void entity::draw(ID3D11DeviceContext& device, const camera& camera, shadow_map& shadow_map) const { this->update_world_matrix(); this->shader.vertex.set_data("world", this->world_matrix); this->shader.vertex.set_data("view", camera.view_mat()); this->shader.vertex.set_data("projection", camera.projection); this->shader.vertex.set_data("shadowView", shadow_map.light_view); this->shader.vertex.set_data("shadowProjection", shadow_map.light_projection); this->shader.pixel.set_sampler_state("state", this->shader_texture.state); this->shader.pixel.set_shader_resource_view("res", this->shader_texture.resource_view); this->shader.pixel.set_shader_resource_view("shadowMap", shadow_map.shadow.resource_view); this->shader.pixel.set_sampler_state("shadowSampler", shadow_map.shadow.sampler_state); this->shader.vertex.activate(true); this->shader.pixel.activate(true); UINT stride = sizeof(Vertex); UINT offset = 0; device.IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); device.IASetVertexBuffers(0, 1, &this->object_mesh.vertices.buffer, &stride, &offset); device.IASetIndexBuffer(this->object_mesh.indices.buffer, DXGI_FORMAT_R32_UINT, 0); device.DrawIndexed( this->object_mesh.indices.len, 0, 0); }
void FBXObject::DrawObject() { ID3D11DeviceContext* pImmediateContext = DX11App::getInstance()->direct3d.pImmediateContext; pImmediateContext->DrawIndexed( this->AnimController.Mesh.second->mIndices.size(), 0, 0 ); }
//--------------------------------------------------------------------------- void ShadowMapGen::DrawRenderable(const RenderableNode& r) { if (!r.GetFlag( RenderableNode::kShadowCaster ) ) return; ID3D11DeviceContext* dc = m_rc->Context(); ConstantBufferShadowMapGenPerDraw constBuffer; Matrix::Transpose(r.WorldXform, constBuffer.world ); UpdateConstantBuffer(dc,m_pConstantBufferPerDraw,&constBuffer,sizeof(constBuffer)); uint32_t stride = r.mesh->vertexBuffer->GetStride(); uint32_t offset = 0; uint32_t startIndex = 0; uint32_t startVertex = 0; uint32_t indexCount = r.mesh->indexBuffer->GetCount(); ID3D11Buffer* d3dvb = r.mesh->vertexBuffer->GetBuffer(); ID3D11Buffer* d3dib = r.mesh->indexBuffer->GetBuffer(); dc->IASetPrimitiveTopology( (D3D11_PRIMITIVE_TOPOLOGY)r.mesh->primitiveType ); dc->IASetVertexBuffers( 0, 1, &d3dvb, &stride, &offset ); dc->IASetIndexBuffer(d3dib, DXGI_FORMAT_R32_UINT, 0); dc->DrawIndexed(indexCount, startIndex, startVertex); }
bool SkyBox::Render(std::shared_ptr<D3DRenderer> d3d, DirectX::CXMMATRIX world, DirectX::CXMMATRIX view, DirectX::CXMMATRIX projection, std::shared_ptr<Camera> camera, std::shared_ptr<Light> light) { ID3D11DeviceContext *context = d3d->GetDeviceContext(); DirectX::XMMATRIX sphereWorld = DirectX::XMMatrixIdentity(), scale = DirectX::XMMatrixScaling(0.3f, 0.3f, 0.3f), translation; translation = DirectX::XMMatrixTranslationFromVector(camera->GetPosition()); sphereWorld = scale * translation; if (!SetShaderParameters(context, sphereWorld, view, projection, texture->GetTexture())) return false; UINT strides = sizeof(DirectX::VertexPositionNormalTexture), offset = 0; context->IASetInputLayout(m_layout); context->IASetIndexBuffer(sphereIndexBuffer, DXGI_FORMAT_R32_UINT, 0); context->IASetVertexBuffers(0, 1, &sphereVertBuffer, &strides, &offset); context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); context->PSSetShader(pixelShader, NULL, 0); context->VSSetShader(vertexShader, NULL, 0); context->RSSetState(d3d->GetRasterState(1)); d3d->SetDepthLessEqual(); context->DrawIndexed(NumSphereFaces*3, 0, 0); d3d->End2D(); context->RSSetState(d3d->GetRasterState(0)); return true; }
void Render::Draw() { UINT stride = sizeof(GENERIC::Vertex); UINT offset = 0; ID3D11DeviceContext* context = RenderDevice::Get()->GetContext(); context->IASetInputLayout(_inputLayout); context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); context->IASetVertexBuffers(0, 1, &pVB, &stride, &offset); context->IASetIndexBuffer(pIB, DXGI_FORMAT_R32_UINT, 0); D3DX11_TECHNIQUE_DESC techDesc; _tech->GetDesc(&techDesc); XMMATRIX world = pOwner->GetComponent<Transform>()->GetWorldMatrix(); XMMATRIX vp = General::Get()->GetMainCamera()->GetViewProjectionMatrix(); Effect::BasicEffect::Get()->SetWorldMatrix(reinterpret_cast<float*>(&world)); Effect::BasicEffect::Get()->SetViewProjectionMatrix(reinterpret_cast<float*>(&vp)); for (UINT i = 0; i < techDesc.Passes; ++i) { _tech->GetPassByIndex(i)->Apply(0, context); context->DrawIndexed(_meshData->GetNumIndices(), 0, 0); } }
void Mesh::DrawIndexed() { ID3D11DeviceContext * context = GetContext(); unsigned int offset = 0; context->IASetVertexBuffers(0,1,&vertexBuffer,&stride,&offset); context->IASetIndexBuffer(indexBuffer,DXGI_FORMAT_R32_UINT,0); context->IASetPrimitiveTopology(topology); context->DrawIndexed(numberOfIndecies,0,0); }
void Terrain::DrawShadowMap(const Camera& cam) { ID3D11DeviceContext* dc = pDeviceContext; dc->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_4_CONTROL_POINT_PATCHLIST); dc->IASetInputLayout(InputLayouts::Terrain); UINT stride = sizeof(Vertex::Terrain); UINT offset = 0; dc->IASetVertexBuffers(0, 1, &mQuadPatchVB, &stride, &offset); dc->IASetIndexBuffer(mQuadPatchIB, DXGI_FORMAT_R16_UINT, 0); XMMATRIX view = XMLoadFloat4x4(&d3d->m_LightView); XMMATRIX proj = XMLoadFloat4x4(&d3d->m_LightProj); XMMATRIX viewProj = XMMatrixMultiply(view, proj); XMMATRIX world = XMLoadFloat4x4(&mWorld); XMMATRIX worldInvTranspose = MathHelper::InverseTranspose(world); XMMATRIX worldViewProj = world*viewProj; XMMATRIX ShadowTransform = world * XMLoadFloat4x4(&d3d->m_ShadowTransform); XMFLOAT4 worldPlanes[6]; ExtractFrustumPlanes(worldPlanes, cam.ViewProj()); // Set per frame constants. Effects::TerrainFX->SetViewProj(viewProj); Effects::TerrainFX->SetEyePosW(cam.GetPosition()); Effects::TerrainFX->SetMinDist(20.0f); Effects::TerrainFX->SetMaxDist(400.0f); Effects::TerrainFX->SetMinTess(0.0f); Effects::TerrainFX->SetMaxTess(3.0f); Effects::TerrainFX->SetTexelCellSpaceU(1.0f / mInfo.HeightmapWidth); Effects::TerrainFX->SetTexelCellSpaceV(1.0f / mInfo.HeightmapHeight); Effects::TerrainFX->SetWorldCellSpace(mInfo.CellSpacing); Effects::TerrainFX->SetWorldFrustumPlanes(worldPlanes); Effects::TerrainFX->SetHeightMap(mHeightMapSRV); Effects::TerrainFX->SetShadowMap(d3d->GetShadowMap()); Effects::TerrainFX->SetShadowTransform(ShadowTransform); ID3DX11EffectTechnique* tech = Effects::TerrainFX->TessBuildShadowMapTech; D3DX11_TECHNIQUE_DESC techDesc; tech->GetDesc( &techDesc ); for(UINT i = 0; i < techDesc.Passes; ++i) { ID3DX11EffectPass* pass = tech->GetPassByIndex(i); pass->Apply(0, dc); dc->DrawIndexed(mNumPatchQuadFaces*4, 0, 0); } //dc->HSSetShader(0, 0, 0); //dc->DSSetShader(0, 0, 0); }
void WaterRenderer::Render(const Camera* camera, Water* water, const Time& /*time*/, const RenderingSettings& /*settings*/) { ID3D11DeviceContext* context = lowLevelGraphics->GetDeviceContext(); Effect* effect = effectResource->GetEffect(); effect->SetParam("World", water->GetOwner()->GetTransform()->GetWorld()); effect->SetParam("View", camera->GetView()); effect->SetParam("Projection", camera->GetProjection()); effect->SetParam("EyePosition", camera->GetPosition()); effect->SetParam("Colormap", waterTextureResource->GetTexture()); effect->Bind(context, "water", "forward", "pass0"); quad->Bind(context, VertexChannelType::Geometry | VertexChannelType::Texture); context->DrawIndexed(quad->GetIndexCount(), 0, 0); }
void D11State::draw() { clock_t t = clock(); float elapsed = static_cast<float>(t - timeT) / CLOCKS_PER_SEC; ++frameCount; if (elapsed > OVERLAY_FPS_INTERVAL) { OverlayMsg om; om.omh.uiMagic = OVERLAY_MAGIC_NUMBER; om.omh.uiType = OVERLAY_MSGTYPE_FPS; om.omh.iLength = sizeof(OverlayMsgFps); om.omf.fps = frameCount / elapsed; sendMessage(om); frameCount = 0; timeT = t; } checkMessage(static_cast<unsigned int>(vp.Width), static_cast<unsigned int>(vp.Height)); if (a_ucTexture && pSRView && (uiLeft != uiRight)) { if (!bDeferredContext) { pOrigStateBlock->Capture(); pMyStateBlock->Apply(); } // Set vertex buffer UINT stride = sizeof(SimpleVertex); UINT offset = 0; pDeviceContext->IASetVertexBuffers(0, 1, &pVertexBuffer, &stride, &offset); pDeviceContext->VSSetShader(pVertexShader, NULL, 0); pDeviceContext->GSSetShader(NULL, NULL, 0); pDeviceContext->PSSetShaderResources(0, 1, &pSRView); pDeviceContext->PSSetShader(pPixelShader, NULL, 0); pDeviceContext->DrawIndexed(6, 0, 0); if (bDeferredContext) { ID3D11CommandList *pCommandList; pDeviceContext->FinishCommandList(TRUE, &pCommandList); ID3D11DeviceContext *ctx = NULL; pDevice->GetImmediateContext(&ctx); ctx->ExecuteCommandList(pCommandList, TRUE); ctx->Release(); pCommandList->Release(); } else { pDeviceContext->Flush(); pMyStateBlock->Capture(); pOrigStateBlock->Apply(); } } }
//--------------------------------------------------------------------------- void TexturedShader::DrawRenderable(const RenderableNode& r) { // update per draw cb. ID3D11DeviceContext* dc = m_rc->Context(); ID3D11ShaderResourceView* textures[] = {NULL, NULL, NULL}; ConstantBufferPerDraw constBuff; Matrix::Transpose(r.WorldXform, constBuff.cb_world ); constBuff.cb_hasDiffuseMap = 0; constBuff.cb_hasNormalMap = 0; constBuff.cb_hasSpecularMap = 0; constBuff.cb_lighting = r.lighting; Matrix w = r.WorldXform; w.M41 = w.M42 = w.M43 = 0; w.M44 = 1; Matrix::Invert(w,constBuff.cb_worldInvTrans); Matrix::Transpose(r.TextureXForm, constBuff.cb_textureTrans); constBuff.cb_matDiffuse = r.diffuse; constBuff.cb_matEmissive = r.emissive; constBuff.cb_matSpecular = float4(r.specular.x,r.specular.y, r.specular.z, r.specPower); if(r.textures[TextureType::DIFFUSE]) { constBuff.cb_hasDiffuseMap = 1; textures[0] = r.textures[TextureType::DIFFUSE]->GetView(); } if(r.textures[TextureType::NORMAL]) { constBuff.cb_hasNormalMap = 1; textures[1] = r.textures[TextureType::NORMAL]->GetView(); } UpdateConstantBuffer(dc,m_pConstantBufferPerDraw,&constBuff, sizeof(constBuff)); dc->PSSetShaderResources( 0, ARRAY_SIZE(textures), textures ); uint32_t stride = r.mesh->vertexBuffer->GetStride(); uint32_t offset = 0; uint32_t startIndex = 0; uint32_t startVertex = 0; uint32_t indexCount = r.mesh->indexBuffer->GetCount(); ID3D11Buffer* d3dvb = r.mesh->vertexBuffer->GetBuffer(); ID3D11Buffer* d3dib = r.mesh->indexBuffer->GetBuffer(); dc->IASetPrimitiveTopology( (D3D11_PRIMITIVE_TOPOLOGY)r.mesh->primitiveType ); dc->IASetVertexBuffers( 0, 1, &d3dvb, &stride, &offset ); dc->IASetIndexBuffer(d3dib, DXGI_FORMAT_R32_UINT, 0); dc->DrawIndexed(indexCount, startIndex, startVertex); }
void ProjectiveTextureShader::RenderShader(int indexCount) { ID3D11DeviceContext* deviceContext = GraphicsDX::GetDeviceContext(); deviceContext->IASetInputLayout(m_layout); // Set the vertex and pixel shaders that will be used to render this triangle. deviceContext->VSSetShader(m_vertexShader, NULL, 0); deviceContext->PSSetShader(m_pixelShader, NULL, 0); // Set the sampler state in the pixel shader. deviceContext->PSSetSamplers(0, 1, &m_sampleState); // Render the triangle. deviceContext->DrawIndexed(indexCount, 0, 0); }
void entity::draw_with_activated_shader(ID3D11DeviceContext& device, vertex_shader& activated_vertex_shader) const { this->update_world_matrix(); activated_vertex_shader.set_data("world", this->world_matrix); activated_vertex_shader.copy_all_buffers(); UINT stride = sizeof(Vertex); UINT offset = 0; device.IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); device.IASetVertexBuffers(0, 1, &this->object_mesh.vertices.buffer, &stride, &offset); device.IASetIndexBuffer(this->object_mesh.indices.buffer, DXGI_FORMAT_R32_UINT, 0); device.DrawIndexed( this->object_mesh.indices.len, 0, 0); }
const void ShaderClass::RenderShader(UINT indexCount, UINT indexStart)const { ID3D11DeviceContext* c = SystemClass::GetInstance()->mGrapInst->GetContext(); // Set the vertex input layout. c->IASetInputLayout(mLayout); // Set the vertex and pixel shaders that will be used to render this triangle. c->VSSetShader(mVertexShader, nullptr, 0); c->HSSetShader(mHullShader, nullptr, 0); c->DSSetShader(mDomainShader, nullptr, 0); c->GSSetShader(mGeometryShader, nullptr, 0); c->PSSetShader(mPixelShader, nullptr, 0); // Render mesh stored in active buffers c->DrawIndexed(indexCount, indexStart, 0); }
/* Renders entity */ void CEntity::Render(unsigned int &prevMeshID) const { if (mRenderEntity) { CRenderManager* rm = CRenderManager::GetInstance(); ID3D11DeviceContext* deviceContext = rm->GetDeviceContext(); geom::CMesh* mesh = mTemplate->mMesh; if (mesh != NULL) { if (mesh->GetUID() != prevMeshID) { /* Sets the buffers */ ID3D11Buffer* vertexBuffer = mesh->GetVertexBuffer(); ID3D11Buffer* indexBuffer = mesh->GetIndexBuffer(); UINT stride = mesh->GetVertexSize(); UINT offset = 0; deviceContext->IASetVertexBuffers( 0, 1, &vertexBuffer, &stride, &offset ); deviceContext->IASetIndexBuffer( indexBuffer, DXGI_FORMAT_R16_UINT, 0 ); deviceContext->IASetPrimitiveTopology( mesh->GetTopology() ); /* Sets texture */ ID3D11ShaderResourceView* texture = mesh->GetTexture(); if (texture != NULL) { ID3D11SamplerState* sample = mesh->GetSample(); int startSlot = mesh->GetStartSlot(); deviceContext->PSSetShaderResources( startSlot, 1, &texture ); deviceContext->PSSetSamplers( startSlot, 1, &sample ); deviceContext->RSSetState( mTemplate->mRasterState ); } } deviceContext->DrawIndexed( mesh->GetNumberOfIndices(), 0, 0 ); prevMeshID = mesh->GetUID(); } } }
void GuiRenderer::RenderMenu(const Vector2f& position) { ID3D11DeviceContext* context = GraphicsManager::Get()->GetImmidiateContext(); Effect* effect = effectResource->GetEffect(); quadVertexData->Bind(VertexChannelType::Geometry | VertexChannelType::Texture); const MenuList* menu = GuiManager::Get()->GetMenu(); const vector<IMenuEntry*>& entries = menu->GetEntries(); Matrix transform = Matrix::CreateScale(0.25f, 0.075f, 1.0f) * Matrix::CreateTranslation(position.x / 1024.0f, position.y / 768.0f, 0.0f); effect->SetParam("World", transform); effect->SetParam("Texture", menuPanelTexture->GetTexture()); effect->Bind("Gui", "Textured", "Pass0"); context->DrawIndexed(quadVertexData->GetIndexCount(), 0, 0); // TODO }
void CubeDemo::draw(const GameTimer & timer) { ID3D11DeviceContext * deviceContext = mGame->deviceContext(); deviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); deviceContext->IASetInputLayout(mInputLayout); UINT stride = sizeof(BasicEffectVertex); UINT offset = 0; deviceContext->IASetVertexBuffers(0, 1, &mVertexBuffer, &stride, &offset); deviceContext->IASetIndexBuffer( mIndexBuffer, DXGI_FORMAT_R32_UINT, 0); XMMATRIX worldMatrix = XMLoadFloat4x4(&mWorldMatrix); XMMATRIX wvp = worldMatrix * mCamera->viewMatrix() * mCamera->projectionMatrix(); mWvpVariable->SetMatrix(reinterpret_cast<float*>(&wvp)); mPass->Apply(0, deviceContext); deviceContext->DrawIndexed(36,0, 0); }
void FontShader::renderShader(int i_indexCount) { ID3D11DeviceContext* deviceContext = GraphicsDX::GetDeviceContext(); // Set the vertex input layout. deviceContext->IASetInputLayout(_layout); // Set the vertex and pixel shaders that will be used to render the triangles. deviceContext->VSSetShader(_vertexShader, NULL, 0); deviceContext->HSSetShader(nullptr, NULL, 0); deviceContext->DSSetShader(nullptr, NULL, 0); deviceContext->GSSetShader(nullptr, NULL, 0); deviceContext->PSSetShader(_pixelShader, NULL, 0); // Set the sampler state in the pixel shader. deviceContext->PSSetSamplers(0, 1, &_sampleState); // Render the triangles. deviceContext->DrawIndexed(i_indexCount, 0, 0); }
//----------------------------------------------------------------------------- void CPUTMeshDX11::Draw(CPUTRenderParameters &renderParams, CPUTModel *pModel, ID3D11InputLayout *pInputLayout ) { mDrawCallCount++; // Skip empty meshes. if( !mIndexCount ) { return; } // TODO: Modify CPUTPerfTaskMarker so that calls compile out, instead of explicitly wrapping every call with ifdef CPUT_GPA_INSTRUMENTATION #ifdef CPUT_GPA_INSTRUMENTATION CPUTPerfTaskMarker marker = CPUTPerfTaskMarker(D3DCOLOR(0xff0000), _L("CPUT Draw Mesh")); #endif ID3D11DeviceContext *pContext = ((CPUTRenderParametersDX*)&renderParams)->mpContext; pContext->IASetPrimitiveTopology( mD3DMeshTopology ); pContext->IASetVertexBuffers(0, 1, &mpVertexBuffer, &mVertexStride, &mVertexBufferOffset); pContext->IASetIndexBuffer(mpIndexBuffer, mIndexBufferFormat, 0); pContext->IASetInputLayout( pInputLayout ); pContext->DrawIndexed( mIndexCount, 0, 0 ); }
void PostProcessRenderer::RenderSSAO(const Camera* camera, Texture* positionBuffer, Texture* normalBuffer, Texture* finalBuffer) { ID3D11DeviceContext* context = GraphicsManager::Get()->GetImmidiateContext(); const GraphicsManager::Configuration& config = GraphicsManager::Get()->GetConfiguration(); _ASSERT(effectResource); Effect* effect = effectResource->GetEffect(); graphics_extensions::UnbindAll(); finalBuffer->BindRenderTarget(); effect->SetParam("View", camera->GetView()); effect->SetParam("PositionWBuffer", positionBuffer); effect->SetParam("NormalWBuffer", normalBuffer); effect->SetParam("RandomTexture", randomNormalsTexture->GetTexture()); effect->SetParam("BufferDimensions", Vector2f(config.screenWidth, config.screenHeight)); effect->Bind("PostProcessing", "SSAO", "Pass0"); fullQuadData->Bind(VertexChannelType::Geometry); context->DrawIndexed(fullQuadData->GetIndexCount(), 0, 0); }
//---------------------------------------------------------------------------------------------------- bool EECylinder::Render() { if (!EEObject::Render()) return false; MapObjectBuffer(); ID3D11DeviceContext *deviceConstext = EECore::s_EECore->GetDeviceContext(); deviceConstext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); deviceConstext->IASetInputLayout(s_objectIL); UINT stride = sizeof(EECylinderVertex); UINT offset = 0; deviceConstext->IASetVertexBuffers(0, 1, &m_objectVB, &stride, &offset); deviceConstext->IASetIndexBuffer(m_objectIB, DXGI_FORMAT_R32_UINT, 0); deviceConstext->VSSetShader(s_objectVS, NULL, 0); ID3D11ShaderResourceView *texture = m_tex.GetTexture(); deviceConstext->PSSetShaderResources(0, 1, &texture); deviceConstext->PSSetShader(s_objectPS, NULL, 0); deviceConstext->DrawIndexed(m_indexCount, 0, 0); return true; }
//----------------------------------------------------------------------------- void CPUTMeshDX11::Draw() { // Skip empty meshes. if( mIndexCount == 0 && mVertexCount == 0) return; ID3D11DeviceContext *pContext = CPUT_DX11::GetContext(); pContext->IASetPrimitiveTopology( mD3DMeshTopology ); pContext->IASetVertexBuffers(0, 1, &mpVertexBuffer, &mVertexStride, &mVertexBufferOffset); if (mIndexCount) { pContext->IASetIndexBuffer(mpIndexBuffer, mIndexBufferFormat, 0); pContext->DrawIndexed( mIndexCount, 0, 0 ); } else { pContext->Draw( mVertexCount, 0 ); } }
/** Draws a single pipeline-state */ void D3D11GraphicsEngineQueued::DrawPipelineState(const PipelineState* state) { if (Engine::GAPI->GetRendererState()->RendererSettings.DisableDrawcalls) return; ID3D11DeviceContext* context = GetDeferredContextByThread(); switch(state->BaseState.DrawCallType) { case PipelineState::DCT_DrawTriangleList: context->Draw(state->BaseState.NumVertices, 0); break; case PipelineState::DCT_DrawIndexed: context->DrawIndexed(state->BaseState.NumIndices, state->BaseState.IndexOffset, 0); break; case PipelineState::DCT_DrawIndexedInstanced: context->DrawIndexedInstanced(state->BaseState.NumIndices, state->BaseState.NumInstances, 0, 0, state->BaseState.InstanceOffset); break; } }
//----------------------------------------------------------------------------- void CPUTMeshDX11::Draw(CPUTRenderParameters &renderParams, ID3D11InputLayout *pInputLayout ) { // Skip empty meshes. //if( !mIndexCount ) { return; } ID3D11DeviceContext *pContext = ((CPUTRenderParametersDX*)&renderParams)->mpContext; pContext->IASetPrimitiveTopology( mD3DMeshTopology ); pContext->IASetVertexBuffers(0, 1, &mpVertexBuffer, &mVertexStride, &mVertexBufferOffset); if (mIndexCount) { pContext->IASetIndexBuffer(mpIndexBuffer, mIndexBufferFormat, 0); } pContext->IASetInputLayout( pInputLayout ); if (mIndexCount) { pContext->DrawIndexed( mIndexCount, 0, 0 ); } else { pContext->Draw( mVertexCount, 0 ); } }
void GfxEntityHeightMap::render(const XMMATRIX& _world, const XMMATRIX& _view, const XMMATRIX& _projection, const XMVECTOR& _color, const Texture* const _texture, bool _wireframe) { UNREFERENCED_PARAMETER(_color); UNREFERENCED_PARAMETER(_texture); // Set vertex buffer stride and offset. unsigned int stride = sizeof(VertexPositionNormalColor); unsigned int offset = 0; if (_wireframe) GRAPHICS->getDirectXWrapper()->turnOnWireframeMode(); ID3D11DeviceContext* context = GRAPHICS->getDirectXWrapper()->getDeviceContext(); m_effect->SetWorld(_world); m_effect->SetView(_view); m_effect->SetProjection(_projection); m_effect->DisableSpecular(); m_effect->SetAmbientLightColor(XMVectorSet(1, 1, 1, 1)); m_effect->Apply(context); context->IASetInputLayout(m_inputLayout); // Set the vertex buffer to active in the input assembler so it can be rendered. context->IASetVertexBuffers(0, 1, &m_vertexBuffer, &stride, &offset); // Set the index buffer to active in the input assembler so it can be rendered. context->IASetIndexBuffer(m_indexBuffer, DXGI_FORMAT_R32_UINT, 0); // Set the type of primitive that should be rendered from this vertex buffer, in this case triangles. context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); context->DrawIndexed(m_indicesCount, 0, 0); if (_wireframe) GRAPHICS->getDirectXWrapper()->turnOnFillMode(); }
//--------------------------------------------------------------------------- void ShadowMapGen::DrawRenderable(const RenderableNode& r) { if (!r.GetFlag( RenderableNode::kShadowCaster ) ) return; ID3D11DeviceContext* dc = m_rc->Context(); Matrix::Transpose(r.WorldXform, m_cbPerDraw.Data); m_cbPerDraw.Update(dc); uint32_t stride = r.mesh->vertexBuffer->GetStride(); uint32_t offset = 0; uint32_t startIndex = 0; uint32_t startVertex = 0; uint32_t indexCount = r.mesh->indexBuffer->GetCount(); ID3D11Buffer* d3dvb = r.mesh->vertexBuffer->GetBuffer(); ID3D11Buffer* d3dib = r.mesh->indexBuffer->GetBuffer(); dc->IASetPrimitiveTopology( (D3D11_PRIMITIVE_TOPOLOGY)r.mesh->primitiveType ); dc->IASetVertexBuffers( 0, 1, &d3dvb, &stride, &offset ); dc->IASetIndexBuffer(d3dib, (DXGI_FORMAT) r.mesh->indexBuffer->GetFormat(), 0); dc->DrawIndexed(indexCount, startIndex, startVertex); }
void GuiRenderer::RenderPanels() { Effect* effect = effectResource->GetEffect(); ID3D11DeviceContext* context = GraphicsManager::Get()->GetImmidiateContext(); quadVertexData->Bind(VertexChannelType::Geometry | VertexChannelType::Texture); vector<Panel> panels = GuiManager::Get()->GetPanels(); sort(begin(panels), end(panels), [](const Panel& a, const Panel& b) -> bool { return a.layer < b.layer; }); for(auto it = begin(panels); it != end(panels); ++it) { const Panel& panel = *it; Vector2f scale = (panel.rectangle.topRight - panel.rectangle.bottomLeft) / 2.0f; Vector2f center = (panel.rectangle.topRight + panel.rectangle.bottomLeft) / 2.0f; Matrix transform = Matrix::CreateScale(scale.x, scale.y, 1.0f) * Matrix::CreateTranslation(center.x, center.y, 0.0f); effect->SetParam("World", transform); effect->SetParam("Texture", panel.textureResource->GetTexture()); effect->Bind("Gui", "Textured", "Pass0"); context->DrawIndexed(quadVertexData->GetIndexCount(), 0, 0); } }
// WinMain int APIENTRY _tWinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance, LPTSTR lpCmdLine, int nCmdShow ) { HRESULT hr; // ウィンドウクラスを登録 WNDCLASSEX wcex = { sizeof( WNDCLASSEX ), // cbSize CS_HREDRAW | CS_VREDRAW, // style WndProc, // lpfnWndProc 0, // cbClsExtra 0, // cbWndExtra hInstance, // hInstance NULL, // hIcon NULL, // hCursor ( HBRUSH )( COLOR_WINDOW + 1 ), // hbrBackGround NULL, // lpszMenuName g_className, // lpszClassName NULL // hIconSm }; if ( ! RegisterClassEx( &wcex ) ) { MessageBox( NULL, _T( "失敗: RegisterClassEx()" ), _T( "エラー" ), MB_OK | MB_ICONERROR ); return 0; } dtprintf( _T( "RegisterClassEx: ok\n" ) ); // ウィンドウサイズを計算 RECT r = { 0, 0, 800, 450 }; // 800x450 (16:9) if ( ! AdjustWindowRect( &r, WS_OVERLAPPEDWINDOW, FALSE ) ) { MessageBox( NULL, _T( "失敗: AdjustWindowRect()" ), _T( "エラー" ), MB_OK | MB_ICONERROR ); return 0; } dtprintf( _T( "AdjustWindowRect: ok (%d, %d)-(%d, %d)\n" ), r.left, r.top, r.right, r.bottom ); // ウィンドウ生成 HWND hWnd; hWnd = CreateWindow( g_className, g_windowName, WS_OVERLAPPEDWINDOW, CW_USEDEFAULT, 0, r.right - r.left, r.bottom - r.top, NULL, NULL, hInstance, NULL ); if ( hWnd == NULL ) { MessageBox( NULL, _T( "失敗: CreateWindow()" ), _T( "エラー" ), MB_OK | MB_ICONERROR ); return 0; } dtprintf( _T( "CreateWindow: ok\n" ) ); // ウィンドウ表示 ShowWindow(hWnd, nCmdShow); dtprintf( _T( "ShowWindow: ok\n" ) ); // スワップチェイン設定 DXGI_SWAP_CHAIN_DESC scDesc = { { 1280, // BufferDesc.Width 720, // BufferDesc.Height { 60, // BufferDesc.RefreshRate.Numerator 1 // BufferDesc.RefreshRate.Denominator }, DXGI_FORMAT_R16G16B16A16_FLOAT, // BufferDesc.Format DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED, // BufferDesc.ScanlineOrdering DXGI_MODE_SCALING_CENTERED // BufferDesc.Scaling }, { 1, // SampleDesc.Count 0 // SampleDesc.Quality }, DXGI_USAGE_RENDER_TARGET_OUTPUT, // BufferUsage 1, // BufferCount hWnd, // OutputWindow TRUE, // Windowed DXGI_SWAP_EFFECT_DISCARD, // SwapEffect DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH // Flags }; // Direct3D11 デバイス・デバイスコンテキスト・スワップチェーンを生成 ID3D11Device * pDevice = NULL; ID3D11DeviceContext * pDeviceContext = NULL; IDXGISwapChain * pSwapChain = NULL; D3D_FEATURE_LEVEL feature; hr = D3D11CreateDeviceAndSwapChain( NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, 0, NULL, 0, D3D11_SDK_VERSION, &scDesc, &pSwapChain, &pDevice, &feature, &pDeviceContext ); if ( FAILED( hr ) ) { MessageBox( NULL, _T( "失敗: D3D11CreateDeviceAndSwapChain()" ), _T( "エラー" ), MB_OK | MB_ICONERROR ); return 0; } dtprintf( _T( "D3D11CreateDeviceAndSwapChain: ok (pDevice: 0x%p, pDeviceContext: 0x%p, pSwapChain: 0x%p, feature: 0x%4x)\n" ), pDevice, pDeviceContext, pSwapChain, ( int ) feature ); // バックバッファテクスチャを取得 ID3D11Texture2D * pBackBuffer = NULL; hr = pSwapChain->GetBuffer( 0, __uuidof( pBackBuffer ), reinterpret_cast< void ** >( &pBackBuffer ) ); if ( FAILED( hr ) ) { MessageBox( NULL, _T( "失敗: IDXGISwapChain::GetBuffer()" ), _T( "エラー" ), MB_OK | MB_ICONERROR ); return 0; } dtprintf( _T( "IDXGISwapChain::GetBuffer: ok (pBackBuffer: 0x%p)\n" ), pBackBuffer ); // レンダーターゲットビューを生成 ID3D11RenderTargetView * pRenderTargetView = NULL; hr = pDevice->CreateRenderTargetView( pBackBuffer, NULL, &pRenderTargetView ); if ( FAILED( hr ) ) { MessageBox( NULL, _T( "失敗: ID3D11Device::CreateRenderTargetView()" ), _T( "エラー" ), MB_OK | MB_ICONERROR ); return 0; } dtprintf( _T( "ID3D11Device::CreateRenderTargetView: ok (pRenderTargetView: 0x%p)\n" ), pRenderTargetView ); // デプス・ステンシルバッファとなるテクスチャを生成 D3D11_TEXTURE2D_DESC depthStencilBufferDesc = { 1280, // Width 720, // Height 1, // MipLevels 1, // ArraySize DXGI_FORMAT_D32_FLOAT, // Format { 1, // SampleDesc.Count 0 // SampleDesc.Quality }, D3D11_USAGE_DEFAULT, // Usage D3D11_BIND_DEPTH_STENCIL, // BindFlags 0, // CPUAccessFlags 0 // MiscFlags }; ID3D11Texture2D * pDepthStencilBuffer = NULL; hr = pDevice->CreateTexture2D( &depthStencilBufferDesc, NULL, &pDepthStencilBuffer ); if ( FAILED( hr ) ) { MessageBox( NULL, _T( "失敗: ID3D11Device::CreateTexture2D()" ), _T( "エラー" ), MB_OK | MB_ICONERROR ); return 0; } dtprintf( _T( "ID3D11Device::CreateTexture2D: ok (pDepthStencilBuffer: 0x%p)\n" ), pDepthStencilBuffer ); // デプス・ステンシルビューを生成 ID3D11DepthStencilView * pDepthStencilView = NULL; hr = pDevice->CreateDepthStencilView( pDepthStencilBuffer, NULL, &pDepthStencilView ); if ( FAILED( hr ) ) { MessageBox( NULL, _T( "失敗: ID3D11Device::CreateDepthStencilView()" ), _T( "エラー" ), MB_OK | MB_ICONERROR ); return 0; } dtprintf( _T( "ID3D11Device::CreateDepthStencilView: ok (pDepthStencilView: 0x%p)\n" ), pDepthStencilView ); // レンダーターゲットビューとデプス・ステンシルビューをバインド ID3D11RenderTargetView * pRenderTargetViews[] = { pRenderTargetView }; pDeviceContext->OMSetRenderTargets( 1, pRenderTargetViews, pDepthStencilView ); dtprintf( _T( "ID3D11DeviceContext::OMSetRenderTargets: ok\n" ) ); // バックバッファはもうここでは使わない COM_SAFE_RELEASE( pBackBuffer ); // ビューポートをバインド D3D11_VIEWPORT viewport = { 0.0f, // TopLeftX 0.0f, // TopLeftY 1280.0f, // Width 720.0f, // Height 0.0f, // MinDepth 1.0f // MaxDepth }; pDeviceContext->RSSetViewports( 1, &viewport ); dtprintf( _T( "ID3D11DeviceContext::RSSetViewports: ok\n" ) ); // 頂点データ float vertices[ 8 ][ 7 ] = { // Xaxis Yaxis Zaxis 赤 緑 青 Alpha { -0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 0.0f, 1.0f }, // 手前左上 { 0.5f, 0.5f, 0.5f, 0.0f, 0.0f, 1.0f, 1.0f }, // 手前右上 { 0.5f, -0.5f, 0.5f, 0.0f, 1.0f, 0.0f, 1.0f }, // 手前右下 { -0.5f, -0.5f, 0.5f, 0.0f, 1.0f, 1.0f, 1.0f }, // 手前左下 { -0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 0.0f, 1.0f }, // 奥左上 { 0.5f, 0.5f, -0.5f, 1.0f, 0.0f, 1.0f, 1.0f }, // 奥右上 { 0.5f, -0.5f, -0.5f, 1.0f, 1.0f, 0.0f, 1.0f }, // 奥右下 { -0.5f, -0.5f, -0.5f, 1.0f, 1.0f, 1.0f, 1.0f } // 奥左下 }; // 頂点バッファを生成 D3D11_BUFFER_DESC vertexBufferDesc = { sizeof( vertices ), // ByteWidth D3D11_USAGE_DEFAULT, // Usage D3D11_BIND_VERTEX_BUFFER, // BindFlags 0, // CPUAccessFlags 0, // MiscFlags 0 // StructureByteStride }; D3D11_SUBRESOURCE_DATA vertexResourceData = { vertices }; ID3D11Buffer * pVertexBuffer = NULL; hr = pDevice->CreateBuffer( &vertexBufferDesc, &vertexResourceData, &pVertexBuffer ); if ( FAILED( hr ) ) { MessageBox( NULL, _T( "失敗: ID3D11Device::CreateBuffer()" ), _T( "エラー" ), MB_OK | MB_ICONERROR ); return 0; } dtprintf( _T( "ID3D11Device::CreateBuffer: ok (pVertexBuffer: 0x%p)\n" ), pVertexBuffer ); // 頂点バッファをバインド UINT strides[] = { sizeof( float ) * 7 }; UINT offsets[] = { 0 }; pDeviceContext->IASetVertexBuffers( 0, 1, &pVertexBuffer, strides, offsets ); dtprintf( _T( "ID3D11DeviceContext::IASetVertexBuffers: ok\n" ) ); // インデックスデータ unsigned int indices[] = { 0, 1, 2, 0, 2, 3, // 手前 4, 0, 3, 4, 3, 7, // 左 1, 5, 6, 1, 6, 2, // 右 0, 4, 5, 0, 5, 1, // 上 2, 6, 7, 2, 7, 3, // 下 5, 4, 7, 5, 7, 6 }; // 裏 // インデックスバッファを生成 D3D11_BUFFER_DESC indexBufferDesc = { sizeof( indices ), // ByteWidth D3D11_USAGE_DEFAULT, // Usage D3D11_BIND_INDEX_BUFFER, // BindFlags 0, // CPUAccessFlags 0, // MiscFlags 0 // StructureByteStride }; D3D11_SUBRESOURCE_DATA indexResourceData = { indices }; ID3D11Buffer * pIndexBuffer = NULL; hr = pDevice->CreateBuffer( &indexBufferDesc, &indexResourceData, &pIndexBuffer ); if ( FAILED( hr ) ) { MessageBox( NULL, _T( "失敗: ID3D11Device::CreateBuffer()" ), _T( "エラー" ), MB_OK | MB_ICONERROR ); return 0; } dtprintf( _T( "ID3D11Device::CreateBuffer: ok (pIndexBuffer: 0x%p)\n" ), pIndexBuffer ); // インデックスバッファをバインド pDeviceContext->IASetIndexBuffer( pIndexBuffer, DXGI_FORMAT_R32_UINT, 0 ); dtprintf( _T( "ID3D11DeviceContext::IASetIndexBuffer: ok\n" ) ); // プリミティブタイプを設定 pDeviceContext->IASetPrimitiveTopology( D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST ); dtprintf( _T( "ID3D11DeviceContext::IASetPrimitiveTopology: ok\n" ) ); // 頂点シェーダ用の定数バッファを作成 D3D11_BUFFER_DESC VSConstantBufferDesc = { sizeof( D3DXMATRIX ) * 3, // ByteWidth D3D11_USAGE_DYNAMIC, // Usage D3D11_BIND_CONSTANT_BUFFER, // BindFlags D3D11_CPU_ACCESS_WRITE, // CPUAccessFlags 0, // MiscFlags 0 // StructureByteStride }; ID3D11Buffer * pVSConstantBuffer = NULL; hr = pDevice->CreateBuffer( &VSConstantBufferDesc, NULL, &pVSConstantBuffer ); if ( FAILED( hr ) ) { MessageBox( NULL, _T( "失敗: ID3D11Device::CreateBuffer()" ), _T( "エラー" ), MB_OK | MB_ICONERROR ); return 0; } dtprintf( _T( "ID3D11Device::CreateBuffer: ok (pVSConstantBuffer: 0x%p)\n" ), pVSConstantBuffer ); // 定数バッファをバインド pDeviceContext->VSSetConstantBuffers( 0, 1, &pVSConstantBuffer ); dtprintf( _T( "ID3D11DeviceContext::VSSetConstantBuffers: ok\n" ) ); // 頂点シェーダを作成 ID3D11VertexShader * pVertexShader = NULL; hr = pDevice->CreateVertexShader( g_vs_perspective, sizeof( g_vs_perspective ), NULL, &pVertexShader ); if ( FAILED( hr ) ) { MessageBox( NULL, _T( "失敗: ID3D11Device::CreateVertexShader()" ), _T( "エラー" ), MB_OK | MB_ICONERROR ); return 0; } dtprintf( _T( "ID3D11Device::CreateVertexShader: ok (pVertexShader: 0x%p)\n" ), pVertexShader ); // ピクセルシェーダを作成 ID3D11PixelShader * pPixelShader = NULL; hr = pDevice->CreatePixelShader( g_ps_constant, sizeof( g_ps_constant ), NULL, &pPixelShader ); if ( FAILED( hr ) ) { MessageBox( NULL, _T( "失敗: ID3D11Device::CreatePixelShader()" ), _T( "エラー" ), MB_OK | MB_ICONERROR ); return 0; } dtprintf( _T( "ID3D11Device::CreatePixelShader: ok (pPixelShader: 0x%p)\n" ), pPixelShader ); // シェーダをバインド pDeviceContext->VSSetShader( pVertexShader, NULL, 0 ); dtprintf( _T( "ID3D11DeviceContext::VSSetShader: ok\n" ) ); pDeviceContext->PSSetShader( pPixelShader, NULL, 0 ); dtprintf( _T( "ID3D11DeviceContext::PSSetShader: ok\n" ) ); pDeviceContext->GSSetShader( NULL, NULL, 0 ); pDeviceContext->HSSetShader( NULL, NULL, 0 ); pDeviceContext->DSSetShader( NULL, NULL, 0 ); // 入力エレメント記述子 D3D11_INPUT_ELEMENT_DESC verticesDesc[] = { { "IN_POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }, { "IN_COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, sizeof(float)*3, D3D11_INPUT_PER_VERTEX_DATA, 0 } }; // 入力レイアウトを生成 ID3D11InputLayout * pInputLayout = NULL; hr = pDevice->CreateInputLayout( verticesDesc, 2, g_vs_perspective, sizeof( g_vs_perspective ), &pInputLayout ); if ( FAILED( hr ) ) { MessageBox( NULL, _T( "失敗: ID3D11Device::CreateInputLayout()" ), _T( "エラー" ), MB_OK | MB_ICONERROR ); return 0; } dtprintf( _T( "ID3D11Device::CreateInputLayout: ok (pInputLayout: 0x%p)\n" ), pInputLayout ); // 入力レイアウトをバインド pDeviceContext->IASetInputLayout( pInputLayout ); dtprintf( _T( "ID3D11DeviceContext::IASetInputLayout: ok\n" ) ); // ラスタライザステートを生成 D3D11_RASTERIZER_DESC rasterizerStateDesc = { D3D11_FILL_SOLID, // FillMode // D3D11_FILL_WIREFRAME, // FillMode (ワイヤーフレーム表示) D3D11_CULL_BACK, // CullMode // D3D11_CULL_NONE, // CullMode (カリングなし) FALSE, // FrontCounterClockwise 0, // DepthBias 0.0f, // DepthBiasClamp 0.0f, // SlopeScaledDepthBias TRUE, // DepthClipEnable FALSE, // ScissorEnable FALSE, // MultisampleEnable FALSE // AntialiasedLineEnable }; ID3D11RasterizerState * pRasterizerState = NULL; hr = pDevice->CreateRasterizerState( &rasterizerStateDesc, &pRasterizerState ); if ( FAILED( hr ) ) { MessageBox( NULL, _T( "失敗: ID3D11Device::CreateRasterizerState()" ), _T( "エラー" ), MB_OK | MB_ICONERROR ); return 0; } dtprintf( _T( "ID3D11Device::CreateRasterizerState: ok (pRasterizerState: 0x%p)\n" ), pRasterizerState ); // ラスタライザステートをバインド pDeviceContext->RSSetState( pRasterizerState ); dtprintf( _T( "ID3D11DeviceContext::RSSetState: ok\n" ) ); // デプス・ステンシルステートを生成 D3D11_DEPTH_STENCIL_DESC depthStencilStateDesc = { TRUE, // DepthEnable D3D11_DEPTH_WRITE_MASK_ALL, // DepthWriteMask D3D11_COMPARISON_LESS, // DepthFunc FALSE, // StencilEnable D3D11_DEFAULT_STENCIL_READ_MASK, // StencilReadMask D3D11_DEFAULT_STENCIL_WRITE_MASK, // StencilWriteMask { D3D11_STENCIL_OP_KEEP, // FrontFace.StencilFailOp D3D11_STENCIL_OP_KEEP, // FrontFace.StencilDepthFailOp D3D11_STENCIL_OP_KEEP, // FrontFace.StencilPassOp D3D11_COMPARISON_ALWAYS // FrontFace.StencilFunc }, { D3D11_STENCIL_OP_KEEP, // BackFace.StencilFailOp D3D11_STENCIL_OP_KEEP, // BackFace.StencilDepthFailOp D3D11_STENCIL_OP_KEEP, // BackFace.StencilPassOp D3D11_COMPARISON_ALWAYS // BackFace.StencilFunc } }; ID3D11DepthStencilState * pDepthStencilState = NULL; hr = pDevice->CreateDepthStencilState( &depthStencilStateDesc, &pDepthStencilState ); if ( FAILED( hr ) ) { MessageBox( NULL, _T( "失敗: ID3D11Device::CreateDepthStencilState()" ), _T( "エラー" ), MB_OK | MB_ICONERROR ); return 0; } dtprintf( _T( "ID3D11Device::CreateDepthStencilState: ok (pDepthStencilState: 0x%p)\n" ), pDepthStencilState ); // デプス・ステンシルステートをバインド pDeviceContext->OMSetDepthStencilState( pDepthStencilState, 0 ); dtprintf( _T( "ID3D11DeviceContext::OMSetDepthStencilState: ok\n" ) ); MSG msg; while ( 1 ) { // メッセージを取得 if ( PeekMessage( &msg, NULL, 0, 0, PM_REMOVE ) ) { if ( msg.message == WM_QUIT ) { dtprintf( _T( "PeekMessage: WM_QUIT\n" ) ); break; } // メッセージ処理 DispatchMessage( &msg ); } else { HRESULT hr; static unsigned int count = 0; float theta = ( count++ / 200.0f ) * ( 3.141593f / 2.0f ); // World-View-Projection 行列をそれぞれ生成 D3DXMATRIX world, view, projection; D3DXMatrixIdentity( &world ); const D3DXVECTOR3 eye( 1.8f * 1.414214f * -cosf( theta ), 1.8f, 1.8f * 1.414214f * sinf( theta ) ); const D3DXVECTOR3 at( 0.0f, 0.0f, 0.0f ); const D3DXVECTOR3 up( 0.0f, 1.0f, 0.0f ); D3DXMatrixLookAtRH( &view, &eye, &at, &up ); D3DXMatrixPerspectiveFovRH( &projection, 3.141593f / 4.0f, 1280.0f / 720.0f, 1.0f, 10000.0f ); // 頂点シェーダ用定数バッファへアクセス D3D11_MAPPED_SUBRESOURCE mapped; hr = pDeviceContext->Map( pVSConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped ); if ( SUCCEEDED( hr ) ) { D3DXMATRIX * mapped_m = static_cast< D3DXMATRIX * >( mapped.pData ); mapped_m[0] = world; mapped_m[1] = view; mapped_m[2] = projection; // 後始末 pDeviceContext->Unmap( pVSConstantBuffer, 0 ); } // レンダーターゲットビューをクリア const float clear[ 4 ] = { 0.0f, 0.0f, 0.3f, 1.0f }; // RGBA pDeviceContext->ClearRenderTargetView( pRenderTargetView, clear ); // デプス・ステンシルビューをクリア pDeviceContext->ClearDepthStencilView( pDepthStencilView, D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL, 1.0f, 0 ); // 描画 pDeviceContext->DrawIndexed( 36, 0, 0 ); pSwapChain->Present( 1, 0 ); // ちょっとだけ待つ Sleep( 5 ); } } // シェーダをアンバインド pDeviceContext->VSSetShader( NULL, NULL, 0 ); pDeviceContext->PSSetShader( NULL, NULL, 0 ); // デバイス・リソース解放 COM_SAFE_RELEASE( pDepthStencilState ); COM_SAFE_RELEASE( pRasterizerState ); COM_SAFE_RELEASE( pInputLayout ); COM_SAFE_RELEASE( pPixelShader ); COM_SAFE_RELEASE( pVertexShader ); COM_SAFE_RELEASE( pVSConstantBuffer ); COM_SAFE_RELEASE( pIndexBuffer ); COM_SAFE_RELEASE( pVertexBuffer ); COM_SAFE_RELEASE( pDepthStencilView ); COM_SAFE_RELEASE( pDepthStencilBuffer ); COM_SAFE_RELEASE( pRenderTargetView ); COM_SAFE_RELEASE( pSwapChain ); COM_SAFE_RELEASE( pDeviceContext ); COM_SAFE_RELEASE( pDevice ); return msg.wParam; }
// Render function // (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data) { ID3D11DeviceContext* ctx = g_pd3dDeviceContext; // 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; D3D11_BUFFER_DESC desc; memset(&desc, 0, sizeof(D3D11_BUFFER_DESC)); desc.Usage = D3D11_USAGE_DYNAMIC; desc.ByteWidth = g_VertexBufferSize * sizeof(ImDrawVert); desc.BindFlags = D3D11_BIND_VERTEX_BUFFER; desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; desc.MiscFlags = 0; if (g_pd3dDevice->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; D3D11_BUFFER_DESC desc; memset(&desc, 0, sizeof(D3D11_BUFFER_DESC)); desc.Usage = D3D11_USAGE_DYNAMIC; desc.ByteWidth = g_IndexBufferSize * sizeof(ImDrawIdx); desc.BindFlags = D3D11_BIND_INDEX_BUFFER; desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; if (g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pIB) < 0) return; } // Copy and convert all vertices into a single contiguous buffer D3D11_MAPPED_SUBRESOURCE vtx_resource, idx_resource; if (ctx->Map(g_pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &vtx_resource) != S_OK) return; if (ctx->Map(g_pIB, 0, D3D11_MAP_WRITE_DISCARD, 0, &idx_resource) != S_OK) return; ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource.pData; ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource.pData; for (int n = 0; n < draw_data->CmdListsCount; n++) { const ImDrawList* cmd_list = draw_data->CmdLists[n]; memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert)); memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx)); vtx_dst += cmd_list->VtxBuffer.Size; idx_dst += cmd_list->IdxBuffer.Size; } ctx->Unmap(g_pVB, 0); ctx->Unmap(g_pIB, 0); // Setup orthographic projection matrix into our constant buffer { D3D11_MAPPED_SUBRESOURCE mapped_resource; if (ctx->Map(g_pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK) return; VERTEX_CONSTANT_BUFFER* constant_buffer = (VERTEX_CONSTANT_BUFFER*)mapped_resource.pData; float L = 0.0f; float R = ImGui::GetIO().DisplaySize.x; float B = ImGui::GetIO().DisplaySize.y; float T = 0.0f; 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)); ctx->Unmap(g_pVertexConstantBuffer, 0); } // Backup DX state that will be modified to restore it afterwards (unfortunately this is very ugly looking and verbose. Close your eyes!) struct BACKUP_DX11_STATE { UINT ScissorRectsCount, ViewportsCount; D3D11_RECT ScissorRects[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE]; D3D11_VIEWPORT Viewports[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE]; ID3D11RasterizerState* RS; ID3D11BlendState* BlendState; FLOAT BlendFactor[4]; UINT SampleMask; UINT StencilRef; ID3D11DepthStencilState* DepthStencilState; ID3D11ShaderResourceView* PSShaderResource; ID3D11SamplerState* PSSampler; ID3D11PixelShader* PS; ID3D11VertexShader* VS; UINT PSInstancesCount, VSInstancesCount; ID3D11ClassInstance* PSInstances[256], *VSInstances[256]; // 256 is max according to PSSetShader documentation D3D11_PRIMITIVE_TOPOLOGY PrimitiveTopology; ID3D11Buffer* IndexBuffer, *VertexBuffer, *VSConstantBuffer; UINT IndexBufferOffset, VertexBufferStride, VertexBufferOffset; DXGI_FORMAT IndexBufferFormat; ID3D11InputLayout* InputLayout; }; BACKUP_DX11_STATE old; old.ScissorRectsCount = old.ViewportsCount = D3D11_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); old.PSInstancesCount = old.VSInstancesCount = 256; ctx->PSGetShader(&old.PS, old.PSInstances, &old.PSInstancesCount); ctx->VSGetShader(&old.VS, old.VSInstances, &old.VSInstancesCount); 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 D3D11_VIEWPORT vp; memset(&vp, 0, sizeof(D3D11_VIEWPORT)); vp.Width = ImGui::GetIO().DisplaySize.x; vp.Height = ImGui::GetIO().DisplaySize.y; vp.MinDepth = 0.0f; vp.MaxDepth = 1.0f; vp.TopLeftX = vp.TopLeftY = 0.0f; 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(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); ctx->VSSetShader(g_pVertexShader, NULL, 0); ctx->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer); ctx->PSSetShader(g_pPixelShader, NULL, 0); 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 D3D11_RECT r = { (LONG)pcmd->ClipRect.x, (LONG)pcmd->ClipRect.y, (LONG)pcmd->ClipRect.z, (LONG)pcmd->ClipRect.w }; ctx->PSSetShaderResources(0, 1, (ID3D11ShaderResourceView**)&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, old.PSInstances, old.PSInstancesCount); if (old.PS) old.PS->Release(); for (UINT i = 0; i < old.PSInstancesCount; i++) if (old.PSInstances[i]) old.PSInstances[i]->Release(); ctx->VSSetShader(old.VS, old.VSInstances, old.VSInstancesCount); if (old.VS) old.VS->Release(); ctx->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release(); for (UINT i = 0; i < old.VSInstancesCount; i++) if (old.VSInstances[i]) old.VSInstances[i]->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(); }
// Render function // (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop) void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data) { // Avoid rendering when minimized if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f) return; ID3D11DeviceContext* ctx = g_pd3dDeviceContext; // 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; D3D11_BUFFER_DESC desc; memset(&desc, 0, sizeof(D3D11_BUFFER_DESC)); desc.Usage = D3D11_USAGE_DYNAMIC; desc.ByteWidth = g_VertexBufferSize * sizeof(ImDrawVert); desc.BindFlags = D3D11_BIND_VERTEX_BUFFER; desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; desc.MiscFlags = 0; if (g_pd3dDevice->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; D3D11_BUFFER_DESC desc; memset(&desc, 0, sizeof(D3D11_BUFFER_DESC)); desc.Usage = D3D11_USAGE_DYNAMIC; desc.ByteWidth = g_IndexBufferSize * sizeof(ImDrawIdx); desc.BindFlags = D3D11_BIND_INDEX_BUFFER; desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; if (g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pIB) < 0) return; } // Upload vertex/index data into a single contiguous GPU buffer D3D11_MAPPED_SUBRESOURCE vtx_resource, idx_resource; if (ctx->Map(g_pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &vtx_resource) != S_OK) return; if (ctx->Map(g_pIB, 0, D3D11_MAP_WRITE_DISCARD, 0, &idx_resource) != S_OK) return; ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource.pData; ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource.pData; for (int n = 0; n < draw_data->CmdListsCount; n++) { const ImDrawList* cmd_list = draw_data->CmdLists[n]; memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert)); memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx)); vtx_dst += cmd_list->VtxBuffer.Size; idx_dst += cmd_list->IdxBuffer.Size; } ctx->Unmap(g_pVB, 0); ctx->Unmap(g_pIB, 0); // Setup orthographic projection matrix into our constant buffer // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). { D3D11_MAPPED_SUBRESOURCE mapped_resource; if (ctx->Map(g_pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK) return; VERTEX_CONSTANT_BUFFER* constant_buffer = (VERTEX_CONSTANT_BUFFER*)mapped_resource.pData; float L = draw_data->DisplayPos.x; float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x; float T = draw_data->DisplayPos.y; float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y; 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)); ctx->Unmap(g_pVertexConstantBuffer, 0); } // Backup DX state that will be modified to restore it afterwards (unfortunately this is very ugly looking and verbose. Close your eyes!) struct BACKUP_DX11_STATE { UINT ScissorRectsCount, ViewportsCount; D3D11_RECT ScissorRects[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE]; D3D11_VIEWPORT Viewports[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE]; ID3D11RasterizerState* RS; ID3D11BlendState* BlendState; FLOAT BlendFactor[4]; UINT SampleMask; UINT StencilRef; ID3D11DepthStencilState* DepthStencilState; ID3D11ShaderResourceView* PSShaderResource; ID3D11SamplerState* PSSampler; ID3D11PixelShader* PS; ID3D11VertexShader* VS; UINT PSInstancesCount, VSInstancesCount; ID3D11ClassInstance* PSInstances[256], *VSInstances[256]; // 256 is max according to PSSetShader documentation D3D11_PRIMITIVE_TOPOLOGY PrimitiveTopology; ID3D11Buffer* IndexBuffer, *VertexBuffer, *VSConstantBuffer; UINT IndexBufferOffset, VertexBufferStride, VertexBufferOffset; DXGI_FORMAT IndexBufferFormat; ID3D11InputLayout* InputLayout; }; BACKUP_DX11_STATE old; old.ScissorRectsCount = old.ViewportsCount = D3D11_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); old.PSInstancesCount = old.VSInstancesCount = 256; ctx->PSGetShader(&old.PS, old.PSInstances, &old.PSInstancesCount); ctx->VSGetShader(&old.VS, old.VSInstances, &old.VSInstancesCount); 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 desired DX state ImGui_ImplDX11_SetupRenderState(draw_data, ctx); // Render command lists // (Because we merged all buffers into a single one, we maintain our own offset into them) int global_idx_offset = 0; int global_vtx_offset = 0; ImVec2 clip_off = draw_data->DisplayPos; 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 != NULL) { // User callback, registered via ImDrawList::AddCallback() // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) ImGui_ImplDX11_SetupRenderState(draw_data, ctx); else pcmd->UserCallback(cmd_list, pcmd); } else { // Apply scissor/clipping rectangle const D3D11_RECT r = { (LONG)(pcmd->ClipRect.x - clip_off.x), (LONG)(pcmd->ClipRect.y - clip_off.y), (LONG)(pcmd->ClipRect.z - clip_off.x), (LONG)(pcmd->ClipRect.w - clip_off.y) }; ctx->RSSetScissorRects(1, &r); // Bind texture, Draw ID3D11ShaderResourceView* texture_srv = (ID3D11ShaderResourceView*)pcmd->TextureId; ctx->PSSetShaderResources(0, 1, &texture_srv); ctx->DrawIndexed(pcmd->ElemCount, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset); } } global_idx_offset += cmd_list->IdxBuffer.Size; global_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, old.PSInstances, old.PSInstancesCount); if (old.PS) old.PS->Release(); for (UINT i = 0; i < old.PSInstancesCount; i++) if (old.PSInstances[i]) old.PSInstances[i]->Release(); ctx->VSSetShader(old.VS, old.VSInstances, old.VSInstancesCount); if (old.VS) old.VS->Release(); ctx->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release(); for (UINT i = 0; i < old.VSInstancesCount; i++) if (old.VSInstances[i]) old.VSInstances[i]->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(); }
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR cmdLine, int cmdShow) { DXTInputHandlerDefault inputHandler; DXTWindowEventHandlerDefault eventHandler; DXTWindow window(hInstance, &inputHandler, &eventHandler); DXTRenderParams params; params.Extent = { 800, 600 }; params.UseVSync = true; params.Windowed = true; HRESULT result; result = window.Initialize(params, "DXT Example (DirectX 11)"); if (SUCCEEDED(result)) { ID3D11Device* device; ID3D11DeviceContext* context; IDXGISwapChain* swapChain; result = DXTInitDevice(params, &window, &swapChain, &device, &context); if (SUCCEEDED(result)) { eventHandler.SetSwapChain(swapChain); FLOAT clearColor[] = { 0.5f, 0.5f, 1.0f, 1.0f }; D3D11_INPUT_ELEMENT_DESC inputDesc[] = { { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }, { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, sizeof(float) * 3, D3D11_INPUT_PER_VERTEX_DATA, 0 }, { "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, sizeof(float) * 5, D3D11_INPUT_PER_VERTEX_DATA, 0 }, }; UINT elementCount = 3; UINT stride = 8 * sizeof(FLOAT); UINT offset = 0; UINT indexCount = 0; FLOAT deltaTime = 0.016f; DXTSphericalCamera camera; DXTFirstPersonCameraController cameraController(&camera, &inputHandler); inputHandler.AddInputInterface(&cameraController); cameraController.Velocity = 40.0f; cameraController.RotationVelocity = 0.005f; camera.Position = DirectX::XMFLOAT3(20.0f, 20.0f, 20.0f); camera.LookAt(DirectX::XMFLOAT3(0.0f, 0.0f, 0.0f)); ID3D11RenderTargetView* renderTargetView; ID3D11Texture2D* depthBuffer; ID3D11DepthStencilView* depthBufferView; ID3D11VertexShader* vertexShader; ID3D11PixelShader* pixelShader; DXTBytecodeBlob vertexBytecode; ID3D11DepthStencilState* depthState; ID3D11RasterizerState* rasterizerState; ID3D11Buffer* vertexBuffer; ID3D11Buffer* indexBuffer; ID3D11InputLayout* inputLayout; ID3D11Buffer* transformBuffer; DXTCreateRenderTargetFromBackBuffer(swapChain, device, &renderTargetView); DXTCreateDepthStencilBuffer(device, params.Extent.Width, params.Extent.Height, DXGI_FORMAT_D24_UNORM_S8_UINT, &depthBuffer, &depthBufferView); DXTVertexShaderFromFile(device, "VertexShader.cso", &vertexShader, &vertexBytecode); DXTPixelShaderFromFile(device, "PixelShader.cso", &pixelShader); DXTCreateDepthStencilStateDepthTestEnabled(device, &depthState); DXTCreateRasterizerStateSolid(device, &rasterizerState); DXTLoadStaticMeshFromFile(device, "mesh.ase", DXTVertexAttributePosition | DXTVertexAttributeUV | DXTVertexAttributeNormal, DXTIndexTypeShort, &vertexBuffer, &indexBuffer, &indexCount); DXTCreateBuffer(device, sizeof(DirectX::XMFLOAT4X4) * 2, D3D11_BIND_CONSTANT_BUFFER, D3D11_CPU_ACCESS_WRITE, D3D11_USAGE_DYNAMIC, &transformBuffer); device->CreateInputLayout(inputDesc, elementCount, vertexBytecode.Bytecode, vertexBytecode.BytecodeLength, &inputLayout); vertexBytecode.Destroy(); window.Present(false); while (!window.QuitMessageReceived()) { window.MessagePump(); if (inputHandler.IsKeyDown(VK_ESCAPE)) break; cameraController.Update(deltaTime); XMFLOAT4X4 ViewProj; XMFLOAT4X4 World; camera.GetViewProjectionMatrix(&ViewProj, params.Extent); XMStoreFloat4x4(&World, XMMatrixIdentity()); D3D11_MAPPED_SUBRESOURCE subres; context->Map(transformBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &subres); XMFLOAT4X4* ptr = (XMFLOAT4X4*)subres.pData; ptr[0] = World; ptr[1] = ViewProj; context->Unmap(transformBuffer, 0); D3D11_VIEWPORT viewport = { 0.0f, 0.0f, (FLOAT)params.Extent.Width, (FLOAT)params.Extent.Height, 0.0f, 1.0f }; context->ClearRenderTargetView(renderTargetView, clearColor); context->ClearDepthStencilView(depthBufferView, D3D11_CLEAR_DEPTH, 1.0f, 0); context->OMSetDepthStencilState(depthState, 0); context->OMSetRenderTargets(1, &renderTargetView, depthBufferView); context->RSSetState(rasterizerState); context->RSSetViewports(1, &viewport); context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); context->IASetVertexBuffers(0, 1, &vertexBuffer, &stride, &offset); context->IASetIndexBuffer(indexBuffer, DXGI_FORMAT_R16_UINT, 0); context->IASetInputLayout(inputLayout); context->VSSetShader(vertexShader, nullptr, 0); context->PSSetShader(pixelShader, nullptr, 0); context->VSSetConstantBuffers(0, 1, &transformBuffer); context->DrawIndexed(indexCount, 0, 0); swapChain->Present(1, 0); } swapChain->SetFullscreenState(false, nullptr); transformBuffer->Release(); depthBufferView->Release(); depthBuffer->Release(); inputLayout->Release(); vertexBuffer->Release(); indexBuffer->Release(); depthState->Release(); rasterizerState->Release(); vertexShader->Release(); pixelShader->Release(); renderTargetView->Release(); swapChain->Release(); context->Release(); device->Release(); } window.Destroy(); } }