main: new second input layout and effect
This commit is contained in:
parent
b7a4ab82d9
commit
5a97b0ba7e
8
Makefile
8
Makefile
@ -6,7 +6,11 @@ all: $(BUILD_TYPE)/d3d10.exe
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%.fxo: %.fx
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fxc /Od /Zi /T fx_4_0 /nologo /Fo $@ $<
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$(BUILD_TYPE)/%.res: %.rc main.fxo
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SHADERS = \
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main.fxo \
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font.fxo
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$(BUILD_TYPE)/%.res: %.rc $(SHADERS)
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rc.exe /d "_UNICODE" /d "UNICODE" /fo $@ $<
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$(BUILD_TYPE)/%.obj: src/%.cpp
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@ -21,4 +25,4 @@ OBJS = \
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$(BUILD_TYPE)/d3d10.exe: $(OBJS)
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link.exe /OUT:"$(BUILD_TYPE)\d3d10.exe" /PDB:"$(BUILD_TYPE)\d3d10.pdb" @"link_$(BUILD_TYPE).rsp" $(OBJS) /NOLOGO /ERRORREPORT:PROMPT
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mt.exe -manifest d3d10.exe.${BUILD_TYPE}.manifest -outputresource:$(BUILD_TYPE)\d3d10.exe;1
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mt.exe -manifest d3d10.exe.${BUILD_TYPE}.manifest -outputresource:$(BUILD_TYPE)\d3d10.exe;1 -nologo
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33
font.fx
Normal file
33
font.fx
Normal file
@ -0,0 +1,33 @@
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struct VS_INPUT
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{
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float4 Pos : POSITION;
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};
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struct PS_INPUT
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{
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float4 Pos : SV_POSITION;
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};
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PS_INPUT VS(VS_INPUT input)
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{
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PS_INPUT output = (PS_INPUT)0;
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output.Pos = input.Pos;
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return output;
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}
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float4 PS(PS_INPUT input) : SV_Target
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{
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return float4(1, 1, 1, 1);
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}
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technique10 Font
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{
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pass P0
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{
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SetVertexShader(CompileShader(vs_4_0, VS()));
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SetGeometryShader(NULL);
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SetPixelShader(CompileShader(ps_4_0, PS()));
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}
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}
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1
main.rc
1
main.rc
@ -1,2 +1,3 @@
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RES_MAIN_FXO RCDATA "main.fxo"
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RES_FONT_FXO RCDATA "font.fxo"
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RES_ROBOT_PLAYER RCDATA "robot_player.data"
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424
src/main.cpp
424
src/main.cpp
@ -20,6 +20,9 @@ IDXGISwapChain * g_pSwapChain = NULL;
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ID3D10Texture2D * g_pDepthStencil = NULL;
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ID3D10RenderTargetView * g_pRenderTargetView = NULL;
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ID3D10DepthStencilView * g_pDepthStencilView = NULL;
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// mesh
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ID3D10Effect * g_pEffect = NULL;
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ID3D10EffectTechnique * g_pTechniqueRender = NULL;
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ID3D10EffectTechnique * g_pTechniqueRenderLight = NULL;
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@ -27,7 +30,6 @@ ID3D10InputLayout * g_pVertexLayout = NULL;
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ID3D10Buffer * g_pIndexBuffer = NULL;
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const DWORD g_dwVertexBufferCount = 5;
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ID3D10Buffer * g_pVertexBuffers[g_dwVertexBufferCount];
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ID3D10ShaderResourceView * g_pTextureShaderResourceView = NULL;
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ID3D10EffectMatrixVariable * g_pWorldVariable = NULL;
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@ -43,6 +45,15 @@ D3DXMATRIX g_World2;
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D3DXMATRIX g_View;
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D3DXMATRIX g_Projection;
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// font
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ID3D10Effect * g_pEffectFont = NULL;
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ID3D10EffectTechnique * g_pTechniqueFont = NULL;
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ID3D10InputLayout * g_pVertexLayoutFont = NULL;
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const DWORD g_dwVertexBufferCountFont = 1;
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ID3D10Buffer * g_pVertexBuffersFont[g_dwVertexBufferCountFont];
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HRESULT InitWindow(HINSTANCE hInstance, int nCmdShow);
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LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam);
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HRESULT InitDirect3DDevice();
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@ -215,144 +226,9 @@ HRESULT InitDirect3DViews()
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return true;
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}
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HRESULT InitDirect3DDevice()
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HRESULT LoadMesh()
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{
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RECT rc;
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GetClientRect(g_hWnd, &rc);
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UINT width = rc.right - rc.left;
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UINT height = rc.bottom - rc.top;
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DXGI_SWAP_CHAIN_DESC sd = {};
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sd.BufferCount = 1;
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sd.BufferDesc.Width = width;
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sd.BufferDesc.Height = height;
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sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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sd.BufferDesc.RefreshRate.Numerator = 60;
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sd.BufferDesc.RefreshRate.Denominator = 1;
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sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
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sd.OutputWindow = g_hWnd;
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sd.SampleDesc.Count = 1;
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sd.SampleDesc.Quality = 0;
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sd.Windowed = TRUE;
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D3D10_DRIVER_TYPE driverTypes[] = {
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D3D10_DRIVER_TYPE_HARDWARE,
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D3D10_DRIVER_TYPE_REFERENCE,
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};
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UINT numDriverTypes = (sizeof (driverTypes)) / (sizeof (driverTypes[0]));
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HRESULT hr;
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D3D10_DRIVER_TYPE driverType = D3D10_DRIVER_TYPE_NULL;
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for (UINT i = 0; i < numDriverTypes; i++) {
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driverType = driverTypes[i];
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hr = D3D10CreateDeviceAndSwapChain(NULL,
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driverType,
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NULL,
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D3D10_CREATE_DEVICE_DEBUG,
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D3D10_SDK_VERSION,
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&sd,
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&g_pSwapChain,
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&g_pd3dDevice);
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if (SUCCEEDED(hr))
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break;
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}
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if (FAILED(hr)) {
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print("D3D10CreateDeviceAndSwapChain\n");
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return hr;
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}
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//////////////////////////////////////////////////////////////////////
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// rasterizer state
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//////////////////////////////////////////////////////////////////////
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D3D10_RASTERIZER_DESC RSDesc;
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RSDesc.FillMode = D3D10_FILL_SOLID;
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RSDesc.CullMode = D3D10_CULL_BACK;
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//RSDesc.CullMode = D3D10_CULL_NONE;
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RSDesc.FrontCounterClockwise = FALSE;
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RSDesc.DepthBias = 0;
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RSDesc.SlopeScaledDepthBias = 0.0f;
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RSDesc.DepthBiasClamp= 0;
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RSDesc.DepthClipEnable = TRUE;
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RSDesc.ScissorEnable = FALSE;
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RSDesc.AntialiasedLineEnable = FALSE;
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RSDesc.MultisampleEnable = FALSE;
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ID3D10RasterizerState* pRState = NULL;
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hr = g_pd3dDevice->CreateRasterizerState(&RSDesc, &pRState);
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if (FAILED(hr)) {
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print("CreateRasterizerState\n");
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return hr;
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}
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g_pd3dDevice->RSSetState(pRState);
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//
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InitDirect3DViews();
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//////////////////////////////////////////////////////////////////////
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// effect
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//////////////////////////////////////////////////////////////////////
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HRSRC hRes = FindResource(NULL, L"RES_MAIN_FXO", RT_RCDATA);
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if (hRes == NULL) {
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print("FindResource\n");
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return -1;
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}
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DWORD dwResSize = SizeofResource(NULL, hRes);
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HGLOBAL hData = LoadResource(NULL, hRes);
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void * pData = LockResource(hData);
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hr = D3D10CreateEffectFromMemory(pData,
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dwResSize,
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0,
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g_pd3dDevice,
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NULL,
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&g_pEffect
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);
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if (FAILED(hr)) {
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print("D3D10CreateEffectFromMemory\n");
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return hr;
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}
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g_pTechniqueRender = g_pEffect->GetTechniqueByName("Render");
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g_pTechniqueRenderLight = g_pEffect->GetTechniqueByName("RenderLight");
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// variables
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g_pWorldVariable = g_pEffect->GetVariableByName("World")->AsMatrix();
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g_pViewVariable = g_pEffect->GetVariableByName("View")->AsMatrix();
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g_pProjectionVariable = g_pEffect->GetVariableByName("Projection")->AsMatrix();
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g_pJointVariable = g_pEffect->GetVariableByName("mJoint")->AsMatrix();
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g_pLightDirVariable = g_pEffect->GetVariableByName("vLightDir")->AsVector();
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g_pLightColorVariable = g_pEffect->GetVariableByName("vLightColor")->AsVector();
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g_pOutputColorVariable = g_pEffect->GetVariableByName("vOutputColor")->AsVector();
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g_pDiffuseVariable = g_pEffect->GetVariableByName("txDiffuse")->AsShaderResource();
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//////////////////////////////////////////////////////////////////////
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// input layout
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//////////////////////////////////////////////////////////////////////
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D3D10_INPUT_ELEMENT_DESC layout[] = {
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{"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0 , D3D10_INPUT_PER_VERTEX_DATA, 0},
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{"TEXCOORD", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 1, 0, D3D10_INPUT_PER_VERTEX_DATA, 0},
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{"TEXCOORD", 1, DXGI_FORMAT_R32G32B32A32_FLOAT, 2, 0, D3D10_INPUT_PER_VERTEX_DATA, 0},
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{"NORMAL" , 0, DXGI_FORMAT_R32G32B32_FLOAT, 3, 0, D3D10_INPUT_PER_VERTEX_DATA, 0},
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{"TEXCOORD", 2, DXGI_FORMAT_R32G32_FLOAT, 4, 0, D3D10_INPUT_PER_VERTEX_DATA, 0},
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};
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UINT numElements = (sizeof (layout)) / (sizeof (layout[0]));
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D3D10_PASS_DESC passDesc;
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g_pTechniqueRender->GetPassByIndex(0)->GetDesc(&passDesc);
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hr = g_pd3dDevice->CreateInputLayout(layout, numElements,
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passDesc.pIAInputSignature,
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passDesc.IAInputSignatureSize,
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&g_pVertexLayout);
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if (FAILED(hr)) {
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print("CreateInputLayout\n");
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return hr;
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}
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//
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//////////////////////////////////////////////////////////////////////
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// vertex buffers
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@ -453,6 +329,247 @@ HRESULT InitDirect3DDevice()
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return hr;
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}
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return S_OK;
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}
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struct FontVertex {
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D3DXVECTOR2 Pos;
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};
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const FontVertex FontVertices[] = {
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D3DXVECTOR2( 0.0f, 0.5f),
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D3DXVECTOR2( 0.5f, -0.5f),
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D3DXVECTOR2(-0.5f, -0.5f),
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};
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HRESULT InitFontBuffers()
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{
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HRESULT hr;
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//////////////////////////////////////////////////////////////////////
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// effect
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//////////////////////////////////////////////////////////////////////
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HRSRC hRes = FindResource(NULL, L"RES_FONT_FXO", RT_RCDATA);
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if (hRes == NULL) {
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print("FindResource RES_FONT_FXO\n");
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return E_FAIL;
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}
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DWORD dwResSize = SizeofResource(NULL, hRes);
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HGLOBAL hData = LoadResource(NULL, hRes);
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void * pData = LockResource(hData);
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hr = D3D10CreateEffectFromMemory(pData,
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dwResSize,
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0,
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g_pd3dDevice,
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NULL,
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&g_pEffectFont
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);
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if (FAILED(hr)) {
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print("D3D10CreateEffectFromMemory\n");
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return hr;
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}
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g_pTechniqueFont = g_pEffectFont->GetTechniqueByName("Font");
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//////////////////////////////////////////////////////////////////////
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// layout
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//////////////////////////////////////////////////////////////////////
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D3D10_INPUT_ELEMENT_DESC layout[] = {
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{"POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0 , D3D10_INPUT_PER_VERTEX_DATA, 0},
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};
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UINT numElements = (sizeof (layout)) / (sizeof (layout[0]));
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D3D10_PASS_DESC passDesc;
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g_pTechniqueFont->GetPassByIndex(0)->GetDesc(&passDesc);
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hr = g_pd3dDevice->CreateInputLayout(layout, numElements,
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passDesc.pIAInputSignature,
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passDesc.IAInputSignatureSize,
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&g_pVertexLayoutFont);
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if (FAILED(hr)) {
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print("CreateInputLayout\n");
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return hr;
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}
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//////////////////////////////////////////////////////////////////////
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// vertex buffers
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//////////////////////////////////////////////////////////////////////
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D3D10_BUFFER_DESC bd;
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D3D10_SUBRESOURCE_DATA initData;
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// position
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bd.Usage = D3D10_USAGE_DEFAULT;
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bd.ByteWidth = (sizeof (FontVertices));
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bd.BindFlags = D3D10_BIND_VERTEX_BUFFER;
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bd.CPUAccessFlags = 0;
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bd.MiscFlags = 0;
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initData.pSysMem = FontVertices;
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hr = g_pd3dDevice->CreateBuffer(&bd, &initData, &g_pVertexBuffersFont[0]);
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if (FAILED(hr)) {
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print("CreateBuffer\n");
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return hr;
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}
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return S_OK;
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}
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HRESULT InitDirect3DDevice()
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{
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RECT rc;
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GetClientRect(g_hWnd, &rc);
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UINT width = rc.right - rc.left;
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UINT height = rc.bottom - rc.top;
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DXGI_SWAP_CHAIN_DESC sd = {};
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sd.BufferCount = 1;
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sd.BufferDesc.Width = width;
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sd.BufferDesc.Height = height;
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sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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sd.BufferDesc.RefreshRate.Numerator = 60;
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sd.BufferDesc.RefreshRate.Denominator = 1;
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sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
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sd.OutputWindow = g_hWnd;
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sd.SampleDesc.Count = 1;
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sd.SampleDesc.Quality = 0;
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sd.Windowed = TRUE;
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D3D10_DRIVER_TYPE driverTypes[] = {
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D3D10_DRIVER_TYPE_HARDWARE,
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D3D10_DRIVER_TYPE_REFERENCE,
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};
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UINT numDriverTypes = (sizeof (driverTypes)) / (sizeof (driverTypes[0]));
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HRESULT hr;
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D3D10_DRIVER_TYPE driverType = D3D10_DRIVER_TYPE_NULL;
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for (UINT i = 0; i < numDriverTypes; i++) {
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driverType = driverTypes[i];
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hr = D3D10CreateDeviceAndSwapChain(NULL,
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driverType,
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NULL,
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D3D10_CREATE_DEVICE_DEBUG,
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D3D10_SDK_VERSION,
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&sd,
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&g_pSwapChain,
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&g_pd3dDevice);
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if (SUCCEEDED(hr))
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break;
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}
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if (FAILED(hr)) {
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print("D3D10CreateDeviceAndSwapChain\n");
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return hr;
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}
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//////////////////////////////////////////////////////////////////////
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// rasterizer state
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//////////////////////////////////////////////////////////////////////
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D3D10_RASTERIZER_DESC RSDesc;
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RSDesc.FillMode = D3D10_FILL_SOLID;
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RSDesc.CullMode = D3D10_CULL_BACK;
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//RSDesc.CullMode = D3D10_CULL_NONE;
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RSDesc.FrontCounterClockwise = FALSE;
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RSDesc.DepthBias = 0;
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RSDesc.SlopeScaledDepthBias = 0.0f;
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RSDesc.DepthBiasClamp= 0;
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RSDesc.DepthClipEnable = TRUE;
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RSDesc.ScissorEnable = FALSE;
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RSDesc.AntialiasedLineEnable = FALSE;
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RSDesc.MultisampleEnable = FALSE;
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ID3D10RasterizerState* pRState = NULL;
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hr = g_pd3dDevice->CreateRasterizerState(&RSDesc, &pRState);
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if (FAILED(hr)) {
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print("CreateRasterizerState\n");
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return hr;
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}
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g_pd3dDevice->RSSetState(pRState);
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//
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InitDirect3DViews();
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//////////////////////////////////////////////////////////////////////
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// effect
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//////////////////////////////////////////////////////////////////////
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HRSRC hRes = FindResource(NULL, L"RES_MAIN_FXO", RT_RCDATA);
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if (hRes == NULL) {
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print("FindResource RES_MAIN_FXO\n");
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return E_FAIL;
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}
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DWORD dwResSize = SizeofResource(NULL, hRes);
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HGLOBAL hData = LoadResource(NULL, hRes);
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void * pData = LockResource(hData);
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hr = D3D10CreateEffectFromMemory(pData,
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dwResSize,
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0,
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g_pd3dDevice,
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NULL,
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&g_pEffect
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);
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if (FAILED(hr)) {
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print("D3D10CreateEffectFromMemory\n");
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return hr;
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}
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g_pTechniqueRender = g_pEffect->GetTechniqueByName("Render");
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g_pTechniqueRenderLight = g_pEffect->GetTechniqueByName("RenderLight");
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// variables
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g_pWorldVariable = g_pEffect->GetVariableByName("World")->AsMatrix();
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g_pViewVariable = g_pEffect->GetVariableByName("View")->AsMatrix();
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g_pProjectionVariable = g_pEffect->GetVariableByName("Projection")->AsMatrix();
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g_pJointVariable = g_pEffect->GetVariableByName("mJoint")->AsMatrix();
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g_pLightDirVariable = g_pEffect->GetVariableByName("vLightDir")->AsVector();
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g_pLightColorVariable = g_pEffect->GetVariableByName("vLightColor")->AsVector();
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g_pOutputColorVariable = g_pEffect->GetVariableByName("vOutputColor")->AsVector();
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g_pDiffuseVariable = g_pEffect->GetVariableByName("txDiffuse")->AsShaderResource();
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//////////////////////////////////////////////////////////////////////
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// input layout
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//////////////////////////////////////////////////////////////////////
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D3D10_INPUT_ELEMENT_DESC layout[] = {
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{"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0 , D3D10_INPUT_PER_VERTEX_DATA, 0},
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{"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
|
||||
//////////////////////////////////////////////////////////////////////
|
||||
@ -694,11 +811,6 @@ void RenderModel(float t)
|
||||
D3DXMatrixRotationY(&mRotate, 0.4f * t);
|
||||
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
|
||||
g_pViewVariable->SetMatrix((float *)&g_View);
|
||||
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()
|
||||
{
|
||||
static float t = 0.0f;
|
||||
@ -753,7 +884,16 @@ void Render()
|
||||
t = (dwTimeCur - dwTimeStart) / 1000.0f;
|
||||
#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);
|
||||
RenderFont();
|
||||
|
||||
// render the lights
|
||||
/*
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user