/*
* Direct3DX11MultipleLightedSpheresEffect.cpp
* Copyright (c) 2015 Antillia.com TOSHIYUKI ARAI. ALL RIGHTS RESERVED.
*/
// 2016/02/10
// This is based on Direct3DX10MultipleLightedSpheresEffect.cpp project.
#pragma warning(disable : 4005)
#pragma warning(disable : 4838)
#define COMMONCONTROLS_V6
#include <sol/TickCounter.h>
#include <sol/direct3d11/DirectX3D11MainView.h>
#include <sol/direct3d11/DirectX3D11View.h>
#include <sol/direct3d11/Direct3D11RenderTargetView.h>
#include <sol/direct3d11/Direct3D11DepthStencilView.h>
#include <sol/direct3d11/Direct3D11Texture2D.h>
#include <sol/direct3d11/D3D11Texture2DDesc.h>
#include <sol/direct3d11/D3D11DepthStencilViewDesc.h>
#include <sol/direct3d11/Direct3DX11EffectModel.h>
#include <sol/direct3d11/Direct3DX11EffectTechnique.h>
#include <sol/direct3d11/Direct3DX11EffectPass.h>
#include <sol/direct3d11/Direct3D11RasterizerState.h>
#include <sol/direct3d11/D3D11InputElements.h>
#include <sol/direct3d11/Direct3D11InputLayout.h>
#include <sol/direct3d11/Direct3DX11Sphere.h>
#include "resource.h"
namespace SOL {
class MainView :public DirectX3D11MainView {
private:
//////////////////////////////////////////////
//Inner class starts
class SimpleView : public DirectX3D11View {
private:
SmartPtr<Direct3D11RenderTargetView> renderTargetView;
SmartPtr<Direct3D11DepthStencilView> depthStencilView;
SmartPtr<Direct3D11RasterizerState> rasterizerState;
SmartPtr<Direct3DX11EffectModel> model;
SmartPtr<Direct3DX11Sphere> sphere;
SmartPtr<Direct3DX11Sphere> lightSource;
SmartPtr<Direct3D11InputLayout> inputLayout;
XMMatrix world;
XMMatrix view;
XMMatrix projection;
StringT<TCHAR> directory;
float angle;
public:
void deleteViews()
{
Direct3D11ImmediateContext* d3d11ImmediateContext = getD3D11ImmediateContext();
d3d11ImmediateContext -> setOMRenderTargets(0, NULL, NULL);
renderTargetView = NULL;
depthStencilView = NULL;
}
virtual void createViews()
{
int width = 0;
int height = 0;
validateClientSize(width, height);
try {
Direct3D11Device* d3d11Device = getD3D11Device();
DirectXGISwapChain* swapChain = getSwapChain();
Direct3D11ImmediateContext* d3d11ImmediateContext = getD3D11ImmediateContext();
d3d11ImmediateContext ->setOMRenderTargets(0, NULL, NULL);
//1 Create an instance of Direct3D11RenderTargetView
Direct3D11Texture2D renderTargetViewTexture(*swapChain); ;
renderTargetView = new Direct3D11RenderTargetView(*d3d11Device, renderTargetViewTexture, NULL);
//2 Create a temporary depthDesc(D3D11Texture2DDesc).
D3D11Texture2DDesc depthDesc;
depthDesc.width(width);
depthDesc.height(height);
depthDesc.mipLevels(1);
depthDesc.arraySize(1);
depthDesc.format(DXGI_FORMAT_D32_FLOAT);
depthDesc.sampleDescCount(1);
depthDesc.sampleDescQuality(0);
depthDesc.usage(D3D11_USAGE_DEFAULT);
depthDesc.bindFlags(D3D11_BIND_DEPTH_STENCIL);
//3 Create a temporary depthStencilTexture(Direct3D11Texture2D) from texture2DDesc.
Direct3D11Texture2D depthStencilTexture(*d3d11Device, depthDesc);
//4 Create a temporary depthStencilViewDesc(D3D11DepthStencilViewDesc)
D3D11DepthStencilViewDesc depthStencilViewDesc(DXGI_FORMAT_D32_FLOAT, D3D11_DSV_DIMENSION_TEXTURE2D);
//5 Create an instance of Direct3DDepthStencilView from depthStencilTexture and depthStencilViewDesc
depthStencilView = new Direct3D11DepthStencilView(*d3d11Device, depthStencilTexture, depthStencilViewDesc);
ID3D11RenderTargetView* targetView = *renderTargetView;
//6 Set renderTargetView and depthStencilView to id3d11ImmediateContext
d3d11ImmediateContext ->setOMRenderTargets(1, &targetView, *depthStencilView);
} catch (Exception& ex) {
caught(ex);
}
}
void createEffect()
{
try {
Direct3D11Device* d3d11Device = getD3D11Device();
TCHAR fullpath[MAX_PATH];
_stprintf_s(fullpath, CountOf(fullpath), _T("%s\\..\\fx\\%s"),
(const TCHAR*)directory, _T("Tutorial06.fx"));
Args args;
args.set(XmNrenderTechnique, "Render");
args.set(XmNrenderLightTechnique, "RenderLight");
args.set(XmNview, "View");
args.set(XmNworld, "World");
args.set(XmNprojection, "Projection");
args.set(XmNlightDirection, "LightDirection");
args.set(XmNlightColor, "LightColor" );
args.set(XmNoutputColor, "OutputColor" );
model = new Direct3DX11EffectModel(*d3d11Device,
fullpath,
args);
} catch (Exception& ex) {
caught(ex);
}
}
void createInputLayout()
{
try {
Direct3D11Device* d3d11Device = getD3D11Device();
Direct3DX11EffectTechnique* technique = model -> getRenderTechnique();
Direct3D11ImmediateContext* d3d11ImmediateContext = getD3D11ImmediateContext();
Direct3DX11EffectPass effectPass = technique->getPassByIndex(0);
D3DX11_PASS_DESC passDesc;
effectPass.getDesc(passDesc);
size_t count = 0;
const D3D11_INPUT_ELEMENT_DESC* inputElementDesc = D3D11InputElements::getPosNormalDesc(count);
inputLayout = new Direct3D11InputLayout(
*d3d11Device,
inputElementDesc,
count,
passDesc.pIAInputSignature,
passDesc.IAInputSignatureSize);
d3d11ImmediateContext->setIAInputLayout(*inputLayout);
} catch (Exception& ex) {
caught(ex);
}
}
void createSpheres()
{
try {
Direct3D11Device* d3d11Device = getD3D11Device();
Direct3D11ImmediateContext* d3d11ImmediateContext = getD3D11ImmediateContext();
float fRadius = 1.0f;
UINT uSlices = 40;
UINT uStacks = 40;
sphere = new Direct3DX11Sphere(d3d11Device, d3d11ImmediateContext,
fRadius, uSlices, uStacks);
fRadius = 1.0f;
lightSource = new Direct3DX11Sphere(d3d11Device, d3d11ImmediateContext,
fRadius, uSlices, uStacks);
} catch (Exception& ex) {
caught(ex);
}
}
void createRasterizerState()
{
try {
Direct3D11Device* d3d11Device = getD3D11Device();
Direct3D11ImmediateContext* d3d11ImmediateContext = getD3D11ImmediateContext();
D3D11_RASTERIZER_DESC desc;
memset(&desc, 0, sizeof(desc));
desc.CullMode = D3D11_CULL_NONE;
desc.FillMode = D3D11_FILL_SOLID;
desc.FrontCounterClockwise = true;
desc.DepthBias = false;
desc.DepthClipEnable = true;
desc.ScissorEnable = false;
desc.MultisampleEnable = false;
desc.AntialiasedLineEnable = true;
rasterizerState = new Direct3D11RasterizerState (*d3d11Device, &desc);
d3d11ImmediateContext->setRSState(*rasterizerState);
} catch (Exception& ex) {
caught(ex);
}
}
void setShaderMatrices()
{
int width = 0;
int height = 0;
getClientSize(width, height);
try {
XMVECTOR eye = XMVectorSet( 0.0f, 2.0f, -12.0f, 0.0f );
XMVECTOR at = XMVectorSet( 0.0f, 0.0f, 0.0f, 0.0f );
XMVECTOR up = XMVectorSet( 0.0f, 1.0f, 0.0f, 0.0f );
view = XMMatrix::lookAtLH(eye, at, up);
projection = XMMatrix::perspectiveFovLH( XM_PIDIV2*0.3f, width / (FLOAT)height, 0.01f, 100.0f );
model -> setView(view);
model -> setProjection(projection);
} catch (Exception& ex) {
caught(ex);
}
}
virtual void initialize()
{
try {
createEffect();
createInputLayout();
createSpheres();
createRasterizerState();
setShaderMatrices();
createViews();
postResizeRequest();
} catch (Exception& ex) {
caught(ex);
}
}
//This method is based on the following samples,
//C:\Program Files (x86)\Microsoft DirectX SDK (June 2010)\Samples\C++\Direct3D11-work\Tutorials\Tutorial06
virtual void display()
{
try {
Direct3D11Device* d3d11Device = getD3D11Device();
DirectXGISwapChain* swapChain = getSwapChain();
Direct3D11ImmediateContext* d3d11ImmediateContext = getD3D11ImmediateContext();
if (renderTargetView != NULL &&
depthStencilView != NULL &&
model != NULL &&
sphere != NULL &&
lightSource != NULL) {
XMFLOAT4 lightDirections[2] ={
XMFLOAT4( -0.6f, 0.6f, -0.0f, 1.0f ),
XMFLOAT4( 0.0f, 0.0f, -1.0f, 1.0f ),
};
XMFLOAT4 lightColors[2] = {
XMFLOAT4(1.0f, 0.0f, 0.0f, 1.0f),
XMFLOAT4(1.0f, 0.5f, 0.0f, 1.0f)
};
d3d11ImmediateContext -> clear(*renderTargetView, XMColor(0.0f, 0.1f, 0.2f, 0.0f));
d3d11ImmediateContext -> clear(*depthStencilView);
XMMatrix rotate = XMMatrix::rotationY( -2.0f * angle );
XMVector lightDir = lightDirections[1];
lightDirections[1] =lightDir.d3Transform(rotate);
XMFLOAT3 origin(0, 0, 0);
world = XMMatrix::rotationY(angle);
XMMatrix temp = XMMatrix::translation( origin.x, 0, origin.z);
world *= temp;
model -> setWorld(world );
model -> setView( view);
model -> setProjection( projection );
Direct3DX11EffectTechnique* render = model -> getRenderTechnique();
D3DX11_TECHNIQUE_DESC techDesc;
render -> getDesc(&techDesc);
model -> getLightDirection() -> setFloatVectorArray( ( float* )lightDirections, 0, 2 );
model -> getLightColor() -> setFloatVectorArray( ( float* )lightColors, 0, 2 );
//Draw the sphere.
for( UINT i = 0; i < techDesc.Passes; i++ ) {
render -> getPassByIndex(i) -> Apply(0, *d3d11ImmediateContext);
sphere -> drawIndexed();
}
//Draw the sphere lightSource.
for( int m = 0; m < 2; m++ ) {
XMFLOAT3 lightPos = XMFLOAT3(lightDirections[m].x * 3.5f,
lightDirections[m].y * 3.5f,
lightDirections[m].z * 3.5f);
XMMatrix light = XMMatrix::translation(lightPos.x, lightPos.y, lightPos.z );
XMMatrix scale = XMMatrix::scaling(0.2f, 0.2f, 0.2f );
light = scale * light;
model -> setWorld(light);
model -> getOutputColor() -> setFloatVector( ( float* )&lightColors[m] );
Direct3DX11EffectTechnique* renderLight = model -> getRenderLightTechnique();
D3DX11_TECHNIQUE_DESC renderTechDesc;
renderLight -> getDesc(&renderTechDesc);
//lightSource -> draw(*renderLight);
for( UINT i = 0; i < renderTechDesc.Passes; i++ ) {
renderLight -> getPassByIndex(i) -> Apply(0, *d3d11ImmediateContext);
lightSource -> drawIndexed();
}
}
}
swapChain -> present();
} catch (Exception& ex) {
caught(ex);
}
}
public:
virtual void render()
{
angle += 0.01f;
display();
}
public:
// Constructor
SimpleView(DirectX3D11MainView* parent, const TCHAR* name, Args& args)
:DirectX3D11View(parent, name, args ),
directory(_T("")),
angle(0.0f)
{
directory = (const TCHAR*)args.get(XmNapplicationDirectory);
world = XMMatrixIdentity();
projection = XMMatrixIdentity();
view = XMMatrixIdentity();
}
~SimpleView()
{
}
private:
void resize(int width, int height)
{
Direct3D11Device* device = getD3D11Device();
DirectXGISwapChain* swapChain = getSwapChain();
if (device == NULL &&
swapChain == NULL &&
renderTargetView == NULL &&
depthStencilView == NULL) {
return ;
}
try {
// 1 Delete existing rendarTargetView and depthStencilView.
deleteViews();
// 2 ResizeBuffers swapChain(IDXGISwapChain)
swapChain -> resizeBuffers(width, height);
// 3 Recreate rendarTargetView and depthStencilView.
createViews();
// 4 SetViewPort
setViewPort(width, height);
} catch (Exception& ex) {
caught(ex);
}
}
};
//////////////////////////////////////////////
// Inner class ends.
private:
SmartPtr<SimpleView> view;
TickCounter tickCounter;
public:
// Constructor
MainView(Application& applet, const TCHAR* name, Args& args)
:DirectX3D11MainView(applet, name,
args.set(XmNstyle, (ulong)WS_CLIPCHILDREN|WS_CLIPSIBLINGS) )
{
DWORD interval = (DWORD)args.get(XmNrenderingInterval);
tickCounter.setInterval(interval);
const TCHAR* directory = (const TCHAR*)args.get(XmNapplicationDirectory);
// 1 Create a view of SimpleView.
Args ar;
int width = 0;
int height = 0;
getClientSize(width, height);
ar.set(XmNwidth, width);
ar.set(XmNheight,height);
ar.set(XmNapplicationDirectory, directory);
ar.set(XmNstyle, WS_BORDER|WS_CHILD|WS_VISIBLE);
view = new SimpleView(this, _T(""), ar);
// 2 Post a resize request to this MainView.
postResizeRequest();
}
public:
~MainView()
{
}
virtual void render()
{
if (view != nullptr) {
if (tickCounter.timeout()) {
view -> render();
view -> update();
}
}
}
private:
void resize(int width, int height)
{
if (view != nullptr) {
view -> reshape(0, 0, width, height);
}
}
};
}
//////////////////////////////////////////////
//
void Main(int argc, TCHAR** argv)
{
const TCHAR* appClass = appName(argv[0]);
TCHAR directory[MAX_PATH];
appDirectory(argv[0], directory, CountOf(directory));
try {
Application applet(appClass, argc, argv);
Args args;
args.set(XmNapplicationDirectory, directory);
args.set(XmNwidth, 640);
args.set(XmNheight, 480);
args.set(XmNrenderingInterval, 10); //10 millisec
MainView mainv(applet, appClass, args);
mainv.realize();
applet.run(&mainv);
} catch (Exception& ex) {
caught(ex);
}
}
Last modified: 8 Dec 2016
Last modified: 8 Dec 2016
Copyright (c) 2000-2016 Antillia.com ALL RIGHTS RESERVED.