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