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305 | internal direct_3d_info
InitializeDirect3D(arena_allocator FixArena, arena_allocator ScratchArena, HWND Window)
{
direct_3d_info Result = {};
///////////////////////////////////////////////////////////////////////////////////////////////
D3D_FEATURE_LEVEL FeatureLevels[] = { D3D_FEATURE_LEVEL_11_0 };
ID3D11Device* BaseDevice;
ID3D11DeviceContext* BaseDeviceContext;
D3D11CreateDevice(0, D3D_DRIVER_TYPE_HARDWARE, 0, D3D11_CREATE_DEVICE_BGRA_SUPPORT, FeatureLevels,
ARRAYSIZE(FeatureLevels), D3D11_SDK_VERSION, &BaseDevice, 0, &BaseDeviceContext);
///////////////////////////////////////////////////////////////////////////////////////////////
BaseDevice->QueryInterface(__uuidof(ID3D11Device1), reinterpret_cast<void**>(&Result.Device));
BaseDeviceContext->QueryInterface(__uuidof(ID3D11DeviceContext1), reinterpret_cast<void**>(&Result.DeviceContext));
///////////////////////////////////////////////////////////////////////////////////////////////
IDXGIDevice1* DxgiDevice;
Result.Device->QueryInterface(__uuidof(IDXGIDevice1), reinterpret_cast<void**>(&DxgiDevice));
IDXGIAdapter* DxgiAdapter;
DxgiDevice->GetAdapter(&DxgiAdapter);
IDXGIFactory2* DxgiFactory;
DxgiAdapter->GetParent(__uuidof(IDXGIFactory2), reinterpret_cast<void**>(&DxgiFactory));
///////////////////////////////////////////////////////////////////////////////////////////////
DXGI_SWAP_CHAIN_DESC1 SwapChainDesc;
SwapChainDesc.Width = 0; // use window width
SwapChainDesc.Height = 0; // use window height
SwapChainDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM_SRGB;
SwapChainDesc.Stereo = FALSE;
SwapChainDesc.SampleDesc.Count = 1;
SwapChainDesc.SampleDesc.Quality = 0;
SwapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
SwapChainDesc.BufferCount = 2;
SwapChainDesc.Scaling = DXGI_SCALING_STRETCH;
SwapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
SwapChainDesc.AlphaMode = DXGI_ALPHA_MODE_UNSPECIFIED;
SwapChainDesc.Flags = 0;
DxgiFactory->CreateSwapChainForHwnd(Result.Device, Window, &SwapChainDesc, 0, 0, &Result.SwapChain);
///////////////////////////////////////////////////////////////////////////////////////////////
ID3D11Texture2D* FrameBuffer;
Result.SwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), reinterpret_cast<void**>(&FrameBuffer));
Result.Device->CreateRenderTargetView(FrameBuffer, 0, &Result.FrameBufferView);
///////////////////////////////////////////////////////////////////////////////////////////////
D3D11_TEXTURE2D_DESC DepthBufferDesc;
FrameBuffer->GetDesc(&DepthBufferDesc); // base on framebuffer properties
DepthBufferDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
DepthBufferDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
ID3D11Texture2D* DepthBuffer = 0;
Result.Device->CreateTexture2D(&DepthBufferDesc, 0, &DepthBuffer);
D3D11_DEPTH_STENCIL_VIEW_DESC DepthStencilViewDesc;
DepthStencilViewDesc.Format = DXGI_FORMAT_D32_FLOAT_S8X24_UINT;
DepthStencilViewDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
DepthStencilViewDesc.Texture2D.MipSlice = 0;
// Create the depth stencil view
Result.Device->CreateDepthStencilView(DepthBuffer, // Depth stencil texture
&DepthStencilViewDesc, // Depth stencil desc
&Result.DepthBufferView); // [out] Depth stencil view
///////////////////////////////////////////////////////////////////////////////////////////////
ID3DBlob* VsBlob;
D3DCompileFromFile(L"..\\code\\Shaders\\BaseShaders.hlsl", nullptr, nullptr, "vs_main", "vs_5_0", 0, 0, &VsBlob, nullptr);
Result.Device->CreateVertexShader(VsBlob->GetBufferPointer(), VsBlob->GetBufferSize(), 0, &Result.VertexShader);
D3D11_INPUT_ELEMENT_DESC InputElementDesc[] = // float3 position, float3 normal, float2 texcoord, float3 color
{
{ "POS", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "NOR", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "TEX", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "COL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
};
Result.Device->CreateInputLayout(InputElementDesc, ARRAYSIZE(InputElementDesc), VsBlob->GetBufferPointer(), VsBlob->GetBufferSize(), &Result.InputLayout);
///////////////////////////////////////////////////////////////////////////////////////////////
ID3DBlob* PsBlob;
D3DCompileFromFile(L"..\\code\\Shaders\\BaseShaders.hlsl", 0, 0, "ps_main", "ps_5_0", 0, 0, &PsBlob, 0);
Result.Device->CreatePixelShader(PsBlob->GetBufferPointer(), PsBlob->GetBufferSize(), 0, &Result.PixelShader);
///////////////////////////////////////////////////////////////////////////////////////////////
D3D11_RASTERIZER_DESC1 RasterizerDesc = {};
RasterizerDesc.FillMode = D3D11_FILL_SOLID;
RasterizerDesc.CullMode = D3D11_CULL_BACK;
Result.Device->CreateRasterizerState1(&RasterizerDesc, &Result.RasterizerState);
///////////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////////
D3D11_DEPTH_STENCIL_DESC DepthStencilDesc = {};
DepthStencilDesc.DepthEnable = TRUE;
DepthStencilDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
DepthStencilDesc.DepthFunc = D3D11_COMPARISON_LESS;
// Stencil test parameters
DepthStencilDesc.StencilEnable = false;
DepthStencilDesc.StencilReadMask = 0xFF;
DepthStencilDesc.StencilWriteMask = 0xFF;
// Stencil operations if pixel is front-facing
DepthStencilDesc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
DepthStencilDesc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_INCR;
DepthStencilDesc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
DepthStencilDesc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
// Stencil operations if pixel is back-facing
DepthStencilDesc.BackFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
DepthStencilDesc.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_DECR;
DepthStencilDesc.BackFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
DepthStencilDesc.BackFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
Result.Device->CreateDepthStencilState(&DepthStencilDesc, &Result.DepthStencilState);
///////////////////////////////////////////////////////////////////////////////////////////////
D3D11_BUFFER_DESC ConstantBufferDesc = {};
ConstantBufferDesc.ByteWidth = sizeof(d3d11_constants) + 0xf & 0xfffffff0;
ConstantBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
ConstantBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
ConstantBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
Result.Device->CreateBuffer(&ConstantBufferDesc, 0, &Result.ConstantBuffer);
///////////////////////////////////////////////////////////////////////////////////////////////
Result.DepthBufferWidth = static_cast<r32>(DepthBufferDesc.Width); // width
Result.DepthBufferHeight = static_cast<r32>(DepthBufferDesc.Height); // height
Result.NearClipping = 1000.0f; // near
Result.FarClipping = 1000000.0f; // far
return Result;
}
internal ID3D11Buffer *
CreateVertexData(direct_3d_info *D3D11Info, vertex_array VertexData)
{
ID3D11Buffer *Result = 0;
D3D11_BUFFER_DESC VertexBufferDesc = {};
VertexBufferDesc.ByteWidth = sizeof(r32)*VertexData.Count;
VertexBufferDesc.Usage = D3D11_USAGE_IMMUTABLE;
VertexBufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
D3D11_SUBRESOURCE_DATA D3D11VertexData = { VertexData.Data };
D3D11Info->Device->CreateBuffer(&VertexBufferDesc, &D3D11VertexData, &Result);
return Result;
}
internal ID3D11Buffer *
CreateIndexData(direct_3d_info *D3D11Info, index_array IndexData)
{
ID3D11Buffer *Result = 0;
D3D11_BUFFER_DESC IndexBufferDesc = {};
IndexBufferDesc.ByteWidth = sizeof(u32)*IndexData.Count;
IndexBufferDesc.Usage = D3D11_USAGE_IMMUTABLE;
IndexBufferDesc.BindFlags = D3D11_BIND_INDEX_BUFFER;
D3D11_SUBRESOURCE_DATA D3D11IndexData = { IndexData.Data };
D3D11Info->Device->CreateBuffer(&IndexBufferDesc, &D3D11IndexData, &Result);
return Result;
}
internal d3d11_texture
CreateTexture(direct_3d_info *D3D11Info, texture_info TextureInfo)
{
d3d11_texture Result = {};
D3D11_TEXTURE2D_DESC TextureDesc = {};
TextureDesc.Width = TextureInfo.Width; // width in texels
TextureDesc.Height = TextureInfo.Height; // height in texels
TextureDesc.MipLevels = 1;
TextureDesc.ArraySize = 1;
TextureDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM_SRGB;
TextureDesc.SampleDesc.Count = 1;
TextureDesc.Usage = D3D11_USAGE_IMMUTABLE;
TextureDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
D3D11_SUBRESOURCE_DATA D3D11TextureData = {};
D3D11TextureData.pSysMem = TextureInfo.Data;
D3D11TextureData.SysMemPitch = TextureInfo.Width * sizeof(u32); // 4 bytes per pixel
ID3D11Texture2D* Texture;
D3D11Info->Device->CreateTexture2D(&TextureDesc, &D3D11TextureData, &Texture);
D3D11Info->Device->CreateShaderResourceView(Texture, 0, &Result.View);
D3D11_SAMPLER_DESC SamplerDesc = {};
SamplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
SamplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
SamplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
SamplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
SamplerDesc.ComparisonFunc = D3D11_COMPARISON_NEVER;
D3D11Info->Device->CreateSamplerState(&SamplerDesc, &Result.SamplerState);
return Result;
}
internal void
Direct3DDraw(direct_3d_info *D3D11Info, d3d11_render_object *Camera)
{
///////////////////////////////////////////////////////////////////////////////////////////
FLOAT BackgroundColor[4] = { 0.025f, 0.025f, 0.025f, 1.0f};
UINT Stride = 11 * 4; // vertex size (11 floats: float3 position, float3 normal, float2 texcoord, float3 color)
UINT Offset = 0;
D3D11_VIEWPORT Viewport = { 0.0f, 0.0f, D3D11Info->DepthBufferWidth, D3D11Info->DepthBufferHeight, 0.0f, 1.0f };
///////////////////////////////////////////////////////////////////////////////////////////
D3D11Info->DeviceContext->ClearRenderTargetView(D3D11Info->FrameBufferView, BackgroundColor);
D3D11Info->DeviceContext->ClearDepthStencilView(D3D11Info->DepthBufferView, D3D11_CLEAR_DEPTH|D3D11_CLEAR_STENCIL,
1.0f, 0);
D3D11Info->DeviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
D3D11Info->DeviceContext->IASetInputLayout(D3D11Info->InputLayout);
D3D11Info->DeviceContext->OMSetRenderTargets(1, &D3D11Info->FrameBufferView, D3D11Info->DepthBufferView);
D3D11Info->DeviceContext->OMSetDepthStencilState(D3D11Info->DepthStencilState, 1);
D3D11Info->DeviceContext->OMSetBlendState(0, 0, 0xffffffff); // use default blend mode (i.e. disable)
D3D11Info->DeviceContext->VSSetShader(D3D11Info->VertexShader, 0, 0);
D3D11Info->DeviceContext->VSSetConstantBuffers(0, 1, &D3D11Info->ConstantBuffer);
D3D11Info->DeviceContext->RSSetViewports(1, &Viewport);
D3D11Info->DeviceContext->RSSetState(D3D11Info->RasterizerState);
D3D11Info->DeviceContext->PSSetShader(D3D11Info->PixelShader, 0, 0);
m4 Projection =
{
2 * D3D11Info->NearClipping / D3D11Info->DepthBufferWidth, 0, 0, 0,
0, 2 * D3D11Info->NearClipping / D3D11Info->DepthBufferHeight, 0, 0,
0, 0, D3D11Info->FarClipping / (D3D11Info->FarClipping - D3D11Info->NearClipping), 1,
0, 0, D3D11Info->NearClipping * D3D11Info->FarClipping / (D3D11Info->NearClipping - D3D11Info->FarClipping), 0
};
m4 CamMatrix = Invert(&Camera->T._Transform);
For(D3D11Info->ObjectList.Count)
{
d3d11_render_object *Object = D3D11Info->ObjectList.Objects+It;
if(!Object->Render) continue;
D3D11_MAPPED_SUBRESOURCE MappedSubresource;
D3D11Info->DeviceContext->Map(D3D11Info->ConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &MappedSubresource);
d3d11_constants *Constants = reinterpret_cast<d3d11_constants *>(MappedSubresource.pData);
Constants->Transform = Object->T._Transform*CamMatrix;
Constants->Projection = Projection;
Constants->LightVector = { 1.0f, -1.0f, 1.0f };
D3D11Info->DeviceContext->Unmap(D3D11Info->ConstantBuffer, 0);
///////////////////////////////////////////////////////////////////////////////////////////
D3D11Info->DeviceContext->IASetVertexBuffers(0, 1, &Object->VertexBuffer, &Stride, &Offset);
D3D11Info->DeviceContext->IASetIndexBuffer(Object->IndexBuffer, DXGI_FORMAT_R32_UINT, 0);
D3D11Info->DeviceContext->PSSetShaderResources(0, 1, &Object->Texture.View);
D3D11Info->DeviceContext->PSSetSamplers(0, 1, &Object->Texture.SamplerState);
///////////////////////////////////////////////////////////////////////////////////////////
D3D11Info->DeviceContext->DrawIndexed(Object->IndexCount, 0, 0);
}
///////////////////////////////////////////////////////////////////////////////////////////
D3D11Info->SwapChain->Present(1, 0);
}
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