render_dx10.cpp
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上传日期:2022-07-13
资源大小:472k
文件大小:8k
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_pSunVertexBuffer = NULL;
  7. static ID3D10Buffer *g_pEarthVertexBuffer = NULL;
  8. static ID3D10Buffer *g_pMoonVertexBuffer = NULL;
  9. static ID3D10Buffer *g_pSphereIndexBuffer = NULL;
  10. static ID3D10Buffer *g_pConstantBuffer = NULL;
  11. static ID3D10VertexShader *g_pVertexShader = NULL;
  12. static ID3D10PixelShader *g_pPixelShader = NULL;
  13. static ID3D10RasterizerState *g_pRasterizerState= NULL;
  14. static Matrix4x4 g_proj_matrix;
  15. bool InitResourceDX10(void)
  16. {
  17. g_pDevice = GutGetGraphicsDeviceDX10();
  18. ID3D10Blob *pVSCode = NULL;
  19. // 载入Vertex Shader
  20. g_pVertexShader = GutLoadVertexShaderDX10_HLSL("../../shaders/vertex_color_dx10.hlsl", "VS", "vs_4_0", &pVSCode);
  21. if ( NULL==g_pVertexShader )
  22. return false;
  23. // 载入Pixel Shader
  24. g_pPixelShader = GutLoadPixelShaderDX10_HLSL("../../shaders/vertex_color_dx10.hlsl", "PS", "ps_4_0");
  25. if ( NULL==g_pPixelShader )
  26. return false;
  27.     // 设置Vertex数据格式
  28.     D3D10_INPUT_ELEMENT_DESC layout[] =
  29. {
  30. { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0,  D3D10_INPUT_PER_VERTEX_DATA, 0 },
  31. { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, 12, D3D10_INPUT_PER_VERTEX_DATA, 0 }
  32. };
  33.     if ( D3D_OK != g_pDevice->CreateInputLayout( layout, sizeof(layout)/sizeof(D3D10_INPUT_ELEMENT_DESC), pVSCode->GetBufferPointer(), pVSCode->GetBufferSize(), &g_pVertexLayout ) )
  34. return false;
  35. SAFE_RELEASE(pVSCode);
  36. D3D10_BUFFER_DESC cbDesc;
  37. // sun vertex buffer
  38.     cbDesc.ByteWidth = sizeof(Vertex_VC) * g_iNumSphereVertices;
  39.     cbDesc.Usage = D3D10_USAGE_IMMUTABLE;
  40.     cbDesc.BindFlags = D3D10_BIND_VERTEX_BUFFER;
  41.     cbDesc.CPUAccessFlags = 0;
  42.     cbDesc.MiscFlags = 0;
  43. // 打开Vertex Buffer时同时把数据拷贝过去
  44. D3D10_SUBRESOURCE_DATA sbDesc;
  45. sbDesc.pSysMem = g_pSunVertices;
  46. // 分配一块可以存放Vertex的内存, 也就是Vertex Buffer.
  47. if ( D3D_OK != g_pDevice->CreateBuffer( &cbDesc, &sbDesc, &g_pSunVertexBuffer ) )
  48. return false;
  49. // 打开Vertex Buffer时同时把数据拷贝过去
  50. sbDesc.pSysMem = g_pEarthVertices;
  51. // 分配一块可以存放Vertex的内存, 也就是Vertex Buffer.
  52. if ( D3D_OK != g_pDevice->CreateBuffer( &cbDesc, &sbDesc, &g_pEarthVertexBuffer ) )
  53. return false;
  54. // 打开Vertex Buffer时同时把数据拷贝过去
  55. sbDesc.pSysMem = g_pMoonVertices;
  56. // 分配一块可以存放Vertex的内存, 也就是Vertex Buffer.
  57. if ( D3D_OK != g_pDevice->CreateBuffer( &cbDesc, &sbDesc, &g_pMoonVertexBuffer ) )
  58. return false;
  59. // 设置一块可以用来放Index的内存.
  60.     cbDesc.ByteWidth = sizeof(unsigned short) * g_iNumSphereIndices;
  61.     cbDesc.Usage = D3D10_USAGE_IMMUTABLE;
  62.     cbDesc.BindFlags = D3D10_BIND_INDEX_BUFFER;
  63.     cbDesc.CPUAccessFlags = 0;
  64.     cbDesc.MiscFlags = 0;
  65. // 打开Index Buffer时同时把数据拷贝过去
  66. sbDesc.pSysMem = g_pSphereIndices;
  67.     // 分配一块可以存放Index的内存, 也就是Index Buffer.
  68. if ( D3D_OK != g_pDevice->CreateBuffer( &cbDesc, &sbDesc, &g_pSphereIndexBuffer ) )
  69. return false;
  70. // 分配Shader读取参数的内存空间
  71.     cbDesc.ByteWidth = sizeof(Matrix4x4);
  72.     cbDesc.Usage = D3D10_USAGE_DYNAMIC;
  73.     cbDesc.BindFlags = D3D10_BIND_CONSTANT_BUFFER;
  74.     cbDesc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
  75.     cbDesc.MiscFlags = 0;
  76. if ( D3D_OK != g_pDevice->CreateBuffer( &cbDesc, NULL, &g_pConstantBuffer ) )
  77. return false;
  78. // 计算出一个可以转换到镜头坐标系的矩阵
  79. g_proj_matrix = GutMatrixPerspectiveRH_DirectX(90.0f, 1.0f, 0.1f, 100.0f);
  80. // 打开rasterizer state对象
  81. D3D10_RASTERIZER_DESC rasterizer_state_desc;
  82. rasterizer_state_desc.FillMode = D3D10_FILL_SOLID;
  83. rasterizer_state_desc.CullMode = D3D10_CULL_BACK;
  84. rasterizer_state_desc.FrontCounterClockwise = true;
  85. rasterizer_state_desc.DepthBias = 0;
  86. rasterizer_state_desc.DepthBiasClamp = 0.0f;
  87. rasterizer_state_desc.SlopeScaledDepthBias = 0.0f;
  88. rasterizer_state_desc.DepthClipEnable = false;
  89. rasterizer_state_desc.ScissorEnable = false;
  90. rasterizer_state_desc.MultisampleEnable = false;
  91. rasterizer_state_desc.AntialiasedLineEnable = false;
  92. if ( D3D_OK != g_pDevice->CreateRasterizerState(&rasterizer_state_desc, &g_pRasterizerState) )
  93. return false;
  94. g_pDevice->RSSetState(g_pRasterizerState);
  95. return true;
  96. }
  97. bool ReleaseResourceDX10(void)
  98. {
  99.   SAFE_RELEASE(g_pVertexLayout);
  100.   SAFE_RELEASE(g_pSunVertexBuffer);
  101.   SAFE_RELEASE(g_pEarthVertexBuffer);
  102.   SAFE_RELEASE(g_pMoonVertexBuffer);
  103.   SAFE_RELEASE(g_pSphereIndexBuffer);
  104.   SAFE_RELEASE(g_pConstantBuffer);
  105.   SAFE_RELEASE(g_pVertexShader);
  106.   SAFE_RELEASE(g_pPixelShader);
  107. SAFE_RELEASE(g_pRasterizerState);
  108. return true;
  109. }
  110. void ResizeWindowDX10(int width, int height)
  111. {
  112. GutResetGraphicsDeviceDX10();
  113. float aspect = (float) height / (float) width;
  114. g_proj_matrix = GutMatrixPerspectiveRH_DirectX(90.0f, aspect, 0.1f, 100.0f);
  115. }
  116. void RenderFrameDX10(void)
  117. {
  118. Vector4 vClearColor(0.0f, 0.0f, 0.0f, 0.0f);
  119. UINT stride = sizeof(Vertex_VC);
  120. UINT offset = 0;
  121. // 获得调用GutCreateGraphicsDeviceDX10时所生成的D3D10对象
  122. ID3D10RenderTargetView *pRenderTargetView = GutGetDX10RenderTargetView(); //frame buffer
  123.     ID3D10DepthStencilView *pDepthStencilView = GutGetDX10DepthStencilView(); //depth/stencil buffer
  124. IDXGISwapChain *pSwapChain = GutGetDX10SwapChain(); // front/back buffer
  125. // 清除颜色
  126. g_pDevice->ClearRenderTargetView(pRenderTargetView, (float *)&vClearColor);
  127. // 清除Depth/Stencil buffer
  128. g_pDevice->ClearDepthStencilView(pDepthStencilView, D3D10_CLEAR_DEPTH | D3D10_CLEAR_STENCIL, 1.0f, 0);
  129. // 设置vertex shader
  130. g_pDevice->VSSetShader(g_pVertexShader);
  131. // 设置pixel shader
  132. g_pDevice->PSSetShader(g_pPixelShader);
  133. // 设置vertex shader读取参数的内存位罝
  134.     g_pDevice->VSSetConstantBuffers(0, 1, &g_pConstantBuffer);
  135. // 设置vertex数据格式
  136. g_pDevice->IASetInputLayout(g_pVertexLayout);
  137. // 设置index buffer
  138. g_pDevice->IASetIndexBuffer(g_pSphereIndexBuffer, DXGI_FORMAT_R16_UINT, 0);
  139. // 设置三角形顶点索引值数据排列是triangle strip
  140. g_pDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
  141. // 计算出一个可以转换到镜头坐标系的矩阵
  142. Matrix4x4 view_matrix = GutMatrixLookAtRH(g_eye, g_lookat, g_up);
  143. Matrix4x4 view_proj_matrix = view_matrix * g_proj_matrix;
  144. Matrix4x4 world_view_proj_matrix;
  145. // sun
  146. world_view_proj_matrix = g_sun_matrix * view_proj_matrix;
  147. // 设置shader参数
  148. Matrix4x4 *pConstData;
  149. g_pConstantBuffer->Map( D3D10_MAP_WRITE_DISCARD, NULL, (void **) &pConstData );
  150. *pConstData = world_view_proj_matrix;
  151. g_pConstantBuffer->Unmap();
  152. // 
  153. g_pDevice->IASetVertexBuffers(0, 1, &g_pSunVertexBuffer, &stride, &offset);
  154. g_pDevice->DrawIndexed(g_iNumSphereIndices, 0, 0);
  155. // earth
  156. world_view_proj_matrix = g_earth_matrix * view_proj_matrix;
  157. // 设置shader参数
  158. g_pConstantBuffer->Map( D3D10_MAP_WRITE_DISCARD, NULL, (void **) &pConstData );
  159. *pConstData = world_view_proj_matrix;
  160. g_pConstantBuffer->Unmap();
  161. // 
  162. g_pDevice->IASetVertexBuffers(0, 1, &g_pEarthVertexBuffer, &stride, &offset);
  163. g_pDevice->DrawIndexed(g_iNumSphereIndices, 0, 0);
  164. // moon
  165. world_view_proj_matrix = g_moon_matrix * view_proj_matrix;
  166. // 设置shader参数
  167. g_pConstantBuffer->Map( D3D10_MAP_WRITE_DISCARD, NULL, (void **) &pConstData );
  168. *pConstData = world_view_proj_matrix;
  169. g_pConstantBuffer->Unmap();
  170. // 
  171. g_pDevice->IASetVertexBuffers(0, 1, &g_pMoonVertexBuffer, &stride, &offset);
  172. g_pDevice->DrawIndexed(g_iNumSphereIndices, 0, 0);
  173. // 等待硬件扫描结束, 然后再更新画面
  174. pSwapChain->Present(1, 0);
  175. }
  176. #else
  177. void ResizeWindowDX10(int width, int height) {}
  178. void RenderFrameDX10(void) {}
  179. bool ReleaseResourceDX10(void) { return false; }
  180. bool InitResourceDX10(void) { return false; }
  181. #endif // _ENABLE_DX10_