コード例 #1
0
        std::shared_ptr<SwapChain> Device::createSwapChain(const Window& window)
        {
            std::shared_ptr<SwapChain> swapChain;

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

                            dxgiFactory->Release();
                        }

                        adapter->Release();
                    }
                }

                dxgiDevice->Release();
            }

            return swapChain;
        }
コード例 #2
0
ファイル: ACD3D.cpp プロジェクト: dgadens/ActionEngine
HRESULT ACD3D::Resize(UINT width, UINT height)
{
	HRESULT hr;

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

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

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

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

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

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

	mpVpComponents[mActiveWnd]->pDepthStencilView = pDepthStencilView;

	pDepthStencil->Release();
	#pragma endregion

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

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

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

	return AC_OK;
};
コード例 #3
0
ファイル: ACD3D.cpp プロジェクト: dgadens/ActionEngine
HRESULT ACD3D::AddViewport(HWND hWnd, BOOL enableVSync)
{
	HRESULT hr;
	VSyncEnable = enableVSync;

	Log("Add viewport");

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

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

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

	#pragma region CREATE SWAP CHAIN
	IDXGISwapChain* pSwapChain;

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

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

	vpComponent->pSwapChain = pSwapChain;
	#pragma endregion

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

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

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

	vpComponent->pRenderTargetView = pRenderTargetView;

	pBackBuffer->Release();
	#pragma endregion

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

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

	vpComponent->pDepthStencilView = pDepthStencilView;

	pDepthStencil->Release();
	#pragma endregion

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

	vpComponent->Viewport = vp;
	#pragma endregion

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


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

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

	SetActiveViewport(hWnd);
	SetActiveRenderingViewport(hWnd);

	return AC_OK;
};
コード例 #4
0
ファイル: main.cpp プロジェクト: xrated/Dx11Studies
// 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;
}
コード例 #5
0
ファイル: d3dretrace_dxgi.hpp プロジェクト: is00hcw/apitrace
HRESULT STDMETHODCALLTYPE CDXGISwapChainDWM::GetBuffer(UINT Buffer, REFIID riid, void **ppSurface)
{
    return m_pSwapChain->GetBuffer(Buffer, riid, ppSurface);
}
コード例 #6
0
ファイル: d3d10.cpp プロジェクト: fwaggle/mumble
bool D10State::init() {
	static HMODREF(GetModuleHandleW(L"D3D10.DLL"), D3D10CreateEffectFromMemory);
	static HMODREF(GetModuleHandleW(L"D3D10.DLL"), D3D10CreateStateBlock);
	static HMODREF(GetModuleHandleW(L"D3D10.DLL"), D3D10StateBlockMaskEnableAll);
	
	if (pD3D10CreateEffectFromMemory == NULL
	    || pD3D10CreateStateBlock == NULL
	    || pD3D10StateBlockMaskEnableAll == NULL) {
		ods("D3D10: Could not get handles for all required D3D10 state initialization functions");
		return false;
	}

	HRESULT hr;

	D3D10_STATE_BLOCK_MASK StateBlockMask;
	ZeroMemory(&StateBlockMask, sizeof(StateBlockMask));
	hr = pD3D10StateBlockMaskEnableAll(&StateBlockMask);
	if (FAILED(hr)) {
		ods("D3D10: D3D10StateBlockMaskEnableAll failed");
		return false;
	}
	
	hr = pD3D10CreateStateBlock(pDevice, &StateBlockMask, &pOrigStateBlock);
	if (FAILED(hr)) {
		ods("D3D10: D3D10CreateStateBlock for pOrigStateBlock failed");
		return false;
	}
	
	hr = pD3D10CreateStateBlock(pDevice, &StateBlockMask, &pMyStateBlock);
	if (FAILED(hr)) {
		ods("D3D10: D3D10CreateStateBlock for pMyStateBlock failed");
		return false;
	}

	hr = pOrigStateBlock->Capture();
	if (FAILED(hr)) {
		ods("D3D10: Failed to store original state block during init");
		return false;
	}

	ID3D10Texture2D *pBackBuffer = NULL;
	hr = pSwapChain->GetBuffer(0, __uuidof(*pBackBuffer), (LPVOID*)&pBackBuffer);
	if (FAILED(hr)) {
		ods("D3D10: pSwapChain->GetBuffer failure!");
		return false;
	}

	pDevice->ClearState();

	D3D10_TEXTURE2D_DESC backBufferSurfaceDesc;
	pBackBuffer->GetDesc(&backBufferSurfaceDesc);

	ZeroMemory(&vp, sizeof(vp));
	vp.Width = backBufferSurfaceDesc.Width;
	vp.Height = backBufferSurfaceDesc.Height;
	vp.MinDepth = 0;
	vp.MaxDepth = 1;
	vp.TopLeftX = 0;
	vp.TopLeftY = 0;
	pDevice->RSSetViewports(1, &vp);

	hr = pDevice->CreateRenderTargetView(pBackBuffer, NULL, &pRTV);
	if (FAILED(hr)) {
		ods("D3D10: pDevice->CreateRenderTargetView failed!");
		return false;
	}

	pDevice->OMSetRenderTargets(1, &pRTV, NULL);

	// Settings for an "over" operation.
	// https://en.wikipedia.org/w/index.php?title=Alpha_compositing&oldid=580659153#Description
	D3D10_BLEND_DESC blend;
	ZeroMemory(&blend, sizeof(blend));
	blend.BlendEnable[0] = TRUE;
	blend.SrcBlend = D3D10_BLEND_ONE;
	blend.DestBlend = D3D10_BLEND_INV_SRC_ALPHA;
	blend.BlendOp = D3D10_BLEND_OP_ADD;
	blend.SrcBlendAlpha = D3D10_BLEND_ONE;
	blend.DestBlendAlpha = D3D10_BLEND_INV_SRC_ALPHA;
	blend.BlendOpAlpha = D3D10_BLEND_OP_ADD;
	blend.RenderTargetWriteMask[0] = D3D10_COLOR_WRITE_ENABLE_ALL;

	hr = pDevice->CreateBlendState(&blend, &pBlendState);
	if (FAILED(hr)) {
		ods("D3D10: pDevice->CreateBlendState failed!");
		return false;
	}
	
	pDevice->OMSetBlendState(pBlendState, NULL, 0xffffffff);

	hr = pD3D10CreateEffectFromMemory((void *) g_main, sizeof(g_main), 0, pDevice, NULL, &pEffect);
	if (FAILED(hr)) {
		ods("D3D10: D3D10CreateEffectFromMemory failed!");
		return false;
	}

	pTechnique = pEffect->GetTechniqueByName("Render");
	if (pTechnique == NULL) {
		ods("D3D10: Could not get technique for name 'Render'");
		return false;
	}
	
	pDiffuseTexture = pEffect->GetVariableByName("txDiffuse")->AsShaderResource();
	if (pDiffuseTexture == NULL) {
		ods("D3D10: Could not get variable by name 'txDiffuse'");
		return false;
	}

	pTexture = NULL;
	pSRView = NULL;

	// 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;
	hr = pTechnique->GetPassByIndex(0)->GetDesc(&PassDesc);
	if (FAILED(hr)) {
		ods("D3D10: Couldn't get pass description for technique");
		return false;
	}
	
	hr = pDevice->CreateInputLayout(layout, numElements, PassDesc.pIAInputSignature, PassDesc.IAInputSignatureSize, &pVertexLayout);
	if (FAILED(hr)) {
		ods("D3D10: pDevice->CreateInputLayout failure!");
		return false;
	}
	
	pDevice->IASetInputLayout(pVertexLayout);

	D3D10_BUFFER_DESC bd;
	ZeroMemory(&bd, sizeof(bd));
	bd.Usage = D3D10_USAGE_DYNAMIC;
	bd.ByteWidth = sizeof(SimpleVertex) * 4;
	bd.BindFlags = D3D10_BIND_VERTEX_BUFFER;
	bd.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
	bd.MiscFlags = 0;
	
	hr = pDevice->CreateBuffer(&bd, NULL, &pVertexBuffer);
	if (FAILED(hr)) {
		ods("D3D10: pDevice->CreateBuffer failure!");
		return false;
	}

	DWORD indices[] = {
		0,1,3,
		1,2,3,
	};

	bd.Usage = D3D10_USAGE_DEFAULT;
	bd.ByteWidth = sizeof(DWORD) * 6;
	bd.BindFlags = D3D10_BIND_INDEX_BUFFER;
	bd.CPUAccessFlags = 0;
	bd.MiscFlags = 0;
	D3D10_SUBRESOURCE_DATA InitData;
	ZeroMemory(&InitData, sizeof(InitData));
	InitData.pSysMem = indices;
	
	hr = pDevice->CreateBuffer(&bd, &InitData, &pIndexBuffer);
	if (FAILED(hr)) {
		ods("D3D10: pDevice->CreateBuffer failure!");
		return false;
	}

	// Set index buffer
	pDevice->IASetIndexBuffer(pIndexBuffer, DXGI_FORMAT_R32_UINT, 0);

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

	hr = pMyStateBlock->Capture();
	if (FAILED(hr)) {
		ods("D3D10: Failed to capture newly created state block");
		return false;
	}
	
	hr = pOrigStateBlock->Apply();
	if (FAILED(hr)) {
		ods("D3D10: Failed to restore original state block during init");
		return false;
	}

	pBackBuffer->Release();

	return true;
}
コード例 #7
0
ファイル: D3D11Capture.cpp プロジェクト: Erowlin/OBS
    HRESULT STDMETHODCALLTYPE SwapPresentHook(UINT syncInterval, UINT flags)
    {
        IDXGISwapChain *swap = (IDXGISwapChain*)this;

        if(lpCurrentSwap == NULL && !bTargetAcquired)
        {
            lpCurrentSwap = swap;
            SetupD3D11(swap);
            bTargetAcquired = true;
        }

        if(lpCurrentSwap == swap)
        {
            ID3D11Device *device = NULL;
            HRESULT chi;
            if(SUCCEEDED(chi = swap->GetDevice(__uuidof(ID3D11Device), (void**)&device)))
            {
                if(!lpCurrentDevice)
                {
                    lpCurrentDevice = device;

                    oldD3D11Release = GetVTable(device, (8/4));
                    newD3D11Release = ConvertClassProcToFarproc((CLASSPROC)&D3D11Override::DeviceReleaseHook);
                    SetVTable(device, (8/4), newD3D11Release);
                }

                ID3D11DeviceContext *context;
                device->GetImmediateContext(&context);

                if(!bHasTextures && bCapturing)
                {
                    if(dxgiFormat)
                    {
                        if(!hwndReceiver)
                            hwndReceiver = FindWindow(RECEIVER_WINDOWCLASS, NULL);

                        if(hwndReceiver)
                        {
                            D3D11_TEXTURE2D_DESC texDesc;
                            ZeroMemory(&texDesc, sizeof(texDesc));
                            texDesc.Width  = d3d11CaptureInfo.cx;
                            texDesc.Height = d3d11CaptureInfo.cy;
                            texDesc.MipLevels = 1;
                            texDesc.ArraySize = 1;
                            texDesc.Format = dxgiFormat;
                            texDesc.SampleDesc.Count = 1;
                            texDesc.Usage = D3D11_USAGE_STAGING;
                            texDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;

                            bool bSuccess = true;
                            UINT pitch;

                            for(UINT i=0; i<2; i++)
                            {
                                HRESULT ching;
                                if(FAILED(ching = device->CreateTexture2D(&texDesc, NULL, &d3d11Textures[i])))
                                {
                                    bSuccess = false;
                                    break;
                                }

                                if(i == 0)
                                {
                                    ID3D11Resource *resource;
                                    if(FAILED(d3d11Textures[i]->QueryInterface(__uuidof(ID3D11Resource), (void**)&resource)))
                                    {
                                        bSuccess = false;
                                        break;
                                    }

                                    D3D11_MAPPED_SUBRESOURCE map;
                                    if(FAILED(context->Map(resource, 0, D3D11_MAP_READ, 0, &map)))
                                    {
                                        bSuccess = false;
                                        break;
                                    }

                                    pitch = map.RowPitch;
                                    context->Unmap(resource, 0);
                                    resource->Release();
                                }
                            }

                            if(bSuccess)
                            {
                                d3d11CaptureInfo.mapID = InitializeSharedMemory(pitch*d3d11CaptureInfo.cy, &d3d11CaptureInfo.mapSize, &copyData, textureBuffers);
                                if(!d3d11CaptureInfo.mapID)
                                    bSuccess = false;
                            }

                            if(bSuccess)
                            {
                                bHasTextures = true;
                                d3d11CaptureInfo.captureType = CAPTURETYPE_MEMORY;
                                d3d11CaptureInfo.hwndSender = hwndSender;
                                d3d11CaptureInfo.pitch = pitch;
                                d3d11CaptureInfo.bFlip = FALSE;
                                PostMessage(hwndReceiver, RECEIVER_NEWCAPTURE, 0, (LPARAM)&d3d11CaptureInfo);
                            }
                            else
                            {
                                for(UINT i=0; i<2; i++)
                                {
                                    SafeRelease(d3d11Textures[i]);

                                    if(textureBuffers[i])
                                    {
                                        free(textureBuffers[i]);
                                        textureBuffers[i] = NULL;
                                    }
                                }
                            }
                        }
                    }
                }

                if(bHasTextures)
                {
                    if(bCapturing)
                    {
                        DWORD nextCapture = curCapture == 0 ? 1 : 0;

                        ID3D11Texture2D *texture = d3d11Textures[curCapture];
                        ID3D11Resource *backBuffer = NULL;

                        if(SUCCEEDED(swap->GetBuffer(0, IID_ID3D11Resource, (void**)&backBuffer)))
                        {
                            if(bIsMultisampled)
                                context->ResolveSubresource(texture, 0, backBuffer, 0, dxgiFormat);
                            else
                                context->CopyResource(texture, backBuffer);
                            backBuffer->Release();

                            ID3D11Texture2D *lastTexture = d3d11Textures[nextCapture];
                            ID3D11Resource *resource;

                            if(SUCCEEDED(lastTexture->QueryInterface(__uuidof(ID3D11Resource), (void**)&resource)))
                            {
                                D3D11_MAPPED_SUBRESOURCE map;
                                if(SUCCEEDED(context->Map(resource, 0, D3D11_MAP_READ, 0, &map)))
                                {
                                    LPBYTE *pTextureBuffer = NULL;
                                    int lastRendered = -1;

                                    //under no circumstances do we -ever- allow a stall
                                    if(WaitForSingleObject(textureMutexes[curCapture], 0) == WAIT_OBJECT_0)
                                        lastRendered = (int)curCapture;
                                    else if(WaitForSingleObject(textureMutexes[nextCapture], 0) == WAIT_OBJECT_0)
                                        lastRendered = (int)nextCapture;

                                    if(lastRendered != -1)
                                    {
                                        SSECopy(textureBuffers[lastRendered], map.pData, map.RowPitch*d3d11CaptureInfo.cy);
                                        ReleaseMutex(textureMutexes[lastRendered]);
                                    }

                                    context->Unmap(resource, 0);
                                    copyData->lastRendered = (UINT)lastRendered;
                                }

                                resource->Release();
                            }
                        }

                        curCapture = nextCapture;
                    }
                    else
                        ClearD3D11Data();
                }

                device->Release();
                context->Release();
            }
        }

        gi11swapPresent.Unhook();
        HRESULT hRes = swap->Present(syncInterval, flags);
        gi11swapPresent.Rehook();

        return hRes;
    }
コード例 #8
0
//--------------------------------------------------------------------------------------
void CALLBACK OnD3D10FrameRender(ID3D10Device* pDev10, double fTime, float fElapsedTime, void* pUserContext)
{
    HRESULT hr;
	g_pCamManager->SyncToCameraUI(g_CameraUI);
    //dont delete, used no only here
   	const DXGI_SURFACE_DESC *pBackBufferSurfaceDesc = DXUTGetDXGIBackBufferSurfaceDesc();

    if( ShadowAlgorithm != OldShadowAlgorithm )
    {
        OldShadowAlgorithm = ShadowAlgorithm;
        switch( ShadowAlgorithm )
        {
        case    STANDARD_BP:
                g_ABP.OnD3D10DestroyDevice();
                break;
        case    BP_MSSM_KERNEL:
	            g_BPMSSMKernel.OnD3D10DestroyDevice();
                break;
        case    STD_VSM:
	            g_StdVSM.OnD3D10DestroyDevice();
                break;
        case    MIP_VSM:
	            g_MipVSM.OnD3D10DestroyDevice();
                break;
        case    HIR_BP:
                g_HBP.OnD3D10DestroyDevice();
                break;
        case    BP_GI:
                g_BPGI.OnD3D10DestroyDevice();
                break;
        case    STD_PCSS:
                g_PCSS.OnD3D10DestroyDevice();
                break;
        default:
                break;
        };
		switch( ShadowAlgorithm )
        {
        case    STANDARD_BP:
                g_ABP.OnD3D10CreateDevice(pDev10,pBackBufferSurfaceDesc,pUserContext);
                g_ABP.OnD3D10SwapChainResized(pDev10,NULL,pBackBufferSurfaceDesc,pUserContext );
                break;
        case    BP_MSSM_KERNEL:
	            g_BPMSSMKernel.OnD3D10CreateDevice(pDev10,pBackBufferSurfaceDesc,pUserContext);
                g_BPMSSMKernel.OnD3D10SwapChainResized(pDev10,NULL,pBackBufferSurfaceDesc,pUserContext );
                break;
        case    STD_VSM:
	            g_StdVSM.OnD3D10CreateDevice(pDev10,pBackBufferSurfaceDesc,pUserContext);
                g_StdVSM.OnD3D10SwapChainResized(pDev10,NULL,pBackBufferSurfaceDesc,pUserContext );
                break;
        case    MIP_VSM:
	            g_MipVSM.OnD3D10CreateDevice(pDev10,pBackBufferSurfaceDesc,pUserContext);
                g_MipVSM.OnD3D10SwapChainResized(pDev10,NULL,pBackBufferSurfaceDesc,pUserContext );
                break;
        case    HIR_BP:
                g_HBP.OnD3D10CreateDevice(pDev10,pBackBufferSurfaceDesc,pUserContext);
                g_HBP.OnD3D10SwapChainResized(pDev10,NULL,pBackBufferSurfaceDesc,pUserContext );
                break;
        case    BP_GI:
                g_BPGI.OnD3D10CreateDevice(pDev10,pBackBufferSurfaceDesc,pUserContext);
                g_BPGI.OnD3D10SwapChainResized(pDev10,NULL,pBackBufferSurfaceDesc,pUserContext );
                break;
        case    STD_PCSS:
                g_PCSS.OnD3D10CreateDevice(pDev10,pBackBufferSurfaceDesc,pUserContext);
                g_PCSS.OnD3D10SwapChainResized(pDev10,NULL,pBackBufferSurfaceDesc,pUserContext );
                break;
        default:
                break;
        };
    }

	//begin  light and view pos management
	{		
		static double old_fTime = 0.001;
		fTime = old_fTime;
		old_fTime += 0.02;
		static double oldTime = 0;
		static unsigned old_iSta = 0;
		static double stop_time = 0;
		static double total_stop_time = 0;
		double tmp = fTime;
		unsigned iSta = g_SampleUI.GetCheckBox(IDC_STATIC)->GetChecked();
		if( 0 == old_iSta  && 1 == iSta )//turn to be static
		{
			stop_time = fTime - total_stop_time;
		}
		if( 1 == iSta )
		{
			total_stop_time += ( fTime - oldTime );
			fTime = stop_time;
		}
		if( 0 == iSta )
		{
			fTime -= total_stop_time;
		}
		old_iSta = iSta;
		oldTime = tmp;
	}//end light and view pos management
	S3UTCamera& g_CameraRef = *(g_pCamManager->ActiveEye());

	// compute view matrix
	D3DXMATRIX mTmp, mWorldView, mWorldViewProj, mWorldViewInv;
	D3DXMatrixInverse(&mTmp, NULL, g_CameraRef.GetWorldMatrix());
	D3DXMatrixMultiply(&mWorldView, &mTmp, g_CameraRef.GetViewMatrix());

	// correct near/far clip planes according to camera location
	D3DXVECTOR3 vBox[2];
	float fAspectRatio = pBackBufferSurfaceDesc->Width / (FLOAT)pBackBufferSurfaceDesc->Height;

	// clear depth and color
	ID3D10DepthStencilView* pDSV = DXUTGetD3D10DepthStencilView();
	pDev10->ClearDepthStencilView( pDSV, D3D10_CLEAR_DEPTH, 1.0, 0);
	ID3D10RenderTargetView* pRTV = DXUTGetD3D10RenderTargetView();

	if( g_D3DSettingsDlg.IsActive() )
	{
		g_D3DSettingsDlg.OnRender( fElapsedTime );
		return;
	}


	Parameters para;
	para.fLightZn				=	g_fCtrledLightZn;				

	float biases[15];
	biases[0]	=	g_fDepthBiasObject0;
	biases[1]	=	g_fDefaultDepthBias;		
	biases[2]	=	g_fDepthBiasHammer;
	biases[3]	=	g_fDepthBiasLeftForearm;
	biases[4]	=	g_fDepthBiasRightForearm;
	biases[5]	=	g_fDepthBiasLeftShoulder;
	biases[6]	=	g_fDepthBiasRightShoulder;
	biases[7]	=	g_fDepthBiasBlackPlate;
	biases[8]	=	g_fDepthBiasHelmet;
	biases[9]	=	g_fDepthBiasEyes;
	biases[10]	=	g_fDepthBiasBelt;
	biases[11]	=	g_fDepthBiasLeftThigh;
	biases[12]	=	g_fDepthBiasRightThigh;
	biases[13]	=	g_fDepthBiasLeftShin;
	biases[14]	=	g_fDepthBiasRightShin;
	g_MeshScene.set_biases(biases,15);
	
	float light_size[NUM_LIGHT] = LIGHT_SIZE;
	float light_ZNS[NUM_LIGHT] = LIGHT_ZNS;
	float light_view_angle[NUM_LIGHT] = LIGHT_VIEW_ANGLES;

	D3DXVECTOR4 light_color[NUM_LIGHT] = LIGHT_COLOR;

	bool render_ogre = g_SampleUI.GetCheckBox( IDC_ANIMATE )->GetChecked();
	bool render_scene = g_SampleUI.GetCheckBox( IDC_SCENE )->GetChecked();
	bool render_fan = g_SampleUI.GetCheckBox( IDC_FAN )->GetChecked();

	float ClearColor[4] = { 0, 0, 0, 1 };

	pDev10->ClearRenderTargetView(g_pBlendBuffer->m_pRTView, ClearColor);

	//use alpha val 1 to represent untouched pixels
	pDev10->ClearRenderTargetView(g_pWidgetBuffer->m_pRTView, ClearColor);

	//light management
	ID3D10RenderTargetView *p_RTV;
	ID3D10ShaderResourceView *p_SRV;

	static float light_scale_factor = 0.2;
	static float ls_incre = 0.04;
	
	if( g_LightVary == true || g_fFilterSize < g_fFilterSizeCtrl )
	{
		g_fFilterSize -= ls_incre;
		if( g_fFilterSize < 0.1 || g_fFilterSize > g_fFilterSizeCtrl )
			ls_incre = -ls_incre;
	}
	else
	{
		g_fFilterSize = g_fFilterSizeCtrl;
	}
	g_fFilterSize = g_fFilterSizeCtrl;
	
	//light pos is not modified here. this light pos stored in 3DWidget is only synced with light camera after rendering of the light
	//if you try to modify light pos here, light would be freezed, of course, this is a bug introduced by bad design
	D3DXVECTOR3 vTmp;

	// render GBuffer
	pDev10->OMSetDepthStencilState(g_pDSState,0);
	g_GBuffer.OnD3D10FrameRender(	true, true, g_SampleUI, 
									g_MeshScene, g_CameraRef, 
									pDev10, fTime, fElapsedTime, pUserContext );
	
	g_Blender.OriginalSampleMask = 0;
	pDev10->OMGetBlendState( &g_Blender.pOriginalBlendState, g_Blender.OriginalBlendFactor, &g_Blender.OriginalSampleMask );

	float BlendBufferClearColor[4] = { 1, 1, 0, 1 };
	bool isFirstPass = true;
	for( int cam_idx = 0; cam_idx < g_pCamManager->CameraCount(); ++cam_idx )
	{
	// rendering a subdivided light
		if( g_pCamManager->Camera(cam_idx)->GetCamType() == S3UTCamera::eLight&&
			g_pCamManager->Camera(cam_idx)->IsActive() )
		{
			float scaled_half_light_size = (g_pCamManager->Camera(cam_idx)->GetLightSize()*LIGHT_SCALE_FACTOR);
			float fStartPt = -scaled_half_light_size;
			float fInterval = 2 * scaled_half_light_size / g_nNumLightSample;
			float fSubLightSize = g_pCamManager->Camera(cam_idx)->GetLightSize();
			if( g_nNumLightSample > 0 )
			{
				fSubLightSize = fSubLightSize / g_nNumLightSample;
			}
			if( g_nNumLightSample == 0 )
			{
				g_nNumLightSample = 1;
			}

			static float total_light_x_incre = 0;
			static int light_mov_dir = 0;
			float shadow_factor = 0.8/(g_nNumLightSample * g_nNumLightSample);
			for( int ix = 0; ix < g_nNumLightSample; ++ix )
			{
				for( int iy = 0; iy < g_nNumLightSample; ++iy )
				{
					D3DXVECTOR3 vLight = *g_pCamManager->Camera(cam_idx)->GetEyePt();

					S3UTCamera  local_cam = *g_pCamManager->Camera(cam_idx);

					D3DXVECTOR3 vTrans( fStartPt+(ix+0.5)*fInterval,fStartPt+(iy+0.5)*fInterval,0 );
					if( g_nNumLightSample == 1 )
					{
						vTrans = D3DXVECTOR3(0,0,0);
					}
					D3DXMATRIX mInvLightView;
					D3DXVECTOR4 tmp_light_pos;
					D3DXMatrixInverse(&mInvLightView, NULL, local_cam.GetViewMatrix());
					D3DXVec3Transform(&tmp_light_pos, &vTrans, &mInvLightView );
					D3DXVECTOR3 tmp_light_pos_3(tmp_light_pos.x,tmp_light_pos.y,tmp_light_pos.z);
					D3DXVECTOR3 vLookAt = *local_cam.GetLookAtPt();

					local_cam.SetViewParams( &tmp_light_pos_3, &vLookAt );
					
					g_MeshScene.set_parameters( render_ogre, render_scene, render_fan, false );
					D3DXMATRIX mLightView;
					// here we compute light viewprojection so that light oversees the whole scene
					D3DXMATRIX mTranslate;

					D3DXMatrixInverse(&mTranslate, NULL, local_cam.GetWorldMatrix());
					D3DXMatrixMultiply(&mLightView, &mTranslate, local_cam.GetViewMatrix());
			
					unsigned iTmp = g_SampleUI.GetCheckBox(IDC_BDUMP_SHADOWMAP)->GetChecked();
					ssmap.Render(pDev10, &g_MeshScene, local_cam,fTime,fElapsedTime,iTmp);
					
					pDev10->RSSetState(g_pRenderState);

					p_RTV = g_pBlendBuffer->m_pRTView;
			
					float NewBlendFactor[4] = {0,0,0,0};

					//alpha blending initial;
					if( isFirstPass )
					{		
						isFirstPass = false;
						pDev10->OMSetBlendState( g_Blender.m_pSceneBlendStateInitial, NewBlendFactor, 0xffffffff );					
					}		
					else
					{
						pDev10->OMSetBlendState( g_Blender.m_pSceneBlendStateOn, NewBlendFactor, 0xffffffff );											
					}
					if( ShadowAlgorithm == BP_GI )
					{
						V(g_BPGI.m_pEffect->GetVariableByName("g_fLumiFactor")->AsScalar()->SetFloat( shadow_factor ));

						g_BPGI.set_parameters( para,p_RTV,&light_color[0] );
						g_BPGI.set_input_buffer( &g_GBuffer );
						g_BPGI.OnD3D10FrameRender(render_ogre,render_scene,g_SampleUI,g_MeshScene,fSubLightSize,ssmap,g_CameraRef,local_cam,pDev10,fTime,fElapsedTime,pUserContext);
					}
					else if( ShadowAlgorithm == STANDARD_BP )
					{
						V(g_ABP.m_pEffect->GetVariableByName("fLumiFactor")->AsScalar()->SetFloat( shadow_factor ));

						g_ABP.set_parameters( para,p_RTV,&light_color[0] );
						g_ABP.set_input_buffer( &g_GBuffer );
						g_ABP.OnD3D10FrameRender(render_ogre,render_scene,g_SampleUI,g_MeshScene,fSubLightSize,ssmap,g_CameraRef,local_cam,pDev10,fTime,fElapsedTime,pUserContext);
					}
					else if( ShadowAlgorithm == BP_MSSM_KERNEL )
					{
						V(g_BPMSSMKernel.m_pEffect->GetVariableByName("fLumiFactor")->AsScalar()->SetFloat( shadow_factor ));

						g_BPMSSMKernel.set_parameters( para,p_RTV,&light_color[0] );
						g_BPMSSMKernel.set_input_buffer( &g_GBuffer );
						g_BPMSSMKernel.OnD3D10FrameRender(render_ogre,render_scene,g_SampleUI,g_MeshScene,fSubLightSize,ssmap,g_CameraRef,local_cam,pDev10,fTime,fElapsedTime,pUserContext);
					}
					else if( ShadowAlgorithm == STD_VSM )
					{
						V(g_StdVSM.m_pEffect->GetVariableByName("fLumiFactor")->AsScalar()->SetFloat( shadow_factor ));

						g_StdVSM.set_bias( g_fDefaultDepthBias,g_f3rdDepthDelta, g_f1stDepthDelta );
						g_StdVSM.set_parameters( para,p_RTV,&light_color[0] );
						g_StdVSM.set_input_buffer( &g_GBuffer );
						g_StdVSM.OnD3D10FrameRender(render_ogre,render_scene,g_SampleUI,g_MeshScene,fSubLightSize,ssmap,g_CameraRef,local_cam,pDev10,fTime,fElapsedTime,pUserContext);
					}
					else if( ShadowAlgorithm == MIP_VSM )
					{
						V(g_MipVSM.m_pEffect->GetVariableByName("fLumiFactor")->AsScalar()->SetFloat( shadow_factor ));

						g_MipVSM.set_parameters( para,p_RTV,&light_color[0] );
						g_MipVSM.set_input_buffer( &g_GBuffer );
						g_MipVSM.OnD3D10FrameRender(render_ogre,render_scene,g_SampleUI,g_MeshScene,fSubLightSize,ssmap,g_CameraRef,local_cam,pDev10,fTime,fElapsedTime,pUserContext);
					}
					else if( ShadowAlgorithm == STD_PCSS )
					{
						V(g_PCSS.m_pEffect->GetVariableByName("fLumiFactor")->AsScalar()->SetFloat( shadow_factor ));

						g_PCSS.set_parameters( para,p_RTV,&light_color[0] );
						g_PCSS.set_input_buffer( &g_GBuffer );
						g_PCSS.OnD3D10FrameRender(render_ogre,render_scene,g_SampleUI,g_MeshScene,fSubLightSize,ssmap,g_CameraRef,local_cam,pDev10,fTime,fElapsedTime,pUserContext);
					}
					//alpha blending restore			
					pDev10->OMSetBlendState( g_Blender.pOriginalBlendState, g_Blender.OriginalBlendFactor, g_Blender.OriginalSampleMask );
					if( g_SampleUI.GetCheckBox( IDC_SHOW_3DWIDGET )->GetChecked() )
					{
						if( g_pCamManager->Camera(cam_idx)->GetCamType() == S3UTCamera::eLight&&
							g_pCamManager->Camera(cam_idx)->IsActive() )
						{
							pDev10->OMSetRenderTargets(1, &(g_pWidgetBuffer->m_pRTView), g_GBuffer.m_pDepthBuffer->m_pDSView);
							g_Widget.m_pSsmap = &ssmap;
							g_Widget.OnD3D10FrameRender(pDev10,g_CameraRef,local_cam);
						}
					}
				}
			}

		}
	}
	//-----------------------------------------------------------------------------------

	D3DXMATRIX mMatrixScale;
	D3DXMATRIX mMatrixScaleWVP;
	D3DXMatrixScaling( &mMatrixScale,(FLOAT)5,(FLOAT)5,(FLOAT)5 );
	D3DXMatrixMultiply( &mMatrixScaleWVP, &mMatrixScale, &mWorldViewProj );
	ID3D10RenderTargetView* pOrigRTV = DXUTGetD3D10RenderTargetView();
	pDev10->OMSetRenderTargets(1,&pOrigRTV,NULL);
	
	float FinalClearColor[4] = { 1, 0, 0, 1 };
	pDev10->ClearRenderTargetView(pOrigRTV, FinalClearColor);
	
	g_MeshScene.set_parameters( render_ogre,render_scene, render_fan );
	g_Final.set_parameters( para, pOrigRTV, NULL, g_pBlendBuffer->m_pSRView, g_pWidgetBuffer->m_pSRView );
	S3UTCamera& g_LCameraRef = g_LCamera[0];
	g_Final.set_input_buffer( &g_GBuffer );
	g_pSkyBox->OnFrameRender( mMatrixScaleWVP );
	g_Final.OnD3D10FrameRender(g_SampleUI,g_MeshScene,g_fFilterSize,ssmap,g_CameraRef,g_LCameraRef,pDev10,fTime,fElapsedTime,pUserContext);

	g_LCameraRef.SetProjParams(g_fCtrledLightFov, 1.0, g_fCtrledLightZn, g_fCtrledLightZf);
	
	//if( g_SampleUI.GetCheckBox( IDC_SHOW_3DWIDGET )->GetChecked() )
	//{
	//		for( int cam_idx = 0; cam_idx < g_pCamManager->CameraCount(); ++cam_idx )
	//		{
	//		// rendering a subdivided light
	//			if( g_pCamManager->Camera(cam_idx)->GetCamType() == S3UTCamera::eLight&&
	//				g_pCamManager->Camera(cam_idx)->IsActive() )
	//			{
	//				g_Widget.m_pSsmap = &ssmap;
	//				g_Widget.OnD3D10FrameRender(pDev10,g_CameraRef,*(g_pCamManager->Camera(cam_idx)));
	//			}
	//		}
	//}

    // render UI
    if (g_bShowUI)
    {
		RenderText();
        g_SampleUI.OnRender(fElapsedTime);
        //g_HUD.OnRender(fElapsedTime);
    }
	if( g_bShowLightUI )
	{
		g_CameraUI.OnRender(fElapsedTime);
	}

	if( g_SampleUI.GetCheckBox( IDC_FRAME_DUMP )->GetChecked() )
	{
	  static int g_Frame = 0;
	  IDXGISwapChain* pSwapChain = DXUTGetDXGISwapChain();
	  ID3D10Texture2D* pRT;
	  pSwapChain->GetBuffer(0, __uuidof(pRT), reinterpret_cast<void**>(&pRT));
	  WCHAR filename[32];
	  StringCchPrintf(filename, 100, L"DumpedImages\\screenshot%.3d.jpg", g_Frame); 
	  D3DX10SaveTextureToFile(pRT, D3DX10_IFF_JPG, filename);
	  SAFE_RELEASE(pRT);
	  ++g_Frame;
	}
}
コード例 #9
0
ファイル: d3d11.cpp プロジェクト: hacst/mumble
bool D11State::init() {
	HRESULT hr;

	ID3D11Texture2D* pBackBuffer = NULL;
	hr = pSwapChain->GetBuffer(0, __uuidof(*pBackBuffer), (LPVOID*)&pBackBuffer);
	if (FAILED(hr)) {
		ods("D3D11: pSwapChain->GetBuffer failure!");
		return false;
	}

	hr = pDevice->CreateDeferredContext(0, &pDeviceContext);
	// Depending on the device settings a deferred context may not be createable
	// for example if it is a SINGLETHREADED device.
	// (See http://msdn.microsoft.com/en-us/library/windows/desktop/ff476505%28v=vs.85%29.aspx)
	// We handle the expected failure and failure fallback in the same way -
	// by trying to use an immediate context.
	if (FAILED(hr) || !pDeviceContext) {
		ods("D3D11: Failed to create DeferredContext (0x%x). Getting ImmediateContext", hr);
		pDevice->GetImmediateContext(&pDeviceContext);
		D11CreateStateBlock(pDeviceContext, &pOrigStateBlock);
		D11CreateStateBlock(pDeviceContext, &pMyStateBlock);

		pOrigStateBlock->Capture();
		bDeferredContext = false;
	} else {
		bDeferredContext = true;
	}

	D3D11_TEXTURE2D_DESC backBufferSurfaceDesc;
	pBackBuffer->GetDesc(&backBufferSurfaceDesc);

	ZeroMemory(&vp, sizeof(vp));
	vp.Width = static_cast<float>(backBufferSurfaceDesc.Width);
	vp.Height = static_cast<float>(backBufferSurfaceDesc.Height);
	vp.MinDepth = 0;
	vp.MaxDepth = 1;
	vp.TopLeftX = 0;
	vp.TopLeftY = 0;
	pDeviceContext->RSSetViewports(1, &vp);

	hr = pDevice->CreateRenderTargetView(pBackBuffer, NULL, &pRTV);
	if (FAILED(hr)) {
		ods("D3D11: pDevice->CreateRenderTargetView failed!");
		return false;
	}

	pDeviceContext->OMSetRenderTargets(1, &pRTV, NULL);

	// Settings for an "over" operation.
	// https://en.wikipedia.org/w/index.php?title=Alpha_compositing&oldid=580659153#Description
	D3D11_BLEND_DESC blend;
	ZeroMemory(&blend, sizeof(blend));
	blend.RenderTarget[0].BlendEnable = TRUE;
	blend.RenderTarget[0].SrcBlend = D3D11_BLEND_ONE;
	blend.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
	blend.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
	blend.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
	blend.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
	blend.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
	blend.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;

	pDevice->CreateBlendState(&blend, &pBlendState);
	if (FAILED(hr)) {
		ods("D3D11: pDevice->CreateBlendState failed!");
		return false;
	}

	pDeviceContext->OMSetBlendState(pBlendState, NULL, 0xffffffff);

	hr = pDevice->CreateVertexShader(g_vertex_shader, sizeof(g_vertex_shader), NULL, &pVertexShader);
	if (FAILED(hr)) {
		ods("D3D11: Failed to create vertex shader.");
		return false;
	}

	hr = pDevice->CreatePixelShader(g_pixel_shader, sizeof(g_pixel_shader), NULL, &pPixelShader);
	if (FAILED(hr)) {
		ods("D3D11: Failed to create pixel shader.");
		return false;
	}

	pTexture = NULL;
	pSRView = NULL;

	// Define the input layout
	D3D11_INPUT_ELEMENT_DESC layout[] = {
		{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
		{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
	};

	hr = pDevice->CreateInputLayout(layout, ARRAY_NUM_ELEMENTS(layout), g_vertex_shader, sizeof(g_vertex_shader), &pVertexLayout);
	if (FAILED(hr)) {
		ods("D3D11: pDevice->CreateInputLayout failure!");
		return false;
	}

	pDeviceContext->IASetInputLayout(pVertexLayout);

	D3D11_BUFFER_DESC bd;
	ZeroMemory(&bd, sizeof(bd));
	bd.Usage = D3D11_USAGE_DYNAMIC;
	bd.ByteWidth = VERTEXBUFFER_SIZE;
	bd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
	bd.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
	bd.MiscFlags = 0;

	hr = pDevice->CreateBuffer(&bd, NULL, &pVertexBuffer);
	if (FAILED(hr)) {
		ods("D3D11: pDevice->CreateBuffer failure!");
		return false;
	}

	DWORD indices[] = {
		0,1,3,
		1,2,3,
	};

	ZeroMemory(&bd, sizeof(bd));
	bd.Usage = D3D11_USAGE_IMMUTABLE;
	bd.ByteWidth = sizeof(DWORD) * 6;
	bd.BindFlags = D3D11_BIND_INDEX_BUFFER;
	bd.CPUAccessFlags = 0;
	bd.MiscFlags = 0;
	D3D11_SUBRESOURCE_DATA InitData;
	ZeroMemory(&InitData, sizeof(InitData));
	InitData.pSysMem = indices;

	hr = pDevice->CreateBuffer(&bd, &InitData, &pIndexBuffer);
	if (FAILED(hr)) {
		ods("D3D11: pDevice->CreateBuffer failure!");
		return false;
	}

	// Set index buffer
	pDeviceContext->IASetIndexBuffer(pIndexBuffer, DXGI_FORMAT_R32_UINT, 0);

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

	if (!bDeferredContext) {
		pMyStateBlock->Capture();
		pOrigStateBlock->Apply();
	}
	pBackBuffer->Release();

	return true;
}
コード例 #10
0
ファイル: app-d3d.cpp プロジェクト: septag/darkhammer
result_t app_init_swapchain(struct app_swapchain* sc, HWND hwnd, uint width, uint height,
    uint refresh_rate, int fullscreen, int vsync)
{
    ASSERT(g_app);

    HRESULT dxhr;
    IDXGISwapChain* swapchain;
    ID3D11Texture2D* backbuffer;
    ID3D11RenderTargetView* rtv;
    ID3D11Texture2D* depthstencil = NULL;
    ID3D11DepthStencilView* dsv = NULL;
    struct app_win* app = g_app;

    DXGI_SWAP_CHAIN_DESC d3d_desc;
    memset(&d3d_desc, 0x00, sizeof(d3d_desc));

    if (width == 0 || height == 0)  {
        RECT wrc;
        ::GetClientRect(hwnd, &wrc);
        width = wrc.right - wrc.left;
        height = wrc.bottom - wrc.top;
    }

    d3d_desc.BufferDesc.Width = width;
    d3d_desc.BufferDesc.Height = height;
    d3d_desc.BufferDesc.RefreshRate.Numerator = refresh_rate;
    d3d_desc.BufferDesc.RefreshRate.Denominator = 1;
    d3d_desc.BufferDesc.Format = DEFAULT_DISPLAY_FORMAT;
    d3d_desc.SampleDesc.Count = 1;
    d3d_desc.SampleDesc.Quality = 0;
    d3d_desc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
    d3d_desc.BufferCount = BACKBUFFER_COUNT;
    d3d_desc.Windowed = fullscreen ? FALSE : TRUE;
    d3d_desc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
    d3d_desc.Flags = fullscreen ? DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH : 0;
    d3d_desc.OutputWindow = hwnd;

    dxhr = app->dxgi_factory->CreateSwapChain(app->dev, &d3d_desc, &swapchain);
    if (FAILED(dxhr))   {
        err_print(__FILE__, __LINE__, "swapchain creation failed");
        return NULL;
    }

    /* get BackBuffer and Create RenderTargetView from it */
    if (FAILED(swapchain->GetBuffer(0, __uuidof(ID3D11Texture2D), (void**)&backbuffer)))    {
        swapchain->Release();
        return RET_FAIL;
    }

    if (FAILED(app->dev->CreateRenderTargetView(backbuffer, NULL, &rtv)))  {
        backbuffer->Release();
        swapchain->Release();
        return RET_FAIL;
    }

    /* depth/stencil */
    D3D11_TEXTURE2D_DESC ds_desc;
    memset(&ds_desc, 0x00, sizeof(ds_desc));
    ds_desc.ArraySize = 1;
    ds_desc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
    ds_desc.Format = DXGI_FORMAT_R24G8_TYPELESS;
    ds_desc.MipLevels = 1;
    ds_desc.SampleDesc.Count = 1;
    ds_desc.Width = width;
    ds_desc.Height = height;

    if (FAILED(app->dev->CreateTexture2D(&ds_desc, NULL, &depthstencil)))  {
        backbuffer->Release();
        swapchain->Release();
        return RET_FAIL;
    }

    D3D11_DEPTH_STENCIL_VIEW_DESC ds_view;
    memset(&ds_view, 0x00, sizeof(ds_view));
    ds_view.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
    ds_view.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
    if (FAILED(app->dev->CreateDepthStencilView(depthstencil, &ds_view, &dsv)))    {
        depthstencil->Release();
        backbuffer->Release();
        swapchain->Release();
        return RET_FAIL;
    }

    sc->sc = swapchain;
    sc->backbuff = backbuffer;
    sc->depthbuff = depthstencil;
    sc->dsv = dsv;
    sc->rtv = rtv;
    sc->fullscreen = fullscreen;

    return RET_OK;
}
コード例 #11
0
ファイル: Body.cpp プロジェクト: shobomaru/KinectV2Test
	void init( HWND hWnd )
	{
		HRESULT hr;

		DXGI_SWAP_CHAIN_DESC scDesc;
		memset( &scDesc, 0, sizeof scDesc );
		scDesc.BufferDesc.Width = g_windowWidth;
		scDesc.BufferDesc.Height = g_windowHeight;
		scDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
		scDesc.BufferDesc.RefreshRate.Denominator = 1;
		scDesc.BufferDesc.RefreshRate.Numerator = 60;
		scDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
		scDesc.BufferCount = 1;
		scDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
		scDesc.SampleDesc.Count = 1;
		scDesc.Windowed = TRUE;
		scDesc.OutputWindow = hWnd;

		D3D_FEATURE_LEVEL features[] = { D3D_FEATURE_LEVEL_11_0 };

		UINT flags = D3D11_CREATE_DEVICE_BGRA_SUPPORT;
#ifndef NDEBUG
		flags |= D3D11_CREATE_DEVICE_DEBUG;
#endif

		IDXGISwapChain* swapChain;
		ID3D11Device* device;
		ID3D11DeviceContext* context;
		hr = D3D11CreateDeviceAndSwapChain(
			nullptr, D3D_DRIVER_TYPE_HARDWARE, NULL, flags, features, ARRAYSIZE( features ),
			D3D11_SDK_VERSION, &scDesc, &swapChain, &device, &featureLevel_, &context );
		Assert( hr );
		swapChain_.reset( swapChain );
		device_.reset( device );
		context_.reset( context );

		ID3D11Texture2D* backBuffer;
		ID3D11RenderTargetView* backBufferRTV;
		hr = swapChain->GetBuffer( 0, __uuidof( ID3D11Texture2D ), reinterpret_cast< void** >( &backBuffer ) );
		Assert( hr );
		hr = device_->CreateRenderTargetView( backBuffer, nullptr, &backBufferRTV );
		Assert( hr );
		backBufferRTV_.reset( backBufferRTV );
		backBuffer->Release();

		// Common state

		ID3D11RasterizerState* rs;
		D3D11_RASTERIZER_DESC rsDesc;
		memset( &rsDesc, 0, sizeof rsDesc );
		rsDesc.CullMode = D3D11_CULL_BACK;
		rsDesc.FillMode = D3D11_FILL_SOLID;
		rsDesc.DepthClipEnable = TRUE;
		hr = device_->CreateRasterizerState( &rsDesc, &rs );
		Assert( hr );
		rasterState_.reset( rs );

		// Body

		std::string binData;
		std::string vsBinData;
		ID3D11VertexShader* vs;
		binData = fileGetContents( "def.vs.cso" );
		hr = device_->CreateVertexShader(
			reinterpret_cast< const void* >( binData.c_str() ), binData.size(), nullptr, &vs );
		Assert( hr );
		modelVS_.reset( vs );
		vsBinData = binData;

		ID3D11PixelShader* ps;
		binData = fileGetContents( "def.ps.cso" );
		hr = device_->CreatePixelShader(
			reinterpret_cast< const void* >( binData.c_str() ), binData.size(), nullptr, &ps );
		Assert( hr );
		modelPS_.reset( ps );

		D3D11_BUFFER_DESC bufDesc = CD3D11_BUFFER_DESC( 64, D3D11_BIND_CONSTANT_BUFFER, D3D11_USAGE_DEFAULT, 0 );
		ID3D11Buffer* buf;
		hr = device_->CreateBuffer( &bufDesc, nullptr, &buf );
		Assert( hr );
		modelCB_.reset( buf );

		// 四角錐ポリゴン
		static const MeshFormat pyramidVertex[] = {
			{ -1.0f,  0.0f, -1.0f, 0xFF33AAAA },
			{  1.0f,  0.0f, -1.0f, 0xFF33AAAA },
			{ -1.0f,  0.0f,  1.0f, 0xFF33AAAA },
		
			{ -1.0f,  0.0f,  1.0f, 0xFF33AAAA },
			{  1.0f,  0.0f, -1.0f, 0xFF33AAAA },
			{  1.0f,  0.0f,  1.0f, 0xFF33AAAA },

			{  1.0f,  0.0f, -1.0f, 0xFFEE33BB },
			{ -1.0f,  0.0f, -1.0f, 0xFFEE33BB },
			{  0.0f,  1.0f,  0.0f, 0xFFEE33BB },
		
			{ -1.0f,  0.0f, -1.0f, 0xFFCC33BB },
			{ -1.0f,  0.0f,  1.0f, 0xFFCC33BB },
			{  0.0f,  1.0f,  0.0f, 0xFFCC33BB },
		
			{ -1.0f,  0.0f,  1.0f, 0xFFAA33BB },
			{  1.0f,  0.0f,  1.0f, 0xFFAA33BB },
			{  0.0f,  1.0f,  0.0f, 0xFFAA33BB },
		
			{  1.0f,  0.0f,  1.0f, 0xFF8833BB },
			{  1.0f,  0.0f, -1.0f, 0xFF8833BB },
			{  0.0f,  1.0f,  0.0f, 0xFF8833BB },
		};

		bufDesc = CD3D11_BUFFER_DESC( sizeof pyramidVertex, D3D11_BIND_VERTEX_BUFFER, D3D11_USAGE_IMMUTABLE, 0 );
		D3D11_SUBRESOURCE_DATA subresData;
		subresData.pSysMem = pyramidVertex;
		subresData.SysMemPitch = subresData.SysMemSlicePitch = 0;
		hr = device_->CreateBuffer( &bufDesc, &subresData, &buf );
		Assert( hr );
		modelVB_.reset( buf );

		D3D11_INPUT_ELEMENT_DESC ieDesc[] = {
				{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
				{ "COLOR", 0, DXGI_FORMAT_B8G8R8A8_UNORM, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 }
		};
		ID3D11InputLayout* il;
		hr = device_->CreateInputLayout( ieDesc, ARRAYSIZE( ieDesc ), vsBinData.data(), vsBinData.size(), &il );
		Assert( hr );
		modelIL_.reset( il );
	}
コード例 #12
0
ファイル: d3d10.cpp プロジェクト: LordMartyCorp/mumble
void D10State::init() {
	static HMODREF(GetModuleHandleW(L"D3D10.DLL"), D3D10CreateEffectFromMemory);
	static HMODREF(GetModuleHandleW(L"D3D10.DLL"), D3D10CreateStateBlock);
	static HMODREF(GetModuleHandleW(L"D3D10.DLL"), D3D10StateBlockMaskEnableAll);

	HRESULT hr;

	dwMyThread = GetCurrentThreadId();

	D3D10_STATE_BLOCK_MASK StateBlockMask;
	ZeroMemory(&StateBlockMask, sizeof(StateBlockMask));
	pD3D10StateBlockMaskEnableAll(&StateBlockMask);
	pD3D10CreateStateBlock(pDevice, &StateBlockMask, &pOrigStateBlock);
	pD3D10CreateStateBlock(pDevice, &StateBlockMask, &pMyStateBlock);

	pOrigStateBlock->Capture();

	ID3D10Texture2D* pBackBuffer = NULL;
	hr = pSwapChain->GetBuffer(0, __uuidof(*pBackBuffer), (LPVOID*)&pBackBuffer);

	pDevice->ClearState();

	D3D10_TEXTURE2D_DESC backBufferSurfaceDesc;
	pBackBuffer->GetDesc(&backBufferSurfaceDesc);

	ZeroMemory(&vp, sizeof(vp));
	vp.Width = backBufferSurfaceDesc.Width;
	vp.Height = backBufferSurfaceDesc.Height;
	vp.MinDepth = 0;
	vp.MaxDepth = 1;
	vp.TopLeftX = 0;
	vp.TopLeftY = 0;
	pDevice->RSSetViewports(1, &vp);

	hr = pDevice->CreateRenderTargetView(pBackBuffer, NULL, &pRTV);

	pDevice->OMSetRenderTargets(1, &pRTV, NULL);

	D3D10_BLEND_DESC blend;
	ZeroMemory(&blend, sizeof(blend));
	blend.BlendEnable[0] = TRUE;
	blend.SrcBlend = D3D10_BLEND_ONE;
	blend.DestBlend = D3D10_BLEND_INV_SRC_ALPHA;
	blend.BlendOp = D3D10_BLEND_OP_ADD;
	blend.SrcBlendAlpha = D3D10_BLEND_ONE;
	blend.DestBlendAlpha = D3D10_BLEND_INV_SRC_ALPHA;
	blend.BlendOpAlpha = D3D10_BLEND_OP_ADD;
	blend.RenderTargetWriteMask[0] = D3D10_COLOR_WRITE_ENABLE_ALL;

	pDevice->CreateBlendState(&blend, &pBlendState);
	float bf[4];
	pDevice->OMSetBlendState(pBlendState, bf, 0xffffffff);

	pD3D10CreateEffectFromMemory((void *) g_main, sizeof(g_main), 0, pDevice, NULL, &pEffect);

	pTechnique = pEffect->GetTechniqueByName("Render");
	pDiffuseTexture = pEffect->GetVariableByName("txDiffuse")->AsShaderResource();

	pTexture = NULL;
	pSRView = NULL;

	// 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;
	pTechnique->GetPassByIndex(0)->GetDesc(&PassDesc);
	hr = pDevice->CreateInputLayout(layout, numElements, PassDesc.pIAInputSignature, PassDesc.IAInputSignatureSize, &pVertexLayout);
	pDevice->IASetInputLayout(pVertexLayout);

	D3D10_BUFFER_DESC bd;
	ZeroMemory(&bd, sizeof(bd));
	bd.Usage = D3D10_USAGE_DYNAMIC;
	bd.ByteWidth = sizeof(SimpleVertex) * 4;
	bd.BindFlags = D3D10_BIND_VERTEX_BUFFER;
	bd.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
	bd.MiscFlags = 0;
	hr = pDevice->CreateBuffer(&bd, NULL, &pVertexBuffer);

	DWORD indices[] = {
		0,1,3,
		1,2,3,
	};

	bd.Usage = D3D10_USAGE_DEFAULT;
	bd.ByteWidth = sizeof(DWORD) * 6;
	bd.BindFlags = D3D10_BIND_INDEX_BUFFER;
	bd.CPUAccessFlags = 0;
	bd.MiscFlags = 0;
	D3D10_SUBRESOURCE_DATA InitData;
	ZeroMemory(&InitData, sizeof(InitData));
	InitData.pSysMem = indices;
	hr = pDevice->CreateBuffer(&bd, &InitData, &pIndexBuffer);

	// Set index buffer
	pDevice->IASetIndexBuffer(pIndexBuffer, DXGI_FORMAT_R32_UINT, 0);

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

	pMyStateBlock->Capture();
	pOrigStateBlock->Apply();

	pBackBuffer->Release();

	dwMyThread = 0;
}
コード例 #13
0
ファイル: main.cpp プロジェクト: xrated/Dx11Studies
// 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 );


	// レンダーターゲットビューをバインド
	pDeviceContext->OMSetRenderTargets( 1, &pRenderTargetView, NULL );
	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[ 5 ][ 7 ] = {
	//    Xaxis  Yaxis  Zaxis  赤     緑     青     Alpha
		{  0.0f,  0.0f,  0.0f,  1.0f,  1.0f,  1.0f,  1.0f },   // 原点
		{ -0.5f,  0.5f,  0.5f,  1.0f,  0.0f,  0.0f,  1.0f },   // 左上
		{  0.5f,  0.5f,  0.5f,  1.0f,  1.0f,  0.0f,  1.0f },   // 右上
		{  0.5f, -0.5f,  0.5f,  0.0f,  1.0f,  0.0f,  1.0f },   // 右下
		{ -0.5f, -0.5f,  0.5f,  0.0f,  1.0f,  1.0f,  1.0f }    // 左下
	};
	// 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 }
	};

	// 頂点バッファを生成
	D3D11_BUFFER_DESC vertexBufferDesc = {
		5 * sizeof( float ) * 7,	// 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, 0, 3, 4, 0, 4, 1 };

	// インデックスバッファを生成
	D3D11_BUFFER_DESC indexBufferDesc = {
		sizeof( unsigned int ) * 12,	// 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" ) );


	// 頂点シェーダを作成
	ID3D11VertexShader * pVertexShader = NULL;
	hr = pDevice->CreateVertexShader( g_vs_constant, sizeof( g_vs_constant ), 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 );


	// 入力レイアウトを生成
	ID3D11InputLayout * pInputLayout = NULL;
	hr = pDevice->CreateInputLayout( verticesDesc, 2, g_vs_constant, sizeof( g_vs_constant ), &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" ) );



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

			// 描画
			pDeviceContext->DrawIndexed( 12, 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( pInputLayout );
	COM_SAFE_RELEASE( pPixelShader );
	COM_SAFE_RELEASE( pVertexShader );
	COM_SAFE_RELEASE( pIndexBuffer );
	COM_SAFE_RELEASE( pVertexBuffer );
	COM_SAFE_RELEASE( pRenderTargetView );
	COM_SAFE_RELEASE( pSwapChain );
	COM_SAFE_RELEASE( pDeviceContext );
	COM_SAFE_RELEASE( pDevice );


	return msg.wParam;
}
コード例 #14
0
ファイル: SwapChain.cpp プロジェクト: davidhuynh/ludi
std::unique_ptr<SwapChain> SwapChain_<>::Create( const Config &config ) {
	SwapChain* retval = nullptr;

#if defined(LUDI_PLATFORM_XENON)
	retval = nullptr;
#elif defined(LUDI_PLATFORM_PS3)
	retval = nullptr;
#elif defined(LUDI_PLATFORM_WII)
	retval = nullptr;
#elif LUDI_PLATFORM_ID == LUDI_PLATFORM_WINDOWS
	// Attempt to get  the DXGI Factory.
	Device* device = Device::Get();
	Driver* driver = device->driver();
	
	// Attempt to create the swap chain.
	IDXGISwapChain* chain = nullptr;

	// Create the swap chain
	DXGI_SWAP_CHAIN_DESC desc;	 
	desc = ConversionDx11::To(config);

	HRESULT hresult = driver->factory()->CreateSwapChain(device->device(), &desc, &chain);
	if (FAILED(hresult)) {
		//Log::Get().Write( L"Failed to create swap chain!" );
		ASSERT(false);
		return nullptr;
	}

	// Retrieve the texture buffer (render-texture)
	ID3D11Texture2D* texture = nullptr;
	hresult = chain->GetBuffer( 0, __uuidof( ID3D11Texture2D ), reinterpret_cast< void** >( &texture ) );
	if (FAILED(hresult)) {
		//Log::Get().Write( L"Failed to get swap chain texture resource!" );
		ASSERT(false);
		return nullptr;
	}
		
	// Create the swap chain render target view
	ID3D11RenderTargetView* view;
	hresult = (*device)->CreateRenderTargetView(texture, nullptr, &view);
	if (FAILED(hresult)) {
		//Log::Get().Write( L"Failed to create render target view for swap chain!" );
		ASSERT(false);
		return nullptr;
	}

	// Create the swap chain, set the render texture and render target view
	retval = new SwapChain_<LUDI_PLATFORM_WINDOWS>(chain);

	retval->set_render_texture(new Texture(texture));	
	retval->set_render_target_view(new RenderTargetView(view));

#elif LUDI_PLATFORM_ID == LUDI_PLATFORM_OSX
    retval = new SwapChain_<LUDI_PLATFORM_OSX>(nullptr);
    
   	retval->set_render_texture(new Texture());
	retval->set_render_target_view(new RenderTargetView());
 
#else // NO VALID PLATFORM
	retval = nullptr;
#endif
	
	return std::unique_ptr<SwapChain>(retval);
}