////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; }
void RenderSystem::v_Render() { BeginScene(); TurnOnAlphaBlending(); static float t = 0.0f; static ULONGLONG timeStart = 0; ULONGLONG timeCur = GetTickCount64(); if ( timeStart==0 ) timeStart = timeCur; t = ( timeCur-timeStart ) / 1000.0f; XMMATRIX Model = XMMatrixRotationY(t); XMStoreFloat4x4(&m_Matrix.model, XMMatrixTranspose(Model)); m_Cube.Render(m_pD3D11DeviceContext.Get(), m_Matrix); TurnOffAlphaBlending(); EndScene(); }
bool D3DClass::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, denominator; DXGI_MODE_DESC* displayModeList; 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; D3D11_BLEND_DESC blendStateDescription; // 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, nullptr); 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; } } } // 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(nullptr, D3D_DRIVER_TYPE_HARDWARE, nullptr, 0, 0, 0, D3D11_SDK_VERSION, &swapChainDesc, &m_swapChain, &m_device, nullptr, &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, nullptr, &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, nullptr, &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 / 2.0f; 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. 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; } // Clear the blend state description. ZeroMemory(&blendStateDescription, sizeof(D3D11_BLEND_DESC)); // Create an alpha enabled blend state description. blendStateDescription.RenderTarget[0].BlendEnable = TRUE; //blendStateDescription.RenderTarget[0].SrcBlend = D3D11_BLEND_ONE; blendStateDescription.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA; blendStateDescription.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA; blendStateDescription.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD; blendStateDescription.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE; blendStateDescription.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO; blendStateDescription.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD; blendStateDescription.RenderTarget[0].RenderTargetWriteMask = 0x0f; // Create the blend state using the description. result = m_device->CreateBlendState(&blendStateDescription, &m_alphaEnableBlendingState); if (FAILED(result)) { return false; } // Modify the description to create an alpha disabled blend state description. blendStateDescription.RenderTarget[0].BlendEnable = FALSE; // Create the blend state using the description. result = m_device->CreateBlendState(&blendStateDescription, &m_alphaDisableBlendingState); if (FAILED(result)) { return false; } TurnOnAlphaBlending(); return true; }
////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; }