d3d10/src/main.cpp

1614 lines
51 KiB
C++

#include <windows.h>
#include <d3d10.h>
#include <assert.h>
#include <strsafe.h>
#include "directxmath/directxmath.h"
#include "globals.hpp"
#include "print.hpp"
#include "render_state.hpp"
#include "gltf.hpp"
#include "gltf_instance.hpp"
#include "robot_player.hpp"
#define ROOT_MESH_NODE robot_player::node_39
#include "cube.hpp"
HINSTANCE g_hInstance = NULL;
HWND g_hWnd = NULL;
ID3D10Device * g_pd3dDevice = NULL;
IDXGISwapChain * g_pSwapChain = NULL;
ID3D10Texture2D * g_pDepthStencil = NULL;
ID3D10RenderTargetView * g_pRenderTargetView = NULL;
ID3D10DepthStencilView * g_pDepthStencilView = NULL;
// mesh
ID3D10Effect * g_pEffect = NULL;
ID3D10EffectTechnique * g_pTechniqueRender = NULL;
ID3D10InputLayout * g_pVertexLayout = NULL;
ID3D10Buffer * g_pIndexBuffer = NULL;
const DWORD g_dwVertexBufferCount = 5;
ID3D10Buffer * g_pVertexBuffers[g_dwVertexBufferCount];
ID3D10ShaderResourceView * g_pTextureShaderResourceView = NULL;
ID3D10EffectMatrixVariable * g_pWorldVariable = NULL;
ID3D10EffectMatrixVariable * g_pViewVariable = NULL;
ID3D10EffectMatrixVariable * g_pProjectionVariable = NULL;
ID3D10EffectMatrixVariable * g_pJointVariable = NULL;
ID3D10EffectVectorVariable * g_pLightDirVariable = NULL;
ID3D10EffectVectorVariable * g_pLightColorVariable = NULL;
ID3D10EffectShaderResourceVariable * g_pDiffuseVariable = NULL;
XMMATRIX g_World1;
XMMATRIX g_World2;
XMMATRIX g_View;
XMMATRIX g_Projection;
// bloom
ID3D10RenderTargetView * g_pRenderTargetViewTexture[2] = { NULL, NULL };
ID3D10ShaderResourceView * g_pRenderTargetShaderResourceViewTexture[2] = { NULL, NULL };
ID3D10Effect * g_pEffectBloom = NULL;
ID3D10EffectTechnique * g_pTechniqueBloom = NULL;
ID3D10EffectTechnique * g_pTechniqueBloomBlend = NULL;
ID3D10InputLayout * g_pVertexLayoutBloom = NULL;
const DWORD g_dwVertexBufferCountBloom = 1;
ID3D10Buffer * g_pVertexBuffersBloom[g_dwVertexBufferCountBloom];
ID3D10EffectShaderResourceVariable * g_pDiffuseAVariableBloom = NULL;
ID3D10EffectVectorVariable * g_pInvScreenSizeVariableBloom = NULL;
ID3D10EffectVectorVariable * g_pDirVariableBloom = NULL;
ID3D10EffectScalarVariable * g_pExposureVariableBloom = NULL;
int g_bloomPasses = 4;
float g_exposure = 3.4f;
typedef XMFLOAT2 BloomVertex;
// font
ID3D10Effect * g_pEffectFont = NULL;
ID3D10EffectTechnique * g_pTechniqueFont = NULL;
ID3D10InputLayout * g_pVertexLayoutFont = NULL;
const DWORD g_dwVertexBufferCountFont = 1;
ID3D10Buffer * g_pVertexBuffersFont[g_dwVertexBufferCountFont];
ID3D10ShaderResourceView * g_pTextureShaderResourceViewFont = NULL;
ID3D10EffectVectorVariable * g_pInvScreenSizeVariableFont = NULL;
ID3D10EffectVectorVariable * g_pGlyphScaleVariableFont = NULL;
ID3D10EffectVectorVariable * g_pTexScaleVariableFont = NULL;
ID3D10EffectShaderResourceVariable * g_pDiffuseVariableFont = NULL;
const int g_iFontBufferLength = 512;
typedef XMFLOAT4 FontVertex;
// perlin
ID3D10Effect * g_pEffectVolume = NULL;
ID3D10EffectTechnique * g_pTechniqueVolume = NULL;
ID3D10InputLayout * g_pVertexLayoutVolume = NULL;
const DWORD g_dwVertexBufferCountVolume = 1;
ID3D10Buffer * g_pVertexBuffersVolume[g_dwVertexBufferCountVolume];
ID3D10ShaderResourceView * g_pTextureShaderResourceViewPerlin = NULL;
ID3D10EffectScalarVariable * g_pLayerVariableVolume = NULL;
ID3D10EffectShaderResourceVariable * g_pDiffuseVariableVolume = NULL;
// static
ID3D10Effect * g_pEffectStatic = NULL;
ID3D10EffectTechnique * g_pTechniqueStatic = NULL;
ID3D10EffectTechnique * g_pTechniqueStaticInstanced = NULL;
ID3D10InputLayout * g_pVertexLayoutStatic = NULL;
ID3D10EffectMatrixVariable * g_pWorldVariableStatic = NULL;
ID3D10EffectMatrixVariable * g_pViewVariableStatic = NULL;
ID3D10EffectMatrixVariable * g_pProjectionVariableStatic = NULL;
ID3D10EffectMatrixVariable * g_pWorldNormalVariableStatic = NULL;
ID3D10EffectVectorVariable * g_pOutputColorVariableStatic = NULL;
// cube
const DWORD g_dwVertexBufferCountCube = 3;
ID3D10Buffer * g_pVertexBufferCube[g_dwVertexBufferCountCube];
ID3D10Buffer * g_pIndexBufferCube = NULL;
// lights
XMFLOAT4 g_vLightDirs[2];
XMFLOAT4 g_vLightColors[2] = {
XMFLOAT4(0.0f, 0.9f, 0.9f, 1.0f),
XMFLOAT4(0.9f, 0.0f, 0.0f, 1.0f)
};
// forward declarations
HRESULT InitWindow(HINSTANCE hInstance, int nCmdShow);
LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam);
HRESULT InitDirect3DDevice();
void Render();
BOOL Resize();
void InitializeNodeInstances();
struct WindowSize {
UINT Width;
UINT Height;
};
struct FontSize {
struct {
UINT Width;
UINT Height;
} Glyph;
struct {
UINT Width;
UINT Height;
} Texture;
};
const FontSize g_FontSize = {
{ 6, 12 },
{ 128, 64 },
};
WindowSize g_ViewportSize;
int WINAPI wWinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPWSTR lpCmdLine, int nCmdShow)
{
//FreeConsole();
//AllocConsole();
//AttachConsole(GetCurrentProcessId());
if (FAILED(InitWindow(hInstance, nCmdShow))) {
print("InitWindow\n");
return 0;
}
if (FAILED(InitDirect3DDevice())) {
print("InitDirect3DDevice\n");
return 0;
}
InitializeNodeInstances();
MSG msg = {};
while (msg.message != WM_QUIT) {
if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) {
if (msg.message == WM_KEYDOWN) {
} else if (msg.message == WM_CHAR) {
switch (msg.wParam) {
case 'q': g_bloomPasses -= 1; break;
case 'w': g_bloomPasses += 1; break;
case 'a': g_exposure -= 0.1f; break;
case 's': g_exposure += 0.1f; break;
case 'z': g_exposure -= 0.5f; break;
case 'x': g_exposure += 0.5f; break;
default: break;
}
}
TranslateMessage(&msg);
DispatchMessage(&msg);
} else {
if (Resize())
Render();
}
}
return 0;
}
HRESULT InitWindow(HINSTANCE hInstance, int nCmdShow)
{
g_hInstance = hInstance;
// window class
WNDCLASSEX wcex = {};
wcex.cbSize = (sizeof (WNDCLASSEX));
wcex.style = CS_HREDRAW | CS_VREDRAW;
wcex.lpfnWndProc = WndProc;
wcex.hInstance = hInstance;
wcex.lpszClassName = L"d3d10wc";
if (!RegisterClassEx(&wcex))
return E_FAIL;
// create window
RECT rc = { 0, 0, 512, 512 };
AdjustWindowRect(&rc, WS_OVERLAPPEDWINDOW, FALSE);
UINT width = rc.right - rc.left;
UINT height = rc.bottom - rc.top;
g_hWnd = CreateWindow(L"d3d10wc",
L"d3d10", WS_OVERLAPPEDWINDOW,
CW_USEDEFAULT, CW_USEDEFAULT,
width,
height,
NULL,
NULL,
hInstance,
NULL);
if(!g_hWnd)
return E_FAIL;
ShowWindow(g_hWnd, nCmdShow);
return S_OK;
}
LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
PAINTSTRUCT ps;
HDC hdc;
switch(message) {
case WM_PAINT:
hdc = BeginPaint(hWnd, &ps);
EndPaint(hWnd, &ps);
break;
case WM_DESTROY:
PostQuitMessage( 0 );
break;
default:
return DefWindowProc(hWnd, message, wParam, lParam);
}
return 0;
}
HRESULT InitDirect3DViews()
{
HRESULT hr;
// back buffer
ID3D10Texture2D * pBackBuffer;
hr = g_pSwapChain->GetBuffer(0, __uuidof(ID3D10Texture2D), (LPVOID *)&pBackBuffer);
if (FAILED(hr)) {
print("g_pSwapChain->GetBuffer\n");
return hr;
}
D3D10_TEXTURE2D_DESC backBufferSurfaceDesc;
pBackBuffer->GetDesc(&backBufferSurfaceDesc);
hr = g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &g_pRenderTargetView);
pBackBuffer->Release();
if (FAILED(hr)) {
print("g_pd3dDevice->CreateRenderTargetView(pBackBuffer)\n");
return hr;
}
// depth buffer
D3D10_TEXTURE2D_DESC descDepth;
descDepth.Width = backBufferSurfaceDesc.Width;
descDepth.Height = backBufferSurfaceDesc.Height;
descDepth.MipLevels = 1;
descDepth.ArraySize = 1;
descDepth.Format = DXGI_FORMAT_D32_FLOAT;
descDepth.SampleDesc.Count = 1;
descDepth.SampleDesc.Quality = 0;
descDepth.Usage = D3D10_USAGE_DEFAULT;
descDepth.BindFlags = D3D10_BIND_DEPTH_STENCIL;
descDepth.CPUAccessFlags = 0;
descDepth.MiscFlags = 0;
hr = g_pd3dDevice->CreateTexture2D(&descDepth, NULL, &g_pDepthStencil);
if (FAILED(hr)) {
print("CreateTexture2D\n");
return hr;
}
D3D10_DEPTH_STENCIL_VIEW_DESC descDSV;
descDSV.Format = descDepth.Format;
descDSV.ViewDimension = D3D10_DSV_DIMENSION_TEXTURE2D;
descDSV.Texture2D.MipSlice = 0;
hr = g_pd3dDevice->CreateDepthStencilView(g_pDepthStencil, &descDSV, &g_pDepthStencilView);
if (FAILED(hr)) {
print("CreateDepthStencilView\n");
return hr;
}
// intermediate render targets
for (int i = 0; i < 2; i++) {
hr = CreateTextureRenderTargetView(backBufferSurfaceDesc.Width,
backBufferSurfaceDesc.Height,
&g_pRenderTargetViewTexture[i],
&g_pRenderTargetShaderResourceViewTexture[i]);
if (FAILED(hr)) {
return hr;
}
}
// viewport
D3D10_VIEWPORT vp;
vp.Width = backBufferSurfaceDesc.Width;
vp.Height = backBufferSurfaceDesc.Height;
vp.MinDepth = 0.0f;
vp.MaxDepth = 1.0f;
vp.TopLeftX = 0;
vp.TopLeftY = 0;
g_pd3dDevice->RSSetViewports(1, &vp);
g_ViewportSize.Width = backBufferSurfaceDesc.Width;
g_ViewportSize.Height = backBufferSurfaceDesc.Height;
return true;
}
HRESULT LoadMesh()
{
HRESULT hr;
//////////////////////////////////////////////////////////////////////
// vertex buffers
//////////////////////////////////////////////////////////////////////
D3D10_BUFFER_DESC bd;
D3D10_SUBRESOURCE_DATA initData;
const Mesh * mesh = ROOT_MESH_NODE.mesh;
// position
bd.Usage = D3D10_USAGE_IMMUTABLE;
bd.ByteWidth = mesh->position_size;
bd.BindFlags = D3D10_BIND_VERTEX_BUFFER;
bd.CPUAccessFlags = 0;
bd.MiscFlags = 0;
initData.pSysMem = mesh->position;
hr = g_pd3dDevice->CreateBuffer(&bd, &initData, &g_pVertexBuffers[0]);
if (FAILED(hr)) {
print("CreateBuffer\n");
return hr;
}
// weights
bd.Usage = D3D10_USAGE_IMMUTABLE;
bd.ByteWidth = mesh->weights_0_size;
bd.BindFlags = D3D10_BIND_VERTEX_BUFFER;
bd.CPUAccessFlags = 0;
bd.MiscFlags = 0;
initData.pSysMem = mesh->weights_0;
hr = g_pd3dDevice->CreateBuffer(&bd, &initData, &g_pVertexBuffers[1]);
if (FAILED(hr)) {
print("CreateBuffer\n");
return hr;
}
// joints
bd.Usage = D3D10_USAGE_IMMUTABLE;
bd.ByteWidth = mesh->joints_0_size;
bd.BindFlags = D3D10_BIND_VERTEX_BUFFER;
bd.CPUAccessFlags = 0;
bd.MiscFlags = 0;
initData.pSysMem = mesh->joints_0;
hr = g_pd3dDevice->CreateBuffer(&bd, &initData, &g_pVertexBuffers[2]);
if (FAILED(hr)) {
print("CreateBuffer\n");
return hr;
}
// normals
bd.Usage = D3D10_USAGE_IMMUTABLE;
bd.ByteWidth = mesh->normal_size;
bd.BindFlags = D3D10_BIND_VERTEX_BUFFER;
bd.CPUAccessFlags = 0;
bd.MiscFlags = 0;
initData.pSysMem = mesh->normal;
hr = g_pd3dDevice->CreateBuffer(&bd, &initData, &g_pVertexBuffers[3]);
if (FAILED(hr)) {
print("CreateBuffer\n");
return hr;
}
// texcoords
bd.Usage = D3D10_USAGE_IMMUTABLE;
bd.ByteWidth = mesh->texcoord_0_size;
bd.BindFlags = D3D10_BIND_VERTEX_BUFFER;
bd.CPUAccessFlags = 0;
bd.MiscFlags = 0;
initData.pSysMem = mesh->texcoord_0;
hr = g_pd3dDevice->CreateBuffer(&bd, &initData, &g_pVertexBuffers[4]);
if (FAILED(hr)) {
print("CreateBuffer\n");
return hr;
}
//////////////////////////////////////////////////////////////////////
// index buffer
//////////////////////////////////////////////////////////////////////
bd.Usage = D3D10_USAGE_IMMUTABLE;
bd.ByteWidth = mesh->indices_size;
bd.BindFlags = D3D10_BIND_INDEX_BUFFER;
bd.CPUAccessFlags = 0;
bd.MiscFlags = 0;
initData.pSysMem = mesh->indices;
hr = g_pd3dDevice->CreateBuffer(&bd, &initData, &g_pIndexBuffer);
if (FAILED(hr)) {
print("CreateBuffer\n");
return hr;
}
//////////////////////////////////////////////////////////////////////
// textures
//////////////////////////////////////////////////////////////////////
hr = LoadTexture2D(L"RES_ROBOT_PLAYER",
64, // width
64, // height
64 * 4, // pitch
DXGI_FORMAT_R8G8B8A8_UNORM,
&g_pTextureShaderResourceView);
if (FAILED(hr)) {
print("LoadTexture2D\n");
return hr;
}
hr = LoadTexture2D(L"RES_FONT_TERMINUS_6X12",
g_FontSize.Texture.Width, // width
g_FontSize.Texture.Height, // height
g_FontSize.Texture.Width * 1, // pitch
DXGI_FORMAT_R8_UNORM,
&g_pTextureShaderResourceViewFont);
if (FAILED(hr)) {
print("LoadTexture2D\n");
return hr;
}
hr = LoadTexture3D(L"RES_PERLIN",
256, // width
256, // height
256, // depth
256 * 1, // pitch
256 * 256 * 1, // slicePitch
DXGI_FORMAT_R8_UNORM,
&g_pTextureShaderResourceViewPerlin);
if (FAILED(hr)) {
print("LoadTexture2D\n");
return hr;
}
return S_OK;
}
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");
g_pInvScreenSizeVariableFont = g_pEffectFont->GetVariableByName("vInvScreenSize")->AsVector();
g_pGlyphScaleVariableFont = g_pEffectFont->GetVariableByName("vGlyphScale")->AsVector();
g_pTexScaleVariableFont = g_pEffectFont->GetVariableByName("vTexScale")->AsVector();
g_pDiffuseVariableFont = g_pEffectFont->GetVariableByName("txDiffuse")->AsShaderResource();
//////////////////////////////////////////////////////////////////////
// layout
//////////////////////////////////////////////////////////////////////
D3D10_INPUT_ELEMENT_DESC layout[] = {
{"TEXCOORD", 0, DXGI_FORMAT_R32G32B32A32_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;
// position
bd.Usage = D3D10_USAGE_DYNAMIC;
bd.ByteWidth = (sizeof (FontVertex)) * g_iFontBufferLength;
bd.BindFlags = D3D10_BIND_VERTEX_BUFFER;
bd.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
bd.MiscFlags = 0;
hr = g_pd3dDevice->CreateBuffer(&bd, NULL, &g_pVertexBuffersFont[0]);
if (FAILED(hr)) {
print("CreateBuffer\n");
return hr;
}
return S_OK;
}
HRESULT InitVolumeBuffers()
{
HRESULT hr;
//////////////////////////////////////////////////////////////////////
// effect
//////////////////////////////////////////////////////////////////////
HRSRC hRes = FindResource(NULL, L"RES_VOLUME_FXO", RT_RCDATA);
if (hRes == NULL) {
print("FindResource RES_VOLUME_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_pEffectVolume
);
if (FAILED(hr)) {
print("D3D10CreateEffectFromMemory\n");
return hr;
}
g_pTechniqueVolume = g_pEffectVolume->GetTechniqueByName("Volume");
g_pLayerVariableVolume = g_pEffectVolume->GetVariableByName("layer")->AsScalar();
g_pDiffuseVariableVolume = g_pEffectVolume->GetVariableByName("txDiffuse")->AsShaderResource();
assert(g_pDiffuseVariableVolume != NULL);
//////////////////////////////////////////////////////////////////////
// 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_pTechniqueVolume->GetPassByIndex(0)->GetDesc(&passDesc);
hr = g_pd3dDevice->CreateInputLayout(layout, numElements,
passDesc.pIAInputSignature,
passDesc.IAInputSignatureSize,
&g_pVertexLayoutVolume);
if (FAILED(hr)) {
print("CreateInputLayout\n");
return hr;
}
//////////////////////////////////////////////////////////////////////
// vertex buffers
//////////////////////////////////////////////////////////////////////
D3D10_BUFFER_DESC bd;
D3D10_SUBRESOURCE_DATA initData;
const XMFLOAT2 position[] = {
XMFLOAT2(-1, 1),
XMFLOAT2( 1, 1),
XMFLOAT2(-1, -1),
XMFLOAT2( 1, -1),
};
// position
bd.Usage = D3D10_USAGE_DEFAULT;
bd.ByteWidth = (sizeof (XMFLOAT2)) * 4;
bd.BindFlags = D3D10_BIND_VERTEX_BUFFER;
bd.CPUAccessFlags = 0;
bd.MiscFlags = 0;
initData.pSysMem = position;
hr = g_pd3dDevice->CreateBuffer(&bd, &initData, &g_pVertexBuffersVolume[0]);
if (FAILED(hr)) {
print("CreateBuffer\n");
return hr;
}
return S_OK;
}
// +Y is up
XMFLOAT2 vtxBloom[] = {
XMFLOAT2(-1, -1), // top left
XMFLOAT2(-1, 1), // top right
XMFLOAT2( 1, -1), // bottom left
XMFLOAT2( 1, 1), // bottom right
};
HRESULT InitBloomBuffers()
{
HRESULT hr;
//////////////////////////////////////////////////////////////////////
// effect
//////////////////////////////////////////////////////////////////////
HRSRC hRes = FindResource(NULL, L"RES_BLOOM_FXO", RT_RCDATA);
if (hRes == NULL) {
print("FindResource RES_BLOOM_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_pEffectBloom
);
if (FAILED(hr)) {
print("D3D10CreateEffectFromMemory\n");
return hr;
}
g_pTechniqueBloom = g_pEffectBloom->GetTechniqueByName("Bloom");
g_pTechniqueBloomBlend = g_pEffectBloom->GetTechniqueByName("BloomBlend");
g_pInvScreenSizeVariableBloom = g_pEffectBloom->GetVariableByName("vInvScreenSize")->AsVector();
g_pDirVariableBloom = g_pEffectBloom->GetVariableByName("vDir")->AsVector();
g_pExposureVariableBloom = g_pEffectBloom->GetVariableByName("fExposure")->AsScalar();
g_pDiffuseAVariableBloom = g_pEffectBloom->GetVariableByName("txDiffuseA")->AsShaderResource();
//////////////////////////////////////////////////////////////////////
// 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_pTechniqueBloom->GetPassByIndex(0)->GetDesc(&passDesc);
hr = g_pd3dDevice->CreateInputLayout(layout, numElements,
passDesc.pIAInputSignature,
passDesc.IAInputSignatureSize,
&g_pVertexLayoutBloom);
if (FAILED(hr)) {
print("CreateInputLayout\n");
return hr;
}
//////////////////////////////////////////////////////////////////////
// vertex buffers
//////////////////////////////////////////////////////////////////////
D3D10_BUFFER_DESC bd;
D3D10_SUBRESOURCE_DATA initData;
// position
bd.Usage = D3D10_USAGE_IMMUTABLE;
bd.ByteWidth = (sizeof (vtxBloom));
bd.BindFlags = D3D10_BIND_VERTEX_BUFFER;
bd.CPUAccessFlags = 0;
bd.MiscFlags = 0;
initData.pSysMem = vtxBloom;
hr = g_pd3dDevice->CreateBuffer(&bd, &initData, &g_pVertexBuffersBloom[0]);
if (FAILED(hr)) {
print("CreateBuffer\n");
return hr;
}
return S_OK;
}
HRESULT InitStaticEffect()
{
HRESULT hr;
//////////////////////////////////////////////////////////////////////
// effect
//////////////////////////////////////////////////////////////////////
HRSRC hRes = FindResource(NULL, L"RES_STATIC_FXO", RT_RCDATA);
if (hRes == NULL) {
print("FindResource RES_STATIC_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_pEffectStatic
);
if (FAILED(hr)) {
print("D3D10CreateEffectFromMemory\n");
return hr;
}
g_pTechniqueStatic = g_pEffectStatic->GetTechniqueByName("Static");
g_pTechniqueStaticInstanced = g_pEffectStatic->GetTechniqueByName("StaticInstanced");
//////////////////////////////////////////////////////////////////////
// layout
//////////////////////////////////////////////////////////////////////
D3D10_INPUT_ELEMENT_DESC layout[] = {
{"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0 , D3D10_INPUT_PER_VERTEX_DATA, 0},
{"NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 1, 0 , D3D10_INPUT_PER_VERTEX_DATA, 0},
{"TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 2, 0 , D3D10_INPUT_PER_VERTEX_DATA, 0},
};
UINT numElements = (sizeof (layout)) / (sizeof (layout[0]));
D3D10_PASS_DESC passDesc;
g_pTechniqueStatic->GetPassByIndex(0)->GetDesc(&passDesc);
hr = g_pd3dDevice->CreateInputLayout(layout, numElements,
passDesc.pIAInputSignature,
passDesc.IAInputSignatureSize,
&g_pVertexLayoutStatic);
if (FAILED(hr)) {
print("CreateInputLayout\n");
return hr;
}
//////////////////////////////////////////////////////////////////////
// variables
//////////////////////////////////////////////////////////////////////
g_pWorldVariableStatic = g_pEffectStatic->GetVariableByName("World")->AsMatrix();
g_pViewVariableStatic = g_pEffectStatic->GetVariableByName("View")->AsMatrix();
g_pProjectionVariableStatic = g_pEffectStatic->GetVariableByName("Projection")->AsMatrix();
g_pWorldNormalVariableStatic = g_pEffectStatic->GetVariableByName("WorldNormal")->AsMatrix();
g_pOutputColorVariableStatic = g_pEffectStatic->GetVariableByName("vOutputColor")->AsVector();
return S_OK;
}
HRESULT LoadMeshStatic(const Mesh * mesh)
{
HRESULT hr;
//////////////////////////////////////////////////////////////////////
// vertex buffers
//////////////////////////////////////////////////////////////////////
D3D10_BUFFER_DESC bd;
D3D10_SUBRESOURCE_DATA initData;
// position
bd.Usage = D3D10_USAGE_IMMUTABLE;
bd.ByteWidth = mesh->position_size;
bd.BindFlags = D3D10_BIND_VERTEX_BUFFER;
bd.CPUAccessFlags = 0;
bd.MiscFlags = 0;
initData.pSysMem = mesh->position;
hr = g_pd3dDevice->CreateBuffer(&bd, &initData, &g_pVertexBufferCube[0]);
if (FAILED(hr)) {
print("CreateBuffer\n");
return hr;
}
// normals
bd.Usage = D3D10_USAGE_IMMUTABLE;
bd.ByteWidth = mesh->normal_size;
bd.BindFlags = D3D10_BIND_VERTEX_BUFFER;
bd.CPUAccessFlags = 0;
bd.MiscFlags = 0;
initData.pSysMem = mesh->normal;
hr = g_pd3dDevice->CreateBuffer(&bd, &initData, &g_pVertexBufferCube[1]);
if (FAILED(hr)) {
print("CreateBuffer\n");
return hr;
}
// texcoords
bd.Usage = D3D10_USAGE_IMMUTABLE;
bd.ByteWidth = mesh->texcoord_0_size;
bd.BindFlags = D3D10_BIND_VERTEX_BUFFER;
bd.CPUAccessFlags = 0;
bd.MiscFlags = 0;
initData.pSysMem = mesh->texcoord_0;
hr = g_pd3dDevice->CreateBuffer(&bd, &initData, &g_pVertexBufferCube[2]);
if (FAILED(hr)) {
print("CreateBuffer\n");
return hr;
}
//////////////////////////////////////////////////////////////////////
// index buffer
//////////////////////////////////////////////////////////////////////
bd.Usage = D3D10_USAGE_IMMUTABLE;
bd.ByteWidth = mesh->indices_size;
bd.BindFlags = D3D10_BIND_INDEX_BUFFER;
bd.CPUAccessFlags = 0;
bd.MiscFlags = 0;
initData.pSysMem = mesh->indices;
hr = g_pd3dDevice->CreateBuffer(&bd, &initData, &g_pIndexBufferCube);
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.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");
// 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_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;
}
hr = InitVolumeBuffers();
if (FAILED(hr)) {
print("InitVolumeBuffers\n");
return hr;
}
hr = InitBloomBuffers();
if (FAILED(hr)) {
print("InitBloomBuffers\n");
return hr;
}
hr = InitStaticEffect();
if (FAILED(hr)) {
print("InitStaticEffect\n");
return hr;
}
hr = LoadMeshStatic(cube::node_0.mesh);
if (FAILED(hr)) {
print("LoadMeshStatic\n");
return hr;
}
//////////////////////////////////////////////////////////////////////
// transform matrices
//////////////////////////////////////////////////////////////////////
g_World1 = XMMatrixIdentity();
g_World2 = XMMatrixIdentity();
XMVECTOR Eye = XMVectorSet(0.0f, 1.0f, -2.0f, 0.0f);
XMVECTOR At = XMVectorSet(0.0f, 1.0f, 0.0f, 0.0f);
XMVECTOR Up = XMVectorSet(0.0f, 1.0f, 0.0f, 0.0f);
g_View = XMMatrixLookAtLH(Eye, At, Up);
float fFov = XM_PI * 0.5f;
float fAspect = width / (float)height;
float fNear = 0.1f;
float fFar = 100.0f;
g_Projection = XMMatrixPerspectiveFovLH(fFov,
fAspect,
fNear,
fFar);
return S_OK;
}
BOOL Resize()
{
RECT rc;
GetClientRect(g_hWnd, &rc);
UINT width = rc.right - rc.left;
UINT height = rc.bottom - rc.top;
if (width == 0 || height == 0)
return false;
// no need to resize if the client area is equal to the current buffer area
if (width == g_ViewportSize.Width && height == g_ViewportSize.Height)
return true;
g_pd3dDevice->OMSetRenderTargets(0, NULL, NULL);
g_pRenderTargetView->Release();
g_pDepthStencil->Release();
g_pDepthStencilView->Release();
g_pSwapChain->ResizeBuffers(1,
width,
height,
DXGI_FORMAT_R8G8B8A8_UNORM,
0);
InitDirect3DViews();
float fFov = XM_PI * 0.5f;
float fAspect = width / (float)height;
float fNear = 0.1f;
float fFar = 100.0f;
g_Projection = XMMatrixPerspectiveFovLH(fFov,
fAspect,
fNear,
fFar);
return true;
}
static inline XMMATRIX MatrixTRS(FXMVECTOR translation,
FXMVECTOR rotation,
FXMVECTOR scaling)
{
XMMATRIX mTranslation = XMMatrixTranslationFromVector(translation);
XMMATRIX mRotation = XMMatrixRotationQuaternion(rotation);
XMMATRIX mScaling = XMMatrixScalingFromVector(scaling);
//return mScaling * mRotation * mTranslation;
return mScaling * mRotation * mTranslation;
}
static inline float fract(float f)
{
return f - floor(f);
}
static inline float loop(float f, float n)
{
return fract(f / n) * n;
}
static inline int FindFrame(const float * frames, int length, float t)
{
for (int i = 0; i < length - 1; i++) {
if (frames[i] <= t && frames[i+1] >= t) {
return i;
}
}
return 0;
}
static inline float Lerp(const float * frames, float t, int frame_ix)
{
return (t - frames[frame_ix]) / (frames[frame_ix + 1] - frames[frame_ix]);
}
const int joints_length = robot_player::skin_0__joints__length;
XMMATRIX mJoints[joints_length];
NodeInstance node_inst[robot_player::nodes__length];
void InitializeNodeInstances()
{
const Node ** nodes = robot_player::nodes;
for (int i = 0; i < robot_player::nodes__length; i++) {
node_inst[i].translation = XMLoadFloat3((const XMFLOAT3 *)&nodes[i]->translation);
node_inst[i].rotation = XMLoadFloat4((const XMFLOAT4 *)&nodes[i]->rotation);
node_inst[i].scale = XMLoadFloat3((const XMFLOAT3 *)&nodes[i]->scale);
}
}
XMMATRIX GlobalTransform(int node_ix)
{
const NodeInstance * instance = &node_inst[node_ix];
const Node * node = robot_player::nodes[node_ix];
XMMATRIX local_transform = MatrixTRS(XMLoadFloat3((const XMFLOAT3*)&instance->translation),
XMLoadFloat4((const XMFLOAT4*)&instance->rotation),
XMLoadFloat3((const XMFLOAT3*)&instance->scale));
if (((int)node->parent_ix) != 40) {
return local_transform * GlobalTransform(node->parent_ix);
} else {
return local_transform;
}
}
void Animate(float t)
{
const AnimationChannel * channels = robot_player::animation_1__channels;
const int channels_length = robot_player::animation_1__channels__length;
t = loop(t, 3.75);
// sample all channels
for (int i = 0; i < channels_length; i++) {
// find frame and lerp (same accessor for all channels)
const float * input = channels[i].sampler->input;
const int input_length = channels[i].sampler->length;
int frame_ix = FindFrame(input, input_length, t);
float lerp = Lerp(input, t, frame_ix);
const AnimationSampler * sampler = channels[i].sampler;
NodeInstance * instance = &node_inst[channels[i].target.node_ix];
switch (channels[i].target.path) {
case ACP__TRANSLATION:
{
const XMFLOAT3 * output = (const XMFLOAT3 *)sampler->output;
instance->translation = XMVectorLerp(XMLoadFloat3(&output[frame_ix]),
XMLoadFloat3(&output[frame_ix+1]),
lerp);
break;
}
case ACP__ROTATION:
{
const XMFLOAT4 * output = (const XMFLOAT4 *)sampler->output;
instance->rotation = XMQuaternionSlerp(XMLoadFloat4(&output[frame_ix]),
XMLoadFloat4(&output[frame_ix+1]),
lerp);
break;
}
case ACP__SCALE:
{
const XMFLOAT3 * output = (const XMFLOAT3 *)sampler->output;
instance->scale = XMVectorLerp(XMLoadFloat3(&output[frame_ix]),
XMLoadFloat3(&output[frame_ix+1]),
lerp);
break;
}
default:
assert(!"invalid sampler path");
break;
}
}
// transform all joints
const Skin * skin = ROOT_MESH_NODE.skin;
for (int i = 0; i < skin->joints_length; i++) {
const int joint_ix = skin->joints[i];
assert(joint_ix >= 0);
const XMMATRIX inverse_bind_matrix = XMMATRIX((const float*)&skin->inverse_bind_matrices[i]);
mJoints[i] = inverse_bind_matrix * GlobalTransform(joint_ix);
}
}
void RenderModel(float t)
{
for (int i = 0; i < joints_length; i++) {
mJoints[i] = XMMatrixIdentity();
}
Animate(t);
XMMATRIX rx = XMMatrixRotationX(XM_PI * -0.0f);
XMMATRIX ry = XMMatrixRotationY(XM_PI * -1.0f + t);
g_World1 = XMMatrixMultiply(rx, ry);
// matrices
g_pViewVariable->SetMatrix((float *)&g_View);
g_pProjectionVariable->SetMatrix((float *)&g_Projection);
g_pWorldVariable->SetMatrix((float *)&g_World1);
g_pDiffuseVariable->SetResource(g_pTextureShaderResourceView);
g_pJointVariable->SetMatrixArray((float *)mJoints, 0, joints_length);
// lights
g_pLightDirVariable->SetFloatVectorArray((float *)g_vLightDirs, 0, 2);
g_pLightColorVariable->SetFloatVectorArray((float *)g_vLightColors, 0, 2);
// render first cube
const Mesh * mesh = ROOT_MESH_NODE.mesh;
UINT stride[] = {
(sizeof (mesh->position[0])),
(sizeof (mesh->weights_0[0])),
(sizeof (mesh->joints_0[0])),
(sizeof (mesh->normal[0])),
(sizeof (mesh->texcoord_0[0])),
};
UINT offset[] = { 0, 0, 0, 0, 0 };
g_pd3dDevice->IASetInputLayout(g_pVertexLayout);
g_pd3dDevice->IASetVertexBuffers(0, g_dwVertexBufferCount, g_pVertexBuffers, stride, offset);
g_pd3dDevice->IASetIndexBuffer(g_pIndexBuffer, DXGI_FORMAT_R32_UINT, 0);
g_pd3dDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
D3D10_TECHNIQUE_DESC techDesc;
g_pTechniqueRender->GetDesc(&techDesc);
int indices_length = ROOT_MESH_NODE.mesh->indices_size / (sizeof (DWORD));
for (UINT p = 0; p < techDesc.Passes; p++) {
g_pTechniqueRender->GetPassByIndex(p)->Apply(0);
g_pd3dDevice->DrawIndexed(indices_length, 0, 0);
}
}
void RenderMeshStatic(const Mesh * mesh, float t)
{
g_pViewVariableStatic->SetMatrix((float *)&g_View);
g_pProjectionVariableStatic->SetMatrix((float *)&g_Projection);
UINT stride[] = {
(sizeof (mesh->position[0])),
(sizeof (mesh->normal[0])),
(sizeof (mesh->texcoord_0[0])),
};
UINT offset[] = { 0, 0, 0 };
g_pd3dDevice->IASetInputLayout(g_pVertexLayoutStatic);
g_pd3dDevice->IASetVertexBuffers(0, g_dwVertexBufferCountCube, g_pVertexBufferCube, stride, offset);
g_pd3dDevice->IASetIndexBuffer(g_pIndexBufferCube, DXGI_FORMAT_R32_UINT, 0);
g_pd3dDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
D3D10_TECHNIQUE_DESC techDesc;
g_pTechniqueStatic->GetDesc(&techDesc);
int indices_length = mesh->indices_size / (sizeof (DWORD));
for (int m = 0; m < 2; m++) {
XMVECTOR vDir = XMLoadFloat4(&g_vLightDirs[m]);
XMVECTOR vLightPos = vDir * (1.25f * (m + 1));
XMMATRIX mLightRotate = XMMatrixRotationX(t * (1 + -2 * m));
XMMATRIX mLightTranslation = XMMatrixTranslationFromVector(vLightPos);
XMMATRIX mLightScale = XMMatrixScaling(0.05f, 0.05f, 0.05f);
XMMATRIX mLight = mLightRotate * mLightScale * mLightTranslation;
g_pWorldVariableStatic->SetMatrix((float *)&mLight);
XMMATRIX mLightNormal = XMMatrixTranspose(XMMatrixInverse(NULL, mLight));
g_pWorldNormalVariableStatic->SetMatrix((float *)&mLightNormal);
g_pOutputColorVariableStatic->SetFloatVector((float *)&g_vLightColors[m]);
for (UINT p = 0; p < techDesc.Passes; p++) {
g_pTechniqueStatic->GetPassByIndex(p)->Apply(0);
g_pd3dDevice->DrawIndexed(indices_length, 0, 0);
}
}
}
static char sprintbuf[512];
static inline int sprint(LPCSTR fmt, ...)
{
va_list args;
va_start(args, fmt);
char * end = sprintbuf;
StringCbVPrintfExA(sprintbuf,
(sizeof (sprintbuf)),
&end,
NULL,
0,
fmt,
args);
va_end(args);
int length = (int)(end - sprintbuf);
return length;
}
void RenderFont()
{
//////////////////////////////////////////////////////////////////////
// dynamic vertex buffer
//////////////////////////////////////////////////////////////////////
FontVertex * pData;
HRESULT hr;
hr = g_pVertexBuffersFont[0]->Map(D3D10_MAP_WRITE_DISCARD,
0,
(void **)&pData);
if (FAILED(hr)) {
print("g_pVertexBuffersFont->Map");
}
int length = sprint("bloomPasses: %d\n"
" exposure: %f",
g_bloomPasses,
g_exposure);
const char start_advance = 10;
int hadvance = start_advance;
int vadvance = -10;
const char * s = sprintbuf;
int ix = 0;
const int charStride = (int)(g_FontSize.Texture.Width / g_FontSize.Glyph.Width);
while (ix < g_iFontBufferLength && *s) {
char c = *s++;
float px = (float)hadvance;
float py = (float)vadvance;
float cx = 0;
float cy = 0;
if (c == '\n') {
hadvance = start_advance;
vadvance -= g_FontSize.Glyph.Height;
continue;
} else if (c == ' ') {
hadvance += g_FontSize.Glyph.Width;
continue;
} else if (c >= 0x20 && c <= 0x7f) {
c -= 0x20;
cx = (float)(c % charStride);
cy = (float)(c / charStride);
}
pData[ix++] = FontVertex(px, py, cx, cy);
hadvance += g_FontSize.Glyph.Width;
}
g_pVertexBuffersFont[0]->Unmap();
//////////////////////////////////////////////////////////////////////
// effect variables
//////////////////////////////////////////////////////////////////////
XMFLOAT2 invScreenSize = XMFLOAT2(2.0f / (float)g_ViewportSize.Width,
2.0f / (float)g_ViewportSize.Height);
XMFLOAT2 glyphScale = XMFLOAT2((float)g_FontSize.Glyph.Width,
(float)g_FontSize.Glyph.Height);
XMFLOAT2 texScale = XMFLOAT2(glyphScale.x / (float)g_FontSize.Texture.Width,
glyphScale.y / (float)g_FontSize.Texture.Height);
g_pInvScreenSizeVariableFont->SetFloatVector((float *)&invScreenSize);
g_pGlyphScaleVariableFont->SetFloatVector((float *)&glyphScale);
g_pTexScaleVariableFont->SetFloatVector((float *)&texScale);
g_pDiffuseVariableFont->SetResource(g_pTextureShaderResourceViewFont);
//////////////////////////////////////////////////////////////////////
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_POINTLIST);
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(length, 0);
}
}
void RenderBloom()
{
//////////////////////////////////////////////////////////////////////
// effect variables
//////////////////////////////////////////////////////////////////////
XMFLOAT2 invScreenSize = XMFLOAT2(1.0f / (float)g_ViewportSize.Width,
1.0f / (float)g_ViewportSize.Height);
g_pInvScreenSizeVariableBloom->SetFloatVector((float *)&invScreenSize);
//////////////////////////////////////////////////////////////////////
UINT stride[] = {
(sizeof (BloomVertex)),
};
UINT offset[] = { 0 };
g_pd3dDevice->IASetInputLayout(g_pVertexLayoutBloom);
g_pd3dDevice->IASetVertexBuffers(0, g_dwVertexBufferCountBloom, g_pVertexBuffersBloom, stride, offset);
g_pd3dDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
D3D10_TECHNIQUE_DESC techDesc;
g_pTechniqueBloom->GetDesc(&techDesc);
g_pExposureVariableBloom->SetFloat(g_exposure);
XMFLOAT2 dirHorizontal = XMFLOAT2(1.0, 0.0);
XMFLOAT2 dirVertical = XMFLOAT2(0.0, 1.0);
// horizontal
g_pDirVariableBloom->SetFloatVector((float *)&dirHorizontal);
g_pDiffuseAVariableBloom->SetResource(g_pRenderTargetShaderResourceViewTexture[0]);
g_pd3dDevice->OMSetRenderTargets(1, &g_pRenderTargetViewTexture[1], NULL);
for (UINT p = 0; p < techDesc.Passes; p++) {
g_pTechniqueBloom->GetPassByIndex(p)->Apply(0);
g_pd3dDevice->Draw(4, 0);
}
g_pd3dDevice->OMSetRenderTargets(0, NULL, NULL);
ID3D10ShaderResourceView * srv[] = { NULL };
for (int i = 0; i < g_bloomPasses; i++) {
g_pd3dDevice->PSSetShaderResources(0, 1, srv);
// vertical
g_pDirVariableBloom->SetFloatVector((float *)&dirVertical);
g_pDiffuseAVariableBloom->SetResource(g_pRenderTargetShaderResourceViewTexture[1]);
g_pd3dDevice->OMSetRenderTargets(1, &g_pRenderTargetViewTexture[0], NULL);
for (UINT p = 0; p < techDesc.Passes; p++) {
g_pTechniqueBloom->GetPassByIndex(p)->Apply(0);
g_pd3dDevice->Draw(4, 0);
}
g_pd3dDevice->PSSetShaderResources(0, 1, srv);
// horizontal
g_pDirVariableBloom->SetFloatVector((float *)&dirHorizontal);
g_pDiffuseAVariableBloom->SetResource(g_pRenderTargetShaderResourceViewTexture[0]);
g_pd3dDevice->OMSetRenderTargets(1, &g_pRenderTargetViewTexture[1], NULL);
for (UINT p = 0; p < techDesc.Passes; p++) {
g_pTechniqueBloom->GetPassByIndex(p)->Apply(0);
g_pd3dDevice->Draw(4, 0);
}
}
D3D10_TECHNIQUE_DESC techDescBlend;
g_pTechniqueBloomBlend->GetDesc(&techDescBlend);
// vertical
g_pDirVariableBloom->SetFloatVector((float *)&dirVertical);
g_pDiffuseAVariableBloom->SetResource(g_pRenderTargetShaderResourceViewTexture[1]);
g_pd3dDevice->OMSetRenderTargets(1, &g_pRenderTargetView, NULL);
for (UINT p = 0; p < techDescBlend.Passes; p++) {
g_pTechniqueBloomBlend->GetPassByIndex(p)->Apply(0);
g_pd3dDevice->Draw(4, 0);
}
}
void Update(float t)
{
XMVECTOR vLightDirs[2] = {
{-0.577f, 0.577f, 0.0, 1.0},
{1.0f, 1.5f, 0.0f, 1.0},
};
XMMATRIX mRotate1 = XMMatrixRotationY(-1.0f * t);
XMVECTOR lightDir1 = XMVector4Transform(vLightDirs[1], mRotate1);
XMStoreFloat4(&g_vLightDirs[1], lightDir1);
XMMATRIX mRotate0 = XMMatrixRotationY(0.4f * t);
XMVECTOR lightDir0 = XMVector4Transform(vLightDirs[0], mRotate0);
XMStoreFloat4(&g_vLightDirs[0], lightDir0);
}
void RenderVolume(float t)
{
UINT stride[] = {
(sizeof (XMFLOAT2)),
};
UINT offset[] = { 0 };
g_pd3dDevice->IASetInputLayout(g_pVertexLayoutVolume);
g_pd3dDevice->IASetVertexBuffers(0, g_dwVertexBufferCountVolume, g_pVertexBuffersVolume, stride, offset);
g_pd3dDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
g_pLayerVariableVolume->SetFloat(t * 0.1f);
g_pDiffuseVariableVolume->SetResource(g_pTextureShaderResourceViewPerlin);
D3D10_TECHNIQUE_DESC techDescVolume;
g_pTechniqueVolume->GetDesc(&techDescVolume);
g_pd3dDevice->OMSetRenderTargets(1, &g_pRenderTargetView, NULL);
for (UINT p = 0; p < techDescVolume.Passes; p++) {
g_pTechniqueVolume->GetPassByIndex(p)->Apply(0);
g_pd3dDevice->Draw(4, 0);
}
}
void RenderVolumeMesh()
{
const Mesh * mesh = cube::node_0.mesh;
int indices_length = mesh->indices_size / (sizeof (DWORD));
g_pViewVariableStatic->SetMatrix((float *)&g_View);
g_pProjectionVariableStatic->SetMatrix((float *)&g_Projection);
UINT stride[] = {
(sizeof (mesh->position[0])),
(sizeof (mesh->normal[0])),
(sizeof (mesh->texcoord_0[0])),
};
UINT offset[] = { 0, 0, 0 };
g_pd3dDevice->IASetInputLayout(g_pVertexLayoutStatic);
g_pd3dDevice->IASetVertexBuffers(0, g_dwVertexBufferCountCube, g_pVertexBufferCube, stride, offset);
g_pd3dDevice->IASetIndexBuffer(g_pIndexBufferCube, DXGI_FORMAT_R32_UINT, 0);
g_pd3dDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
D3D10_TECHNIQUE_DESC techDesc;
g_pTechniqueStatic->GetDesc(&techDesc);
XMMATRIX mWorldScale = XMMatrixScaling(0.2f, 0.2f, 0.2f);
XMMATRIX mWorldTranslate = XMMatrixTranslation(0.5f, 0.5f, 0.5f);
XMMATRIX mWorld = mWorldScale * mWorldTranslate;
g_pWorldVariableStatic->SetMatrix((float *)&mWorld);
XMMATRIX mWorldNormal = XMMatrixIdentity();
g_pWorldNormalVariableStatic->SetMatrix((float *)&mWorldNormal);
XMVECTOR vColor = XMVectorSet(0.0f, 0.9f, 0.0f, 1.0f);
g_pOutputColorVariableStatic->SetFloatVector((float *)&vColor);
for (UINT p = 0; p < techDesc.Passes; p++) {
g_pTechniqueStatic->GetPassByIndex(p)->Apply(0);
g_pd3dDevice->DrawIndexed(indices_length, 0, 0);
}
}
void Render()
{
static DWORD dwTimeStart = 0;
DWORD dwTimeCur = GetTickCount();
if (dwTimeStart == 0)
dwTimeStart = dwTimeCur;
float t = (dwTimeCur - dwTimeStart) / 1000.0f;
Update(t);
// clear
const float ClearColor[4] = { 0.2f, 0.125f, 0.2f, 1.0f };
g_pd3dDevice->OMSetRenderTargets(1, &g_pRenderTargetView, g_pDepthStencilView);
g_pd3dDevice->ClearRenderTargetView(g_pRenderTargetView, ClearColor);
g_pd3dDevice->ClearDepthStencilView(g_pDepthStencilView, D3D10_CLEAR_DEPTH, 1.0f, 0);
// render
RenderModel(t);
RenderFont();
const float ClearColorZero[4] = { 0.0f, 0.0f, 0.0f, 1.0f };
ID3D10RenderTargetView * RenderTargets[] = {
g_pRenderTargetView,
g_pRenderTargetViewTexture[0],
};
g_pd3dDevice->OMSetRenderTargets(2, RenderTargets, g_pDepthStencilView);
g_pd3dDevice->ClearRenderTargetView(g_pRenderTargetViewTexture[0], ClearColorZero);
RenderMeshStatic(cube::node_0.mesh, t);
//RenderBloom();
//print("%f\n", t);
//RenderVolume(t);
//RenderVolumeMesh();
// present
g_pSwapChain->Present(0, 0);
}