10_MAP_WRITE_DISCARD, NULL, (void **) &pConstData );
		pConstData->m_wvp_matrix = ident_matrix;
		pConstData->m_color.Set(0,0,1,1);
		g_pConstantBuffer->Unmap();
		// 畫出看板
		g_pDevice->OMSetDepthStencilState(g_pZStencil_Test, 2);
		g_pDevice->Draw(4, 0);
	}
	// 用紅色標示出更新3次的像素
	{
		// 設定shader參數
		g_pConstantBuffer->Map( D3D10_MAP_WRITE_DISCARD, NULL, (void **) &pConstData );
		pConstData->m_wvp_matrix = ident_matrix;
		pConstData->m_color.Set(1,0,0,1);
		g_pConstantBuffer->Unmap();
		// 畫出看板
		g_pDevice->OMSetDepthStencilState(g_pZStencil_Test, 3);
		g_pDevice->Draw(4, 0);
	}
	// 用白色標示出更新超過3次的像素
	{
		// 設定shader參數
		g_pConstantBuffer->Map( D3D10_MAP_WRITE_DISCARD, NULL, (void **) &pConstData );
		pConstData->m_wvp_matrix = ident_matrix;
		pConstData->m_color.Set(1,1,1,1);
		g_pConstantBuffer->Unmap();
		// 畫出看板
		g_pDevice->OMSetDepthStencilState(g_pZStencil_Less, 3);
		g_pDevice->Draw(4, 0);
	}

	// 等待硬體掃結束, 然後才更新畫面.
	pSwapChain->Present(1, 0);
}
Exemple #29
0
HRESULT STDMETHODCALLTYPE CDXGISwapChainDWM::QueryInterface(REFIID riid, void **ppvObj)
{
    return m_pSwapChain->QueryInterface(riid, ppvObj);
}
Exemple #30
-1
    HRESULT STDMETHODCALLTYPE SwapResizeBuffersHook(UINT bufferCount, UINT width, UINT height, DXGI_FORMAT giFormat, UINT flags)
    {
        IDXGISwapChain *swap = (IDXGISwapChain*)this;

        gi11swapResizeBuffers.Unhook();
        HRESULT hRes = swap->ResizeBuffers(bufferCount, width, height, giFormat, flags);
        gi11swapResizeBuffers.Rehook();

        if(lpCurrentSwap == NULL && !bTargetAcquired)
        {
            lpCurrentSwap = swap;
            bTargetAcquired = true;
        }

        if(lpCurrentSwap == swap)
            SetupD3D11(swap);

        return hRes;
    }