SOL9 Sample: Direct3D10LightedCubeBuffer

SOL9 2.0 Samples

1 Screenshot


2 Source code

/*
 * Direct3D10LightedCubeBuffer.cpp 
 * Copyright (c) 2015 Antillia.com TOSHIYUKI ARAI. ALL RIGHTS RESERVED. 
 */



// 2015/11/13 Updated to use Direct3D10EffectModel.
// 2017/01/19 Updated display to call setShaderMatrices.
// 2017/01/28 Updated to use ModuleFileName class and caught macro.

// The used sample vertices and indices in this program are taken from
// C:\Program Files (x86)\Microsoft DirectX SDK (June 2010)\Samples\C++\Direct3D10\Tutorials\Tutorial06

#pragma warning(disable : 4005) 
#pragma warning(disable : 4838) 

#define COMMONCONTROLS_V6

#include <sol/TickCounter.h>

#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/Direct3D10Buffer.h>

#include <sol/direct3d10/D3DXPosNormalVertex.h>
#include <sol/direct3d10/Direct3D10EffectModel.h>
#include <sol/direct3d10/Direct3D10EffectTechnique.h>
#include <sol/direct3d10/Direct3D10EffectPass.h>

#include <sol/direct3d10/Direct3D10InputLayout.h>

#include "resource.h"

namespace SOL {
  
class MainView :public DirectX3D10MainView {
  
protected:
  //////////////////////////////////////////////
  //Inner class starts
  //
  class SimpleView : public DirectX3D10View {
  private: 
    SmartPtr<Direct3D10RenderTargetView>   renderTargetView;
    SmartPtr<Direct3D10DepthStencilView>   depthStencilView;
    SmartPtr<Direct3D10EffectModel>        model;
    SmartPtr<Direct3D10Buffer>             vertexBuffer;
    SmartPtr<Direct3D10Buffer>             indexBuffer;
    int                                    vertexCounter;
    SmartPtr<Direct3D10InputLayout>        inputLayout;

    D3DXMATRIX          worldMatrix;
    D3DXMATRIX          viewMatrix;
    D3DXMATRIX          projectionMatrix;

    StringT<TCHAR>      directory;

    float               angle;

  public:
    void deleteViews()
    {
      Direct3D10Device* d3d10device = getD3D10Device();
    
      d3d10device ->setOMRenderTargets(0, NULL, NULL);
      renderTargetView = NULL;
      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) {
        caught(ex);
      }
    }

    void createEffect()
    {
      try {
        Direct3D10Device* d3d10Device = getD3D10Device();
        TCHAR fullpath[MAX_PATH];
        _stprintf_s(fullpath, CountOf(fullpath), _T("%s\\..\\fx\\%s"), 
            (const TCHAR*)directory, _T("Tutorial06.fx"));

        Args args;
        args.set(XmNtechnique,       "Render");
        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 Direct3D10EffectModel(*d3d10Device,  
                  fullpath, 
                  args);

      } catch (Exception& ex) {
        caught(ex);
      }
    }


    const D3D10_INPUT_ELEMENT_DESC* getInputElementDesc(size_t& count)
    {
      static const D3D10_INPUT_ELEMENT_DESC desc[] = {  
        { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0 },
        { "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D10_INPUT_PER_VERTEX_DATA, 0 },
      };
      count = CountOf(desc);
      return desc;
    }
    
    void createInputLayout()
    {
      try {
        Direct3D10Device* d3d10Device = getD3D10Device();
        Direct3D10EffectTechnique* technique = model -> getTechnique();
        Direct3D10EffectPass effectPass =  technique->getPassByIndex(0);

        D3D10_PASS_DESC passDesc;
        effectPass.getDesc(passDesc);
        size_t count = 0;
        const D3D10_INPUT_ELEMENT_DESC* inputElementDesc = getInputElementDesc(count);

        inputLayout = new Direct3D10InputLayout(
              *d3d10Device, 
              inputElementDesc, 
              count, 
              passDesc.pIAInputSignature,
              passDesc.IAInputSignatureSize);

        d3d10Device->setIAInputLayout(*inputLayout);

      } catch (Exception& ex) {
        caught(ex);
      }
    }

    void createBuffer()
    {
      try {
        Direct3D10Device* d3d10Device = getD3D10Device();
            
        D3DXPosNormalVertex vertices[] = {
          { D3DXVECTOR3( -1.0f,  1.0f, -1.0f ), D3DXVECTOR3(  0.0f, 1.0f,   0.0f ) },
          { D3DXVECTOR3(  1.0f,  1.0f, -1.0f ), D3DXVECTOR3(  0.0f, 1.0f,   0.0f ) },
          { D3DXVECTOR3(  1.0f,  1.0f,  1.0f ), D3DXVECTOR3(  0.0f, 1.0f,   0.0f ) },
          { D3DXVECTOR3( -1.0f,  1.0f,  1.0f ), D3DXVECTOR3(  0.0f, 1.0f,   0.0f ) },

          { D3DXVECTOR3( -1.0f, -1.0f, -1.0f ), D3DXVECTOR3(  0.0f, -1.0f,  0.0f ) },
          { D3DXVECTOR3(  1.0f, -1.0f, -1.0f ), D3DXVECTOR3(  0.0f, -1.0f,  0.0f ) },
          { D3DXVECTOR3(  1.0f, -1.0f,  1.0f ), D3DXVECTOR3(  0.0f, -1.0f,  0.0f ) },
          { D3DXVECTOR3( -1.0f, -1.0f,  1.0f ), D3DXVECTOR3(  0.0f, -1.0f,  0.0f ) },

          { D3DXVECTOR3( -1.0f, -1.0f,  1.0f ), D3DXVECTOR3( -1.0f,  0.0f,  0.0f ) },
          { D3DXVECTOR3( -1.0f, -1.0f, -1.0f ), D3DXVECTOR3( -1.0f,  0.0f,  0.0f ) },
          { D3DXVECTOR3( -1.0f,  1.0f, -1.0f ), D3DXVECTOR3( -1.0f,  0.0f,  0.0f ) },
          { D3DXVECTOR3( -1.0f,  1.0f,  1.0f ), D3DXVECTOR3( -1.0f,  0.0f,  0.0f ) },

          { D3DXVECTOR3(  1.0f, -1.0f,  1.0f ), D3DXVECTOR3(  1.0f,  0.0f,  0.0f ) },
          { D3DXVECTOR3(  1.0f, -1.0f, -1.0f ), D3DXVECTOR3(  1.0f,  0.0f,  0.0f ) },
          { D3DXVECTOR3(  1.0f,  1.0f, -1.0f ), D3DXVECTOR3(  1.0f,  0.0f,  0.0f ) },
          { D3DXVECTOR3(  1.0f,  1.0f,  1.0f ), D3DXVECTOR3(  1.0f,  0.0f,  0.0f ) },

          { D3DXVECTOR3( -1.0f, -1.0f, -1.0f ), D3DXVECTOR3(  0.0f,  0.0f, -1.0f ) },
          { D3DXVECTOR3(  1.0f, -1.0f, -1.0f ), D3DXVECTOR3(  0.0f,  0.0f, -1.0f ) },
          { D3DXVECTOR3(  1.0f,  1.0f, -1.0f ), D3DXVECTOR3(  0.0f,  0.0f, -1.0f ) },
          { D3DXVECTOR3( -1.0f,  1.0f, -1.0f ), D3DXVECTOR3(  0.0f,  0.0f, -1.0f ) },

          { D3DXVECTOR3( -1.0f, -1.0f,  1.0f ), D3DXVECTOR3(  0.0f,  0.0f,  1.0f ) },
          { D3DXVECTOR3(  1.0f, -1.0f,  1.0f ), D3DXVECTOR3(  0.0f,  0.0f,  1.0f ) },
          { D3DXVECTOR3(  1.0f,  1.0f,  1.0f ), D3DXVECTOR3(  0.0f,  0.0f,  1.0f ) },
          { D3DXVECTOR3( -1.0f,  1.0f,  1.0f ), D3DXVECTOR3(  0.0f,  0.0f,  1.0f ) },
        };
        
        DWORD indices[] ={
          3,  1,  0,    2,  1,  3,
          6,  4,  5,    7,  4,  6,
         11,  9,  8,   10,  9, 11,
         14, 12, 13,   15, 12, 14,
         19, 17, 16,   18, 17, 19,
         22, 20, 21,   23, 20, 22
        };

        size_t count = 0;
        const D3D10_INPUT_ELEMENT_DESC* inputElementDesc = getInputElementDesc(count);
        D3D10_BUFFER_DESC bufferDesc;
        memset(&bufferDesc, 0, sizeof(bufferDesc));
        bufferDesc.Usage = D3D10_USAGE_DEFAULT;
        bufferDesc.ByteWidth = sizeof(vertices);
        bufferDesc.BindFlags = D3D10_BIND_VERTEX_BUFFER;
    
        D3D10_SUBRESOURCE_DATA subResource;
        memset(&subResource, 0, sizeof(subResource));
        subResource.pSysMem = vertices;
        //Create a vertex buffer for the vertex from the above parameters.
        vertexBuffer = new Direct3D10Buffer(*d3d10Device, &bufferDesc, &subResource);

        ID3D10Buffer* buffers[1];
        buffers[0] = *vertexBuffer;
        UINT stride = sizeof(D3DXPosNormalVertex);
        UINT offset = 0;
        //set the vertex buffers.
        d3d10Device->setIAVertexBuffers( 0, 1, buffers, &stride, &offset );

        D3D10_BUFFER_DESC indexBufferDesc;
        memset(&indexBufferDesc, 0, sizeof(indexBufferDesc));
        indexBufferDesc.Usage     = D3D10_USAGE_DEFAULT;
        indexBufferDesc.ByteWidth = sizeof(indices); 
        indexBufferDesc.BindFlags = D3D10_BIND_INDEX_BUFFER;

        vertexCounter = CountOf(indices);

        D3D10_SUBRESOURCE_DATA indexData;
        memset(&indexData, 0, sizeof(indexData));
        indexData.pSysMem = indices;

        //Create an indexBuffer from above parameters.
        indexBuffer= new Direct3D10Buffer(*d3d10Device, &indexBufferDesc, &indexData);

        d3d10Device -> setIAIndexBuffer(*indexBuffer, DXGI_FORMAT_R32_UINT, 0 );

        //Se a primitiveTopology
        d3d10Device -> setIAPrimitiveTopology( D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST );


      } catch (Exception& ex) {
        caught(ex);
      }
    }

    void setShaderMatrices()
    {
      int width = 0;
      int height = 0;
      getClientSize(width, height);

      try {
        D3DXVECTOR3 eye( 0.0f, 4.0f,-10.0f );
        D3DXVECTOR3 at ( 0.0f, 1.0f, 0.0f );
        D3DXVECTOR3 up ( 0.0f, 1.0f, 0.0f );
        
        D3DXMatrixLookAtLH(&viewMatrix,  &eye, &at, &up);    
        D3DXMatrixPerspectiveFovLH(&projectionMatrix, 
                  (float)D3DX_PI * 0.25f, (float)width/(float)height, 0.1f, 100.0f);

        model -> setView(viewMatrix);
        model -> setProjection(projectionMatrix);

      } catch (Exception& ex) {
        caught(ex);
      }
    }

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

        createInputLayout();
        
        createBuffer();

        setShaderMatrices();

        createViews();

      } catch (Exception& ex) {
        caught(ex);
      }
    }

    virtual void display()
    {
      try {
        Direct3D10Device*  d3d10Device = getD3D10Device();
        DirectXGISwapChain* swapChain = getSwapChain();
        if (renderTargetView && depthStencilView) {
          D3DXVECTOR4 lightDirections[1] ={
            D3DXVECTOR4( -0.96f, 0.96f, 0.0f, 1.0f ),
          };
          
          D3DXVECTOR4 lightColors[1] ={
            D3DXVECTOR4( 0.9f, 0.9f, 0.0f, 1.0f ),
          };
          
          renderTargetView -> clear( D3DXCOLOR(0.0, 0.0, 0.0, 0.0));
          depthStencilView -> clear();
          //2017/01/19
          setShaderMatrices();
          
          model -> setWorld(worldMatrix );
          model -> setView( viewMatrix );
          model -> setProjection( projectionMatrix );

          model -> getLightDirection() ->setFloatVector((float*)lightDirections);

          model -> getLightColor() -> setFloatVector( ( float* )lightColors);

          D3DXMATRIX temp;
          D3DXVECTOR3 origin(0, 0, 0);
          D3DXMatrixRotationY(&worldMatrix, angle);
          D3DXMatrixTranslation( &temp, origin.x, 0, origin.z);
          worldMatrix *= temp;
          model -> setWorld(worldMatrix);

          Direct3D10EffectTechnique* technique = model -> getTechnique();

          d3d10Device -> drawIndexed(*technique, vertexCounter);

        }
        swapChain -> present();

      } catch (Exception& ex) {
        caught(ex);
      }
    }
    
  public:
    void render()
    {
      angle += 0.02f;
      display();
    }

  public:
    // Constructor
    SimpleView(DirectX3D10MainView* parent, const TCHAR* name, Args& args)
   :DirectX3D10View(parent, name, args ),
    directory(_T("")),
    angle(0.0f)
    {
      directory = (const TCHAR*)args.get(XmNapplicationDirectory);
      D3DXMatrixIdentity(&worldMatrix);
      D3DXMatrixIdentity(&projectionMatrix);
      D3DXMatrixIdentity(&viewMatrix);
    }

    ~SimpleView()
    {
    }
    
  private:
    void resize(int width, int height)
    {
      Direct3D10Device*   device = getD3D10Device();
      DirectXGISwapChain* swapChain = getSwapChain();
      if (device           == NULL && 
          swapChain        == NULL && 
          renderTargetView == 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)
  :DirectX3D10MainView(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();
      }
    }
  }

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

//////////////////////////////////////////////
//
void  Main(int argc, TCHAR** argv)
{
  ModuleFileName module(argv[0]);
  const TCHAR* directory = module.getDirectory();
  const TCHAR* appClass =  module.getAppName(); 
  
  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: 1 Feb 2017

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