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render_dx10.cpp
资源名称:chap03.rar [点击查看]
上传用户:gzqinmao
上传日期:2022-07-13
资源大小:472k
文件大小:10k
源码类别:
OpenGL
开发平台:
Visual C++
- #ifdef _ENABLE_DX10_
- #include "Gut.h"
- #include "render_data.h"
- #include <d3dx10.h>
- static ID3D10Device *g_pDevice = NULL;
- static ID3D10InputLayout *g_pVertexLayout = NULL;
- static ID3D10Buffer *g_pSunVertexBuffer = NULL;
- static ID3D10Buffer *g_pEarthVertexBuffer = NULL;
- static ID3D10Buffer *g_pMoonVertexBuffer = NULL;
- static ID3D10Buffer *g_pSphereIndexBuffer = NULL;
- static ID3D10Buffer *g_pConstantBuffer = NULL;
- static ID3D10VertexShader *g_pVertexShader = NULL;
- static ID3D10PixelShader *g_pPixelShader = NULL;
- static ID3D10RasterizerState *g_pRasterizerState= NULL;
- static D3DXMATRIX g_proj_matrix;
- bool InitResourceDX10(void)
- {
- g_pDevice = GutGetGraphicsDeviceDX10();
- ID3D10Blob *pVSCode = NULL;
- // 载入Vertex Shader
- g_pVertexShader = GutLoadVertexShaderDX10_HLSL("../../shaders/vertex_color_dx10.hlsl", "VS", "vs_4_0", &pVSCode);
- if ( NULL==g_pVertexShader )
- return false;
- // 载入Pixel Shader
- g_pPixelShader = GutLoadPixelShaderDX10_HLSL("../../shaders/vertex_color_dx10.hlsl", "PS", "ps_4_0");
- if ( NULL==g_pPixelShader )
- return false;
- // 设置Vertex数据格式
- D3D10_INPUT_ELEMENT_DESC layout[] =
- {
- { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0 },
- { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, 12, D3D10_INPUT_PER_VERTEX_DATA, 0 }
- };
- if ( D3D_OK != g_pDevice->CreateInputLayout( layout, sizeof(layout)/sizeof(D3D10_INPUT_ELEMENT_DESC), pVSCode->GetBufferPointer(), pVSCode->GetBufferSize(), &g_pVertexLayout ) )
- return false;
- SAFE_RELEASE(pVSCode);
- D3D10_BUFFER_DESC cbDesc;
- // sun vertex buffer
- cbDesc.ByteWidth = sizeof(Vertex_VC) * g_iNumSphereVertices;
- cbDesc.Usage = D3D10_USAGE_IMMUTABLE;
- cbDesc.BindFlags = D3D10_BIND_VERTEX_BUFFER;
- cbDesc.CPUAccessFlags = 0;
- cbDesc.MiscFlags = 0;
- // 打开Vertex Buffer时同时把数据拷贝过去
- D3D10_SUBRESOURCE_DATA sbDesc;
- sbDesc.pSysMem = g_pSunVertices;
- // 分配一块可以存放Vertex的内存, 也就是Vertex Buffer.
- if ( D3D_OK != g_pDevice->CreateBuffer( &cbDesc, &sbDesc, &g_pSunVertexBuffer ) )
- return false;
- // 打开Vertex Buffer时同时把数据拷贝过去
- sbDesc.pSysMem = g_pEarthVertices;
- // 分配一块可以存放Vertex的内存, 也就是Vertex Buffer.
- if ( D3D_OK != g_pDevice->CreateBuffer( &cbDesc, &sbDesc, &g_pEarthVertexBuffer ) )
- return false;
- // 打开Vertex Buffer时同时把数据拷贝过去
- sbDesc.pSysMem = g_pMoonVertices;
- // 分配一块可以存放Vertex的内存, 也就是Vertex Buffer.
- if ( D3D_OK != g_pDevice->CreateBuffer( &cbDesc, &sbDesc, &g_pMoonVertexBuffer ) )
- return false;
- // 设置一块可以用来放Index的内存.
- cbDesc.ByteWidth = sizeof(unsigned short) * g_iNumSphereIndices;
- cbDesc.Usage = D3D10_USAGE_IMMUTABLE;
- cbDesc.BindFlags = D3D10_BIND_INDEX_BUFFER;
- cbDesc.CPUAccessFlags = 0;
- cbDesc.MiscFlags = 0;
- // 打开Index Buffer时同时把数据拷贝过去
- sbDesc.pSysMem = g_pSphereIndices;
- // 分配一块可以存放Index的内存, 也就是Index Buffer.
- if ( D3D_OK != g_pDevice->CreateBuffer( &cbDesc, &sbDesc, &g_pSphereIndexBuffer ) )
- return false;
- // 分配Shader读取参数的内存空间
- cbDesc.ByteWidth = sizeof(Matrix4x4);
- cbDesc.Usage = D3D10_USAGE_DYNAMIC;
- cbDesc.BindFlags = D3D10_BIND_CONSTANT_BUFFER;
- cbDesc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
- cbDesc.MiscFlags = 0;
- if ( D3D_OK != g_pDevice->CreateBuffer( &cbDesc, NULL, &g_pConstantBuffer ) )
- return false;
- // 计算出一个可以转换到镜头坐标系的矩阵
- D3DXMatrixPerspectiveFovRH(&g_proj_matrix, FastMath::DegreeToRadian(90.0f), 1.0f, 0.1f, 100.0f);
- // 打开rasterizer state对象
- D3D10_RASTERIZER_DESC rasterizer_state_desc;
- rasterizer_state_desc.FillMode = D3D10_FILL_SOLID;
- rasterizer_state_desc.CullMode = D3D10_CULL_BACK;
- rasterizer_state_desc.FrontCounterClockwise = true;
- rasterizer_state_desc.DepthBias = 0;
- rasterizer_state_desc.DepthBiasClamp = 0.0f;
- rasterizer_state_desc.SlopeScaledDepthBias = 0.0f;
- rasterizer_state_desc.DepthClipEnable = false;
- rasterizer_state_desc.ScissorEnable = false;
- rasterizer_state_desc.MultisampleEnable = false;
- rasterizer_state_desc.AntialiasedLineEnable = false;
- if ( D3D_OK != g_pDevice->CreateRasterizerState(&rasterizer_state_desc, &g_pRasterizerState) )
- return false;
- g_pDevice->RSSetState(g_pRasterizerState);
- return true;
- }
- bool ReleaseResourceDX10(void)
- {
- SAFE_RELEASE(g_pVertexLayout);
- SAFE_RELEASE(g_pSunVertexBuffer);
- SAFE_RELEASE(g_pEarthVertexBuffer);
- SAFE_RELEASE(g_pMoonVertexBuffer);
- SAFE_RELEASE(g_pSphereIndexBuffer);
- SAFE_RELEASE(g_pConstantBuffer);
- SAFE_RELEASE(g_pVertexShader);
- SAFE_RELEASE(g_pPixelShader);
- SAFE_RELEASE(g_pRasterizerState);
- return true;
- }
- void ResizeWindowDX10(int width, int height)
- {
- GutResetGraphicsDeviceDX10();
- float aspect = (float) height / (float) width;
- D3DXMatrixPerspectiveFovRH(&g_proj_matrix, FastMath::DegreeToRadian(90.0f), aspect, 0.1f, 100.0f);
- }
- void RenderFrameDX10(void)
- {
- Vector4 vClearColor(0.0f, 0.0f, 0.0f, 0.0f);
- UINT stride = sizeof(Vertex_VC);
- UINT offset = 0;
- // 获得调用GutCreateGraphicsDeviceDX10时所生成的D3D10对象
- ID3D10RenderTargetView *pRenderTargetView = GutGetDX10RenderTargetView(); //frame buffer
- ID3D10DepthStencilView *pDepthStencilView = GutGetDX10DepthStencilView(); //depth/stencil buffer
- IDXGISwapChain *pSwapChain = GutGetDX10SwapChain(); // front/back buffer
- // 清除颜色
- g_pDevice->ClearRenderTargetView(pRenderTargetView, (float *)&vClearColor);
- // 清除Depth/Stencil buffer
- g_pDevice->ClearDepthStencilView(pDepthStencilView, D3D10_CLEAR_DEPTH | D3D10_CLEAR_STENCIL, 1.0f, 0);
- // 设置vertex shader
- g_pDevice->VSSetShader(g_pVertexShader);
- // 设置pixel shader
- g_pDevice->PSSetShader(g_pPixelShader);
- // 设置vertex shader读取参数的内存位罝
- g_pDevice->VSSetConstantBuffers(0, 1, &g_pConstantBuffer);
- // 设置vertex数据格式
- g_pDevice->IASetInputLayout(g_pVertexLayout);
- // 设置index buffer
- g_pDevice->IASetIndexBuffer(g_pSphereIndexBuffer, DXGI_FORMAT_R16_UINT, 0);
- // 设置三角形顶点索引值数据排列是triangle strip
- g_pDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
- // 计算出一个可以转换到镜头坐标系的矩阵
- D3DXMATRIX temp_matrix;
- D3DXMATRIX view_matrix, view_proj_matrix, world_view_proj_matrix;
- D3DXMatrixLookAtRH(&view_matrix, (D3DXVECTOR3 *)&g_eye, (D3DXVECTOR3 *)&g_lookat, (D3DXVECTOR3 *)&g_up);
- D3DXMatrixMultiply(&view_proj_matrix, &view_matrix, &g_proj_matrix);
- // 太阳, 代入鼠标的旋转控制
- D3DXMATRIX sun_matrix, sun_ry, sun_rx;
- D3DXMatrixRotationX(&sun_rx, g_fRotate_X);
- D3DXMatrixRotationY(&sun_ry, g_fRotate_Y);
- D3DXMatrixMultiply(&sun_matrix, &sun_ry, &sun_rx);
- D3DXMatrixMultiply(&world_view_proj_matrix, &sun_matrix, &view_proj_matrix);
- // 设置shader参数
- D3DXMATRIX *pConstData;
- g_pConstantBuffer->Map( D3D10_MAP_WRITE_DISCARD, NULL, (void **) &pConstData );
- *pConstData = world_view_proj_matrix;
- g_pConstantBuffer->Unmap();
- //
- g_pDevice->IASetVertexBuffers(0, 1, &g_pSunVertexBuffer, &stride, &offset);
- g_pDevice->DrawIndexed(g_iNumSphereIndices, 0, 0);
- // 水星
- float mercury_rotate_y = 2.0f * MATH_PI * (g_simulation_days / days_a_year_mercury);
- D3DXMATRIX mercury_matrix, mercury_translate, mercury_rotate;
- D3DXMatrixRotationY(&mercury_rotate, mercury_rotate_y);
- D3DXMatrixTranslation(&mercury_translate, mercury_to_sun_distance, 0.0f, 0.0f);
- D3DXMatrixMultiply(&temp_matrix, &mercury_translate, &mercury_rotate);
- D3DXMatrixMultiply(&mercury_matrix, &temp_matrix, &sun_matrix);
- D3DXMatrixMultiply(&world_view_proj_matrix, &mercury_matrix, &view_proj_matrix);
- // 设置shader参数
- g_pConstantBuffer->Map( D3D10_MAP_WRITE_DISCARD, NULL, (void **) &pConstData );
- *pConstData = world_view_proj_matrix;
- g_pConstantBuffer->Unmap();
- g_pDevice->IASetVertexBuffers(0, 1, &g_pMoonVertexBuffer, &stride, &offset);
- g_pDevice->DrawIndexed(g_iNumSphereIndices, 0, 0);
- // 金星
- float venus_rotate_y = 2.0f * MATH_PI * (g_simulation_days / days_a_year_venus);
- D3DXMATRIX venus_matrix, venus_rotate, venus_translate;
- D3DXMatrixRotationY(&venus_rotate, venus_rotate_y);
- D3DXMatrixTranslation(&venus_translate, venus_to_sun_distance, 0.0f, 0.0f);
- D3DXMatrixMultiply(&temp_matrix, &venus_translate, &venus_rotate);
- D3DXMatrixMultiply(&venus_matrix, &temp_matrix, &sun_matrix);
- D3DXMatrixMultiply(&world_view_proj_matrix, &venus_matrix, &view_proj_matrix);
- // 设置shader参数
- g_pConstantBuffer->Map( D3D10_MAP_WRITE_DISCARD, NULL, (void **) &pConstData );
- *pConstData = world_view_proj_matrix;
- g_pConstantBuffer->Unmap();
- g_pDevice->IASetVertexBuffers(0, 1, &g_pMoonVertexBuffer, &stride, &offset);
- g_pDevice->DrawIndexed(g_iNumSphereIndices, 0, 0);
- // 地球
- float earth_rotate_y = 2.0f * MATH_PI * (g_simulation_days / days_a_year);
- D3DXMATRIX earth_matrix, earth_rotate, earth_translate;
- D3DXMatrixRotationY(&earth_rotate, earth_rotate_y);
- D3DXMatrixTranslation(&earth_translate, earth_to_sun_distance, 0.0f, 0.0f);
- D3DXMatrixMultiply(&temp_matrix, &earth_translate, &earth_rotate);
- D3DXMatrixMultiply(&earth_matrix, &temp_matrix, &sun_matrix);
- D3DXMatrixMultiply(&world_view_proj_matrix, &earth_matrix, &view_proj_matrix);
- // 设置shader参数
- g_pConstantBuffer->Map( D3D10_MAP_WRITE_DISCARD, NULL, (void **) &pConstData );
- *pConstData = world_view_proj_matrix;
- g_pConstantBuffer->Unmap();
- g_pDevice->IASetVertexBuffers(0, 1, &g_pEarthVertexBuffer, &stride, &offset);
- g_pDevice->DrawIndexed(g_iNumSphereIndices, 0, 0);
- // 月亮
- float moon_rotate_y = 2.0f * MATH_PI * (g_simulation_days / days_a_month);
- D3DXMATRIX moon_matrix, moon_rotate, moon_translate;
- D3DXMatrixRotationY(&moon_rotate, moon_rotate_y);
- D3DXMatrixTranslation(&moon_translate, moon_to_earth_distance, 0.0f, 0.0f);
- D3DXMatrixMultiply(&temp_matrix, &moon_translate, &moon_rotate);
- D3DXMatrixMultiply(&moon_matrix, &temp_matrix, &earth_matrix);
- D3DXMatrixMultiply(&world_view_proj_matrix, &moon_matrix, &view_proj_matrix);
- // 设置shader参数
- g_pConstantBuffer->Map( D3D10_MAP_WRITE_DISCARD, NULL, (void **) &pConstData );
- *pConstData = world_view_proj_matrix;
- g_pConstantBuffer->Unmap();
- g_pDevice->IASetVertexBuffers(0, 1, &g_pMoonVertexBuffer, &stride, &offset);
- g_pDevice->DrawIndexed(g_iNumSphereIndices, 0, 0);
- // 等待硬件扫描结束, 然后再更新画面
- pSwapChain->Present(1, 0);
- }
- #else
- void ResizeWindowDX10(int width, int height) {}
- void RenderFrameDX10(void) {}
- bool ReleaseResourceDX10(void) { return false; }
- bool InitResourceDX10(void) { return false; }
- #endif // _ENABLE_DX10_