SOL9 Sample: Direct3DX11RotatingLightColorsTorusBuffer

SOL9 2.0 Samples

1 Screenshot


2 Source code

/*
 * Direct3DX11RotatingLightColorsTorusBuffer.cpp 
 * Copyright (c) 2015 Antillia.com TOSHIYUKI ARAI. ALL RIGHTS RESERVED. 
 */


// 2016/02/10 
// 2017/01/17 Updated display method to draw a true torus even if the internal window was resized.
// 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/direct3d11/DirectX3D11MainView.h>
#include <sol/direct3d11/DirectX3D11View.h>
#include <sol/direct3d11/Direct3D11RasterizerState.h>
#include <sol/direct3d11/Direct3D11DepthStencilView.h>

#include <sol/direct3d11/Direct3D11RenderTargetView.h>
#include <sol/direct3d11/Direct3D11VertexShader.h>

#include <sol/direct3d11/Direct3D11PixelShader.h>
#include <sol/direct3d11/Direct3DX11Torus.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/D3D11TwoLightedConstantBuffer.h>
#include <sol/direct3d11/D3D11DepthStencilViewDesc.h>
#include <sol/direct3d11/Direct3D11InputLayout.h>
#include <sol/direct3d11/D3D11InputElements.h>

#include "resource.h"

namespace SOL {
  
class MainView :public DirectX3D11MainView {
  
private:
  //////////////////////////////////////////////
  //Inner class starts
  class SimpleView : public DirectX3D11View {
  private: 
    SmartPtr<Direct3D11RenderTargetView>   renderTargetView;
    SmartPtr<Direct3D11DepthStencilView>   depthStencilView;
    SmartPtr<Direct3D11RasterizerState>    rasterizerState;
    SmartPtr<Direct3DX11Torus>             torus;
    SmartPtr<Direct3D11Blob>               vertexShaderBlob;
    SmartPtr<Direct3D11Blob>               pixelShaderBlob;
    SmartPtr<Direct3D11Blob>               pixelShaderSolidBlob;
    SmartPtr<Direct3D11VertexShader>       vertexShader;
    SmartPtr<Direct3D11PixelShader>        pixelShader;
    SmartPtr<Direct3D11PixelShader>        pixelShaderSolid;
    SmartPtr<Direct3D11Buffer>             constantBuffer;
    SmartPtr<Direct3D11InputLayout>        inputLayout;

    XMMatrix                      world;
    XMMatrix                      view;
    XMMatrix                      projection;

    StringT<TCHAR>                directory;
    float                         angle;
        
  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();
      Direct3D11ImmediateContext* d3d11ImmediateContext = getD3D11ImmediateContext();
      
      DirectXGISwapChain* swapChain = getSwapChain();
      //if (d3dDevice && swapChain) {
      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* targets[1];
      targets[0]= *renderTargetView; 
      //6 Set renderTargetView and depthStencilView to id3d11Device
      d3d11ImmediateContext ->setOMRenderTargets(1, targets, *depthStencilView);
   
     } catch (Exception& ex) {
       caught(ex);
     }
   }
  
     void createVertexShader()
    {
      Direct3D11Device* d3d11Device = getD3D11Device();
      TCHAR fullpath[MAX_PATH];
      _stprintf_s(fullpath, CountOf(fullpath), _T("%s\\..\\fx\\%s"), 
                    (const TCHAR*)directory, 
                    _T("shader.fx"));
      try {
        vertexShaderBlob = new Direct3D11Blob(fullpath, "VS", "vs_4_0");
        if (vertexShaderBlob) {
          vertexShader = new Direct3D11VertexShader(*d3d11Device, *vertexShaderBlob);
        }
      } catch (Exception& ex) {
        caught(ex);
      }
    }
    
    void createPixelShader()
    {
      Direct3D11Device* d3d11Device = getD3D11Device();
      TCHAR fullpath[MAX_PATH];
      _stprintf_s(fullpath, CountOf(fullpath), _T("%s\\..\\fx\\%s"), 
                    (const TCHAR*)directory, 
                    _T("shader.fx"));

      try {
        pixelShaderBlob = new Direct3D11Blob(fullpath, "PS", "ps_4_0");
        if (pixelShaderBlob) {
          pixelShader = new Direct3D11PixelShader(*d3d11Device, *pixelShaderBlob);
        }
      } catch (Exception& ex) {
        caught(ex);
      }
    }

    void createPixelShaderSolid()
    {
      Direct3D11Device* d3d11Device = getD3D11Device();
      TCHAR fullpath[MAX_PATH];
      _stprintf_s(fullpath, CountOf(fullpath), _T("%s\\..\\fx\\%s"), 
                    (const TCHAR*)directory, 
                    _T("shader.fx"));

      try {
        pixelShaderSolidBlob = new Direct3D11Blob(fullpath, "PSSolid", "ps_4_0");
        if (pixelShaderSolidBlob) {
          pixelShaderSolid = new Direct3D11PixelShader(*d3d11Device, *pixelShaderSolidBlob);
        }
      } 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.DepthBiasClamp         = 0;
        //desc.SlopeScaledDepthBias   = 0;
        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 createTorusBuffer()
    {
      try {
        Direct3D11Device* d3d11Device = getD3D11Device();
        Direct3D11ImmediateContext* d3d11ImmediateContext = getD3D11ImmediateContext();
 
        float fInnerRadius = 0.2f;
        float fOuterRadius = 1.0f;
        UINT uSides  = 30;
        UINT uRings  = 30; 
        torus = new Direct3DX11Torus(d3d11Device, d3d11ImmediateContext,
                      fInnerRadius, fOuterRadius, uSides,
                                uRings);
        
      } catch (Exception& ex) {
        caught(ex);
      }
    }
    virtual void createInputLayout()
    {
      size_t count = 0;
      static const D3D11_INPUT_ELEMENT_DESC* layout = D3D11InputElements::getPosNormalDesc(count); 
    
      try {
        Direct3D11Device* d3d11Device = getD3D11Device();
        Direct3D11ImmediateContext* d3d11ImmediateContext = getD3D11ImmediateContext();
        
        inputLayout = new Direct3D11InputLayout(
              *d3d11Device, 
              layout, 
              count, 
              vertexShaderBlob->getBufferPointer(),
              vertexShaderBlob->getBufferSize());

        d3d11ImmediateContext -> setIAInputLayout(*inputLayout);

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

    virtual void createConstantBuffer()
    {
      try {
        Direct3D11Device* d3d11Device = getD3D11Device();

        D3D11_BUFFER_DESC constantBufferDesc;
        memset(&constantBufferDesc, 0, sizeof(constantBufferDesc));
        constantBufferDesc.Usage     = D3D11_USAGE_DEFAULT;
        constantBufferDesc.ByteWidth = sizeof(D3D11TwoLightedConstantBuffer); 
        constantBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;

        // Create a constantBuffer from above parameters.
        constantBuffer = new Direct3D11Buffer(*d3d11Device, &constantBufferDesc, NULL);  
      } catch (Exception& ex) {
        caught(ex);
      }
    }

    void setShaderMatrices()
    {
      int width = 0;
      int height = 0;
      getClientSize(width, height);

      try {        
        XMVECTOR  eye = XMVectorSet(  0.0f,  1.0f, -8.0f,  0.0f );
        XMVECTOR  at  = XMVectorSet(  0.0f,  0.0f,  0.0f,  0.0f );
        XMVECTOR  up  = XMVectorSet(  0.0f,  1.0f,  0.0f,  0.0f );
        view = XMMatrix::lookAtLH( (XMVECTOR)eye, (XMVECTOR)at, (FXMVECTOR)up );

        projection = XMMatrix::perspectiveFovLH( XM_PIDIV2*0.3f, width / (FLOAT)height, 0.01f, 100.0f );
       
      } catch (Exception& ex) {
        caught(ex);
      }
    }

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

        createPixelShader();
        
        createPixelShaderSolid();
        
        createTorusBuffer();

        createRasterizerState();  

        createInputLayout();

        createConstantBuffer();
        
        setShaderMatrices();

        createViews();

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

    //The following method is based on the following code:
    //C:\Program Files (x86)\Microsoft DirectX SDK (June 2010)\Samples\C++\Direct3D11\Tutorials\Tutorial06\Tutorials06.cpp
    virtual void display()
    {
      try {
        Direct3D11Device*  d3d11Device = getD3D11Device();
        DirectXGISwapChain* swapChain = getSwapChain();
        Direct3D11ImmediateContext*  d3d11ImmediateContext = getD3D11ImmediateContext();
        
        if (renderTargetView && depthStencilView && torus) {
          //1 Clear renderTargetView and depthStencilView
          d3d11ImmediateContext -> clear(*renderTargetView, XMColor(0.0f, 0.1f, 0.2f, 0.0f));
          d3d11ImmediateContext -> clear(*depthStencilView);
         
          //2 Rotate world around axis y  by angle
          world = XMMatrix::rotationY( 0.5f );

          XMFLOAT4 lightDirections[2] ={
            XMFLOAT4(1.0f, 0.5f, 0.5f, 1.0f),
            XMFLOAT4(0.0f, 0.0f, 1.0f, 1.0f)
          };
          XMFLOAT4 lightColors[2] = {
            XMFLOAT4(1.0f, 0.0f, 0.0f, 1.0f),
            XMFLOAT4(1.0f, 0.5f, 0.0f, 1.0f)
          };
          //2017/01/17
          setShaderMatrices();
          
          // Rotate the second light around the origin
          XMMatrix rotate    = XMMatrix::rotationY( -2.0f * angle );
          XMVector lightDir  = lightDirections[1];
          lightDirections[1] = lightDir.d3Transform(rotate );
          
          //3 Update the constantBuffer
          D3D11TwoLightedConstantBuffer cb;
          memset(&cb, 0, sizeof(cb));

          cb.world           = XMMatrix::transpose(world);
          cb.view            = XMMatrix::transpose(view );
          cb.projection      = XMMatrix::transpose(projection );
          cb.lightDirections[0]  = lightDirections[0];
          cb.lightDirections[1]  = lightDirections[1];
          
          cb.lightColors[0]      = lightColors[0];
          cb.lightColors[1]      = lightColors[1];
          
          cb.outputColor     = XMFLOAT4(0, 0, 0, 0);

          d3d11ImmediateContext -> updateSubresource(*constantBuffer, 0, NULL, &cb, 0, 0 );
          
          // Render the torus.
          ID3D11Buffer* cbuffer =  *constantBuffer;
          d3d11ImmediateContext -> setVSShader( *vertexShader, NULL, 0 );
          d3d11ImmediateContext -> setVSConstantBuffers( 0, 1, &cbuffer );
          
          d3d11ImmediateContext -> setPSShader( *pixelShader, NULL, 0 );
          d3d11ImmediateContext -> setPSConstantBuffers( 0, 1, &cbuffer );
          torus -> drawIndexed();

          //5 Render the first light.
          XMMatrix light = XMMatrix::translationFromVector( 5.0f * XMLoadFloat4( &lightDirections[0] ) );

          XMMatrix scale = XMMatrix::scaling( 0.2f, 0.2f, 0.2f );
          light = scale * light;

          cb.world = XMMatrix::transpose(light);
          cb.outputColor = lightColors[0];
          d3d11ImmediateContext -> updateSubresource( *constantBuffer, 0, NULL, &cb, 0, 0 );

          d3d11ImmediateContext -> setPSShader( *pixelShaderSolid, NULL, 0 );
          torus -> drawIndexed();
        }
        swapChain -> present();

      } catch (Exception& ex) {
        caught(ex);
      }
    }
    
    virtual void render()
    {
      angle += 0.02f;
      display();
    }
    
  public:
    // Constructor
    SimpleView(DirectX3D11MainView* parent, const TCHAR* name, Args& args)
   :DirectX3D11View(parent, name, args),
    directory(_T("")),
    angle(0.5f)
    {
      directory = (const TCHAR*)args.get(XmNapplicationDirectory);
    }

    ~SimpleView()
    {    
    }
    
  private:
    void resize(int width, int height)
    {
      Direct3D11Device*   device = getD3D11Device();
      DirectXGISwapChain* swapChain = getSwapChain();
      if (device           == NULL || 
          swapChain        == NULL || 
          renderTargetView == NULL ||
          depthStencilView == NULL) {
        //    mutex.unlock();
        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);
        //update();
      } catch (Exception& ex) {
        caught(ex);
      }
    }  
  };
  //////////////////////////////////////////////
  // Inner class ends.
  
private:
  SmartPtr<SimpleView> view;
  TickCounter tickCounter;

public:
  // Constructor
  MainView(Application& applet, const TCHAR* name, Args& args)
  :DirectX3D11MainView(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);
  }
  
public:
  ~MainView()
  {
  }

  virtual void render()
  {
    if (view != nullptr) {
      if (tickCounter.timeout()) {
        view -> render();
        view -> update();
      }
    }
  }


private:
  void resize(int width, int height)
  {
    if (view != nullptr) {
      view -> reshape(0, 0, 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, 8);  //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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