| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260 |
- #include "pch.h"
- #include "CubeRenderer.h"
- using namespace DirectX;
- using namespace Microsoft::WRL;
- using namespace Windows::Foundation;
- using namespace Windows::UI::Core;
- CubeRenderer::CubeRenderer() :
- m_loadingComplete(false),
- m_indexCount(0)
- {
- }
- void CubeRenderer::CreateDeviceResources()
- {
- Direct3DBase::CreateDeviceResources();
- auto loadVSTask = DX::ReadDataAsync("SimpleVertexShader.cso");
- auto loadPSTask = DX::ReadDataAsync("SimplePixelShader.cso");
- auto createVSTask = loadVSTask.then([this](Platform::Array<byte>^ fileData) {
- DX::ThrowIfFailed(
- m_d3dDevice->CreateVertexShader(
- fileData->Data,
- fileData->Length,
- nullptr,
- &m_vertexShader
- )
- );
- const D3D11_INPUT_ELEMENT_DESC vertexDesc[] =
- {
- { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
- { "COLOR", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
- };
- DX::ThrowIfFailed(
- m_d3dDevice->CreateInputLayout(
- vertexDesc,
- ARRAYSIZE(vertexDesc),
- fileData->Data,
- fileData->Length,
- &m_inputLayout
- )
- );
- });
- auto createPSTask = loadPSTask.then([this](Platform::Array<byte>^ fileData) {
- DX::ThrowIfFailed(
- m_d3dDevice->CreatePixelShader(
- fileData->Data,
- fileData->Length,
- nullptr,
- &m_pixelShader
- )
- );
- CD3D11_BUFFER_DESC constantBufferDesc(sizeof(ModelViewProjectionConstantBuffer), D3D11_BIND_CONSTANT_BUFFER);
- DX::ThrowIfFailed(
- m_d3dDevice->CreateBuffer(
- &constantBufferDesc,
- nullptr,
- &m_constantBuffer
- )
- );
- });
- auto createCubeTask = (createPSTask && createVSTask).then([this] () {
- VertexPositionColor cubeVertices[] =
- {
- {XMFLOAT3(-0.5f, -0.5f, -0.5f), XMFLOAT3(0.0f, 0.0f, 0.0f)},
- {XMFLOAT3(-0.5f, -0.5f, 0.5f), XMFLOAT3(0.0f, 0.0f, 1.0f)},
- {XMFLOAT3(-0.5f, 0.5f, -0.5f), XMFLOAT3(0.0f, 1.0f, 0.0f)},
- {XMFLOAT3(-0.5f, 0.5f, 0.5f), XMFLOAT3(0.0f, 1.0f, 1.0f)},
- {XMFLOAT3( 0.5f, -0.5f, -0.5f), XMFLOAT3(1.0f, 0.0f, 0.0f)},
- {XMFLOAT3( 0.5f, -0.5f, 0.5f), XMFLOAT3(1.0f, 0.0f, 1.0f)},
- {XMFLOAT3( 0.5f, 0.5f, -0.5f), XMFLOAT3(1.0f, 1.0f, 0.0f)},
- {XMFLOAT3( 0.5f, 0.5f, 0.5f), XMFLOAT3(1.0f, 1.0f, 1.0f)},
- };
- D3D11_SUBRESOURCE_DATA vertexBufferData = {0};
- vertexBufferData.pSysMem = cubeVertices;
- vertexBufferData.SysMemPitch = 0;
- vertexBufferData.SysMemSlicePitch = 0;
- CD3D11_BUFFER_DESC vertexBufferDesc(sizeof(cubeVertices), D3D11_BIND_VERTEX_BUFFER);
- DX::ThrowIfFailed(
- m_d3dDevice->CreateBuffer(
- &vertexBufferDesc,
- &vertexBufferData,
- &m_vertexBuffer
- )
- );
- unsigned short cubeIndices[] =
- {
- 0,2,1, // -x
- 1,2,3,
- 4,5,6, // +x
- 5,7,6,
- 0,1,5, // -y
- 0,5,4,
- 2,6,7, // +y
- 2,7,3,
- 0,4,6, // -z
- 0,6,2,
- 1,3,7, // +z
- 1,7,5,
- };
- m_indexCount = ARRAYSIZE(cubeIndices);
- D3D11_SUBRESOURCE_DATA indexBufferData = {0};
- indexBufferData.pSysMem = cubeIndices;
- indexBufferData.SysMemPitch = 0;
- indexBufferData.SysMemSlicePitch = 0;
- CD3D11_BUFFER_DESC indexBufferDesc(sizeof(cubeIndices), D3D11_BIND_INDEX_BUFFER);
- DX::ThrowIfFailed(
- m_d3dDevice->CreateBuffer(
- &indexBufferDesc,
- &indexBufferData,
- &m_indexBuffer
- )
- );
- });
- createCubeTask.then([this] () {
- m_loadingComplete = true;
- });
- }
- void CubeRenderer::CreateWindowSizeDependentResources()
- {
- Direct3DBase::CreateWindowSizeDependentResources();
- float aspectRatio = m_windowBounds.Width / m_windowBounds.Height;
- float fovAngleY = 70.0f * XM_PI / 180.0f;
- if (aspectRatio < 1.0f)
- {
- fovAngleY /= aspectRatio;
- }
- // Note that the m_orientationTransform3D matrix is post-multiplied here
- // in order to correctly orient the scene to match the display orientation.
- // This post-multiplication step is required for any draw calls that are
- // made to the swap chain render target. For draw calls to other targets,
- // this transform should not be applied.
- XMStoreFloat4x4(
- &m_constantBufferData.projection,
- XMMatrixTranspose(
- XMMatrixMultiply(
- XMMatrixPerspectiveFovRH(
- fovAngleY,
- aspectRatio,
- 0.01f,
- 100.0f
- ),
- XMLoadFloat4x4(&m_orientationTransform3D)
- )
- )
- );
- }
- void CubeRenderer::Update(float timeTotal, float timeDelta)
- {
- (void) timeDelta; // Unused parameter.
- XMVECTOR eye = XMVectorSet(0.0f, 0.7f, 1.5f, 0.0f);
- XMVECTOR at = XMVectorSet(0.0f, -0.1f, 0.0f, 0.0f);
- XMVECTOR up = XMVectorSet(0.0f, 1.0f, 0.0f, 0.0f);
- XMStoreFloat4x4(&m_constantBufferData.view, XMMatrixTranspose(XMMatrixLookAtRH(eye, at, up)));
- XMStoreFloat4x4(&m_constantBufferData.model, XMMatrixTranspose(XMMatrixRotationY(timeTotal * XM_PIDIV4)));
- }
- void CubeRenderer::Render()
- {
- const float midnightBlue[] = { 0.098f, 0.098f, 0.439f, 1.000f };
- m_d3dContext->ClearRenderTargetView(
- m_renderTargetView.Get(),
- midnightBlue
- );
- m_d3dContext->ClearDepthStencilView(
- m_depthStencilView.Get(),
- D3D11_CLEAR_DEPTH,
- 1.0f,
- 0
- );
- // Only draw the cube once it is loaded (loading is asynchronous).
- if (!m_loadingComplete)
- {
- return;
- }
- m_d3dContext->OMSetRenderTargets(
- 1,
- m_renderTargetView.GetAddressOf(),
- m_depthStencilView.Get()
- );
- m_d3dContext->UpdateSubresource(
- m_constantBuffer.Get(),
- 0,
- NULL,
- &m_constantBufferData,
- 0,
- 0
- );
- UINT stride = sizeof(VertexPositionColor);
- UINT offset = 0;
- m_d3dContext->IASetVertexBuffers(
- 0,
- 1,
- m_vertexBuffer.GetAddressOf(),
- &stride,
- &offset
- );
- m_d3dContext->IASetIndexBuffer(
- m_indexBuffer.Get(),
- DXGI_FORMAT_R16_UINT,
- 0
- );
- m_d3dContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
- m_d3dContext->IASetInputLayout(m_inputLayout.Get());
- m_d3dContext->VSSetShader(
- m_vertexShader.Get(),
- nullptr,
- 0
- );
- m_d3dContext->VSSetConstantBuffers(
- 0,
- 1,
- m_constantBuffer.GetAddressOf()
- );
- m_d3dContext->PSSetShader(
- m_pixelShader.Get(),
- nullptr,
- 0
- );
- m_d3dContext->DrawIndexed(
- m_indexCount,
- 0,
- 0
- );
- }
|