void ParticleManager::RenderParticles(DxGraphics* pDxGraphics, Camera& cam)
{
	cam.CalculateViewMatrix();

	XMMATRIX tWorld = XMMatrixTranspose(m_worldMat);
	XMMATRIX tView = XMMatrixTranspose(cam.GetViewMatrix());
	XMMATRIX tProj = XMMatrixTranspose(cam.GetProjMatrix());

	ID3D11DeviceContext* pCon = pDxGraphics->GetImmediateContext();
	
	UINT stride = sizeof(Particle);
	UINT offset = 0;

	pCon->IASetVertexBuffers(0, 1, &m_vBuffer, &stride, &offset);
	pCon->IASetInputLayout(m_inputLayout);
	pCon->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_POINTLIST);

	pCon->VSSetShader(m_vShader, 0, 0);
	pCon->PSSetShader(m_pShader, 0, 0);

	pCon->UpdateSubresource(m_camWorldBuffer, 0, NULL, &tWorld, 0, 0);
	pCon->UpdateSubresource(m_camViewBuffer, 0, NULL, &tView, 0, 0);
	pCon->UpdateSubresource(m_camProjBuffer, 0, NULL, &tProj, 0, 0);

	pCon->VSSetConstantBuffers(0, 1, &m_camWorldBuffer);
	pCon->VSSetConstantBuffers(1, 1, &m_camViewBuffer);
	pCon->VSSetConstantBuffers(2, 1, &m_camProjBuffer);

	pCon->Draw(m_particleList.size(), 0);

	pCon->VSSetShader(NULL, 0, 0);
	pCon->GSSetShader(NULL, 0, 0);
	pCon->PSSetShader(NULL, 0, 0);
}
void ParticleManager::UpdateParticles(float dt, DxGraphics* pDxGraphics, Camera& cam)
{
	// Update the world mat
	XMMATRIX transMat = XMMatrixTranslation(0.0f, 0.0f, 0.0f);
	XMMATRIX rotMat = XMMatrixRotationRollPitchYaw(0.0f, 0.0f, 0.0f);
	XMMATRIX scaleMat = XMMatrixScaling(1.0f, 1.0f, 1.0f);

	m_worldMat = rotMat * scaleMat * transMat;

	cam.CalculateViewMatrix();

	// stream out the particles which runs through the physics
	XMMATRIX tWorld = XMMatrixTranspose(m_worldMat);
	XMMATRIX tView = XMMatrixTranspose(cam.GetViewMatrix());
	XMMATRIX tProj = XMMatrixTranspose(cam.GetProjMatrix());

	m_massPoint.dt = dt;

	ID3D11DeviceContext* pCon = pDxGraphics->GetImmediateContext();

	// Set the stream out buffer
	UINT offsetSO[1] = { 0 };
	pCon->SOSetTargets(1, &m_vStream, offsetSO);

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

	pCon->IASetVertexBuffers(0, 1, &m_vBuffer, &stride, &offset);
	pCon->IASetInputLayout(m_inputLayout);
	pCon->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_POINTLIST);

	pCon->VSSetShader(m_vUpdate, 0, 0);
	pCon->GSSetShader(m_gUpdate, 0, 0);
	pCon->PSSetShader(NULL, 0, 0);

	//// Update the cBuffer
	pCon->UpdateSubresource(m_pointBuffer, 0, NULL, &m_massPoint, 0, 0);

	pCon->VSSetConstantBuffers(3, 1, &m_pointBuffer);

	pCon->Draw(m_particleList.size(), 0);

	pCon->VSSetShader(NULL, 0, 0);
	pCon->GSSetShader(NULL, 0, 0);
	pCon->PSSetShader(NULL, 0, 0);

	// Unbind the SO
	ID3D11Buffer* bufferArray[1] = { 0 };
	pCon->SOSetTargets(1, bufferArray, offsetSO);
	
	std::swap(m_vStream, m_vBuffer);
}
Esempio n. 3
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bool SkyBox::Render(std::shared_ptr<D3DRenderer> d3d, DirectX::CXMMATRIX world, DirectX::CXMMATRIX view, DirectX::CXMMATRIX projection, std::shared_ptr<Camera> camera, std::shared_ptr<Light> light)
{
	ID3D11DeviceContext *context = d3d->GetDeviceContext();
	DirectX::XMMATRIX sphereWorld = DirectX::XMMatrixIdentity(), scale = DirectX::XMMatrixScaling(0.3f, 0.3f, 0.3f), translation;

	translation = DirectX::XMMatrixTranslationFromVector(camera->GetPosition());
	sphereWorld = scale * translation;

	if (!SetShaderParameters(context, sphereWorld, view, projection, texture->GetTexture()))
		return false;

	UINT strides = sizeof(DirectX::VertexPositionNormalTexture), offset = 0;

	context->IASetInputLayout(m_layout);
	context->IASetIndexBuffer(sphereIndexBuffer, DXGI_FORMAT_R32_UINT, 0);
	context->IASetVertexBuffers(0, 1, &sphereVertBuffer, &strides, &offset);
	context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
	
	context->PSSetShader(pixelShader, NULL, 0);
	context->VSSetShader(vertexShader, NULL, 0);
	context->RSSetState(d3d->GetRasterState(1));

	d3d->SetDepthLessEqual();

	context->DrawIndexed(NumSphereFaces*3, 0, 0);

	d3d->End2D();

	context->RSSetState(d3d->GetRasterState(0));

	return true;
}
    void CFullscreenTriangleDrawer::DrawDX11( ID3D11ShaderResourceView* pTextureSRV )
    {
        ID3D11Device* pDevice = static_cast<ID3D11Device*>( gD3DDevice );
        ID3D11DeviceContext* pContext = NULL;
        pDevice->GetImmediateContext( &pContext );

        CDX11StateGuard stateGuard;

        pContext->IASetInputLayout( NULL );
        pContext->IASetIndexBuffer( NULL, DXGI_FORMAT_UNKNOWN, 0 );
        pContext->IASetVertexBuffers( 0, 0, NULL, NULL, NULL );
        pContext->IASetPrimitiveTopology( D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST );

        pContext->VSSetShader( m_pVertexShader11, NULL, 0 );
        pContext->PSSetShader( m_pPixelShader11, NULL, 0 );
        ID3D11SamplerState* pNullSampler[] = { NULL };
        pContext->PSSetSamplers( 0, 1, pNullSampler );

        pContext->PSSetShaderResources( 0, 1, &pTextureSRV );

        pContext->OMSetBlendState( m_pBlendState11, NULL, 0xFFFFFFFF );

        // Draw
        pContext->Draw( 3, 0 );
    }
Esempio n. 5
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//---------------------------------------------------------------------------
void FontRenderer::FontDrawingBegin(  RenderContext* rc )
{
    assert( m_vertexBuffer != NULL );
    assert( m_indexBuffer != NULL );

    m_currentRC = rc;

    m_fontDrawOps.clear();

    ID3D11DeviceContext* dc = m_currentRC->Context();

    UINT viewportCount = 1;
    D3D11_VIEWPORT vp;
    dc->RSGetViewports(&viewportCount, &vp);

    UINT stride = sizeof(FontTextVertex);
    UINT offset = 0;
    dc->IASetInputLayout(m_vertexLayout);
    dc->IASetIndexBuffer(m_indexBuffer, DXGI_FORMAT_R32_UINT, 0);
    dc->IASetVertexBuffers(0, 1, &m_vertexBuffer, &stride, &offset);
    dc->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);

    dc->VSSetShader( m_vertexShader, 0, 0 );
    dc->PSSetShader( m_pixelShader, 0, 0 );
    dc->PSSetSamplers( 0, 1, &m_samplerState );

    dc->RSSetState(m_rasterState);

    float blendFactor[4] = {1.0f};
    dc->OMSetBlendState(m_blendState, blendFactor, 0xffffffff);

    m_activeFont = NULL;    // needs to be set!
}
void dx11ShaderOverride::terminateKey(MHWRender::MDrawContext& context, const MString& /*key*/)
{
    if (fShaderNode) {
        MHWRender::MRenderer* theRenderer = MHWRender::MRenderer::theRenderer();
        if (theRenderer)
        {
            dx11ShaderDX11Device* dxDevice = (dx11ShaderDX11Device*)theRenderer->GPUDeviceHandle();
            if (dxDevice)
            {
                ID3D11DeviceContext* dxContext = NULL;
                dxDevice->GetImmediateContext(&dxContext);
                if (dxContext)
                {
                    fShaderNode->restoreStates(dxContext, fStates);

                    dxContext->VSSetShader(NULL, NULL, 0);
                    dxContext->PSSetShader(NULL, NULL, 0);
                    dxContext->GSSetShader(NULL, NULL, 0);
                    dxContext->HSSetShader(NULL, NULL, 0);
                    dxContext->DSSetShader(NULL, NULL, 0);

                    dxContext->Release();
                }
            }
        }
    }
}
Esempio n. 7
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void TgcDX11Effect::begin()
{
	ID3D11DeviceContext* deviceContext = ((TgcDX11Renderer*)GuiController::Instance->renderer)->deviceContext;

	//Set the vertex and pixel shaders that will be used to render
    deviceContext->VSSetShader(this->vertexShader, NULL, 0);
    deviceContext->PSSetShader(this->pixelShader, NULL, 0);
}
Esempio n. 8
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void FBXObject::SetupDrawInputVertexShader()
{
	ID3D11DeviceContext* pImmediateContext = DX11App::getInstance()->direct3d.pImmediateContext;

	pImmediateContext->IASetInputLayout( this->pInputLayout.second );
	pImmediateContext->VSSetShader( this->pVertexShader.second, NULL, 0 );
	
}
static void DoRendering (const float* worldMatrix, const float* identityMatrix, float* projectionMatrix, const MyVertex* verts)
{
    // Does actual rendering of a simple triangle

    #if SUPPORT_D3D11
    // D3D11 case
    if (s_DeviceType == kUnityGfxRendererD3D11 && EnsureD3D11ResourcesAreCreated())
    {
        ID3D11DeviceContext* ctx = NULL;
        g_D3D11Device->GetImmediateContext (&ctx);

        ID3D11RenderTargetView*  pCurrentRenderTarget;
        ID3D11DepthStencilView*  pCurrentDepthStencil;

        // Get the current render targets
        ctx->OMGetRenderTargets(1, &pCurrentRenderTarget, &pCurrentDepthStencil);

        ctx->OMSetRenderTargets(1, &g_pD3D11RenderTargetView, nullptr);

        /*
        // update native texture from code
        D3D11_TEXTURE2D_DESC desc;
        g_TexturePointer->GetDesc(&desc);
        unsigned char* data = new unsigned char[desc.Width*desc.Height * 4];
        FillTextureFromCode(desc.Width, desc.Height, desc.Width * 4, data);
        ctx->UpdateSubresource(g_TexturePointer, 0, NULL, data, desc.Width * 4, 0);
        delete[] data;
        */
        const float CLEAR_CLR[4] = { 1, 1, 0, 1 };  // Yellow

        ctx->ClearRenderTargetView(g_pD3D11RenderTargetView, CLEAR_CLR);

        // Restore the original render target
        ctx->OMSetRenderTargets(1, &pCurrentRenderTarget, pCurrentDepthStencil);

        // update constant buffer - just the world matrix in our case
        ctx->UpdateSubresource (g_D3D11CB, 0, NULL, worldMatrix, 64, 0);

        // set shaders
        ctx->VSSetConstantBuffers (0, 1, &g_D3D11CB);
        ctx->VSSetShader (g_D3D11VertexShader, NULL, 0);
        ctx->PSSetShader (g_D3D11PixelShader, NULL, 0);

        // update vertex buffer
        ctx->UpdateSubresource (g_D3D11VB, 0, NULL, verts, sizeof(verts[0])*3, 0);

        // set input assembler data and draw
        ctx->IASetInputLayout (g_D3D11InputLayout);
        ctx->IASetPrimitiveTopology (D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
        UINT stride = sizeof(MyVertex);
        UINT offset = 0;
        ctx->IASetVertexBuffers (0, 1, &g_D3D11VB, &stride, &offset);
        ctx->Draw (3, 0);

        ctx->Release();
    }
    #endif
}
void DeferredPipeline::Lighting::set_layout_spot_light_shaders_samplers(ID3D11DeviceContext& device_context)
{
	device_context.IASetInputLayout(_vertex_input_layout);

	device_context.VSSetShader(_vertex_shader, nullptr, 0);
	device_context.PSSetShader(_spot_light_pixel_shader, nullptr, 0);

	device_context.PSSetSamplers(0, 1, &_sampler_state);
}
Esempio n. 11
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void CD3DPixelShader::UnbindShader()
{
  if (!m_inited)
    return;

  ID3D11DeviceContext* pContext = g_Windowing.Get3D11Context();
  pContext->IASetInputLayout(nullptr);
  pContext->VSSetShader(nullptr, nullptr, 0);
}
Esempio n. 12
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void CD3DVertexShader::BindShader()
{
  if (!m_inited)
    return;

  ID3D11DeviceContext* pContext = g_Windowing.Get3D11Context();
  if (!pContext)
    return;

  pContext->IASetInputLayout(m_inputLayout);
  pContext->VSSetShader(m_VS, nullptr, 0);
}
            ~CDX11StateGuard()
            {
                ID3D11Device* pDevice = static_cast<ID3D11Device*>( gD3DDevice );
                ID3D11DeviceContext* pContext = NULL;
                pDevice->GetImmediateContext( &pContext );

                // Apply saved state
                pContext->OMSetBlendState( m_pBlendState, m_BlendFactor, m_SampleMask );
                pContext->RSSetState( m_pRasterizerState );
                pContext->IASetPrimitiveTopology( m_PrimitiveTopology );
                pContext->IASetIndexBuffer( m_pIndexBuffer, m_IndexBufferFormat, m_IndexBufferOffset );
                pContext->IASetInputLayout( m_pInputLayout );
                pContext->IASetVertexBuffers( 0, D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT, m_pVertexBuffers, m_pVertexBufferStrides, m_pVertexBufferOffsets );
                pContext->VSSetShader( m_pVertexShader, m_ppVertexShaderClassInstances, m_VertexShaderClassInstancesCount );
                pContext->PSSetShader( m_pPixelShader, m_ppPixelShaderClassInstances, m_PixelShaderClassInstancesCount );
                pContext->PSSetSamplers( 0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT, m_ppPixelShaderSamplers );
                pContext->PSSetShaderResources( 0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, m_ppPixelShaderResources );

                // Release references
                SAFE_RELEASE( m_pBlendState );
                SAFE_RELEASE( m_pRasterizerState );
                SAFE_RELEASE( m_pIndexBuffer );
                SAFE_RELEASE( m_pInputLayout );

                for ( UINT i = 0; i < D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT; ++i )
                {
                    SAFE_RELEASE( m_pVertexBuffers[i] );
                }

                SAFE_RELEASE( m_pVertexShader );

                for ( UINT i = 0; i < m_VertexShaderClassInstancesCount; ++i )
                {
                    SAFE_RELEASE( m_ppVertexShaderClassInstances[i] );
                }

                SAFE_RELEASE( m_pPixelShader );

                for ( UINT i = 0; i < m_PixelShaderClassInstancesCount; ++i )
                {
                    SAFE_RELEASE( m_ppPixelShaderClassInstances[i] );
                }

                for ( UINT i = 0; i < D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT; ++i )
                {
                    SAFE_RELEASE( m_ppPixelShaderSamplers[i] );
                }

                for ( UINT i = 0; i < D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; ++i )
                {
                    SAFE_RELEASE( m_ppPixelShaderResources[i] );
                }
            }
Esempio n. 14
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void MSAAFilter::RenderAA()
{
    PIXEvent pixEvent(L"MSAA Resolve + Temporal AA");
    ProfileBlock profileBlock(L"MSAA Resolve + Temporal AA");

    ID3D11DeviceContext* context = deviceManager.ImmediateContext();

    ID3D11RenderTargetView* rtvs[1] = { resolveTarget.RTView };

    context->OMSetRenderTargets(1, rtvs, nullptr);

    if(AppSettings::UseStandardResolve)
    {
        if(AppSettings::MSAAMode == 0)
            context->CopyResource(resolveTarget.Texture, colorTarget.Texture);
        else
            context->ResolveSubresource(resolveTarget.Texture, 0, colorTarget.Texture, 0, colorTarget.Format);
        return;
    }

    const uint32 SampleRadius = static_cast<uint32>((AppSettings::ResolveFilterDiameter / 2.0f) + 0.499f);
    ID3D11PixelShader* pixelShader = resolvePS[AppSettings::MSAAMode];
    context->PSSetShader(pixelShader, nullptr, 0);
    context->VSSetShader(resolveVS, nullptr, 0);

    resolveConstants.Data.TextureSize = Float2(static_cast<float>(colorTarget.Width), static_cast<float>(colorTarget.Height));
    resolveConstants.Data.SampleRadius = SampleRadius;;
    resolveConstants.ApplyChanges(context);
    resolveConstants.SetPS(context, 0);

    ID3D11ShaderResourceView* srvs[] = { colorTarget.SRView, velocityTarget.SRView, depthBuffer.SRView, prevFrameTarget.SRView};
    context->PSSetShaderResources(0, ArraySize_(srvs), srvs);

    ID3D11SamplerState* samplers[] = { samplerStates.LinearClamp(), samplerStates.Point() };
    context->PSSetSamplers(0, ArraySize_(samplers), samplers);

    ID3D11Buffer* vbs[1] = { nullptr };
    UINT strides[1] = { 0 };
    UINT offsets[1] = { 0 };
    context->IASetVertexBuffers(0, 1, vbs, strides, offsets);
    context->IASetInputLayout(nullptr);
    context->IASetIndexBuffer(nullptr, DXGI_FORMAT_R16_UINT, 0);
    context->Draw(3, 0);

    rtvs[0] = nullptr;
    context->OMSetRenderTargets(1, rtvs, nullptr);

    srvs[0] = srvs[1] = srvs[2] = nullptr;
    context->PSSetShaderResources(0, 3, srvs);

    context->CopyResource(prevFrameTarget.Texture, resolveTarget.Texture);
}
	void MultiTextureShader::RenderShader(Graphics* graphics)
	{
		ID3D11DeviceContext* deviceContext = graphics->GetImmediateContex();
		deviceContext->IASetInputLayout(m_layout);

		// set the vertex and pixel shaders that will be used to render 
		deviceContext->VSSetShader(m_vertexShader,NULL,0);
		deviceContext->PSSetShader(m_pixelShader,NULL,0);

		// set the sampler state
		deviceContext->PSSetSamplers(0,1,&m_sampleState);

	}
Esempio n. 16
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void D11State::draw() {
	clock_t t = clock();
	float elapsed = static_cast<float>(t - timeT) / CLOCKS_PER_SEC;
	++frameCount;
	if (elapsed > OVERLAY_FPS_INTERVAL) {
		OverlayMsg om;
		om.omh.uiMagic = OVERLAY_MAGIC_NUMBER;
		om.omh.uiType = OVERLAY_MSGTYPE_FPS;
		om.omh.iLength = sizeof(OverlayMsgFps);
		om.omf.fps = frameCount / elapsed;

		sendMessage(om);

		frameCount = 0;
		timeT = t;
	}

	checkMessage(static_cast<unsigned int>(vp.Width), static_cast<unsigned int>(vp.Height));

	if (a_ucTexture && pSRView && (uiLeft != uiRight)) {
		if (!bDeferredContext) {
			pOrigStateBlock->Capture();
			pMyStateBlock->Apply();
		}

		// Set vertex buffer
		UINT stride = sizeof(SimpleVertex);
		UINT offset = 0;
		pDeviceContext->IASetVertexBuffers(0, 1, &pVertexBuffer, &stride, &offset);

		pDeviceContext->VSSetShader(pVertexShader, NULL, 0);
		pDeviceContext->GSSetShader(NULL, NULL, 0);
		pDeviceContext->PSSetShaderResources(0, 1, &pSRView);
		pDeviceContext->PSSetShader(pPixelShader, NULL, 0);
		pDeviceContext->DrawIndexed(6, 0, 0);

		if (bDeferredContext) {
			ID3D11CommandList *pCommandList;
			pDeviceContext->FinishCommandList(TRUE, &pCommandList);
			ID3D11DeviceContext *ctx = NULL;
			pDevice->GetImmediateContext(&ctx);
			ctx->ExecuteCommandList(pCommandList, TRUE);
			ctx->Release();
			pCommandList->Release();
		} else {
			pDeviceContext->Flush();
			pMyStateBlock->Capture();
			pOrigStateBlock->Apply();
		}
	}
}
Esempio n. 17
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void PipelineStateCache::setVertexShader(const VertexShader& vertexShader)
{
  // FIXME: cache this
  ID3D11Buffer* const* constantBuffers;
  uint32 numConstantBuffers = vertexShader.queryBuffersArray(constantBuffers);
  m_deviceContext->VSSetConstantBuffers(0, numConstantBuffers, constantBuffers);

  ID3D11VertexShader* shaderResourcePtr = vertexShader.getResourcePtr();
  if (shaderResourcePtr != m_currentVertexShader)
  {
    m_currentVertexShader = shaderResourcePtr;
    m_deviceContext->VSSetShader(shaderResourcePtr, NULL, 0);
  }
}
// Callbacks to draw things in world space, left-hand space, and right-hand
// space.
void DrawWorld(
    void* userData //< Passed into AddRenderCallback
    ,
    osvr::renderkit::GraphicsLibrary library //< Graphics library context to use
    ,
    osvr::renderkit::RenderBuffer buffers //< Buffers to use
    ,
    osvr::renderkit::OSVR_ViewportDescription
        viewport //< Viewport we're rendering into
    ,
    OSVR_PoseState pose //< OSVR ModelView matrix set by RenderManager
    ,
    osvr::renderkit::OSVR_ProjectionMatrix
        projection //< Projection matrix set by RenderManager
    ,
    OSVR_TimeValue deadline //< When the frame should be sent to the screen
    ) {
    // Make sure our pointers are filled in correctly.
    if (library.D3D11 == nullptr) {
        std::cerr
            << "DrawWorld: No D3D11 GraphicsLibrary, this should not happen"
            << std::endl;
        return;
    }
    if (buffers.D3D11 == nullptr) {
        std::cerr << "DrawWorld: No D3D11 RenderBuffer, this should not happen"
                  << std::endl;
        return;
    }

    ID3D11DeviceContext* context = library.D3D11->context;
    ID3D11RenderTargetView* renderTargetView = buffers.D3D11->colorBufferView;

    // Set vertex buffer
    UINT stride = sizeof(SimpleVertex);
    UINT offset = 0;
    context->IASetVertexBuffers(0, 1, &g_vertexBuffer, &stride, &offset);

    // Set primitive topology
    context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);

    // Set depth/stencil state
    context->OMSetDepthStencilState(g_depthStencilState, 1);

    // Draw a triangle using the simple shaders
    context->VSSetShader(vertexShader.Get(), nullptr, 0);
    context->PSSetShader(pixelShader.Get(), nullptr, 0);
    context->Draw(3, 0);
}
Esempio n. 19
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void Shader::bind(D3DRenderer* renderer)
{
	ID3D11DeviceContext* context = renderer->context();

	context->IASetInputLayout(mpInputLayout);
	context->IASetPrimitiveTopology(mPrimitiveTopology);

	//Set any active shaders and disable ones not in use
	context->VSSetShader(mpVertexShader, NULL, 0);
	context->PSSetShader(mpPixelShader, NULL, 0);
	context->GSSetShader(mpGeometryShader, NULL, 0);
	context->CSSetShader(mpComputeShader, NULL, 0);
	context->HSSetShader(mpHullShader, NULL, 0);
	context->DSSetShader(mpDomainShader, NULL, 0);
}
		void ProjectiveTextureShader::RenderShader(int indexCount)
		{
			ID3D11DeviceContext* deviceContext = GraphicsDX::GetDeviceContext();
			deviceContext->IASetInputLayout(m_layout);

			// Set the vertex and pixel shaders that will be used to render this triangle.
			deviceContext->VSSetShader(m_vertexShader, NULL, 0);
			deviceContext->PSSetShader(m_pixelShader, NULL, 0);

			// Set the sampler state in the pixel shader.
			deviceContext->PSSetSamplers(0, 1, &m_sampleState);

			// Render the triangle.
			deviceContext->DrawIndexed(indexCount, 0, 0);
		}
Esempio n. 21
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const void ShaderClass::RenderShader(UINT indexCount, UINT indexStart)const
{
	ID3D11DeviceContext* c = SystemClass::GetInstance()->mGrapInst->GetContext();

	// Set the vertex input layout.
	c->IASetInputLayout(mLayout);

	// Set the vertex and pixel shaders that will be used to render this triangle.
	c->VSSetShader(mVertexShader, nullptr, 0);
	c->HSSetShader(mHullShader, nullptr, 0);
	c->DSSetShader(mDomainShader, nullptr, 0);
	c->GSSetShader(mGeometryShader, nullptr, 0);
	c->PSSetShader(mPixelShader, nullptr, 0);

	// Render mesh stored in active buffers
	c->DrawIndexed(indexCount, indexStart, 0);
}
Esempio n. 22
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void Draw()
{
	ID3D11DeviceContext* context = g_d3d.context_.get();
	
	// Clear
	float clearColor[] = { 0.3f, 0.3f, 0.3f, 1.0f };
	context->ClearRenderTargetView( g_d3d.backBufferRTV_.get(), clearColor );

	auto* rtv = g_d3d.backBufferRTV_.get();
	context->OMSetRenderTargets( 1, &rtv, nullptr );
	
	// Draw body

	auto cbModelWVP = DirectX::XMMatrixIdentity();
	auto matWorld = DirectX::XMMatrixIdentity();
	matWorld = DirectX::XMMatrixRotationRollPitchYaw( g_d3d.jointRot_[ 0 ], g_d3d.jointRot_[ 1 ], g_d3d.jointRot_[ 2 ] );
	auto matView =  DirectX::XMMatrixLookAtLH(
		DirectX::XMVectorSet( 0, 0, -3, 0 ), DirectX::XMVectorSet( 0, 0, 5, 0 ), DirectX::XMVectorSet( 0, 1, 0, 0 )
		);
	auto matProj = DirectX::XMMatrixPerspectiveFovLH(
		DirectX::XMConvertToRadians( 50 ), (float)g_windowWidth / (float)g_windowHeight, 0.01f, 1000.0f
		);
	cbModelWVP = matWorld * matView * matProj;
	cbModelWVP = DirectX::XMMatrixTranspose( cbModelWVP );
	g_d3d.context_->UpdateSubresource( g_d3d.modelCB_.get(), 0, nullptr, &cbModelWVP, 0, 0 );

	auto* vb = g_d3d.modelVB_.get();
	unsigned int stride = sizeof( D3D::MeshFormat );
	unsigned int offset = 0;
	auto* cb = g_d3d.modelCB_.get();
	D3D11_VIEWPORT viewport = { 0, 0, g_windowWidth, g_windowHeight, 0, 1 };
	context->IASetPrimitiveTopology( D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST );
	context->IASetInputLayout( g_d3d.modelIL_.get() );
	context->IASetVertexBuffers( 0, 1, &vb, &stride, &offset );
	context->VSSetShader( g_d3d.modelVS_.get(), nullptr, 0 );
	context->VSSetConstantBuffers( 0, 1, &cb );
	context->RSSetState( g_d3d.rasterState_.get() );
	context->PSSetShader( g_d3d.modelPS_.get(), nullptr, 0 );
	context->RSSetViewports( 1, &viewport );
	context->Draw( 18, 0 );

	g_d3d.swapChain_->Present( 1, 0 );
}
Esempio n. 23
0
	//----------------------------------------------------------------------------------------------------
	bool EEPoints2D::Render()
	{
		if (!EEObject::Render())
			return false;

		MapObjectBuffer();

		ID3D11DeviceContext *deviceContext = EECore::s_EECore->GetDeviceContext();
		deviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_POINTLIST);
		deviceContext->IASetInputLayout(s_pointsIL);
		UINT stride = sizeof(EEPoints2DVertex);
		UINT offset = 0;
		deviceContext->IASetVertexBuffers(0, 1, &m_pointsVB, &stride, &offset);
		deviceContext->IASetIndexBuffer(NULL, DXGI_FORMAT_R32_UINT, 0);
		deviceContext->VSSetShader(s_pointsVS, NULL, 0);
		deviceContext->PSSetShader(s_pointsPS, NULL, 0);
		deviceContext->Draw(m_points.size(), 0);

		return true;
	}
Esempio n. 24
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		void FontShader::renderShader(int i_indexCount)
		{
			ID3D11DeviceContext* deviceContext = GraphicsDX::GetDeviceContext();

			// Set the vertex input layout.
			deviceContext->IASetInputLayout(_layout);

			// Set the vertex and pixel shaders that will be used to render the triangles.
			deviceContext->VSSetShader(_vertexShader, NULL, 0);
			deviceContext->HSSetShader(nullptr, NULL, 0);
			deviceContext->DSSetShader(nullptr, NULL, 0);
			deviceContext->GSSetShader(nullptr, NULL, 0);
			deviceContext->PSSetShader(_pixelShader, NULL, 0);

			// Set the sampler state in the pixel shader.
			deviceContext->PSSetSamplers(0, 1, &_sampleState);

			// Render the triangles.
			deviceContext->DrawIndexed(i_indexCount, 0, 0);
		}
Esempio n. 25
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//---------------------------------------------------------------------------
void ShadowMapGen::Begin(RenderContext* rc, RenderSurface* pSurface, const AABB& bounds )
{
    m_rc = rc;
    m_pSurface = pSurface;
    ID3D11DeviceContext*  dc = m_rc->Context();

    // set depth-stencil state to default.
    dc->OMSetDepthStencilState(NULL,0);
    
    ShadowMaps::Inst()->UpdateLightCamera(dc, LightingState::Inst()->ProminentDirLight(), bounds);
    ShadowMaps::Inst()->SetAndClear(dc);
        
    dc->RSSetState( m_rasterStateShadow );
    
    const Camera& lightCam = ShadowMaps::Inst()->GetCamera();    

    // update per frame cb    
    ConstantBufferShadowMapGenPerFrame constBuffer;
    Matrix::Transpose(lightCam.View() ,constBuffer.view);
    Matrix::Transpose(lightCam.Proj(),constBuffer.proj);
    UpdateConstantBuffer(dc,m_pConstantBufferPerFrame,&constBuffer,sizeof(constBuffer));
    
    // set imput layout.
    dc->IASetInputLayout( m_pVertexLayoutMesh );

    // set shaders
    dc->VSSetShader( m_shaderShadowMapsVS, NULL, 0 );
    dc->PSSetShader( NULL, NULL, 0 );
    dc->GSSetShader( NULL, NULL, 0 );

    ID3D11Buffer* constantBuffers[] = {
        m_pConstantBufferPerFrame,
        m_pConstantBufferPerDraw
    };

    // set const buffers for vertex shader.
    dc->VSSetConstantBuffers( 0, ARRAY_SIZE(constantBuffers), constantBuffers );

}
Esempio n. 26
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	//----------------------------------------------------------------------------------------------------
	bool EECylinder::Render()
	{
		if (!EEObject::Render())
			return false;

		MapObjectBuffer();

		ID3D11DeviceContext *deviceConstext = EECore::s_EECore->GetDeviceContext();
		deviceConstext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
		deviceConstext->IASetInputLayout(s_objectIL);
		UINT stride = sizeof(EECylinderVertex);
		UINT offset = 0;
		deviceConstext->IASetVertexBuffers(0, 1, &m_objectVB, &stride, &offset);
		deviceConstext->IASetIndexBuffer(m_objectIB, DXGI_FORMAT_R32_UINT, 0);
		deviceConstext->VSSetShader(s_objectVS, NULL, 0);
		ID3D11ShaderResourceView *texture = m_tex.GetTexture();
		deviceConstext->PSSetShaderResources(0, 1, &texture);
		deviceConstext->PSSetShader(s_objectPS, NULL, 0);
		deviceConstext->DrawIndexed(m_indexCount, 0, 0);

		return true;
	}
Esempio n. 27
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void Model::Paint(const XMMATRIX &world, Camera *camera, XMFLOAT3 lightPos)
{
  unsigned int stride = mSizeOfVertexDesc;
	unsigned int offset = 0;

  XMMATRIX view = camera->GetViewMatrix();
  XMMATRIX proj = camera->GetProjectionMatrix();

  MatrixBuffer buffer;
  buffer.world = XMMatrixTranspose(world);
  buffer.view = XMMatrixTranspose(view);
  buffer.proj = XMMatrixTranspose(proj);
  buffer.wvp = XMMatrixTranspose(world * view * proj);
  buffer.cameraPos = camera->GetPosition();

  ID3D11DeviceContext *dc = GameEngine::GetInstance()->GetGraphicsManager()->GetGraphicsDeviceContext();

	dc->IASetVertexBuffers(0, 1, &mVertexBuffer, &stride, &offset);
	dc->IASetInputLayout(mInputLayout);
	dc->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);

	dc->VSSetShader(mVertexShader, 0, 0);
	dc->PSSetShader(mFragmentShader, 0, 0);
  dc->PSSetShaderResources(0, 1, &mTextureView);
  dc->PSSetSamplers(0, 1, &mTextureSamplerState);

  dc->UpdateSubresource(mMatrixBuffer, 0, 0, &buffer, 0, 0);
  dc->VSSetConstantBuffers(0, 1, &mMatrixBuffer);

  dc->UpdateSubresource(mLightBuffer, 0, 0, &lightPos, 0, 0);
  dc->VSSetConstantBuffers(1, 1, &mLightBuffer);

  if (mAnimation)
  {
    mAnimation->SetAnimationProperties(dc);
  }

	dc->Draw(mNumberOfVertices, 0);
}
Esempio n. 28
0
	//----------------------------------------------------------------------------------------------------
	bool EECurve2D::Render()
	{
		if (!EEObject::Render())
			return false;

		MapObjectBuffer();

		ID3D11DeviceContext *deviceContext = EECore::s_EECore->GetDeviceContext();
		deviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
		deviceContext->IASetInputLayout(s_curveIL);
		UINT stride = sizeof(EECurve2DVertex);
		UINT offset = 0;
		deviceContext->IASetVertexBuffers(0, 1, &m_curveVB, &stride, &offset);
		deviceContext->IASetIndexBuffer(NULL, DXGI_FORMAT_R32_UINT, 0);
		deviceContext->VSSetShader(s_curveVS, NULL, 0);
		ID3D11ShaderResourceView *texture = m_tex.GetTexture();
		deviceContext->PSSetShaderResources(0, 1, &texture);
		deviceContext->PSSetShader(s_curvePS, NULL, 0);
		deviceContext->Draw(m_curve.size() << 1, 0);

		return true;
	}
Esempio n. 29
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gl::Error PixelTransfer11::copyBufferToTexture(const gl::PixelUnpackState &unpack, unsigned int offset, RenderTargetD3D *destRenderTarget,
                                               GLenum destinationFormat, GLenum sourcePixelsType, const gl::Box &destArea)
{
    ANGLE_TRY(loadResources());

    gl::Extents destSize = destRenderTarget->getExtents();

    ASSERT(destArea.x >= 0 && destArea.x + destArea.width  <= destSize.width  &&
           destArea.y >= 0 && destArea.y + destArea.height <= destSize.height &&
           destArea.z >= 0 && destArea.z + destArea.depth  <= destSize.depth  );

    const gl::Buffer &sourceBuffer = *unpack.pixelBuffer.get();

    ASSERT(mRenderer->supportsFastCopyBufferToTexture(destinationFormat));

    ID3D11PixelShader *pixelShader = findBufferToTexturePS(destinationFormat);
    ASSERT(pixelShader);

    // The SRV must be in the proper read format, which may be different from the destination format
    // EG: for half float data, we can load full precision floats with implicit conversion
    GLenum unsizedFormat = gl::GetInternalFormatInfo(destinationFormat).format;
    GLenum sourceFormat = gl::GetSizedInternalFormat(unsizedFormat, sourcePixelsType);

    const d3d11::Format &sourceFormatInfo =
        d3d11::Format::Get(sourceFormat, mRenderer->getRenderer11DeviceCaps());
    DXGI_FORMAT srvFormat = sourceFormatInfo.srvFormat;
    ASSERT(srvFormat != DXGI_FORMAT_UNKNOWN);
    Buffer11 *bufferStorage11 = GetAs<Buffer11>(sourceBuffer.getImplementation());
    ID3D11ShaderResourceView *bufferSRV = nullptr;
    ANGLE_TRY_RESULT(bufferStorage11->getSRV(srvFormat), bufferSRV);
    ASSERT(bufferSRV != nullptr);

    ID3D11RenderTargetView *textureRTV = GetAs<RenderTarget11>(destRenderTarget)->getRenderTargetView();
    ASSERT(textureRTV != nullptr);

    CopyShaderParams shaderParams;
    setBufferToTextureCopyParams(destArea, destSize, sourceFormat, unpack, offset, &shaderParams);

    ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext();

    ID3D11Buffer *nullBuffer = nullptr;
    UINT zero = 0;

    // Are we doing a 2D or 3D copy?
    ID3D11GeometryShader *geometryShader = ((destSize.depth > 1) ? mBufferToTextureGS : NULL);
    auto stateManager                    = mRenderer->getStateManager();

    deviceContext->VSSetShader(mBufferToTextureVS, NULL, 0);
    deviceContext->GSSetShader(geometryShader, NULL, 0);
    deviceContext->PSSetShader(pixelShader, NULL, 0);
    stateManager->setShaderResource(gl::SAMPLER_PIXEL, 0, bufferSRV);
    deviceContext->IASetInputLayout(NULL);
    deviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_POINTLIST);

    deviceContext->IASetVertexBuffers(0, 1, &nullBuffer, &zero, &zero);
    deviceContext->OMSetBlendState(NULL, NULL, 0xFFFFFFF);
    deviceContext->OMSetDepthStencilState(mCopyDepthStencilState, 0xFFFFFFFF);
    deviceContext->RSSetState(mCopyRasterizerState);

    stateManager->setOneTimeRenderTarget(textureRTV, nullptr);

    if (!StructEquals(mParamsData, shaderParams))
    {
        d3d11::SetBufferData(deviceContext, mParamsConstantBuffer, shaderParams);
        mParamsData = shaderParams;
    }

    deviceContext->VSSetConstantBuffers(0, 1, &mParamsConstantBuffer);

    // Set the viewport
    D3D11_VIEWPORT viewport;
    viewport.TopLeftX = 0;
    viewport.TopLeftY = 0;
    viewport.Width = static_cast<FLOAT>(destSize.width);
    viewport.Height = static_cast<FLOAT>(destSize.height);
    viewport.MinDepth = 0.0f;
    viewport.MaxDepth = 1.0f;
    deviceContext->RSSetViewports(1, &viewport);

    UINT numPixels = (destArea.width * destArea.height * destArea.depth);
    deviceContext->Draw(numPixels, 0);

    // Unbind textures and render targets and vertex buffer
    stateManager->setShaderResource(gl::SAMPLER_PIXEL, 0, NULL);
    deviceContext->VSSetConstantBuffers(0, 1, &nullBuffer);

    mRenderer->markAllStateDirty();

    return gl::NoError();
}
Esempio n. 30
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;
}