render_dx10.cpp
上传用户:gzqinmao
上传日期:2022-07-13
资源大小:472k
文件大小:5k
源码类别:

OpenGL

开发平台:

Visual C++

  1. #ifdef _ENABLE_DX10_
  2. #include "Gut.h"
  3. #include "render_data.h"
  4. static ID3D10Device *g_pDevice = NULL;
  5. static ID3D10InputLayout *g_pVertexLayout = NULL;
  6. static ID3D10Buffer *g_pVertexBuffer = NULL;
  7. static ID3D10Buffer *g_pIndexBuffer = NULL;
  8. static ID3D10Buffer *g_pConstantBuffer = NULL;
  9. static ID3D10VertexShader *g_pVertexShader = NULL;
  10. static ID3D10PixelShader *g_pPixelShader = NULL;
  11. static Matrix4x4 g_view_proj_matrix;
  12. bool InitResourceDX10(void)
  13. {
  14. g_pDevice = GutGetGraphicsDeviceDX10();
  15. ID3D10Blob *pVSCode = NULL;
  16. // `载入Vertex Shader`
  17. g_pVertexShader = GutLoadVertexShaderDX10_HLSL("../../shaders/vertex_transform_dx10.shader", "VS", "vs_4_0", &pVSCode);
  18. if ( NULL==g_pVertexShader )
  19. return false;
  20. // `载入Pixel Shader`
  21. g_pPixelShader = GutLoadPixelShaderDX10_HLSL("../../shaders/vertex_transform_dx10.shader", "PS", "ps_4_0");
  22. if ( NULL==g_pPixelShader )
  23. return false;
  24. // `设置Vertex数据格式`
  25. D3D10_INPUT_ELEMENT_DESC layout[] =
  26. {
  27. { "POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 0,  D3D10_INPUT_PER_VERTEX_DATA, 0 },
  28. };
  29. if ( D3D_OK != g_pDevice->CreateInputLayout( layout, 1, pVSCode->GetBufferPointer(), pVSCode->GetBufferSize(), &g_pVertexLayout ) )
  30. return false;
  31. SAFE_RELEASE(pVSCode);
  32. // `设置一块可以用来放Vertex的内存`
  33. D3D10_BUFFER_DESC cbDesc;
  34. cbDesc.ByteWidth = sizeof(g_vertices);
  35. cbDesc.Usage = D3D10_USAGE_IMMUTABLE;
  36. cbDesc.BindFlags = D3D10_BIND_VERTEX_BUFFER;
  37. cbDesc.CPUAccessFlags = 0;
  38. cbDesc.MiscFlags = 0;
  39. // `打开Vertex Buffer时同时把数据拷贝过去`
  40. D3D10_SUBRESOURCE_DATA sbDesc;
  41. sbDesc.pSysMem = g_vertices;
  42. // `分配一块可以存放Vertex的内存, 也就是Vertex Buffer.`
  43. if ( D3D_OK != g_pDevice->CreateBuffer( &cbDesc, &sbDesc, &g_pVertexBuffer ) )
  44. return false;
  45. // `设置一块可以用来放Index的内存.`
  46. cbDesc.ByteWidth = sizeof(g_indices);
  47. cbDesc.Usage = D3D10_USAGE_IMMUTABLE;
  48. cbDesc.BindFlags = D3D10_BIND_INDEX_BUFFER;
  49. cbDesc.CPUAccessFlags = 0;
  50. cbDesc.MiscFlags = 0;
  51. // `打开Index Buffer时同时把数据拷贝过去`
  52. sbDesc.pSysMem = g_indices;
  53. // `分配一块可以存放Index的内存, 也就是Index Buffer.`
  54. if ( D3D_OK != g_pDevice->CreateBuffer( &cbDesc, &sbDesc, &g_pIndexBuffer ) )
  55. return false;
  56. // `分配Shader读取参数的内存空间`
  57. cbDesc.ByteWidth = sizeof(Matrix4x4);
  58. cbDesc.Usage = D3D10_USAGE_DYNAMIC;
  59. cbDesc.BindFlags = D3D10_BIND_CONSTANT_BUFFER;
  60. cbDesc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
  61. cbDesc.MiscFlags = 0;
  62. if ( D3D_OK != g_pDevice->CreateBuffer( &cbDesc, NULL, &g_pConstantBuffer ) )
  63. return false;
  64. // `计算镜头坐标系的转换矩阵`
  65. Matrix4x4 view_matrix = GutMatrixLookAtRH(g_eye, g_lookat, g_up);
  66. Matrix4x4 projection_matrix = GutMatrixPerspectiveRH_DirectX(60.0f, 1.0f, 1.0f, 100.0f);
  67. g_view_proj_matrix = view_matrix * projection_matrix;
  68. return true;
  69. }
  70. bool ReleaseResourceDX10(void)
  71. {
  72.   SAFE_RELEASE(g_pVertexLayout);
  73.   SAFE_RELEASE(g_pVertexBuffer);
  74.   SAFE_RELEASE(g_pConstantBuffer);
  75.   SAFE_RELEASE(g_pVertexShader);
  76.   SAFE_RELEASE(g_pPixelShader);
  77. return true;
  78. }
  79. void RenderFrameDX10(void)
  80. {
  81. Vector4 vClearColor(0.0f, 0.0f, 0.0f, 0.0f);
  82. UINT stride = sizeof(Vector4);
  83. UINT offset = 0;
  84. // `获得调用GutCreateGraphicsDeviceDX10时所生成的D3D10对象`
  85. //frame buffer
  86. ID3D10RenderTargetView *pRenderTargetView = GutGetDX10RenderTargetView(); 
  87. //depth/stencil buffer
  88. ID3D10DepthStencilView *pDepthStencilView = GutGetDX10DepthStencilView(); 
  89. IDXGISwapChain *pSwapChain = GutGetDX10SwapChain(); // front/back buffer
  90. // `清除颜色`
  91. g_pDevice->ClearRenderTargetView(pRenderTargetView, (float *)&vClearColor);
  92. // `清除Depth/Stencil buffer`
  93. g_pDevice->ClearDepthStencilView(pDepthStencilView, D3D10_CLEAR_DEPTH | D3D10_CLEAR_STENCIL, 1.0f, 0);
  94. // `设置vertex shader`
  95. g_pDevice->VSSetShader(g_pVertexShader);
  96. // `设置pixel shader`
  97. g_pDevice->PSSetShader(g_pPixelShader);
  98. // `设置vertex shader读取参数的内存位罝`
  99. g_pDevice->VSSetConstantBuffers(0, 1, &g_pConstantBuffer);
  100. // `设置vertex数据格式`
  101. g_pDevice->IASetInputLayout(g_pVertexLayout);
  102. // `设置vertex buffer`
  103. g_pDevice->IASetVertexBuffers(0, 1, &g_pVertexBuffer, &stride, &offset);
  104. // `设置index buffer`
  105. g_pDevice->IASetIndexBuffer(g_pIndexBuffer, DXGI_FORMAT_R16_UINT, 0);
  106. // `设置要画线`
  107. g_pDevice->IASetPrimitiveTopology( D3D10_PRIMITIVE_TOPOLOGY_LINELIST );
  108. static float angle = 0.0f;
  109. angle += 0.01f;
  110. // `设置旋转矩阵`
  111. Matrix4x4 world_view_proj_matrix = g_view_proj_matrix;
  112. world_view_proj_matrix.RotateZ(angle);
  113. // `设置shader参数`
  114. Matrix4x4 *pConstData;
  115. g_pConstantBuffer->Map( D3D10_MAP_WRITE_DISCARD, NULL, (void **) &pConstData );
  116. *pConstData = world_view_proj_matrix;
  117. g_pConstantBuffer->Unmap();
  118. // `画线`
  119. g_pDevice->DrawIndexed(16, 0, 0);
  120. // `等待硬件扫描结束, 然后再更新画面`
  121. pSwapChain->Present(1, 0);
  122. }
  123. #endif