Пример #1
0
void FXAASample::ShowRT()
{
	TurnZBufferOff();
	int x = (int)(mClientWidth * 0.66666f - 10);
	int y = (int)(mClientHeight * 0.66666f - 10);
	int width = mClientWidth - x;
	int height = mClientHeight - y;
	g_objSprite.ShowBlock(x, y, x + width, y + height, { 0.000000000f, 0.000000000f, 0.000000000f, 0.500000000f });
	x = (int)(mClientWidth * 0.66666f - 5);
	y = (int)(mClientHeight * 0.66666f - 5);
	int w = mClientWidth - x - 5;
	int h = mClientHeight - y - 5;
	g_objSprite.ShowTexture(x, y, x + w, y + h, colorRT->GetSRView());
}
Пример #2
0
////Rectangle for secondary target view
bool ModelsDemo::RenderPassThree(){
	d3dContext_->OMSetRenderTargets( 1, &backBufferTarget_, NULL );
	unsigned int stride = sizeof( VertexPos );
	unsigned int offset = 0;


	TurnZBufferOff();
	TurnOnAlphaBlending();
	
	stride = sizeof( TextVertexPos );
	offset = 0;

	d3dContext_->IASetInputLayout( textInputLayout_ );
	d3dContext_->IASetVertexBuffers( 0, 1, &textVertexBuffer_, &stride, &offset );
	d3dContext_->IASetPrimitiveTopology( D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST );

	d3dContext_->VSSetShader( textTextureMapVS_, 0, 0 );
	d3dContext_->PSSetShader( textTextureMapPS_, 0, 0 );

	//d3dContext_->ClearRenderTargetView( renderTargetViewMap, redColor );	/////
	d3dContext_->PSSetShaderResources( 0, 1, &shaderResourceViewMap  );
    d3dContext_->PSSetSamplers( 0, 1, &textColorMapSampler_ );
	d3dContext_->IASetVertexBuffers( 0, 1, &textVertexBuffer_, &stride, &offset );
	//d3dContext_->IASetVertexBuffers( 0, 1, &vertexBufferRect_, &stride, &offset );
	//d3dContext_->Draw( 6, 0 );


	if(MyGrid->GetWorldType() == 1 || MyGrid->GetWorldType() == 3){
		d3dContext_->PSSetShaderResources( 0, 1, &GridColorMap_ );
	}
	if(MyGrid->GetWorldType() == 2){
		d3dContext_->PSSetShaderResources( 0, 1, &GridColorMapLava_ );
	}
	if(MyGrid->GetWorldType() == 4  || MyGrid->GetWorldType() == 5){
		d3dContext_->PSSetShaderResources( 0, 1, &GridColorMapTemple_ );
	}



	MyGrid->Render(d3dContext_);

	return true;
}
Пример #3
0
////Text
bool ModelsDemo::RenderPassTwo(){
	d3dContext_->OMSetRenderTargets( 1, &backBufferTarget_, NULL );
	unsigned int stride = sizeof( VertexPos );
	unsigned int offset = 0;


		// create matrices to create a single world matrix for the GameObject's transform
		XMMATRIX scale_mat = XMMatrixScaling(1,1,1);
		XMMATRIX rotation_mat = XMMatrixRotationRollPitchYaw(0,0,0);
		XMMATRIX position_mat = XMMatrixTranslation(0, 0, 0);
		XMMATRIX  world_mat = XMMatrixTranspose( scale_mat * rotation_mat * position_mat );
		d3dContext_->UpdateSubresource( worldCB_, 0, 0, &world_mat, 0, 0 );
		d3dContext_->VSSetConstantBuffers( 0, 1, &worldCB_ );





		TurnZBufferOff();
		TurnOnAlphaBlending();
	
		stride = sizeof( TextVertexPos );
		offset = 0;

		d3dContext_->IASetInputLayout( textInputLayout_ );
		d3dContext_->IASetVertexBuffers( 0, 1, &textVertexBuffer_, &stride, &offset );
		d3dContext_->IASetPrimitiveTopology( D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST );

		d3dContext_->VSSetShader( textTextureMapVS_, 0, 0 );
		d3dContext_->PSSetShader( textTextureMapPS_, 0, 0 );


		d3dContext_->PSSetShaderResources( 0, 1, &textColorMap_ );
		d3dContext_->PSSetSamplers( 0, 1, &textColorMapSampler_ );

		////////////////////////////////////////////////////////
		//MyGrid->Render(d3dContext_);

		d3dContext_->IASetVertexBuffers( 0, 1, &textVertexBuffer_, &stride, &offset );///////
		if (gameState_ == START_MENU)
	{
		/////////////////////////////////////////////TEXT//////////////////////////////////////////////
		DrawString( "PRESS SPACE to START", -0.4f, 0.0f );
		DrawString( "PRESS ESC to QUIT", -0.35f, -0.1f );
		////////////////////////////////////////////////////////////////////////////////////////////////
	}
	char output[24];
	if(gameState_ == RUN){
		sprintf_s(output, "Floor:%d",MyGrid->GetFloorNumber());
		DrawString( output, -0.1f, 0.8f);

		sprintf_s(output, "%d/%d",MyGrid->GetHealth(), MyGrid->GetMaxHealth());
		DrawString( output, -0.1f, 0.9f);

		sprintf_s(output, "%d",MyGrid->GetPotions());
		DrawString( output, -0.2f, 0.8f);

		sprintf_s(output, "%d",MyGrid->GetStrength());
		DrawString( output, -0.3f, 0.8f);

		sprintf_s(output, "%d",MyGrid->GetDefense());
		DrawString( output, -0.4f, 0.8f);
	}

	if((gameState_ == RUN)&&(displayFPS==true))
	{
		/////////////////////////////////////////////TEXT//////////////////////////////////////////////

		
		//sprintf_s(output, "FPS:%d",fps_);
		sprintf_s(output, "FPS:%d",fps_);

		DrawString( output, -0.9f, 0.83f);

		//sprintf_s(output, "Frame Time:%d", MyGrid->GetHeight());

		//DrawString( output, -0.9f, 0.6f);
		////////////////////////////////////////////////////////////////////////////////////////////////
	}




	if (gameState_ == PAUSED)
	{
		/////////////////////////////////////////////TEXT//////////////////////////////////////////////

		DrawString( "GAME PAUSED", -0.2f, 0.0f );
		if (pauseMenuSelection == RETURN)
		{
			DrawString( "->Return to Game<-", -0.33f, -0.1f );
		}
		else
		{
			DrawString( "Return to Game", -0.25f, -0.1f );
		}

		if (pauseMenuSelection == FPS)
		{
			if(displayFPS==true)
			{
				DrawString( "->Display FPS: ON<-",-0.35f, -0.2f );
			}
			else
			{
				DrawString( "->Display FPS:OFF<-",-0.35f, -0.2f );
			}
		}
		else
		{
			if(displayFPS==true)
			{
				DrawString( "Display FPS: ON",-0.27f, -0.2f );
			}
			else
			{
				DrawString( "Display FPS:OFF",-0.27f, -0.2f );
			}
		}
		
		if (pauseMenuSelection == PLAY_MOVIE)
		{
			DrawString( "->Play the Movie<-", -0.33f, -0.3f );
		}
		else
		{
			DrawString( "Play the Movie", -0.25f, -0.3f );
		}

		if (pauseMenuSelection == QUIT)
		{
			DrawString( "->Return to Menu<-", -0.33f, -0.4f );
		}
		else
		{
			DrawString( "Return to Menu", -0.25f, -0.4f );
		}

		////////////////////////////////////////////////////////////////////////////////////////////////
	}



		
	
	
		TurnOffAlphaBlending();
		TurnZBufferOn();

		return true;
}
Пример #4
0
bool VirtualDeviceDx11::Initialize(int screenWidth, int screenHeight, bool vsync, HWND hwnd, bool fullscreen, 
						  float screenDepth, float screenNear)
{
	HRESULT result;
	IDXGIFactory* factory;
	IDXGIAdapter* adapter;
	IDXGIOutput* adapterOutput;
	unsigned int numModes, i, numerator=0, denominator=1, stringLength;
	DXGI_MODE_DESC* displayModeList;
	DXGI_ADAPTER_DESC adapterDesc;
	int error;
	DXGI_SWAP_CHAIN_DESC swapChainDesc;
	D3D_FEATURE_LEVEL featureLevel;
	ID3D11Texture2D* backBufferPtr;
	D3D11_TEXTURE2D_DESC depthBufferDesc;
	D3D11_DEPTH_STENCIL_DESC depthStencilDesc;
	D3D11_DEPTH_STENCIL_VIEW_DESC depthStencilViewDesc;
	D3D11_RASTERIZER_DESC rasterDesc;
	D3D11_VIEWPORT viewport;
	float fieldOfView, screenAspect;
	D3D11_DEPTH_STENCIL_DESC depthDisabledStencilDesc;


	// Store the vsync setting.
	m_vsync_enabled = vsync;

	// Create a DirectX graphics interface factory.
	result = CreateDXGIFactory(__uuidof(IDXGIFactory), (void**)&factory);
	if(FAILED(result))
	{
		return false;
	}

	// Use the factory to create an adapter for the primary graphics interface (video card).
	result = factory->EnumAdapters(0, &adapter);
	if(FAILED(result))
	{
		return false;
	}

	// Enumerate the primary adapter output (monitor).
	result = adapter->EnumOutputs(0, &adapterOutput);
	if(FAILED(result))
	{
		return false;
	}

	// Get the number of modes that fit the DXGI_FORMAT_R8G8B8A8_UNORM display format for the adapter output (monitor).
	result = adapterOutput->GetDisplayModeList(DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_ENUM_MODES_INTERLACED, &numModes, NULL);
	if(FAILED(result))
	{
		return false;
	}

	// Create a list to hold all the possible display modes for this monitor/video card combination.
	displayModeList = new DXGI_MODE_DESC[numModes];
	if(!displayModeList)
	{
		return false;
	}

	// Now fill the display mode list structures.
	result = adapterOutput->GetDisplayModeList(DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_ENUM_MODES_INTERLACED, &numModes, displayModeList);
	if(FAILED(result))
	{
		return false;
	}

	// Now go through all the display modes and find the one that matches the screen width and height.
	// When a match is found store the numerator and denominator of the refresh rate for that monitor.
	for(i=0; i<numModes; i++)
	{
		if(displayModeList[i].Width == (unsigned int)screenWidth)
		{
			if(displayModeList[i].Height == (unsigned int)screenHeight)
			{
				numerator = displayModeList[i].RefreshRate.Numerator;
				denominator = displayModeList[i].RefreshRate.Denominator;
			}
		}
	}

	// Get the adapter (video card) description.
	result = adapter->GetDesc(&adapterDesc);
	if(FAILED(result))
	{
		return false;
	}

	// Store the dedicated video card memory in megabytes.
	m_videoCardMemory = (int)(adapterDesc.DedicatedVideoMemory / 1024 / 1024);

	// Convert the name of the video card to a character array and store it.
	error = wcstombs_s(&stringLength, m_videoCardDescription, 128, adapterDesc.Description, 128);
	if(error != 0)
	{
		return false;
	}

	// Release the display mode list.
	delete [] displayModeList;
	displayModeList = 0;

	// Release the adapter output.
	adapterOutput->Release();
	adapterOutput = 0;

	// Release the adapter.
	adapter->Release();
	adapter = 0;

	// Release the factory.
	factory->Release();
	factory = 0;

	// Initialize the swap chain description.
    ZeroMemory(&swapChainDesc, sizeof(swapChainDesc));

	// Set to a single back buffer.
    swapChainDesc.BufferCount = 1;

	// Set the width and height of the back buffer.
    swapChainDesc.BufferDesc.Width = screenWidth;
    swapChainDesc.BufferDesc.Height = screenHeight;

	// Set regular 32-bit surface for the back buffer.
    swapChainDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;

	// Set the refresh rate of the back buffer.
	if(m_vsync_enabled)
	{
	    swapChainDesc.BufferDesc.RefreshRate.Numerator = numerator;
		swapChainDesc.BufferDesc.RefreshRate.Denominator = denominator;
	}
	else
	{
	    swapChainDesc.BufferDesc.RefreshRate.Numerator = 0;
		swapChainDesc.BufferDesc.RefreshRate.Denominator = 1;
	}

	// Set the usage of the back buffer.
    swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;

	// Set the handle for the window to render to.
    swapChainDesc.OutputWindow = hwnd;

	// Turn multisampling off.
    swapChainDesc.SampleDesc.Count = 1;
    swapChainDesc.SampleDesc.Quality = 0;

	// Set to full screen or windowed mode.
	if(fullscreen)
	{
		swapChainDesc.Windowed = false;
	}
	else
	{
		swapChainDesc.Windowed = true;
	}

	// Set the scan line ordering and scaling to unspecified.
	swapChainDesc.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
	swapChainDesc.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;

	// Discard the back buffer contents after presenting.
	swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;

	// Don't set the advanced flags.
	swapChainDesc.Flags = 0;

	// Set the feature level to DirectX 11.
	featureLevel = D3D_FEATURE_LEVEL_11_0;

	// Create the swap chain, Direct3D device, and Direct3D device context.
	result = D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, 0, &featureLevel, 1, D3D11_SDK_VERSION, &swapChainDesc, &m_swapChain, 
										   &m_device, NULL, &m_deviceContext);
	if(FAILED(result))
	{
		return false;
	}

	// Get the pointer to the back buffer.
	result = m_swapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&backBufferPtr);
	if(FAILED(result))
	{
		return false;
	}

	// Create the render target view with the back buffer pointer.
	result = m_device->CreateRenderTargetView(backBufferPtr, NULL, &m_renderTargetView);
	if(FAILED(result))
	{
		return false;
	}

	// Release pointer to the back buffer as we no longer need it.
	backBufferPtr->Release();
	backBufferPtr = 0;

	// Initialize the description of the depth buffer.
	ZeroMemory(&depthBufferDesc, sizeof(depthBufferDesc));

	// Set up the description of the depth buffer.
	depthBufferDesc.Width = screenWidth;
	depthBufferDesc.Height = screenHeight;
	depthBufferDesc.MipLevels = 1;
	depthBufferDesc.ArraySize = 1;
	depthBufferDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
	depthBufferDesc.SampleDesc.Count = 1;
	depthBufferDesc.SampleDesc.Quality = 0;
	depthBufferDesc.Usage = D3D11_USAGE_DEFAULT;
	depthBufferDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
	depthBufferDesc.CPUAccessFlags = 0;
	depthBufferDesc.MiscFlags = 0;

	// Create the texture for the depth buffer using the filled out description.
	result = m_device->CreateTexture2D(&depthBufferDesc, NULL, &m_depthStencilBuffer);
	if(FAILED(result))
	{
		return false;
	}

	// Initialize the description of the stencil state.
	ZeroMemory(&depthStencilDesc, sizeof(depthStencilDesc));

	// Set up the description of the stencil state.
	depthStencilDesc.DepthEnable = true;
	depthStencilDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
	depthStencilDesc.DepthFunc = D3D11_COMPARISON_LESS;

	depthStencilDesc.StencilEnable = true;
	depthStencilDesc.StencilReadMask = 0xFF;
	depthStencilDesc.StencilWriteMask = 0xFF;

	// Stencil operations if pixel is front-facing.
	depthStencilDesc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
	depthStencilDesc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_INCR;
	depthStencilDesc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
	depthStencilDesc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;

	// Stencil operations if pixel is back-facing.
	depthStencilDesc.BackFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
	depthStencilDesc.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_DECR;
	depthStencilDesc.BackFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
	depthStencilDesc.BackFace.StencilFunc = D3D11_COMPARISON_ALWAYS;

	// Create the depth stencil state.
	result = m_device->CreateDepthStencilState(&depthStencilDesc, &m_depthStencilState);
	if(FAILED(result))
	{
		return false;
	}

	// Set the depth stencil state.
	m_deviceContext->OMSetDepthStencilState(m_depthStencilState, 1);

	// Initialize the depth stencil view.
	ZeroMemory(&depthStencilViewDesc, sizeof(depthStencilViewDesc));

	// Set up the depth stencil view description.
	depthStencilViewDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
	depthStencilViewDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
	depthStencilViewDesc.Texture2D.MipSlice = 0;

	// Create the depth stencil view.
	result = m_device->CreateDepthStencilView(m_depthStencilBuffer, &depthStencilViewDesc, &m_depthStencilView);
	if(FAILED(result))
	{
		return false;
	}

	// Bind the render target view and depth stencil buffer to the output render pipeline.
	m_deviceContext->OMSetRenderTargets(1, &m_renderTargetView, m_depthStencilView);

	// Setup the raster description which will determine how and what polygons will be drawn.
	rasterDesc.AntialiasedLineEnable = false;
	rasterDesc.CullMode = D3D11_CULL_BACK;
	rasterDesc.DepthBias = 0;
	rasterDesc.DepthBiasClamp = 0.0f;
	rasterDesc.DepthClipEnable = true;
	rasterDesc.FillMode = D3D11_FILL_SOLID;
	rasterDesc.FrontCounterClockwise = false;
	rasterDesc.MultisampleEnable = false;
	rasterDesc.ScissorEnable = false;
	rasterDesc.SlopeScaledDepthBias = 0.0f;

	// Create the rasterizer state from the description we just filled out.
	result = m_device->CreateRasterizerState(&rasterDesc, &m_rasterState);
	if(FAILED(result))
	{
		return false;
	}

	// Now set the rasterizer state.
	m_deviceContext->RSSetState(m_rasterState);
	
	// Setup the viewport for rendering.
    viewport.Width = (float)screenWidth;
    viewport.Height = (float)screenHeight;
    viewport.MinDepth = 0.0f;
    viewport.MaxDepth = 1.0f;
    viewport.TopLeftX = 0.0f;
    viewport.TopLeftY = 0.0f;

	// Create the viewport.
    m_deviceContext->RSSetViewports(1, &viewport);

	// Setup the projection matrix.
	fieldOfView = (float)D3DX_PI / 4.0f;
	screenAspect = (float)screenWidth / (float)screenHeight;

	// Create the projection matrix for 3D rendering.
	D3DXMatrixPerspectiveFovLH(&m_projectionMatrix, fieldOfView, screenAspect, screenNear, screenDepth);

    // Initialize the world matrix to the identity matrix.
    D3DXMatrixIdentity(&m_worldMatrix);

	 //Create an orthographic projection matrix for 2D rendering.
	mScreenSize.x = screenWidth;
	mScreenSize.y = screenHeight;
	mClipPlane.x = screenNear;
	mClipPlane.y = screenDepth;
	mScale = 1.0f;

	D3DXMatrixOrthoLH(&m_orthoMatrix, (float)screenWidth, (float)screenHeight, screenNear, screenDepth);

	// Clear the second depth stencil state before setting the parameters.
	ZeroMemory(&depthDisabledStencilDesc, sizeof(depthDisabledStencilDesc));

	// Now create a second depth stencil state which turns off the Z buffer for 2D rendering.  The only difference is 
	// that DepthEnable is set to false, all other parameters are the same as the other depth stencil state.
	depthDisabledStencilDesc.DepthEnable = false;
	depthDisabledStencilDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
	depthDisabledStencilDesc.DepthFunc = D3D11_COMPARISON_LESS;
	depthDisabledStencilDesc.StencilEnable = true;
	depthDisabledStencilDesc.StencilReadMask = 0xFF;
	depthDisabledStencilDesc.StencilWriteMask = 0xFF;
	depthDisabledStencilDesc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
	depthDisabledStencilDesc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_INCR;
	depthDisabledStencilDesc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
	depthDisabledStencilDesc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
	depthDisabledStencilDesc.BackFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
	depthDisabledStencilDesc.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_DECR;
	depthDisabledStencilDesc.BackFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
	depthDisabledStencilDesc.BackFace.StencilFunc = D3D11_COMPARISON_ALWAYS;

	// Create the state using the device.
	result = m_device->CreateDepthStencilState(&depthDisabledStencilDesc, &m_depthDisabledStencilState);
	if(FAILED(result))
	{
		return false;
	}

	TurnZBufferOff();

	//for blend function on.
	D3D11_BLEND_DESC bDesc;
	ZeroMemory(&bDesc, sizeof(bDesc));

	bDesc.RenderTarget[0].BlendEnable = TRUE;
	bDesc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
	bDesc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
	bDesc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
	bDesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
	bDesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
	bDesc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
	bDesc.RenderTarget[0].RenderTargetWriteMask = 0x0f;

	result = m_device->CreateBlendState(&bDesc, &m_blendState);
	if (FAILED(result))
	{
		return false;
	}

	m_deviceContext->OMSetBlendState(m_blendState, 0, 0xffffffff);

    return true;
}