1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193
|
// clang-format off
#include "pch.h"
#include "CubeRenderer.h"
// clang-format on
using namespace DirectX;
using namespace Microsoft::WRL;
using namespace Windows::Foundation;
using namespace Windows::UI::Core;
using namespace JusticeLeagueWinRT;
CubeRenderer::CubeRenderer()
: m_loadingComplete(false)
, m_indexCount(0)
{
// Create a new WinRT object to validate that we can link properly
Batman ^ hero = ref new Batman();
hero->savePeople();
// Test that .manifest files can be bundled with app
DX::ReadDataAsync("Direct3DApp1\\Simple.manifest")
.then([this](Platform::Array<byte> ^ fileData) {
std::string manifestContent(fileData->begin(), fileData->end());
assert(manifestContent.find("hello") == 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()
{
float const 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);
}
|