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#include"CameraDemo.h"
#include<xnamath.h>
struct VertexPos
{
XMFLOAT3 pos;
XMFLOAT2 tex0;
};
CameraDemo::CameraDemo( ) : textureMapVS_( 0 ), textureMapPS_( 0 ), inputLayout_( 0 ),
vertexBuffer_( 0 ), indexBuffer_( 0 ), colorMap_( 0 ), colorMapSampler_( 0 ),
viewCB_( 0 ), projCB_( 0 ), worldCB_( 0 )
{
}
CameraDemo::~CameraDemo( )
{
}
bool CameraDemo::LoadContent( )
{
ID3DBlob* vsBuffer = 0;
bool compileResult = CompileD3DShader( "TextureMap.fx", "VS_Main", "vs_4_0", &vsBuffer );
if( compileResult == false )
{
DXTRACE_MSG( "Error compiling the vertex shader!" );
return false;
}
HRESULT d3dResult;
d3dResult = d3dDevice_->CreateVertexShader( vsBuffer->GetBufferPointer( ),
vsBuffer->GetBufferSize( ), 0, &textureMapVS_ );
if( FAILED( d3dResult ) )
{
DXTRACE_MSG( "Error creating the vertex shader!" );
if( vsBuffer )
vsBuffer->Release( );
return false;
}
D3D11_INPUT_ELEMENT_DESC solidColorLayout[] =
{
{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 }
};
unsigned int totalLayoutElements = ARRAYSIZE( solidColorLayout );
d3dResult = d3dDevice_->CreateInputLayout( solidColorLayout, totalLayoutElements,
vsBuffer->GetBufferPointer( ), vsBuffer->GetBufferSize( ), &inputLayout_ );
vsBuffer->Release( );
if( FAILED( d3dResult ) )
{
DXTRACE_MSG( "Error creating the input layout!" );
return false;
}
ID3DBlob* psBuffer = 0;
compileResult = CompileD3DShader( "TextureMap.fx", "PS_Main", "ps_4_0", &psBuffer );
if( compileResult == false )
{
DXTRACE_MSG( "Error compiling pixel shader!" );
return false;
}
d3dResult = d3dDevice_->CreatePixelShader( psBuffer->GetBufferPointer( ),
psBuffer->GetBufferSize( ), 0, &textureMapPS_ );
psBuffer->Release( );
if( FAILED( d3dResult ) )
{
DXTRACE_MSG( "Error creating pixel shader!" );
return false;
}
VertexPos vertices[] =
{
{ XMFLOAT3( 0.0f, 3.5f, 0.0f ), XMFLOAT2( 1.0f, 1.0f ) }, //top point
{ XMFLOAT3( 3.45f, -1.8f, 0.0f ), XMFLOAT2( 1.0f, 0.0f ) }, //bottom left point
{ XMFLOAT3( -3.45f, -2.5f, 0.0f ), XMFLOAT2( 0.0f, 0.0f ) }, //bottom right point
};
D3D11_BUFFER_DESC vertexDesc;
ZeroMemory( &vertexDesc, sizeof( vertexDesc ) );
vertexDesc.Usage = D3D11_USAGE_DEFAULT;
vertexDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
vertexDesc.ByteWidth = sizeof( VertexPos ) * 6;
D3D11_SUBRESOURCE_DATA resourceData;
ZeroMemory( &resourceData, sizeof( resourceData ) );
resourceData.pSysMem = vertices;
d3dResult = d3dDevice_->CreateBuffer( &vertexDesc, &resourceData, &vertexBuffer_ );
if( FAILED( d3dResult ) )
{
DXTRACE_MSG( "Failed to create vertex buffer!" );
return false;
}
d3dResult = D3DX11CreateShaderResourceViewFromFile( d3dDevice_,
"water.jpg", 0, 0, &colorMap_, 0 );
if( FAILED( d3dResult ) )
{
DXTRACE_MSG( "Failed to load the texture image!" );
return false;
}
D3D11_SAMPLER_DESC colorMapDesc;
ZeroMemory( &colorMapDesc, sizeof( colorMapDesc ) );
colorMapDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
colorMapDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
colorMapDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
colorMapDesc.ComparisonFunc = D3D11_COMPARISON_NEVER;
colorMapDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
colorMapDesc.MaxLOD = D3D11_FLOAT32_MAX;
d3dResult = d3dDevice_->CreateSamplerState( &colorMapDesc, &colorMapSampler_ );
if( FAILED( d3dResult ) )
{
DXTRACE_MSG( "Failed to create color map sampler state!" );
return false;
}
D3D11_BUFFER_DESC constDesc;
ZeroMemory( &constDesc, sizeof( constDesc ) );
constDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
constDesc.ByteWidth = sizeof( XMMATRIX );
constDesc.Usage = D3D11_USAGE_DEFAULT;
d3dResult = d3dDevice_->CreateBuffer( &constDesc, 0, &viewCB_ );
if( FAILED( d3dResult ) )
{
return false;
}
d3dResult = d3dDevice_->CreateBuffer( &constDesc, 0, &projCB_ );
if( FAILED( d3dResult ) )
{
return false;
}
d3dResult = d3dDevice_->CreateBuffer( &constDesc, 0, &worldCB_ );
if( FAILED( d3dResult ) )
{
return false;
}
projMatrix_ = XMMatrixPerspectiveFovLH( XM_PIDIV4, 800.0f / 600.0f, 0.01f, 100.0f );
projMatrix_ = XMMatrixTranspose( projMatrix_ );
camera_.SetPositions( XMFLOAT3( 3.0f, 3.0f, -12.0f ), XMFLOAT3( 0.0f, 0.0f, 0.0f ) );
return true;
}
void CameraDemo::UnloadContent( )
{
if( colorMapSampler_ ) colorMapSampler_->Release( );
if( colorMap_ ) colorMap_->Release( );
if( textureMapVS_ ) textureMapVS_->Release( );
if( textureMapPS_ ) textureMapPS_->Release( );
if( inputLayout_ ) inputLayout_->Release( );
if( vertexBuffer_ ) vertexBuffer_->Release( );
if( indexBuffer_ ) indexBuffer_->Release( );
if( viewCB_ ) viewCB_->Release( );
if( projCB_ ) projCB_->Release( );
if( worldCB_ ) worldCB_->Release( );
colorMapSampler_ = 0;
colorMap_ = 0;
textureMapVS_ = 0;
textureMapPS_ = 0;
inputLayout_ = 0;
vertexBuffer_ = 0;
indexBuffer_ = 0;
viewCB_ = 0;
projCB_ = 0;
worldCB_ = 0;
}
void CameraDemo::Update( float dt )
{
// Nothing to update
///////////////////////////////////////////////////////// Translation Matrix /////////////////////////////////////////////////////////////////////////////////////////////
///float PosX;
//float PosY;
//XMMATRIX translation = XMMatrixTranslation( PosX, PosY, 0.0f );
//worldMat =
//XMMATRIX XMMatrixTranslation ( FLOAT OffsetX, FLOAT OffsetY, FLOAT OffsetZ);
///////////////////////////////////////////////////////////// END ////////////////////////////////////////////////////////////////////////////////////////////////////////
}
void CameraDemo::Render( )
{
if( d3dContext_ == 0 )
return;
float clearColor[4] = { 0.0f, 0.0f, 0.25f, 1.0f };
d3dContext_->ClearRenderTargetView( backBufferTarget_, clearColor );
d3dContext_->ClearDepthStencilView( depthStencilView_, D3D11_CLEAR_DEPTH, 1.0f, 0 );
unsigned int stride = sizeof( VertexPos );
unsigned int offset = 0;
d3dContext_->IASetInputLayout( inputLayout_ );
d3dContext_->IASetVertexBuffers( 0, 1, &vertexBuffer_, &stride, &offset );
d3dContext_->IASetIndexBuffer( indexBuffer_, DXGI_FORMAT_R16_UINT, 0 );
d3dContext_->IASetPrimitiveTopology( D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST );
d3dContext_->VSSetShader( textureMapVS_, 0, 0 );
d3dContext_->PSSetShader( textureMapPS_, 0, 0 );
d3dContext_->PSSetShaderResources( 0, 1, &colorMap_ );
d3dContext_->PSSetSamplers( 0, 1, &colorMapSampler_ );
XMMATRIX worldMat = XMMatrixIdentity( );
worldMat = XMMatrixTranspose( worldMat );
XMMATRIX viewMat = camera_.GetViewMatrix( );
viewMat = XMMatrixTranspose( viewMat );
d3dContext_->UpdateSubresource( worldCB_, 0, 0, &worldMat, 0, 0 );
d3dContext_->UpdateSubresource( viewCB_, 0, 0, &viewMat, 0, 0 );
d3dContext_->UpdateSubresource( projCB_, 0, 0, &projMatrix_, 0, 0 );
d3dContext_->VSSetConstantBuffers( 0, 1, &worldCB_ );
d3dContext_->VSSetConstantBuffers( 1, 1, &viewCB_ );
d3dContext_->VSSetConstantBuffers( 2, 1, &projCB_ );
//d3dContext_->DrawIndexed( 36, 0, 0 );
d3dContext_->Draw(6,0);
swapChain_->Present( 0, 0 );
}
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