SOL9 Sample: Direct3DX10ImageSprite
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1 Screenshot
2 Source code
/*
* Direct3DX10ImageSprite.cpp
* Copyright (c) 2015 Antillia.com TOSHIYUKI ARAI. ALL RIGHTS RESERVED.
*/
// 2015/10/25
// 2017/01/28 Updated to use ModuleFileName class and caught macro.
#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/Direct3D10ShaderResourceView.h>
#include <sol/direct3d10/Direct3D10Resource.h>
#include <sol/direct3d10/Direct3DX10Sprite.h>
#include <sol/direct3d10/Direct3D10BlendState.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<Direct3D10ShaderResourceView> shaderResourceView[1];
SmartPtr<Direct3D10BlendState> blendState;
SmartPtr<Direct3DX10Sprite> sprite;
StringT<TCHAR> directory;
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[1];
targetView[0] = *renderTargetView;
//6 Set renderTargetView and depthStencilView to id3d10Device
d3d10Device ->setOMRenderTargets(1, targetView, *depthStencilView);
} catch (Exception& ex) {
caught(ex);
}
}
virtual void initialize()
{
try {
Direct3D10Device* d3d10Device = getD3D10Device();
//1 Create a sprite.
sprite = new Direct3DX10Sprite(*d3d10Device, 1);
//2 Create a blendState.
D3D10_BLEND_DESC blendDesc;
ZeroMemory(&blendDesc, sizeof(D3D10_BLEND_DESC));
blendDesc.AlphaToCoverageEnable = FALSE;
blendDesc.BlendEnable[0] = TRUE;
blendDesc.SrcBlend = D3D10_BLEND_SRC_ALPHA;
blendDesc.DestBlend = D3D10_BLEND_INV_SRC_ALPHA;
blendDesc.BlendOp = D3D10_BLEND_OP_ADD;
blendDesc.RenderTargetWriteMask[0] = D3D10_COLOR_WRITE_ENABLE_ALL;
blendDesc.SrcBlendAlpha = D3D10_BLEND_ONE;
blendDesc.DestBlendAlpha = D3D10_BLEND_ZERO;
blendDesc.BlendOpAlpha = D3D10_BLEND_OP_ADD;
blendState = new Direct3D10BlendState(*d3d10Device, &blendDesc);
//3 Create a shaderResourceView.
TCHAR fullpath[MAX_PATH];
_stprintf_s(fullpath, MAX_PATH, _T("%s\\..\\images\\%s"), (const TCHAR*)directory, _T("flower.png"));
shaderResourceView[0] = new Direct3D10ShaderResourceView(*d3d10Device, fullpath, NULL);
ID3D10ShaderResourceView *views[1];
views[0] = *shaderResourceView[0];
d3d10Device ->setPSShaderResources( 0, 1, views);
//4 Create rendarTargetView, depthStencilView, and shaderResourceView.
createViews();
} catch (Exception& ex) {
caught(ex);
}
}
virtual void display()
{
try {
int width = 0;
int height = 0;
getClientSize(width, height);
Direct3D10Device* d3d10Device = getD3D10Device();
DirectXGISwapChain* swapChain = getSwapChain();
if (renderTargetView && depthStencilView) {
renderTargetView -> clear( D3DXCOLOR(0.0f, 0.3f, 0.3f, 0.0));
depthStencilView -> clear();
}
D3DXMATRIX matrix;
D3DXMatrixIdentity(&matrix);
D3DXMatrixScaling(&matrix, 1.5f, 1.5f, 1.0f);
D3DX10_SPRITE sprites[1];
//sprite->setViewTransform(&matrix);
d3d10Device->setOMBlendState(*blendState, D3DXVECTOR4(0.0f, 0.0f, 0.0f, 1.0f), 0xffffffff);
for (int i = 0; i<1; i++) {
memset(&sprites[i], 0, sizeof(D3DX10_SPRITE));
sprites[i].matWorld = matrix;
sprites[i].TexCoord.x = 0.0;
sprites[i].TexCoord.y = 0.0f;
sprites[i].TexSize.x = 1.0f;
sprites[i].TexSize.y = 1.0f;
sprites[i].ColorModulate = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f);
sprites[i].pTexture = *shaderResourceView[i];
sprites[i].TextureIndex = i;
}
sprite -> begin(D3DX10_SPRITE_SORT_DEPTH_BACK_TO_FRONT);// D3DX10_SPRITE_SORT_TEXTURE );
sprite -> drawSpritesImmediate(sprites, 1, 0, 0);
sprite -> flush();
sprite -> end();
swapChain -> present();
} catch (Exception& ex) {
caught(ex);
}
}
public:
// Constructor
SimpleView(DirectX3D10MainView* parent, const TCHAR* name, Args& args)
:DirectX3D10View(parent, name, args )
{
directory = (const TCHAR*)args.get(XmNapplicationDirectory);
postResizeRequest();
}
public:
~SimpleView()
{
}
private:
void resize(int width, int height)
{
Direct3D10Device* d3d10Device = getD3D10Device();
DirectXGISwapChain* swapChain = getSwapChain();
if (d3d10Device == NULL &&
swapChain == NULL &&
renderTargetView == NULL &&
depthStencilView == NULL &&
shaderResourceView) {
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);
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()
{
}
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.