262 lines
6.3 KiB
C++
262 lines
6.3 KiB
C++
#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
|
|
);
|
|
}
|