SOL9 Sample: Direct3DX11TrianglesBuffer

SOL9 2.0 Samples

1 Screenshot


2 Source code

/*
 * Direct3DX11TrianglesBuffer.cpp 
 * Copyright (c) 2015 Antillia.com TOSHIYUKI ARAI. ALL RIGHTS RESERVED. 
 */


// 2016/02/03
// 2017/01/28 Updated to use ModuleFileName class and caught macro.

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

#define COMMONCONTROLS_V6

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

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

#include <sol/direct3d11/Direct3D11Texture2D.h>
#include <sol/direct3d11/D3D11Texture2DDesc.h>
#include <sol/direct3d11/D3D11DepthStencilViewDesc.h>

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


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

#include <sol/direct3d11/Direct3D11RasterizerState.h>

#include <sol/direct3d11/Direct3D11InputLayout.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<Direct3D11Buffer>             vertexBuffer;
    SmartPtr<Direct3D11Blob>               vertexShaderBlob;
    SmartPtr<Direct3D11Blob>               pixelShaderBlob;
    SmartPtr<Direct3D11VertexShader>       vertexShader;
    SmartPtr<Direct3D11PixelShader>        pixelShader;
    SmartPtr<Direct3D11InputLayout>        inputLayout;

    UINT                vertexCount;
    
    StringT<TCHAR>      directory;

  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 depthStencilTexture(*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, depthStencilTexture, depthStencilViewDesc);

        ID3D11RenderTargetView* targetView   = *renderTargetView; 
        
        //6 Set renderTargetView and depthStencilView to id3d11ImmediateContext
        d3d11ImmediateContext ->setOMRenderTargets(1, &targetView, *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 createInputLayout()
    {
      try {
        Direct3D11Device* d3d11Device = getD3D11Device();
        Direct3D11ImmediateContext* d3d11ImmediateContext = getD3D11ImmediateContext();

        D3D11_INPUT_ELEMENT_DESC layout[] = {
          { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
        };
                
        inputLayout = new Direct3D11InputLayout(
              *d3d11Device, 
              layout, 
              CountOf(layout), 
              vertexShaderBlob -> getBufferPointer(),
              vertexShaderBlob -> getBufferSize());

        d3d11ImmediateContext -> setIAInputLayout(*inputLayout);

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

    // Create vertex buffer
    void createVertextBuffer()
    {
      struct SimpleVertex{
        XMFLOAT3 Pos;
      };

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

        XMFLOAT3  triangles[] ={
          XMFLOAT3( 0.0f,-0.5f, 0.5f),
          XMFLOAT3(-0.5f, 0.0f, 0.5f),
          XMFLOAT3( 0.0f, 0.5f, 0.5f),

          XMFLOAT3( 0.0f, 0.0f, 0.5f),
          XMFLOAT3( 0.25f, 0.25f, 0.5f),
          XMFLOAT3( 0.25f, -0.25f, 0.5f),

          XMFLOAT3( 0.25f, 0.0f, 0.5f),
          XMFLOAT3( 0.5f,  0.25f, 0.5f),
          XMFLOAT3( 0.5f, -0.25f, 0.5f),
        };
        
        
        D3D11_BUFFER_DESC bd;
          ZeroMemory( &bd, sizeof(bd) );
        bd.Usage = D3D11_USAGE_DEFAULT;
        bd.ByteWidth = sizeof( triangles);
        bd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
          bd.CPUAccessFlags = 0;
        D3D11_SUBRESOURCE_DATA initData;
          ZeroMemory( &initData, sizeof(initData) );
        initData.pSysMem = triangles;
    
        vertexBuffer = new Direct3D11Buffer(*d3d11Device, &bd, &initData);
        
        vertexCount = CountOf(triangles);
        
        UINT stride = sizeof(XMFLOAT3);
        UINT offset = 0;
        ID3D11Buffer* vbuffer= *vertexBuffer;
        d3d11ImmediateContext->setIAVertexBuffers( 0, 1, &vbuffer, &stride, &offset );

        d3d11ImmediateContext->setIAPrimitiveTopology( D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST );

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

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

        createInputLayout();

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

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

        if (renderTargetView && depthStencilView) {
          d3d11ImmediateContext -> clearRenderTargetView(*renderTargetView, XMColor(0.0f, 0.5f, 0.5f, 0.0f));

          d3d11ImmediateContext -> clearDepthStencilView(*depthStencilView);

            d3d11ImmediateContext -> setVSShader( *vertexShader, NULL, 0 );
            d3d11ImmediateContext -> setPSShader( *pixelShader, NULL, 0 );
          d3d11ImmediateContext -> draw(vertexCount, 0 );

          swapChain -> present();
        }
      } catch (Exception& ex) {
        caught(ex);
      }
    }

  public:
    // Constructor
    SimpleView(DirectX3D11MainView* parent, const TCHAR* name, Args& args)
   :DirectX3D11View(parent, name, args ),
    vertexCount(0),
    directory(_T(""))
    {
      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) {
        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);

    // 1 Create a view of SimpleView.
    Args ar;
    int width  = 0;
    int height = 0;
    getClientSize(width, height);
    
    ar.reset();
    ar.set(XmNwidth, width);
    ar.set(XmNheight,height);
    ar.set(XmNapplicationDirectory, (const TCHAR*)directory);
    //ar.set(XmNstyle, WS_BORDER|WS_CHILD|WS_VISIBLE);
    view = new SimpleView(this, _T(""), ar);
 
    restorePlacement();
  }
  
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

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