SOL9 Sample: Direct3D10FilledCircleEffect

SOL9 2.0 Samples

1 Screenshot


2 Source code

/*
 * Direct3D10FilledCircleEffect.cpp 
 * Copyright (c) 2015 Antillia.com TOSHIYUKI ARAI. ALL RIGHTS RESERVED. 
 */


// 2015/10/26

#define COMMONCONTROLS_V6


#include <sol/direct3d10/DirectX3D10MainView.h>
#include <sol/direct3d10/DirectX3D10View.h>

#include <sol/direct3d10/Direct3D10RenderTargetView.h>
#include <sol/direct3d10/Direct3D10DepthStencilView.h>

#include <sol/direct3d10/Direct3D10Texture2D.h>
#include <sol/direct3d10/Direct3DX10Font.h>
#include <sol/direct3d10/D3D10Texture2DDesc.h>
#include <sol/direct3d10/D3D10DepthStencilViewDesc.h>

#include <sol/direct3d10/Direct3D10Effect.h>
#include <sol/direct3d10/Direct3D10EffectTechnique.h>
#include <sol/direct3d10/Direct3D10EffectPass.h>

#include <sol/direct3d10/Direct3D10InputLayout.h>
#include <sol/direct3d10/Direct3D10Buffer.h>
#include <sol/direct3d10/Direct3D10RasterizerState.h>


#include "resource.h"

namespace SOL {

static char const tutorial02Fx[] = 
  "// VS (Vertex Shader) \n"

"float4 VS( float4 Pos : POSITION ) : SV_POSITION\n"
"{\n"
"    return Pos;\n"
"}\n"
"\n"
"\n"

"// PS (Pixel Shader)\n"

"float4 PS( float4 Pos : SV_POSITION ) : SV_Target\n"
"{\n"
"    return float4( 1.0f, 0.0f, 0.0f, 1.0f );    // Red \n"
"}\n"
"\n"
"\n"

"technique10 Render\n"
"{\n"
"    pass P0\n"
"    {\n"
"        SetVertexShader( CompileShader( vs_4_0, VS() ) );\n"
"        SetGeometryShader( NULL );\n"
"        SetPixelShader( CompileShader( ps_4_0, PS() ) );\n"
"    }\n"
"}\n"
;

class MainView :public DirectX3D10MainView {
private:
  ////////////////////////////////////////////
  // Inner class starts.
  class SimpleView : public DirectX3D10View {
  private:
    Direct3D10RenderTargetView*  renderTargetView;
    Direct3D10DepthStencilView*  depthStencilView;
  
    Direct3D10Effect*           effect;
    Direct3D10EffectTechnique*  effectTechnique;
    Direct3D10InputLayout*      vertexLayout;
    Direct3D10RasterizerState*  rasterizerState;

    Direct3D10Buffer*           vertexBuffer;
    UINT                        vertexCount;

  public:
    void deleteViews()
    {
      Direct3D10Device*   d3d10Device  = getD3D10Device();
      d3d10Device ->setOMRenderTargets(0, NULL, NULL);
      if (renderTargetView) {
        delete renderTargetView;
        renderTargetView = NULL;
      }

      if (depthStencilView) {
        delete depthStencilView;
        depthStencilView = NULL;
      }
    }

    virtual void createViews()
    {
      int width  = 0;
      int height = 0;
      validateClientSize(width, height);

      try {
        Direct3D10Device*   d3d10Device  = getD3D10Device();
        DirectXGISwapChain* swapChain = getSwapChain();

        d3d10Device ->setOMRenderTargets(0, NULL, NULL);

        //1 Create an instance of Direct3D10RenderTargetView
        Direct3D10Texture2D renderTargetViewTexture(*swapChain); ; 

        renderTargetView = new Direct3D10RenderTargetView(*d3d10Device, renderTargetViewTexture, NULL);

        //2 Create a temporary depthDesc(D3D10Texture2DDesc).
        D3D10Texture2DDesc 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(D3D10_USAGE_DEFAULT);
        depthDesc.bindFlags(D3D10_BIND_DEPTH_STENCIL);

        //3 Create a temporary depthStencilTexture(Direct3D10Texture2D) from texture2DDesc.
        Direct3D10Texture2D depthStencilTexute(*d3d10Device, depthDesc); 

        //4 Create a temporary depthStencilViewDesc(D3D10DepthStencilViewDesc) 
        D3D10DepthStencilViewDesc depthStencilViewDesc(DXGI_FORMAT_D32_FLOAT, D3D10_DSV_DIMENSION_TEXTURE2D);

        //5 Create an instance of Direct3DDepthStencilView from depthStencilTexture and depthStencilViewDesc
        depthStencilView = new Direct3D10DepthStencilView(*d3d10Device, depthStencilTexute, depthStencilViewDesc);


        ID3D10RenderTargetView* targetView   = *renderTargetView; 
        //6 Set renderTargetView and depthStencilView to id3d10Device
        d3d10Device ->setOMRenderTargets(1, &targetView, *depthStencilView);

      } catch (Exception& ex) {
        ex.display();
      }
    }

    void createRasterizerState()
    {
      try {
        Direct3D10Device* d3d10Device = getD3D10Device();
        D3D10_RASTERIZER_DESC desc;
        memset(&desc, 0, sizeof(desc));

        desc.CullMode               = D3D10_CULL_NONE;
        desc.FillMode               = D3D10_FILL_SOLID;
        desc.FrontCounterClockwise  = true;
        desc.DepthBias              = false;
        desc.DepthClipEnable        = true;
        desc.ScissorEnable          = false;
        desc.MultisampleEnable      = false;
        desc.AntialiasedLineEnable  = true;

        rasterizerState = new Direct3D10RasterizerState (*d3d10Device, &desc);

        d3d10Device->setRSState(*rasterizerState);

      } catch (Exception& ex) {
        ex.display();
      }
    }
    
    void createEffect() 
    {
      Direct3D10Device*   d3d10Device  = getD3D10Device();
      // Create an effect from a string stream. 
      effect = new Direct3D10Effect(
                  *d3d10Device, 
                  (void*)tutorial02Fx, 
                  sizeof(tutorial02Fx), 
                  "tutorial02.fx",
                  D3D10_SHADER_ENABLE_STRICTNESS);
      // Create an effectTechnique from "Render" name contained in the above effect.
      effectTechnique = new Direct3D10EffectTechnique(effect->getTechniqueByName("Render") );
    }

    void createInputLayout()
    {
      Direct3D10Device*   d3d10Device  = getD3D10Device();
      D3D10_INPUT_ELEMENT_DESC inputElementDesc[] = {
        { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0 },
      };

      Direct3D10EffectPass effectPass =  effectTechnique->getPassByIndex(0);

      D3D10_PASS_DESC passDesc;
      effectPass.getDesc(passDesc);

      vertexLayout = new Direct3D10InputLayout(
              *d3d10Device, 
              inputElementDesc, SizeOf(inputElementDesc), 
              passDesc.pIAInputSignature,
              passDesc.IAInputSignatureSize);

      d3d10Device->setIAInputLayout(*vertexLayout);
    }

    
    void createCircleBuffer(float posx, float posy, float radius)
    {
      static D3DXVECTOR3  lines[360+6] ={};
      vertexCount = SizeOf(lines);
      for (int i = 0; i< vertexCount-2; i +=3) {
       lines[i  ] = D3DXVECTOR3(  posx,          posy,                                0.5f); //center
       lines[i+1] = D3DXVECTOR3(  posx + radius * COS(i),   posy + radius * SIN(i) ,  0.5f);
       lines[i+2] = D3DXVECTOR3(  posx + radius * COS(i+1), posy + radius * SIN(i+1), 0.5f);
      }

      Direct3D10Device*   d3d10Device  = getD3D10Device();

      D3D10_BUFFER_DESC bufferDesc;
      memset(&bufferDesc, 0, sizeof(bufferDesc));
      bufferDesc.Usage = D3D10_USAGE_DEFAULT;
      bufferDesc.ByteWidth = sizeof(lines) ;
      bufferDesc.BindFlags = D3D10_BIND_VERTEX_BUFFER;

      D3D10_SUBRESOURCE_DATA subresourceData;
      memset(&subresourceData, 0, sizeof(subresourceData));
      subresourceData.pSysMem = lines;

      vertexBuffer = new Direct3D10Buffer(*d3d10Device, &bufferDesc, &subresourceData);

      // Set vertex buffer
      UINT stride = sizeof(D3DXVECTOR3);
      UINT offset = 0;
      ID3D10Buffer* vbuf = *vertexBuffer;
      d3d10Device -> setIAVertexBuffers( 0, 1, &vbuf, &stride, &offset );

      // Set primitive topology
      d3d10Device->setIAPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP  );
    }

    virtual void initialize()
    {
      try {
        createEffect();

        createRasterizerState();

        createInputLayout();

        createCircleBuffer(0.0f, 0.0f, 0.5f);

        // Create rendarTargetView and depthStencilView.
        createViews();
      
      } catch (Exception& ex) {
        ex.display();
      }
    }

    virtual void display()
    {
      try {
        Direct3D10Device*  d3d10Device = getD3D10Device();
        DirectXGISwapChain* swapChain = getSwapChain();
        if (renderTargetView && depthStencilView) {
        //Clear renderTargetView and depthStencilView.
          renderTargetView -> clear( D3DXCOLOR(0.8f, 0.8f, 0.8f, 0.0));
          depthStencilView -> clear();
 

          D3D10_TECHNIQUE_DESC techDesc;
          effectTechnique -> getDesc(techDesc);
       
          for( UINT i = 0; i < techDesc.Passes; i++ ) {
            Direct3D10EffectPass pass = effectTechnique -> getPassByIndex(i);
            pass.apply(0);
            d3d10Device -> draw(vertexCount, 0);
          }
        }
        swapChain -> present();

      } catch (Exception& ex) {
        ex.display();
      }
    }

  public:
    // Constructor
    SimpleView(DirectX3D10MainView* parent, const TCHAR* name, Args& args)
    :DirectX3D10View(parent, name, args),
    renderTargetView(NULL),
    depthStencilView(NULL),
    effect(NULL),
    effectTechnique(NULL),
    vertexLayout(NULL),
    vertexBuffer(NULL),
    rasterizerState(NULL),
    vertexCount(0)
    {
      postResizeRequest(); 
    }

  public:
    ~SimpleView()
    {
      delete effect;
      delete effectTechnique;
      
      delete rasterizerState;
      
      delete vertexLayout;
      delete vertexBuffer;
      delete renderTargetView;
      delete depthStencilView;
    }

  private:
    void resize(int width, int height)
    {
      Direct3D10Device*   d3d10Device = getD3D10Device();
      DirectXGISwapChain* swapChain = getSwapChain();
      if (d3d10Device      == 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) {
        ex.display();
      }
    }  
  };
  //////////////////////////////////////////////////////
  // Inner class ends.
  
private:
  SimpleView* view;
  
public:
  /**
   * Constructor
   */
  MainView(Application& applet, const TCHAR* name, Args& args)
  :DirectX3D10MainView(applet, name,
                 args.set(XmNstyle, (ulong)WS_CLIPCHILDREN|WS_CLIPSIBLINGS) ),
  view(NULL)
  {
    
    const TCHAR* directory = (const TCHAR*)args.get(XmNapplicationDirectory);
    restorePlacement();
    Args ar;
    int width  = 0;
    int height = 0;
    getClientSize(width, height);
    ar.set(XmNwidth, width);
    ar.set(XmNheight, height);
    ar.set(XmNapplicationDirectory, directory);
    view = new SimpleView(this, _T(""), ar);
    
    postResizeRequest(); 
  }

public:
  ~MainView()
  {
    delete view;
  }

private:
  void resize(int width, int height)
  {
    if (view) {
      view -> reshape(0, 0, width, height);
      view -> postResizeRequest(width, height);
    }
  }

};

}


//////////////////////////////////////////////
//
void  Main(int argc, TCHAR** argv)
{
  const TCHAR* appClass = appName(argv[0]); 
  try {    
    Application applet(appClass, argc, argv);

    Args args;
    args.set(XmNwidth,  640);
    args.set(XmNheight, 480);
    MainView mainView(applet, appClass, args);
    mainView.realize();

    applet.run();
  } catch (Exception& ex) {
    ex.display();
  }
}


Last modified: 2 May 2016

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