SOL9 Sample: Direct3DX10MultipleLightedSpheresMesh
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1 Screenshot
2 Source code
/*
* Direct3DX10MultipleLightedSpheresMesh.cpp
* Copyright (c) 2015 Antillia.com TOSHIYUKI ARAI. ALL RIGHTS RESERVED.
*/
// 2015/11/25
// 2017/01/19 Updated display to call setShaderMatrices.
// 2017/01/28 Updated to use ModuleFileName class and caught macro.
#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/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/Direct3D10RasterizerState.h>
#include <sol/direct3d10/Direct3D10InputLayout.h>
#include <sol/direct3d10/Direct3DX10Sphere.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<Direct3DX10Sphere> sphere;
SmartPtr<Direct3DX10Sphere> lightSource;
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("Tutorial06.fx"));
Args args;
args.set(XmNrenderTechnique, "Render");
args.set(XmNrenderLightTechnique, "RenderLight");
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 -> getRenderTechnique();
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();
float fRadius = 1.0f;
UINT uSlices = 40;
UINT uStacks = 40;
sphere = new Direct3DX10Sphere(*d3d10Device,
fRadius, uSlices, uStacks);
fRadius = 1.0f;
lightSource = new Direct3DX10Sphere(*d3d10Device,
fRadius, uSlices, uStacks);
} 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.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, 2.0f,-6.0f );
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 * 0.3f, (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();
createMesh();
createRasterizerState();
setShaderMatrices();
// Create rendarTargetView and depthStencilView.
createViews();
} catch (Exception& ex) {
caught(ex);
}
}
//This method is based on the following samples,
//C:\Program Files (x86)\Microsoft DirectX SDK (June 2010)\Samples\C++\Direct3D10-work\Tutorials\Tutorial06
virtual void display()
{
try {
Direct3D10Device* d3d10Device = getD3D10Device();
DirectXGISwapChain* swapChain = getSwapChain();
if (renderTargetView && depthStencilView) {
D3DXVECTOR4 lightDirections[2] ={
D3DXVECTOR4( -0.6f, 0.6f, -0.0f, 1.0f ),
D3DXVECTOR4( 0.0f, 0.0f, -1.0f, 1.0f ),
};
D3DXVECTOR4 lightColors[2] ={
D3DXVECTOR4( 0.5f, 0.5f, 0.0f, 1.0f ),
D3DXVECTOR4( 0.5f, 0.0f, 0.0f, 1.0f )
};
renderTargetView -> clear(D3DXCOLOR(0.0f, 0.0f, 0.0f, 0.0f));
depthStencilView -> clear();
//2017/01/19
setShaderMatrices();
D3DXMATRIX rotate;
D3DXVECTOR4 vOutDir;
D3DXMatrixRotationY( &rotate, angle );
D3DXVec3Transform( &lightDirections[1], ( D3DXVECTOR3* )&lightDirections[1], &rotate );
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);
model -> getLightDirection() -> setFloatVectorArray( ( float* )lightDirections, 0, 2 );
model -> getLightColor() -> setFloatVectorArray( ( float* )lightColors, 0, 2 );
Direct3D10EffectTechnique* render = model -> getRenderTechnique();
//Draw the sphere sphere.
sphere -> draw(*render);
//Draw the sphere lightSource.
for( int m = 0; m < 2; m++ ) {
D3DXMATRIX light;
D3DXMATRIX lightScale;
D3DXVECTOR3 lightPos = lightDirections[m] * 3.5f;
D3DXMatrixTranslation( &light, lightPos.x, lightPos.y, lightPos.z );
D3DXMatrixScaling( &lightScale, 0.2f, 0.2f, 0.2f );
light = lightScale * light;
model -> setWorld( ( float* )&light );
model -> getOutputColor() -> setFloatVector( ( float* )&lightColors[m] );
Direct3D10EffectTechnique* renderLight = model -> getRenderLightTechnique();
lightSource -> draw(*renderLight);
}
}
swapChain -> present();
} catch (Exception& ex) {
caught(ex);
}
}
public:
virtual 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) ),
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;
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
Copyright (c) 2017 Antillia.com ALL RIGHTS RESERVED.