SOL9 Sample: Direct3DX10CubeMesh
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1 Screenshot
2 Source code
/*
* Direct3DX10CubeMesh.cpp
* Copyright (c) 2015 Antillia.com TOSHIYUKI ARAI. ALL RIGHTS RESERVED.
*/
// 2015/10/20
// 2017/01/19 Updated display to call setShaderMatrices.
// 2017/01/28 Updated to use ModuleFileName class and caught macro.
// See: https://takinginitiative.wordpress.com/2009/02/24/directx-10-tutorial-5-basic-meshes/
// Used sample vertices and indices are taken from
// C:\Program Files (x86)\Microsoft DirectX SDK (June 2010)\Samples\C++\Direct3D10\Tutorials\Tutorial04
#pragma warning(disable : 4005)
#pragma warning(disable : 4838)
#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/Direct3DX10Mesh.h>
#include <sol/direct3d10/D3DXVertex.h>
#include <sol/direct3d10/Direct3D10EffectModel.h>
#include <sol/direct3d10/Direct3D10EffectTechnique.h>
#include <sol/direct3d10/Direct3D10EffectPass.h>
#include <sol/direct3d10/Direct3D10EffectMatrixVariable.h>
#include <sol/direct3d10/Direct3D10RasterizerState.h>
#include <sol/direct3d10/Direct3D10InputLayout.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<Direct3D10RasterizerState> rasterizerState;
SmartPtr<Direct3D10EffectModel> model;
SmartPtr<Direct3DX10Mesh> mesh;
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 depthStencilTexture(*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, depthStencilTexture, 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("basicEffect.fx"));
Args args;
args.set(XmNtechnique, "render");
args.set(XmNview, "View");
args.set(XmNworld, "World");
args.set(XmNprojection,"Projection");
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 },
{ "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, sizeof(D3DXVECTOR3), 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 createMesh()
{
try {
Direct3D10Device* d3d10Device = getD3D10Device();
D3DXVertex vertex[] = {
{ D3DXVECTOR3( -1.0f, 1.0f, -1.0f ), D3DXVECTOR4( 0.0f, 0.0f, 1.0f, 1.0f ) },
{ D3DXVECTOR3( 1.0f, 1.0f, -1.0f ), D3DXVECTOR4( 0.0f, 1.0f, 0.0f, 1.0f ) },
{ D3DXVECTOR3( 1.0f, 1.0f, 1.0f ), D3DXVECTOR4( 0.0f, 1.0f, 1.0f, 1.0f ) },
{ D3DXVECTOR3( -1.0f, 1.0f, 1.0f ), D3DXVECTOR4( 1.0f, 0.0f, 0.0f, 1.0f ) },
{ D3DXVECTOR3( -1.0f, -1.0f, -1.0f ), D3DXVECTOR4( 1.0f, 0.0f, 1.0f, 1.0f ) },
{ D3DXVECTOR3( 1.0f, -1.0f, -1.0f ), D3DXVECTOR4( 1.0f, 1.0f, 0.0f, 1.0f ) },
{ D3DXVECTOR3( 1.0f, -1.0f, 1.0f ), D3DXVECTOR4( 1.0f, 1.0f, 1.0f, 1.0f ) },
{ D3DXVECTOR3( -1.0f, -1.0f, 1.0f ), D3DXVECTOR4( 0.0f, 0.0f, 0.0f, 1.0f ) },
};
unsigned int index[] = {
3,1,0, 2,1,3,
0,5,4, 1,5,0,
3,4,7, 0,4,3,
1,6,5, 2,6,1,
2,7,6, 3,7,2,
6,4,5, 7,4,6,
};
size_t count = 0;
const D3D10_INPUT_ELEMENT_DESC* inputElementDesc = getInputElementDesc(count);
mesh = new Direct3DX10Mesh(*d3d10Device,
inputElementDesc,
count,
"POSITION",
CountOf(vertex),
6,
D3DX10_MESH_32_BIT);
mesh -> setVertexData(0, vertex);
mesh -> setIndexData(index, CountOf(index));
mesh -> commitToDevice();
} catch (Exception& ex) {
caught(ex);
}
}
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.DepthBiasClamp = 0;
desc.SlopeScaledDepthBias = 0;
desc.DepthClipEnable = true;
desc.ScissorEnable = false;
desc.MultisampleEnable = false;
desc.AntialiasedLineEnable = true;
rasterizerState = new Direct3D10RasterizerState (*d3d10Device, &desc);
d3d10Device->setRSState(*rasterizerState);
} catch (Exception& ex) {
caught(ex);
}
}
void setShaderMatrices()
{
int width = 0;
int height = 0;
getClientSize(width, height);
try {
D3DXVECTOR3 eye( 0.0f, 1.0f,-5.0f );
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 * 0.5f, (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();
createRasterizerState();
setShaderMatrices();
createMesh();
// Create rendarTargetView and depthStencilView.
createViews();
} catch (Exception& ex) {
caught(ex);
}
}
virtual void display()
{
try {
Direct3D10Device* d3d10Device = getD3D10Device();
DirectXGISwapChain* swapChain = getSwapChain();
if (swapChain == NULL) {
return;
}
if (renderTargetView && depthStencilView) {
renderTargetView -> clear(D3DXCOLOR(0.0, 0.0, 0.0, 0.0));
depthStencilView -> clear();
//2017/01/19
setShaderMatrices();
angle += 0.05f;
D3DXVECTOR3 origin(0, 0, 0);
D3DXMATRIX temp;
D3DXMatrixRotationY(&worldMatrix, angle);
D3DXMatrixTranslation( &temp, origin.x, 0, origin.z);
worldMatrix *= temp;
model -> setWorld(worldMatrix);
Direct3D10EffectTechnique* technique = model -> getTechnique();
mesh -> draw(*technique);
}
swapChain -> present();
} catch (Exception& ex) {
caught(ex);
}
}
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 &&
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;
public:
// Constructor
MainView(Application& applet, const TCHAR* name, Args& args)
:DirectX3D10MainView(applet, name,
args.set(XmNstyle, (ulong)WS_CLIPCHILDREN|WS_CLIPSIBLINGS) )
{
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()
{
}
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);
MainView mainv(applet, appClass, args);
mainv.realize();
applet.run();
} catch (Exception& ex) {
caught(ex);
}
}
Last modified: 1 Feb 2017
Copyright (c) 2017 Antillia.com ALL RIGHTS RESERVED.