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Copy pathDx.cpp
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460 lines (306 loc) · 13.3 KB
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#include "Dx.h"
Dx::Dx(HWND h) : m_hWnd(h){}
void Dx::Initialize(){
UpdateWindowInfo();
// Device and Swapchain
DXGI_SWAP_CHAIN_DESC scd;
ZeroMemory(&scd, sizeof(scd));
scd.BufferCount = 1;
scd.BufferDesc.Width = m_clientW;
scd.BufferDesc.Height = m_clientW;
scd.BufferDesc.RefreshRate.Numerator = 60;
scd.BufferDesc.RefreshRate.Denominator = 1;
scd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
scd.OutputWindow = m_hWnd;
scd.SampleDesc.Count = 1;
scd.SampleDesc.Quality = 0;
scd.BufferDesc.Scaling = DXGI_MODE_SCALING_CENTERED;
scd.Windowed = TRUE;
D3D11CreateDeviceAndSwapChain(0, D3D_DRIVER_TYPE_HARDWARE, 0, 0, 0, 0, D3D11_SDK_VERSION, &scd, m_swapChain.GetAddressOf(), gDevice.GetAddressOf(), NULL, gContext.GetAddressOf());
//gDevice->CreateDeferredContext(0, &gDContext);
gDevice->CreateDeferredContext(0, &gDContext);
// Backbuffer
ComPtr<ID3D11Texture2D> backBufferTexture;
m_swapChain->GetBuffer(0, IID_PPV_ARGS(backBufferTexture.GetAddressOf()));
gDevice->CreateRenderTargetView(backBufferTexture.Get(), nullptr, m_backBuffer.ReleaseAndGetAddressOf());
// Zbuffer
D3D11_TEXTURE2D_DESC zBufferDesc;
ZeroMemory(&zBufferDesc, sizeof(zBufferDesc));
zBufferDesc.Width = m_clientW;
zBufferDesc.Height = m_clientW;
zBufferDesc.ArraySize = 1;
zBufferDesc.MipLevels = 1;
zBufferDesc.SampleDesc.Count = 1;
zBufferDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
zBufferDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
ComPtr<ID3D11Texture2D> zbuffertexture;
gDevice->CreateTexture2D(&zBufferDesc, nullptr, &zbuffertexture);
D3D11_DEPTH_STENCIL_VIEW_DESC dsvd;
ZeroMemory(&dsvd, sizeof(dsvd));
dsvd.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
gDevice->CreateDepthStencilView(zbuffertexture.Get(), &dsvd, m_zBuffer.GetAddressOf());
// Viewport
m_viewport.Width = static_cast<float>(m_clientW);
m_viewport.Height = static_cast<float>(m_clientW);
m_viewport.MinDepth = 0.0f;
m_viewport.MaxDepth = 1.0f;
m_viewport.TopLeftX = 0;
m_viewport.TopLeftY = 0;
CreateStates();
CreateConstantBuffers();
InitDeferred();
gDat.LoadData();
game.Load();
}
void Dx::UpdateWindowInfo(){
RECT rc = { 0 };
GetWindowRect(m_hWnd, &rc);
m_windowW = rc.right - rc.left;
m_windowH = rc.bottom - rc.top;
GetClientRect(m_hWnd, &rc);
m_clientW = rc.right - rc.left;
m_clientH = rc.bottom - rc.top;
}
void Dx::InitDeferred(){
D3D11_TEXTURE2D_DESC gBuf_desc{
m_clientW, m_clientH, 1, 1, DXGI_FORMAT_UNKNOWN, 1, 0, D3D11_USAGE_DEFAULT,
D3D11_BIND_DEPTH_STENCIL | D3D11_BIND_SHADER_RESOURCE, 0, 0
};
gBuf_desc.BindFlags = D3D11_BIND_DEPTH_STENCIL | D3D11_BIND_SHADER_RESOURCE;
gBuf_desc.Format = DXGI_FORMAT_R24G8_TYPELESS; // depth stencil
gDevice->CreateTexture2D(&gBuf_desc, nullptr, &m_depthTex);
gBuf_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; // colr spec int stencil
gBuf_desc.BindFlags = D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE;
gDevice->CreateTexture2D(&gBuf_desc, nullptr, &m_colorTex);
gBuf_desc.Format = DXGI_FORMAT_R11G11B10_FLOAT; // colr spec int stencil
gDevice->CreateTexture2D(&gBuf_desc, nullptr, &m_normalTex);
gBuf_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; // spec power
gDevice->CreateTexture2D(&gBuf_desc, nullptr, &m_specTex);
D3D11_DEPTH_STENCIL_VIEW_DESC ds_Desc = {
DXGI_FORMAT_D24_UNORM_S8_UINT, D3D11_DSV_DIMENSION_TEXTURE2D, 0
};
gDevice->CreateDepthStencilView(m_depthTex.Get(), &ds_Desc, m_depthDSV.GetAddressOf());
ds_Desc.Flags = D3D11_DSV_READ_ONLY_DEPTH | D3D11_DSV_READ_ONLY_STENCIL;
gDevice->CreateDepthStencilView(m_depthTex.Get(), &ds_Desc, m_depthDSV_ro.GetAddressOf());
D3D11_RENDER_TARGET_VIEW_DESC rt_desc = { DXGI_FORMAT_R8G8B8A8_UNORM, D3D11_RTV_DIMENSION_TEXTURE2D };
rt_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
gDevice->CreateRenderTargetView(m_colorTex.Get() , &rt_desc, &m_colorRTV );
rt_desc.Format = DXGI_FORMAT_R11G11B10_FLOAT;
gDevice->CreateRenderTargetView(m_normalTex.Get(), &rt_desc, &m_normalRTV );
rt_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
gDevice->CreateRenderTargetView(m_specTex.Get(), &rt_desc, &m_specRTV );
// Resources
D3D11_SHADER_RESOURCE_VIEW_DESC res_desc = { DXGI_FORMAT_R24_UNORM_X8_TYPELESS, D3D11_SRV_DIMENSION_TEXTURE2D, 0, 0 };
res_desc.Texture2D.MipLevels = 1;
res_desc.Format = DXGI_FORMAT_R24_UNORM_X8_TYPELESS;
gDevice->CreateShaderResourceView(m_depthTex.Get(), &res_desc, &m_depthSRV);
res_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
gDevice->CreateShaderResourceView(m_colorTex.Get(), &res_desc, &m_colorSRV);
res_desc.Format = DXGI_FORMAT_R11G11B10_FLOAT;
gDevice->CreateShaderResourceView(m_normalTex.Get(), &res_desc, &m_normalSRV);
res_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
gDevice->CreateShaderResourceView(m_specTex.Get(), &res_desc, &m_specSRV);
D3D11_DEPTH_STENCIL_DESC depth_desc;
depth_desc.DepthEnable = TRUE;
depth_desc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
depth_desc.DepthFunc = D3D11_COMPARISON_LESS;
depth_desc.StencilEnable = TRUE;
depth_desc.StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK;
depth_desc.StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK;
depth_desc.FrontFace = { D3D11_STENCIL_OP_REPLACE, D3D11_STENCIL_OP_REPLACE, D3D11_STENCIL_OP_REPLACE, D3D11_COMPARISON_ALWAYS };
depth_desc.BackFace = { D3D11_STENCIL_OP_REPLACE, D3D11_STENCIL_OP_REPLACE, D3D11_STENCIL_OP_REPLACE, D3D11_COMPARISON_ALWAYS };
gDevice->CreateDepthStencilState(&depth_desc, m_DS_Tut.GetAddressOf());
// Create constant buffers
D3D11_BUFFER_DESC cb_desc;
ZeroMemory(&cb_desc, sizeof(cb_desc));
cb_desc.Usage = D3D11_USAGE_DYNAMIC;
cb_desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
cb_desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
cb_desc.ByteWidth = sizeof(TEMP_CBUF);
gDevice->CreateBuffer(&cb_desc, nullptr, &m_gBuffer);
D3D11_SAMPLER_DESC sampler_desc;
ZeroMemory(&sampler_desc, sizeof(sampler_desc));
sampler_desc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
sampler_desc.AddressU = sampler_desc.AddressV = sampler_desc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
sampler_desc.MaxAnisotropy = 1;
sampler_desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
sampler_desc.MaxLOD = D3D11_FLOAT32_MAX;
gDevice->CreateSamplerState(&sampler_desc, &m_SS_linear);
sampler_desc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
gDevice->CreateSamplerState(&sampler_desc, &m_SS_point);
}
void Dx::CreateStates(){
// Sampler States
D3D11_SAMPLER_DESC samplerDesc;
ZeroMemory(&samplerDesc, sizeof(samplerDesc));
samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
samplerDesc.MaxAnisotropy = 0;
samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
samplerDesc.MinLOD = 0.0f;
samplerDesc.MaxLOD = 0.0f;
samplerDesc.MipLODBias = 0.0f;
samplerDesc.ComparisonFunc = D3D11_COMPARISON_NEVER;
gDevice->CreateSamplerState(&samplerDesc, &m_SS_pixelArt);
// Rasterizer States
D3D11_RASTERIZER_DESC rsd;
ZeroMemory(&rsd, sizeof(rsd));
rsd.FillMode = D3D11_FILL_SOLID;
rsd.CullMode = D3D11_CULL_BACK;
rsd.FrontCounterClockwise = false;
rsd.DepthBias = false;
rsd.DepthBiasClamp = 0;
rsd.SlopeScaledDepthBias = 0;
rsd.DepthClipEnable = true;
rsd.ScissorEnable = false;
rsd.MultisampleEnable = false;
rsd.AntialiasedLineEnable = false;
gDevice->CreateRasterizerState(&rsd, &m_RS_default);
rsd.FillMode = D3D11_FILL_WIREFRAME;
gDevice->CreateRasterizerState(&rsd, &m_RS_wireframe);
// Blend States
D3D11_BLEND_DESC bsd;
ZeroMemory(&bsd, sizeof(bsd));
bsd.RenderTarget[0].BlendEnable = FALSE;
bsd.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
gDevice->CreateBlendState(&bsd, &m_BS_solid);
D3D11_BLEND_DESC bsd_alpha;
ZeroMemory(&bsd_alpha, sizeof(bsd_alpha));
bsd_alpha.RenderTarget[0].BlendEnable = true;
bsd_alpha.RenderTarget[0].SrcBlend = bsd_alpha.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
bsd_alpha.RenderTarget[0].DestBlend = bsd_alpha.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
bsd_alpha.RenderTarget[0].BlendOp = bsd_alpha.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
bsd_alpha.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
gDevice->CreateBlendState(&bsd_alpha, &m_BS_transparent);
D3D11_DEPTH_STENCIL_DESC dsd;
ZeroMemory(&dsd, sizeof(dsd));
dsd.DepthEnable = true;
dsd.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
dsd.DepthFunc = D3D11_COMPARISON_LESS;
gDevice->CreateDepthStencilState(&dsd, m_DS_default.GetAddressOf());
dsd.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ZERO;
gDevice->CreateDepthStencilState(&dsd, m_DS_ReadNoWrite.GetAddressOf());
dsd.DepthEnable = false;
dsd.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
gDevice->CreateDepthStencilState(&dsd, m_DS_UI.GetAddressOf());
}
void Dx::CreateConstantBuffers(){
// Vertex Shader Constant Buffers
D3D11_BUFFER_DESC bd_perFrame;
ZeroMemory(&bd_perFrame, sizeof(bd_perFrame));
bd_perFrame.Usage = D3D11_USAGE_DEFAULT;
bd_perFrame.ByteWidth = sizeof(CB_mmm);
bd_perFrame.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
gDevice->CreateBuffer(&bd_perFrame, nullptr, &gcbPerFrame);
D3D11_BUFFER_DESC bd_perMesh;
ZeroMemory(&bd_perMesh, sizeof(bd_perMesh));
bd_perMesh.Usage = D3D11_USAGE_DEFAULT;
bd_perMesh.ByteWidth = sizeof(XMMATRIX);
bd_perMesh.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
gDevice->CreateBuffer(&bd_perMesh, nullptr, &gcbPerMesh);
D3D11_BUFFER_DESC bd_perResize;
ZeroMemory(&bd_perResize, sizeof(bd_perResize));
bd_perResize.Usage = D3D11_USAGE_DEFAULT;
bd_perResize.ByteWidth = sizeof(XMFLOAT4);
bd_perResize.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
gDevice->CreateBuffer(&bd_perResize, nullptr, &m_cbPerResize);
// Pixel Shader Constant Buffers
D3D11_BUFFER_DESC bd_cbPS_amb;
ZeroMemory(&bd_cbPS_amb, sizeof(bd_cbPS_amb));
bd_cbPS_amb.Usage = D3D11_USAGE_DYNAMIC;
bd_cbPS_amb.ByteWidth = sizeof(XMFLOAT4)*2;
bd_cbPS_amb.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
bd_cbPS_amb.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
gDevice->CreateBuffer(&bd_cbPS_amb, nullptr, &m_cbPS_amb);
D3D11_BUFFER_DESC cbPS_lights;
ZeroMemory(&cbPS_lights, sizeof(cbPS_lights));
cbPS_lights.Usage = D3D11_USAGE_DYNAMIC;
cbPS_lights.ByteWidth = sizeof(XMFLOAT4) * 2;
cbPS_lights.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
cbPS_lights.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
gDevice->CreateBuffer(&cbPS_lights, nullptr, &m_cbPS_lights);
}
void Dx::Update() {
if (!m_Active)return;
m_Timer.Update();
gInput.Update();
game.Update(m_Timer.GetDelta());
}
void Dx::Draw() {
if (!m_Active)return;
ClearFrame();
gDat.Reset();
///gContext->PSSetSamplers(0, 1, m_SS_pixelArt.GetAddressOf());
gContext->RSSetState(m_RS_default.Get());
///gContext->OMSetDepthStencilState(m_DS_default.Get(), 0);
//----
ID3D11DepthStencilState* prevDepthSS;
UINT nPrevStencilRef;
gContext->OMGetDepthStencilState(&prevDepthSS, &nPrevStencilRef);
gContext->PSSetSamplers(0, 1, &m_SS_linear);
//-----
gContext->OMSetBlendState(m_BS_transparent.Get(), 0, 0xFFFFFFFF);
gContext->VSSetConstantBuffers(0, 1, gcbPerFrame.GetAddressOf());
gContext->VSSetConstantBuffers(1, 1, gcbPerMesh.GetAddressOf());
gContext->VSSetConstantBuffers(2, 1, m_cbPerResize.GetAddressOf());
gContext->PSSetConstantBuffers(0, 1, m_cbPS_amb.GetAddressOf());
gContext->PSSetConstantBuffers(1, 1, m_cbPS_lights.GetAddressOf());
XMFLOAT4 screenDim = { static_cast<float>(m_windowW), static_cast<float>(m_windowH), static_cast<float>(m_clientW),static_cast<float>(m_clientH) };
gContext->UpdateSubresource(m_cbPerResize.Get(), 0, 0, &screenDim, 0, 0);
B_F4F4 tmp;
tmp.f4a = { 0.0f, 0.0f, 0.0f, 0.0f };
tmp.f4b = { 0.0f, 0.0f, 0.0f, 0.0f };
D3D11_MAPPED_SUBRESOURCE mappedResource;
ZeroMemory(&mappedResource, sizeof(D3D11_MAPPED_SUBRESOURCE));
gContext->Map(m_cbPS_amb.Get(), 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
memcpy(mappedResource.pData, &tmp, sizeof(XMFLOAT4)* 2);
gContext->Unmap(m_cbPS_amb.Get(), 0);
//DefStart();
game.Draw();
m_swapChain->Present(1, 0);
//ID3D11RenderTargetView* rt[3] = { NULL, NULL, NULL };
//gContext->OMSetRenderTargets(3, rt, m_depthDSV_ro.Get());
}
void Dx::ClearFrame() {
UpdateWindowInfo();
float fill[4] = { 0.0f, 0.2f, 0.25f, 1.0f };
gContext->ClearRenderTargetView(m_backBuffer.Get(), fill);
//gDContext->ClearRenderTargetView(g_pRenderTargetView, fill);
gContext->ClearDepthStencilView(m_zBuffer.Get(), D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL, 1.0f, 0);
gContext->OMSetRenderTargets(1, m_backBuffer.GetAddressOf(), m_zBuffer.Get());
gContext->RSSetViewports(1, &m_viewport);
}
void Dx::ResizeWindow() {
}
void Dx::MSG_InactiveWindow(){
m_Active = false;
m_Timer.Pause();
}
void Dx::MSG_ActiveWindow() {
m_Active = true;
m_Timer.Unpause();
}
void Dx::Msg_Shutdown(){
CoUninitialize();
gContext->ClearState();
}
float Dx::GetTicks()
{
return 0.0f;
}
void Dx::DefStart(){
gContext->ClearDepthStencilView(m_depthDSV.Get(), D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL, 1.0, 0);
float fill[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
gContext->ClearRenderTargetView(m_colorRTV.Get(), fill);
gContext->ClearRenderTargetView(m_normalRTV.Get(), fill);
gContext->ClearRenderTargetView(m_specRTV.Get(), fill);
ID3D11RenderTargetView* rt[3] = { m_colorRTV.Get(), m_normalRTV.Get(), m_specRTV.Get() };
gContext->OMSetRenderTargets(3, rt, m_depthDSV.Get());
gContext->OMSetDepthStencilState(m_DS_Tut.Get(), 1);
//gContext->RSSetViewports(1, &m_viewport);
}
void Dx::DefCommit()
{
}