示例#1
0
文件: d3d10.cpp 项目: 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;
}
示例#2
0
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;
}
示例#3
0
ID3D10InputLayout *GutCreateInputLayoutDX10(const sVertexDecl *pVertexDecl, void *pCodeSignature, int CodeSize)
{
	ID3D10Device *pDevice = g_pd3dDevice;

    D3D10_INPUT_ELEMENT_DESC layout[20];
	ZeroMemory(layout, sizeof(layout));

	int num_items = 0;
	int offset = 0;

	if ( pVertexDecl->m_iPositionOffset >= 0 )
	{
		layout[num_items].SemanticName = "POSITION";
		layout[num_items].SemanticIndex = 0;
		layout[num_items].Format = DXGI_FORMAT_R32G32B32_FLOAT;
		layout[num_items].InputSlot = 0;
		layout[num_items].AlignedByteOffset = offset;
		layout[num_items].InputSlotClass = D3D10_INPUT_PER_VERTEX_DATA;
		layout[num_items].InstanceDataStepRate = 0;

		num_items++;
		offset += 12;
	}

	if ( pVertexDecl->m_iNormalOffset >= 0 )
	{
		layout[num_items].SemanticName = "NORMAL";
		layout[num_items].SemanticIndex = 0;
		layout[num_items].Format = DXGI_FORMAT_R32G32B32_FLOAT;
		layout[num_items].InputSlot = 0;
		layout[num_items].AlignedByteOffset = offset;
		layout[num_items].InputSlotClass = D3D10_INPUT_PER_VERTEX_DATA;
		layout[num_items].InstanceDataStepRate = 0;

		num_items++;
		offset += 12;
	}

	if ( pVertexDecl->m_iColorOffset >= 0 )
	{
		layout[num_items].SemanticName = "COLOR";
		layout[num_items].SemanticIndex = 0;
		layout[num_items].Format = DXGI_FORMAT_R8G8B8A8_UNORM;
		layout[num_items].InputSlot = 0;
		layout[num_items].AlignedByteOffset = offset;
		layout[num_items].InputSlotClass = D3D10_INPUT_PER_VERTEX_DATA;
		layout[num_items].InstanceDataStepRate = 0;

		num_items++;
		offset += 4;
	}

	int num_texcoords = 0;
	//char buffer[MAX_TEXCOORDS][16];

	for ( int t=0; t<MAX_TEXCOORDS; t++ )
	{
		if ( pVertexDecl->m_iTexcoordOffset[t] >=0 )
		{
			layout[num_items].SemanticName = "TEXCOORD";
			layout[num_items].SemanticIndex = t;
			layout[num_items].Format = DXGI_FORMAT_R32G32_FLOAT;
			layout[num_items].InputSlot = 0;
			layout[num_items].AlignedByteOffset = offset;
			layout[num_items].InputSlotClass = D3D10_INPUT_PER_VERTEX_DATA;
			layout[num_items].InstanceDataStepRate = 0;

			num_texcoords++;
			num_items++;
			offset += 8;
		}
	}

	if ( pVertexDecl->m_iTangentOffset>0 )
	{
			layout[num_items].SemanticName = "TANGENT";
			layout[num_items].SemanticIndex = 0;
			layout[num_items].Format = DXGI_FORMAT_R32G32B32_FLOAT;
			layout[num_items].InputSlot = 0;
			layout[num_items].AlignedByteOffset = offset;
			layout[num_items].InputSlotClass = D3D10_INPUT_PER_VERTEX_DATA;
			layout[num_items].InstanceDataStepRate = 0;

			num_items++;
			offset += 12;

			layout[num_items].SemanticName = "BINORMAL";
			layout[num_items].SemanticIndex = 0;
			layout[num_items].Format = DXGI_FORMAT_R32G32B32_FLOAT;
			layout[num_items].InputSlot = 0;
			layout[num_items].AlignedByteOffset = offset;
			layout[num_items].InputSlotClass = D3D10_INPUT_PER_VERTEX_DATA;
			layout[num_items].InstanceDataStepRate = 0;

			num_items++;
			offset += 12;
	}

	ID3D10InputLayout *pInputLayout = NULL;

	pDevice->CreateInputLayout( layout, num_items, 
		pCodeSignature, CodeSize, &pInputLayout);

	return pInputLayout;
}
示例#4
0
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::init(int row, int column)
{
	initMesh(row, column);
	//Create Effect Technique
	int shaderFlag = D3D10_SHADER_ENABLE_STRICTNESS;
#if defined(DEBUG) || defined(_DEBUG	)
	shaderFlag |= D3D10_SHADER_DEBUG |D3D10_SHADER_SKIP_OPTIMIZATION;
#endif
	ID3D10Device *device = DirectEngine::getInstance()->getDevice();
	ID3D10Blob *errorBlob = nullptr;
	int result = D3DX10CreateEffectFromFile(L"color.fx",
		nullptr,nullptr,
		"fx_4_0",
		shaderFlag,
		0, 
		device,
		nullptr,
		nullptr,
		&_effect,&errorBlob,nullptr
		);
	if (result < 0)
	{
		if (errorBlob)
		{
			MessageBoxA(nullptr, (char*)errorBlob->GetBufferPointer(), nullptr, 0);
			errorBlob->Release();
		}
		DXTrace(__FILE__, __LINE__, result, L"D3DX10CreateEffectFromFile",true);
	}
	_effectTech = _effect->GetTechniqueByName("ColorTech");
	_mvpMatrixV = _effect->GetVariableByName("g_MVPMatrix")->AsMatrix();
	//Create Layout
	D3D10_INPUT_ELEMENT_DESC   inputDesc[2];
	inputDesc[0].SemanticName = "POSITION";
	inputDesc[0].SemanticIndex = 0;
	inputDesc[0].Format = DXGI_FORMAT_R32G32B32_FLOAT;
	inputDesc[0].InputSlot = 0;
	inputDesc[0].AlignedByteOffset = 0;
	inputDesc[0].InputSlotClass = D3D10_INPUT_PER_VERTEX_DATA;
	inputDesc[0].InstanceDataStepRate = 0;

	inputDesc[1].SemanticName = "COLOR";
	inputDesc[1].SemanticIndex = 0;
	inputDesc[1].Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
	inputDesc[1].InputSlot = 0;
	inputDesc[1].AlignedByteOffset = sizeof(float) * 3;
	inputDesc[1].InputSlotClass = D3D10_INPUT_PER_VERTEX_DATA;
	inputDesc[1].InstanceDataStepRate = 0;
	//
	D3D10_PASS_DESC   passDesc;
	_effectTech->GetPassByName("P0")->GetDesc(&passDesc);
	result = device->CreateInputLayout(inputDesc, 2, passDesc.pIAInputSignature,passDesc.IAInputSignatureSize,&_inputLayout);
	assert(result>=0);
	//Matrix
	D3DXMatrixIdentity(&_modelMatrix);
	D3DXMatrixIdentity(&_projMatrix);
	D3DXMatrixIdentity(&_viewMatrix);
	//Create Project Matrix
	auto &winSize = DirectEngine::getInstance()->getWinSize();
	D3DXMatrixPerspectiveFovLH(&_projMatrix,M_PI/4,winSize.width/winSize.height,1.0f,400.0f);
	D3DXVECTOR3   eyePosition(0,80,-120);
	D3DXVECTOR3   targetPosition(0,0,0);
	D3DXVECTOR3   upperVec(0,1,0);
	D3DXMatrixLookAtLH(&_viewMatrix, &eyePosition, &targetPosition, &upperVec);
}