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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:8k
源码类别:
OpenGL
开发平台:
Visual C++
- #ifdef _ENABLE_DX10_
- #include "Gut.h"
- #include "render_data.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 Matrix4x4 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
- g_proj_matrix = GutMatrixPerspectiveRH_DirectX(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;
- g_proj_matrix = GutMatrixPerspectiveRH_DirectX(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
- Matrix4x4 view_matrix = GutMatrixLookAtRH(g_eye, g_lookat, g_up);
- Matrix4x4 view_proj_matrix = view_matrix * g_proj_matrix;
- Matrix4x4 world_view_proj_matrix;
- // sun
- world_view_proj_matrix = g_sun_matrix * view_proj_matrix;
- // 设置shader参数
- Matrix4x4 *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);
- // earth
- world_view_proj_matrix = g_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);
- // moon
- world_view_proj_matrix = g_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_