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Copy pathGraphics.cpp
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249 lines (188 loc) · 7.46 KB
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#include<string>
#include<cassert>
#include<direct.h>
#include<d3dcompiler.h>
#include"Graphics.h"
usingnamespaceGRAPHICS;
IDXGISwapChain* GRAPHICS::g_pSwapChain = nullptr;
ID3D11Device* GRAPHICS::g_pd3dDevice = nullptr;
ID3D11DeviceContext* GRAPHICS::g_pd3dDeviceContext = nullptr;
std::vector<IDXGIOutput*> GRAPHICS::vOutputs = std::vector<IDXGIOutput*>();
std::vector<IDXGIAdapter*> GRAPHICS::vAdapters = std::vector<IDXGIAdapter*>();
ID3D11Texture2D* GRAPHICS::g_pBackBuffer = nullptr;
D3D11_VIEWPORT* GRAPHICS::g_pViewport = nullptr;
ID3D11RenderTargetView* GRAPHICS::g_mainRenderTargetView = nullptr;
ID3D11Buffer* GRAPHICS::g_VertexBuffer = nullptr;
ID3D10Blob* GRAPHICS::g_VertexShaderCode = nullptr, * GRAPHICS::g_PixelShaderCode = nullptr;
ID3D11VertexShader* GRAPHICS::g_VertexShader = nullptr;
ID3D11PixelShader* GRAPHICS::g_PixelShader = nullptr;
ID3D11InputLayout* GRAPHICS::g_InputLayout = nullptr;
constint windowX = 1200, windowY = 620;
// Forward declarations of helper functions
boolCreateDeviceD3D(HWND hWnd);
voidCleanupDeviceD3D();
LRESULTWINAPIWndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
int (*OnGuiFunc)();
boolGRAPHICS::Setup(int (*DrawGuiFunc)(), HWND hwnd)
{
// Initialize Direct3D
if (!CreateDeviceD3D(hwnd))
{
CleanupDeviceD3D();
returnfalse;
}
OnGuiFunc = DrawGuiFunc;
g_pViewport = newD3D11_VIEWPORT();
g_pViewport->TopLeftX = 0;
g_pViewport->TopLeftY = 0;
g_pViewport->Width = (FLOAT)windowX;
g_pViewport->Height = (FLOAT)windowY;
g_pViewport->MinDepth = 0.f;
g_pViewport->MaxDepth = 1.f;
g_pd3dDeviceContext->RSSetViewports(1, g_pViewport);
structVertex
{
float Position[3];
float Color[3];
floatUV[2];
};
// single triangle
//Vertex myVertices[] = {
// { 0.0f, 0.9f, 0.f, {1,0,0}, {0.5f, 0.f} },
// { 0.9f, -0.9f, 0.f, {0,1,0}, {1.0f, 1.f} },
// { -0.9f, -0.9f, 0.f, {0,0,0}, {0.f, 1.f} },
//};
// 2 triangles (rectangle)
Vertex myVertices[] = {
{ -0.9f, 0.9f, 0.f, {1,0,0}, {0.f, 1.f} },
{ 0.9f, -0.9f, 0.f, {0,1,0}, {1.0f, 0.f} },
{ -0.9f, -0.9f, 0.f, {0,0,0}, { 0.f, 0.f} },
{ -0.9f, 0.9f, 0.f, {1,0,0}, {0.0f, 1.f} },
{ 0.9f, 0.9f, 0.f, {0,1,0}, {1.0f, 1.f} },
{ 0.9f, -0.9f, 0.f, {0,0,0}, {1.f, 0.f} },
};
D3D11_BUFFER_DESC bufDesc;
ZeroMemory(&bufDesc, sizeof(bufDesc));
bufDesc.ByteWidth = sizeof(Vertex) * _countof(myVertices);
bufDesc.Usage = D3D11_USAGE_DEFAULT;
bufDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
D3D11_SUBRESOURCE_DATA bufData;
ZeroMemory(&bufData, sizeof(bufData));
bufData.pSysMem = myVertices;
HRESULT hr = g_pd3dDevice->CreateBuffer(&bufDesc, &bufData, &g_VertexBuffer);
assert(SUCCEEDED(hr));
// Compile and create vertex shader
std::string path = "";
char pBuf[1024];
auto _tmp = _getcwd(pBuf, 1024);
path = pBuf;
path += "\\";
std::wstring wpath = std::wstring(path.begin(), path.end());
std::wstring vertFragPath = wpath + L"src\\Graphics\\BasicVertexShader.hlsl";
ID3D10Blob* errorBlob = 0;
hr = D3DCompileFromFile(vertFragPath.c_str(), nullptr, nullptr, "main",
"vs_5_0", 0, 0, &g_VertexShaderCode,
&errorBlob);
assert(SUCCEEDED(hr));
hr = g_pd3dDevice->CreateVertexShader(g_VertexShaderCode->GetBufferPointer(), g_VertexShaderCode->GetBufferSize(), 0, &g_VertexShader);
assert(SUCCEEDED(hr));
if (errorBlob) errorBlob->Release();
// Compile and create pixel shader
std::wstring pixelFragPath = wpath + L"src\\Graphics\\BasicPixelShader.hlsl";
errorBlob = 0;
hr = D3DCompileFromFile(pixelFragPath.c_str(), nullptr, nullptr, "main",
"ps_5_0", 0, 0, &g_PixelShaderCode,
&errorBlob);
assert(SUCCEEDED(hr));
hr = g_pd3dDevice->CreatePixelShader(g_PixelShaderCode->GetBufferPointer(), g_PixelShaderCode->GetBufferSize(), 0, &g_PixelShader);
assert(SUCCEEDED(hr));
if (errorBlob) errorBlob->Release();
// Create input layout
D3D11_INPUT_ELEMENT_DESC inputDesc[] = {
{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "COLOR", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
};
hr = g_pd3dDevice->CreateInputLayout(inputDesc, _countof(inputDesc), g_VertexShaderCode->GetBufferPointer(), g_VertexShaderCode->GetBufferSize(), &g_InputLayout);
assert(SUCCEEDED(hr));
// Set all the buffers and shaders
UINT vbStride = sizeof(Vertex), vbOffset = 0;
g_pd3dDeviceContext->IASetVertexBuffers(0, 1, &g_VertexBuffer, &vbStride, &vbOffset);
g_pd3dDeviceContext->IASetInputLayout(g_InputLayout);
g_pd3dDeviceContext->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
g_pd3dDeviceContext->VSSetShader(g_VertexShader, 0, 0);
g_pd3dDeviceContext->PSSetShader(g_PixelShader, 0, 0);
returntrue;
}
voidGRAPHICS::Destroy()
{
CleanupDeviceD3D();
}
intGRAPHICS::RenderFrame()
{
float clearColor[4] = { 0.1f, 0.1f, 0.1f, 1.f };
g_pd3dDeviceContext->ClearRenderTargetView(g_mainRenderTargetView, clearColor);
// We render a rectangle (2 traingles) which comes up to be 6 vertices.
// If you want to render a single triangle you would change the 6 to 3.
g_pd3dDeviceContext->Draw(6, 0);
if (int GuiRetVal = OnGuiFunc())
return GuiRetVal;
auto presentRes = g_pSwapChain->Present(1, 0);
if (presentRes == DXGI_STATUS_OCCLUDED)
Sleep(10);
return0;
}
boolCreateDeviceD3D(HWND hWnd)
{
// Setup swap chain
DXGI_SWAP_CHAIN_DESC sd;
ZeroMemory(&sd, sizeof(sd));
sd.BufferCount = 2;
sd.BufferDesc.Width = 0;
sd.BufferDesc.Height = 0;
sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
sd.BufferDesc.RefreshRate.Numerator = 0; // 60
sd.BufferDesc.RefreshRate.Denominator = 0; // 1
sd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
sd.OutputWindow = hWnd;
sd.SampleDesc.Count = 1;
sd.SampleDesc.Quality = 0;
sd.Windowed = TRUE;
sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
UINT createDeviceFlags = 0;
D3D_FEATURE_LEVEL featureLevel;
constD3D_FEATURE_LEVEL featureLevelArray[2] = { D3D_FEATURE_LEVEL_11_0, D3D_FEATURE_LEVEL_10_0, };
if (D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, createDeviceFlags, featureLevelArray, 2, D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, &featureLevel, &g_pd3dDeviceContext) != S_OK)
returnfalse;
GRAPHICS::CreateRenderTarget();
returntrue;
}
voidCleanupDeviceD3D()
{
GRAPHICS::CleanupRenderTarget();
g_pSwapChain->SetFullscreenState(FALSE, NULL);
if (g_pSwapChain) { g_pSwapChain->Release(); g_pSwapChain = NULL; }
if (g_pd3dDeviceContext) { g_pd3dDeviceContext->Release(); g_pd3dDeviceContext = NULL; }
if (g_pd3dDevice) { g_pd3dDevice->Release(); g_pd3dDevice = NULL; }
if (g_pBackBuffer) { g_pBackBuffer->Release(); g_pBackBuffer = NULL; };
if (g_InputLayout) g_InputLayout->Release();
if (g_PixelShader) g_PixelShader->Release();
if (g_VertexShader) g_VertexShader->Release();
if (g_PixelShaderCode) g_PixelShaderCode->Release();
if (g_VertexShaderCode) g_VertexShaderCode->Release();
if (g_VertexBuffer) g_VertexBuffer->Release();
}
voidGRAPHICS::CreateRenderTarget()
{
g_pSwapChain->GetBuffer(0, IID_PPV_ARGS(&g_pBackBuffer));
if (!g_pBackBuffer)
ExitProcess(1);
g_pd3dDevice->CreateRenderTargetView(g_pBackBuffer, NULL, &g_mainRenderTargetView);
g_pd3dDeviceContext->OMSetRenderTargets(1, &g_mainRenderTargetView, NULL);
g_pBackBuffer->Release();
}
voidGRAPHICS::CleanupRenderTarget()
{
if (g_mainRenderTargetView) { g_mainRenderTargetView->Release(); g_mainRenderTargetView = NULL; }
}