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| #include <Windows.h>
#include "console.h"
#include <iostream>
#include <d3d11.h>
#include <d3dx11.h>
#include <DxErr.h>
#include <vector>
#include <DXUT.h>
#include "ConstantBuffer.h"
#include "Sprite.h"
#pragma comment(lib,"dxgi.lib")
#pragma comment(lib,"d3d11.lib")
#pragma comment(lib,"d3dx11.lib")
#pragma comment(lib,"DxErr.lib")
#pragma comment(lib,"dxguid.lib")
#pragma comment(lib,"dxut.lib")
#pragma comment(lib,"d3dx9.lib")
#pragma comment(lib,"comctl32.lib")
#pragma comment(linker, "/nodefaultlib:MSVCRT")
using namespace std;
#define _V(x) { HRESULT h=x; if (FAILED(h)) { MessageBoxA(NULL, __FUNCTION__ ":" #x " failed.","Error",MB_OK); return h; } }
#define _Vc(x) { HRESULT h=x; if (FAILED(h)) { MessageBoxA(NULL,(LPCSTR)(pErrMsg->GetBufferPointer()),#x,MB_OK); return h; } }
inline UINT Mult16(UINT x) { if ((x & 0x0f) == 0) return x; else return ((x>>4) + 1)<<4; }
const int NB_ELTS = 50000;
Sprite *elementsScene = new Sprite[NB_ELTS];
struct Scene {
ID3D11InputLayout *pInputLayout;
ID3D11VertexShader *pVertexShader;
ID3D11Buffer * pVertexBuffer;
ID3D11PixelShader *pPixelShader;
ID3D11Buffer * pSpriteBuffer;
ID3D11ShaderResourceView * textureView;
ID3D11ShaderResourceView * spriteView;
ConstantBuffer m_cBufferCPU;
ID3D11Buffer * m_cBufferGPU;
Scene() { memset(this,0,sizeof(Scene)); };
};
HRESULT WINAPI OnCreateDevice(ID3D11Device *device, CONST DXGI_SURFACE_DESC * pBackBufferSurfaceDesc, void* pUserContext) {
Scene &s = *static_cast<Scene*>(pUserContext);
// -----------------------------VERTEX BUFFER--------------------------------------------------------------------//
D3DXVECTOR2 caraObjet[4] = {D3DXVECTOR2(-0.1f,0.1f), D3DXVECTOR2(0.1f,0.1f), D3DXVECTOR2(-0.1f,-0.1f), D3DXVECTOR2(0.1f,-0.1f)};
D3D11_BUFFER_DESC VertexBufDesc = { 4*sizeof(D3DXVECTOR2), D3D11_USAGE_IMMUTABLE, D3D11_BIND_VERTEX_BUFFER, 0,0,0 };
D3D11_SUBRESOURCE_DATA BufData = {caraObjet, 0, 0 };
device->CreateBuffer(&VertexBufDesc, &BufData, &s.pVertexBuffer);
// ----------------------------------------------------------SPRITE BUFFER ET VIEW-----------------------------------------//
D3D11_BUFFER_DESC BufDesc = CD3D11_BUFFER_DESC( 2*sizeof(Sprite),
D3D11_BIND_SHADER_RESOURCE,
D3D11_USAGE_DYNAMIC,
D3D11_CPU_ACCESS_WRITE,
D3D11_RESOURCE_MISC_BUFFER_STRUCTURED,
sizeof(Sprite));
device->CreateBuffer(&BufDesc, NULL, &s.pSpriteBuffer);
D3D11_SHADER_RESOURCE_VIEW_DESC srvd;
srvd.Format = DXGI_FORMAT_UNKNOWN; // format précisé dans le shader
srvd.ViewDimension = D3D11_SRV_DIMENSION_BUFFEREX;
srvd.Buffer.ElementOffset = 0;
srvd.Buffer.ElementWidth = 2;
device->CreateShaderResourceView(s.pSpriteBuffer, &srvd, &s.spriteView );
// ------------------------------------------------------------TEXTURE VIEW---------------------------------//
ID3D11Resource * ressourceTmp;
ID3D11Texture2D * textureTmp;
D3DX11CreateTextureFromFileA(device, "test.png", NULL, NULL, &ressourceTmp, NULL);
ressourceTmp->QueryInterface(__uuidof(ID3D11Texture2D),(void**)&textureTmp );
device->CreateShaderResourceView(textureTmp, NULL, &s.textureView);
SAFE_RELEASE(ressourceTmp);
SAFE_RELEASE(textureTmp);
//------------------------------- CONSTANT BUFFER---------------------//
D3D11_BUFFER_DESC cBufDesc;
ZeroMemory(&cBufDesc,sizeof(cBufDesc));
cBufDesc.ByteWidth = Mult16(sizeof( ConstantBuffer ) );
cBufDesc.Usage = D3D11_USAGE_DYNAMIC;
cBufDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
cBufDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
device->CreateBuffer( &cBufDesc, NULL, &s.m_cBufferGPU);
// -----------------------------COMPILATION VERTEX/PIXEL SHADERS ET CREATION INPUT LAYOUT---------------------------------//
ID3D10Blob *pCode = NULL, *pErrMsg = NULL;
_Vc( D3DX11CompileFromFileA("Shader.fx", NULL, NULL, "VSmain", "vs_4_0", 0, 0, NULL, &pCode, &pErrMsg, NULL) );
_V( device->CreateVertexShader( pCode->GetBufferPointer(), pCode->GetBufferSize(), NULL, &s.pVertexShader) );
D3D11_INPUT_ELEMENT_DESC layout={ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 };
_V( device->CreateInputLayout( &layout, 1, pCode->GetBufferPointer(), pCode->GetBufferSize(), &s.pInputLayout) );
SAFE_RELEASE(pCode);
SAFE_RELEASE(pErrMsg);
_Vc( D3DX11CompileFromFileA("Shader.fx", NULL, NULL, "PSmain", "ps_4_0", 0, 0, NULL, &pCode, &pErrMsg, NULL) );
_V( device->CreatePixelShader( pCode->GetBufferPointer(), pCode->GetBufferSize(), NULL, &s.pPixelShader) );
SAFE_RELEASE(pCode);
SAFE_RELEASE(pErrMsg);
return S_OK;
};
void WINAPI OnFrameMove( double fTime, float fElapsedTime, void* pUserContext ) {
};
void WINAPI OnFrameRender(ID3D11Device *device, ID3D11DeviceContext *context, DOUBLE fTime, FLOAT fElapsedTime, void* pUserContext) {
Scene &s = *static_cast<Scene*>(pUserContext);
float ClearColor[4] = { 0.0f, 0.0f, 0.0f, 1.0f }; //red,green,blue,alpha
context->ClearRenderTargetView( DXUTGetD3D11RenderTargetView(), ClearColor );
context->ClearDepthStencilView( DXUTGetD3D11DepthStencilView(), D3D10_CLEAR_DEPTH, 1.f, 0);
UINT stride=sizeof(D3DXVECTOR2), offset=0;
//-------------------------CONSTANT BUFFER ----------------------------------//
ID3D11Buffer * constantBufferGPUTmp;
constantBufferGPUTmp = s.m_cBufferGPU;
ConstantBuffer constantBufferCPUTmp;
ID3D11Buffer *pCBnull = NULL;
HRESULT h;
D3D11_MAPPED_SUBRESOURCE Mapped;
context->VSSetConstantBuffers(0, 1, &pCBnull);
context->PSSetConstantBuffers(0, 1, &pCBnull);
// mise à jour du buffer de constantes
h = context->Map(constantBufferGPUTmp, 0, D3D11_MAP_WRITE_DISCARD, 0, &Mapped);
CopyMemory(Mapped.pData, &constantBufferCPUTmp, sizeof(ConstantBuffer) );
context->Unmap(constantBufferGPUTmp, 0);
// réattache le buffer de constante du pipeline
context->VSSetConstantBuffers(0, 1, &constantBufferGPUTmp);
context->PSSetConstantBuffers(0, 1, &constantBufferGPUTmp);
// ----------------------------SAMPLER-----------------------------//
ID3D11SamplerState *pSS = NULL;
CD3D11_DEFAULT parDefaut;
CD3D11_SAMPLER_DESC sd(parDefaut);
sd.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
sd.AddressU = sd.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
device->CreateSamplerState( &sd, &pSS );
// affectation de l'état au pipeline
context->VSSetSamplers( 0, 1, &pSS );
context->PSSetSamplers( 0, 1, &pSS );
ID3D11Buffer * vertexBufferTmp;
vertexBufferTmp = s.pVertexBuffer;
//--------------------------Dans la boucle---------------------------//
//Attachement view sur texture avec PixelShader
context->PSSetShaderResources(0,1,&s.textureView); // affecte les slots de 0 à 1
Sprite mesSprites[2];
Sprite spriteObjet( D3DXVECTOR2(0.0f, 0.0f),
D3DXVECTOR2(0.0f, 1.0f),
D3DXVECTOR2(1.f/12.f, 1.f/8.f),
1);
Sprite spriteObjetDeux( D3DXVECTOR2(0.4f, 0.4f),
D3DXVECTOR2(0.f, 1.f),
D3DXVECTOR2(1.f/12.f, 1.f/8.f),
1);
mesSprites[0] = spriteObjet;
mesSprites[1] = spriteObjetDeux;
// mise à jour du buffer structuré
ID3D11ShaderResourceView *NoRes=NULL;
context->VSSetShaderResources(0,1,&NoRes);
context->Map(s.pSpriteBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &Mapped);
CopyMemory(Mapped.pData,&mesSprites,sizeof(Sprite)*2); //2 = nombre de sprites à dessiner
context->Unmap(s.pSpriteBuffer, 0);
// configuration du pipeline
{
UINT stride=sizeof(D3DXVECTOR2), offset=0;
context->VSSetShaderResources(0,1,&s.spriteView);
context->IASetVertexBuffers(0,1,&s.pVertexBuffer,&stride,&offset);
context->IASetInputLayout(s.pInputLayout);
context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
context->VSSetShader(s.pVertexShader,NULL,0);
context->PSSetShader(s.pPixelShader,NULL,0);
context->DrawInstanced(4,2,0,0);
}
SAFE_RELEASE(pSS);
}
void WINAPI OnDestroyDevice(void* pUserContext) {
Scene *s = static_cast<Scene*>(pUserContext);
// devrait être dans le destructeur
SAFE_RELEASE(s->pInputLayout);
SAFE_RELEASE(s->pVertexShader);
SAFE_RELEASE(s->pPixelShader);
SAFE_RELEASE(s->pVertexBuffer);
SAFE_RELEASE(s->pSpriteBuffer);
SAFE_RELEASE(s->textureView);
SAFE_RELEASE(s->spriteView);
SAFE_RELEASE(s->m_cBufferGPU);
delete s;
}
void WINAPI OnKeyboard(UINT nChar, bool bKeyDown, bool bAltDown, void* pUserContext) {
Scene &maScene = *static_cast<Scene*>(pUserContext);
D3DXMATRIX M1, M2, M3;
D3DXMATRIX mWorldTmp;
if( bKeyDown ) {
switch( nChar ) {
case '1':
//WriteConsole("appuiesur1");
//maScene.mesObjets[0].setColorConstantBufferCPU(D3DXVECTOR4(0.f,1.f,0.f,1.f));
//maScene.mesObjets[1].setColorConstantBufferCPU(D3DXVECTOR4(1.f,1.f,0.f,1.f));
break;
case '2':
//maScene.mesObjets[0].setColorConstantBufferCPU(D3DXVECTOR4(0.f,1.f,1.f,1.f));
//maScene.mesObjets[1].setColorConstantBufferCPU(D3DXVECTOR4(1.f,1.f,1.f,1.f));
break;
case '3':
//maScene.mesObjets[0].setColorConstantBufferCPU(D3DXVECTOR4(1.f,1.f,0.f,1.f));
//maScene.mesObjets[1].setColorConstantBufferCPU(D3DXVECTOR4(1.f,0.f,0.f,1.f));
break;
case VK_DOWN:
//D3DXMatrixTranslation(&M3,0.0f,-0.1f,0.0f);
//D3DXMatrixMultiply(&mWorldTmp,&maScene.mesObjets[0].getConstantBufferCPU().getMatrix(),&M3);
//maScene.mesObjets[0].setMatrixConstantBufferCPU(mWorldTmp);
break;
case VK_UP:
D3DXMatrixRotationZ(&M3,D3DXToRadian(90));
maScene.m_cBufferCPU.setMatrix(M3);
//maScene.mesObjets[0].setMatrixConstantBufferCPU(mWorldTmp);
break;
case VK_LEFT:
//D3DXMatrixTranslation(&M3,-0.1f,0.0f,0.0f);
//D3DXMatrixMultiply(&mWorldTmp,&maScene.mesObjets[0].getConstantBufferCPU().getMatrix(),&M3);
//maScene.mesObjets[0].setMatrixConstantBufferCPU(mWorldTmp);
break;
case VK_RIGHT:
//D3DXMatrixTranslation(&M3,0.1f,0.0f,0.0f);
//D3DXMatrixMultiply(&mWorldTmp,&maScene.mesObjets[0].getConstantBufferCPU().getMatrix(),&M3);
//maScene.mesObjets[0].setMatrixConstantBufferCPU(mWorldTmp);
break;
}
}
}
INT WINAPI WinMain( HINSTANCE hInstuuyyyyuuy, HINSTANCE hPrevInst, LPSTR, int ) {
// environnement principal
Scene *scene = new Scene();
OpenConsole(80,1000);
// pointeur vers les fonctions
DXUTSetCallbackD3D11DeviceCreated( OnCreateDevice, scene );
DXUTSetCallbackFrameMove( OnFrameMove, scene );
DXUTSetCallbackD3D11FrameRender( OnFrameRender, scene );
DXUTSetCallbackD3D11DeviceDestroyed( OnDestroyDevice, scene );
DXUTSetCallbackKeyboard( OnKeyboard, scene );
// initialialisation et boucle principale
DXUTInit();
DXUTCreateWindow( L"Demo" );
DXUTCreateDevice( D3D_FEATURE_LEVEL_11_0, true, 800, 600 );
DXUTMainLoop();
CloseConsole();
return DXUTGetExitCode();
} |
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