//-------------------------------------------------------------------------------------- // Initialize the app //-------------------------------------------------------------------------------------- void InitApp() { #ifdef CONSOLE std::cout << "InitApp" << std::endl; #endif g_SettingsDlg.Init( &g_DialogResourceManager ); g_HUD.Init( &g_DialogResourceManager ); g_SampleUI.Init( &g_DialogResourceManager ); g_HUD.SetCallback( OnGUIEvent ); int iY = 10; g_HUD.AddButton( IDC_TOGGLEFULLSCREEN, L"Toggle full screen", 35, iY, 125, 22 ); g_HUD.AddButton( IDC_TOGGLEREF, L"Toggle REF (F3)", 35, iY += 24, 125, 22, VK_F3 ); g_HUD.AddButton( IDC_CHANGEDEVICE, L"Change device (F2)", 35, iY += 24, 125, 22, VK_F2 ); g_SampleUI.SetCallback( OnGUIEvent ); iY = 10; g_Camera.SetRotateButtons( true, false, false ); //g_pCamera = new CGlobalCamera(); D3DVECTOR Vdir={0,-1,0}; memset(&g_light,0,sizeof(D3DLIGHT9)); g_light.Type = D3DLIGHT_DIRECTIONAL; g_light.Diffuse.r = 1.0f; g_light.Diffuse.g = 1.0f; g_light.Diffuse.b = 1.0f; g_light.Diffuse.a = 1.0f; g_light.Direction = Vdir; // Inits Particle Engine }
//-------------------------------------------------------------------------------------- // When the user changes scene, recreate these components as they are scene // dependent. //-------------------------------------------------------------------------------------- HRESULT CreateD3DComponents( ID3D11Device* pd3dDevice) { HRESULT hr; auto pd3dImmediateContext = DXUTGetD3D11DeviceContext(); V_RETURN( g_DialogResourceManager.OnD3D11CreateDevice( pd3dDevice, pd3dImmediateContext ) ); V_RETURN( g_D3DSettingsDlg.OnD3D11CreateDevice( pd3dDevice ) ); g_pTxtHelper = new CDXUTTextHelper( pd3dDevice, pd3dImmediateContext, &g_DialogResourceManager, 15 ); static const XMVECTORF32 s_vecEye = { 105.0f, 14.0f, -3.0f, 0.f }; static const XMVECTORF32 s_vecLookAt = { 0.0f, -7.5f, 0.0f, 0.f }; XMFLOAT3 vMin = XMFLOAT3( -1000.0f, -1000.0f, -1000.0f ); XMFLOAT3 vMax = XMFLOAT3( 1000.0f, 1000.0f, 1000.0f ); g_ViewerCamera.SetViewParams( s_vecEye, s_vecLookAt ); g_ViewerCamera.SetRotateButtons( true, false, false); g_ViewerCamera.SetScalers( 0.01f, 10.0f ); g_ViewerCamera.SetDrag( true ); g_ViewerCamera.SetEnableYAxisMovement( true ); g_ViewerCamera.SetClipToBoundary( true, &vMin, &vMax ); g_ViewerCamera.FrameMove( 0 ); static const XMVECTORF32 s_lightEye = { -320.0f, 300.0f, -220.3f, 0.f }; g_LightCamera.SetViewParams( s_lightEye, g_XMZero ); g_LightCamera.SetRotateButtons( true, false, false ); g_LightCamera.SetScalers( 0.01f, 50.0f ); g_LightCamera.SetDrag( true ); g_LightCamera.SetEnableYAxisMovement( true ); g_LightCamera.SetClipToBoundary( true, &vMin, &vMax ); g_LightCamera.SetProjParams( XM_PI / 4, 1.0f, 0.1f , 1000.0f); g_LightCamera.FrameMove( 0 ); // Get the final sizes uint32_t width = DXUTGetDXGIBackBufferSurfaceDesc()->Width; uint32_t height = DXUTGetDXGIBackBufferSurfaceDesc()->Height; g_Scene.Init( pd3dDevice, pd3dImmediateContext, &g_MeshPowerPlant, width, height); return S_OK; }
//-------------------------------------------------------------------------------------- // When the user changes scene, recreate these components as they are scene // dependent. //-------------------------------------------------------------------------------------- HRESULT CreateD3DComponents(ID3D11Device* pd3dDevice) { HRESULT hr; ID3D11DeviceContext* pd3dImmediateContext = DXUTGetD3D11DeviceContext(); V_RETURN(g_DialogResourceManager.OnD3D11CreateDevice(pd3dDevice, pd3dImmediateContext)); V_RETURN(g_D3DSettingsDlg.OnD3D11CreateDevice(pd3dDevice)); g_pTxtHelper = new CDXUTTextHelper(pd3dDevice, pd3dImmediateContext, &g_DialogResourceManager, 15); XMVECTOR vecEye = XMVectorSet(100.0f, 5.0f, 5.0f, 0); XMVECTOR vecAt = XMVectorSet(0.0f, 0.0f, 0.0f, 0); XMFLOAT3 vMin = XMFLOAT3(-1000.0f, -1000.0f, -1000.0f); XMFLOAT3 vMax = XMFLOAT3(1000.0f, 1000.0f, 1000.0f); g_ViewerCamera.SetViewParams(vecEye, vecAt); g_ViewerCamera.SetRotateButtons(TRUE, FALSE, FALSE); g_ViewerCamera.SetScalers(0.01f, 10.0f); g_ViewerCamera.SetDrag(true); g_ViewerCamera.SetEnableYAxisMovement(true); g_ViewerCamera.SetClipToBoundary(TRUE, &vMin, &vMax); g_ViewerCamera.FrameMove(0); vecEye = XMVectorSet(-320.0f, 300.0f, -220.3f, 0); vecAt = XMVectorSet(0.0f, 0.0f, 0.0f, 0); g_LightCamera.SetViewParams(vecEye, vecAt); g_LightCamera.SetRotateButtons(TRUE, FALSE, FALSE); g_LightCamera.SetScalers(0.01f, 50.0f); g_LightCamera.SetDrag(true); g_LightCamera.SetEnableYAxisMovement(true); g_LightCamera.SetClipToBoundary(TRUE, &vMin, &vMax); g_LightCamera.SetProjParams(XM_PI / 4, 1.0f, 0.1f, 1000.0f); g_LightCamera.FrameMove(0); g_CascadedShadow.Init(pd3dDevice, pd3dImmediateContext, g_pSelectedMesh, &g_ViewerCamera, &g_LightCamera, &g_CascadeConfig); return S_OK; }
//-------------------------------------------------------------------------------------- // Create any D3D11 resources that depend on the back buffer //-------------------------------------------------------------------------------------- HRESULT CALLBACK OnD3D11ResizedSwapChain( ID3D11Device* pd3dDevice, IDXGISwapChain* pSwapChain, const DXGI_SURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext ) { HRESULT hr; V_RETURN( g_DialogResourceManager.OnD3D11ResizedSwapChain( pd3dDevice, pBackBufferSurfaceDesc ) ); V_RETURN( g_D3DSettingsDlg.OnD3D11ResizedSwapChain( pd3dDevice, pBackBufferSurfaceDesc ) ); // Setup the camera's projection parameters float fAspectRatio = pBackBufferSurfaceDesc->Width / ( FLOAT )pBackBufferSurfaceDesc->Height; g_Camera.SetProjParams( D3DX_PI / 4, fAspectRatio, 2.0f, 4000.0f ); // g_Camera.SetWindow( pBackBufferSurfaceDesc->Width, pBackBufferSurfaceDesc->Height ); // g_Camera.SetButtonMasks( MOUSE_MIDDLE_BUTTON, MOUSE_WHEEL, MOUSE_LEFT_BUTTON ); D3DXVECTOR3 vMin = D3DXVECTOR3( -1000.0f, -1000.0f, -1000.0f ); D3DXVECTOR3 vMax = D3DXVECTOR3( 1000.0f, 1000.0f, 1000.0f ); g_Camera.SetRotateButtons(TRUE, FALSE, FALSE); g_Camera.SetScalers( 0.01f, 30.0f ); g_Camera.SetDrag( true ); g_Camera.SetEnableYAxisMovement( true ); g_Camera.SetClipToBoundary( TRUE, &vMin, &vMax ); g_Camera.FrameMove( 0 ); g_HUD.SetLocation( pBackBufferSurfaceDesc->Width - 170, 0 ); g_HUD.SetSize( 170, 170 ); g_SampleUI.SetLocation( pBackBufferSurfaceDesc->Width - 170, pBackBufferSurfaceDesc->Height - 300 ); g_SampleUI.SetSize( 170, 300 ); //Turn off backface culling D3D11_RASTERIZER_DESC rsDesc; ZeroMemory(&rsDesc,sizeof(D3D11_RASTERIZER_DESC) ); rsDesc.CullMode = D3D11_CULL_NONE; rsDesc.FillMode = D3D11_FILL_SOLID; //rsDesc.FillMode = D3D11_FILL_WIREFRAME; ID3D11RasterizerState *pRasterizerState = NULL; pd3dDevice->CreateRasterizerState(&rsDesc, &pRasterizerState); DXUTGetD3D11DeviceContext()->RSSetState(pRasterizerState); SAFE_RELEASE(pRasterizerState); return S_OK; }
//-------------------------------------------------------------------------------------- // SwapChain has changed and may have new attributes such as size. // Create any D3D11 resources that depend on the back buffer //-------------------------------------------------------------------------------------- HRESULT CALLBACK OnD3D11ResizedSwapChain(ID3D11Device* pd3dDevice, IDXGISwapChain *pSwapChain, const DXGI_SURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext) { HRESULT hr; DXUTTRACE(L"OnD3D11ResizedSwapChain called\n"); V_RETURN( g_DialogResourceManager.OnD3D11ResizedSwapChain(pd3dDevice, pBackBufferSurfaceDesc) ); V_RETURN( g_SettingsDlg.OnD3D11ResizedSwapChain(pd3dDevice, pBackBufferSurfaceDesc) ); g_BackBufferWidth = pBackBufferSurfaceDesc->Width; g_BackBufferHeight = pBackBufferSurfaceDesc->Height; g_FullViewport.TopLeftX = 0.f; g_FullViewport.TopLeftY = 0.f; g_FullViewport.MinDepth = 0.f; g_FullViewport.MaxDepth = 1.f; g_FullViewport.Width = (FLOAT)g_BackBufferWidth; g_FullViewport.Height = (FLOAT)g_BackBufferHeight; // Setup the camera's projection parameters float AspectRatio = (float)g_BackBufferWidth / (float)g_BackBufferHeight; g_OrbitalCamera.SetProjParams (FOVY, AspectRatio, ZNEAR, ZFAR); g_OrbitalCamera.SetWindow (g_BackBufferWidth, g_BackBufferHeight); g_OrbitalCamera.SetButtonMasks(MOUSE_LEFT_BUTTON, MOUSE_WHEEL, 0); g_FirstPersonCamera.SetProjParams (FOVY, AspectRatio, ZNEAR, ZFAR); g_FirstPersonCamera.SetRotateButtons( 1, 1, 1 ); UINT HudWidth = 256; float HudOpacity = 0.32f; g_HUD.SetLocation(g_BackBufferWidth - HudWidth, 0); g_HUD.SetSize (HudWidth, g_BackBufferHeight); g_HUD.SetBackgroundColors(D3DCOLOR_COLORVALUE(0,0,0,HudOpacity)); // Allocate our own screen-sized buffers, as the SwapChain only contains a non-MSAA color buffer. ResizeScreenSizedBuffers(pd3dDevice); return hr; }
//-------------------------------------------------------------------------------------- // Initialize the app //-------------------------------------------------------------------------------------- void InitApp() { WCHAR temp[64]; g_D3DSettingsDlg.Init( &g_DialogResourceManager ); g_HUD.Init( &g_DialogResourceManager ); g_SampleUI.Init( &g_DialogResourceManager ); g_HUD.SetCallback( OnGUIEvent ); int iY = 30; g_HUD.AddButton( IDC_TOGGLEFULLSCREEN, L"Toggle full screen", 0, iY, 170, 23 ); g_HUD.AddButton( IDC_TOGGLEREF, L"Toggle REF (F3)", 0, iY += 26, 170, 23, VK_F3 ); g_HUD.AddButton( IDC_CHANGEDEVICE, L"Change device (F2)", 0, iY += 26, 170, 23, VK_F2 ); iY += 180; swprintf_s( temp, L"SunWidth = %2.2f", g_fSunWidth ); g_HUD.AddStatic( IDC_SUNWIDTH_TEXT, temp, 0, iY += 25, 100, 24 ); g_HUD.AddSlider( IDC_SUNWIDTH_SLIDER, 0, iY += 25, 150, 24, 0, 100, int( ( g_fSunWidth / 3.0 ) * 100 ) ); g_Camera.SetRotateButtons( true, false, false ); g_LCamera.SetButtonMasks( MOUSE_RIGHT_BUTTON, 0, 0 ); g_SampleUI.SetCallback( OnGUIEvent ); }
//-------------------------------------------------------------------------------------- // Create any D3D11 resources that aren't dependant on the back buffer //-------------------------------------------------------------------------------------- HRESULT CALLBACK OnD3D11CreateDevice( ID3D11Device* pd3dDevice, const DXGI_SURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext ) { HRESULT hr; ID3D11DeviceContext* pd3dImmediateContext = DXUTGetD3D11DeviceContext(); V_RETURN( g_DialogResourceManager.OnD3D11CreateDevice( pd3dDevice, pd3dImmediateContext ) ); V_RETURN( g_D3DSettingsDlg.OnD3D11CreateDevice( pd3dDevice ) ); g_pTxtHelper = new CDXUTTextHelper( pd3dDevice, pd3dImmediateContext, &g_DialogResourceManager, 15 ); // D3DXVECTOR3 vCenter( 0.25767413f, -28.503521f, 111.00689f ); FLOAT fObjectRadius = 378.15607f; lightpos = D3DXVECTOR3(300,300,-200); //test = new testing(); hr = test.setup(pd3dDevice,pBackBufferSurfaceDesc,pUserContext); hr = tessplane.setup(pd3dDevice,pBackBufferSurfaceDesc,pUserContext); hr = tesscube.setup(pd3dDevice,pBackBufferSurfaceDesc,pUserContext,80,D3DXVECTOR3(300,50,-200));//D3DXVECTOR3(300,50,-200 hr = lightsphere.setup(pd3dDevice,pBackBufferSurfaceDesc,pUserContext,10,lightpos); hr = fuse.setup(pd3dDevice,pBackBufferSurfaceDesc,pUserContext); hr = board1.setup(pd3dDevice,pBackBufferSurfaceDesc,pUserContext,D3DXVECTOR3(300,-300,-1000)); hr = deboard.setup(pd3dDevice,pBackBufferSurfaceDesc,pUserContext,D3DXVECTOR3(-300,-300,-1000)); hr = geo_alien.setup(pd3dDevice,pBackBufferSurfaceDesc,pUserContext); hr = FirePart.setup(pd3dDevice,pBackBufferSurfaceDesc,pUserContext,80,0); //0 = fire hr = sky.setup(pd3dDevice,pBackBufferSurfaceDesc,pUserContext,D3DXVECTOR3(0,0,0)); hr = buildings.setup(pd3dDevice,pBackBufferSurfaceDesc,pUserContext); hr = MissilePart.setup(pd3dDevice,pBackBufferSurfaceDesc,pUserContext,20,1); g_LightControl.SetRadius( 2000 ); // Setup the camera's view parameters D3DXVECTOR3 vecEye( 0.0f, 50.0f, -1000.0f ); D3DXVECTOR3 vecAt ( 0.0f, 0.0f, -0.0f ); g_Camera.SetRotateButtons(true,false,false); g_Camera.SetViewParams( &vecEye, &vecAt ); g_Camera.SetEnablePositionMovement( true ); g_Camera.SetScalers( 0.005f, 500.0f ); D3D11_DEPTH_STENCIL_DESC descDS; ZeroMemory(&descDS, sizeof(descDS)); descDS.DepthEnable = false; descDS.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL; descDS.DepthFunc = D3D11_COMPARISON_LESS; descDS.StencilEnable = FALSE; hr = pd3dDevice->CreateDepthStencilState( &descDS, &g_DepthState); //setup stuff for post process ID3DBlob* pVertexShaderBuffer = NULL; V_RETURN( CompileShaderFromFile( L"PP1.hlsl", "VS", "vs_4_0", &pVertexShaderBuffer ) ); ID3DBlob* pPixelShaderBuffer = NULL; V_RETURN( CompileShaderFromFile( L"PP1.hlsl", "PS", "ps_4_0", &pPixelShaderBuffer ) ); V_RETURN( pd3dDevice->CreateVertexShader( pVertexShaderBuffer->GetBufferPointer(), pVertexShaderBuffer->GetBufferSize(), NULL, &VSPPFirstPass ) ); DXUT_SetDebugName( VSPPFirstPass, "VSPost1" ); V_RETURN( pd3dDevice->CreatePixelShader( pPixelShaderBuffer->GetBufferPointer(), pPixelShaderBuffer->GetBufferSize(), NULL, &PSPPFirstPass ) ); DXUT_SetDebugName( PSPPFirstPass, "PSPost1" ); pVertexShaderBuffer = NULL; V_RETURN( CompileShaderFromFile( L"Gaussblur.hlsl", "VS", "vs_4_0", &pVertexShaderBuffer ) ); pPixelShaderBuffer = NULL; V_RETURN( CompileShaderFromFile( L"Gaussblur.hlsl", "PS", "ps_4_0", &pPixelShaderBuffer ) ); V_RETURN( pd3dDevice->CreateVertexShader( pVertexShaderBuffer->GetBufferPointer(), pVertexShaderBuffer->GetBufferSize(), NULL, &VSPPBlur ) ); DXUT_SetDebugName( VSPPBlur, "VSBlur" ); V_RETURN( pd3dDevice->CreatePixelShader( pPixelShaderBuffer->GetBufferPointer(), pPixelShaderBuffer->GetBufferSize(), NULL, &PSPPBlur ) ); DXUT_SetDebugName( PSPPBlur, "PSBlur" ); pVertexShaderBuffer = NULL; V_RETURN( CompileShaderFromFile( L"bloom_combine.hlsl", "VS", "vs_4_0", &pVertexShaderBuffer ) ); pPixelShaderBuffer = NULL; V_RETURN( CompileShaderFromFile( L"bloom_combine.hlsl", "PS", "ps_4_0", &pPixelShaderBuffer ) ); V_RETURN( pd3dDevice->CreateVertexShader( pVertexShaderBuffer->GetBufferPointer(), pVertexShaderBuffer->GetBufferSize(), NULL, &VSPPComb ) ); DXUT_SetDebugName( VSPPComb, "VSComb" ); V_RETURN( pd3dDevice->CreatePixelShader( pPixelShaderBuffer->GetBufferPointer(), pPixelShaderBuffer->GetBufferSize(), NULL, &PSPPComb ) ); DXUT_SetDebugName( PSPPComb, "PSComb" ); D3D11_BUFFER_DESC Desc; Desc.Usage = D3D11_USAGE_DYNAMIC; Desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER; Desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; Desc.MiscFlags = 0; Desc.ByteWidth = sizeof( blur_cbuffer ); V_RETURN( pd3dDevice->CreateBuffer( &Desc, NULL, &blur_cb_buffer ) ); DXUT_SetDebugName( blur_cb_buffer, "blur_cb" ); //g_Camera.SetRadius( fObjectRadius * 3.0f, fObjectRadius * 0.5f, fObjectRadius * 10.0f ); return S_OK; }