SOL9 Sample: Direct3D10TexturedCubeBuffer
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1 Screenshot
2 Source code
/*
* Direct3D10TexturedCubeBuffer.cpp
* Copyright (c) 2015 Antillia.com TOSHIYUKI ARAI. ALL RIGHTS RESERVED.
*/
//2017/01/19 Updated display to setShaderMatrices.
// 2017/01/28 Updated to use ModuleFileName class and caught macro.
// The used vertices and indiceis data are taken from
//C:\Program Files (x86)\Microsoft DirectX SDK (June 2010)\Samples\C++\Direct3D10-work\Tutorials\Tutorial08
#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/Direct3D10Buffer.h>
#include <sol/direct3d10/D3DXPosTexCoordVertex.h>
#include <sol/direct3d10/Direct3D10EffectModel.h>
#include <sol/direct3d10/Direct3D10EffectTechnique.h>
#include <sol/direct3d10/Direct3D10EffectPass.h>
#include <sol/direct3d10/Direct3D10InputLayout.h>
#include <sol/direct3d10/Direct3D10ShaderResourceView.h>
#include <sol/direct3d10/D3DXSimpleVertex.h>
#include "resource.h"
namespace SOL {
class MainView :public DirectX3D10MainView {
private:
//////////////////////////////////////////////
//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;
SmartPtr<Direct3D10ShaderResourceView> shaderResourceView;
D3DXMATRIX worldMatrix;
D3DXMATRIX viewMatrix;
D3DXMATRIX projectionMatrix;
StringT<TCHAR> directory;
float angle;
public:
void deleteViews()
{
Direct3D10Device* d3d10device = getD3D10Device();
d3d10device ->setOMRenderTargets(0, NULL, NULL);
renderTargetView = 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);
ID3D10RenderTargetView* targets[1];
targets[0] = *renderTargetView;
//2 Set renderTargetView and depthStencilView to id3d10Device
d3d10Device ->setOMRenderTargets(1, targets, NULL);
} 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("textureEffect.fx"));
Args args;
args.set(XmNtechnique, "Render" );
args.set(XmNworld, "World" );
args.set(XmNview, "View" );
args.set(XmNprojection, "Projection" );
args.set(XmNshaderTexture, "TextureDiffuse" ); //ID3D10EffectShaderResourceVariable
model = new Direct3D10EffectModel(*d3d10Device,
fullpath,
args);
} catch (Exception& ex) {
caught(ex);
}
}
const D3D10_INPUT_ELEMENT_DESC* getInputElementDesc(size_t& count)
{
static D3D10_INPUT_ELEMENT_DESC desc[] ={
{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_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();
D3DXPosTexCoordVertex vertices[] = {
{ D3DXVECTOR3( -1.0f, 1.0f, -1.0f ), D3DXVECTOR2( 0.0f, 0.0f ) },
{ D3DXVECTOR3( 1.0f, 1.0f, -1.0f ), D3DXVECTOR2( 1.0f, 0.0f ) },
{ D3DXVECTOR3( 1.0f, 1.0f, 1.0f ), D3DXVECTOR2( 1.0f, 1.0f ) },
{ D3DXVECTOR3( -1.0f, 1.0f, 1.0f ), D3DXVECTOR2( 0.0f, 1.0f ) },
{ D3DXVECTOR3( -1.0f, -1.0f, -1.0f ), D3DXVECTOR2( 0.0f, 0.0f ) },
{ D3DXVECTOR3( 1.0f, -1.0f, -1.0f ), D3DXVECTOR2( 1.0f, 0.0f ) },
{ D3DXVECTOR3( 1.0f, -1.0f, 1.0f ), D3DXVECTOR2( 1.0f, 1.0f ) },
{ D3DXVECTOR3( -1.0f, -1.0f, 1.0f ), D3DXVECTOR2( 0.0f, 1.0f ) },
{ D3DXVECTOR3( -1.0f, -1.0f, 1.0f ), D3DXVECTOR2( 0.0f, 0.0f ) },
{ D3DXVECTOR3( -1.0f, -1.0f, -1.0f ), D3DXVECTOR2( 1.0f, 0.0f ) },
{ D3DXVECTOR3( -1.0f, 1.0f, -1.0f ), D3DXVECTOR2( 1.0f, 1.0f ) },
{ D3DXVECTOR3( -1.0f, 1.0f, 1.0f ), D3DXVECTOR2( 0.0f, 1.0f ) },
{ D3DXVECTOR3( 1.0f, -1.0f, 1.0f ), D3DXVECTOR2( 0.0f, 0.0f ) },
{ D3DXVECTOR3( 1.0f, -1.0f, -1.0f ), D3DXVECTOR2( 1.0f, 0.0f ) },
{ D3DXVECTOR3( 1.0f, 1.0f, -1.0f ), D3DXVECTOR2( 1.0f, 1.0f ) },
{ D3DXVECTOR3( 1.0f, 1.0f, 1.0f ), D3DXVECTOR2( 0.0f, 1.0f ) },
{ D3DXVECTOR3( -1.0f, -1.0f, -1.0f ), D3DXVECTOR2( 0.0f, 0.0f ) },
{ D3DXVECTOR3( 1.0f, -1.0f, -1.0f ), D3DXVECTOR2( 1.0f, 0.0f ) },
{ D3DXVECTOR3( 1.0f, 1.0f, -1.0f ), D3DXVECTOR2( 1.0f, 1.0f ) },
{ D3DXVECTOR3( -1.0f, 1.0f, -1.0f ), D3DXVECTOR2( 0.0f, 1.0f ) },
{ D3DXVECTOR3( -1.0f, -1.0f, 1.0f ), D3DXVECTOR2( 0.0f, 0.0f ) },
{ D3DXVECTOR3( 1.0f, -1.0f, 1.0f ), D3DXVECTOR2( 1.0f, 0.0f ) },
{ D3DXVECTOR3( 1.0f, 1.0f, 1.0f ), D3DXVECTOR2( 1.0f, 1.0f ) },
{ D3DXVECTOR3( -1.0f, 1.0f, 1.0f ), D3DXVECTOR2( 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(D3DXPosTexCoordVertex);
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 );
//Set 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, 0.0f,-5.0f );
D3DXVECTOR3 at ( 0.0f, 0.0f, 0.0f );
D3DXVECTOR3 up ( 0.0f, 1.0f, 0.0f );
D3DXMatrixLookAtLH(&viewMatrix, &eye, &at, &up);
D3DXMatrixPerspectiveFovLH(&projectionMatrix,
(float)D3DX_PI * 0.2f, (float)width/(float)height, 0.1f, 100.0f);
model -> setView(viewMatrix);
model -> setProjection(projectionMatrix);
} catch (Exception& ex) {
caught(ex);
}
}
void createShaderResourceView()
{
try {
Direct3D10Device* d3d10Device = getD3D10Device();
TCHAR fullpath[MAX_PATH];
_stprintf_s(fullpath, CountOf(fullpath), _T("%s\\..\\image\\%s"),
(const TCHAR*)directory,
_T("Nioh.png"));
shaderResourceView = new Direct3D10ShaderResourceView(
*d3d10Device,
fullpath,
NULL, //D3D10_SHADER_RESOURCE_VIEW_DESC *desc
NULL); //D3DX10_IMAGE_LOAD_INFO* loadInfo
model -> getShaderTexture() ->setResource(*shaderResourceView );
} catch(Exception& ex) {
caught(ex);
}
}
virtual void initialize()
{
try {
createEffect();
createInputLayout();
createBuffer();
createShaderResourceView();
setShaderMatrices();
createViews();
} catch (Exception& ex) {
caught(ex);
}
}
virtual void display()
{
try {
Direct3D10Device* d3d10Device = getD3D10Device();
DirectXGISwapChain* swapChain = getSwapChain();
if (renderTargetView ) {
renderTargetView -> clear(D3DXCOLOR(0.0, 0.0, 0.0, 0.0));
//2017/01/19
setShaderMatrices();
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 += 0.01f;
display();
}
public:
// Constructor
SimpleView(DirectX3D10MainView* parent, const TCHAR* name, Args& args)
:DirectX3D10View(parent, name,
args.set(XmNstyle, (ulong)WS_CLIPCHILDREN) ),
vertexCounter(0),
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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