You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
187 lines
6.3 KiB
187 lines
6.3 KiB
// 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();
|
|
}
|
|
|
|
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);
|
|
}
|