HRESULT WrappedID3D11Device::CreateRasterizerState1(const D3D11_RASTERIZER_DESC1 *pRasterizerDesc, ID3D11RasterizerState1 **ppRasterizerState) { if(m_pDevice1 == NULL) return E_NOINTERFACE; if(ppRasterizerState == NULL) return m_pDevice1->CreateRasterizerState1(pRasterizerDesc, NULL); ID3D11RasterizerState1 *real = NULL; HRESULT ret = m_pDevice1->CreateRasterizerState1(pRasterizerDesc, &real); if(SUCCEEDED(ret)) { SCOPED_LOCK(m_D3DLock); // duplicate states can be returned, if Create is called with a previous descriptor if(GetResourceManager()->HasWrapper(real)) { real->Release(); *ppRasterizerState = (ID3D11RasterizerState1 *)GetResourceManager()->GetWrapper(real); (*ppRasterizerState)->AddRef(); return ret; } ID3D11RasterizerState1 *wrapped = new WrappedID3D11RasterizerState2(real, this); CachedObjectsGarbageCollect(); { RDCASSERT(m_CachedStateObjects.find(wrapped) == m_CachedStateObjects.end()); wrapped->AddRef(); InternalRef(); m_CachedStateObjects.insert(wrapped); } if(m_State >= WRITING) { SCOPED_SERIALISE_CONTEXT(CREATE_RASTER_STATE1); Serialise_CreateRasterizerState1(pRasterizerDesc, &wrapped); m_DeviceRecord->AddChunk(scope.Get()); } *ppRasterizerState = wrapped; } return ret; }
bool TestTriangleStripsDX::InitScene() { XMStoreFloat4(&up, XMVectorSet(0.0f, 1.0f, 0.0f, 1.0f)); XMStoreFloat4(&eye, XMVectorSet(0.0f, 18.0f, 18.0f, 1.0f)); XMStoreFloat4(&right, XMVectorSet(1.0f, 0.0f, 0.0f, 1.0f)); XMStoreFloat4(¢er, XMVectorSet(0.0f, 0.0f, 0.0f, 1.0f)); bg[0] = bgColor.r; bg[1] = bgColor.g; bg[2] = bgColor.b; bg[3] = bgColor.a; ID3D11RasterizerState1 *rasterizerState; D3D11_RASTERIZER_DESC1 rasterizerDesc; ZeroMemory(&rasterizerDesc, sizeof(rasterizerDesc)); rasterizerDesc.CullMode = D3D11_CULL_NONE; rasterizerDesc.FillMode = D3D11_FILL_SOLID; rasterizerDesc.FrontCounterClockwise = true; mDevice->CreateRasterizerState1(&rasterizerDesc, &rasterizerState); mDeviceContext->RSSetState(rasterizerState); rasterizerState->Release(); BinaryIO::ReadVector4s(binaryPath + "triangle_strip_plane.bin", vertices); D3D11_INPUT_ELEMENT_DESC vertexLayout[] = { { "POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }, }; D3DCompileFromFile(Util::s2ws(shaderPath + "TestTriangleStripsVert.hlsl").c_str(), NULL, NULL, "vertexShader", "vs_5_0", NULL, NULL, &vertexShaderBuffer, NULL); D3DCompileFromFile(Util::s2ws(shaderPath + "TestTriangleStripsFrag.hlsl").c_str(), NULL, NULL, "pixelShader", "ps_5_0", NULL, NULL, &pixelShaderBuffer, NULL); mDevice->CreateVertexShader(vertexShaderBuffer->GetBufferPointer(), vertexShaderBuffer->GetBufferSize(), NULL, &vertexShader); mDevice->CreatePixelShader(pixelShaderBuffer->GetBufferPointer(), pixelShaderBuffer->GetBufferSize(), NULL, &pixelShader); D3D11_BUFFER_DESC vertexBufferDesc; ZeroMemory(&vertexBufferDesc, sizeof(vertexBufferDesc)); vertexBufferDesc.ByteWidth = vertices.size() * sizeof(Vector4); vertexBufferDesc.Usage = D3D11_USAGE_DEFAULT; vertexBufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER; D3D11_SUBRESOURCE_DATA vertexBufferData; ZeroMemory(&vertexBufferData, sizeof(vertexBufferData)); vertexBufferData.pSysMem = &vertices[0]; mDevice->CreateBuffer(&vertexBufferDesc, &vertexBufferData, &vertexBuffer); mDevice->CreateInputLayout(vertexLayout, 1, vertexShaderBuffer->GetBufferPointer(), vertexShaderBuffer->GetBufferSize(), &inputLayout); // UPLOAD MVP MATRICES XMMATRIX modelMatrix = XMMatrixIdentity(); XMMATRIX viewMatrix = XMMatrixLookAtRH(XMLoadFloat4(&eye), XMLoadFloat4(¢er), XMLoadFloat4(&up)); XMMATRIX projectionMatrix = XMMatrixPerspectiveFovRH(XMConvertToRadians(60.0f), 800 / 800, 1.0f, 500.0f); ID3D11Buffer* modelMatrixBuffer = DXUtil::CreateMatrixBuffer(mDevice, modelMatrix); mDeviceContext->VSSetConstantBuffers(modelMatrixBufferSlot, 1, &modelMatrixBuffer); modelMatrixBuffer->Release(); viewMatrixBuffer = DXUtil::CreateMatrixBuffer(mDevice, viewMatrix); mDeviceContext->VSSetConstantBuffers(viewMatrixBufferSlot, 1, &viewMatrixBuffer); viewMatrixBuffer->Release(); ID3D11Buffer* projectionMatrixBuffer = DXUtil::CreateMatrixBuffer(mDevice, projectionMatrix); mDeviceContext->VSSetConstantBuffers(projectionMatrixBufferSlot, 1, &projectionMatrixBuffer); projectionMatrixBuffer->Release(); return true; }
bool SuzanneDX::InitScene() { XMStoreFloat4(&up, XMVectorSet(0.0f, 1.0f, 0.0f, 1.0f)); XMStoreFloat4(&eye, XMVectorSet(3.0f, 3.0f, 5.0f, 1.0f)); XMStoreFloat4(&right, XMVectorSet(1.0f, 0.0f, 0.0f, 1.0f)); XMStoreFloat4(¢er, XMVectorSet(0.0f, 0.0f, 0.0f, 1.0f)); ID3D11RasterizerState1 *rasterizerState; D3D11_RASTERIZER_DESC1 rasterizerDesc; ZeroMemory(&rasterizerDesc, sizeof(rasterizerDesc)); rasterizerDesc.CullMode = D3D11_CULL_BACK; rasterizerDesc.FillMode = D3D11_FILL_SOLID; rasterizerDesc.FrontCounterClockwise = true; mDevice->CreateRasterizerState1(&rasterizerDesc, &rasterizerState); mDeviceContext->RSSetState(rasterizerState); rasterizerState->Release(); // COMPILE SHADERS D3DCompileFromFile(Util::s2ws(shaderPath + "TestSceneVert.hlsl").c_str(), NULL, NULL, "vertexShader", "vs_5_0", NULL, NULL, &vertexShaderBuffer, NULL); D3DCompileFromFile(Util::s2ws(shaderPath + "TestSceneFrag.hlsl").c_str(), NULL, NULL, "pixelShader", "ps_5_0", NULL, NULL, &pixelShaderBuffer, NULL); mDevice->CreateVertexShader(vertexShaderBuffer->GetBufferPointer(), vertexShaderBuffer->GetBufferSize(), NULL, &vertexShader); mDevice->CreatePixelShader(pixelShaderBuffer->GetBufferPointer(), pixelShaderBuffer->GetBufferSize(), NULL, &pixelShader); D3DCompileFromFile(Util::s2ws(shaderPath + "ShadowMappingVert.hlsl").c_str(), NULL, NULL, "vertexShader", "vs_5_0", NULL, NULL, &shadowVertexShaderBuffer, NULL); D3DCompileFromFile(Util::s2ws(shaderPath + "ShadowMappingFrag.hlsl").c_str(), NULL, NULL, "pixelShader", "ps_5_0", NULL, NULL, &shadowPixelShaderBuffer, NULL); mDevice->CreateVertexShader(shadowVertexShaderBuffer->GetBufferPointer(), shadowVertexShaderBuffer->GetBufferSize(), NULL, &shadowVertexShader); mDevice->CreatePixelShader(shadowPixelShaderBuffer->GetBufferPointer(), shadowPixelShaderBuffer->GetBufferSize(), NULL, &shadowPixelShader); // PREPARE MODELS std::vector<D3D11_INPUT_ELEMENT_DESC> vertexLayout; vertexLayout.push_back({ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }); vertexLayout.push_back({ "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, sizeof(Vertex().position), D3D11_INPUT_PER_VERTEX_DATA, 0 }); XMMATRIX modelMatrix; modelMatrix = XMMatrixTranslation(0.0f, 1.0f, 0.0f); models.push_back(ModelDX(modelPath + "monkey.bin", modelPath + "monkey2.mtl", mDevice, vertexShaderBuffer, vertexLayout, modelMatrix, true)); modelMatrix = XMMatrixScaling(5.0f, 5.0f, 5.0f); models.push_back(ModelDX(modelPath + "plane.bin", modelPath + "plane.mtl", mDevice, vertexShaderBuffer, vertexLayout, modelMatrix, true)); // PREPARE LIGHTING lighting.ambient = Vector4(0.1f, 0.1f, 0.1f, 1.0f); Light light1; light1.position = Vector4(-5.0f, 5.0f, 5.0f, 0.0f); light1.diffuse = Vector4(0.5f, 0.5f, 0.5f, 1.0f); light1.specular = Vector4(0.5f, 0.5f, 0.5f, 1.0f); Light light2; light2.position = Vector4(5.0f, 5.0f, 5.0f, 0.0f); light2.diffuse = Vector4(0.5f, 0.5f, 0.5f, 1.0f); light2.specular = Vector4(0.5f, 0.5f, 0.5f, 1.0f); lighting.lights[0] = light1; lighting.lights[1] = light2; D3D11_BUFFER_DESC lightDesc; ZeroMemory(&lightDesc, sizeof(lightDesc)); lightDesc.ByteWidth = sizeof(Lighting); lightDesc.Usage = D3D11_USAGE_DEFAULT; lightDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER; lightDesc.CPUAccessFlags = 0; D3D11_SUBRESOURCE_DATA lightData; ZeroMemory(&lightData, sizeof(lightData)); lightData.pSysMem = &lighting; ID3D11Buffer* lightBuffer; mDevice->CreateBuffer(&lightDesc, &lightData, &lightBuffer); mDeviceContext->VSSetConstantBuffers(lightBufferSlot, 1, &lightBuffer); mDeviceContext->PSSetConstantBuffers(lightBufferSlot, 1, &lightBuffer); lightBuffer->Release(); RenderShadowMaps(); D3D11_SAMPLER_DESC samplerDesc; ZeroMemory(&samplerDesc, sizeof(samplerDesc)); samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_BORDER; samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_BORDER; samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_BORDER; samplerDesc.BorderColor[0] = 1.0f; samplerDesc.BorderColor[1] = 1.0f; samplerDesc.BorderColor[2] = 1.0f; samplerDesc.BorderColor[3] = 1.0f; samplerDesc.MinLOD = 0.f; samplerDesc.MaxLOD = D3D11_FLOAT32_MAX; samplerDesc.MipLODBias = 0.f; samplerDesc.MaxAnisotropy = 0; samplerDesc.ComparisonFunc = D3D11_COMPARISON_LESS_EQUAL; samplerDesc.Filter = D3D11_FILTER_COMPARISON_MIN_MAG_MIP_LINEAR; mDevice->CreateSamplerState(&samplerDesc, &shadowMapSamplerState); // PREPARE MATERIAL BUFFER D3D11_BUFFER_DESC materialDesc; ZeroMemory(&materialDesc, sizeof(materialDesc)); materialDesc.ByteWidth = sizeof(Material); materialDesc.Usage = D3D11_USAGE_DEFAULT; materialDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER; materialDesc.CPUAccessFlags = 0; mDevice->CreateBuffer(&materialDesc, NULL, &materialBuffer); mDeviceContext->PSSetConstantBuffers(materialBufferSlot, 1, &materialBuffer); // PREPARE VIEW AND PROJECTION XMMATRIX viewMatrix = XMMatrixLookAtRH(XMLoadFloat4(&eye), XMLoadFloat4(¢er), XMLoadFloat4(&up)); viewMatrixBuffer = DXUtil::CreateMatrixBuffer(mDevice, viewMatrix); mDeviceContext->VSSetConstantBuffers(viewMatrixBufferSlot, 1, &viewMatrixBuffer); XMMATRIX projectionMatrix = XMMatrixPerspectiveFovRH(XMConvertToRadians(60.0f), 800 / 800, 1.0f, 500.0f); ID3D11Buffer* projectionMatrixBuffer = DXUtil::CreateMatrixBuffer(mDevice, projectionMatrix); mDeviceContext->VSSetConstantBuffers(projectionMatrixBufferSlot, 1, &projectionMatrixBuffer); projectionMatrixBuffer->Release(); mDeviceContext->PSSetShaderResources(0, 2, &shadowMapResources[0]); mDeviceContext->PSSetSamplers(0, 1, &shadowMapSamplerState); return true; }