main.cpp: rotating cube

This commit is contained in:
Zack Buhman 2025-12-30 16:12:36 -06:00
parent 44f7f07c2e
commit 26eb97286d
4 changed files with 122 additions and 18 deletions

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@ -1,6 +1,6 @@
cl.exe @"compile.rsp" "main.cpp" cl.exe @"compile.rsp" "main.cpp"
link.exe @"link.rsp" /OUT:"Debug\d3d10.exe" /PDB:"Debug\d3d10.pdb" ".\Debug\main.obj" link.exe @"link.rsp" /OUT:"Debug\d3d10.exe" /PDB:"Debug\d3d10.pdb" ".\Debug\main.obj" /NOLOGO /ERRORREPORT:PROMPT
fxc /Od /Zi /T fx_4_0 /nologo /Fo main.fxo main.fx fxc /Od /Zi /T fx_4_0 /nologo /Fo main.fxo main.fx

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@ -2,8 +2,6 @@
/DEBUG /DEBUG
/SUBSYSTEM:WINDOWS /SUBSYSTEM:WINDOWS
/MACHINE:X86 /MACHINE:X86
/NOLOGO
/ERRORREPORT:PROMPT
d3d10.lib d3d10.lib
d3dx10.lib d3dx10.lib
kernel32.lib kernel32.lib

111
main.cpp
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@ -13,6 +13,14 @@ ID3D10Effect * g_pEffect = NULL;
ID3D10EffectTechnique * g_pTechnique = NULL; ID3D10EffectTechnique * g_pTechnique = NULL;
ID3D10InputLayout * g_pVertexLayout = NULL; ID3D10InputLayout * g_pVertexLayout = NULL;
ID3D10Buffer * g_pVertexBuffer = NULL; ID3D10Buffer * g_pVertexBuffer = NULL;
ID3D10Buffer * g_pIndexBuffer = NULL;
ID3D10EffectMatrixVariable * g_pWorldVariable = NULL;
ID3D10EffectMatrixVariable * g_pViewVariable = NULL;
ID3D10EffectMatrixVariable * g_pProjectionVariable = NULL;
D3DXMATRIX g_World;
D3DXMATRIX g_View;
D3DXMATRIX g_Projection;
HRESULT InitWindow(HINSTANCE hInstance, int nCmdShow); HRESULT InitWindow(HINSTANCE hInstance, int nCmdShow);
LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam); LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam);
@ -21,6 +29,7 @@ void Render();
struct SimpleVertex { struct SimpleVertex {
D3DXVECTOR3 Pos; D3DXVECTOR3 Pos;
D3DXVECTOR4 Color;
}; };
void print(LPCSTR fmt, ...) void print(LPCSTR fmt, ...)
@ -88,11 +97,14 @@ HRESULT InitWindow(HINSTANCE hInstance, int nCmdShow)
// create window // create window
RECT rc = { 0, 0, 640, 480 }; RECT rc = { 0, 0, 640, 480 };
UINT width = rc.right - rc.left;
UINT height = rc.bottom - rc.top;
AdjustWindowRect(&rc, WS_OVERLAPPEDWINDOW, FALSE); AdjustWindowRect(&rc, WS_OVERLAPPEDWINDOW, FALSE);
g_hWnd = CreateWindow(L"d3d10wc", g_hWnd = CreateWindow(L"d3d10wc",
L"d3d10", WS_OVERLAPPEDWINDOW, L"d3d10", WS_OVERLAPPEDWINDOW,
CW_USEDEFAULT, CW_USEDEFAULT, CW_USEDEFAULT, CW_USEDEFAULT,
rc.right - rc.left, rc.bottom - rc.top, width,
height,
NULL, NULL,
NULL, NULL,
hInstance, hInstance,
@ -129,6 +141,11 @@ LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
HRESULT InitDirect3DDevice() HRESULT InitDirect3DDevice()
{ {
RECT rc;
GetClientRect(g_hWnd, &rc);
UINT width = rc.right - rc.left;
UINT height = rc.bottom - rc.top;
DXGI_SWAP_CHAIN_DESC sd = {}; DXGI_SWAP_CHAIN_DESC sd = {};
sd.BufferCount = 1; sd.BufferCount = 1;
sd.BufferDesc.Width = 640; sd.BufferDesc.Width = 640;
@ -206,9 +223,16 @@ HRESULT InitDirect3DDevice()
g_pTechnique = g_pEffect->GetTechniqueByName("Render"); g_pTechnique = g_pEffect->GetTechniqueByName("Render");
// variables
g_pWorldVariable = g_pEffect->GetVariableByName("World")->AsMatrix();
g_pViewVariable = g_pEffect->GetVariableByName("View")->AsMatrix();
g_pProjectionVariable = g_pEffect->GetVariableByName("Projection")->AsMatrix();
// input layout // input layout
D3D10_INPUT_ELEMENT_DESC layout[] = { D3D10_INPUT_ELEMENT_DESC layout[] = {
{"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT , 0, 0 , D3D10_INPUT_PER_VERTEX_DATA, 0}, {"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT , 0, 0 , D3D10_INPUT_PER_VERTEX_DATA, 0},
{"COLOR" , 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 12, D3D10_INPUT_PER_VERTEX_DATA, 0},
}; };
UINT numElements = (sizeof (layout)) / (sizeof (layout[0])); UINT numElements = (sizeof (layout)) / (sizeof (layout[0]));
@ -226,21 +250,29 @@ HRESULT InitDirect3DDevice()
} }
g_pd3dDevice->IASetInputLayout(g_pVertexLayout); g_pd3dDevice->IASetInputLayout(g_pVertexLayout);
//
D3D10_BUFFER_DESC bd;
D3D10_SUBRESOURCE_DATA initData;
// vertex buffer // vertex buffer
SimpleVertex vertices[] = { SimpleVertex vertices[] = {
D3DXVECTOR3( 0.0f, 0.5f, 0.5f), { D3DXVECTOR3(-1.0f, 1.0f, -1.0f), D3DXVECTOR4(0.0f, 0.0f, 1.0f, 1.0f) },
D3DXVECTOR3( 0.5f, -0.5f, 0.5f), { D3DXVECTOR3( 1.0f, 1.0f, -1.0f), D3DXVECTOR4(0.0f, 1.0f, 0.0f, 1.0f) },
D3DXVECTOR3(-0.5f, -0.5f, 0.5f), { D3DXVECTOR3( 1.0f, 1.0f, 1.0f), D3DXVECTOR4(0.0f, 1.0f, 1.0f, 1.0f) },
{ D3DXVECTOR3(-1.0f, 1.0f, 1.0f), D3DXVECTOR4(1.0f, 0.0f, 0.0f, 1.0f) },
{ D3DXVECTOR3(-1.0f, -1.0f, -1.0f), D3DXVECTOR4(1.0f, 0.0f, 1.0f, 1.0f) },
{ D3DXVECTOR3( 1.0f, -1.0f, -1.0f), D3DXVECTOR4(1.0f, 1.0f, 0.0f, 1.0f) },
{ D3DXVECTOR3( 1.0f, -1.0f, 1.0f), D3DXVECTOR4(1.0f, 1.0f, 1.0f, 1.0f) },
{ D3DXVECTOR3(-1.0f, -1.0f, 1.0f), D3DXVECTOR4(0.0f, 0.0f, 0.0f, 1.0f) },
}; };
D3D10_BUFFER_DESC bd;
bd.Usage = D3D10_USAGE_DEFAULT; bd.Usage = D3D10_USAGE_DEFAULT;
bd.ByteWidth = (sizeof (SimpleVertex)) * 3; bd.ByteWidth = (sizeof (SimpleVertex)) * 8;
bd.BindFlags = D3D10_BIND_VERTEX_BUFFER; bd.BindFlags = D3D10_BIND_VERTEX_BUFFER;
bd.CPUAccessFlags = 0; bd.CPUAccessFlags = 0;
bd.MiscFlags = 0; bd.MiscFlags = 0;
D3D10_SUBRESOURCE_DATA InitData; initData.pSysMem = vertices;
InitData.pSysMem = vertices; hr = g_pd3dDevice->CreateBuffer(&bd, &initData, &g_pVertexBuffer);
hr = g_pd3dDevice->CreateBuffer(&bd, &InitData, &g_pVertexBuffer);
if (FAILED(hr)) { if (FAILED(hr)) {
print("CreateBuffer\n"); print("CreateBuffer\n");
return hr; return hr;
@ -249,21 +281,80 @@ HRESULT InitDirect3DDevice()
UINT offset = 0; UINT offset = 0;
g_pd3dDevice->IASetVertexBuffers(0, 1, &g_pVertexBuffer, &stride, &offset); g_pd3dDevice->IASetVertexBuffers(0, 1, &g_pVertexBuffer, &stride, &offset);
// index buffer
DWORD indices[] = {
3,1,0,
2,1,3,
0,5,4,
1,5,0,
3,4,7,
0,4,3,
1,6,5,
2,6,1,
2,7,6,
3,7,2,
6,4,5,
7,4,6,
};
bd.Usage = D3D10_USAGE_DEFAULT;
bd.ByteWidth = (sizeof (DWORD)) * 36;
bd.BindFlags = D3D10_BIND_INDEX_BUFFER;
bd.CPUAccessFlags = 0;
bd.MiscFlags = 0;
initData.pSysMem = indices;
hr = g_pd3dDevice->CreateBuffer(&bd, &initData, &g_pIndexBuffer);
if (FAILED(hr))
return hr;
g_pd3dDevice->IASetIndexBuffer(g_pIndexBuffer, DXGI_FORMAT_R32_UINT, 0);
g_pd3dDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST); g_pd3dDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
// transform matrices
D3DXMatrixIdentity(&g_World);
D3DXVECTOR3 Eye(0.0f, 2.0f, -5.0f);
D3DXVECTOR3 At(0.0f, 1.0f, 0.0f);
D3DXVECTOR3 Up(0.0f, 1.0f, 0.0f);
D3DXMatrixLookAtLH(&g_View, &Eye, &At, &Up);
float fFov = (float)D3DX_PI * 0.5f;
float fAspect = width / (float)height;
float fNear = 0.1f;
float fFar = 100.0f;
D3DXMatrixPerspectiveFovLH(&g_Projection,
fFov,
fAspect,
fNear,
fFar);
return S_OK; return S_OK;
} }
void Render() void Render()
{ {
static float t = 0.0f;
t += (float)D3DX_PI * 0.0125f;
D3DXMatrixRotationY(&g_World, t);
float ClearColor[4] = { 0.0f, 0.125f, 0.6f, 1.0f }; float ClearColor[4] = { 0.0f, 0.125f, 0.6f, 1.0f };
g_pd3dDevice->ClearRenderTargetView(g_pRenderTargetView, ClearColor); g_pd3dDevice->ClearRenderTargetView(g_pRenderTargetView, ClearColor);
g_pWorldVariable->SetMatrix((float *)&g_World);
g_pViewVariable->SetMatrix((float *)&g_View);
g_pProjectionVariable->SetMatrix((float *)&g_Projection);
D3D10_TECHNIQUE_DESC techDesc; D3D10_TECHNIQUE_DESC techDesc;
g_pTechnique->GetDesc( &techDesc ); g_pTechnique->GetDesc( &techDesc );
for(UINT p = 0; p < techDesc.Passes; p++) { for(UINT p = 0; p < techDesc.Passes; p++) {
g_pTechnique->GetPassByIndex(p)->Apply(0); g_pTechnique->GetPassByIndex(p)->Apply(0);
g_pd3dDevice->Draw(3, 0); //g_pd3dDevice->Draw(3, 0);
g_pd3dDevice->DrawIndexed(36, 0, 0);
} }
g_pSwapChain->Present(0, 0); g_pSwapChain->Present(0, 0);

23
main.fx
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@ -1,11 +1,26 @@
float4 VS(float4 Pos : POSITION) : SV_POSITION matrix World;
matrix View;
matrix Projection;
struct VS_OUTPUT
{ {
return Pos; float4 Pos: SV_POSITION;
float4 Color : COLOR0;
};
VS_OUTPUT VS(float4 Pos : POSITION, float4 Color : COLOR)
{
VS_OUTPUT output = (VS_OUTPUT)0;
output.Pos = mul(Pos, World);
output.Pos = mul(output.Pos, View);
output.Pos = mul(output.Pos, Projection);
output.Color = Color;
return output;
} }
float4 PS(float4 Pos : SV_POSITION) : SV_Target float4 PS(VS_OUTPUT input) : SV_Target
{ {
return float4(1.0f, 1.0f, 0.0f, 1.0f); return input.Color;
} }
technique10 Render technique10 Render