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/*
* 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 <d3dcompiler.h>
#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<D3D11Mesh>& 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);
}
}
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