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render_dx10.cpp
Package: chap03.rar [view]
Upload User: gzqinmao
Upload Date: 2022-07-13
Package Size: 472k
Code Size: 5k
Category:
OpenGL program
Development Platform:
Visual C++
- #ifdef _ENABLE_DX10_
- #include "Gut.h"
- #include "render_data.h"
- static ID3D10Device *g_pDevice = NULL;
- static ID3D10InputLayout *g_pVertexLayout = NULL;
- static ID3D10Buffer *g_pVertexBuffer = NULL;
- static ID3D10Buffer *g_pIndexBuffer = NULL;
- static ID3D10Buffer *g_pConstantBuffer = NULL;
- static ID3D10VertexShader *g_pVertexShader = NULL;
- static ID3D10PixelShader *g_pPixelShader = NULL;
- static Matrix4x4 g_view_proj_matrix;
- bool InitResourceDX10(void)
- {
- g_pDevice = GutGetGraphicsDeviceDX10();
- ID3D10Blob *pVSCode = NULL;
- // 载入Vertex Shader
- g_pVertexShader = GutLoadVertexShaderDX10_HLSL("../../shaders/vertex_transform_dx10.shader", "VS", "vs_4_0", &pVSCode);
- if ( NULL==g_pVertexShader )
- return false;
- // 载入Pixel Shader
- g_pPixelShader = GutLoadPixelShaderDX10_HLSL("../../shaders/vertex_transform_dx10.shader", "PS", "ps_4_0");
- if ( NULL==g_pPixelShader )
- return false;
- // 设置Vertex数据格式
- D3D10_INPUT_ELEMENT_DESC layout[] =
- {
- { "POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0 },
- };
- if ( D3D_OK != g_pDevice->CreateInputLayout( layout, 1, pVSCode->GetBufferPointer(), pVSCode->GetBufferSize(), &g_pVertexLayout ) )
- return false;
- SAFE_RELEASE(pVSCode);
- // 设置一块可以用来放Vertex的内存.
- D3D10_BUFFER_DESC cbDesc;
- cbDesc.ByteWidth = sizeof(g_vertices);
- cbDesc.Usage = D3D10_USAGE_IMMUTABLE;
- cbDesc.BindFlags = D3D10_BIND_VERTEX_BUFFER;
- cbDesc.CPUAccessFlags = 0;
- cbDesc.MiscFlags = 0;
- // 打开Vertex Buffer时同时把数据拷贝过去
- D3D10_SUBRESOURCE_DATA sbDesc;
- sbDesc.pSysMem = g_vertices;
- // 分配一块可以存放Vertex的内存, 也就是Vertex Buffer.
- if ( D3D_OK != g_pDevice->CreateBuffer( &cbDesc, &sbDesc, &g_pVertexBuffer ) )
- return false;
- // 设置一块可以用来放Index的内存.
- cbDesc.ByteWidth = sizeof(g_indices);
- cbDesc.Usage = D3D10_USAGE_IMMUTABLE;
- cbDesc.BindFlags = D3D10_BIND_INDEX_BUFFER;
- cbDesc.CPUAccessFlags = 0;
- cbDesc.MiscFlags = 0;
- // 打开Index Buffer时同时把数据拷贝过去
- sbDesc.pSysMem = g_indices;
- // 分配一块可以存放Index的内存, 也就是Index Buffer.
- if ( D3D_OK != g_pDevice->CreateBuffer( &cbDesc, &sbDesc, &g_pIndexBuffer ) )
- return false;
- // 分配Shader读取参数的内存空间
- cbDesc.ByteWidth = sizeof(Matrix4x4);
- cbDesc.Usage = D3D10_USAGE_DYNAMIC;
- cbDesc.BindFlags = D3D10_BIND_CONSTANT_BUFFER;
- cbDesc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
- cbDesc.MiscFlags = 0;
- if ( D3D_OK != g_pDevice->CreateBuffer( &cbDesc, NULL, &g_pConstantBuffer ) )
- return false;
- // 计算出一个可以转换到镜头坐标系的矩阵
- Matrix4x4 view_matrix = GutMatrixLookAtRH(g_eye, g_lookat, g_up);
- Matrix4x4 projection_matrix = GutMatrixPerspectiveRH_DirectX(90.0f, 1.0f, 1.0f, 100.0f);
- g_view_proj_matrix = view_matrix * projection_matrix;
- return true;
- }
- bool ReleaseResourceDX10(void)
- {
- SAFE_RELEASE(g_pVertexLayout);
- SAFE_RELEASE(g_pVertexBuffer);
- SAFE_RELEASE(g_pConstantBuffer);
- SAFE_RELEASE(g_pVertexShader);
- SAFE_RELEASE(g_pPixelShader);
- return true;
- }
- void RenderFrameDX10(void)
- {
- Vector4 vClearColor(0.0f, 0.0f, 0.0f, 0.0f);
- UINT stride = sizeof(Vector4);
- UINT offset = 0;
- // 获得调用GutCreateGraphicsDeviceDX10时所生成的D3D10对象
- ID3D10RenderTargetView *pRenderTargetView = GutGetDX10RenderTargetView(); //frame buffer
- ID3D10DepthStencilView *pDepthStencilView = GutGetDX10DepthStencilView(); //depth/stencil buffer
- IDXGISwapChain *pSwapChain = GutGetDX10SwapChain(); // front/back buffer
- // 清除颜色
- g_pDevice->ClearRenderTargetView(pRenderTargetView, (float *)&vClearColor);
- // 清除Depth/Stencil buffer
- g_pDevice->ClearDepthStencilView(pDepthStencilView, D3D10_CLEAR_DEPTH | D3D10_CLEAR_STENCIL, 1.0f, 0);
- // 设置vertex shader
- g_pDevice->VSSetShader(g_pVertexShader);
- // 设置pixel shader
- g_pDevice->PSSetShader(g_pPixelShader);
- // 设置vertex shader读取参数的内存位罝
- g_pDevice->VSSetConstantBuffers(0, 1, &g_pConstantBuffer);
- // 设置vertex数据格式
- g_pDevice->IASetInputLayout(g_pVertexLayout);
- // 设置vertex buffer
- g_pDevice->IASetVertexBuffers(0, 1, &g_pVertexBuffer, &stride, &offset);
- // 设置index buffer
- g_pDevice->IASetIndexBuffer(g_pIndexBuffer, DXGI_FORMAT_R16_UINT, 0);
- // 设置要画线
- g_pDevice->IASetPrimitiveTopology( D3D10_PRIMITIVE_TOPOLOGY_LINELIST );
- for ( int i=0; i<4; i++ )
- {
- // `创建转换矩阵`
- Matrix4x4 world_matrix;
- world_matrix.Scale_Replace(g_scale[i]); // `创建缩放矩阵`
- world_matrix[3] = g_position[i]; // `直接把位移填入矩阵左下角.`
- Matrix4x4 world_view_proj_matrix = world_matrix * g_view_proj_matrix;
- // 设置shader参数
- Matrix4x4 *pConstData;
- g_pConstantBuffer->Map( D3D10_MAP_WRITE_DISCARD, NULL, (void **) &pConstData );
- *pConstData = world_view_proj_matrix;
- g_pConstantBuffer->Unmap();
- // 画线
- g_pDevice->DrawIndexed(16, 0, 0);
- }
- // 等待硬件扫描结束, 然后再更新画面
- pSwapChain->Present(1, 0);
- }
- #endif // _ENABLE_DX10_