main: new second input layout and effect

This commit is contained in:
Zack Buhman 2026-01-06 14:34:10 -06:00
parent b7a4ab82d9
commit 5a97b0ba7e
4 changed files with 322 additions and 144 deletions

View File

@ -6,7 +6,11 @@ all: $(BUILD_TYPE)/d3d10.exe
%.fxo: %.fx %.fxo: %.fx
fxc /Od /Zi /T fx_4_0 /nologo /Fo $@ $< fxc /Od /Zi /T fx_4_0 /nologo /Fo $@ $<
$(BUILD_TYPE)/%.res: %.rc main.fxo SHADERS = \
main.fxo \
font.fxo
$(BUILD_TYPE)/%.res: %.rc $(SHADERS)
rc.exe /d "_UNICODE" /d "UNICODE" /fo $@ $< rc.exe /d "_UNICODE" /d "UNICODE" /fo $@ $<
$(BUILD_TYPE)/%.obj: src/%.cpp $(BUILD_TYPE)/%.obj: src/%.cpp
@ -21,4 +25,4 @@ OBJS = \
$(BUILD_TYPE)/d3d10.exe: $(OBJS) $(BUILD_TYPE)/d3d10.exe: $(OBJS)
link.exe /OUT:"$(BUILD_TYPE)\d3d10.exe" /PDB:"$(BUILD_TYPE)\d3d10.pdb" @"link_$(BUILD_TYPE).rsp" $(OBJS) /NOLOGO /ERRORREPORT:PROMPT link.exe /OUT:"$(BUILD_TYPE)\d3d10.exe" /PDB:"$(BUILD_TYPE)\d3d10.pdb" @"link_$(BUILD_TYPE).rsp" $(OBJS) /NOLOGO /ERRORREPORT:PROMPT
mt.exe -manifest d3d10.exe.${BUILD_TYPE}.manifest -outputresource:$(BUILD_TYPE)\d3d10.exe;1 mt.exe -manifest d3d10.exe.${BUILD_TYPE}.manifest -outputresource:$(BUILD_TYPE)\d3d10.exe;1 -nologo

33
font.fx Normal file
View File

@ -0,0 +1,33 @@
struct VS_INPUT
{
float4 Pos : POSITION;
};
struct PS_INPUT
{
float4 Pos : SV_POSITION;
};
PS_INPUT VS(VS_INPUT input)
{
PS_INPUT output = (PS_INPUT)0;
output.Pos = input.Pos;
return output;
}
float4 PS(PS_INPUT input) : SV_Target
{
return float4(1, 1, 1, 1);
}
technique10 Font
{
pass P0
{
SetVertexShader(CompileShader(vs_4_0, VS()));
SetGeometryShader(NULL);
SetPixelShader(CompileShader(ps_4_0, PS()));
}
}

View File

@ -1,2 +1,3 @@
RES_MAIN_FXO RCDATA "main.fxo" RES_MAIN_FXO RCDATA "main.fxo"
RES_FONT_FXO RCDATA "font.fxo"
RES_ROBOT_PLAYER RCDATA "robot_player.data" RES_ROBOT_PLAYER RCDATA "robot_player.data"

View File

@ -20,6 +20,9 @@ IDXGISwapChain * g_pSwapChain = NULL;
ID3D10Texture2D * g_pDepthStencil = NULL; ID3D10Texture2D * g_pDepthStencil = NULL;
ID3D10RenderTargetView * g_pRenderTargetView = NULL; ID3D10RenderTargetView * g_pRenderTargetView = NULL;
ID3D10DepthStencilView * g_pDepthStencilView = NULL; ID3D10DepthStencilView * g_pDepthStencilView = NULL;
// mesh
ID3D10Effect * g_pEffect = NULL; ID3D10Effect * g_pEffect = NULL;
ID3D10EffectTechnique * g_pTechniqueRender = NULL; ID3D10EffectTechnique * g_pTechniqueRender = NULL;
ID3D10EffectTechnique * g_pTechniqueRenderLight = NULL; ID3D10EffectTechnique * g_pTechniqueRenderLight = NULL;
@ -27,7 +30,6 @@ ID3D10InputLayout * g_pVertexLayout = NULL;
ID3D10Buffer * g_pIndexBuffer = NULL; ID3D10Buffer * g_pIndexBuffer = NULL;
const DWORD g_dwVertexBufferCount = 5; const DWORD g_dwVertexBufferCount = 5;
ID3D10Buffer * g_pVertexBuffers[g_dwVertexBufferCount]; ID3D10Buffer * g_pVertexBuffers[g_dwVertexBufferCount];
ID3D10ShaderResourceView * g_pTextureShaderResourceView = NULL; ID3D10ShaderResourceView * g_pTextureShaderResourceView = NULL;
ID3D10EffectMatrixVariable * g_pWorldVariable = NULL; ID3D10EffectMatrixVariable * g_pWorldVariable = NULL;
@ -43,6 +45,15 @@ D3DXMATRIX g_World2;
D3DXMATRIX g_View; D3DXMATRIX g_View;
D3DXMATRIX g_Projection; D3DXMATRIX g_Projection;
// font
ID3D10Effect * g_pEffectFont = NULL;
ID3D10EffectTechnique * g_pTechniqueFont = NULL;
ID3D10InputLayout * g_pVertexLayoutFont = NULL;
const DWORD g_dwVertexBufferCountFont = 1;
ID3D10Buffer * g_pVertexBuffersFont[g_dwVertexBufferCountFont];
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);
HRESULT InitDirect3DDevice(); HRESULT InitDirect3DDevice();
@ -215,144 +226,9 @@ HRESULT InitDirect3DViews()
return true; return true;
} }
HRESULT InitDirect3DDevice() HRESULT LoadMesh()
{ {
RECT rc;
GetClientRect(g_hWnd, &rc);
UINT width = rc.right - rc.left;
UINT height = rc.bottom - rc.top;
DXGI_SWAP_CHAIN_DESC sd = {};
sd.BufferCount = 1;
sd.BufferDesc.Width = width;
sd.BufferDesc.Height = height;
sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
sd.BufferDesc.RefreshRate.Numerator = 60;
sd.BufferDesc.RefreshRate.Denominator = 1;
sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
sd.OutputWindow = g_hWnd;
sd.SampleDesc.Count = 1;
sd.SampleDesc.Quality = 0;
sd.Windowed = TRUE;
D3D10_DRIVER_TYPE driverTypes[] = {
D3D10_DRIVER_TYPE_HARDWARE,
D3D10_DRIVER_TYPE_REFERENCE,
};
UINT numDriverTypes = (sizeof (driverTypes)) / (sizeof (driverTypes[0]));
HRESULT hr; HRESULT hr;
D3D10_DRIVER_TYPE driverType = D3D10_DRIVER_TYPE_NULL;
for (UINT i = 0; i < numDriverTypes; i++) {
driverType = driverTypes[i];
hr = D3D10CreateDeviceAndSwapChain(NULL,
driverType,
NULL,
D3D10_CREATE_DEVICE_DEBUG,
D3D10_SDK_VERSION,
&sd,
&g_pSwapChain,
&g_pd3dDevice);
if (SUCCEEDED(hr))
break;
}
if (FAILED(hr)) {
print("D3D10CreateDeviceAndSwapChain\n");
return hr;
}
//////////////////////////////////////////////////////////////////////
// rasterizer state
//////////////////////////////////////////////////////////////////////
D3D10_RASTERIZER_DESC RSDesc;
RSDesc.FillMode = D3D10_FILL_SOLID;
RSDesc.CullMode = D3D10_CULL_BACK;
//RSDesc.CullMode = D3D10_CULL_NONE;
RSDesc.FrontCounterClockwise = FALSE;
RSDesc.DepthBias = 0;
RSDesc.SlopeScaledDepthBias = 0.0f;
RSDesc.DepthBiasClamp= 0;
RSDesc.DepthClipEnable = TRUE;
RSDesc.ScissorEnable = FALSE;
RSDesc.AntialiasedLineEnable = FALSE;
RSDesc.MultisampleEnable = FALSE;
ID3D10RasterizerState* pRState = NULL;
hr = g_pd3dDevice->CreateRasterizerState(&RSDesc, &pRState);
if (FAILED(hr)) {
print("CreateRasterizerState\n");
return hr;
}
g_pd3dDevice->RSSetState(pRState);
//
InitDirect3DViews();
//////////////////////////////////////////////////////////////////////
// effect
//////////////////////////////////////////////////////////////////////
HRSRC hRes = FindResource(NULL, L"RES_MAIN_FXO", RT_RCDATA);
if (hRes == NULL) {
print("FindResource\n");
return -1;
}
DWORD dwResSize = SizeofResource(NULL, hRes);
HGLOBAL hData = LoadResource(NULL, hRes);
void * pData = LockResource(hData);
hr = D3D10CreateEffectFromMemory(pData,
dwResSize,
0,
g_pd3dDevice,
NULL,
&g_pEffect
);
if (FAILED(hr)) {
print("D3D10CreateEffectFromMemory\n");
return hr;
}
g_pTechniqueRender = g_pEffect->GetTechniqueByName("Render");
g_pTechniqueRenderLight = g_pEffect->GetTechniqueByName("RenderLight");
// variables
g_pWorldVariable = g_pEffect->GetVariableByName("World")->AsMatrix();
g_pViewVariable = g_pEffect->GetVariableByName("View")->AsMatrix();
g_pProjectionVariable = g_pEffect->GetVariableByName("Projection")->AsMatrix();
g_pJointVariable = g_pEffect->GetVariableByName("mJoint")->AsMatrix();
g_pLightDirVariable = g_pEffect->GetVariableByName("vLightDir")->AsVector();
g_pLightColorVariable = g_pEffect->GetVariableByName("vLightColor")->AsVector();
g_pOutputColorVariable = g_pEffect->GetVariableByName("vOutputColor")->AsVector();
g_pDiffuseVariable = g_pEffect->GetVariableByName("txDiffuse")->AsShaderResource();
//////////////////////////////////////////////////////////////////////
// input layout
//////////////////////////////////////////////////////////////////////
D3D10_INPUT_ELEMENT_DESC layout[] = {
{"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0 , D3D10_INPUT_PER_VERTEX_DATA, 0},
{"TEXCOORD", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 1, 0, D3D10_INPUT_PER_VERTEX_DATA, 0},
{"TEXCOORD", 1, DXGI_FORMAT_R32G32B32A32_FLOAT, 2, 0, D3D10_INPUT_PER_VERTEX_DATA, 0},
{"NORMAL" , 0, DXGI_FORMAT_R32G32B32_FLOAT, 3, 0, D3D10_INPUT_PER_VERTEX_DATA, 0},
{"TEXCOORD", 2, DXGI_FORMAT_R32G32_FLOAT, 4, 0, D3D10_INPUT_PER_VERTEX_DATA, 0},
};
UINT numElements = (sizeof (layout)) / (sizeof (layout[0]));
D3D10_PASS_DESC passDesc;
g_pTechniqueRender->GetPassByIndex(0)->GetDesc(&passDesc);
hr = g_pd3dDevice->CreateInputLayout(layout, numElements,
passDesc.pIAInputSignature,
passDesc.IAInputSignatureSize,
&g_pVertexLayout);
if (FAILED(hr)) {
print("CreateInputLayout\n");
return hr;
}
//
////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////
// vertex buffers // vertex buffers
@ -453,6 +329,247 @@ HRESULT InitDirect3DDevice()
return hr; return hr;
} }
return S_OK;
}
struct FontVertex {
D3DXVECTOR2 Pos;
};
const FontVertex FontVertices[] = {
D3DXVECTOR2( 0.0f, 0.5f),
D3DXVECTOR2( 0.5f, -0.5f),
D3DXVECTOR2(-0.5f, -0.5f),
};
HRESULT InitFontBuffers()
{
HRESULT hr;
//////////////////////////////////////////////////////////////////////
// effect
//////////////////////////////////////////////////////////////////////
HRSRC hRes = FindResource(NULL, L"RES_FONT_FXO", RT_RCDATA);
if (hRes == NULL) {
print("FindResource RES_FONT_FXO\n");
return E_FAIL;
}
DWORD dwResSize = SizeofResource(NULL, hRes);
HGLOBAL hData = LoadResource(NULL, hRes);
void * pData = LockResource(hData);
hr = D3D10CreateEffectFromMemory(pData,
dwResSize,
0,
g_pd3dDevice,
NULL,
&g_pEffectFont
);
if (FAILED(hr)) {
print("D3D10CreateEffectFromMemory\n");
return hr;
}
g_pTechniqueFont = g_pEffectFont->GetTechniqueByName("Font");
//////////////////////////////////////////////////////////////////////
// layout
//////////////////////////////////////////////////////////////////////
D3D10_INPUT_ELEMENT_DESC layout[] = {
{"POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0 , D3D10_INPUT_PER_VERTEX_DATA, 0},
};
UINT numElements = (sizeof (layout)) / (sizeof (layout[0]));
D3D10_PASS_DESC passDesc;
g_pTechniqueFont->GetPassByIndex(0)->GetDesc(&passDesc);
hr = g_pd3dDevice->CreateInputLayout(layout, numElements,
passDesc.pIAInputSignature,
passDesc.IAInputSignatureSize,
&g_pVertexLayoutFont);
if (FAILED(hr)) {
print("CreateInputLayout\n");
return hr;
}
//////////////////////////////////////////////////////////////////////
// vertex buffers
//////////////////////////////////////////////////////////////////////
D3D10_BUFFER_DESC bd;
D3D10_SUBRESOURCE_DATA initData;
// position
bd.Usage = D3D10_USAGE_DEFAULT;
bd.ByteWidth = (sizeof (FontVertices));
bd.BindFlags = D3D10_BIND_VERTEX_BUFFER;
bd.CPUAccessFlags = 0;
bd.MiscFlags = 0;
initData.pSysMem = FontVertices;
hr = g_pd3dDevice->CreateBuffer(&bd, &initData, &g_pVertexBuffersFont[0]);
if (FAILED(hr)) {
print("CreateBuffer\n");
return hr;
}
return S_OK;
}
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 = {};
sd.BufferCount = 1;
sd.BufferDesc.Width = width;
sd.BufferDesc.Height = height;
sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
sd.BufferDesc.RefreshRate.Numerator = 60;
sd.BufferDesc.RefreshRate.Denominator = 1;
sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
sd.OutputWindow = g_hWnd;
sd.SampleDesc.Count = 1;
sd.SampleDesc.Quality = 0;
sd.Windowed = TRUE;
D3D10_DRIVER_TYPE driverTypes[] = {
D3D10_DRIVER_TYPE_HARDWARE,
D3D10_DRIVER_TYPE_REFERENCE,
};
UINT numDriverTypes = (sizeof (driverTypes)) / (sizeof (driverTypes[0]));
HRESULT hr;
D3D10_DRIVER_TYPE driverType = D3D10_DRIVER_TYPE_NULL;
for (UINT i = 0; i < numDriverTypes; i++) {
driverType = driverTypes[i];
hr = D3D10CreateDeviceAndSwapChain(NULL,
driverType,
NULL,
D3D10_CREATE_DEVICE_DEBUG,
D3D10_SDK_VERSION,
&sd,
&g_pSwapChain,
&g_pd3dDevice);
if (SUCCEEDED(hr))
break;
}
if (FAILED(hr)) {
print("D3D10CreateDeviceAndSwapChain\n");
return hr;
}
//////////////////////////////////////////////////////////////////////
// rasterizer state
//////////////////////////////////////////////////////////////////////
D3D10_RASTERIZER_DESC RSDesc;
RSDesc.FillMode = D3D10_FILL_SOLID;
RSDesc.CullMode = D3D10_CULL_BACK;
//RSDesc.CullMode = D3D10_CULL_NONE;
RSDesc.FrontCounterClockwise = FALSE;
RSDesc.DepthBias = 0;
RSDesc.SlopeScaledDepthBias = 0.0f;
RSDesc.DepthBiasClamp= 0;
RSDesc.DepthClipEnable = TRUE;
RSDesc.ScissorEnable = FALSE;
RSDesc.AntialiasedLineEnable = FALSE;
RSDesc.MultisampleEnable = FALSE;
ID3D10RasterizerState* pRState = NULL;
hr = g_pd3dDevice->CreateRasterizerState(&RSDesc, &pRState);
if (FAILED(hr)) {
print("CreateRasterizerState\n");
return hr;
}
g_pd3dDevice->RSSetState(pRState);
//
InitDirect3DViews();
//////////////////////////////////////////////////////////////////////
// effect
//////////////////////////////////////////////////////////////////////
HRSRC hRes = FindResource(NULL, L"RES_MAIN_FXO", RT_RCDATA);
if (hRes == NULL) {
print("FindResource RES_MAIN_FXO\n");
return E_FAIL;
}
DWORD dwResSize = SizeofResource(NULL, hRes);
HGLOBAL hData = LoadResource(NULL, hRes);
void * pData = LockResource(hData);
hr = D3D10CreateEffectFromMemory(pData,
dwResSize,
0,
g_pd3dDevice,
NULL,
&g_pEffect
);
if (FAILED(hr)) {
print("D3D10CreateEffectFromMemory\n");
return hr;
}
g_pTechniqueRender = g_pEffect->GetTechniqueByName("Render");
g_pTechniqueRenderLight = g_pEffect->GetTechniqueByName("RenderLight");
// variables
g_pWorldVariable = g_pEffect->GetVariableByName("World")->AsMatrix();
g_pViewVariable = g_pEffect->GetVariableByName("View")->AsMatrix();
g_pProjectionVariable = g_pEffect->GetVariableByName("Projection")->AsMatrix();
g_pJointVariable = g_pEffect->GetVariableByName("mJoint")->AsMatrix();
g_pLightDirVariable = g_pEffect->GetVariableByName("vLightDir")->AsVector();
g_pLightColorVariable = g_pEffect->GetVariableByName("vLightColor")->AsVector();
g_pOutputColorVariable = g_pEffect->GetVariableByName("vOutputColor")->AsVector();
g_pDiffuseVariable = g_pEffect->GetVariableByName("txDiffuse")->AsShaderResource();
//////////////////////////////////////////////////////////////////////
// input layout
//////////////////////////////////////////////////////////////////////
D3D10_INPUT_ELEMENT_DESC layout[] = {
{"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0 , D3D10_INPUT_PER_VERTEX_DATA, 0},
{"TEXCOORD", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 1, 0, D3D10_INPUT_PER_VERTEX_DATA, 0},
{"TEXCOORD", 1, DXGI_FORMAT_R32G32B32A32_FLOAT, 2, 0, D3D10_INPUT_PER_VERTEX_DATA, 0},
{"NORMAL" , 0, DXGI_FORMAT_R32G32B32_FLOAT, 3, 0, D3D10_INPUT_PER_VERTEX_DATA, 0},
{"TEXCOORD", 2, DXGI_FORMAT_R32G32_FLOAT, 4, 0, D3D10_INPUT_PER_VERTEX_DATA, 0},
};
UINT numElements = (sizeof (layout)) / (sizeof (layout[0]));
D3D10_PASS_DESC passDesc;
g_pTechniqueRender->GetPassByIndex(0)->GetDesc(&passDesc);
hr = g_pd3dDevice->CreateInputLayout(layout, numElements,
passDesc.pIAInputSignature,
passDesc.IAInputSignatureSize,
&g_pVertexLayout);
if (FAILED(hr)) {
print("CreateInputLayout\n");
return hr;
}
//////////////////////////////////////////////////////////////////////
// meshes
//////////////////////////////////////////////////////////////////////
hr = LoadMesh();
if (FAILED(hr)) {
print("LoadMesh\n");
return hr;
}
hr = InitFontBuffers();
if (FAILED(hr)) {
print("InitFontBuffers\n");
return hr;
}
////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////
// transform matrices // transform matrices
////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////
@ -694,11 +811,6 @@ void RenderModel(float t)
D3DXMatrixRotationY(&mRotate, 0.4f * t); D3DXMatrixRotationY(&mRotate, 0.4f * t);
D3DXVec3Transform(&vLightDirs[0], (D3DXVECTOR3 *)&vLightDirs[0], &mRotate); D3DXVec3Transform(&vLightDirs[0], (D3DXVECTOR3 *)&vLightDirs[0], &mRotate);
// clear
float ClearColor[4] = { 0.0f, 0.125f, 0.6f, 1.0f };
g_pd3dDevice->ClearRenderTargetView(g_pRenderTargetView, ClearColor);
g_pd3dDevice->ClearDepthStencilView(g_pDepthStencilView, D3D10_CLEAR_DEPTH, 1.0f, 0);
// matrices // matrices
g_pViewVariable->SetMatrix((float *)&g_View); g_pViewVariable->SetMatrix((float *)&g_View);
g_pProjectionVariable->SetMatrix((float *)&g_Projection); g_pProjectionVariable->SetMatrix((float *)&g_Projection);
@ -740,6 +852,25 @@ void RenderModel(float t)
} }
} }
void RenderFont()
{
UINT stride[] = {
(sizeof (FontVertex)),
};
UINT offset[] = { 0 };
g_pd3dDevice->IASetInputLayout(g_pVertexLayoutFont);
g_pd3dDevice->IASetVertexBuffers(0, g_dwVertexBufferCountFont, g_pVertexBuffersFont, stride, offset);
g_pd3dDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
D3D10_TECHNIQUE_DESC techDesc;
g_pTechniqueFont->GetDesc(&techDesc);
for (UINT p = 0; p < techDesc.Passes; p++) {
g_pTechniqueFont->GetPassByIndex(p)->Apply(0);
g_pd3dDevice->Draw(3, 0);
}
}
void Render() void Render()
{ {
static float t = 0.0f; static float t = 0.0f;
@ -753,7 +884,16 @@ void Render()
t = (dwTimeCur - dwTimeStart) / 1000.0f; t = (dwTimeCur - dwTimeStart) / 1000.0f;
#endif #endif
// clear
float ClearColor[4] = { 0.0f, 0.125f, 0.6f, 1.0f };
g_pd3dDevice->ClearRenderTargetView(g_pRenderTargetView, ClearColor);
g_pd3dDevice->ClearDepthStencilView(g_pDepthStencilView, D3D10_CLEAR_DEPTH, 1.0f, 0);
// render
RenderModel(t); RenderModel(t);
RenderFont();
// render the lights // render the lights
/* /*