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// 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()
{
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);
}