/* * Copyright (c) 2008-2018, NVIDIA CORPORATION. All rights reserved. * * NVIDIA CORPORATION and its licensors retain all intellectual property * and proprietary rights in and to this software, related documentation * and any modifications thereto. Any use, reproduction, disclosure or * distribution of this software and related documentation without an express * license agreement from NVIDIA CORPORATION is strictly prohibited. */ #include "MeshRenderer.h" #include #include "D3D11Mesh.h" #include "Camera.h" void MeshRenderer::Initialize(ID3D11Device* device) { D3D11_INPUT_ELEMENT_DESC inputLayout[] = { {"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0} }; ID3D10Blob* vs = nullptr; ID3D10Blob* ps = nullptr; ID3D10Blob* errors = nullptr; D3DCompileFromFile(L"..\\Media\\StaticMesh.hlsl", nullptr, nullptr, "VSMain", "vs_5_0", 0, 0, &vs, &errors); D3DCompileFromFile(L"..\\Media\\StaticMesh.hlsl", nullptr, nullptr, "PSMain", "ps_5_0", 0, 0, &ps, &errors); device->CreateInputLayout(inputLayout, ARRAYSIZE(inputLayout), vs->GetBufferPointer(), vs->GetBufferSize(), &mInputLayout); device->CreateVertexShader(vs->GetBufferPointer(), vs->GetBufferSize(), nullptr, &mVertexShader); device->CreatePixelShader(ps->GetBufferPointer(), ps->GetBufferSize(), nullptr, &mPixelShader); D3D11_RASTERIZER_DESC rasterizerDesc = CD3D11_RASTERIZER_DESC(D3D11_DEFAULT); rasterizerDesc.CullMode = D3D11_CULL_NONE; device->CreateRasterizerState(&rasterizerDesc, &mRasterizerState); D3D11_BLEND_DESC blendDesc = CD3D11_BLEND_DESC(D3D11_DEFAULT); device->CreateBlendState(&blendDesc, &mBlendState); D3D11_DEPTH_STENCIL_DESC depthStencilDesc = CD3D11_DEPTH_STENCIL_DESC(D3D11_DEFAULT); depthStencilDesc.DepthFunc = D3D11_COMPARISON_LESS_EQUAL; device->CreateDepthStencilState(&depthStencilDesc, &mDepthStencilState); D3D11_BUFFER_DESC bufferDesc = CD3D11_BUFFER_DESC(sizeof(XMMATRIX) * 2, D3D11_BIND_CONSTANT_BUFFER); device->CreateBuffer(&bufferDesc, nullptr, &mPerFrameCB); bufferDesc.ByteWidth = sizeof(XMMATRIX); device->CreateBuffer(&bufferDesc, nullptr, &mPerObjectCB); } void MeshRenderer::RenderMeshes(ID3D11DeviceContext* deviceContext, const std::vector& meshes, const Camera& camera) { deviceContext->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); deviceContext->IASetInputLayout(mInputLayout.Get()); deviceContext->VSSetShader(mVertexShader.Get(), nullptr, 0); deviceContext->PSSetShader(mPixelShader.Get(), nullptr, 0); deviceContext->RSSetState(mRasterizerState.Get()); float kBlendFactor[4] = { 0.0f, 0.0f, 0.0f, 0.0f }; deviceContext->OMSetBlendState(mBlendState.Get(), kBlendFactor, 0xFFFFFFFF); deviceContext->OMSetDepthStencilState(mDepthStencilState.Get(), 0); ID3D11Buffer* constantBuffers[2] = { mPerFrameCB.Get(), mPerObjectCB.Get() }; deviceContext->VSSetConstantBuffers(0, 2, constantBuffers); ID3D11Buffer* vertexBuffer = nullptr; UINT stride = sizeof(Mesh::Vertex); UINT offset = 0; deviceContext->UpdateSubresource(mPerFrameCB.Get(), 0, nullptr, camera.PerFrameData, 0, 0); for (const D3D11Mesh& mesh : meshes) { deviceContext->UpdateSubresource(mPerObjectCB.Get(), 0, nullptr, &mesh.mMatWorld, 0, 0); deviceContext->IASetIndexBuffer(mesh.mIndexBuffer.Get(), DXGI_FORMAT_R32_UINT, 0); vertexBuffer = mesh.mVertexBuffer.Get(); deviceContext->IASetVertexBuffers(0, 1, &vertexBuffer, &stride, &offset); deviceContext->DrawIndexedInstanced(mesh.mNumIndices, 1, 0, 0, 0); } }