コード例 #1
0
ファイル: SwordObj.cpp プロジェクト: weaverreaper/Southfall2
void SwordObj::init(	ID3D10EffectTechnique* t, 
						ID3D10EffectMatrixVariable* f,
						ID3D10EffectMatrixVariable* w,
						Geometry* g, Vertex v1, Vertex v2)
{
	up = -1;
	power = 1;
	rising = false;
	cuts = 1;

	theta = -1;	
	reset = false;
	hit = false;
	setRadius(150);

	mfxDiffuseMapVar = mFX->GetVariableByName("gDiffuseMap")->AsShaderResource();
	mfxSpecMapVar    = mFX->GetVariableByName("gSpecMap")->AsShaderResource();
	mfxTexMtxVar     = mFX->GetVariableByName("gTexMtx")->AsMatrix();

	 HR(D3DX10CreateShaderResourceViewFromFile(md3dDevice, 
		L"Textures\\Metal3.jpg", 0, 0, &mDiffuseMapRV, 0 ));
	 
	 HR(D3DX10CreateShaderResourceViewFromFile(md3dDevice, 
		L"Textures/defaultspec.dds", 0, 0, &mSpecMapRV, 0 ));

	 GeoObject::init(t,f,w,g,v1,v2);
}
コード例 #2
0
	bool DirectX10Renderer::Initialise(HWND* handle)
	{
		DEBUG_OUT("DirectX10Renderer::Initialise");

		//window handle
		hWnd = handle;
	
		//get window dimensions
		RECT rc;
		GetClientRect( *hWnd, &rc );
		m_ScreenWidth = rc.right - rc.left;
		m_ScreenHeight = rc.bottom - rc.top;
		m_CameraX = 0;
		m_CameraY = 0;

		if(!CreateSwapChainAndDevice()) return false;
		if(!ResizeScreen()) return false;
		if(!LoadShadersAndCreateInputLayouts()) return false;
		if(!InitialiseBuffers()) return false;

		// Load textures
		if(FAILED(D3DX10CreateShaderResourceViewFromFile(pD3DDevice, "./textures/tiles.png", NULL, NULL,  &m_SpriteTexture, NULL)))
		{
			return FatalError("Could not load sprite texture");
		}

		if(FAILED(D3DX10CreateShaderResourceViewFromFile(pD3DDevice, "./fonts/default.png", NULL, NULL,  &m_FontTexture, NULL)))
		{
			return FatalError("Could not load font texture");
		}

		//everything completed successfully
		return true;
	}
コード例 #3
0
ファイル: Material.cpp プロジェクト: Group-3/Pacman
void Material::loadAlphaMap()
{
	ID3D10Device* device = GraphicsManager::getInstance()->getDevice();

	//load alpha-map, if the image cannot be found, the defaultalphamap will be loaded instead
	if(FAILED(D3DX10CreateShaderResourceViewFromFile(device, alphaMapFileName.c_str(), NULL, NULL, &g_pAlphaResource, NULL)))
		if(FAILED(D3DX10CreateShaderResourceViewFromFile(device, "Images/DefaultAlpha.jpg", NULL, NULL, &g_pAlphaResource, NULL)))
			MessageBox(0, "Failed to create shader resource in Material ", "SR Error", 0);
}
コード例 #4
0
ファイル: Material.cpp プロジェクト: Group-3/Pacman
void Material::loadImageData()
{
	ID3D10Device* device = GraphicsManager::getInstance()->getDevice();

	//Load image, if the image cannot be found, the defaulttexture will be loaded instead
	if(FAILED(D3DX10CreateShaderResourceViewFromFile(device, textureFileName.c_str(), NULL, NULL, &g_pTextureResource, NULL)))
		if(FAILED(D3DX10CreateShaderResourceViewFromFile(device, "Images/default.png", NULL, NULL, &g_pTextureResource, NULL)))
			MessageBox(0, "Failed to create shader resource in Material ", "SR Error", 0);
}
コード例 #5
0
ファイル: DX10Render.cpp プロジェクト: stopiccot/googlecode
Texture *DX10Render::loadTextureFromFile(const wchar_t *file)
{
	DX10Texture *result = new DX10Texture();

	HRESULT hr = D3DX10CreateShaderResourceViewFromFile(device, file, NULL, NULL, &result->resourceView, NULL);
	if (FAILED(hr))
	{
		switch (hr)
		{
			case D3D10_ERROR_FILE_NOT_FOUND:
			{
				//log() << "Texture file \"" << file << "\" does not exists" << std::endl;
				break;
			}
			default:
			{
				//log() << "Failed to load texture \"" << file << "\" does not exists" << std::endl; 
				break;
			}
		}

		delete result;
		return NULL;
	}

	// Now when we have pointer to shader resource interface we can get pointer to texture itself
	ID3D10Resource *resource = NULL;

	result->resourceView->GetResource(&resource);
	resource->QueryInterface(__uuidof(ID3D10Texture2D), (void**)&result->texture);
	resource->Release();

	return result;
}
コード例 #6
0
ファイル: Mesh.cpp プロジェクト: pocketninja25/TankAssignment
// Creates a DirectX specific material from an imported material
bool CMesh::CreateMaterialDX
(
	const SMeshMaterial& material,
	SMeshMaterialDX*     materialDX
)
{
	// Load shaders for render method
	materialDX->renderMethod = material.renderMethod;
	if (!PrepareMethod( materialDX->renderMethod ))
	{
		return false;
	}

	// Copy colours and shininess from material
	materialDX->diffuseColour = D3DXCOLOR( material.diffuseColour.r, material.diffuseColour.g, 
	                                       material.diffuseColour.b, material.diffuseColour.a );
	materialDX->specularColour = D3DXCOLOR( material.specularColour.r, material.specularColour.g, 
	                                        material.specularColour.b, material.specularColour.a );
	materialDX->specularPower = material.specularPower;

	// Load material textures
	materialDX->numTextures = material.numTextures;
	for (TUInt32 texture = 0; texture < material.numTextures; ++texture)
	{
		string fullFileName = MediaFolder + material.textureFileNames[texture];
		if (FAILED( D3DX10CreateShaderResourceViewFromFile( g_pd3dDevice, fullFileName.c_str(), NULL, NULL, &materialDX->textures[texture], NULL ) ))
		{
			string errorMsg = "Error loading texture " + fullFileName;
			SystemMessageBox( errorMsg.c_str(), "Mesh Error" );
			return false;
		}
	}
	return true;
}
コード例 #7
0
ファイル: textureclass.cpp プロジェクト: Jaymz/DX10
bool TextureClass::Initialize(ID3D10Device* device, WCHAR* filename) {
	HRESULT result;

	result = D3DX10CreateShaderResourceViewFromFile(device, filename, NULL, NULL, &m_texture, NULL);
	if (FAILED(result)) {
		return false;
	}

	return true;
}
コード例 #8
0
bool TextureArrayClass::Initialize(ID3D10Device* device, WCHAR* filename1, WCHAR* filename2)
{
	HRESULT result;


	// Load the first texture in.
	result = D3DX10CreateShaderResourceViewFromFile(device, filename1, NULL, NULL, &m_textures[0], NULL);
	if(FAILED(result))
	{
		return false;
	}

	// Load the second texture in.
	result = D3DX10CreateShaderResourceViewFromFile(device, filename2, NULL, NULL, &m_textures[1], NULL);
	if(FAILED(result))
	{
		return false;
	}

	return true;
}
コード例 #9
0
void CrateApp::initApp()
{
	D3DApp::initApp();

	mClearColor = D3DXCOLOR(0.9f, 0.9f, 0.9f, 1.0f);
	
	buildFX();
	buildVertexLayouts();
	
	mCrateMesh.init(md3dDevice, 1.0f);

	HR(D3DX10CreateShaderResourceViewFromFile(md3dDevice, 
		L"10.jpg", 0, 0, &mDiffuseMapRV, 0 ));

	HR(D3DX10CreateShaderResourceViewFromFile(md3dDevice, 
		L"defaultspec.dds", 0, 0, &mSpecMapRV, 0 ));


	mParallelLight.dir      = D3DXVECTOR3(0.57735f, -0.57735f, 0.57735f);
	mParallelLight.ambient  = D3DXCOLOR(0.4f, 0.4f, 0.4f, 1.0f);
	mParallelLight.diffuse  = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f);
	mParallelLight.specular = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f);
}
コード例 #10
0
ファイル: Sky.cpp プロジェクト: JSybrandt/BREAKOUT
void Sky::init(ID3D10Device* device, BREAKOUT* g, float radius)
{
	md3dDevice = device;

	HR(D3DX10CreateShaderResourceViewFromFile(device, 
		L".\\textures\\BackgroundCube.dds", 0, 0, &mCubeMap, 0 ));

	game = g;

	mTech         = g->skyFX->GetTechniqueByName("SkyTech");
	mfxWVPVar     = g->skyFX->GetVariableByName("gWVP")->AsMatrix();
	mfxCubeMapVar = g->skyFX->GetVariableByName("gCubeMap")->AsShaderResource();


	std::vector<D3DXVECTOR3> vertices;
	std::vector<DWORD> indices;

	BuildGeoSphere(2, radius, vertices, indices);

	std::vector<SkyVertex> skyVerts(vertices.size());
	for(size_t i = 0; i < vertices.size(); ++i)
	{
		// Scale on y-axis to turn into an ellipsoid to make a flatter Sky surface
		skyVerts[i].pos = 0.5f*vertices[i];
	}

	D3D10_BUFFER_DESC vbd;
    vbd.Usage = D3D10_USAGE_IMMUTABLE;
	vbd.ByteWidth = sizeof(SkyVertex) * (UINT)skyVerts.size();
    vbd.BindFlags = D3D10_BIND_VERTEX_BUFFER;
    vbd.CPUAccessFlags = 0;
    vbd.MiscFlags = 0;
    D3D10_SUBRESOURCE_DATA vinitData;
    vinitData.pSysMem = &skyVerts[0];
    HR(md3dDevice->CreateBuffer(&vbd, &vinitData, &mVB));

	mNumIndices = (UINT)indices.size();

	D3D10_BUFFER_DESC ibd;
    ibd.Usage = D3D10_USAGE_IMMUTABLE;
	ibd.ByteWidth = sizeof(DWORD) * mNumIndices;
    ibd.BindFlags = D3D10_BIND_INDEX_BUFFER;
    ibd.CPUAccessFlags = 0;
    ibd.MiscFlags = 0;
    D3D10_SUBRESOURCE_DATA iinitData;
    iinitData.pSysMem = &indices[0];
    HR(md3dDevice->CreateBuffer(&ibd, &iinitData, &mIB));
}
コード例 #11
0
ファイル: Texture.cpp プロジェクト: manituan/Arkavoid
HResource* D3DCore_Impl::Resource_Load( LPCWSTR FileName )
{
	ID3D10ShaderResourceView *spriteTextureRV = NULL;

	D3DX10_IMAGE_LOAD_INFO loadInfo;
	ZeroMemory( &loadInfo, sizeof(D3DX10_IMAGE_LOAD_INFO) );
	loadInfo.BindFlags = D3D10_BIND_SHADER_RESOURCE;
	loadInfo.Format = DXGI_FORMAT_BC1_UNORM;

	ID3D10ShaderResourceView *pSRView = NULL;
	HR( D3DX10CreateShaderResourceViewFromFile( md3dDevice, FileName, &loadInfo, NULL, &spriteTextureRV, NULL ) );

	mResourceList.push_back( spriteTextureRV );

	return spriteTextureRV;
}
コード例 #12
0
ファイル: Sprite.cpp プロジェクト: Philldomd/oopro
ID3D10ShaderResourceView* Sprite::createTex(char* p_filename)
{
	char stringBuffer[MAX_PATH];
	GetModuleFileName( NULL, stringBuffer, MAX_PATH );
	std::string::size_type charPosition = string( stringBuffer ).find_last_of( "\\/" );
	std::string baseDirectory = string( stringBuffer ).substr( 0, charPosition);
	charPosition = baseDirectory.find_last_of( "\\/" );
	baseDirectory = baseDirectory.substr( 0, charPosition);

	string resourceFolder = baseDirectory.append("\\PacMan\\Resources\\Sprites\\");
	resourceFolder = resourceFolder.append(p_filename);

	ID3D10ShaderResourceView* rv = 0;
	D3DX10CreateShaderResourceViewFromFile(m_d3dDevice, resourceFolder.c_str(), 0, 0, &rv, 0 );

	return rv;
}
コード例 #13
0
bool TextureClass::Initialize(ID3D10Device* device, string filename)
{
	HRESULT result;


	//-- convert from string to LPCWSTR --//
	wstring test = std::wstring(filename.begin(), filename.end());
	LPCWSTR sw = test.c_str ();


	// Load the texture in.
	result = D3DX10CreateShaderResourceViewFromFile(device, sw, NULL, NULL, &m_texture, NULL);
	if (FAILED(result))
	{
		return false;
	}
	return true;
}
コード例 #14
0
ファイル: Exercise03.cpp プロジェクト: KNeal/Oculus
//--------------------------------------------------------------------------------------
// Helper to load a VB and IB from a mesh 
//--------------------------------------------------------------------------------------
HRESULT LoadMesh( ID3D10Device* pd3dDevice )
{
    HRESULT hr = S_OK;

    struct OLD_VERT
    {
        D3DXVECTOR3 Pos;
        D3DXVECTOR3 Norm;
        D3DXVECTOR2 Tex;
    };

    V_RETURN( g_Mesh.Create( pd3dDevice, L"rook.sdkmesh", true ) );

    // Load the Texture
    WCHAR strPath[MAX_PATH] = {0};
    DXUTFindDXSDKMediaFileCch( strPath, sizeof( strPath ) / sizeof( WCHAR ), L"rook_diff.dds" );
    hr = D3DX10CreateShaderResourceViewFromFile( pd3dDevice, strPath, NULL, NULL, &g_pMeshTexRV, NULL );

    return hr;
}
コード例 #15
0
ファイル: DXRenderer.cpp プロジェクト: prokura/bahamut-engine
TextureID Texture_Create( const char* filename )
{
	unsigned handle = 0;

	// Create from the free list if we can
	if( Texture_freelist_count > 0 )
	{
		handle = Texture_freelist[ Texture_freelist_count - 1 ];
		Texture_freelist_count--;
	}
	else // And only expand the range if free list is empty
	{
		assert( Texture_Count < MAX_TEXTURES );
		handle = Texture_Count;
		Texture_Count++;
	}

	//load the texture

	Texture* Texture = &Textures[ handle ];
	 
	HRESULT load_texture = D3DX10CreateShaderResourceViewFromFile( dx_device, filename, NULL, NULL, &Texture->texture, NULL );
	assert( SUCCEEDED( load_texture ) );

	ID3D10Resource* res;
	Texture->texture->GetResource( &res ); 
	D3D10_TEXTURE2D_DESC desc2D;
    ((ID3D10Texture2D*)res)->GetDesc(&desc2D);

	/*Texture->transform.position[0] = x / GAME_RESOLUTION_X;
	Texture->transform.position[1] = y / GAME_RESOLUTION_Y;
	Texture->transform.position[2] = 0;
	Texture->transform.scale[0] = (float)(desc2D.Width/(float)GAME_RESOLUTION_X);
	Texture->transform.scale[1] = (float)(desc2D.Height/(float)GAME_RESOLUTION_Y);
	Texture->transform.rotation = 180;*/

	res->Release();

	return handle;
}
コード例 #16
0
SCTReturn SCTTextureD3D10::Initialize(const WCHAR *filename, bool asCubeMap)
{
	// Load the texture
	HRESULT result;
	
	if(asCubeMap)
	{
		D3DX10_IMAGE_LOAD_INFO loadInfo;
		loadInfo.MiscFlags = D3D10_RESOURCE_MISC_TEXTURECUBE;

		ID3D10Texture2D* tex = 0;
		result = D3DX10CreateTextureFromFile(mpDevice, filename, &loadInfo, 0, (ID3D10Resource**)&tex, 0);

		D3D10_TEXTURE2D_DESC texDesc;
		tex->GetDesc(&texDesc);

		D3D10_SHADER_RESOURCE_VIEW_DESC viewDesc;
		viewDesc.Format							= texDesc.Format;
		viewDesc.ViewDimension					= D3D10_SRV_DIMENSION_TEXTURECUBE;
		viewDesc.TextureCube.MipLevels			= texDesc.MipLevels;
		viewDesc.TextureCube.MostDetailedMip	= 0;
    
		result = mpDevice->CreateShaderResourceView(tex, &viewDesc, &mpShaderResourceView);
   
		ReleaseCOM(tex);
	}
	else
	{
		result = D3DX10CreateShaderResourceViewFromFile(mpDevice, filename, NULL, NULL, &mpShaderResourceView, NULL);
	}

	if(result != S_OK)
			return FAIL;

	return OK;
}
コード例 #17
0
void ColoredCubeApp::initApp()
{
	D3DApp::initApp();
	
	myOutFile.open("debug.txt");

	fx::InitAll(md3dDevice);
	
	mBox.init(md3dDevice, 1.0f);
	mPlane.init(md3dDevice, 1.0f); //we send scale of 1.0f what does that mean??

	
	mTree.initObject(md3dDevice);
	std::string treeFileName = "MediumPolyTree.3ds";
	mTree.load(md3dDevice, treeFileName);
	mTree.createTexturesAll(L"LeafCol.jpg", L"LeafAlpha.jpg", L"mySpec.jpg", L"LeafnormalX_normals.PNG");
	mTree.setCubeMap(Object::createCubeTex(md3dDevice, L"grassenvmap1024.dds"));
	mTree.rotate(-1.5f,0.0f,0.0f);
	mTree.translate(3.0f,-3.0f,-2.6f);

	mObjBox.initObject(md3dDevice);
	std::string boxFileName = "man2.fbx";
	mObjBox.load(md3dDevice, boxFileName);
	mObjBox.createTexturesAll( L"manD.jpg", L"defaultAlpha.jpg", L"defaultspec.dds", L"manN.jpg");
	mObjBox.createTexturesAt(0, L"bricks.dds", L"defaultAlpha.jpg", L"spec.dds", L"womanHairN.jpg");
	mObjBox.setCubeMap(Object::createCubeTex(md3dDevice, L"grassenvmap1024.dds"));
	mObjBox.rotate(0.0f,0.0f,3.14f);
	mObjBox.translate(-3.0f,0.0f,2.5f);
	mObjBox.scale(2.0f,2.0f,2.0f);
	
	
	buildFX();
	buildVertexLayouts();

	//mLights[0].dir      = D3DXVECTOR3(0.57735f, -0.57735f, 0.57735f);
	mLights[0].dir      = D3DXVECTOR3(0.576f, -0.576f, -0.576f);
	mLights[0].ambient  = D3DXCOLOR(0.8f, 0.8f, 0.8f, 1.0f);
	mLights[0].diffuse  = D3DXCOLOR(0.8f, 0.8f, 0.8f, 1.0f);
	mLights[0].specular = D3DXCOLOR(0.5f, 0.5f, 0.5f, 1.0f);

	// Pointlight--position is changed every frame to animate.
	mLights[1].pos      = D3DXVECTOR3(2.0f,2.0f,2.0f);
	mLights[1].ambient  = D3DXCOLOR(0.8f, 0.8f, 0.0f, 1.0f);
	mLights[1].diffuse  = D3DXCOLOR(0.5f, 0.5f, 0.5f, 1.0f);
	mLights[1].specular = D3DXCOLOR(0.5f, 0.5f, 0.5f, 1.0f);
	mLights[1].att.x    = 0.0f;
	mLights[1].att.y    = 1.0f;
	mLights[1].att.z    = 0.0f;
	mLights[1].range    = 120.0f;

	animationTimeElapsed = 0.0f;
	animationTimePrev = mTimer.getGameTime();

	for(int i = 0; i < fireFrameCount; i++)
	{
		std::wostringstream fileName;

		fileName << L"FireAnim\\Fire";

		if(i+1 < 10)
			fileName << L"00";
		else if(i+1 < 100)
			fileName << L"0";

		fileName << i+1 << L".bmp";

		std::wstring wbuffer = fileName.str();
		LPCWSTR usableName = wbuffer.c_str();
		
		HR(D3DX10CreateShaderResourceViewFromFile(md3dDevice,
			usableName, 0, 0, &mFireAnimationMapRVs[i], 0));
	}

	HR(D3DX10CreateShaderResourceViewFromFile(md3dDevice,
		L"bricks.dds", 0, 0, &mCrateMapRV, 0 ));
	
	HR(D3DX10CreateShaderResourceViewFromFile(md3dDevice,
		L"bricks_normal.dds", 0, 0, &mDefaultNormalMapRV, 0 ));

	HR(D3DX10CreateShaderResourceViewFromFile(md3dDevice,
		L"stone_diffuse.dds", 0, 0, &mGrassMapRV, 0 ));
	
	HR(D3DX10CreateShaderResourceViewFromFile(md3dDevice,
		L"stone_normal.dds", 0, 0, &mBrickNormalMapRV, 0 ));

	HR(D3DX10CreateShaderResourceViewFromFile(md3dDevice,
		L"spec.dds", 0, 0, &mSpecularMapRV, 0 ));

	

	

	// If not, create it.
	D3DX10_IMAGE_LOAD_INFO loadInfo;
    loadInfo.MiscFlags = D3D10_RESOURCE_MISC_TEXTURECUBE;

	ID3D10Texture2D* tex = 0;
	HR(D3DX10CreateTextureFromFile(md3dDevice, L"grassenvmap1024.dds", 
		&loadInfo, 0, (ID3D10Resource**)&tex, 0) );

    D3D10_TEXTURE2D_DESC texDesc;
	tex->GetDesc(&texDesc);

    D3D10_SHADER_RESOURCE_VIEW_DESC viewDesc;
    viewDesc.Format = texDesc.Format;
    viewDesc.ViewDimension = D3D10_SRV_DIMENSION_TEXTURECUBE;
    viewDesc.TextureCube.MipLevels = texDesc.MipLevels;
    viewDesc.TextureCube.MostDetailedMip = 0;
    
	HR(md3dDevice->CreateShaderResourceView(tex, &viewDesc, &mCubeMapRV));
   
	ReleaseCOM(tex);

	mSky.init(md3dDevice, mCubeMapRV, 5000.0f);
}
コード例 #18
0
ファイル: Exercise04.cpp プロジェクト: KNeal/Oculus
//--------------------------------------------------------------------------------------
// Helper to load a VB and IB from a mesh 
//--------------------------------------------------------------------------------------
HRESULT LoadMesh( ID3D10Device* pd3dDevice )
{
    static float treeVertexData[] =
    {
        0.000000f, -1.834569f, 0.000000f, 0.000000f, -1.000000f, 0.000000f, 0.232397f, 0.999001f, 0.000000f,
        0.636337f, -1.834569f, 0.000000f, 0.803211f, -0.595694f, 0.000000f, -0.237213f, 0.999001f, 0.000000f,
        0.196639f, -1.834569f, 0.605192f, 0.248206f, -0.595694f, 0.763899f, 0.017676f, 0.999001f, 0.000000f,
        0.000000f, -1.834569f, 0.000000f, 0.000000f, -1.000000f, 0.000000f, 0.232397f, 0.999001f, 0.000000f,
        0.196639f, -1.834569f, 0.605192f, 0.248206f, -0.595694f, 0.763899f, 0.017676f, 0.999001f, 0.000000f,
        -0.514807f, -1.834569f, 0.374029f, -0.649812f, -0.595694f, 0.472116f, 0.174170f, 0.999001f, 0.000000f,
        0.000000f, -1.834569f, 0.000000f, 0.000000f, -1.000000f, 0.000000f, 0.232397f, 0.999001f, 0.000000f,
        -0.514807f, -1.834569f, 0.374029f, -0.649812f, -0.595694f, 0.472116f, 0.174170f, 0.999001f, 0.000000f,
        -0.514807f, -1.834569f, -0.374029f, -0.649812f, -0.595694f, -0.472116f, 0.315994f, 0.999001f, 0.000000f,
        0.000000f, -1.834569f, 0.000000f, 0.000000f, -1.000000f, 0.000000f, 0.232397f, 0.999001f, 0.000000f,
        -0.514807f, -1.834569f, -0.374029f, -0.649812f, -0.595694f, -0.472116f, 0.315994f, 0.999001f, 0.000000f,
        0.196639f, -1.834569f, -0.605192f, 0.248206f, -0.595694f, -0.763899f, 0.480517f, 0.999001f, 0.000000f,
        0.000000f, -1.834569f, 0.000000f, 0.000000f, -1.000000f, 0.000000f, 0.232397f, 0.999001f, 0.000000f,
        0.196639f, -1.834569f, -0.605192f, 0.248206f, -0.595694f, -0.763899f, 0.480517f, 0.999001f, 0.000000f,
        0.636337f, -1.834569f, 0.000000f, 0.803211f, -0.595694f, 0.000000f, -0.237213f, 0.999001f, 0.000000f,
        0.636337f, -1.834569f, 0.000000f, 0.803211f, -0.595694f, 0.000000f, -0.237213f, 0.999001f, 0.000000f,
        0.636337f, 0.165431f, 0.000000f, 0.965927f, 0.072050f, -0.248584f, -0.237213f, -0.194237f, 0.000000f,
        0.196639f, 0.165431f, 0.605192f, 0.303425f, -0.189382f, 0.933846f, 0.017676f, -0.194237f, 0.000000f,
        0.636337f, -1.834569f, 0.000000f, 0.803211f, -0.595694f, 0.000000f, -0.237213f, 0.999001f, 0.000000f,
        0.196639f, 0.165431f, 0.605192f, 0.303425f, -0.189382f, 0.933846f, 0.017676f, -0.194237f, 0.000000f,
        0.196639f, -1.834569f, 0.605192f, 0.248206f, -0.595694f, 0.763899f, 0.017676f, 0.999001f, 0.000000f,
        0.196639f, -1.834569f, 0.605192f, 0.248206f, -0.595694f, 0.763899f, 0.017676f, 0.999001f, 0.000000f,
        0.196639f, 0.165431f, 0.605192f, 0.303425f, -0.189382f, 0.933846f, 0.017676f, -0.194237f, 0.000000f,
        -0.514807f, 0.165431f, 0.374029f, -0.927565f, 0.072050f, 0.366649f, 0.174170f, -0.194237f, 0.000000f,
        0.196639f, -1.834569f, 0.605192f, 0.248206f, -0.595694f, 0.763899f, 0.017676f, 0.999001f, 0.000000f,
        -0.514807f, 0.165431f, 0.374029f, -0.927565f, 0.072050f, 0.366649f, 0.174170f, -0.194237f, 0.000000f,
        -0.514807f, -1.834569f, 0.374029f, -0.649812f, -0.595694f, 0.472116f, 0.174170f, 0.999001f, 0.000000f,
        -0.514807f, -1.834569f, 0.374029f, -0.649812f, -0.595694f, 0.472116f, 0.174170f, 0.999001f, 0.000000f,
        -0.514807f, 0.165431f, 0.374029f, -0.927565f, 0.072050f, 0.366649f, 0.174170f, -0.194237f, 0.000000f,
        -0.514807f, 0.165431f, -0.374029f, -0.927565f, 0.072050f, -0.366649f, 0.315994f, -0.194237f, 0.000000f,
        -0.514807f, -1.834569f, 0.374029f, -0.649812f, -0.595694f, 0.472116f, 0.174170f, 0.999001f, 0.000000f,
        -0.514807f, 0.165431f, -0.374029f, -0.927565f, 0.072050f, -0.366649f, 0.315994f, -0.194237f, 0.000000f,
        -0.514807f, -1.834569f, -0.374029f, -0.649812f, -0.595694f, -0.472116f, 0.315994f, 0.999001f, 0.000000f,
        -0.514807f, -1.834569f, -0.374029f, -0.649812f, -0.595694f, -0.472116f, 0.315994f, 0.999001f, 0.000000f,
        -0.514807f, 0.165431f, -0.374029f, -0.927565f, 0.072050f, -0.366649f, 0.315994f, -0.194237f, 0.000000f,
        0.196639f, 0.165431f, -0.605192f, 0.534905f, 0.072050f, -0.841834f, 0.480517f, -0.194237f, 0.000000f,
        -0.514807f, -1.834569f, -0.374029f, -0.649812f, -0.595694f, -0.472116f, 0.315994f, 0.999001f, 0.000000f,
        0.196639f, 0.165431f, -0.605192f, 0.534905f, 0.072050f, -0.841834f, 0.480517f, -0.194237f, 0.000000f,
        0.196639f, -1.834569f, -0.605192f, 0.248206f, -0.595694f, -0.763899f, 0.480517f, 0.999001f, 0.000000f,
        0.196639f, -1.834569f, -0.605192f, 0.248206f, -0.595694f, -0.763899f, 0.480517f, 0.999001f, 0.000000f,
        0.196639f, 0.165431f, -0.605192f, 0.534905f, 0.072050f, -0.841834f, 0.480517f, -0.194237f, 0.000000f,
        0.636337f, 0.165431f, 0.000000f, 0.965927f, 0.072050f, -0.248584f, 0.762787f, -0.194237f, 0.000000f,
        0.196639f, -1.834569f, -0.605192f, 0.248206f, -0.595694f, -0.763899f, 0.480517f, 0.999001f, 0.000000f,
        0.636337f, 0.165431f, 0.000000f, 0.965927f, 0.072050f, -0.248584f, 0.762787f, -0.194237f, 0.000000f,
        0.636337f, -1.834569f, 0.000000f, 0.803211f, -0.595694f, 0.000000f, 0.762787f, 0.999001f, 0.000000f,
        0.606364f, 1.514307f, 0.440550f, -0.245871f, 0.952700f, -0.178636f, 0.900607f, -0.999001f, 0.600000f,
        0.803003f, 1.102575f, 1.045742f, 0.122381f, 0.171919f, 0.977480f, 0.926464f, -0.753354f, 0.600000f,
        1.242701f, 1.102575f, 0.440550f, 0.967456f, 0.171919f, -0.185666f, 0.821507f, -0.753354f, 0.600000f,
        -0.173708f, 1.280021f, 0.534618f, 0.093915f, 0.952699f, -0.289039f, 0.105600f, -0.859222f, 0.600000f,
        -0.688515f, 0.868289f, 0.908647f, -0.891821f, 0.171919f, 0.418449f, 0.126479f, -0.613575f, 0.600000f,
        0.022931f, 0.868289f, 1.139810f, 0.475540f, 0.171919f, 0.862732f, 0.032802f, -0.613575f, 0.600000f,
        0.000000f, 0.577163f, 0.000000f, -0.076035f, 0.969256f, -0.234012f, 0.232397f, -0.439883f, 0.000000f,
        -0.514807f, 0.165431f, -0.374029f, -0.927565f, 0.072050f, -0.366649f, 0.315994f, -0.194237f, 0.000000f,
        -0.514807f, 0.165431f, 0.374029f, -0.927565f, 0.072050f, 0.366649f, 0.174170f, -0.194237f, 0.000000f,
        -0.193009f, 1.358116f, -0.594020f, 0.093915f, 0.952699f, 0.289039f, 0.391077f, -0.905815f, 0.600000f,
        0.003630f, 0.946384f, -1.199212f, 0.475540f, 0.171919f, -0.862732f, 0.464690f, -0.660168f, 0.600000f,
        -0.707816f, 0.946384f, -0.968049f, -0.891821f, 0.171919f, -0.418450f, 0.371931f, -0.660168f, 0.600000f,
        0.000000f, 0.577163f, 0.000000f, -0.076035f, 0.969256f, -0.234012f, 0.232397f, -0.439883f, 0.000000f,
        0.636337f, 0.165431f, 0.000000f, 0.965927f, 0.072050f, -0.248584f, -0.237213f, -0.194237f, 0.000000f,
        0.196639f, 0.165431f, -0.605192f, 0.534905f, 0.072050f, -0.841834f, 0.480517f, -0.194237f, 0.000000f,
        0.636337f, 0.165431f, 0.000000f, 0.965927f, 0.072050f, -0.248584f, -0.237213f, -0.194237f, 0.000000f,
        0.803003f, 1.102575f, 1.045742f, 0.122381f, 0.171919f, 0.977480f, -0.073536f, -0.753354f, 0.000000f,
        0.196639f, 0.165431f, 0.605192f, 0.303425f, -0.189382f, 0.933846f, 0.017676f, -0.194237f, 0.000000f,
        0.803003f, 1.102575f, 1.045742f, 0.122381f, 0.171919f, 0.977480f, 0.926464f, -0.753354f, 0.000000f,
        0.636337f, 0.165431f, 0.000000f, 0.965927f, 0.072050f, -0.248584f, 0.762787f, -0.194237f, 0.000000f,
        1.242701f, 1.102575f, 0.440550f, 0.967456f, 0.171919f, -0.185666f, 0.821507f, -0.753354f, 0.000000f,
        0.000000f, 0.577163f, 0.000000f, -0.076035f, 0.969256f, -0.234012f, 0.232397f, -0.439883f, 0.000000f,
        1.242701f, 1.102575f, 0.440550f, 0.967456f, 0.171919f, -0.185666f, -0.178493f, -0.753354f, 0.000000f,
        0.636337f, 0.165431f, 0.000000f, 0.965927f, 0.072050f, -0.248584f, -0.237213f, -0.194237f, 0.000000f,
        1.242701f, 1.102575f, 0.440550f, 0.967456f, 0.171919f, -0.185666f, -0.178493f, -0.753354f, 0.000000f,
        0.000000f, 0.577163f, 0.000000f, -0.076035f, 0.969256f, -0.234012f, 0.232397f, -0.439883f, 0.000000f,
        0.606364f, 1.514307f, 0.440550f, -0.245871f, 0.952700f, -0.178636f, -0.099393f, -0.999001f, 0.000000f,
        0.196639f, 0.165431f, 0.605192f, 0.303425f, -0.189382f, 0.933846f, 0.017676f, -0.194237f, 0.000000f,
        0.606364f, 1.514307f, 0.440550f, -0.245871f, 0.952700f, -0.178636f, -0.099393f, -0.999001f, 0.000000f,
        0.000000f, 0.577163f, 0.000000f, -0.076035f, 0.969256f, -0.234012f, 0.232397f, -0.439883f, 0.000000f,
        0.606364f, 1.514307f, 0.440550f, -0.245871f, 0.952700f, -0.178636f, -0.099393f, -0.999001f, 0.000000f,
        0.196639f, 0.165431f, 0.605192f, 0.303425f, -0.189382f, 0.933846f, 0.017676f, -0.194237f, 0.000000f,
        0.803003f, 1.102575f, 1.045742f, 0.122381f, 0.171919f, 0.977480f, -0.073536f, -0.753354f, 0.000000f,
        -0.514807f, 0.165431f, -0.374029f, -0.927565f, 0.072050f, -0.366649f, 0.315994f, -0.194237f, 0.000000f,
        0.003630f, 0.946384f, -1.199212f, 0.475540f, 0.171919f, -0.862732f, 0.464690f, -0.660168f, 0.000000f,
        0.196639f, 0.165431f, -0.605192f, 0.534905f, 0.072050f, -0.841834f, 0.480517f, -0.194237f, 0.000000f,
        0.003630f, 0.946384f, -1.199212f, 0.475540f, 0.171919f, -0.862732f, 0.464690f, -0.660168f, 0.000000f,
        -0.514807f, 0.165431f, -0.374029f, -0.927565f, 0.072050f, -0.366649f, 0.315994f, -0.194237f, 0.000000f,
        -0.707816f, 0.946384f, -0.968049f, -0.891821f, 0.171919f, -0.418450f, 0.371931f, -0.660168f, 0.000000f,
        0.000000f, 0.577163f, 0.000000f, -0.076035f, 0.969256f, -0.234012f, 0.232397f, -0.439883f, 0.000000f,
        -0.707816f, 0.946384f, -0.968049f, -0.891821f, 0.171919f, -0.418450f, 0.371931f, -0.660168f, 0.000000f,
        -0.514807f, 0.165431f, -0.374029f, -0.927565f, 0.072050f, -0.366649f, 0.315994f, -0.194237f, 0.000000f,
        -0.707816f, 0.946384f, -0.968049f, -0.891821f, 0.171919f, -0.418450f, 0.371931f, -0.660168f, 0.000000f,
        0.000000f, 0.577163f, 0.000000f, -0.076035f, 0.969256f, -0.234012f, 0.232397f, -0.439883f, 0.000000f,
        -0.193009f, 1.358116f, -0.594020f, 0.093915f, 0.952699f, 0.289039f, 0.391077f, -0.905815f, 0.000000f,
        0.196639f, 0.165431f, -0.605192f, 0.534905f, 0.072050f, -0.841834f, 0.480517f, -0.194237f, 0.000000f,
        -0.193009f, 1.358116f, -0.594020f, 0.093915f, 0.952699f, 0.289039f, 0.391077f, -0.905815f, 0.000000f,
        0.000000f, 0.577163f, 0.000000f, -0.076035f, 0.969256f, -0.234012f, 0.232397f, -0.439883f, 0.000000f,
        -0.193009f, 1.358116f, -0.594020f, 0.093915f, 0.952699f, 0.289039f, 0.391077f, -0.905815f, 0.000000f,
        0.196639f, 0.165431f, -0.605192f, 0.534905f, 0.072050f, -0.841834f, 0.480517f, -0.194237f, 0.000000f,
        0.003630f, 0.946384f, -1.199212f, 0.475540f, 0.171919f, -0.862732f, 0.464690f, -0.660168f, 0.000000f,
        0.196639f, 0.165431f, 0.605192f, 0.303425f, -0.189382f, 0.933846f, 0.017676f, -0.194237f, 0.000000f,
        -0.688515f, 0.868289f, 0.908647f, -0.891821f, 0.171919f, 0.418449f, 0.126479f, -0.613575f, 0.000000f,
        -0.514807f, 0.165431f, 0.374029f, -0.927565f, 0.072050f, 0.366649f, 0.174170f, -0.194237f, 0.000000f,
        -0.688515f, 0.868289f, 0.908647f, -0.891821f, 0.171919f, 0.418449f, 0.126479f, -0.613575f, 0.000000f,
        0.196639f, 0.165431f, 0.605192f, 0.303425f, -0.189382f, 0.933846f, 0.017676f, -0.194237f, 0.000000f,
        0.022931f, 0.868289f, 1.139810f, 0.475540f, 0.171919f, 0.862732f, 0.032802f, -0.613575f, 0.000000f,
        0.000000f, 0.577163f, 0.000000f, -0.076035f, 0.969256f, -0.234012f, 0.232397f, -0.439883f, 0.000000f,
        0.022931f, 0.868289f, 1.139810f, 0.475540f, 0.171919f, 0.862732f, 0.032802f, -0.613575f, 0.000000f,
        0.196639f, 0.165431f, 0.605192f, 0.303425f, -0.189382f, 0.933846f, 0.017676f, -0.194237f, 0.000000f,
        0.022931f, 0.868289f, 1.139810f, 0.475540f, 0.171919f, 0.862732f, 0.032802f, -0.613575f, 0.000000f,
        0.000000f, 0.577163f, 0.000000f, -0.076035f, 0.969256f, -0.234012f, 0.232397f, -0.439883f, 0.000000f,
        -0.173708f, 1.280021f, 0.534618f, 0.093915f, 0.952699f, -0.289039f, 0.105600f, -0.859222f, 0.000000f,
        -0.514807f, 0.165431f, 0.374029f, -0.927565f, 0.072050f, 0.366649f, 0.174170f, -0.194237f, 0.000000f,
        -0.173708f, 1.280021f, 0.534618f, 0.093915f, 0.952699f, -0.289039f, 0.105600f, -0.859222f, 0.000000f,
        0.000000f, 0.577163f, 0.000000f, -0.076035f, 0.969256f, -0.234012f, 0.232397f, -0.439883f, 0.000000f,
        -0.173708f, 1.280021f, 0.534618f, 0.093915f, 0.952699f, -0.289039f, 0.105600f, -0.859222f, 0.000000f,
        -0.514807f, 0.165431f, 0.374029f, -0.927565f, 0.072050f, 0.366649f, 0.174170f, -0.194237f, 0.000000f,
        -0.688515f, 0.868289f, 0.908647f, -0.891821f, 0.171919f, 0.418449f, 0.126479f, -0.613575f, 0.000000f,
    };

    static DWORD treeIndexData[] =
    {
        0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22,
        23, 24, 25, 26, 27, 28, 29, 30, 31, 32, 33, 34, 35, 36, 37, 38, 39, 40, 41, 42, 43, 44, 45, 46, 47, 48, 49,
        50, 51, 52, 53, 54, 55, 56, 57, 58, 59, 60, 61, 62, 63, 64, 65, 66, 67, 68, 69, 70, 71, 72, 73, 74, 75, 76,
        77, 78, 79, 80, 81, 82, 83, 84, 85, 86, 87, 88, 89, 90, 91, 92, 93, 94, 95, 96, 97, 98, 99, 100, 101, 102,
        103, 104, 105, 106, 107, 108, 109, 110, 111, 112, 113
    };

    HRESULT hr = S_OK;
    g_NumIndices = sizeof( treeIndexData ) / sizeof( DWORD );
    g_VertStride = sizeof( TREE_VERTEX );

    D3D10_BUFFER_DESC bd;
    bd.Usage = D3D10_USAGE_DEFAULT;
    bd.ByteWidth = sizeof( treeVertexData );
    bd.BindFlags = D3D10_BIND_VERTEX_BUFFER;
    bd.CPUAccessFlags = 0;
    bd.MiscFlags = 0;
    D3D10_SUBRESOURCE_DATA InitData;
    InitData.pSysMem = treeVertexData;
    V_RETURN( pd3dDevice->CreateBuffer( &bd, &InitData, &g_pVB ) );

    bd.Usage = D3D10_USAGE_DEFAULT;
    bd.ByteWidth = sizeof( treeIndexData );
    bd.BindFlags = D3D10_BIND_INDEX_BUFFER;
    bd.CPUAccessFlags = 0;
    bd.MiscFlags = 0;
    InitData.pSysMem = treeIndexData;
    V_RETURN( pd3dDevice->CreateBuffer( &bd, &InitData, &g_pIB ) );

    // Load the Texture
    WCHAR strPath[MAX_PATH] = {0};
    DXUTFindDXSDKMediaFileCch( strPath, sizeof( strPath ) / sizeof( WCHAR ), L"bark_diff.dds" );
    hr = D3DX10CreateShaderResourceViewFromFile( pd3dDevice, strPath, NULL, NULL, &g_pMeshTexRV, NULL );

    return hr;
}
コード例 #19
0
Scene::Scene(HWND TheWindow, unsigned int WindowWidth, unsigned int WindowHeight):
MyD3D10Code::Direct3D10Class(TheWindow, WindowWidth, WindowHeight),
m_FX(0),
m_Tech(0),
m_fxWVPVar(0),
m_VertexLayout(0),
m_Theta(0.0f),
m_Phi(PI*0.25f),
m_Box(m_Direct3DDevice),
// Delete 5 below variables later from init list
m_FxEyePosVar(0),
m_FxLightVar(0),
m_SpecMapRV(0),
m_FxSpecMapVar(0),
m_FxTexMatVar(0),
m_FxBoxWorldVar(0),
m_EnvironmentMapRV(0),
m_Roof(m_Direct3DDevice),
m_Floor(m_Direct3DDevice)
{
	// Initialise world view projection matrix
	D3DXMatrixIdentity(&m_WorldViewProjection);

	// Set the position of the camera
	GetCamera().position() = D3DXVECTOR3(0.0f, 1.8f, -10.0f);

	// Set the camera up
	float aspect = (float)m_WindowWidth/m_WindowHeight;		// Used in D3DXMatrixPerspectiveFovLH()
	GetCamera().setLens(0.25f*PI, aspect, 0.5f, 1000.0f);

	// Create effects and vertex layouts 
	BuildFX();
	BuildVertexLayouts();
	fx::InitAll(m_Direct3DDevice);
	InputLayout::InitAll(m_Direct3DDevice);

	// Initialise texture manager
	GetTextureMgr().init(m_Direct3DDevice);

	// Create crate resource view
	HR( D3DX10CreateShaderResourceViewFromFile(m_Direct3DDevice,	// The device to create the texture with
											   L"GreyBricks.jpg",	// The name of the file
											   0,					// Optional image info, specify null to use source dimensions and to creat a full chain of mipmap levels
											   0,					// Used to spawn a new thread to load resources, pPump
											   &m_DiffuseMapRV,		// The pointer that is used to interface with the new resource
											   0) );				// Used with pPump

	// Create specular map resource view
	HR( D3DX10CreateShaderResourceViewFromFile(m_Direct3DDevice,	// The device to create the texture with
											   L"defaultspec.dds",	// The name of the file to sue
											   0,					// Optional image info, specify null to use source dimensions and to creat a full chain of mipmap levels 
											   0,					// Used to spawn a new thread to load resources, pPump
											   &m_SpecMapRV,		// The pointer that is used to interface with the new resource
											   0) );				// Used with pPump

	// Create crate resource view
	HR( D3DX10CreateShaderResourceViewFromFile(m_Direct3DDevice,	// The device to create the texture with
											   L"Tiles.jpg",		// The name of the file
											   0,					// Optional image info, specify null to use source dimensions and to creat a full chain of mipmap levels
											   0,					// Used to spawn a new thread to load resources, pPump
											   &m_RoofTilesRV,		// The pointer that is used to interface with the new resource
											   0) );				// Used with pPump

	// Create crate resource view
	HR( D3DX10CreateShaderResourceViewFromFile(m_Direct3DDevice,	// The device to create the texture with
											   L"Grass.jpg",		// The name of the file
											   0,					// Optional image info, specify null to use source dimensions and to creat a full chain of mipmap levels
											   0,					// Used to spawn a new thread to load resources, pPump
											   &m_GrassRV,			// The pointer that is used to interface with the new resource
											   0) );				// Used with pPump

	// Set the sky texture up
	m_EnvironmentMapRV	= GetTextureMgr().createCubeTex(L"grassenvmap1024.dds");

	// Set up parallel light
	m_ParallelLight.dir		 = D3DXVECTOR3(0.57735f, -0.57735f, -0.25f);	// Reveresed
	m_ParallelLight.ambient	 = D3DXCOLOR(0.4f, 0.4f, 0.4f, 1.0f);
	m_ParallelLight.diffuse	 = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f);
	m_ParallelLight.specular = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f);

	// Set box position
	m_Box.SetPosition(0.0f, 1.0f, 0.0f);

	m_Floor.ScaleXZ(10, 10);
	// Initialise sky
	m_Sky.init(m_Direct3DDevice, m_EnvironmentMapRV, 5000.0f);
}
コード例 #20
0
ファイル: Mountains.cpp プロジェクト: MarcSpanagel/d3dx10
void Mountains::init(ID3D10Device* device, DWORD m, DWORD n, float dx)
{
	mDevice = device;

	mNumRows  = m;
	mNumCols  = n;

	mNumVertices = m*n;
	mNumFaces    = (m-1)*(n-1)*2;

	std::vector<Vertex> vertices(mNumVertices);
	float halfWidth = (n-1)*dx*0.5f;
	float halfDepth = (m-1)*dx*0.5f;

	float du = 1.0f / (n-1);
	float dv = 1.0f / (m-1);
	for(DWORD i = 0; i < m; ++i)
	{
		float z = halfDepth - i*dx;
		for(DWORD j = 0; j < n; ++j)
		{
			float x = -halfWidth + j*dx;
			float y = getHeight(x,z);
			vertices[i*n+j].Pos = D3DXVECTOR3(x, y, z);

			// Stretch texture over grid.
			vertices[i*n+j].Tex.x = j*du;
			vertices[i*n+j].Tex.y = i*dv;

			// Compute the normals for the texture
			D3DXVECTOR3 normal;
			normal.x = -0.03f*z*cosf(0.1f*x) - 0.3f*cosf(0.1f*z);
			normal.y = 1.0f;
			normal.z = -0.3f*sinf(0.1f*x) + 0.03f*x*sinf(0.1f*z);
			D3DXVec3Normalize(&vertices[i*n+j].normal, &normal);
		}
	}
 
    D3D10_BUFFER_DESC vbd;
    vbd.Usage = D3D10_USAGE_IMMUTABLE;
    vbd.ByteWidth = sizeof(Vertex) * mNumVertices;
    vbd.BindFlags = D3D10_BIND_VERTEX_BUFFER;
    vbd.CPUAccessFlags = 0;
    vbd.MiscFlags = 0;
	D3D10_SUBRESOURCE_DATA vinitData;
    vinitData.pSysMem = &vertices[0];
    HR(mDevice->CreateBuffer(&vbd, &vinitData, &mVertexBuffer));

	std::vector<DWORD> indices(mNumFaces*3); // 3 indices per face

	// Iterate over each quad and compute indices.
	int k = 0;
	for(DWORD i = 0; i < m-1; ++i)
	{
		for(DWORD j = 0; j < n-1; ++j)
		{
			indices[k]   = i*n+j;
			indices[k+1] = i*n+j+1;
			indices[k+2] = (i+1)*n+j;

			indices[k+3] = (i+1)*n+j;
			indices[k+4] = i*n+j+1;
			indices[k+5] = (i+1)*n+j+1;
			k += 6; // next quad
		}
	}

	D3D10_BUFFER_DESC ibd;
    ibd.Usage = D3D10_USAGE_IMMUTABLE;
    ibd.ByteWidth = sizeof(DWORD) * mNumFaces*3;
    ibd.BindFlags = D3D10_BIND_INDEX_BUFFER;
    ibd.CPUAccessFlags = 0;
    ibd.MiscFlags = 0;
    D3D10_SUBRESOURCE_DATA iinitData;
    iinitData.pSysMem = &indices[0];
    HR(mDevice->CreateBuffer(&ibd, &iinitData, &mIndexBuffer));

	HR(D3DX10CreateShaderResourceViewFromFile(mDevice, 
		L"grass.dds", 0, 0, &mGrassMapRV, 0 ));
}
コード例 #21
0
ファイル: AM_Model.cpp プロジェクト: NyaChan/animiku
void AM_Model::updateDevice(ID3D10Device *dev, ID3D10Effect *effect, ID3D10EffectTechnique *t)
{
	D3D10_BUFFER_DESC bd;
	D3D10_SUBRESOURCE_DATA initData;
	D3DX10_IMAGE_LOAD_INFO loadInfo;
	char* n;
	bool alreadyLoaded;
	MaterialInfo *ci;

	//vertex buffer description
	bd.Usage = D3D10_USAGE_DYNAMIC;
	bd.ByteWidth = sizeof(MMDVERTEX) * _numVertex;
	bd.BindFlags = D3D10_BIND_VERTEX_BUFFER;
	bd.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
	bd.MiscFlags = 0;

	//vertex buffer data
	initData.pSysMem = cVertices;
	initData.SysMemPitch = 0;
	initData.SysMemSlicePitch = 0;
	dev->CreateBuffer(&bd, &initData, &v_buffer); //create the vertex buffer

	//index buffer description
	bd.Usage = D3D10_USAGE_DEFAULT;
	bd.ByteWidth = sizeof(unsigned short) * _numSurface;
	bd.BindFlags = D3D10_BIND_INDEX_BUFFER;
	bd.CPUAccessFlags = 0;
	bd.MiscFlags = 0;
	initData.pSysMem = _surfaceList;
	dev->CreateBuffer(&bd, &initData, &i_buffer); //create the index buffer

	//texture load info (for textures and sphere maps)
	ZeroMemory(&loadInfo, sizeof(D3DX10_IMAGE_LOAD_INFO));
	loadInfo.BindFlags = D3D10_BIND_SHADER_RESOURCE;
	loadInfo.Format = DXGI_FORMAT_BC1_UNORM;

	//load all textures and prepare them for D3D
	for (int i=0;i<(int)_numMaterial;i++)
	{
		alreadyLoaded = false;
		ci = _material[i].getInfo();

		HRESULT h;
		if (_material[i].hasTexture())
		{
			//if the material has a texture with it
			n = ci->TextureFile; //get the texture's name
			if (i != 0)
			{
				//only run this check if this is not the first material
				for (int j=i-1; j>=0;j--)
				{
					//check to see if this texture was already loaded
					if (_material[j].hasTexture() && !strcmp(n, _material[j].getInfo()->TextureFile))
					{
						//if it was already loaded, copy the memory address
						//this saves memory usage
						texResViews[i] = texResViews[j];
						alreadyLoaded = true;
						break;
					}
				}
			}
			if (!alreadyLoaded)
			{
				//D3D doesn't support loading TGA natively
				//if TGA texture, use our own TGA parser to prepare the texture for D3D
				std::string ext = std::string(ci->TextureFile).substr(std::string(ci->TextureFile).find_last_of('.')+1);
				if (!strcmp(ext.c_str(), "tga"))
					h = TGALoader::CreateShaderResourceViewFromTGAFile(dev, ci->TextureFile, &loadInfo, &(texResViews[i]));
				else
					h = D3DX10CreateShaderResourceViewFromFile(dev, ci->TextureFile, &loadInfo, NULL, &(texResViews[i]), NULL);
				if (FAILED(h))
				{
					printf("load %s failed\n", ci->TextureFile);
					texResViews[i] = NULL;
				}
			}
			alreadyLoaded = false;
		}
		if (_material[i].hasSphere())
		{
			//if the material has a sphere map with it
			n = ci->SphereFile; //get the sphere map's name
			if (i != 0)
			{
				//only run this check if this is not the first material
				for (int j=i-1; j>=0;j--)
				{
					//check to see if this sphere map texture was already loaded
					if (_material[j].hasSphere() && !strcmp(n, _material[j].getInfo()->SphereFile))
					{
						//if it was already loaded, copy the memory address
						//this saves memory usage
						sphereResViews[i] = sphereResViews[j];
						alreadyLoaded = true;
						break;
					}
				}
			}
			if (!alreadyLoaded)
			{
				//create the shader resource view
				h = D3DX10CreateShaderResourceViewFromFile(dev,ci->SphereFile, &loadInfo, NULL, &(sphereResViews[i]), NULL);
				if (FAILED(h))
					sphereResViews[i] = NULL;
			}
		}
	}

	
	this->dev = dev;
	this->effect = effect;
	this->effectTech = t;

	//get pointers to variables in shader
	amb = effect->GetVariableByName("materialAmbient")->AsVector();
	dif = effect->GetVariableByName("materialDiffuse")->AsVector();
	spec = effect->GetVariableByName("materialSpecular")->AsVector();
	shine = effect->GetVariableByName("shine")->AsScalar();
	alpha = effect->GetVariableByName("alpha")->AsScalar();
	useTex = effect->GetVariableByName("useTexture")->AsScalar();
	useToon = effect->GetVariableByName("useToon")->AsScalar();
	sphType = effect->GetVariableByName("sphereType")->AsScalar();
	tex = effect->GetVariableByName("texDiffuse")->AsShaderResource();
	sph = effect->GetVariableByName("sphTexture")->AsShaderResource();
	toon = effect->GetVariableByName("toonTexture")->AsShaderResource();
	palette = effect->GetVariableByName("MatrixPalette")->AsMatrix();
	world = effect->GetVariableByName("worldMatrix")->AsMatrix();
	lightsOff = effect->GetVariableByName("lightsOff")->AsScalar();
	extraBright = effect->GetVariableByName("extraBright")->AsScalar();
	fadeCoef = effect->GetVariableByName("fadeCoef")->AsScalar();

	//set up D3D to use the new vertex & index buffers
	UINT stride = sizeof(MMDVERTEX);
	UINT offset = 0;
	dev->IASetVertexBuffers(0, 1, &v_buffer, &stride, &offset);
	dev->IASetIndexBuffer(i_buffer, DXGI_FORMAT_R16_UINT, 0);
	dev->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
}
コード例 #22
0
ファイル: fp_render_raytrace.cpp プロジェクト: HakubJozak/sph
HRESULT fp_RenderRaytrace::OnD3D10CreateDevice(
        ID3D10Device* D3DDevice,
        const DXGI_SURFACE_DESC* BackBufferSurfaceDesc,
        void* UserContext ) {
    HRESULT hr;
    V_RETURN(CreateVolumeTexture(D3DDevice));

    // CreateWValsMulParticleMass texture
    D3D10_TEXTURE1D_DESC texDesc;
    texDesc.BindFlags = D3D10_BIND_SHADER_RESOURCE;
    texDesc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE; 
    texDesc.MipLevels = 1;
    texDesc.ArraySize = 1;
    texDesc.Format = DXGI_FORMAT_R32_FLOAT;
    texDesc.MiscFlags = 0;
    texDesc.Usage = D3D10_USAGE_DYNAMIC;
    texDesc.Width = m_WValsMulParticleMassLength = 32;
    V_RETURN(D3DDevice->CreateTexture1D(&texDesc, NULL, &m_WValsMulParticleMassTexture));

    // Create CreateWValsMulParticleMass shader resource view
    D3D10_SHADER_RESOURCE_VIEW_DESC srvDesc;
    ZeroMemory( &srvDesc, sizeof(srvDesc) );
    srvDesc.ViewDimension = D3D10_SRV_DIMENSION_TEXTURE1D;
    srvDesc.Texture3D.MipLevels = 1;
    srvDesc.Texture3D.MostDetailedMip = 0;
    V_RETURN(D3DDevice->CreateShaderResourceView(m_WValsMulParticleMassTexture,
            &srvDesc, &m_WValsMulParticleMassSRV));

    // Create environment maps
    WCHAR absolutePath[MAX_PATH], absoluteDir[MAX_PATH], defaultCubeMapPath[MAX_PATH];
    StringCchPrintf(defaultCubeMapPath, MAX_PATH, L"%s%s", FP_RENDER_RAYTRACE_CUBEMAP_DIR,
            FP_RENDER_RAYTRACE_DEFAULT_CUBEMAP);
    V_RETURN(DXUTFindDXSDKMediaFileCch(absolutePath, MAX_PATH, defaultCubeMapPath));
    std::wstring absolutePathString = absolutePath;
    SIZE_T lastSlash = absolutePathString.find_last_of('\\');
    StringCchCopy(absoluteDir, lastSlash + 2, absolutePath);
    fp_Util::ListDirectory(&m_CubeMapNames, absoluteDir, L"dds");
    for(size_t i=0, size=m_CubeMapNames.size(); i < size; i++) {
        if(m_CubeMapNames[i].compare(FP_RENDER_RAYTRACE_DEFAULT_CUBEMAP) == 0)
            m_CurrentCubeMap = (int)i;
        StringCchPrintf(absolutePath, MAX_PATH, L"%s%s", absoluteDir, 
                m_CubeMapNames[i].c_str());
        m_EnvironmentMapSRV.push_back(NULL);
        V_RETURN(D3DX10CreateShaderResourceViewFromFile(D3DDevice, absolutePath, NULL,
                NULL, &m_EnvironmentMapSRV.back(), NULL));        
    }

    // Read the D3DX effect file
    m_Effect = fp_Util::LoadEffect(D3DDevice, FP_RENDER_RAYTRACE_EFFECT_FILE);

    // Obtain technique objects
    m_TechRenderRaytrace = m_Effect->GetTechniqueByName("RenderRaytrace");

    // Obtain effect variables
    m_EffectVarCornersPos = m_Effect->GetVariableByName("g_CornersPos")
            ->AsVector();
    m_EffectVarHalfParticleVoxelDiameter = m_Effect->GetVariableByName(
            "g_HalfParticleVoxelDiameter")->AsScalar();
    m_EffectVarParticleVoxelRadius = m_Effect->GetVariableByName(
            "g_ParticleVoxelRadius")->AsScalar();
    m_EffectVarVolumeDimensions = m_Effect->GetVariableByName("g_VolumeDimensions")
            ->AsVector();
    m_EffectVarWorldToNDS = m_Effect->GetVariableByName("g_WorldToNDS")->AsMatrix();    
    m_EffectVarWValsMulParticleMass = m_Effect->GetVariableByName(
            "g_WValsMulParticleMass")->AsShaderResource();
    m_EffectVarBBoxStart = m_Effect->GetVariableByName(
            "g_BBoxStart")->AsVector();
    m_EffectVarBBoxSize = m_Effect->GetVariableByName(
            "g_BBoxSize")->AsVector();
    m_EffectVarWorld = m_Effect->GetVariableByName(
            "g_World")->AsMatrix();
    m_EffectVarWorldView = m_Effect->GetVariableByName(
            "g_WorldView")->AsMatrix();
    m_EffectVarWorldViewProjection = m_Effect->GetVariableByName(
            "g_WorldViewProjection")->AsMatrix();
    m_EffectVarInvView = m_Effect->GetVariableByName(
            "g_InvView")->AsMatrix();
    m_EffectVarExitPoint = m_Effect->GetVariableByName(
            "g_ExitPoint")->AsShaderResource();
    m_EffectVarStepSize = m_Effect->GetVariableByName(
            "g_StepSize")->AsScalar();
    m_EffectVarVolumeSizeRatio = m_Effect->GetVariableByName(
            "g_VolumeSizeRatio")->AsVector();
    m_EffectVarDensityGrid = m_Effect->GetVariableByName(
            "g_DensityGrid")->AsShaderResource();
    m_EffectVarIsoLevel = m_Effect->GetVariableByName(
            "g_IsoLevel")->AsScalar();
    m_EffectVarTexDelta = m_Effect->GetVariableByName(
            "g_TexDelta")->AsVector();
    m_EffectVarEnvironmentMap = m_Effect->GetVariableByName(
            "g_Environment")->AsShaderResource();
    m_EffectVarRefractionRatio = m_Effect->GetVariableByName(
            "g_RefractionRatio")->AsScalar();
    m_EffectVarRefractionRatioSq = m_Effect->GetVariableByName(
            "g_RefractionRatioSq")->AsScalar();
    m_EffectVarR0 = m_Effect->GetVariableByName(
            "g_R0")->AsScalar();
    m_EffectVarOneMinusR0 = m_Effect->GetVariableByName(
            "g_OneMinusR0")->AsScalar();
    m_EffectVarRefractionRatio_2 = m_Effect->GetVariableByName(
            "g_RefractionRatio_2")->AsScalar();
    m_EffectVarRefractionRatioSq_2 = m_Effect->GetVariableByName(
            "g_RefractionRatioSq_2")->AsScalar();
    m_EffectVarR0_2 = m_Effect->GetVariableByName(
            "g_R0_2")->AsScalar();
    m_EffectVarOneMinusR0_2 = m_Effect->GetVariableByName(
            "g_OneMinusR0_2")->AsScalar();
    BOOL allValid = m_EffectVarCornersPos->IsValid() != 0;
    allValid |= m_EffectVarHalfParticleVoxelDiameter->IsValid() != 0;
    allValid |= m_EffectVarParticleVoxelRadius->IsValid() != 0;
    allValid |= m_EffectVarVolumeDimensions->IsValid() != 0;
    allValid |= m_EffectVarWorldToNDS->IsValid() != 0;    
    allValid |= m_EffectVarWValsMulParticleMass->IsValid() != 0;
    allValid |= m_EffectVarBBoxStart->IsValid() != 0;
    allValid |= m_EffectVarBBoxSize->IsValid() != 0;
    allValid |= m_EffectVarInvView->IsValid() != 0;
    allValid |= m_EffectVarWorldViewProjection->IsValid() != 0;
    allValid |= m_EffectVarWorldView->IsValid() != 0;
    allValid |= m_EffectVarWorld->IsValid() != 0;
    allValid |= m_EffectVarExitPoint->IsValid() != 0;
    allValid |= m_EffectVarStepSize->IsValid() != 0;
    allValid |= m_EffectVarVolumeSizeRatio->IsValid() != 0;
    allValid |= m_EffectVarDensityGrid->IsValid() != 0;
    allValid |= m_EffectVarIsoLevel->IsValid() != 0;
    allValid |= m_EffectVarTexDelta->IsValid() != 0;
    allValid |= m_EffectVarEnvironmentMap->IsValid() != 0;
    allValid |= m_EffectVarRefractionRatio->IsValid() != 0;
    allValid |= m_EffectVarRefractionRatioSq->IsValid() != 0;
    allValid |= m_EffectVarR0->IsValid() != 0;
    allValid |= m_EffectVarOneMinusR0->IsValid() != 0;
    allValid |= m_EffectVarRefractionRatio_2->IsValid() != 0;
    allValid |= m_EffectVarRefractionRatioSq_2->IsValid() != 0;
    allValid |= m_EffectVarR0_2->IsValid() != 0;
    allValid |= m_EffectVarOneMinusR0_2->IsValid() != 0;
    if(!allValid) return E_FAIL;

    // Set effect variables as needed
    V_RETURN(m_EffectVarVolumeDimensions->SetIntVector((int*)&m_VolumeDimensions));
    m_NeedPerPixelStepSize = m_VolumeDimensions.x != m_VolumeDimensions.y
            || m_VolumeDimensions.x != m_VolumeDimensions.z;
    SetVoxelSize(m_VoxelSize);
    D3DXVECTOR3 start = m_BBox.GetStart();
    SetVolumeStartPos(&start);
    SetStepScale(m_StepScale);
    float maxDim = (float) m_VolumeDimensions.Max();
    D3DXVECTOR3 volumeSizeRatio = D3DXVECTOR3(m_VolumeDimensions.x / maxDim,
            m_VolumeDimensions.y / maxDim, m_VolumeDimensions.y / maxDim);
    V_RETURN(m_EffectVarVolumeSizeRatio->SetFloatVector((float*)&volumeSizeRatio));
    V_RETURN(m_EffectVarIsoLevel->SetFloat(m_IsoLevel));
    D3DXVECTOR3 texDelta;
    texDelta.x = 1.0f / m_VolumeDimensions.x;
    texDelta.y = 1.0f / m_VolumeDimensions.y;
    texDelta.z = 1.0f / m_VolumeDimensions.z;
    V_RETURN(m_EffectVarTexDelta->SetFloatVector((float*)&texDelta));
    D3DXVECTOR3 environmentBoxSize = m_EnvironmentBox.GetSize();
    SetRefractionRatio(FP_RAYTRACE_DEFAULT_REFRACTION_RATIO);

    // Create vertex buffer
    D3D10_PASS_DESC passDesc;
    V_RETURN( m_TechRenderRaytrace->GetPassByIndex(0)->GetDesc(&passDesc));
    int numElements = sizeof(fp_SplatParticleVertex::Layout)
            / sizeof(fp_SplatParticleVertex::Layout[0]);
    V_RETURN(D3DDevice->CreateInputLayout(fp_SplatParticleVertex::Layout, numElements,
            passDesc.pIAInputSignature, passDesc.IAInputSignatureSize, 
            &m_SplatParticleVertexLayout));

    D3D10_BUFFER_DESC bufferDesc;
    bufferDesc.Usage = D3D10_USAGE_DYNAMIC;
    bufferDesc.ByteWidth = m_NumParticles * sizeof(fp_SplatParticleVertex);
    bufferDesc.BindFlags = D3D10_BIND_VERTEX_BUFFER;
    bufferDesc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
    bufferDesc.MiscFlags = 0;
    V_RETURN(D3DDevice->CreateBuffer(&bufferDesc, NULL, &m_SplatParticleVertexBuffer));

    m_BBox.OnD3D10CreateDevice(D3DDevice, m_TechRenderRaytrace);
    m_EnvironmentBox.OnD3D10CreateDevice(D3DDevice, m_TechRenderRaytrace);

    return S_OK;
}
コード例 #23
0
ファイル: deck.cpp プロジェクト: steve-coward/blackjack
// assumes that deck is full of cards
// if bFull, create a full deck, otherwise create an empty deck
// empty decks get cards from other non empty decks
HRESULT CDeck::InitSprite(ID3D10Device* pD3D10Device, bool bFull)
{
	HRESULT hr = S_OK;
	D3DX10_IMAGE_INFO InfoFromFile;
	D3DX10_IMAGE_LOAD_INFO LoadImageInfo;
	const_deckIterator deckitr;
	int i;
	DWORD nDirectoryLength = 255;
	TCHAR lpCurrentDir[255];

	if (bFull) {
		// index 0 refers to back side of card
		LPTSTR lpCardName[NUM_CARD_VIEWS] = { L"b1fv",
			L"h1", L"h2", L"h3", L"h4", L"h5", L"h6", L"h7", L"h8", L"h9", L"h10", L"hj", L"hq", L"hk",
			L"d1", L"d2", L"d3", L"d4", L"d5", L"d6", L"d7", L"d8", L"d9", L"d10", L"dj", L"dq", L"dk",
			L"c1", L"c2", L"c3", L"c4", L"c5", L"c6", L"c7", L"c8", L"c9", L"c10", L"cj", L"cq", L"ck",
			L"s1", L"s2", L"s3", L"s4", L"s5", L"s6", L"s7", L"s8", L"s9", L"s10", L"sj", L"sq", L"sk",
		};

		// set up file path
		GetCurrentDirectory(nDirectoryLength, lpCurrentDir);
		lstrcat(lpCurrentDir, (LPCTSTR)L"\\Graphics\\");

		deckitr = getDeckIterator();
		for (i=0;i<NUM_CARD_VIEWS;i++) {
			if (m_cardGraphics[i].pShaderResource == NULL) {
				m_cardGraphics[i].ID = i;
				m_cardGraphics[i].lpCardDesc[0] = '\0';
				lstrcpy((LPWSTR)m_cardGraphics[i].lpFileName, lpCurrentDir);
				lstrcat((LPWSTR)m_cardGraphics[i].lpFileName, lpCardName[i]);
				lstrcat((LPWSTR)m_cardGraphics[i].lpFileName, L".png");
				hr = D3DX10GetImageInfoFromFile((LPWSTR)m_cardGraphics[i].lpFileName, NULL, &InfoFromFile, NULL);
				if (FAILED(hr)) {
					return -1;
				}

				LoadImageInfo.Width = InfoFromFile.Width;
				LoadImageInfo.Height = InfoFromFile.Height;
				LoadImageInfo.Depth = InfoFromFile.Depth;
				LoadImageInfo.FirstMipLevel = 1;
				LoadImageInfo.MipLevels = InfoFromFile.MipLevels;
				LoadImageInfo.Usage = D3D10_USAGE_DEFAULT;
				LoadImageInfo.BindFlags = D3D10_BIND_SHADER_RESOURCE;
				LoadImageInfo.CpuAccessFlags = 0;
				LoadImageInfo.MiscFlags = 0;
				LoadImageInfo.Format = InfoFromFile.Format;
				LoadImageInfo.Filter = D3DX10_FILTER_NONE;
				LoadImageInfo.MipFilter = D3DX10_FILTER_NONE;
				LoadImageInfo.pSrcInfo = &InfoFromFile;

				hr = D3DX10CreateShaderResourceViewFromFile(pD3D10Device, (LPWSTR)m_cardGraphics[i].lpFileName, &LoadImageInfo, NULL, &(m_cardGraphics[i].pShaderResource), NULL);
				if (FAILED(hr)) {
					return hr;
				}

				// now assign textures to each card.
				// assume that deck has not been shuffled
				// and is in same order as lpCardName array.
				if ((deckitr != NULL ) && (i >= 1)) {
					POINT pt;
					pt.x = 100;
					pt.y = 100;
					deckitr->data->setFrontTexture(m_cardGraphics[i].pShaderResource);
					deckitr->data->setBackTexture(m_cardGraphics[0].pShaderResource);
					deckitr->data->setSpriteWidth(InfoFromFile.Width);
					deckitr->data->setSpriteLength(InfoFromFile.Height);
					deckitr->data->setFileName(m_cardGraphics[i].lpFileName);
					deckitr->data->setLocation(pt);
					deckitr = deckitr->next;
				}
			}
			else {
				if ((deckitr != NULL ) && (i >= 1)) {
					deckitr->data->setFrontTexture(m_cardGraphics[i].pShaderResource);
					deckitr->data->setBackTexture(m_cardGraphics[0].pShaderResource);
					deckitr = deckitr->next;
				}
			}
		}
	}
	
	return S_OK;
}
コード例 #24
0
ファイル: Tutorial08.cpp プロジェクト: KNeal/Oculus
//--------------------------------------------------------------------------------------
// Create any D3D10 resources that aren't dependant on the back buffer
//--------------------------------------------------------------------------------------
HRESULT CALLBACK OnD3D10CreateDevice( ID3D10Device* pd3dDevice, const DXGI_SURFACE_DESC* pBufferSurfaceDesc,
                                      void* pUserContext )
{
    HRESULT hr = S_OK;

    // Read the D3DX effect file
    DWORD dwShaderFlags = D3D10_SHADER_ENABLE_STRICTNESS;
#if defined( DEBUG ) || defined( _DEBUG )
    // Set the D3D10_SHADER_DEBUG flag to embed debug information in the shaders.
    // Setting this flag improves the shader debugging experience, but still allows 
    // the shaders to be optimized and to run exactly the way they will run in 
    // the release configuration of this program.
    dwShaderFlags |= D3D10_SHADER_DEBUG;
    #endif
    hr = D3DX10CreateEffectFromFile( L"Tutorial08.fx", NULL, NULL, "fx_4_0", dwShaderFlags, 0, pd3dDevice, NULL,
                                         NULL, &g_pEffect, NULL, NULL );
    if( FAILED( hr ) )
    {
        MessageBox( NULL,
                    L"The FX file cannot be located.  Please run this executable from the directory that contains the FX file.", L"Error", MB_OK );
        V_RETURN( hr );
    }

    g_pTechnique = g_pEffect->GetTechniqueByName( "Render" );
    g_pWorldVariable = g_pEffect->GetVariableByName( "World" )->AsMatrix();
    g_pViewVariable = g_pEffect->GetVariableByName( "View" )->AsMatrix();
    g_pProjectionVariable = g_pEffect->GetVariableByName( "Projection" )->AsMatrix();
    g_pMeshColorVariable = g_pEffect->GetVariableByName( "vMeshColor" )->AsVector();
    g_pDiffuseVariable = g_pEffect->GetVariableByName( "txDiffuse" )->AsShaderResource();

    // Define the input layout
    D3D10_INPUT_ELEMENT_DESC layout[] =
    {
        { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0 },
        { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 12, D3D10_INPUT_PER_VERTEX_DATA, 0 },
    };
    UINT numElements = sizeof( layout ) / sizeof( layout[0] );

    // Create the input layout
    D3D10_PASS_DESC PassDesc;
    g_pTechnique->GetPassByIndex( 0 )->GetDesc( &PassDesc );
    V_RETURN( pd3dDevice->CreateInputLayout( layout, numElements, PassDesc.pIAInputSignature,
                                             PassDesc.IAInputSignatureSize, &g_pVertexLayout ) );

    // Set the input layout
    pd3dDevice->IASetInputLayout( g_pVertexLayout );

    // Create vertex buffer
    SimpleVertex vertices[] =
    {
        { D3DXVECTOR3( -1.0f, 1.0f, -1.0f ), D3DXVECTOR2( 0.0f, 0.0f ) },
        { D3DXVECTOR3( 1.0f, 1.0f, -1.0f ), D3DXVECTOR2( 1.0f, 0.0f ) },
        { D3DXVECTOR3( 1.0f, 1.0f, 1.0f ), D3DXVECTOR2( 1.0f, 1.0f ) },
        { D3DXVECTOR3( -1.0f, 1.0f, 1.0f ), D3DXVECTOR2( 0.0f, 1.0f ) },

        { D3DXVECTOR3( -1.0f, -1.0f, -1.0f ), D3DXVECTOR2( 0.0f, 0.0f ) },
        { D3DXVECTOR3( 1.0f, -1.0f, -1.0f ), D3DXVECTOR2( 1.0f, 0.0f ) },
        { D3DXVECTOR3( 1.0f, -1.0f, 1.0f ), D3DXVECTOR2( 1.0f, 1.0f ) },
        { D3DXVECTOR3( -1.0f, -1.0f, 1.0f ), D3DXVECTOR2( 0.0f, 1.0f ) },

        { D3DXVECTOR3( -1.0f, -1.0f, 1.0f ), D3DXVECTOR2( 0.0f, 0.0f ) },
        { D3DXVECTOR3( -1.0f, -1.0f, -1.0f ), D3DXVECTOR2( 1.0f, 0.0f ) },
        { D3DXVECTOR3( -1.0f, 1.0f, -1.0f ), D3DXVECTOR2( 1.0f, 1.0f ) },
        { D3DXVECTOR3( -1.0f, 1.0f, 1.0f ), D3DXVECTOR2( 0.0f, 1.0f ) },

        { D3DXVECTOR3( 1.0f, -1.0f, 1.0f ), D3DXVECTOR2( 0.0f, 0.0f ) },
        { D3DXVECTOR3( 1.0f, -1.0f, -1.0f ), D3DXVECTOR2( 1.0f, 0.0f ) },
        { D3DXVECTOR3( 1.0f, 1.0f, -1.0f ), D3DXVECTOR2( 1.0f, 1.0f ) },
        { D3DXVECTOR3( 1.0f, 1.0f, 1.0f ), D3DXVECTOR2( 0.0f, 1.0f ) },

        { D3DXVECTOR3( -1.0f, -1.0f, -1.0f ), D3DXVECTOR2( 0.0f, 0.0f ) },
        { D3DXVECTOR3( 1.0f, -1.0f, -1.0f ), D3DXVECTOR2( 1.0f, 0.0f ) },
        { D3DXVECTOR3( 1.0f, 1.0f, -1.0f ), D3DXVECTOR2( 1.0f, 1.0f ) },
        { D3DXVECTOR3( -1.0f, 1.0f, -1.0f ), D3DXVECTOR2( 0.0f, 1.0f ) },

        { D3DXVECTOR3( -1.0f, -1.0f, 1.0f ), D3DXVECTOR2( 0.0f, 0.0f ) },
        { D3DXVECTOR3( 1.0f, -1.0f, 1.0f ), D3DXVECTOR2( 1.0f, 0.0f ) },
        { D3DXVECTOR3( 1.0f, 1.0f, 1.0f ), D3DXVECTOR2( 1.0f, 1.0f ) },
        { D3DXVECTOR3( -1.0f, 1.0f, 1.0f ), D3DXVECTOR2( 0.0f, 1.0f ) },
    };

    D3D10_BUFFER_DESC bd;
    bd.Usage = D3D10_USAGE_DEFAULT;
    bd.ByteWidth = sizeof( SimpleVertex ) * 24;
    bd.BindFlags = D3D10_BIND_VERTEX_BUFFER;
    bd.CPUAccessFlags = 0;
    bd.MiscFlags = 0;
    D3D10_SUBRESOURCE_DATA InitData;
    InitData.pSysMem = vertices;
    V_RETURN( pd3dDevice->CreateBuffer( &bd, &InitData, &g_pVertexBuffer ) );

    // Set vertex buffer
    UINT stride = sizeof( SimpleVertex );
    UINT offset = 0;
    pd3dDevice->IASetVertexBuffers( 0, 1, &g_pVertexBuffer, &stride, &offset );

    // Create index buffer
    // Create vertex buffer
    DWORD indices[] =
    {
        3,1,0,
        2,1,3,

        6,4,5,
        7,4,6,

        11,9,8,
        10,9,11,

        14,12,13,
        15,12,14,

        19,17,16,
        18,17,19,

        22,20,21,
        23,20,22
    };

    bd.Usage = D3D10_USAGE_DEFAULT;
    bd.ByteWidth = sizeof( DWORD ) * 36;
    bd.BindFlags = D3D10_BIND_INDEX_BUFFER;
    bd.CPUAccessFlags = 0;
    bd.MiscFlags = 0;
    InitData.pSysMem = indices;
    V_RETURN( pd3dDevice->CreateBuffer( &bd, &InitData, &g_pIndexBuffer ) );

    // Set index buffer
    pd3dDevice->IASetIndexBuffer( g_pIndexBuffer, DXGI_FORMAT_R32_UINT, 0 );

    // Set primitive topology
    pd3dDevice->IASetPrimitiveTopology( D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST );

    // Load the Texture
    hr = D3DX10CreateShaderResourceViewFromFile( pd3dDevice, L"seafloor.dds", NULL, NULL, &g_pTextureRV, NULL );

    // Initialize the world matrices
    D3DXMatrixIdentity( &g_World );

    // Initialize the view matrix
    D3DXVECTOR3 Eye( 0.0f, 3.0f, -6.0f );
    D3DXVECTOR3 At( 0.0f, 1.0f, 0.0f );
    D3DXVECTOR3 Up( 0.0f, 1.0f, 0.0f );
    D3DXMatrixLookAtLH( &g_View, &Eye, &At, &Up );

    // Update Variables that never change
    g_pViewVariable->SetMatrix( ( float* )&g_View );
    g_pDiffuseVariable->SetResource( g_pTextureRV );

    return S_OK;
}
コード例 #25
0
ファイル: render_dx10.cpp プロジェクト: as2120/ZNginx
bool InitResourceDX10(void)
{
	g_pDevice = GutGetGraphicsDeviceDX10();
	ID3D10Blob *pVSCode = NULL;

	// 載入Vertex Shader
	g_pVertexShader = GutLoadVertexShaderDX10_HLSL("../../shaders/texture_dx10.shader", "VS", "vs_4_0", &pVSCode);
	if ( NULL==g_pVertexShader )
		return false;
	// 載入Pixel Shader
	g_pPixelShader = GutLoadPixelShaderDX10_HLSL("../../shaders/texture_dx10.shader", "PS", "ps_4_0");
	if ( NULL==g_pPixelShader )
		return false;

	if ( D3D_OK!=D3DX10CreateShaderResourceViewFromFile(g_pDevice, "../../textures/lena.bmp", NULL, NULL, &g_pTexture, NULL) )
		return false;

	// 設定Vertex資料格式
	D3D10_INPUT_ELEMENT_DESC layout[] =
	{
		{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0,  D3D10_INPUT_PER_VERTEX_DATA, 0 },
		{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 12, D3D10_INPUT_PER_VERTEX_DATA, 0 }
	};

	if ( D3D_OK != g_pDevice->CreateInputLayout( layout, sizeof(layout)/sizeof(D3D10_INPUT_ELEMENT_DESC), pVSCode->GetBufferPointer(), pVSCode->GetBufferSize(), &g_pVertexLayout ) )
		return false;

	SAFE_RELEASE(pVSCode);

	D3D10_BUFFER_DESC cbDesc;
	// vertex buffer
	cbDesc.ByteWidth = sizeof(Vertex_VT) * 4;
	cbDesc.Usage = D3D10_USAGE_DYNAMIC ;
	cbDesc.BindFlags = D3D10_BIND_VERTEX_BUFFER;
	cbDesc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
	cbDesc.MiscFlags = 0;

	D3D10_SUBRESOURCE_DATA subDesc;
	ZeroMemory(&subDesc, sizeof(subDesc));
	subDesc.pSysMem = g_Quad;
	// 配置一塊可以存放Vertex的記憶體, 也就是Vertex Buffer.
	if ( D3D_OK != g_pDevice->CreateBuffer( &cbDesc, &subDesc, &g_pVertexBuffer ) )
		return false;

	// 配置Shader參數的記憶體空間
	cbDesc.ByteWidth = sizeof(Matrix4x4);
	cbDesc.Usage = D3D10_USAGE_DYNAMIC;
	cbDesc.BindFlags = D3D10_BIND_CONSTANT_BUFFER;
	cbDesc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
	cbDesc.MiscFlags = 0;
	if ( D3D_OK != g_pDevice->CreateBuffer( &cbDesc, NULL, &g_pConstantBuffer ) )
		return false;

	// 計算投影矩陣
	g_proj_matrix = GutMatrixPerspectiveRH_DirectX(g_fFovW, 1.0f, 0.1f, 100.0f);

	// rasterizer state物件
	{
		D3D10_RASTERIZER_DESC desc;
		GutSetDX10DefaultRasterizerDesc(desc);

		desc.CullMode = D3D10_CULL_NONE;
		desc.FrontCounterClockwise = true;
		desc.ScissorEnable = true;

		if ( D3D_OK != g_pDevice->CreateRasterizerState(&desc, &g_pRasterizerState) )
			return false;

		g_pDevice->RSSetState(g_pRasterizerState);
	}

	g_view_matrix = GutMatrixLookAtRH(g_eye, g_lookat, g_up);

	return true;
}
コード例 #26
0
ファイル: Exercise01_D3D10.cpp プロジェクト: KNeal/Oculus
//--------------------------------------------------------------------------------------
// Create any D3D9 resources that will live through a device reset (D3DPOOL_MANAGED)
// and aren't tied to the back buffer size
//--------------------------------------------------------------------------------------
HRESULT CALLBACK OnD3D10CreateDevice( ID3D10Device* pd3dDevice, const DXGI_SURFACE_DESC* pBackBufferSurfaceDesc,
                                      void* pUserContext )
{
    HRESULT hr;

    V_RETURN( g_DialogResourceManager.OnD3D10CreateDevice( pd3dDevice ) );
    V_RETURN( g_SettingsDlg.OnD3D10CreateDevice( pd3dDevice ) );
    V_RETURN( D3DX10CreateFont( pd3dDevice, 15, 0, FW_BOLD, 1, FALSE, DEFAULT_CHARSET,
                                OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, DEFAULT_PITCH | FF_DONTCARE,
                                L"Arial", &g_pFont10 ) );
    V_RETURN( D3DX10CreateSprite( pd3dDevice, 512, &g_pSprite10 ) );
    g_pTxtHelper = new CDXUTTextHelper( NULL, NULL, g_pFont10, g_pSprite10, 15 );

#define IDC_WIREFRAME			10
    g_SampleUI.GetCheckBox( IDC_WIREFRAME )->SetVisible( false );

    V_RETURN( LoadEffect10( pd3dDevice ) );

    WCHAR str[MAX_PATH];
    V_RETURN( DXUTFindDXSDKMediaFileCch( str, MAX_PATH, L"PIXWorkshop\\Terrain1.bmp" ) );
    V_RETURN( g_Terrain.LoadTerrain( str, g_SqrtNumTiles, g_SidesPerTile, g_fWorldScale, g_fHeightScale, 1000, 1.0f,
                                     2.0f ) );

    ResetBalls();

    // Create a Vertex Decl for the terrain and basic meshes
    const D3D10_INPUT_ELEMENT_DESC basiclayout[] =
    {
        { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0,  D3D10_INPUT_PER_VERTEX_DATA, 0 },
        { "NORMAL",   0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D10_INPUT_PER_VERTEX_DATA, 0 },
        { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT,    0, 24, D3D10_INPUT_PER_VERTEX_DATA, 0 },
    };
    D3D10_PASS_DESC PassDesc;
    g_pRenderTerrain->GetPassByIndex( 0 )->GetDesc( &PassDesc );
    V_RETURN( pd3dDevice->CreateInputLayout( basiclayout, sizeof( basiclayout ) / sizeof( basiclayout[0] ),
                                             PassDesc.pIAInputSignature,
                                             PassDesc.IAInputSignatureSize, &g_pBasicDecl10 ) );

    // Create a Vertex Decl for the ball
    const D3D10_INPUT_ELEMENT_DESC balllayout[] =
    {
        { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0,  D3D10_INPUT_PER_VERTEX_DATA,   0 },
        { "NORMAL",   0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D10_INPUT_PER_VERTEX_DATA,   0 },
        { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT,    0, 24, D3D10_INPUT_PER_VERTEX_DATA,   0 },
        { "TEXCOORD", 1, DXGI_FORMAT_R32G32B32_FLOAT, 1, 0,  D3D10_INPUT_PER_INSTANCE_DATA, 1 },
    };
    g_pRenderBall->GetPassByIndex( 0 )->GetDesc( &PassDesc );
    V_RETURN( pd3dDevice->CreateInputLayout( balllayout, sizeof( balllayout ) / sizeof( balllayout[0] ),
                                             PassDesc.pIAInputSignature,
                                             PassDesc.IAInputSignatureSize, &g_pBallDecl10 ) );

    // Create a Vertex Decl for the grass
    const D3D10_INPUT_ELEMENT_DESC grasslayout[] =
    {
        { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0,  D3D10_INPUT_PER_VERTEX_DATA,   0 },
        { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT,    0, 12, D3D10_INPUT_PER_VERTEX_DATA,   0 },
        { "TEXCOORD", 1, DXGI_FORMAT_R32G32B32_FLOAT, 1, 0,  D3D10_INPUT_PER_INSTANCE_DATA, 1 },
    };
    g_pRenderGrass->GetPassByIndex( 0 )->GetDesc( &PassDesc );
    V_RETURN( pd3dDevice->CreateInputLayout( grasslayout, sizeof( grasslayout ) / sizeof( grasslayout[0] ),
                                             PassDesc.pIAInputSignature,
                                             PassDesc.IAInputSignatureSize, &g_pGrassDecl10 ) );

    // Load terrain device objects
    V_RETURN( g_Terrain.OnCreateDevice( pd3dDevice ) );

    // Load a mesh
    g_BallMesh.Create( pd3dDevice, L"PIXWorkshop\\lowpolysphere.sdkmesh" );
    g_SkyMesh.Create( pd3dDevice, L"PIXWorkshop\\desertsky.sdkmesh" );

    // Create a VB for the stream data
    D3D10_BUFFER_DESC BufferDesc;
    BufferDesc.ByteWidth = NUM_PLAYERS * sizeof( D3DXVECTOR3 );
    BufferDesc.Usage = D3D10_USAGE_DYNAMIC;
    BufferDesc.BindFlags = D3D10_BIND_VERTEX_BUFFER;
    BufferDesc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
    BufferDesc.MiscFlags = 0;
    V_RETURN( pd3dDevice->CreateBuffer( &BufferDesc, NULL, &g_pStreamDataVB10 ) );

    // Create a VB for the grass instances
    BufferDesc.ByteWidth = g_SqrtNumTiles * g_SqrtNumTiles * sizeof( D3DXVECTOR3 );
    V_RETURN( pd3dDevice->CreateBuffer( &BufferDesc, NULL, &g_pGrassDataVB10 ) );

    // Load a texture for the mesh
    V_RETURN( DXUTFindDXSDKMediaFileCch( str, MAX_PATH, L"PIXWorkshop\\Terrain1.bmp" ) );
    V_RETURN( D3DX10CreateShaderResourceViewFromFile( pd3dDevice, str, NULL, NULL, &g_pHeightTexRV, NULL ) );
    V_RETURN( DXUTFindDXSDKMediaFileCch( str, MAX_PATH, L"PIXWorkshop\\Terrain1_Norm.dds" ) );
    V_RETURN( D3DX10CreateShaderResourceViewFromFile( pd3dDevice, str, NULL, NULL, &g_pNormalTexRV, NULL ) );
    V_RETURN( DXUTFindDXSDKMediaFileCch( str, MAX_PATH, L"PIXWorkshop\\grass_v3_dark_tex.dds" ) );
    V_RETURN( D3DX10CreateShaderResourceViewFromFile( pd3dDevice, str, NULL, NULL, &g_pGrassTexRV, NULL ) );
    V_RETURN( DXUTFindDXSDKMediaFileCch( str, MAX_PATH, L"PIXWorkshop\\Dirt_Diff.dds" ) );
    V_RETURN( D3DX10CreateShaderResourceViewFromFile( pd3dDevice, str, NULL, NULL, &g_pDirtTexRV, NULL ) );
    V_RETURN( DXUTFindDXSDKMediaFileCch( str, MAX_PATH, L"PIXWorkshop\\Grass_Diff.dds" ) );
    V_RETURN( D3DX10CreateShaderResourceViewFromFile( pd3dDevice, str, NULL, NULL, &g_pGroundGrassTexRV, NULL ) );
    V_RETURN( DXUTFindDXSDKMediaFileCch( str, MAX_PATH, L"PIXWorkshop\\Terrain1_Mask.dds" ) );
    V_RETURN( D3DX10CreateShaderResourceViewFromFile( pd3dDevice, str, NULL, NULL, &g_pMaskTexRV, NULL ) );
    V_RETURN( DXUTFindDXSDKMediaFileCch( str, MAX_PATH, L"PIXWorkshop\\Terrain1_ShadeNormals.dds" ) );
    V_RETURN( D3DX10CreateShaderResourceViewFromFile( pd3dDevice, str, NULL, NULL, &g_pShadeNormalTexRV, NULL ) );

    // Setup the camera's view parameters
    D3DXVECTOR3 vecEye( 0.0f, 20.0f, -50.0f );
    D3DXVECTOR3 vecAt ( 0.0f, 5.0f, 0.0f );
    g_Camera.SetViewParams( &vecEye, &vecAt );

    return S_OK;
}