SOL9 Sample: Direct3D11FilledCircleBuffer

SOL9 2.0 Samples

1 Screenshot


2 Source code

/*
 * Direct3D11FilledCircleBuffer.cpp 
 * Copyright (c) 2015 Antillia.com TOSHIYUKI ARAI. ALL RIGHTS RESERVED. 
 */


// 2016/01/10
// 2017/01/28 Updated to use ModuleFileName class and caught macro.

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

#define COMMONCONTROLS_V6


#include <sol/direct3d11/DirectX3D11MainView.h>
#include <sol/direct3d11/DirectX3D11View.h>

#include <sol/direct3d11/Direct3D11RenderTargetView.h>
#include <sol/direct3d11/Direct3D11DepthStencilView.h>
#include <sol/direct3d11/D3D11DepthStencilViewDesc.h>
#include <sol/direct3d11/Direct3D11RasterizerState.h>

#include <sol/direct3d11/Direct3D11VertexShader.h>
#include <sol/direct3d11/Direct3D11PixelShader.h>

#include <sol/direct3d11/Direct3D11Texture2D.h>

#include <sol/direct3d11/D3D11Texture2DDesc.h>
#include <sol/direct3d11/Direct3D11Buffer.h>
#include <sol/direct3d11/Direct3D11Blob.h>

#include <sol/direct3d11/D3D11PosColorVertex.h>
#include <sol/direct3d11/D3D11ConstantBuffer.h>

#include <sol/direct3d11/Direct3D11InputLayout.h>

#include "resource.h"

namespace SOL {

static char const shader[] = 
"// VS (Vertex Shader) \n"
"float4 VS( float4 Pos : POSITION ) : SV_POSITION\n"
"{\n"
"    return Pos;\n"
"}\n"
"\n"
"\n"

"// PS (Pixel Shader)\n"
"float4 PS( float4 Pos : SV_POSITION ) : SV_Target\n"
"{\n"
"    return float4( 1.0f, 0.0f, 0.0f, 1.0f );    // Red \n"
"}\n"
;

#define PI 3.14159265f

class MainView :public DirectX3D11MainView {
private:
  ////////////////////////////////////////////
  // Inner class starts.
  class SimpleView : public DirectX3D11View {
  private:
    SmartPtr<Direct3D11RenderTargetView>   renderTargetView;
    SmartPtr<Direct3D11DepthStencilView>   depthStencilView;
    
    SmartPtr<Direct3D11RasterizerState>    rasterizerState;

    SmartPtr<Direct3D11Buffer>             vertexBuffer;
    SmartPtr<Direct3D11Buffer>             indexBuffer;
    
    SmartPtr<Direct3D11Blob>               vertexShaderBlob;
    SmartPtr<Direct3D11Blob>               pixelShaderBlob;
    
    SmartPtr<Direct3D11VertexShader>       vertexShader;
    SmartPtr<Direct3D11PixelShader>        pixelShader;
    
    SmartPtr<Direct3D11Buffer>             constantBuffer;
    int                                    vertexCounter;

    SmartPtr<Direct3D11InputLayout>        inputLayout;
    
  public:
    void deleteViews()
    {
      Direct3D11ImmediateContext* d3d11ImmediateContext = getD3D11ImmediateContext();
      d3d11ImmediateContext -> setOMRenderTargets(0, NULL, NULL);
      renderTargetView = NULL;
      depthStencilView = NULL;
    }

    virtual void createViews()
    {
      int width  = 0;
      int height = 0;
      validateClientSize(width, height);

      try {
        Direct3D11Device*   d3d11Device  = getD3D11Device();
        DirectXGISwapChain* swapChain = getSwapChain();
        Direct3D11ImmediateContext* d3d11ImmediateContext = getD3D11ImmediateContext();

        d3d11ImmediateContext ->setOMRenderTargets(0, NULL, NULL);

        //1 Create an instance of Direct3D11RenderTargetView
        Direct3D11Texture2D renderTargetViewTexture(*swapChain); ; 

        renderTargetView = new Direct3D11RenderTargetView(*d3d11Device, renderTargetViewTexture, NULL);

        //2 Create a temporary depthDesc(D3D11Texture2DDesc).
        D3D11Texture2DDesc 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(D3D11_USAGE_DEFAULT);
        depthDesc.bindFlags(D3D11_BIND_DEPTH_STENCIL);

        //3 Create a temporary depthStencilTexture(Direct3D11Texture2D) from texture2DDesc.
        Direct3D11Texture2D depthStencilTexute(*d3d11Device, depthDesc); 

        //4 Create a temporary depthStencilViewDesc(D3D11DepthStencilViewDesc) 
        D3D11DepthStencilViewDesc depthStencilViewDesc(DXGI_FORMAT_D32_FLOAT, D3D11_DSV_DIMENSION_TEXTURE2D);

        //5 Create an instance of Direct3DDepthStencilView from depthStencilTexture and depthStencilViewDesc
        depthStencilView = new Direct3D11DepthStencilView(*d3d11Device, depthStencilTexute, depthStencilViewDesc);


        ID3D11RenderTargetView* targetView   = *renderTargetView; 
        //6 Set renderTargetView and depthStencilView to id3d11Device
        d3d11ImmediateContext -> setOMRenderTargets(1, &targetView, *depthStencilView);

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

   void createRasterizerState()
    {
      try {
        Direct3D11Device* d3d11Device = getD3D11Device();
        Direct3D11ImmediateContext* d3d11ImmediateContext = getD3D11ImmediateContext();

        D3D11_RASTERIZER_DESC desc;
        memset(&desc, 0, sizeof(desc));

        desc.CullMode               = D3D11_CULL_NONE;
        desc.FillMode               = D3D11_FILL_SOLID;
        desc.FrontCounterClockwise  = true;
        desc.DepthBias              = false;
        desc.DepthClipEnable        = true;
        desc.ScissorEnable          = false;
        desc.MultisampleEnable      = false;
        desc.AntialiasedLineEnable  = true;

        rasterizerState = new Direct3D11RasterizerState (*d3d11Device, &desc);

        d3d11ImmediateContext -> setRSState(*rasterizerState);

      } catch (Exception& ex) {
        caught(ex);
      }
    }
    void createInputLayout()
    {
      Direct3D11Device*   d3d11Device  = getD3D11Device();
      Direct3D11ImmediateContext* d3d11ImmediateContext = getD3D11ImmediateContext();

      D3D11_INPUT_ELEMENT_DESC inputElementDesc[] = {
        { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
      };

      inputLayout = new Direct3D11InputLayout(
              *d3d11Device, 
              inputElementDesc, CountOf(inputElementDesc), 
              *vertexShaderBlob);
      d3d11ImmediateContext -> setIAInputLayout(*inputLayout);
    }

    float SIN(int degree)
    {
      float radian = (float)degree * PI / 180.0f;
      return (float)sin(radian);
    }
  
    float COS(int degree)
    { 
      float radian = (float)degree * PI / 180.0f;
      return (float)cos(radian);

    }
    
    void createVertexShader()
    {
      Direct3D11Device* d3d11Device = getD3D11Device();
      try {
        vertexShaderBlob = new Direct3D11Blob(shader, strlen(shader), NULL, "VS", "vs_4_0");
        if (vertexShaderBlob) {
          vertexShader = new Direct3D11VertexShader(*d3d11Device, *vertexShaderBlob);
        }
      } catch (Exception& ex) {
        caught(ex);
      }
    }

    void createPixelShader()
    {
      Direct3D11Device* d3d11Device = getD3D11Device();
      try {
        pixelShaderBlob = new Direct3D11Blob(shader, strlen(shader), NULL, "PS", "ps_4_0");
        if (pixelShaderBlob) {
          pixelShader = new Direct3D11PixelShader(*d3d11Device, *pixelShaderBlob);
        }
      } catch (Exception& ex) {
        caught(ex);
      }
    }
    
    void createCircleBuffer(float posx, float posy, float radius)
    {
      static XMFLOAT3  lines[360+6] ={};
      vertexCounter = CountOf(lines);
      for (int i = 0; i< vertexCounter-2; i +=3) {
       lines[i  ] = XMFLOAT3(  posx,          posy,                                0.5f); //center
       lines[i+1] = XMFLOAT3(  posx + radius * COS(i),   posy + radius * SIN(i) ,  0.5f);
       lines[i+2] = XMFLOAT3(  posx + radius * COS(i+1), posy + radius * SIN(i+1), 0.5f);
      }

      Direct3D11Device*   d3d11Device  = getD3D11Device();
      Direct3D11ImmediateContext* d3d11ImmediateContext = getD3D11ImmediateContext();

      D3D11_BUFFER_DESC bufferDesc;
      memset(&bufferDesc, 0, sizeof(bufferDesc));
      bufferDesc.Usage = D3D11_USAGE_DEFAULT;
      bufferDesc.ByteWidth = sizeof(lines) ;
      bufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;

      D3D11_SUBRESOURCE_DATA subresourceData;
      memset(&subresourceData, 0, sizeof(subresourceData));
      subresourceData.pSysMem = lines;

      vertexBuffer = new Direct3D11Buffer(*d3d11Device, &bufferDesc, &subresourceData);

      // Set vertex buffer
      UINT stride = sizeof(XMFLOAT3);
      UINT offset = 0;
      ID3D11Buffer* vbuf = *vertexBuffer;
      d3d11ImmediateContext -> setIAVertexBuffers( 0, 1, &vbuf, &stride, &offset );

      // Set primitive topology
      d3d11ImmediateContext->setIAPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
    }

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

        createPixelShader();

        createVertexShader();
        
        createInputLayout();

        createCircleBuffer(0.0f, 0.0f, 0.5f);

        // Create rendarTargetView and depthStencilView.
        createViews();
      
      } catch (Exception& ex) {
        caught(ex);
      }
    }

    virtual void display()
    {
      try {
        Direct3D11Device*  d3d11Device = getD3D11Device();
        Direct3D11ImmediateContext* d3d11ImmediateContext = getD3D11ImmediateContext();

        DirectXGISwapChain* swapChain = getSwapChain();
        if (renderTargetView && depthStencilView) {
          //Clear renderTargetView and depthStencilView.
          renderTargetView -> clear(XMColor(0.8f, 0.8f, 0.8f, 0.0));
          depthStencilView -> clear();
 
          d3d11ImmediateContext -> setVSShader(*vertexShader, NULL, 0);
          d3d11ImmediateContext -> setPSShader( *pixelShader, NULL, 0 );
          d3d11ImmediateContext -> draw( vertexCounter, 0);         
        }
          swapChain -> present();

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

  public:
    // Constructor
    SimpleView(DirectX3D11MainView* parent, const TCHAR* name, Args& args)
    :DirectX3D11View(parent, name, args),
    vertexCounter(0)
    {
      postResizeRequest(); 
    }

  public:
    ~SimpleView()
    {
    }

  private:
    void resize(int width, int height)
    {
      Direct3D11Device*   d3d11Device = getD3D11Device();
      DirectXGISwapChain* swapChain = getSwapChain();
      if (d3d11Device      == 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)
  :DirectX3D11MainView(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* appClass =  module.getAppName(); 
  try {    
    Application applet(appClass, argc, argv);

    Args args;
    args.set(XmNwidth,  640);
    args.set(XmNheight, 480);
    MainView mainView(applet, appClass, args);
    mainView.realize();

    applet.run();
  } catch (Exception& ex) {
    caught(ex);
  }
}


Last modified: 1 Feb 2017

Copyright (c) 2017 Antillia.com ALL RIGHTS RESERVED.