// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure) // If text or lines are blurry when integrating ImGui in your engine: // - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f) void ImGui_ImplDX10_RenderDrawLists(ImDrawData* draw_data) { ID3D10Device* ctx = g_pd3dDevice; // Create and grow vertex/index buffers if needed if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount) { if (g_pVB) { g_pVB->Release(); g_pVB = NULL; } g_VertexBufferSize = draw_data->TotalVtxCount + 5000; D3D10_BUFFER_DESC desc; memset(&desc, 0, sizeof(D3D10_BUFFER_DESC)); desc.Usage = D3D10_USAGE_DYNAMIC; desc.ByteWidth = g_VertexBufferSize * sizeof(ImDrawVert); desc.BindFlags = D3D10_BIND_VERTEX_BUFFER; desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE; desc.MiscFlags = 0; if (ctx->CreateBuffer(&desc, NULL, &g_pVB) < 0) return; } if (!g_pIB || g_IndexBufferSize < draw_data->TotalIdxCount) { if (g_pIB) { g_pIB->Release(); g_pIB = NULL; } g_IndexBufferSize = draw_data->TotalIdxCount + 10000; D3D10_BUFFER_DESC desc; memset(&desc, 0, sizeof(D3D10_BUFFER_DESC)); desc.Usage = D3D10_USAGE_DYNAMIC; desc.ByteWidth = g_IndexBufferSize * sizeof(ImDrawIdx); desc.BindFlags = D3D10_BIND_INDEX_BUFFER; desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE; if (ctx->CreateBuffer(&desc, NULL, &g_pIB) < 0) return; } // Copy and convert all vertices into a single contiguous buffer ImDrawVert* vtx_dst = NULL; ImDrawIdx* idx_dst = NULL; g_pVB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&vtx_dst); g_pIB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&idx_dst); for (int n = 0; n < draw_data->CmdListsCount; n++) { const ImDrawList* cmd_list = draw_data->CmdLists[n]; memcpy(vtx_dst, &cmd_list->VtxBuffer[0], cmd_list->VtxBuffer.size() * sizeof(ImDrawVert)); memcpy(idx_dst, &cmd_list->IdxBuffer[0], cmd_list->IdxBuffer.size() * sizeof(ImDrawIdx)); vtx_dst += cmd_list->VtxBuffer.size(); idx_dst += cmd_list->IdxBuffer.size(); } g_pVB->Unmap(); g_pIB->Unmap(); // Setup orthographic projection matrix into our constant buffer { void* mapped_resource; if (g_pVertexConstantBuffer->Map(D3D10_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK) return; VERTEX_CONSTANT_BUFFER* constant_buffer = (VERTEX_CONSTANT_BUFFER*)mapped_resource; const float L = 0.0f; const float R = ImGui::GetIO().DisplaySize.x; const float B = ImGui::GetIO().DisplaySize.y; const float T = 0.0f; const float mvp[4][4] = { { 2.0f/(R-L), 0.0f, 0.0f, 0.0f }, { 0.0f, 2.0f/(T-B), 0.0f, 0.0f }, { 0.0f, 0.0f, 0.5f, 0.0f }, { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f }, }; memcpy(&constant_buffer->mvp, mvp, sizeof(mvp)); g_pVertexConstantBuffer->Unmap(); } // Backup DX state that will be modified to restore it afterwards (unfortunately this is very ugly looking and verbose. Close your eyes!) struct BACKUP_DX10_STATE { UINT ScissorRectsCount, ViewportsCount; D3D10_RECT ScissorRects[D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE]; D3D10_VIEWPORT Viewports[D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE]; ID3D10RasterizerState* RS; ID3D10BlendState* BlendState; FLOAT BlendFactor[4]; UINT SampleMask; UINT StencilRef; ID3D10DepthStencilState* DepthStencilState; ID3D10ShaderResourceView* PSShaderResource; ID3D10SamplerState* PSSampler; ID3D10PixelShader* PS; ID3D10VertexShader* VS; D3D10_PRIMITIVE_TOPOLOGY PrimitiveTopology; ID3D10Buffer* IndexBuffer, *VertexBuffer, *VSConstantBuffer; UINT IndexBufferOffset, VertexBufferStride, VertexBufferOffset; DXGI_FORMAT IndexBufferFormat; ID3D10InputLayout* InputLayout; }; BACKUP_DX10_STATE old; old.ScissorRectsCount = old.ViewportsCount = D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE; ctx->RSGetScissorRects(&old.ScissorRectsCount, old.ScissorRects); ctx->RSGetViewports(&old.ViewportsCount, old.Viewports); ctx->RSGetState(&old.RS); ctx->OMGetBlendState(&old.BlendState, old.BlendFactor, &old.SampleMask); ctx->OMGetDepthStencilState(&old.DepthStencilState, &old.StencilRef); ctx->PSGetShaderResources(0, 1, &old.PSShaderResource); ctx->PSGetSamplers(0, 1, &old.PSSampler); ctx->PSGetShader(&old.PS); ctx->VSGetShader(&old.VS); ctx->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer); ctx->IAGetPrimitiveTopology(&old.PrimitiveTopology); ctx->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset); ctx->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); ctx->IAGetInputLayout(&old.InputLayout); // Setup viewport D3D10_VIEWPORT vp; memset(&vp, 0, sizeof(D3D10_VIEWPORT)); vp.Width = (UINT)ImGui::GetIO().DisplaySize.x; vp.Height = (UINT)ImGui::GetIO().DisplaySize.y; vp.MinDepth = 0.0f; vp.MaxDepth = 1.0f; vp.TopLeftX = vp.TopLeftY = 0; ctx->RSSetViewports(1, &vp); // Bind shader and vertex buffers unsigned int stride = sizeof(ImDrawVert); unsigned int offset = 0; ctx->IASetInputLayout(g_pInputLayout); ctx->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset); ctx->IASetIndexBuffer(g_pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0); ctx->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST); ctx->VSSetShader(g_pVertexShader); ctx->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer); ctx->PSSetShader(g_pPixelShader); ctx->PSSetSamplers(0, 1, &g_pFontSampler); // Setup render state const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f }; ctx->OMSetBlendState(g_pBlendState, blend_factor, 0xffffffff); ctx->OMSetDepthStencilState(g_pDepthStencilState, 0); ctx->RSSetState(g_pRasterizerState); // Render command lists int vtx_offset = 0; int idx_offset = 0; for (int n = 0; n < draw_data->CmdListsCount; n++) { const ImDrawList* cmd_list = draw_data->CmdLists[n]; for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.size(); cmd_i++) { const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; if (pcmd->UserCallback) { pcmd->UserCallback(cmd_list, pcmd); } else { const D3D10_RECT r = { (LONG)pcmd->ClipRect.x, (LONG)pcmd->ClipRect.y, (LONG)pcmd->ClipRect.z, (LONG)pcmd->ClipRect.w }; ctx->PSSetShaderResources(0, 1, (ID3D10ShaderResourceView**)&pcmd->TextureId); ctx->RSSetScissorRects(1, &r); ctx->DrawIndexed(pcmd->ElemCount, idx_offset, vtx_offset); } idx_offset += pcmd->ElemCount; } vtx_offset += cmd_list->VtxBuffer.size(); } // Restore modified DX state ctx->RSSetScissorRects(old.ScissorRectsCount, old.ScissorRects); ctx->RSSetViewports(old.ViewportsCount, old.Viewports); ctx->RSSetState(old.RS); if (old.RS) old.RS->Release(); ctx->OMSetBlendState(old.BlendState, old.BlendFactor, old.SampleMask); if (old.BlendState) old.BlendState->Release(); ctx->OMSetDepthStencilState(old.DepthStencilState, old.StencilRef); if (old.DepthStencilState) old.DepthStencilState->Release(); ctx->PSSetShaderResources(0, 1, &old.PSShaderResource); if (old.PSShaderResource) old.PSShaderResource->Release(); ctx->PSSetSamplers(0, 1, &old.PSSampler); if (old.PSSampler) old.PSSampler->Release(); ctx->PSSetShader(old.PS); if (old.PS) old.PS->Release(); ctx->VSSetShader(old.VS); if (old.VS) old.VS->Release(); ctx->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release(); ctx->IASetPrimitiveTopology(old.PrimitiveTopology); ctx->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release(); ctx->IASetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); if (old.VertexBuffer) old.VertexBuffer->Release(); ctx->IASetInputLayout(old.InputLayout); if (old.InputLayout) old.InputLayout->Release(); }
bool BlondeIndexBufferDX::CreateNew( int numIndices, void* data, int indexSize ) { this->CleanUp(); this->numIndices = numIndices; this->indexSize = indexSize; if (EngineGlobals::renderAPI_DirectX && EngineGlobals::renderAPI_DirectXVersion == 9) { // Get the DirectX 9 device. LPDIRECT3DDEVICE9 pDevice = (LPDIRECT3DDEVICE9) BlondeGraphics::GetCurrentDevice(); // Create the index buffer. HRESULT result; if (indexSize == 2) // 16-bit indices. result = pDevice->CreateIndexBuffer(indexSize * numIndices, D3DUSAGE_WRITEONLY, D3DFMT_INDEX16, D3DPOOL_MANAGED, &indexBufferDx9, NULL); else if (indexSize == 4) // 32-bit indices. result = pDevice->CreateIndexBuffer(indexSize * numIndices, D3DUSAGE_WRITEONLY, D3DFMT_INDEX32, D3DPOOL_MANAGED, &indexBufferDx9, NULL); else { EngineMessageHandler::SendMessageErrorConsole("Indices must be either 16 or 32 bit in size."); return false; } if (FAILED(result)) { EngineMessageHandler::SendMessageErrorConsole("Error creating index buffer."); return false; } // Now fill the index buffer. Fill(data); } else if(EngineGlobals::renderAPI_DirectX && EngineGlobals::renderAPI_DirectXVersion == 10) { // Get the DirectX 10 device. ID3D10Device* pDevice = (ID3D10Device*) BlondeGraphics::GetCurrentDevice(); D3D10_BUFFER_DESC bufferDesc; bufferDesc.Usage = D3D10_USAGE_DEFAULT; bufferDesc.ByteWidth = indexSize * numIndices; bufferDesc.BindFlags = D3D10_BIND_INDEX_BUFFER; bufferDesc.CPUAccessFlags = 0; bufferDesc.MiscFlags = 0; D3D10_SUBRESOURCE_DATA initialData; initialData.pSysMem = data; initialData.SysMemPitch = indexSize; // Pass the index size as additional information. (SysMemPitch and SysMemSlicePitch are ignored when creating buffers). initialData.SysMemSlicePitch = indexSize; if( FAILED( pDevice->CreateBuffer( &bufferDesc, &initialData, &indexBufferDx10 ) ) ) { EngineMessageHandler::SendMessageErrorConsole("DX10: Error creating index buffer."); return false; } } return true; }
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; }
bool CGutFontDX10::LoadShader(const char *filename) { ID3D10Device *pDevice = GutGetGraphicsDeviceDX10(); ID3D10Blob *pVSCode = NULL; // 載入Vertex Shader m_pVertexShader = GutLoadVertexShaderDX10_HLSL(filename, "VS", "vs_4_0", &pVSCode); if ( NULL==m_pVertexShader ) return false; // 載入Pixel Shader m_pPixelShader = GutLoadPixelShaderDX10_HLSL(filename, "PS", "ps_4_0"); if ( NULL==m_pPixelShader ) return false; // Shader常數的記憶體空間 { D3D10_BUFFER_DESC desc; // desc.ByteWidth = sizeof(Matrix4x4); desc.Usage = D3D10_USAGE_DYNAMIC; desc.BindFlags = D3D10_BIND_CONSTANT_BUFFER; desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE; desc.MiscFlags = 0; if ( D3D_OK != pDevice->CreateBuffer( &desc, NULL, &m_pShaderConstant ) ) return false; } int max_characters = m_iNumRows * m_iNumColumns; // vertex buffer { D3D10_BUFFER_DESC desc; desc.ByteWidth = max_characters * sizeof(_FontVertex) * 4; desc.Usage = D3D10_USAGE_DYNAMIC ; desc.BindFlags = D3D10_BIND_VERTEX_BUFFER; desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE; desc.MiscFlags = 0; if ( D3D_OK != pDevice->CreateBuffer( &desc, NULL, &m_pVertexBuffer ) ) return false; } // index buffer { D3D10_BUFFER_DESC desc; desc.ByteWidth = max_characters * 6 * sizeof(short); desc.Usage = D3D10_USAGE_DYNAMIC; desc.BindFlags = D3D10_BIND_INDEX_BUFFER; desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE; desc.MiscFlags = 0; D3D10_SUBRESOURCE_DATA subDesc; ZeroMemory(&subDesc, sizeof(subDesc)); subDesc.pSysMem = m_pIndexArray; if ( D3D_OK != pDevice->CreateBuffer( &desc, &subDesc, &m_pIndexBuffer ) ) return false; } // rasterizer state物件 { D3D10_RASTERIZER_DESC desc; GutSetDX10DefaultRasterizerDesc(desc); desc.CullMode = D3D10_CULL_NONE; if ( D3D_OK != pDevice->CreateRasterizerState(&desc, &m_pRasterizerState) ) return false; } // 設定Vertex資料格式 { D3D10_INPUT_ELEMENT_DESC layout[] = { { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0 }, { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0,12, D3D10_INPUT_PER_VERTEX_DATA, 0 } }; // if ( D3D_OK != pDevice->CreateInputLayout(layout, sizeof(layout)/sizeof(D3D10_INPUT_ELEMENT_DESC), pVSCode->GetBufferPointer(), pVSCode->GetBufferSize(), &m_pVertexLayout ) ) return false; } return true; }
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; }
void PeaksAndValleys::initMesh(int row, int column) { _meshRow = row; _meshColumn = column; // _vertexCount = row * column; _indexCount = (row - 1)*(column - 1) * 6; float *vertexData = new float[_vertexCount * 7]; //创建网格的依据时左手坐标系,并且中心点在原点 float halfCenterX = (column-1)*0.5f; float halfCenterZ = (row-1) *0.5f; int index = 0; for (int i = 0; i < row; ++i) { float Z = i - halfCenterZ; for (int j = 0; j < column; ++j) { float x = j - halfCenterX; float y = static_get_height(x,Z); //Vertex vertexData[index] = x; vertexData[index + 1] = y; vertexData[index + 2] = Z; //Color if (y < -10) { vertexData[index + 3] = 1.0f; vertexData[index + 4] = 0.96f; vertexData[index + 5] = 0.62f; } else if (y < 5) { vertexData[index + 3] = 0.48f; vertexData[index + 4] = 0.77f; vertexData[index + 5] = 0.46; } else if (y < 12) { vertexData[index + 3] = 0.1f; vertexData[index + 4] = 0.48f; vertexData[index + 5] = 0.19f; } else if (y < 20) { vertexData[index + 3] = 0.45f; vertexData[index + 4] = 0.39f; vertexData[index + 5] = 0.34f; } else { vertexData[index + 3] = 1.0f; vertexData[index + 4] = 1.0f; vertexData[index + 5] = 1.0f; } vertexData[index + 6] = 1.0f; index += 7; } } //创建顶点缓冲区对象 D3D10_BUFFER_DESC bufferDesc; bufferDesc.ByteWidth = sizeof(float)*_vertexCount*7; bufferDesc.Usage = D3D10_USAGE_IMMUTABLE; bufferDesc.BindFlags = D3D10_BIND_VERTEX_BUFFER; bufferDesc.CPUAccessFlags = 0; bufferDesc.MiscFlags = 0; // D3D10_SUBRESOURCE_DATA resourceData; resourceData.pSysMem = vertexData; // ID3D10Device *device = DirectEngine::getInstance()->getDevice(); int result = device->CreateBuffer(&bufferDesc,&resourceData,&_vertexBuffer); assert(result>=0); //inde buffer short *indexData = (short*)vertexData; index = 0; for (int i = 0; i < row - 1; ++i) { for (int j = 0; j < column - 1; ++j) { indexData[index] = i*column +j; indexData[index + 1] = (i + 1)*column + j; indexData[index+2] = (i+1)*column +(j+1); indexData[index + 3] = (i+1)*column +(j+1); indexData[index + 4] = i*column +j+1; indexData[index + 5] = i*column+j; index += 6; } } // D3D10_BUFFER_DESC indexDesc; indexDesc.ByteWidth = sizeof(short)*_indexCount; indexDesc.Usage = D3D10_USAGE_IMMUTABLE; indexDesc.BindFlags = D3D10_BIND_INDEX_BUFFER; indexDesc.CPUAccessFlags = 0; indexDesc.MiscFlags = 0; // D3D10_SUBRESOURCE_DATA indexResource; indexResource.pSysMem = indexData; result = device->CreateBuffer(&indexDesc,&indexResource,&_indexBuffer); assert(result>=0); // delete[] vertexData; vertexData = nullptr; }