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KiadtaTamás Vass Megváltozta több, mint 10 éve
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Szécsi László
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June 2010 DirectX SDK Visual Studio 2010
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vertex bufferek index buffer rajzolási állapot – egyes pipelineelemek működési beállításai – programozható elemek shader programjai erőforrások – globális memóriában adatok – globális (uniform) változók – textúrák – adatbufferek csak olvasható
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kép – render target frame buffer textúra – mélységbuffer (+stencil) adatbuffer – stream out target read/write (GpGpu-hoz) – unordered access view
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IAVSHSDSGSPSOMRSTess tessfactor IA SO +mindeki olvashatja a uniform változókat, textúrákat, buffereket
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IAOMRSTess tessfactor IA SO input layout primitive topology rasterizer state depth- stencil state blend state viewport
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ID3D11Device (1 van) – erőforrások létrehozása, felszabadítása textúra, buffer, shader, state block ID3D11DeviceContext (1 immediate, * deferred) – rajzolási állapot, I/O, shader beállítás – rajzolás ID3DXEffect (*) – shaderek fordítása, menedzselése – shaderek, rajzolási állapotok beállítása scriptből
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erőforrások létrehozása – CreateBuffer – CreateTexture2D erőforrásokhoz nézetek létrehozása – CreateShaderResourceView – CreateRenderTargetView shaderek és rajzolásiállapot-struktúrák – CreateVertexShader – CreateBlendState
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bemenetek és kimenetek beállítása – IASetIndexBuffer, IASetVertexBuffers – OMSetRenderTargets rajzolási állapot beállítása – RSSetState, OMSetBlendState shaderek, uniform paraméterek beállítása – VSSetShader, PSSetShader rajzolás – Draw, DrawIndexed, DrawIndexInstanced
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mint a GLUT – ablakozás, eseménykezelés, callback függvények csomó minden más – kamera osztályok – user interface nem külön lib, hanem forrásban ott van minden Empty projectben alapból
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DXUTSetCallbackD3D11DeviceAcceptable( IsD3D11DeviceAcceptable ); DXUTSetCallbackD3D11DeviceCreated( OnD3D11CreateDevice ); DXUTSetCallbackD3D11SwapChainResized( OnD3D11ResizedSwapChain ); DXUTSetCallbackD3D11FrameRender( OnD3D11FrameRender ); DXUTSetCallbackD3D11SwapChainReleasing( OnD3D11ReleasingSwapChain ); DXUTSetCallbackD3D11DeviceDestroyed( OnD3D11DestroyDevice );
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DXUTInit( true, true, NULL ); DXUTSetCursorSettings( true, true ); DXUTCreateWindow( L"KickStart11" ); DXUTCreateDevice( D3D_FEATURE_LEVEL_10_0, true, 640, 480 ); DXUTMainLoop(); // Enter into the DXUT ren der loop
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Előző két dián lévő kód már benne lesz Start Menu/DirectX SDK (June 2010)/DirectX Sample Browser – install EmptyProject11 – project neve: KickStart11
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KickStart11_2010.sln megnyitása DirectX 9 támogatás kidobása (opcionális) – delete EmptyProject9.cpp – minden D3D9-et tartalmazó sor törlése a KickStart11.cpp-ből – 9-es libek kidobása a linker inputból
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project properties (ez csak erre a projectre lesz érvényes) – Configuration properties/c/c++/general/additional include directories C:\Program Files\Microsoft DirectX SDK (June 2010)\Include – Configuration properties/linker/general/additional library directories C:\Program Files\Microsoft DirectX SDK (June 2010)\Lib\x86
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gép alapon (minden projectre érvényes lesz) view menu: property manager property manager ablakban – pl. Debug | Win32 – Microsoft.Cpp.Win32.User duplaklikk – VC++ directories alá az előző diákon szereplő könyvtárak beállítása
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eszközesemények – OnD3D11CreateDeviceprogram indul – OnD3D11ResizedSwapChainablak létrejött – OnD3D11ReleasingSwapChainablak megszűnt – OnD3D11DestroyDeviceprogram vége vezérlési események – OnD3D11FrameRenderrajzolás – OnFrameMoveanimáció – MsgProcwindows üzenet
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célszerű, hogy a globális callback függvények egy saját objektum metódusait hívják – ott tudjuk megvalósítani a funkciót – nem kell a KickStart11.cpp-be nyúlkálni ahhoz, hogy a saját objektum könnyen cserélhető legyen, legyen egy ősinterface – minden legyen a Dxa namespace-ben – az ősinterface a Dxa::Base – implementáló osztály Dxa::Sas : public Dxa::Base
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#pragma once namespace Dxa { class Base { protected: ID3D11Device* device; IDXGISwapChain* swapChain; DXGI_SURFACE_DESC backbufferSurfaceDesc; public: Base(ID3D11Device* device) {this->device = device; swapChain = NULL;} void setSwapChain(IDXGISwapChain* swapChain, const DXGI_SURFACE_DESC* backbufferSurfaceDesc) { this->swapChain = swapChain; this->backbufferSurfaceDesc = *backbufferSurfaceDesc;} virtual ~Base(){} // insert code from slide #0.1 here }; } #0.0
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// insert this into code on slide #0.0 virtual HRESULT createResources() {return S_OK;} virtual HRESULT createSwapChainResources() {return S_OK;} virtual HRESULT releaseResources() {return S_OK;} virtual HRESULT releaseSwapChainResources() {return S_OK;} virtual void animate(double dt, double t){} virtual bool processMessage( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam) {return false;} virtual void render( ID3D11DeviceContext* context){} #0.1
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#include "DXUT.h“ #include "Dxa.h" Dxa::Base* application; #1.0
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HRESULT CALLBACK OnD3D11CreateDevice( ID3D11Device* pd3dDevice, const DXGI_SURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext ) { application = new Dxa::Base(pd3dDevice); application->createResources(); return S_OK; } #1.1
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HRESULT CALLBACK OnD3D11ResizedSwapChain( ID3D11Device* pd3dDevice, IDXGISwapChain* pSwapChain, const DXGI_SURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext ) { application->setSwapChain(pSwapChain, pBackBufferSurfaceDesc); application->createSwapChainResources(); return S_OK; } #1.2
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void CALLBACK OnFrameMove( double fTime, float fElapsedTime, void* pUserContext ) { if(application) application->animate( fElapsedTime, fTime); } #1.3
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void CALLBACK OnD3D11FrameRender( ID3D11Device* pd3dDevice, ID3D11DeviceContext* pd3dImmediateContext, double fTime, float fElapsedTime, void* pUserContext ) { // Clear render target and the depth stencil float ClearColor[4] = { 0.176f, 0.196f, 0.667f, 0.0f }; ID3D11RenderTargetView* pRTV = DXUTGetD3D11RenderTargetView(); ID3D11DepthStencilView* pDSV = DXUTGetD3D11DepthStencilView(); pd3dImmediateContext->ClearRenderTargetView( pRTV, ClearColor ); pd3dImmediateContext->ClearDepthStencilView( pDSV, D3D11_CLEAR_DEPTH, 1.0, 0 ); } #1.4
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void CALLBACK OnD3D11FrameRender( ID3D11Device* pd3dDevice, ID3D11DeviceContext* pd3dImmediateContext, double fTime, float fElapsedTime, void* pUserContext ) { if(application) application->render( pd3dImmediateContext); } #1.5
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void CALLBACK OnD3D11ReleasingSwapChain( void* pUserContext ) { application-> releaseSwapChainResources(); } #1.6
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void CALLBACK OnD3D11DestroyDevice( void* pUserContext ) { application->releaseResources(); delete application; application = NULL; } #1.7
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LRESULT CALLBACK MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam, bool* pbNoFurtherProcessing, void* pUserContext ) { if(application) application->processMessage( hWnd, uMsg, wParam, lParam); return 0; } #1.8
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Dxa::Triangle erőforrás létrehozás/felszabadítás (vertex buffer), render target törlés, rajzolás
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Dxa::Base nem csinál semmit származtatunk belőle Dxa::Triangle-t felüldefiniáljuk a virtuális eseménykezelő metódusokat – createResources – releaseResource – render
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#pragma once #include "dxa.h" namespace Dxa { class Triangle : public Dxa::Base { public: Triangle(ID3D11Device* device); HRESULT createResources(); HRESULT releaseResources(); void render(ID3D11DeviceContext* context); }; } #2.0
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#include "DXUT.h" #include "DxaTriangle.h" Dxa::Triangle::Triangle(ID3D11Device* device) :Base(device) { } HRESULT Dxa::Triangle::createResources() { return S_OK; } HRESULT Dxa::Triangle::releaseResources() { return S_OK; } void Dxa::Triangle::render(ID3D11DeviceContext* context) { } #2.1
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#include "DXUT.h" #include "Dxa.h" Dxa::Base* application; #include "DxaTriangle.h" #2.3
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HRESULT CALLBACK OnD3D11CreateDevice( ID3D11Device* pd3dDevice, const DXGI_SURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext ) { application = new //Dxa::Base(pd3dDevice); Dxa::Triangle(pd3dDevice); application->createResources(); return S_OK; } #2.4
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IAVSPSOMRSIA vertex buffer input layout vertex shader pixel shader primitive topology marad default marad default = [x, y, z] [x, y, z] [x, y, z, 1]
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class Triangle : public Dxa::Base { ID3D11Buffer* vertexBuffer; ID3D11InputLayout* inputLayout; ID3D11VertexShader* vertexShader; ID3D11PixelShader* pixelShader; public: #2.5
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HRESULT Dxa::Triangle::createResources() { D3D11_BUFFER_DESC desc; desc.BindFlags = D3D11_BIND_VERTEX_BUFFER; desc.ByteWidth = sizeof(D3DXVECTOR3) * 3; desc.CPUAccessFlags = 0; desc.MiscFlags = 0; desc.StructureByteStride = sizeof(D3DXVECTOR3); desc.Usage = D3D11_USAGE_IMMUTABLE; D3DXVECTOR3 vertexPositionArray[3] = { D3DXVECTOR3(0, 0, 0.5), D3DXVECTOR3(0, 1, 0.5), D3DXVECTOR3(1, 0, 0.5) }; D3D11_SUBRESOURCE_DATA initData; initData.pSysMem = vertexPositionArray; initData.SysMemPitch = 0; initData.SysMemSlicePitch = 0; device->CreateBuffer(&desc, &initData, &vertexBuffer); #2.6
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device->CreateBuffer(&desc, &initData, &vertexBuffer); const char* vertexShaderCode = "float4 vsIdle(float4 pos :POSITION ) :SV_Position {return pos;}"; ID3DBlob* vertexShaderByteCode; D3DX11CompileFromMemory(vertexShaderCode, strlen(vertexShaderCode), NULL, NULL, NULL, "vsIdle", "vs_5_0", 0, 0, NULL, &vertexShaderByteCode, NULL, NULL); device->CreateVertexShader( vertexShaderByteCode->GetBufferPointer(), vertexShaderByteCode->GetBufferSize(), NULL, &vertexShader); #2.7
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// insert after #2.7 D3D11_INPUT_ELEMENT_DESC positionElement; positionElement.AlignedByteOffset = 0; positionElement.Format = DXGI_FORMAT_R32G32B32_FLOAT; positionElement.InputSlot = 0; positionElement.InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA; positionElement.InstanceDataStepRate = 0; positionElement.SemanticIndex = 0; positionElement.SemanticName = "POSITION"; #2.8
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// insert after #2.8 device->CreateInputLayout( &positionElement, 1, vertexShaderByteCode ->GetBufferPointer(), vertexShaderByteCode ->GetBufferSize(), &inputLayout); #2.9
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// insert after #2.9 const char* pixelShaderCode = "float4 psIdle() : SV_Target {return float4(1, 0, 0, 1);}"; ID3DBlob* pixelShaderByteCode; D3DX11CompileFromMemory(pixelShaderCode, strlen(pixelShaderCode), NULL, NULL, NULL, "psIdle", "ps_5_0", 0, 0, NULL, &pixelShaderByteCode, NULL, NULL); device-> CreatePixelShader( pixelShaderByteCode->GetBufferPointer(), pixelShaderByteCode->GetBufferSize(), NULL, &pixelShader); #2.10
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HRESULT Dxa::Triangle::releaseResources() { vertexBuffer->Release(); inputLayout->Release(); vertexShader->Release(); pixelShader->Release(); return S_OK; } #2.11
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void Dxa::Triangle::render(ID3D11DeviceContex t* context) { float clearColor[4] = { 0.9f, 0.7f, 0.1f, 0.0f }; ID3D11RenderTargetView* defaultRtv = DXUTGetD3D11RenderTargetView(); ID3D11DepthStencilView* defaultDsv = DXUTGetD3D11DepthStencilView(); context->ClearRenderTargetView( defaultRtv, clearColor ); context->ClearDepthStencilView( defaultDsv, D3D11_CLEAR_DEPTH, 1.0, 0 ); #2.12
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// insert after #2.12 unsigned int stride = sizeof(D3DXVECTOR3); unsigned int offset = 0; context->IASetVertexBuffers(0, 1, &vertexBuffer, &stride, &offset); context->IASetPrimitiveTopology( D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); context->IASetInputLayout(inputLayout); context->VSSetShader(vertexShader, NULL, 0); context->PSSetShader(pixelShader, NULL, 0); context->Draw(3, 0); #2.13
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Start menu doc
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bepastelt kódhoz: – formáz:kijelöl, Ctrl+K, Ctrl+F általában kódoláshoz – kódieg.: eleje begépel, aztán Ctrl+space – metódus paraméterlistája kurzor a zárójelek közé v. nyitó zárójel után ctrl+alt+space
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Dxa::TriangleWithFx shaderek kényelmesebb kezelése
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forráskódban elérhető egyszerűsíti a shaderek fordítását, rajzolási állapot beállítását – pass: egy ilyen beállítóscript – technique: pass gyűjtemény – group: technique gyűjtemény erőforrások, uniform paraméterek átadása – globális változók
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ID3DXEffectVariable gyűjtemény – scalar, vector, matrix – shaderResourceView (pl. textúra) ID3DXEffectGroup – ID3DXEffectTechnique ID3DXEffectPass – shader programok beállítása – rasterizer, blend, depthstencil állapot beállítása mindezek egy.fx fileban – HLSL shader kódok
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1. lehetőség – forrás lefordítása – /Samples/C++/Effects11 – kapott lib file belinkelése 2. lehetőség (bele akarunk hekkelni esetleg) – forrás bemásolása a KickStart11 könyvtárba – project hozzáadása a KickStart11 solutionhöz
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copy – c:\Program Files (x86)\Microsoft DirectX SDK (June 2010)\Samples\C++\Effects11\ – d:\Education\KickStart\D3D11\KickStart11\ solution/add/existing project – KickStart11/Effects11/Effects11_2010.vcxproj KickStart11 project properties – common properties – add new reference: Effects 11
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KickStart11 project properties – configuration properties/c++/additional include directories Effects11\Inc
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hozzunk létre egy ‘fx’ alkönyvtárat a KickStart11-en belül abba egy idle.fx file – add new item/utility/text file
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float4 vsIdle(float4 pos : POSITION) : SV_Position { return pos; } float4 psIdle() : SV_Target { return float4(0, 1, 0, 1); } technique11 idle { pass idle { SetVertexShader ( CompileShader( vs_5_0, vsIdle() ) ); SetPixelShader( CompileShader( ps_5_0, psIdle() ) ); } #3.0
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DxaTriangle.h, DxaTriangle.cpp tartalma bemásolva a DxaTriangleWithFx.h, ill. cpp-be Minden Triangle TriangleWithFx-re cserélve
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Dxa::Base* application; #include "DxaTriangle.h" #include "DxaTriangleWithFx.h" #4.0
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HRESULT CALLBACK OnD3D11CreateDevice( ID3D11Device* pd3dDevice, const DXGI_SURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext ) { application = new //Dxa::Base(pd3dDevice); //Dxa::Triangle(pd3dDevice); Dxa::TriangleWithFx(pd3dDevice); application->createResources(); return S_OK; } #4.1
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#pragma once #include "dxa.h" #include "d3dx11effect.h" #4.2
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ID3D11VertexShader* vertexShader; ID3D11PixelShader* pixelShader; ID3DX11Effect* effect; public: TriangleWithFx(ID3D11Device* device); #4.3
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const char* vertexShaderCode = "float4 vsIdle(float4 pos : POSITION) : SV_Position {return pos;}"; ID3DBlob* vertexShaderByteCode; D3DX11CompileFromMemory(vertexShaderCode, strlen(vertexShaderCode), NULL, NULL, NULL, "vsIdle", "vs_5_0", 0, 0, NULL, &vertexShaderByteCode, NULL, NULL); device- >CreateVertexShader(vertexShaderByteCode ->GetBufferPointer(), vertexShaderByteCode->GetBufferSize(), NULL, &vertexShader); #4.4
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device- >CreateInputLayout(&positionElemen t, 1, vertexShaderByteCode- >GetBufferPointer(), vertexShaderByteCode- >GetBufferSize(), &inputLayout); #4.5
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const char* pixelShaderCode = "float4 psIdle() : SV_Target {return float4(1, 0, 0, 1);}"; ID3DBlob* pixelShaderByteCode; D3DX11CompileFromMemory(pixelShaderCode, strlen(pixelShaderCode), NULL, NULL, NULL, "psIdle", "ps_5_0", 0, 0, NULL, &pixelShaderByteCode, NULL, NULL); device- >CreatePixelShader(pixelShaderByteCode- >GetBufferPointer(), pixelShaderByteCode->GetBufferSize(), NULL, &pixelShader); #4.6
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HRESULT Dxa::TriangleWithFx::createResources (){ ID3DBlob* compiledEffect = NULL; D3DX11CompileFromFileW( L"fx/idle.fx", NULL, NULL, NULL, "fx_5_0", 0, 0, NULL, &compiledEffect, NULL, NULL); D3DX11CreateEffectFromMemory( compiledEffect->GetBufferPointer(), compiledEffect->GetBufferSize(), 0, device, &effect); #4.7
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// append to createResources D3DX11_PASS_DESC idlePassDesc; effect->GetTechniqueByName("idle") ->GetPassByName("idle") ->GetDesc(&idlePassDesc); device->CreateInputLayout( &positionElement, 1, idlePassDesc.pIAInputSignature, idlePassDesc.IAInputSignatureSize, &inputLayout); #4.8
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HRESULT Dxa::TriangleWithFx::releaseResour ces() { effect->Release(); vertexBuffer->Release(); inputLayout->Release(); vertexShader->Release(); pixelShader->Release(); #4.9
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context->VSSetShader(vertexShader, NULL, 0); context->PSSetShader(pixelShader, NULL, 0); effect->GetTechniqueByName("idle") ->GetPassByName("idle") ->Apply(0, context); context->Draw(3, 0); #4.10
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Dxa::MeshCam mesh osztály, kamera, transzformációk, advanced effect
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dx11-ben nincs – játékfejlesztők írnak maguknak úgyis DXUT-ban van – CDXUTSDKMesh – csak sdkmesh formátumot tud betölteni – túl bonyolult most nekünk Saját Mesh osztály – vertex buffer, index buffer, vertex elements – saját formátum (.dgb) + konverter (dgbMaker)
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bináris vertex element descriptor vertex buffer binárisan index buffer binárisan ennyi – nincs attribútum tábla – nincsenek anyagok – nincsenek textúrák – nincsenek submeshek
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class Mesh{ ID3D11Buffer* vertexBuffer; ID3D11Buffer* indexBuffer;... // code deleted from here public: static HRESULT createMeshFromFile(const char* dgbFilename, ID3D11Device* device, Mesh** mesh); ~Mesh(); HRESULT createInputLayout(ID3D11Device* device, D3DX11_PASS_DESC* passDesc, ID3D11InputLayout** inputLayout); void draw(ID3D11DeviceContext* context); };
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transzformációkat végrehajtó vertex shader – be: modell pos, model normal, tex – ki: képernyő pos, világ pos, világ normal, tex – trafó mátrixok uniform paraméterek kamerától fog majd függeni az érték primitív árnyalást számoló pixel shader – ne legyen egyszínű – normal.z abszolútértéke a szín – (függőleges irányfény)
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float4x4 modelMatrix; float4x4 modelMatrixInverse; float4x4 modelViewProjMatrix; #5.0#5.0
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struct IaosTrafo { float4 pos: POSITION; float3 normal : NORMAL; float2 tex : TEXCOORD; }; struct VsosTrafo { float4 pos : SV_POSITION; float4 worldPos : WORLDPOS; float3 normal : NORMAL; float2 tex : TEXCOORD; }; #5.1#5.1
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VsosTrafo vsTrafo(IaosTrafo input) { VsosTrafo output = (VsosTrafo)0; output.pos = mul(input.pos, modelViewProjMatrix); output.worldPos = mul(input.pos, modelMatrix); output.normal = mul(modelMatrixInverse, float4(input.normal.xyz, 0.0)); output.tex = input.tex; return output; } #5.2#5.2
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VsosTrafo vsTrafo(IaosTrafo input) { VsosTrafo output = (VsosTrafo)0; output.pos = mul(input.pos, modelViewProjMatrix); output.worldPos = mul(input.pos, modelMatrix); output.normal = mul(modelMatrixInverse, float4(input.normal.xyz, 0.0)); output.tex = input.tex; return output; } #5.3#5.3
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float4 psBasic(VsosTrafo input) : SV_Target { return abs(saturate(input.normal).y); } #5.2#5.2
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technique11 basic { pass basic { SetVertexShader ( CompileShader( vs_5_0, vsTrafo() ) ); SetPixelShader( CompileShader( ps_5_0, psBasic() ) ); } #5.3#5.3
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DxaMeshCam.h DxaMeshCam.cpp
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#include "DxaTriangle.h #include "DxaTriangleWithFx.h" #include "DxaMeshCam.h" Dxa::Base* application; #6.0
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HRESULT CALLBACK OnD3D11CreateDevice( ID3D11Device* pd3dDevice, const DXGI_SURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext ) { application = new //Dxa::Base(pd3dDevice); //Dxa::Triangle(pd3dDevice); //Dxa::TriangleWithFx(pd3dDevice); Dxa::MeshCam(pd3dDevice); application->createResources(); return S_OK; } #6.1
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#pragma once #include "dxa.h" #include "Mesh.h“ #include "DXUTCamera.h" namespace Dxa { class MeshCam : public Dxa::Base { // insert code from #6.3 here public: MeshCam(ID3D11Device* device); HRESULT createResources(); HRESULT releaseResources(); HRESULT createSwapChainResources(); HRESULT releaseSwapChainResources(); void animate(double dt, double t); bool processMessage( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam); void render(ID3D11DeviceContext* context); }; } #6.2
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class MeshCam : public Dxa::Base { // insert into code on #6.2 ID3DX11Effect* effect; CFirstPersonCamera camera; Mesh* mesh; ID3D11InputLayout* inputLayout; #6.3
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Dxa::MeshCam::MeshCam(ID3D11Device* device) :Dxa::Base(device) { camera.SetViewParams( &D3DXVECTOR3(0, 3, -10), &D3DXVECTOR3(0, 3, 0) ); } #6.4
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HRESULT Dxa::MeshCam::createResources() { ID3DBlob* compiledEffect = NULL; ID3DBlob* compilationErrors = NULL; HRESULT hr = D3DX11CompileFromFileW( L"fx/basic.fx", NULL, NULL, NULL,"fx_5_0", 0, 0, NULL, &compiledEffect, &compilationErrors, NULL); if(hr != S_OK) { if(compilationErrors != NULL) MessageBoxA( NULL, (LPSTR)compilationErrors ->GetBufferPointer(), "Failed to create effect from file!", MB_OK); else MessageBoxA( NULL, "File cound not be opened", "Failed to create effect from file!", MB_OK); exit(-1);} // insert next slides here return S_OK; } #6.5
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// insert after #6.5 hr = D3DX11CreateEffectFromMemory( compiledEffect->GetBufferPointer(), compiledEffect->GetBufferSize(), 0, device, &effect); if(hr != S_OK) { MessageBoxA( NULL, "CreateEffectFromMemory failed", "Failed to create effect from file!", MB_OK); exit(-1); } #6.6
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// insert after #6.6 mesh = NULL; Mesh::createMeshFromFile( "media/bigbunny.dgb", device, &mesh); if(mesh == NULL) { MessageBoxA( NULL, "Mesh could not be loaded.", "Failed to create mesh from file!", MB_OK); exit(-1); } #6.7
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// insert after #6.7 D3DX11_PASS_DESC basicPassDesc; effect ->GetTechniqueByName("basic") ->GetPassByName("basic") ->GetDesc(&basicPassDesc); mesh->createInputLayout(device, &basicPassDesc, &inputLayout); #6.8
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HRESULT Dxa::MeshCam::releaseResources() { effect->Release(); inputLayout->Release(); delete mesh; return S_OK; } #6.9
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HRESULT Dxa::MeshCam:: createSwapChainResources() { camera.SetProjParams(1.58, (float) backbufferSurfaceDesc.Width / backbufferSurfaceDesc.Height, 0.1, 1000 ); return S_OK; } #6.10
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HRESULT Dxa::MeshCam:: releaseSwapChainResources() { return S_OK; } #6.11
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void Dxa::MeshCam::animate(double dt, double t) { camera.FrameMove(dt); } bool Dxa::MeshCam::processMessage( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam) { return camera.HandleMessages( hWnd, uMsg, wParam, lParam); } #6.12
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void Dxa::MeshCam::render(ID3D11DeviceContext* context) { float clearColor[4] = { 0.3f, 0.2f, 0.9f, 0.0f }; ID3D11RenderTargetView* defaultRtv = DXUTGetD3D11RenderTargetView(); ID3D11DepthStencilView* defaultDsv = DXUTGetD3D11DepthStencilView(); context->ClearRenderTargetView( defaultRtv, clearColor ); context->ClearDepthStencilView( defaultDsv, D3D11_CLEAR_DEPTH, 1.0, 0 ); // insert next slides here } #6.13
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D3DXMATRIX modelMatrix, modelMatrixInverse; D3DXMatrixIdentity(&modelMatrix); D3DXMatrixInverse(&modelMatrixInverse, NULL, &modelMatrix); D3DXMATRIX viewMatrix = *camera.GetViewMatrix(); D3DXMATRIX projMatrix = *camera.GetProjMatrix(); D3DXMATRIX modelViewProjMatrix = modelMatrix * viewMatrix * projMatrix; #6.14
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context-> IASetInputLayout(inputLayout); effect-> GetTechniqueByName("basic")-> GetPassByName("basic")-> Apply(0, context); mesh->draw(context); #6.16
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Dxa::Textured
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Dxa::MeshCam lemásolva MeshCam -> Textured search&replace basic.fx helyett textured.fx betöltése
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#include technique11 basic Texture2D kdTexture; SamplerState linearSampler { Filter = MIN_MAG_MIP_LINEAR; AddressU = Wrap; AddressV = Wrap; }; #7.0
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float4 psTextured(VsosTrafo input) : SV_Target { return abs(saturate(input.normal).y) * kdTexture.Sample(linearSampler, input.tex); } technique11 textured { pass textured { SetVertexShader ( CompileShader( vs_5_0, vsTrafo() ) ); SetPixelShader( CompileShader( ps_5_0, psTextured() ) ); } #7.1
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#include "DxaTextured.h" #8.0
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new //Dxa::MeshCam(pd3dDevice); Dxa::Textured(pd3dDevice); #8.1
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class Textured : public Dxa::Base { ID3D11ShaderResourceView* kdTextureSrv; #8.2
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HRESULT Dxa::Textured::createResources() {... D3DX11CreateShaderResourceViewFromFile( device, L"Media/uvGrid.jpg", NULL, NULL, &kdTextureSrv, NULL); return S_OK; } #8.3
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HRESULT Dxa::Textured::releaseResources() { kdTextureSrv->Release(); #8.4
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átírhatnánk az input layoutot hogy a textured|textured pass-t alapján jöjjön létre – most a basic|basic alapján van – de a kettőben tökugyanaz a VS
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D3DX11_PASS_DESC basicPassDesc; effect-> GetTechniqueByName("textured")-> GetPassByName("textured")-> GetDesc(&basicPassDesc); mesh->createInputLayout(device, &basicPassDesc, &inputLayout); #8.5
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effect-> GetVariableByName("kdTexture") ->AsShaderResource() ->SetResource(kdTextureSrv); context-> IASetInputLayout(inputLayout); effect-> GetTechniqueByName("textured")-> GetPassByName("textured")-> Apply(0, context); mesh->draw(context); #8.6
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Dxa::EnvMapped
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DxaTextured -> DxaEnvMapped KickStart.cpp-be include és példány létrehozás textured.fx helyett envmapped.fx textured|textured pass helyett – envmapped technique background pass envmapped pass
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#include "textured.fx" float3 eyePos; TextureCube envTexture; float4 psEnvMapped(VsosTrafo input) : SV_Target { float3 viewDir = normalize(input.worldPos - eyePos); float3 reflectionDir = reflect(viewDir, input.normal); return 0.5 * envTexture.Sample(linearSampler, reflectionDir) + 0.5 * kdTexture.Sample(linearSampler, input.tex); } technique11 envmapped { pass envmapped { SetVertexShader ( CompileShader( vs_5_0, vsTrafo() ) ); SetPixelShader( CompileShader( ps_5_0, psEnvMapped() ) ); } #9.0
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class EnvMapped : public Dxa::Base { ID3D11ShaderResourceView* envTextureSrv; #10.0
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// createResources D3DX11CreateShaderResourceViewFromF ile( device, L"Media/cloudyNoon.dds", NULL, NULL, &envTextureSrv, NULL); return S_OK; } // releaseResources envTextureSrv->Release(); #10.1
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effect->GetVariableByName("eyePos") ->AsVector()->SetFloatVector( (float*)camera.GetEyePt()); effect->GetVariableByName("envTexture") ->AsShaderResource()-> SetResource(envTextureSrv); effect->GetVariableByName("kdTexture") ->AsShaderResource() ->SetResource(kdTextureSrv); context->IASetInputLayout(inputLayout); effect->GetTechniqueByName("envmapped")- >GetPassByName("envmapped")->Apply(0, context); mesh->draw(context); #10.2
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full-viewport quad – új mesh – Mesh::createQuad minden pixel olyan színű amilyen irányban látszik – vsQuad – psBackground – envmapped|background pass backgroundInputLayout
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struct IaosQuad { float4 pos: POSITION; float2 tex: TEXCOORD0; }; struct VsosQuad { float4 pos: SV_POSITION; float2 tex: TEXCOORD0; float3 viewDir: TEXCOORD1; }; #11.0
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float4x4 eyeViewProjMatrixInverse; VsosQuad vsQuad(IaosQuad input) { VsosQuad output = (VsosQuad)0; output.pos = input.pos; float4 hWorldPosMinusEye = mul(input.pos, eyeViewProjMatrixInverse); hWorldPosMinusEye /= hWorldPosMinusEye.w; output.viewDir = hWorldPosMinusEye.xyz; output.tex = input.tex; return output; }; #11.1
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technique11 envmapped { pass envmapped { SetVertexShader ( CompileShader( vs_5_0, vsTrafo() ) ); SetPixelShader( CompileShader( ps_5_0, psEnvMapped() ) ); } pass background { SetVertexShader ( CompileShader( vs_5_0, vsQuad() ) ); SetPixelShader( CompileShader( ps_5_0, psBackground() ) ); } #11.1
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class EnvMapped : public Dxa::Base { Mesh* backgroundQuad; ID3D11InputLayout* backgroundInputLayout; #12.3
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//createResources Mesh::createQuad(device, &backgroundQuad); D3DX11_PASS_DESC backgroundPassDesc; effect-> GetTechniqueByName("envmapped")-> GetPassByName("background")-> GetDesc(&backgroundPassDesc); backgroundQuad-> createInputLayout(device, &backgroundPassDesc, &backgroundInputLayout); #12.4
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HRESULT Dxa::EnvMapped::releaseResources() { delete backgroundQuad; backgroundInputLayout->Release(); #12.5
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// render D3DXMATRIX eyeMatrix; D3DXMatrixTranslation(&eyeMatrix, camera.GetEyePt()->x, camera.GetEyePt()->y, camera.GetEyePt()->z); D3DXMATRIX eyeViewProjMatrix = eyeMatrix * viewMatrix * projMatrix; D3DXMATRIX eyeViewProjMatrixInverse; D3DXMatrixInverse( &eyeViewProjMatrixInverse, NULL, &eyeViewProjMatrix); effect-> GetVariableByName("eyeViewProjMatrixInverse")- >AsMatrix()-> SetMatrix((float*)&eyeViewProjMatrixInverse); #12.6
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//render context-> IASetInputLayout(backgroundInputLayout) ; effect->GetTechniqueByName("envmapped") ->GetPassByName("background")->Apply(0, context); backgroundQuad->draw(context); #12.7
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GUI Asset import Instancing Render to texture Geometry shader Stream output Tessellator
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