CMake/Tests/VSWinStorePhone/Direct3DApp1/CubeRenderer.cpp

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#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
);
}