11.1
这道题要注意使用了line strip,由于曾经一直用triangle list,所以在几何渲染的时候easy算错定点描绘的顺序。
贴一些代码,大概就能把这个问题解释清楚了,由于框架还不是特别熟,所以是在原有样例的基础上建立的自己的代码
void TreeBillboardApp::BuildCircleBuffers()
{
//
//Create the vertex buffer
//
std::vector<Vertex::Basic32> vertices(32);
for (int i = 0; i < 32; i++)
{
vertices[i].Pos.x = cosf(MathHelper::Pi * i / 16);
vertices[i].Pos.y = 0;
vertices[i].Pos.z = sinf(MathHelper::Pi * i / 16); XMVECTOR p = XMLoadFloat3(&vertices[i].Pos);
XMStoreFloat3(&vertices[i].Normal, XMVector3Normalize(p)); vertices[i].Tex.x = i / 32;
vertices[i].Tex.y = 0;
} D3D11_BUFFER_DESC vbd;
vbd.Usage = D3D11_USAGE_IMMUTABLE;
vbd.ByteWidth = sizeof(Vertex::Basic32) * 32;
vbd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
vbd.CPUAccessFlags = 0;
vbd.MiscFlags = 0;
vbd.StructureByteStride = 0;
D3D11_SUBRESOURCE_DATA vinitData;
vinitData.pSysMem = &vertices[0];
HR(md3dDevice->CreateBuffer(&vbd, &vinitData, &mCircleVB)); //
//Create the index buffer
// UINT indices[] = { 0, 1, 2, 3, 4, 5, 6, 7, 8, 9,
10, 11, 12, 13, 14, 15, 16, 17, 18, 19,
20, 21, 22, 23, 24, 25, 26, 27, 28, 29,
30, 31, 0 }; D3D11_BUFFER_DESC ibd;
ibd.Usage = D3D11_USAGE_IMMUTABLE;
ibd.ByteWidth = sizeof(UINT)* 33;
ibd.BindFlags = D3D11_BIND_INDEX_BUFFER;
ibd.CPUAccessFlags = 0;
ibd.MiscFlags = 0;
ibd.StructureByteStride = 0;
D3D11_SUBRESOURCE_DATA iinitData;
iinitData.pSysMem = indices;
HR(md3dDevice->CreateBuffer(&ibd, &iinitData, &mCircleIB));
} void TreeBillboardApp::DrawCircle(CXMMATRIX viewProj)
{
//--------------------------------------------------------------------------
//
//Draw the circle
//
// Set per object constants.
XMMATRIX world = XMLoadFloat4x4(&mCircleWorld);
XMMATRIX worldInvTranspose = MathHelper::InverseTranspose(world);
XMMATRIX worldViewProj = world*viewProj; Effects::CircleFX->SetWorld(world);
Effects::CircleFX->SetWorldInvTranspose(worldInvTranspose);
Effects::CircleFX->SetWorldViewProj(worldViewProj);
Effects::CircleFX->SetTexTransform(XMMatrixIdentity());
Effects::CircleFX->SetMaterial(mBoxMat);
Effects::CircleFX->SetDiffuseMap(mBoxMapSRV);
Effects::CircleFX->SetDirLights(mDirLights);
Effects::CircleFX->SetEyePosW(mEyePosW);
Effects::CircleFX->SetFogColor(Colors::Silver);
Effects::CircleFX->SetFogStart(15.0f);
Effects::CircleFX->SetFogRange(175.0f); md3dImmediateContext->IASetInputLayout(InputLayouts::Basic32);
md3dImmediateContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_LINESTRIP); md3dImmediateContext->RSSetState(RenderStates::WireframeRS); UINT stride1 = sizeof(Vertex::Basic32);
UINT offset1 = 0;
md3dImmediateContext->IASetVertexBuffers(0, 1, &mCircleVB, &stride1, &offset1);
md3dImmediateContext->IASetIndexBuffer(mCircleIB, DXGI_FORMAT_R32_UINT, 0); ID3DX11EffectTechnique* circleTech;
D3DX11_TECHNIQUE_DESC techDesc; switch (mRenderOptions)
{
case RenderOptions::Lighting:
circleTech = Effects::CircleFX->Light3Tech;
break;
case RenderOptions::Textures:
circleTech = Effects::CircleFX->Light3TexAlphaClipTech;
break;
case RenderOptions::TexturesAndFog:
circleTech = Effects::CircleFX->Light3TexAlphaClipFogTech;
break;
} circleTech->GetDesc(&techDesc); for (UINT p = 0; p < techDesc.Passes; ++p)
{
//md3dImmediateContext->OMSetBlendState(RenderStates::AlphaToCoverageBS, blendFactor, 0xffffffff);
md3dImmediateContext->RSSetState(RenderStates::NoCullRS);
circleTech->GetPassByIndex(p)->Apply(0, md3dImmediateContext);
md3dImmediateContext->DrawIndexed(33, 0, 0); // Restore default render state.
md3dImmediateContext->RSSetState(0);
}
}
还专给那个circle单写了fx,请无视那凝视
//=============================================================================
// Basic.fx by Frank Luna (C) 2011 All Rights Reserved.
//
// Basic effect that currently supports transformations, lighting, and texturing.
//============================================================================= #include "LightHelper.fx" cbuffer cbPerFrame
{
DirectionalLight gDirLights[3];
float3 gEyePosW; float gFogStart;
float gFogRange;
float4 gFogColor;
}; cbuffer cbPerObject
{
float4x4 gWorld;
float4x4 gWorldInvTranspose;
float4x4 gWorldViewProj;
float4x4 gTexTransform;
Material gMaterial;
}; // Nonnumeric values cannot be added to a cbuffer.
Texture2D gDiffuseMap; SamplerState samAnisotropic
{
Filter = ANISOTROPIC;
MaxAnisotropy = 4; AddressU = WRAP;
AddressV = WRAP;
}; struct VertexIn
{
float3 PosL : POSITION;
float3 NormalL : NORMAL;
float2 Tex : TEXCOORD;
}; struct VertexOut
{
float4 PosH : SV_POSITION;
float3 PosW : POSITION;
float3 NormalW : NORMAL;
float2 Tex : TEXCOORD;
}; struct GeoOut
{
float4 PosH : SV_POSITION;
float3 PosW : POSITION;
float3 NormalW : NORMAL;
float2 Tex : TEXCOORD;
uint PrimID : SV_PrimitiveID;
}; VertexOut VS(VertexIn vin)
{
VertexOut vout; // Transform to world space space.
vout.PosW = mul(float4(vin.PosL, 1.0f), gWorld).xyz;
vout.NormalW = mul(vin.NormalL, (float3x3)gWorldInvTranspose); // Transform to homogeneous clip space.
vout.PosH = mul(float4(vin.PosL, 1.0f), gWorldViewProj); // Output vertex attributes for interpolation across triangle.
vout.Tex = mul(float4(vin.Tex, 0.0f, 1.0f), gTexTransform).xy; return vout;
} [maxvertexcount(4)]
void GS(line VertexOut gin[2],
uint primID : SV_PrimitiveID,
inout TriangleStream<GeoOut> triStream)
{
//
// Compute the local coordinate system of the sprite relative to the world
// space such that the billboard is aligned with the y-axis and faces the eye.
// float3 up = float3(0.0f, 5.0f, 0.0f);
//float3 look = gEyePosW - gin[0].CenterW;
//look.y = 0.0f; // y-axis aligned, so project to xz-plane
//look = normalize(look);
//float3 right = cross(up, look); //
// Compute triangle strip vertices (quad) in world space.
//
//float halfWidth = 0.5f*gin[0].SizeW.x;
//float halfHeight = 0.5f*gin[0].SizeW.y; float4 v[4];
v[0] = float4(gin[0].PosW, 1.0f);
v[1] = float4(gin[0].PosW + up, 1.0f);
v[2] = float4(gin[1].PosW, 1.0f);
v[3] = float4(gin[1].PosW + up, 1.0f); float3 n[4];
n[0] = gin[0].NormalW;
n[1] = gin[0].NormalW;
n[2] = gin[1].NormalW;
n[3] = gin[1].NormalW; float2 t[4];
t[0] = gin[0].Tex;
t[1].x = gin[0].Tex.x;
t[1].y = 1.0f;
t[2] = gin[1].Tex;
t[3].x = gin[1].Tex.x;
t[3].y = 1.0f; //
// Transform quad vertices to world space and output
// them as a triangle strip.
//
GeoOut gout;
[unroll]
for (int i = 0; i < 4; ++i)
{
gout.PosH = mul(v[i], gWorldViewProj);
gout.PosW = v[i].xyz;
gout.NormalW = n[i].xyz;
gout.Tex = t[i].xy;
gout.PrimID = primID; triStream.Append(gout);
}
} float4 PS(GeoOut pin, uniform int gLightCount, uniform bool gUseTexure, uniform bool gAlphaClip, uniform bool gFogEnabled) : SV_Target
{
// Interpolating normal can unnormalize it, so normalize it.
pin.NormalW = normalize(pin.NormalW); // The toEye vector is used in lighting.
float3 toEye = gEyePosW - pin.PosW; // Cache the distance to the eye from this surface point.
float distToEye = length(toEye); // Normalize.
toEye /= distToEye; // Default to multiplicative identity.
//float3 uvw = float3(pin.Tex, pin.PrimID % 4);
float4 texColor = float4(1, 1, 1, 1);
if (gUseTexure)
{
// Sample texture.
texColor = gDiffuseMap.Sample(samAnisotropic, pin.Tex); if (gAlphaClip)
{
// Discard pixel if texture alpha < 0.1. Note that we do this
// test as soon as possible so that we can potentially exit the shader
// early, thereby skipping the rest of the shader code.
clip(texColor.a - 0.1f);
}
} //
// Lighting.
// float4 litColor = texColor;
if (gLightCount > 0)
{
// Start with a sum of zero.
float4 ambient = float4(0.0f, 0.0f, 0.0f, 0.0f);
float4 diffuse = float4(0.0f, 0.0f, 0.0f, 0.0f);
float4 spec = float4(0.0f, 0.0f, 0.0f, 0.0f); // Sum the light contribution from each light source.
[unroll]
for (int i = 0; i < gLightCount; ++i)
{
float4 A, D, S;
ComputeDirectionalLight(gMaterial, gDirLights[i], pin.NormalW, toEye,
A, D, S); ambient += A;
diffuse += D;
spec += S;
} // Modulate with late add.
litColor = texColor*(ambient + diffuse) + spec;
} //
// Fogging
// if (gFogEnabled)
{
float fogLerp = saturate((distToEye - gFogStart) / gFogRange); // Blend the fog color and the lit color.
litColor = lerp(litColor, gFogColor, fogLerp);
} // Common to take alpha from diffuse material and texture.
litColor.a = gMaterial.Diffuse.a * texColor.a; return litColor;
} technique11 Light1
{
pass P0
{
SetVertexShader(CompileShader(vs_5_0, VS()));
SetGeometryShader(CompileShader( gs_5_0, GS() ));
SetPixelShader(CompileShader(ps_5_0, PS(1, false, false, false)));
}
} technique11 Light2
{
pass P0
{
SetVertexShader(CompileShader(vs_5_0, VS()));
SetGeometryShader(CompileShader( gs_5_0, GS() ));
SetPixelShader(CompileShader(ps_5_0, PS(2, false, false, false)));
}
} technique11 Light3
{
pass P0
{
SetVertexShader(CompileShader(vs_5_0, VS()));
SetGeometryShader(CompileShader( gs_5_0, GS() ));
SetPixelShader(CompileShader(ps_5_0, PS(3, false, false, false)));
}
} technique11 Light0Tex
{
pass P0
{
SetVertexShader(CompileShader(vs_5_0, VS()));
SetGeometryShader(CompileShader( gs_5_0, GS() ));
SetPixelShader(CompileShader(ps_5_0, PS(0, true, false, false)));
}
} technique11 Light1Tex
{
pass P0
{
SetVertexShader(CompileShader(vs_5_0, VS()));
SetGeometryShader(CompileShader( gs_5_0, GS() ));
SetPixelShader(CompileShader(ps_5_0, PS(1, true, false, false)));
}
} technique11 Light2Tex
{
pass P0
{
SetVertexShader(CompileShader(vs_5_0, VS()));
SetGeometryShader(CompileShader( gs_5_0, GS() ));
SetPixelShader(CompileShader(ps_5_0, PS(2, true, false, false)));
}
} technique11 Light3Tex
{
pass P0
{
SetVertexShader(CompileShader(vs_5_0, VS()));
SetGeometryShader(CompileShader(gs_5_0, GS()));
SetPixelShader(CompileShader(ps_5_0, PS(3, true, false, false)));
}
} technique11 Light0TexAlphaClip
{
pass P0
{
SetVertexShader(CompileShader(vs_5_0, VS()));
SetGeometryShader(CompileShader( gs_5_0, GS() ));
SetPixelShader(CompileShader(ps_5_0, PS(0, true, true, false)));
}
} technique11 Light1TexAlphaClip
{
pass P0
{
SetVertexShader(CompileShader(vs_5_0, VS()));
SetGeometryShader(CompileShader( gs_5_0, GS() ));
SetPixelShader(CompileShader(ps_5_0, PS(1, true, true, false)));
}
} technique11 Light2TexAlphaClip
{
pass P0
{
SetVertexShader(CompileShader(vs_5_0, VS()));
SetGeometryShader(CompileShader( gs_5_0, GS() ));
SetPixelShader(CompileShader(ps_5_0, PS(2, true, true, false)));
}
} technique11 Light3TexAlphaClip
{
pass P0
{
SetVertexShader(CompileShader(vs_5_0, VS()));
SetGeometryShader(CompileShader( gs_5_0, GS() ));
SetPixelShader(CompileShader(ps_5_0, PS(3, true, true, false)));
}
} technique11 Light1Fog
{
pass P0
{
SetVertexShader(CompileShader(vs_5_0, VS()));
SetGeometryShader(CompileShader( gs_5_0, GS() ));
SetPixelShader(CompileShader(ps_5_0, PS(1, false, false, true)));
}
} technique11 Light2Fog
{
pass P0
{
SetVertexShader(CompileShader(vs_5_0, VS()));
SetGeometryShader(CompileShader(gs_5_0, GS()));
SetPixelShader(CompileShader(ps_5_0, PS(2, false, false, true)));
}
} technique11 Light3Fog
{
pass P0
{
SetVertexShader(CompileShader(vs_5_0, VS()));
SetGeometryShader(CompileShader( gs_5_0, GS() ));
SetPixelShader(CompileShader(ps_5_0, PS(3, false, false, true)));
}
} technique11 Light0TexFog
{
pass P0
{
SetVertexShader(CompileShader(vs_5_0, VS()));
SetGeometryShader(CompileShader( gs_5_0, GS() ));
SetPixelShader(CompileShader(ps_5_0, PS(0, true, false, true)));
}
} technique11 Light1TexFog
{
pass P0
{
SetVertexShader(CompileShader(vs_5_0, VS()));
SetGeometryShader(CompileShader( gs_5_0, GS() ));
SetPixelShader(CompileShader(ps_5_0, PS(1, true, false, true)));
}
} technique11 Light2TexFog
{
pass P0
{
SetVertexShader(CompileShader(vs_5_0, VS()));
SetGeometryShader(CompileShader( gs_5_0, GS() ));
SetPixelShader(CompileShader(ps_5_0, PS(2, true, false, true)));
}
} technique11 Light3TexFog
{
pass P0
{
SetVertexShader(CompileShader(vs_5_0, VS()));
SetGeometryShader(CompileShader( gs_5_0, GS() ));
SetPixelShader(CompileShader(ps_5_0, PS(3, true, false, true)));
}
} technique11 Light0TexAlphaClipFog
{
pass P0
{
SetVertexShader(CompileShader(vs_5_0, VS()));
SetGeometryShader(CompileShader( gs_5_0, GS() ));
SetPixelShader(CompileShader(ps_5_0, PS(0, true, true, true)));
}
} technique11 Light1TexAlphaClipFog
{
pass P0
{
SetVertexShader(CompileShader(vs_5_0, VS()));
SetGeometryShader(CompileShader( gs_5_0, GS() ));
SetPixelShader(CompileShader(ps_5_0, PS(1, true, true, true)));
}
} technique11 Light2TexAlphaClipFog
{
pass P0
{
SetVertexShader(CompileShader(vs_5_0, VS()));
SetGeometryShader(CompileShader( gs_5_0, GS() ));
SetPixelShader(CompileShader(ps_5_0, PS(2, true, true, true)));
}
} technique11 Light3TexAlphaClipFog
{
pass P0
{
SetVertexShader(CompileShader(vs_5_0, VS()));
SetGeometryShader(CompileShader( gs_5_0, GS() ));
SetPixelShader(CompileShader(ps_5_0, PS(3, true, true, true)));
}
}
11.2
Basic.fx
#include "LightHelper.fx" cbuffer cbPerFrame
{
DirectionalLight gDirLights[3];
float3 gEyePosW; float gFogStart;
float gFogRange;
float4 gFogColor;
}; cbuffer cbPerObject
{
float4x4 gWorld;
float4x4 gWorldInvTranspose;
float4x4 gWorldViewProj;
float4x4 gTexTransform;
Material gMaterial;
}; // Nonnumeric values cannot be added to a cbuffer.
Texture2D gDiffuseMap; SamplerState samAnisotropic
{
Filter = ANISOTROPIC;
MaxAnisotropy = 4; AddressU = WRAP;
AddressV = WRAP;
}; struct VertexIn
{
float3 PosL : POSITION;
float3 NormalL : NORMAL;
float2 Tex : TEXCOORD;
}; struct VertexOut
{
float3 PosL : POSITION;
float3 NormalL : NORMAL;
float2 Tex : TEXCOORD;
}; struct GeoOut
{
float4 PosH : SV_POSITION;
float3 PosW : POSITION;
float3 NormalW : NORMAL;
float2 Tex : TEXCOORD;
float FogLerp : FOG;
}; VertexOut VS(VertexIn vin)
{
VertexOut vout; vout.PosL = vin.PosL;
vout.NormalL = vin.NormalL;
vout.Tex = vin.Tex; return vout;
} void SubdivideZero(VertexOut inVerts[3], out VertexOut outVerts[3])
{
outVerts[0] = inVerts[0];
outVerts[1] = inVerts[1];
outVerts[2] = inVerts[2];
} void Subdivide(VertexOut inVerts[3], out VertexOut outVerts[6])
{
VertexOut m[3]; // Compute edge midpoints.
m[0].PosL = 0.5f*(inVerts[0].PosL + inVerts[1].PosL);
m[1].PosL = 0.5f*(inVerts[1].PosL + inVerts[2].PosL);
m[2].PosL = 0.5f*(inVerts[2].PosL + inVerts[0].PosL); // Project onto unit sphere
m[0].PosL = normalize(m[0].PosL);
m[1].PosL = normalize(m[1].PosL);
m[2].PosL = normalize(m[2].PosL); // Derive normals.
m[0].NormalL = m[0].PosL;
m[1].NormalL = m[1].PosL;
m[2].NormalL = m[2].PosL; // Interpolate texture coordinates.
m[0].Tex = 0.5f*(inVerts[0].Tex + inVerts[1].Tex);
m[1].Tex = 0.5f*(inVerts[1].Tex + inVerts[2].Tex);
m[2].Tex = 0.5f*(inVerts[2].Tex + inVerts[0].Tex); outVerts[0] = inVerts[0];
outVerts[1] = m[0];
outVerts[2] = m[2];
outVerts[3] = m[1];
outVerts[4] = inVerts[2];
outVerts[5] = inVerts[1];
} void SubdivideTwice(VertexOut inVerts[3], out VertexOut outVerts[15])
{
VertexOut m[12]; // Compute edge midpoints.
m[0].PosL = 0.75f * inVerts[0].PosL + 0.25 * inVerts[2].PosL;
m[1].PosL = 0.5f * inVerts[0].PosL + 0.5 * inVerts[2].PosL;
m[2].PosL = 0.25f * inVerts[0].PosL + 0.75 * inVerts[2].PosL;
m[3].PosL = 0.75f * inVerts[2].PosL + 0.25 * inVerts[1].PosL;
m[4].PosL = 0.5f * inVerts[2].PosL + 0.5 * inVerts[1].PosL;
m[5].PosL = 0.25f * inVerts[2].PosL + 0.75 * inVerts[1].PosL;
m[6].PosL = 0.75f * inVerts[1].PosL + 0.25 * inVerts[0].PosL;
m[7].PosL = 0.5f * inVerts[1].PosL + 0.5 * inVerts[0].PosL;
m[8].PosL = 0.25f * inVerts[1].PosL + 0.75 * inVerts[0].PosL;
m[9].PosL = 0.5f * m[4].PosL + 0.5 * m[7].PosL;
m[10].PosL = 0.5f * m[1].PosL + 0.5 * m[7].PosL;
m[11].PosL = 0.5f * m[1].PosL + 0.5 * m[4].PosL; // Project onto unit sphere
m[0].PosL = normalize(m[0].PosL);
m[1].PosL = normalize(m[1].PosL);
m[2].PosL = normalize(m[2].PosL);
m[3].PosL = normalize(m[3].PosL);
m[4].PosL = normalize(m[4].PosL);
m[5].PosL = normalize(m[5].PosL);
m[6].PosL = normalize(m[6].PosL);
m[7].PosL = normalize(m[7].PosL);
m[8].PosL = normalize(m[8].PosL);
m[9].PosL = normalize(m[9].PosL);
m[10].PosL = normalize(m[10].PosL);
m[11].PosL = normalize(m[11].PosL); // Derive normals.
m[0].NormalL = m[0].PosL;
m[1].NormalL = m[1].PosL;
m[2].NormalL = m[2].PosL;
m[3].NormalL = m[3].PosL;
m[4].NormalL = m[4].PosL;
m[5].NormalL = m[5].PosL;
m[6].NormalL = m[6].PosL;
m[7].NormalL = m[7].PosL;
m[8].NormalL = m[8].PosL;
m[9].NormalL = m[9].PosL;
m[10].NormalL = m[10].PosL;
m[11].NormalL = m[11].PosL; // Interpolate texture coordinates.
m[0].Tex = 0.75f * inVerts[0].Tex + 0.25 * inVerts[2].Tex;
m[1].Tex = 0.5f * inVerts[0].Tex + 0.5 * inVerts[2].Tex;
m[2].Tex = 0.25f * inVerts[0].Tex + 0.75 * inVerts[2].Tex;
m[3].Tex = 0.75f * inVerts[2].Tex + 0.25 * inVerts[1].Tex;
m[4].Tex = 0.5f * inVerts[2].Tex + 0.5 * inVerts[1].Tex;
m[5].Tex = 0.25f * inVerts[2].Tex + 0.75 * inVerts[1].Tex;
m[6].Tex = 0.75f * inVerts[1].Tex + 0.25 * inVerts[0].Tex;
m[7].Tex = 0.5f * inVerts[1].Tex + 0.5 * inVerts[0].Tex;
m[8].Tex = 0.25f * inVerts[1].Tex + 0.75 * inVerts[0].Tex;
m[9].Tex = 0.5f * m[4].Tex + 0.5 * m[7].Tex;
m[10].Tex = 0.5f * m[1].Tex + 0.5 * m[7].Tex;
m[11].Tex = 0.5f * m[1].Tex + 0.5 * m[4].Tex; outVerts[0] = inVerts[0];
outVerts[1] = m[0];
outVerts[2] = m[1];
outVerts[3] = m[2];
outVerts[4] = inVerts[2];
outVerts[5] = m[3];
outVerts[6] = m[4];
outVerts[7] = m[5];
outVerts[8] = inVerts[1];
outVerts[9] = m[6];
outVerts[10] = m[7];
outVerts[11] = m[8];
outVerts[12] = m[9];
outVerts[13] = m[10];
outVerts[14] = m[11];
} void OutputSubdivisionZero(VertexOut v[3], inout TriangleStream<GeoOut> triStream)
{
GeoOut gout[3]; [unroll]
for (int i = 0; i < 3; ++i)
{
// Transorm to world space space.
gout[i].PosW = mul(float4(v[i].PosL, 1.0f), gWorld).xyz;
gout[i].NormalW = mul(v[i].NormalL, (float3x3)gWorldInvTranspose); // Transform to homogeneous clip space.
gout[i].PosH = mul(float4(v[i].PosL, 1.0f), gWorldViewProj); gout[i].Tex = v[i].Tex;
} [unroll]
for (int j = 0; j < 3; ++j)
{
triStream.Append(gout[j]);
}
} void OutputSubdivision(VertexOut v[6], inout TriangleStream<GeoOut> triStream)
{
GeoOut gout[6]; [unroll]
for (int i = 0; i < 6; ++i)
{
// Transorm to world space space.
gout[i].PosW = mul(float4(v[i].PosL, 1.0f), gWorld).xyz;
gout[i].NormalW = mul(v[i].NormalL, (float3x3)gWorldInvTranspose); // Transform to homogeneous clip space.
gout[i].PosH = mul(float4(v[i].PosL, 1.0f), gWorldViewProj); gout[i].Tex = v[i].Tex;
} [unroll]
for (int j = 0; j < 5; ++j)
{
triStream.Append(gout[j]);
}
triStream.RestartStrip(); triStream.Append(gout[1]);
triStream.Append(gout[5]);
triStream.Append(gout[3]);
} void OutputSubdivisionTwice(VertexOut v[15], inout TriangleStream<GeoOut> triStream)
{
GeoOut gout[15]; [unroll]
for (int i = 0; i < 15; ++i)
{
// Transorm to world space space.
gout[i].PosW = mul(float4(v[i].PosL, 1.0f), gWorld).xyz;
gout[i].NormalW = mul(v[i].NormalL, (float3x3)gWorldInvTranspose); // Transform to homogeneous clip space.
gout[i].PosH = mul(float4(v[i].PosL, 1.0f), gWorldViewProj); gout[i].Tex = v[i].Tex;
} triStream.Append(gout[0]);
triStream.Append(gout[11]);
triStream.Append(gout[1]);
triStream.Append(gout[13]);
triStream.Append(gout[2]);
triStream.Append(gout[14]);
triStream.Append(gout[3]);
triStream.Append(gout[5]);
triStream.Append(gout[4]); triStream.RestartStrip(); triStream.Append(gout[11]);
triStream.Append(gout[10]);
triStream.Append(gout[13]);
triStream.Append(gout[12]);
triStream.Append(gout[14]);
triStream.Append(gout[6]);
triStream.Append(gout[5]); triStream.RestartStrip(); triStream.Append(gout[10]);
triStream.Append(gout[9]);
triStream.Append(gout[12]);
triStream.Append(gout[7]);
triStream.Append(gout[6]); triStream.RestartStrip(); triStream.Append(gout[9]);
triStream.Append(gout[8]);
triStream.Append(gout[7]); } [maxvertexcount(24)]
void GS(triangle VertexOut gin[3], inout TriangleStream<GeoOut> triStream)
{ if (length(gEyePosW) >= 30)
{
VertexOut v[3];
SubdivideZero(gin, v);
OutputSubdivisionZero(v, triStream);
}
else if ((length(gEyePosW) >= 15))
{
VertexOut v[6];
Subdivide(gin, v);
OutputSubdivision(v, triStream);
}else
{
VertexOut v[15];
SubdivideTwice(gin, v);
OutputSubdivisionTwice(v, triStream);
}
} float4 PS(GeoOut pin, uniform int gLightCount, uniform bool gUseTexure, uniform bool gAlphaClip, uniform bool gFogEnabled) : SV_Target
{
// Interpolating normal can unnormalize it, so normalize it.
pin.NormalW = normalize(pin.NormalW); // The toEye vector is used in lighting.
float3 toEye = gEyePosW - pin.PosW; // Cache the distance to the eye from this surface point.
float distToEye = length(toEye); // Normalize.
toEye /= distToEye; // Default to multiplicative identity.
float4 texColor = float4(1, 1, 1, 1);
if(gUseTexure)
{
// Sample texture.
texColor = gDiffuseMap.Sample( samAnisotropic, pin.Tex ); if(gAlphaClip)
{
// Discard pixel if texture alpha < 0.1. Note that we do this
// test as soon as possible so that we can potentially exit the shader
// early, thereby skipping the rest of the shader code.
clip(texColor.a - 0.1f);
}
} //
// Lighting.
// float4 litColor = texColor;
if( gLightCount > 0 )
{
// Start with a sum of zero.
float4 ambient = float4(0.0f, 0.0f, 0.0f, 0.0f);
float4 diffuse = float4(0.0f, 0.0f, 0.0f, 0.0f);
float4 spec = float4(0.0f, 0.0f, 0.0f, 0.0f); // Sum the light contribution from each light source.
[unroll]
for(int i = 0; i < gLightCount; ++i)
{
float4 A, D, S;
ComputeDirectionalLight(gMaterial, gDirLights[i], pin.NormalW, toEye,
A, D, S); ambient += A;
diffuse += D;
spec += S;
} // Modulate with late add.
litColor = texColor*(ambient + diffuse) + spec;
} //
// Fogging
// if( gFogEnabled )
{
float fogLerp = saturate( (distToEye - gFogStart) / gFogRange ); // Blend the fog color and the lit color.
litColor = lerp(litColor, gFogColor, fogLerp);
} // Common to take alpha from diffuse material and texture.
litColor.a = gMaterial.Diffuse.a * texColor.a; return litColor;
} technique11 Light1
{
pass P0
{
SetVertexShader( CompileShader( vs_5_0, VS() ) );
SetGeometryShader(CompileShader(gs_5_0, GS()));
SetPixelShader( CompileShader( ps_5_0, PS(1, false, false, false) ) );
}
} technique11 Light2
{
pass P0
{
SetVertexShader( CompileShader( vs_5_0, VS() ) );
SetGeometryShader( CompileShader(gs_5_0, GS()) );
SetPixelShader( CompileShader( ps_5_0, PS(2, false, false, false) ) );
}
} technique11 Light3
{
pass P0
{
SetVertexShader( CompileShader( vs_5_0, VS() ) );
SetGeometryShader( CompileShader(gs_5_0, GS()) );
SetPixelShader( CompileShader( ps_5_0, PS(3, false, false, false) ) );
}
} technique11 Light0Tex
{
pass P0
{
SetVertexShader( CompileShader( vs_5_0, VS() ) );
SetGeometryShader( CompileShader(gs_5_0, GS()) );
SetPixelShader( CompileShader( ps_5_0, PS(0, true, false, false) ) );
}
} technique11 Light1Tex
{
pass P0
{
SetVertexShader( CompileShader( vs_5_0, VS() ) );
SetGeometryShader( CompileShader(gs_5_0, GS()) );
SetPixelShader( CompileShader( ps_5_0, PS(1, true, false, false) ) );
}
} technique11 Light2Tex
{
pass P0
{
SetVertexShader( CompileShader( vs_5_0, VS() ) );
SetGeometryShader( CompileShader(gs_5_0, GS()) );
SetPixelShader( CompileShader( ps_5_0, PS(2, true, false, false) ) );
}
} technique11 Light3Tex
{
pass P0
{
SetVertexShader( CompileShader( vs_5_0, VS() ) );
SetGeometryShader( CompileShader(gs_5_0, GS()) );
SetPixelShader( CompileShader( ps_5_0, PS(3, true, false, false) ) );
}
} technique11 Light0TexAlphaClip
{
pass P0
{
SetVertexShader( CompileShader( vs_5_0, VS() ) );
SetGeometryShader( CompileShader(gs_5_0, GS()) );
SetPixelShader( CompileShader( ps_5_0, PS(0, true, true, false) ) );
}
} technique11 Light1TexAlphaClip
{
pass P0
{
SetVertexShader( CompileShader( vs_5_0, VS() ) );
SetGeometryShader( CompileShader(gs_5_0, GS()) );
SetPixelShader( CompileShader( ps_5_0, PS(1, true, true, false) ) );
}
} technique11 Light2TexAlphaClip
{
pass P0
{
SetVertexShader( CompileShader( vs_5_0, VS() ) );
SetGeometryShader( CompileShader(gs_5_0, GS()) );
SetPixelShader( CompileShader( ps_5_0, PS(2, true, true, false) ) );
}
} technique11 Light3TexAlphaClip
{
pass P0
{
SetVertexShader( CompileShader( vs_5_0, VS() ) );
SetGeometryShader( CompileShader(gs_5_0, GS()) );
SetPixelShader( CompileShader( ps_5_0, PS(3, true, true, false) ) );
}
} technique11 Light1Fog
{
pass P0
{
SetVertexShader( CompileShader( vs_5_0, VS() ) );
SetGeometryShader( CompileShader(gs_5_0, GS()) );
SetPixelShader( CompileShader( ps_5_0, PS(1, false, false, true) ) );
}
} technique11 Light2Fog
{
pass P0
{
SetVertexShader( CompileShader( vs_5_0, VS() ) );
SetGeometryShader( CompileShader(gs_5_0, GS()) );
SetPixelShader( CompileShader( ps_5_0, PS(2, false, false, true) ) );
}
} technique11 Light3Fog
{
pass P0
{
SetVertexShader( CompileShader( vs_5_0, VS() ) );
SetGeometryShader( CompileShader(gs_5_0, GS()) );
SetPixelShader( CompileShader( ps_5_0, PS(3, false, false, true) ) );
}
} technique11 Light0TexFog
{
pass P0
{
SetVertexShader( CompileShader( vs_5_0, VS() ) );
SetGeometryShader( CompileShader(gs_5_0, GS()) );
SetPixelShader( CompileShader( ps_5_0, PS(0, true, false, true) ) );
}
} technique11 Light1TexFog
{
pass P0
{
SetVertexShader( CompileShader( vs_5_0, VS() ) );
SetGeometryShader( CompileShader(gs_5_0, GS()) );
SetPixelShader( CompileShader( ps_5_0, PS(1, true, false, true) ) );
}
} technique11 Light2TexFog
{
pass P0
{
SetVertexShader( CompileShader( vs_5_0, VS() ) );
SetGeometryShader( CompileShader(gs_5_0, GS()) );
SetPixelShader( CompileShader( ps_5_0, PS(2, true, false, true) ) );
}
} technique11 Light3TexFog
{
pass P0
{
SetVertexShader( CompileShader( vs_5_0, VS() ) );
SetGeometryShader( CompileShader(gs_5_0, GS()) );
SetPixelShader( CompileShader( ps_5_0, PS(3, true, false, true) ) );
}
} technique11 Light0TexAlphaClipFog
{
pass P0
{
SetVertexShader( CompileShader( vs_5_0, VS() ) );
SetGeometryShader( CompileShader(gs_5_0, GS()) );
SetPixelShader( CompileShader( ps_5_0, PS(0, true, true, true) ) );
}
} technique11 Light1TexAlphaClipFog
{
pass P0
{
SetVertexShader( CompileShader( vs_5_0, VS() ) );
SetGeometryShader( CompileShader(gs_5_0, GS()) );
SetPixelShader( CompileShader( ps_5_0, PS(1, true, true, true) ) );
}
} technique11 Light2TexAlphaClipFog
{
pass P0
{
SetVertexShader( CompileShader( vs_5_0, VS() ) );
SetGeometryShader( CompileShader(gs_5_0, GS()) );
SetPixelShader( CompileShader( ps_5_0, PS(2, true, true, true) ) );
}
} technique11 Light3TexAlphaClipFog
{
pass P0
{
SetVertexShader( CompileShader( vs_5_0, VS() ) );
SetGeometryShader( CompileShader(gs_5_0, GS()) );
SetPixelShader( CompileShader( ps_5_0, PS(3, true, true, true) ) );
}
}
LightHelper.fx
//***************************************************************************************
// LightHelper.fx by Frank Luna (C) 2011 All Rights Reserved.
//
// Structures and functions for lighting calculations.
//*************************************************************************************** struct DirectionalLight
{
float4 Ambient;
float4 Diffuse;
float4 Specular;
float3 Direction;
float pad;
}; struct PointLight
{
float4 Ambient;
float4 Diffuse;
float4 Specular; float3 Position;
float Range; float3 Att;
float pad;
}; struct SpotLight
{
float4 Ambient;
float4 Diffuse;
float4 Specular; float3 Position;
float Range; float3 Direction;
float Spot; float3 Att;
float pad;
}; struct Material
{
float4 Ambient;
float4 Diffuse;
float4 Specular; // w = SpecPower
float4 Reflect;
}; //---------------------------------------------------------------------------------------
// Computes the ambient, diffuse, and specular terms in the lighting equation
// from a directional light. We need to output the terms separately because
// later we will modify the individual terms.
//---------------------------------------------------------------------------------------
void ComputeDirectionalLight(Material mat, DirectionalLight L,
float3 normal, float3 toEye,
out float4 ambient,
out float4 diffuse,
out float4 spec)
{
// Initialize outputs.
ambient = float4(0.0f, 0.0f, 0.0f, 0.0f);
diffuse = float4(0.0f, 0.0f, 0.0f, 0.0f);
spec = float4(0.0f, 0.0f, 0.0f, 0.0f); // The light vector aims opposite the direction the light rays travel.
float3 lightVec = -L.Direction; // Add ambient term.
ambient = mat.Ambient * L.Ambient; // Add diffuse and specular term, provided the surface is in
// the line of site of the light. float diffuseFactor = dot(lightVec, normal); // Flatten to avoid dynamic branching.
[flatten]
if( diffuseFactor > 0.0f )
{
float3 v = reflect(-lightVec, normal);
float specFactor = pow(max(dot(v, toEye), 0.0f), mat.Specular.w); diffuse = diffuseFactor * mat.Diffuse * L.Diffuse;
spec = specFactor * mat.Specular * L.Specular;
}
} //---------------------------------------------------------------------------------------
// Computes the ambient, diffuse, and specular terms in the lighting equation
// from a point light. We need to output the terms separately because
// later we will modify the individual terms.
//---------------------------------------------------------------------------------------
void ComputePointLight(Material mat, PointLight L, float3 pos, float3 normal, float3 toEye,
out float4 ambient, out float4 diffuse, out float4 spec)
{
// Initialize outputs.
ambient = float4(0.0f, 0.0f, 0.0f, 0.0f);
diffuse = float4(0.0f, 0.0f, 0.0f, 0.0f);
spec = float4(0.0f, 0.0f, 0.0f, 0.0f); // The vector from the surface to the light.
float3 lightVec = L.Position - pos; // The distance from surface to light.
float d = length(lightVec); // Range test.
if( d > L.Range )
return; // Normalize the light vector.
lightVec /= d; // Ambient term.
ambient = mat.Ambient * L.Ambient; // Add diffuse and specular term, provided the surface is in
// the line of site of the light. float diffuseFactor = dot(lightVec, normal); // Flatten to avoid dynamic branching.
[flatten]
if( diffuseFactor > 0.0f )
{
float3 v = reflect(-lightVec, normal);
float specFactor = pow(max(dot(v, toEye), 0.0f), mat.Specular.w); diffuse = diffuseFactor * mat.Diffuse * L.Diffuse;
spec = specFactor * mat.Specular * L.Specular;
} // Attenuate
float att = 1.0f / dot(L.Att, float3(1.0f, d, d*d)); diffuse *= att;
spec *= att;
} //---------------------------------------------------------------------------------------
// Computes the ambient, diffuse, and specular terms in the lighting equation
// from a spotlight. We need to output the terms separately because
// later we will modify the individual terms.
//---------------------------------------------------------------------------------------
void ComputeSpotLight(Material mat, SpotLight L, float3 pos, float3 normal, float3 toEye,
out float4 ambient, out float4 diffuse, out float4 spec)
{
// Initialize outputs.
ambient = float4(0.0f, 0.0f, 0.0f, 0.0f);
diffuse = float4(0.0f, 0.0f, 0.0f, 0.0f);
spec = float4(0.0f, 0.0f, 0.0f, 0.0f); // The vector from the surface to the light.
float3 lightVec = L.Position - pos; // The distance from surface to light.
float d = length(lightVec); // Range test.
if( d > L.Range )
return; // Normalize the light vector.
lightVec /= d; // Ambient term.
ambient = mat.Ambient * L.Ambient; // Add diffuse and specular term, provided the surface is in
// the line of site of the light. float diffuseFactor = dot(lightVec, normal); // Flatten to avoid dynamic branching.
[flatten]
if( diffuseFactor > 0.0f )
{
float3 v = reflect(-lightVec, normal);
float specFactor = pow(max(dot(v, toEye), 0.0f), mat.Specular.w); diffuse = diffuseFactor * mat.Diffuse * L.Diffuse;
spec = specFactor * mat.Specular * L.Specular;
} // Scale by spotlight factor and attenuate.
float spot = pow(max(dot(-lightVec, L.Direction), 0.0f), L.Spot); // Scale by spotlight factor and attenuate.
float att = spot / dot(L.Att, float3(1.0f, d, d*d)); ambient *= spot;
diffuse *= att;
spec *= att;
}
Effects.h
#ifndef EFFECTS_H
#define EFFECTS_H #include "d3dUtil.h" #pragma region Effect
class Effect
{
public:
Effect(ID3D11Device* device, const std::wstring& filename);
virtual ~Effect(); private:
Effect(const Effect& rhs);
Effect& operator=(const Effect& rhs); protected:
ID3DX11Effect* mFX;
};
#pragma endregion #pragma region BasicEffect
class BasicEffect : public Effect
{
public:
BasicEffect(ID3D11Device* device, const std::wstring& filename);
~BasicEffect(); void SetWorldViewProj(CXMMATRIX M) { WorldViewProj->SetMatrix(reinterpret_cast<const float*>(&M)); }
void SetWorld(CXMMATRIX M) { World->SetMatrix(reinterpret_cast<const float*>(&M)); }
void SetWorldInvTranspose(CXMMATRIX M) { WorldInvTranspose->SetMatrix(reinterpret_cast<const float*>(&M)); }
void SetTexTransform(CXMMATRIX M) { TexTransform->SetMatrix(reinterpret_cast<const float*>(&M)); }
void SetEyePosW(const XMFLOAT3& v) { EyePosW->SetRawValue(&v, 0, sizeof(XMFLOAT3)); }
void SetDirLight(const DirectionalLight* lights) { DirLights->SetRawValue(lights, 0, 3 * sizeof(DirectionalLight)); }
void SetMatrial(const Material& mat) { Mat->SetRawValue(&mat, 0, sizeof(Material)); }
void SetDiffuseMap(ID3D11ShaderResourceView* tex) { DiffuseMap->SetResource(tex); } ID3DX11EffectTechnique* Light1Tech;
ID3DX11EffectTechnique* Light2Tech;
ID3DX11EffectTechnique* Light3Tech; ID3DX11EffectMatrixVariable* WorldViewProj;
ID3DX11EffectMatrixVariable* World;
ID3DX11EffectMatrixVariable* WorldInvTranspose;
ID3DX11EffectMatrixVariable* TexTransform;
ID3DX11EffectVectorVariable* EyePosW;
ID3DX11EffectVariable* DirLights;
ID3DX11EffectVariable* Mat; ID3DX11EffectShaderResourceVariable* DiffuseMap;
};
#pragma endregion #pragma region Effects
class Effects
{
public:
static void InitAll(ID3D11Device* device);
static void DestroyAll(); static BasicEffect* BasicFX;
};
#pragma endregion #endif
RenderStates.h
#ifndef RENDERSTATES_H
#define RENDERSTATES_H #include "d3dUtil.h" class RenderStates
{
public:
static void InitAll(ID3D11Device* device);
static void DestroyAll(); // Rasterize states
static ID3D11RasterizerState* WireframeRS;
static ID3D11RasterizerState* NoCullRS;
static ID3D11RasterizerState* CullClockwiseRS; // Blend states
static ID3D11BlendState* AlphaToCoverageBS;
static ID3D11BlendState* TransparentBS;
static ID3D11BlendState* NoRenderTargetWritesBS; // Depth/stencil states
}; #endif
Vertex.h
#ifndef VERTEX_H
#define VERTEX_H #include "d3dUtil.h" namespace Vertex
{
// Basic 32-byte vertex structure.
struct Basic32
{
Basic32() : Pos(0.0f, 0.0f, 0.0f), Normal(0.0f, 0.0f, 0.0f), Tex(0.0f, 0.0f) {}
Basic32(const XMFLOAT3& p, const XMFLOAT3& n, const XMFLOAT2& uv)
: Pos(p), Normal(n), Tex(uv) {}
Basic32(float px, float py, float pz, float nx, float ny, float nz, float u, float v)
: Pos(px, py, pz), Normal(nx, ny, nz), Tex(u, v) {}
XMFLOAT3 Pos;
XMFLOAT3 Normal;
XMFLOAT2 Tex;
};
} class InputLayoutDesc
{
public:
// Init like const int A::a[4] = {0, 1, 2, 3}; in .cpp file.
static const D3D11_INPUT_ELEMENT_DESC Basic32[3]; }; class InputLayouts
{
public:
static void InitAll(ID3D11Device* device);
static void DestroyAll(); static ID3D11InputLayout* Basic32;
}; #endif
Effects.cpp
#include "Effects.h" #pragma region Effect
Effect::Effect(ID3D11Device* device, const std::wstring& filename)
: mFX(0)
{
std::ifstream fin(filename, std::ios::binary); fin.seekg(0, std::ios_base::end);
int size = (int)fin.tellg();
fin.seekg(0, std::ios_base::beg);
std::vector<char> compiledShader(size); fin.read(&compiledShader[0], size);
fin.close(); HR(D3DX11CreateEffectFromMemory(&compiledShader[0], size,
0, device, &mFX));
} Effect::~Effect()
{
ReleaseCOM(mFX);
}
#pragma endregion #pragma region BasicEffect
BasicEffect::BasicEffect(ID3D11Device* device, const std::wstring& filename)
: Effect(device, filename)
{
Light1Tech = mFX->GetTechniqueByName("Light1");
Light2Tech = mFX->GetTechniqueByName("Light2");
Light3Tech = mFX->GetTechniqueByName("Light3"); WorldViewProj = mFX->GetVariableByName("gWorldViewProj")->AsMatrix();
World = mFX->GetVariableByName("gWorld")->AsMatrix();
WorldInvTranspose = mFX->GetVariableByName("gWorldInvTranspose")->AsMatrix();
TexTransform = mFX->GetVariableByName("gTexTransform")->AsMatrix();
EyePosW = mFX->GetVariableByName("gEyePosW")->AsVector();
DirLights = mFX->GetVariableByName("gDirLights");
Mat = mFX->GetVariableByName("gMaterial");
DiffuseMap = mFX->GetVariableByName("gDiffuseMap")->AsShaderResource();
} BasicEffect::~BasicEffect()
{
}
#pragma endregion #pragma region Effects BasicEffect* Effects::BasicFX = 0; void Effects::InitAll(ID3D11Device* device)
{
BasicFX = new BasicEffect(device, L"FX/Basic.fxo");
} void Effects::DestroyAll()
{
SafeDelete(BasicFX);
}
#pragma endregion
Main.cpp
#include "d3dApp.h"
#include "d3dx11Effect.h"
#include "GeometryGenerator.h"
#include "MathHelper.h"
#include "Effects.h"
#include "Vertex.h"
#include "RenderStates.h" enum RenderOptions
{
Lit = 0,
Lit2 = 1,
}; enum TextureOptions
{
Wireframe = 0,
Color = 1,
};
class Icosahedron : public D3DApp
{
public:
Icosahedron(HINSTANCE hInstance);
~Icosahedron(); bool Init();
void OnResize();
void UpdateScene(float dt);
void DrawScene(); void OnMouseDown(WPARAM btnState, int x, int y);
void OnMouseUp(WPARAM btnState, int x, int y);
void OnMouseMove(WPARAM btnState, int x, int y); private:
void BuildIcosahedronGeometryBuffers(); private:
ID3D11Buffer* mIcosahedronVB;
ID3D11Buffer* mIcosahedronIB; ID3D11ShaderResourceView* mIcosahedronMapSRV; DirectionalLight mDirLights[3];
Material mIcosahedronMat; XMFLOAT4X4 mIcosahedronWorld; UINT mIcosahedronIndexCount; XMFLOAT4X4 mView;
XMFLOAT4X4 mProj; RenderOptions mRenderOptions;
TextureOptions mTexOptions; XMFLOAT3 mEyePosW; float mTheta;
float mPhi;
float mRadius; POINT mLastMousePos;
}; int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE prevInstance,
PSTR cmdLine, int showCmd)
{
#if defined(DEBUG) | defined(_DEBUG)
_CrtSetDbgFlag(_CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF);
#endif Icosahedron theApp(hInstance); if (!theApp.Init())
return 0; return theApp.Run();
} Icosahedron::Icosahedron(HINSTANCE hInstance)
: D3DApp(hInstance), mIcosahedronVB(0), mIcosahedronIB(0), mEyePosW(0.0f, 0.0f, 0.0f), mRenderOptions(RenderOptions::Lit),
mIcosahedronIndexCount(0), mTheta(1.3f*MathHelper::Pi), mPhi(0.4f*MathHelper::Pi), mRadius(80.0f), mTexOptions(TextureOptions::Color)
{
mMainWndCaption = L"Icosahedron";
mEnable4xMsaa = true; mLastMousePos.x = 0;
mLastMousePos.y = 0; XMMATRIX I = XMMatrixIdentity();
XMStoreFloat4x4(&mView, I);
XMStoreFloat4x4(&mProj, I); XMMATRIX icosahedronScale = XMMatrixScaling(5.0f, 5.0f, 5.0f);
XMMATRIX icosahedronOffset = XMMatrixTranslation(0.0f, 0.0f, 0.0f);
XMStoreFloat4x4(&mIcosahedronWorld, icosahedronScale*icosahedronOffset); mDirLights[0].Ambient = XMFLOAT4(0.2f, 0.2f, 0.2f, 1.0f);
mDirLights[0].Diffuse = XMFLOAT4(0.5f, 0.5f, 0.5f, 1.0f);
mDirLights[0].Specular = XMFLOAT4(0.5f, 0.5f, 0.5f, 1.0f);
mDirLights[0].Direction = XMFLOAT3(0.57735f, -0.57735f, 0.57735f); mDirLights[1].Ambient = XMFLOAT4(0.0f, 0.0f, 0.0f, 1.0f);
mDirLights[1].Diffuse = XMFLOAT4(0.20f, 0.20f, 0.20f, 1.0f);
mDirLights[1].Specular = XMFLOAT4(0.25f, 0.25f, 0.25f, 1.0f);
mDirLights[1].Direction = XMFLOAT3(-0.57735f, -0.57735f, 0.57735f); mDirLights[2].Ambient = XMFLOAT4(0.0f, 0.0f, 0.0f, 1.0f);
mDirLights[2].Diffuse = XMFLOAT4(0.2f, 0.2f, 0.2f, 1.0f);
mDirLights[2].Specular = XMFLOAT4(0.0f, 0.0f, 0.0f, 1.0f);
mDirLights[2].Direction = XMFLOAT3(0.0f, -0.707f, -0.707f); mIcosahedronMat.Ambient = XMFLOAT4(0.48f, 0.77f, 0.46f, 1.0f);
mIcosahedronMat.Diffuse = XMFLOAT4(0.48f, 0.77f, 0.46f, 1.0f);
mIcosahedronMat.Specular = XMFLOAT4(0.2f, 0.2f, 0.2f, 16.0f);
} Icosahedron::~Icosahedron()
{
md3dImmediateContext->ClearState();
ReleaseCOM(mIcosahedronVB);
ReleaseCOM(mIcosahedronIB); Effects::DestroyAll();
InputLayouts::DestroyAll();
RenderStates::DestroyAll();
} bool Icosahedron::Init()
{
if (!D3DApp::Init())
return false; Effects::InitAll(md3dDevice);
InputLayouts::InitAll(md3dDevice);
RenderStates::InitAll(md3dDevice); BuildIcosahedronGeometryBuffers(); return true;
} void Icosahedron::OnResize()
{
D3DApp::OnResize(); XMMATRIX P = XMMatrixPerspectiveFovLH(0.25f*MathHelper::Pi, AspectRatio(), 1.0f, 1000.0f);
XMStoreFloat4x4(&mProj, P);
} void Icosahedron::UpdateScene(float dt)
{
float x = mRadius*sinf(mPhi)*cosf(mTheta);
float z = mRadius*sinf(mPhi)*sinf(mTheta);
float y = mRadius*cosf(mPhi); mEyePosW = XMFLOAT3(x, y, z); // Build the view matrix.
XMVECTOR pos = XMVectorSet(x, y, z, 1.0f);
XMVECTOR target = XMVectorZero();
XMVECTOR up = XMVectorSet(0.0f, 1.0f, 0.0f, 0.0f); XMMATRIX V = XMMatrixLookAtLH(pos, target, up);
XMStoreFloat4x4(&mView, V); //
// Switch the render mode based in key input
//
if (GetAsyncKeyState('1') & 0x8000)
mRenderOptions = RenderOptions::Lit; if (GetAsyncKeyState('2') & 0x8000)
mRenderOptions = RenderOptions::Lit2; if (GetAsyncKeyState('W') & 0x8000)
mTexOptions = TextureOptions::Wireframe; if (GetAsyncKeyState('C') & 0x8000)
mTexOptions = TextureOptions::Color;
} void Icosahedron::DrawScene()
{
md3dImmediateContext->ClearRenderTargetView(mRenderTargetView, reinterpret_cast<const float*>(&Colors::Silver));
md3dImmediateContext->ClearDepthStencilView(mDepthStencilView, D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL, 1.0f, 0); md3dImmediateContext->IASetInputLayout(InputLayouts::Basic32);
md3dImmediateContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); XMMATRIX view = XMLoadFloat4x4(&mView);
XMMATRIX proj = XMLoadFloat4x4(&mProj);
XMMATRIX viewProj = view*proj; Effects::BasicFX->SetEyePosW(mEyePosW);
Effects::BasicFX->SetDirLight(mDirLights); //
// Figure out which technique to use
//
ID3DX11EffectTechnique* IcosahedronTech; switch (mRenderOptions)
{
case RenderOptions::Lit:
IcosahedronTech = Effects::BasicFX->Light1Tech;
break;
case RenderOptions::Lit2:
IcosahedronTech = Effects::BasicFX->Light2Tech;
break;
} UINT stride = sizeof(Vertex::Basic32);
UINT offset = 0; D3DX11_TECHNIQUE_DESC techDesc; //
// DraW the icosahedron.
// IcosahedronTech->GetDesc(&techDesc);
for (UINT p = 0; p < techDesc.Passes; ++p)
{ md3dImmediateContext->IASetVertexBuffers(0, 1, &mIcosahedronVB, &stride, &offset);
md3dImmediateContext->IASetIndexBuffer(mIcosahedronIB, DXGI_FORMAT_R32_UINT, 0); // Set per object constants.
XMMATRIX world = XMLoadFloat4x4(&mIcosahedronWorld);
XMMATRIX worldInvTranspose = MathHelper::InverseTranspose(world);
XMMATRIX worldViewProj = world*view*proj; Effects::BasicFX->SetWorld(world);
Effects::BasicFX->SetWorldInvTranspose(worldInvTranspose);
Effects::BasicFX->SetWorldViewProj(worldViewProj);
Effects::BasicFX->SetTexTransform(XMMatrixIdentity());
Effects::BasicFX->SetMatrial(mIcosahedronMat);
//Effects::BasicFX->SetDiffuseMap(mIcosahedronMapSRV); switch (mTexOptions)
{
case TextureOptions::Color:
md3dImmediateContext->RSSetState(RenderStates::NoCullRS);
break;
case TextureOptions::Wireframe:
md3dImmediateContext->RSSetState(RenderStates::WireframeRS);
break;
} IcosahedronTech->GetPassByIndex(p)->Apply(0, md3dImmediateContext);
md3dImmediateContext->DrawIndexed(mIcosahedronIndexCount, 0, 0); // Restore default render state.
md3dImmediateContext->RSSetState(0);
} HR(mSwapChain->Present(0, 0));
} void Icosahedron::OnMouseDown(WPARAM btnState, int x, int y)
{
mLastMousePos.x = x;
mLastMousePos.y = y; SetCapture(mhMainWnd);
} void Icosahedron::OnMouseUp(WPARAM btnState, int x, int y)
{
ReleaseCapture();
} void Icosahedron::OnMouseMove(WPARAM btnState, int x, int y)
{
if ((btnState & MK_LBUTTON) != 0)
{
// Make each pixel correspond to a quater of a degree.
float dx = XMConvertToRadians(0.25f*static_cast<float>(x - mLastMousePos.x));
float dy = XMConvertToRadians(0.25f*static_cast<float>(y - mLastMousePos.y)); // Update angles based on input to orbit camera around box.
mTheta += dx;
mPhi += dy; // Restric the angle mPhi.
mPhi = MathHelper::Clamp(mPhi, 0.1f, MathHelper::Pi - 0.1f);
}
else if ((btnState & MK_RBUTTON) != 0)
{
// Make each pixel correspond to 0.01 unit in the scene.
float dx = 0.1f*static_cast<float>(x - mLastMousePos.x);
float dy = 0.1f*static_cast<float>(y - mLastMousePos.y); //Update the camera radius based on inputs.
mRadius += dx - dy; // Restrict the radius.
mRadius = MathHelper::Clamp(mRadius, 10.0f, 500.0f);
} mLastMousePos.x = x;
mLastMousePos.y = y;
} void Icosahedron::BuildIcosahedronGeometryBuffers()
{
GeometryGenerator::MeshData icosahedron; GeometryGenerator geoGen;
geoGen.CreateGeosphere(1.0f, 0u, icosahedron); //
// Extract the vertex elements we are interested in and pack the
// vertices of all the meshes into one vertex buffer
// std::vector<Vertex::Basic32> vertices(icosahedron.Vertices.size()); for (UINT i = 0; i < icosahedron.Vertices.size(); ++i)
{
vertices[i].Pos = icosahedron.Vertices[i].Position;
vertices[i].Normal = icosahedron.Vertices[i].Normal;
vertices[i].Tex = icosahedron.Vertices[i].TexC;
} D3D11_BUFFER_DESC vbd;
vbd.Usage = D3D11_USAGE_IMMUTABLE;
vbd.ByteWidth = sizeof(Vertex::Basic32) * icosahedron.Vertices.size();
vbd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
vbd.CPUAccessFlags = 0;
vbd.MiscFlags = 0;
D3D11_SUBRESOURCE_DATA vinitData;
vinitData.pSysMem = &vertices[0];
HR(md3dDevice->CreateBuffer(&vbd, &vinitData, &mIcosahedronVB)); //
// Pack the indices of all the meshes into one index buffer.
// D3D11_BUFFER_DESC ibd;
ibd.Usage = D3D11_USAGE_IMMUTABLE;
ibd.ByteWidth = sizeof(UINT)* icosahedron.Indices.size();
ibd.BindFlags = D3D11_BIND_INDEX_BUFFER;
ibd.CPUAccessFlags = 0;
ibd.MiscFlags = 0;
D3D11_SUBRESOURCE_DATA iinitData;
iinitData.pSysMem = &icosahedron.Indices[0];
mIcosahedronIndexCount = icosahedron.Indices.size();
HR(md3dDevice->CreateBuffer(&ibd, &iinitData, &mIcosahedronIB));
}
RenderStates.cpp
#include "RenderStates.h" ID3D11RasterizerState* RenderStates::WireframeRS = 0;
ID3D11RasterizerState* RenderStates::NoCullRS = 0;
ID3D11RasterizerState* RenderStates::CullClockwiseRS = 0; ID3D11BlendState* RenderStates::AlphaToCoverageBS = 0;
ID3D11BlendState* RenderStates::TransparentBS = 0;
ID3D11BlendState* RenderStates::NoRenderTargetWritesBS = 0; void RenderStates::InitAll(ID3D11Device* device)
{
//
// WireframeRS
//
D3D11_RASTERIZER_DESC wireframeDesc;
ZeroMemory(&wireframeDesc, sizeof(D3D11_RASTERIZER_DESC));
wireframeDesc.FillMode = D3D11_FILL_WIREFRAME;
wireframeDesc.CullMode = D3D11_CULL_BACK;
wireframeDesc.FrontCounterClockwise = false;
wireframeDesc.DepthClipEnable = true; HR(device->CreateRasterizerState(&wireframeDesc, &WireframeRS)); //
// NoCullRS
//
D3D11_RASTERIZER_DESC noCullDesc;
ZeroMemory(&noCullDesc, sizeof(D3D11_RASTERIZER_DESC));
noCullDesc.FillMode = D3D11_FILL_SOLID;
noCullDesc.CullMode = D3D11_CULL_NONE;
noCullDesc.FrontCounterClockwise = false;
noCullDesc.DepthClipEnable = true; HR(device->CreateRasterizerState(&noCullDesc, &NoCullRS)); //
// CullClockwiseRS
// // Note: Define such that we still cull backfaces by making front faces CCW.
// If we did not cull bacefaces, then we have to worry about the BackFace
// property in the D3D11_DEPTH_STENCIL_DESC
D3D11_RASTERIZER_DESC cullClockwiseDesc;
ZeroMemory(&cullClockwiseDesc, sizeof(D3D11_RASTERIZER_DESC));
cullClockwiseDesc.FillMode = D3D11_FILL_SOLID;
cullClockwiseDesc.CullMode = D3D11_CULL_BACK;
cullClockwiseDesc.FrontCounterClockwise = true;
cullClockwiseDesc.DepthClipEnable = true; HR(device->CreateRasterizerState(&cullClockwiseDesc, &CullClockwiseRS)); //
// AlphaToCoverageBS
// D3D11_BLEND_DESC alphaToCoverageDesc = { 0 };
alphaToCoverageDesc.AlphaToCoverageEnable = true;
alphaToCoverageDesc.IndependentBlendEnable = false;
alphaToCoverageDesc.RenderTarget[0].BlendEnable = false;
alphaToCoverageDesc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL; HR(device->CreateBlendState(&alphaToCoverageDesc, &AlphaToCoverageBS)); //
// TransparentBS
// D3D11_BLEND_DESC transparentDesc = { 0 };
transparentDesc.AlphaToCoverageEnable = false;
transparentDesc.IndependentBlendEnable = false; transparentDesc.RenderTarget[0].BlendEnable = true;
transparentDesc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
transparentDesc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
transparentDesc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
transparentDesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
transparentDesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
transparentDesc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
transparentDesc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL; HR(device->CreateBlendState(&transparentDesc, &TransparentBS)); //
//NoRenderTargetWritesBS
// D3D11_BLEND_DESC noRenderTargetWritesDesc = { 0 };
noRenderTargetWritesDesc.AlphaToCoverageEnable = false;
noRenderTargetWritesDesc.IndependentBlendEnable = false; noRenderTargetWritesDesc.RenderTarget[0].BlendEnable = false;
noRenderTargetWritesDesc.RenderTarget[0].SrcBlend = D3D11_BLEND_ONE;
noRenderTargetWritesDesc.RenderTarget[0].DestBlend = D3D11_BLEND_ZERO;
noRenderTargetWritesDesc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
noRenderTargetWritesDesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
noRenderTargetWritesDesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
noRenderTargetWritesDesc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
noRenderTargetWritesDesc.RenderTarget[0].RenderTargetWriteMask = 0; HR(device->CreateBlendState(&noRenderTargetWritesDesc, &NoRenderTargetWritesBS));
} void RenderStates::DestroyAll()
{
ReleaseCOM(WireframeRS);
ReleaseCOM(NoCullRS);
ReleaseCOM(CullClockwiseRS); ReleaseCOM(AlphaToCoverageBS);
ReleaseCOM(TransparentBS);
ReleaseCOM(NoRenderTargetWritesBS);
}
Vertex.cpp
#include "Vertex.h"
#include "Effects.h" #pragma region InputLayoutDesc const D3D11_INPUT_ELEMENT_DESC InputLayoutDesc::Basic32[3] =
{
{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 24, D3D11_INPUT_PER_VERTEX_DATA, 0 }
}; #pragma endregion #pragma region InputLayouts ID3D11InputLayout* InputLayouts::Basic32 = 0; void InputLayouts::InitAll(ID3D11Device* device)
{
D3DX11_PASS_DESC passDesc; //
// Basic32
// Effects::BasicFX->Light1Tech->GetPassByIndex(0)->GetDesc(&passDesc);
HR(device->CreateInputLayout(InputLayoutDesc::Basic32, 3, passDesc.pIAInputSignature,
passDesc.IAInputSignatureSize, &Basic32));
} void InputLayouts::DestroyAll()
{
ReleaseCOM(Basic32);
} #pragma endregion
11.3 那个primitiveID用的有点问题,GS的第一个參数用了个数组,所以primitiveID依照数组的第一个元素设置了
void Explosion(VertexOut inVerts[3], uint primID : SV_PrimitiveID, inout TriangleStream<GeoOut> triStream)
{
VertexOut explosionVerts[3];
GeoOut gout[3];
float3 u = inVerts[1].PosL - inVerts[0].PosL;
float3 v = inVerts[2].PosL - inVerts[0].PosL;
float3 n = cross(u, v);
[unroll]
for (int i = 0; i < 3; ++i)
{
explosionVerts[i].PosL = inVerts[i].PosL + /*primID * */gScale * gTime * n;
// Transorm to world space space.
gout[i].PosW = mul(float4(explosionVerts[i].PosL, 1.0f), gWorld).xyz;
gout[i].NormalW = mul(normalize(explosionVerts[i].PosL), (float3x3)gWorldInvTranspose); // Transform to homogeneous clip space.
gout[i].PosH = mul(float4(explosionVerts[i].PosL, 1.0f), gWorldViewProj); gout[i].Tex = inVerts[i].Tex;
} [unroll]
for (int j = 0; j < 3; ++j)
{
triStream.Append(gout[j]);
}
} [maxvertexcount(24)]
void GS(triangle VertexOut gin[3], uint primID : SV_PrimitiveID, inout TriangleStream<GeoOut> triStream)
{ if (length(gEyePosW) >= 30)
{
//VertexOut v[3];
//SubdivideZero(gin, v);
//OutputSubdivisionZero(v, triStream);
Explosion(gin, primID, triStream);
}
else if ((length(gEyePosW) >= 15))
{
VertexOut v[6];
Subdivide(gin, v);
OutputSubdivision(v, triStream);
}else
{
VertexOut v[15];
SubdivideTwice(gin, v);
OutputSubdivisionTwice(v, triStream);
}
}
if (GetAsyncKeyState('E') & 0x8000)
{
fExpTimeBase = mTimer.TotalTime();
bExplosion = true;
} if (GetAsyncKeyState('F') & 0x8000)
fScale++;
}
Effects::BasicFX->SetExpTime(mExpTime);
Effects::BasicFX->SetExplosionScalar(fScale);
和上一题比,代码变动不大
由于有爆炸效果,所以做了个gif,可能网页上看不到,下载就能看到
11.4代码写的非常乱,变量名设定的也不合适,但还好,效果出来了
//=============================================================================
// Basic.fx by Frank Luna (C) 2011 All Rights Reserved.
//
// Basic effect that currently supports transformations, lighting, and texturing.
//============================================================================= #include "LightHelper.fx" cbuffer cbPerFrame
{
DirectionalLight gDirLights[3];
float3 gEyePosW; float gFogStart;
float gFogRange;
float4 gFogColor;
}; cbuffer cbPerObject
{
float4x4 gWorld;
float4x4 gWorldInvTranspose;
float4x4 gWorldViewProj;
float4x4 gTexTransform;
Material gMaterial; }; // Nonnumeric values cannot be added to a cbuffer.
Texture2D gDiffuseMap; SamplerState samAnisotropic
{
Filter = ANISOTROPIC;
MaxAnisotropy = 4; AddressU = WRAP;
AddressV = WRAP;
}; struct VertexIn
{
float3 PosL : POSITION;
float3 NormalL : NORMAL;
float2 Tex : TEXCOORD;
}; struct VertexOut
{
float4 PosH : SV_POSITION;
float3 PosW : POSITION;
float3 NormalW : NORMAL;
float2 Tex : TEXCOORD;
}; struct GeoOut
{
float4 PosH : SV_POSITION;
float3 PosW : POSITION;
float3 NormalW : NORMAL;
float2 Tex : TEXCOORD;
}; VertexOut VS(VertexIn vin)
{
VertexOut vout; // Transform to world space space.
vout.PosW = mul(float4(vin.PosL, 1.0f), gWorld).xyz;
vout.NormalW = mul(vin.NormalL, (float3x3)gWorldInvTranspose); // Transform to homogeneous clip space.
vout.PosH = mul(float4(vin.PosL, 1.0f), gWorldViewProj); // Output vertex attributes for interpolation across triangle.
vout.Tex = mul(float4(vin.Tex, 0.0f, 1.0f), gTexTransform).xy;
return vout;
} VertexOut VSONE(VertexIn vin)
{
VertexOut vout; // Transform to world space space.
vout.PosW = vin.PosL;
vout.NormalW = vin.NormalL; // Transform to homogeneous clip space.
vout.PosH = (vin.PosL, 1.0f); // Output vertex attributes for interpolation across triangle.
vout.Tex = vin.Tex;
return vout;
} [maxvertexcount(3)]
void GS(point VertexOut gin[1], inout LineStream<GeoOut> lineStream)
{
GeoOut gout[2];
gout[0].PosH = mul(float4(gin[0].PosW, 1.0f), gWorldViewProj);
gout[0].PosW = mul(float4(gin[0].PosW, 1.0f), gWorld).xyz;
gout[0].NormalW = mul(gin[0].NormalW, (float3x3)gWorldInvTranspose);
gout[0].Tex = mul(float4(gin[0].Tex, 0.0f, 1.0f), gTexTransform).xy;
gout[1].PosW = mul(float4((gin[0].PosW + gin[0].NormalW), 1.0f), gWorld).xyz;
gout[1].NormalW = mul(normalize((gin[0].PosW + gin[0].NormalW)), (float3x3)gWorldInvTranspose);
gout[1].PosH = mul(float4((gin[0].PosW + gin[0].NormalW), 1.0f), gWorldViewProj);
gout[1].Tex = gout[0].Tex; lineStream.Append(gout[1]);
lineStream.Append(gout[0]); } float4 PS(GeoOut pin, uniform int gLightCount, uniform bool gUseTexure, uniform bool gAlphaClip, uniform bool gFogEnabled) : SV_Target
{
// Interpolating normal can unnormalize it, so normalize it.
pin.NormalW = normalize(pin.NormalW); // The toEye vector is used in lighting.
float3 toEye = gEyePosW - pin.PosW; // Cache the distance to the eye from this surface point.
float distToEye = length(toEye); // Normalize.
toEye /= distToEye; // Default to multiplicative identity.
float4 texColor = float4(1, 1, 1, 1);
if(gUseTexure)
{
// Sample texture.
texColor = gDiffuseMap.Sample( samAnisotropic, pin.Tex ); if(gAlphaClip)
{
// Discard pixel if texture alpha < 0.1. Note that we do this
// test as soon as possible so that we can potentially exit the shader
// early, thereby skipping the rest of the shader code.
clip(texColor.a - 0.1f);
}
} //
// Lighting.
// float4 litColor = texColor;
if( gLightCount > 0 )
{
// Start with a sum of zero.
float4 ambient = float4(0.0f, 0.0f, 0.0f, 0.0f);
float4 diffuse = float4(0.0f, 0.0f, 0.0f, 0.0f);
float4 spec = float4(0.0f, 0.0f, 0.0f, 0.0f); // Sum the light contribution from each light source.
[unroll]
for(int i = 0; i < gLightCount; ++i)
{
float4 A, D, S;
ComputeDirectionalLight(gMaterial, gDirLights[i], pin.NormalW, toEye,
A, D, S); ambient += A;
diffuse += D;
spec += S;
} // Modulate with late add.
litColor = texColor*(ambient + diffuse) + spec;
} //
// Fogging
// if( gFogEnabled )
{
float fogLerp = saturate( (distToEye - gFogStart) / gFogRange ); // Blend the fog color and the lit color.
litColor = lerp(litColor, gFogColor, fogLerp);
} // Common to take alpha from diffuse material and texture.
litColor.a = gMaterial.Diffuse.a * texColor.a; return litColor;
} technique11 Light1
{
pass P0
{
SetVertexShader( CompileShader( vs_5_0, VSONE() ) );
SetGeometryShader( CompileShader(gs_5_0, GS()) );
SetPixelShader( CompileShader( ps_5_0, PS(1, false, false, false) ) );
} pass P1
{
SetVertexShader(CompileShader(vs_5_0, VS()));
SetGeometryShader(NULL);
SetPixelShader(CompileShader(ps_5_0, PS(1, false, false, false)));
}
} technique11 Light2
{
pass P0
{
SetVertexShader(CompileShader(vs_5_0, VSONE()));
SetGeometryShader( CompileShader(gs_5_0, GS()) );
SetPixelShader( CompileShader( ps_5_0, PS(2, false, false, false) ) );
} pass P1
{
SetVertexShader(CompileShader(vs_5_0, VS()));
SetGeometryShader(NULL);
SetPixelShader(CompileShader(ps_5_0, PS(2, false, false, false)));
}
} technique11 Light3
{
pass P0
{
SetVertexShader(CompileShader(vs_5_0, VSONE()));
SetGeometryShader( CompileShader(gs_5_0, GS()) );
SetPixelShader( CompileShader( ps_5_0, PS(3, false, false, false) ) );
} pass P1
{
SetVertexShader(CompileShader(vs_5_0, VS()));
SetGeometryShader(NULL);
SetPixelShader(CompileShader(ps_5_0, PS(3, false, false, false)));
}
} technique11 Light0Tex
{
pass P0
{
SetVertexShader(CompileShader(vs_5_0, VSONE()));
SetGeometryShader( CompileShader(gs_5_0, GS()) );
SetPixelShader( CompileShader( ps_5_0, PS(0, true, false, false) ) );
} pass P1
{
SetVertexShader(CompileShader(vs_5_0, VS()));
SetGeometryShader(NULL);
SetPixelShader(CompileShader(ps_5_0, PS(0, true, false, false)));
}
} technique11 Light1Tex
{
pass P0
{
SetVertexShader(CompileShader(vs_5_0, VSONE()));
SetGeometryShader( CompileShader(gs_5_0, GS()) );
SetPixelShader( CompileShader( ps_5_0, PS(1, true, false, false) ) );
} pass P1
{
SetVertexShader(CompileShader(vs_5_0, VS()));
SetGeometryShader(NULL);
SetPixelShader(CompileShader(ps_5_0, PS(1, true, false, false)));
}
} technique11 Light2Tex
{
pass P0
{
SetVertexShader(CompileShader(vs_5_0, VSONE()));
SetGeometryShader( CompileShader(gs_5_0, GS()) );
SetPixelShader( CompileShader( ps_5_0, PS(2, true, false, false) ) );
} pass P1
{
SetVertexShader(CompileShader(vs_5_0, VS()));
SetGeometryShader(NULL);
SetPixelShader(CompileShader(ps_5_0, PS(2, true, false, false)));
}
} technique11 Light3Tex
{
pass P0
{
SetVertexShader(CompileShader(vs_5_0, VSONE()));
SetGeometryShader( CompileShader(gs_5_0, GS()) );
SetPixelShader( CompileShader( ps_5_0, PS(3, true, false, false) ) );
} pass P1
{
SetVertexShader(CompileShader(vs_5_0, VS()));
SetGeometryShader(NULL);
SetPixelShader(CompileShader(ps_5_0, PS(3, true, false, false)));
}
} technique11 Light0TexAlphaClip
{
pass P0
{
SetVertexShader(CompileShader(vs_5_0, VSONE()));
SetGeometryShader( CompileShader(gs_5_0, GS()) );
SetPixelShader( CompileShader( ps_5_0, PS(0, true, true, false) ) );
} pass P1
{
SetVertexShader(CompileShader(vs_5_0, VS()));
SetGeometryShader(NULL);
SetPixelShader(CompileShader(ps_5_0, PS(0, true, true, false)));
}
} technique11 Light1TexAlphaClip
{
pass P0
{
SetVertexShader(CompileShader(vs_5_0, VSONE()));
SetGeometryShader( CompileShader(gs_5_0, GS()) );
SetPixelShader( CompileShader( ps_5_0, PS(1, true, true, false) ) );
} pass P1
{
SetVertexShader(CompileShader(vs_5_0, VS()));
SetGeometryShader(NULL);
SetPixelShader(CompileShader(ps_5_0, PS(1, true, true, false)));
}
} technique11 Light2TexAlphaClip
{
pass P0
{
SetVertexShader(CompileShader(vs_5_0, VSONE()));
SetGeometryShader( CompileShader(gs_5_0, GS()) );
SetPixelShader( CompileShader( ps_5_0, PS(2, true, true, false) ) );
} pass P1
{
SetVertexShader(CompileShader(vs_5_0, VS()));
SetGeometryShader(NULL);
SetPixelShader(CompileShader(ps_5_0, PS(2, true, true, false)));
}
} technique11 Light3TexAlphaClip
{
pass P0
{
SetVertexShader(CompileShader(vs_5_0, VSONE()));
SetGeometryShader( CompileShader(gs_5_0, GS()) );
SetPixelShader( CompileShader( ps_5_0, PS(3, true, true, false) ) );
} pass P1
{
SetVertexShader(CompileShader(vs_5_0, VS()));
SetGeometryShader(NULL);
SetPixelShader(CompileShader(ps_5_0, PS(3, true, true, false)));
}
} technique11 Light1Fog
{
pass P0
{
SetVertexShader(CompileShader(vs_5_0, VSONE()));
SetGeometryShader( CompileShader(gs_5_0, GS()) );
SetPixelShader( CompileShader( ps_5_0, PS(1, false, false, true) ) );
} pass P1
{
SetVertexShader(CompileShader(vs_5_0, VS()));
SetGeometryShader(NULL);
SetPixelShader(CompileShader(ps_5_0, PS(1, false, false, true)));
}
} technique11 Light2Fog
{
pass P0
{
SetVertexShader(CompileShader(vs_5_0, VSONE()));
SetGeometryShader( CompileShader(gs_5_0, GS()) );
SetPixelShader( CompileShader( ps_5_0, PS(2, false, false, true) ) );
} pass P1
{
SetVertexShader(CompileShader(vs_5_0, VS()));
SetGeometryShader(NULL);
SetPixelShader(CompileShader(ps_5_0, PS(2, false, false, true)));
}
} technique11 Light3Fog
{
pass P0
{
SetVertexShader(CompileShader(vs_5_0, VSONE()));
SetGeometryShader( CompileShader(gs_5_0, GS()) );
SetPixelShader( CompileShader( ps_5_0, PS(3, false, false, true) ) );
} pass P1
{
SetVertexShader(CompileShader(vs_5_0, VS()));
SetGeometryShader(NULL);
SetPixelShader(CompileShader(ps_5_0, PS(3, false, false, true)));
}
} technique11 Light0TexFog
{
pass P0
{
SetVertexShader(CompileShader(vs_5_0, VSONE()));
SetGeometryShader( CompileShader(gs_5_0, GS()) );
SetPixelShader( CompileShader( ps_5_0, PS(0, true, false, true) ) );
} pass P1
{
SetVertexShader(CompileShader(vs_5_0, VS()));
SetGeometryShader(NULL);
SetPixelShader(CompileShader(ps_5_0, PS(0, true, false, true)));
}
} technique11 Light1TexFog
{
pass P0
{
SetVertexShader(CompileShader(vs_5_0, VSONE()));
SetGeometryShader( CompileShader(gs_5_0, GS()) );
SetPixelShader( CompileShader( ps_5_0, PS(1, true, false, true) ) );
} pass P1
{
SetVertexShader(CompileShader(vs_5_0, VS()));
SetGeometryShader(NULL);
SetPixelShader(CompileShader(ps_5_0, PS(1, true, false, true)));
}
} technique11 Light2TexFog
{
pass P0
{
SetVertexShader(CompileShader(vs_5_0, VSONE()));
SetGeometryShader( CompileShader(gs_5_0, GS()) );
SetPixelShader( CompileShader( ps_5_0, PS(2, true, false, true) ) );
} pass P1
{
SetVertexShader(CompileShader(vs_5_0, VS()));
SetGeometryShader(NULL);
SetPixelShader(CompileShader(ps_5_0, PS(2, true, false, true)));
}
} technique11 Light3TexFog
{
pass P0
{
SetVertexShader(CompileShader(vs_5_0, VSONE()));
SetGeometryShader( CompileShader(gs_5_0, GS()) );
SetPixelShader( CompileShader( ps_5_0, PS(3, true, false, true) ) );
} pass P1
{
SetVertexShader(CompileShader(vs_5_0, VS()));
SetGeometryShader(NULL);
SetPixelShader(CompileShader(ps_5_0, PS(3, true, false, true)));
}
} technique11 Light0TexAlphaClipFog
{
pass P0
{
SetVertexShader(CompileShader(vs_5_0, VSONE()));
SetGeometryShader( CompileShader(gs_5_0, GS()) );
SetPixelShader( CompileShader( ps_5_0, PS(0, true, true, true) ) );
} pass P1
{
SetVertexShader(CompileShader(vs_5_0, VS()));
SetGeometryShader(NULL);
SetPixelShader(CompileShader(ps_5_0, PS(0, true, true, true)));
}
} technique11 Light1TexAlphaClipFog
{
pass P0
{
SetVertexShader(CompileShader(vs_5_0, VSONE()));
SetGeometryShader( CompileShader(gs_5_0, GS()) );
SetPixelShader( CompileShader( ps_5_0, PS(1, true, true, true) ) );
} pass P1
{
SetVertexShader(CompileShader(vs_5_0, VS()));
SetGeometryShader(NULL);
SetPixelShader(CompileShader(ps_5_0, PS(1, true, true, true)));
}
} technique11 Light2TexAlphaClipFog
{
pass P0
{
SetVertexShader(CompileShader(vs_5_0, VSONE()));
SetGeometryShader( CompileShader(gs_5_0, GS()) );
SetPixelShader( CompileShader( ps_5_0, PS(2, true, true, true) ) );
} pass P1
{
SetVertexShader(CompileShader(vs_5_0, VS()));
SetGeometryShader(NULL);
SetPixelShader(CompileShader(ps_5_0, PS(2, true, true, true)));
}
} technique11 Light3TexAlphaClipFog
{
pass P0
{
SetVertexShader(CompileShader(vs_5_0, VSONE()));
SetGeometryShader( CompileShader(gs_5_0, GS()) );
SetPixelShader( CompileShader( ps_5_0, PS(3, true, true, true) ) );
} pass P1
{
SetVertexShader(CompileShader(vs_5_0, VS()));
SetGeometryShader(NULL);
SetPixelShader(CompileShader(ps_5_0, PS(3, true, true, true)));
}
}
//***************************************************************************************
// BlendDemo.cpp by Frank Luna (C) 2011 All Rights Reserved.
//
// Demonstrates blending, HLSL clip(), and fogging.
//
// Controls:
// Hold the left mouse button down and move the mouse to rotate.
// Hold the right mouse button down to zoom in and out.
//
// Press '1' - Lighting only render mode.
// Press '2' - Texture render mode.
// Press '3' - Fog render mode.
//
//*************************************************************************************** #include "d3dApp.h"
#include "d3dx11Effect.h"
#include "GeometryGenerator.h"
#include "MathHelper.h"
#include "LightHelper.h"
#include "Effects.h"
#include "Vertex.h"
#include "RenderStates.h"
#include "Waves.h" enum RenderOptions
{
Lighting = 0,
Textures = 1,
TexturesAndFog = 2
}; class BlendApp : public D3DApp
{
public:
BlendApp(HINSTANCE hInstance);
~BlendApp(); bool Init();
void OnResize();
void UpdateScene(float dt);
void DrawScene(); void OnMouseDown(WPARAM btnState, int x, int y);
void OnMouseUp(WPARAM btnState, int x, int y);
void OnMouseMove(WPARAM btnState, int x, int y); private:
float GetHillHeight(float x, float z)const;
XMFLOAT3 GetHillNormal(float x, float z)const;
void BuildLandGeometryBuffers();
void BuildWaveGeometryBuffers();
void BuildCrateGeometryBuffers(); private:
ID3D11Buffer* mLandVB;
ID3D11Buffer* mLandIB; ID3D11Buffer* mWavesVB;
ID3D11Buffer* mWavesIB; ID3D11Buffer* mBoxVB;
ID3D11Buffer* mBoxIB; ID3D11ShaderResourceView* mGrassMapSRV;
ID3D11ShaderResourceView* mWavesMapSRV;
ID3D11ShaderResourceView* mBoxMapSRV; Waves mWaves; DirectionalLight mDirLights[3];
Material mLandMat;
Material mWavesMat;
Material mBoxMat; XMFLOAT4X4 mGrassTexTransform;
XMFLOAT4X4 mWaterTexTransform;
XMFLOAT4X4 mLandWorld;
XMFLOAT4X4 mWavesWorld;
XMFLOAT4X4 mBoxWorld; XMFLOAT4X4 mView;
XMFLOAT4X4 mProj; UINT mLandIndexCount; XMFLOAT2 mWaterTexOffset; RenderOptions mRenderOptions; XMFLOAT3 mEyePosW; float mTheta;
float mPhi;
float mRadius; POINT mLastMousePos;
}; int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE prevInstance,
PSTR cmdLine, int showCmd)
{
// Enable run-time memory check for debug builds.
#if defined(DEBUG) | defined(_DEBUG)
_CrtSetDbgFlag( _CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF );
#endif BlendApp theApp(hInstance); if( !theApp.Init() )
return 0; return theApp.Run();
} BlendApp::BlendApp(HINSTANCE hInstance)
: D3DApp(hInstance), mLandVB(0), mLandIB(0), mWavesVB(0), mWavesIB(0), mBoxVB(0), mBoxIB(0), mGrassMapSRV(0), mWavesMapSRV(0), mBoxMapSRV(0),
mWaterTexOffset(0.0f, 0.0f), mEyePosW(0.0f, 0.0f, 0.0f), mLandIndexCount(0), mRenderOptions(RenderOptions::TexturesAndFog),
mTheta(1.3f*MathHelper::Pi), mPhi(0.4f*MathHelper::Pi), mRadius(80.0f)
{
mMainWndCaption = L"Blend Demo";
mEnable4xMsaa = false; mLastMousePos.x = 0;
mLastMousePos.y = 0; XMMATRIX I = XMMatrixIdentity();
XMStoreFloat4x4(&mLandWorld, I);
XMStoreFloat4x4(&mWavesWorld, I);
XMStoreFloat4x4(&mView, I);
XMStoreFloat4x4(&mProj, I); XMMATRIX boxScale = XMMatrixScaling(15.0f, 15.0f, 15.0f);
XMMATRIX boxOffset = XMMatrixTranslation(8.0f, 5.0f, -15.0f);
XMStoreFloat4x4(&mBoxWorld, boxScale*boxOffset); XMMATRIX grassTexScale = XMMatrixScaling(5.0f, 5.0f, 0.0f);
XMStoreFloat4x4(&mGrassTexTransform, grassTexScale); mDirLights[0].Ambient = XMFLOAT4(0.2f, 0.2f, 0.2f, 1.0f);
mDirLights[0].Diffuse = XMFLOAT4(0.5f, 0.5f, 0.5f, 1.0f);
mDirLights[0].Specular = XMFLOAT4(0.5f, 0.5f, 0.5f, 1.0f);
mDirLights[0].Direction = XMFLOAT3(0.57735f, -0.57735f, 0.57735f); mDirLights[1].Ambient = XMFLOAT4(0.0f, 0.0f, 0.0f, 1.0f);
mDirLights[1].Diffuse = XMFLOAT4(0.20f, 0.20f, 0.20f, 1.0f);
mDirLights[1].Specular = XMFLOAT4(0.25f, 0.25f, 0.25f, 1.0f);
mDirLights[1].Direction = XMFLOAT3(-0.57735f, -0.57735f, 0.57735f); mDirLights[2].Ambient = XMFLOAT4(0.0f, 0.0f, 0.0f, 1.0f);
mDirLights[2].Diffuse = XMFLOAT4(0.2f, 0.2f, 0.2f, 1.0f);
mDirLights[2].Specular = XMFLOAT4(0.0f, 0.0f, 0.0f, 1.0f);
mDirLights[2].Direction = XMFLOAT3(0.0f, -0.707f, -0.707f); mLandMat.Ambient = XMFLOAT4(0.5f, 0.5f, 0.5f, 1.0f);
mLandMat.Diffuse = XMFLOAT4(1.0f, 1.0f, 1.0f, 1.0f);
mLandMat.Specular = XMFLOAT4(0.2f, 0.2f, 0.2f, 16.0f); mWavesMat.Ambient = XMFLOAT4(0.5f, 0.5f, 0.5f, 1.0f);
mWavesMat.Diffuse = XMFLOAT4(1.0f, 1.0f, 1.0f, 0.5f);
mWavesMat.Specular = XMFLOAT4(0.8f, 0.8f, 0.8f, 32.0f); mBoxMat.Ambient = XMFLOAT4(0.5f, 0.5f, 0.5f, 1.0f);
mBoxMat.Diffuse = XMFLOAT4(1.0f, 1.0f, 1.0f, 1.0f);
mBoxMat.Specular = XMFLOAT4(0.4f, 0.4f, 0.4f, 16.0f);
} BlendApp::~BlendApp()
{
md3dImmediateContext->ClearState();
ReleaseCOM(mLandVB);
ReleaseCOM(mLandIB);
ReleaseCOM(mWavesVB);
ReleaseCOM(mWavesIB);
ReleaseCOM(mBoxVB);
ReleaseCOM(mBoxIB);
ReleaseCOM(mGrassMapSRV);
ReleaseCOM(mWavesMapSRV);
ReleaseCOM(mBoxMapSRV); Effects::DestroyAll();
InputLayouts::DestroyAll();
RenderStates::DestroyAll();
} bool BlendApp::Init()
{
if(!D3DApp::Init())
return false; mWaves.Init(160, 160, 1.0f, 0.03f, 5.0f, 0.3f); // Must init Effects first since InputLayouts depend on shader signatures.
Effects::InitAll(md3dDevice);
InputLayouts::InitAll(md3dDevice);
RenderStates::InitAll(md3dDevice); HR(D3DX11CreateShaderResourceViewFromFile(md3dDevice,
L"Textures/grass.dds", 0, 0, &mGrassMapSRV, 0 )); HR(D3DX11CreateShaderResourceViewFromFile(md3dDevice,
L"Textures/water2.dds", 0, 0, &mWavesMapSRV, 0 )); HR(D3DX11CreateShaderResourceViewFromFile(md3dDevice,
L"Textures/WireFence.dds", 0, 0, &mBoxMapSRV, 0 )); BuildLandGeometryBuffers();
BuildWaveGeometryBuffers();
BuildCrateGeometryBuffers(); return true;
} void BlendApp::OnResize()
{
D3DApp::OnResize(); XMMATRIX P = XMMatrixPerspectiveFovLH(0.25f*MathHelper::Pi, AspectRatio(), 1.0f, 1000.0f);
XMStoreFloat4x4(&mProj, P);
} void BlendApp::UpdateScene(float dt)
{
// Convert Spherical to Cartesian coordinates.
float x = mRadius*sinf(mPhi)*cosf(mTheta);
float z = mRadius*sinf(mPhi)*sinf(mTheta);
float y = mRadius*cosf(mPhi); mEyePosW = XMFLOAT3(x, y, z); // Build the view matrix.
XMVECTOR pos = XMVectorSet(x, y, z, 1.0f);
XMVECTOR target = XMVectorZero();
XMVECTOR up = XMVectorSet(0.0f, 1.0f, 0.0f, 0.0f); XMMATRIX V = XMMatrixLookAtLH(pos, target, up);
XMStoreFloat4x4(&mView, V); //
// Every quarter second, generate a random wave.
//
static float t_base = 0.0f;
if( (mTimer.TotalTime() - t_base) >= 0.1f )
{
t_base += 0.1f; DWORD i = 5 + rand() % (mWaves.RowCount()-10);
DWORD j = 5 + rand() % (mWaves.ColumnCount()-10); float r = MathHelper::RandF(0.5f, 1.0f); mWaves.Disturb(i, j, r);
} mWaves.Update(dt); //
// Update the wave vertex buffer with the new solution.
// D3D11_MAPPED_SUBRESOURCE mappedData;
HR(md3dImmediateContext->Map(mWavesVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedData)); Vertex::Basic32* v = reinterpret_cast<Vertex::Basic32*>(mappedData.pData);
for(UINT i = 0; i < mWaves.VertexCount(); ++i)
{
v[i].Pos = mWaves[i];
v[i].Normal = mWaves.Normal(i); // Derive tex-coords in [0,1] from position.
v[i].Tex.x = 0.5f + mWaves[i].x / mWaves.Width();
v[i].Tex.y = 0.5f - mWaves[i].z / mWaves.Depth();
} md3dImmediateContext->Unmap(mWavesVB, 0); //
// Animate water texture coordinates.
// // Tile water texture.
XMMATRIX wavesScale = XMMatrixScaling(5.0f, 5.0f, 0.0f); // Translate texture over time.
mWaterTexOffset.y += 0.05f*dt;
mWaterTexOffset.x += 0.1f*dt;
XMMATRIX wavesOffset = XMMatrixTranslation(mWaterTexOffset.x, mWaterTexOffset.y, 0.0f); // Combine scale and translation.
XMStoreFloat4x4(&mWaterTexTransform, wavesScale*wavesOffset); //
// Switch the render mode based in key input.
//
if( GetAsyncKeyState('1') & 0x8000 )
mRenderOptions = RenderOptions::Lighting; if( GetAsyncKeyState('2') & 0x8000 )
mRenderOptions = RenderOptions::Textures; if( GetAsyncKeyState('3') & 0x8000 )
mRenderOptions = RenderOptions::TexturesAndFog;
} void BlendApp::DrawScene()
{
md3dImmediateContext->ClearRenderTargetView(mRenderTargetView, reinterpret_cast<const float*>(&Colors::Silver));
md3dImmediateContext->ClearDepthStencilView(mDepthStencilView, D3D11_CLEAR_DEPTH|D3D11_CLEAR_STENCIL, 1.0f, 0); md3dImmediateContext->IASetInputLayout(InputLayouts::Basic32);
//md3dImmediateContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); float blendFactor[] = {0.0f, 0.0f, 0.0f, 0.0f}; UINT stride = sizeof(Vertex::Basic32);
UINT offset = 0; XMMATRIX view = XMLoadFloat4x4(&mView);
XMMATRIX proj = XMLoadFloat4x4(&mProj);
XMMATRIX viewProj = view*proj; // Set per frame constants.
Effects::BasicFX->SetDirLights(mDirLights);
Effects::BasicFX->SetEyePosW(mEyePosW);
Effects::BasicFX->SetFogColor(Colors::Silver);
Effects::BasicFX->SetFogStart(15.0f);
Effects::BasicFX->SetFogRange(175.0f); ID3DX11EffectTechnique* boxTech;
ID3DX11EffectTechnique* landAndWavesTech; switch(mRenderOptions)
{
case RenderOptions::Lighting:
boxTech = Effects::BasicFX->Light3Tech;
landAndWavesTech = Effects::BasicFX->Light3Tech;
break;
case RenderOptions::Textures:
boxTech = Effects::BasicFX->Light3TexAlphaClipTech;
landAndWavesTech = Effects::BasicFX->Light3TexTech;
break;
case RenderOptions::TexturesAndFog:
boxTech = Effects::BasicFX->Light3TexAlphaClipFogTech;
landAndWavesTech = Effects::BasicFX->Light3TexFogTech;
break;
} D3DX11_TECHNIQUE_DESC techDesc; //
// Draw the box with alpha clipping.
// boxTech->GetDesc( &techDesc );
for(UINT p = 0; p < techDesc.Passes; ++p)
{
if (0 == p)
{
md3dImmediateContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_POINTLIST);
}
else
{
md3dImmediateContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
} md3dImmediateContext->IASetVertexBuffers(0, 1, &mBoxVB, &stride, &offset);
md3dImmediateContext->IASetIndexBuffer(mBoxIB, DXGI_FORMAT_R32_UINT, 0); // Set per object constants.
XMMATRIX world = XMLoadFloat4x4(&mBoxWorld);
XMMATRIX worldInvTranspose = MathHelper::InverseTranspose(world);
XMMATRIX worldViewProj = world*view*proj; Effects::BasicFX->SetWorld(world);
Effects::BasicFX->SetWorldInvTranspose(worldInvTranspose);
Effects::BasicFX->SetWorldViewProj(worldViewProj);
Effects::BasicFX->SetTexTransform(XMMatrixIdentity());
Effects::BasicFX->SetMaterial(mBoxMat);
Effects::BasicFX->SetDiffuseMap(mBoxMapSRV); md3dImmediateContext->RSSetState(RenderStates::NoCullRS);
boxTech->GetPassByIndex(p)->Apply(0, md3dImmediateContext);
md3dImmediateContext->DrawIndexed(36, 0, 0); // Restore default render state.
md3dImmediateContext->RSSetState(0);
} //
// Draw the hills and water with texture and fog (no alpha clipping needed).
// landAndWavesTech->GetDesc( &techDesc );
for(UINT p = 0; p < techDesc.Passes; ++p)
{
if (0 == p)
{
md3dImmediateContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_POINTLIST);
}
else
{
md3dImmediateContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
}
//
// Draw the hills.
//
md3dImmediateContext->IASetVertexBuffers(0, 1, &mLandVB, &stride, &offset);
md3dImmediateContext->IASetIndexBuffer(mLandIB, DXGI_FORMAT_R32_UINT, 0); // Set per object constants.
XMMATRIX world = XMLoadFloat4x4(&mLandWorld);
XMMATRIX worldInvTranspose = MathHelper::InverseTranspose(world);
XMMATRIX worldViewProj = world*view*proj; Effects::BasicFX->SetWorld(world);
Effects::BasicFX->SetWorldInvTranspose(worldInvTranspose);
Effects::BasicFX->SetWorldViewProj(worldViewProj);
Effects::BasicFX->SetTexTransform(XMLoadFloat4x4(&mGrassTexTransform));
Effects::BasicFX->SetMaterial(mLandMat);
Effects::BasicFX->SetDiffuseMap(mGrassMapSRV); landAndWavesTech->GetPassByIndex(p)->Apply(0, md3dImmediateContext);
md3dImmediateContext->DrawIndexed(mLandIndexCount, 0, 0); //
// Draw the waves.
//
md3dImmediateContext->IASetVertexBuffers(0, 1, &mWavesVB, &stride, &offset);
md3dImmediateContext->IASetIndexBuffer(mWavesIB, DXGI_FORMAT_R32_UINT, 0); // Set per object constants.
world = XMLoadFloat4x4(&mWavesWorld);
worldInvTranspose = MathHelper::InverseTranspose(world);
worldViewProj = world*view*proj; Effects::BasicFX->SetWorld(world);
Effects::BasicFX->SetWorldInvTranspose(worldInvTranspose);
Effects::BasicFX->SetWorldViewProj(worldViewProj);
Effects::BasicFX->SetTexTransform(XMLoadFloat4x4(&mWaterTexTransform));
Effects::BasicFX->SetMaterial(mWavesMat);
Effects::BasicFX->SetDiffuseMap(mWavesMapSRV); md3dImmediateContext->OMSetBlendState(RenderStates::TransparentBS, blendFactor, 0xffffffff);
landAndWavesTech->GetPassByIndex(p)->Apply(0, md3dImmediateContext);
md3dImmediateContext->DrawIndexed(3*mWaves.TriangleCount(), 0, 0); // Restore default blend state
md3dImmediateContext->OMSetBlendState(0, blendFactor, 0xffffffff);
} HR(mSwapChain->Present(0, 0));
} void BlendApp::OnMouseDown(WPARAM btnState, int x, int y)
{
mLastMousePos.x = x;
mLastMousePos.y = y; SetCapture(mhMainWnd);
} void BlendApp::OnMouseUp(WPARAM btnState, int x, int y)
{
ReleaseCapture();
} void BlendApp::OnMouseMove(WPARAM btnState, int x, int y)
{
if( (btnState & MK_LBUTTON) != 0 )
{
// Make each pixel correspond to a quarter of a degree.
float dx = XMConvertToRadians(0.25f*static_cast<float>(x - mLastMousePos.x));
float dy = XMConvertToRadians(0.25f*static_cast<float>(y - mLastMousePos.y)); // Update angles based on input to orbit camera around box.
mTheta += dx;
mPhi += dy; // Restrict the angle mPhi.
mPhi = MathHelper::Clamp(mPhi, 0.1f, MathHelper::Pi-0.1f);
}
else if( (btnState & MK_RBUTTON) != 0 )
{
// Make each pixel correspond to 0.01 unit in the scene.
float dx = 0.1f*static_cast<float>(x - mLastMousePos.x);
float dy = 0.1f*static_cast<float>(y - mLastMousePos.y); // Update the camera radius based on input.
mRadius += dx - dy; // Restrict the radius.
mRadius = MathHelper::Clamp(mRadius, 20.0f, 500.0f);
} mLastMousePos.x = x;
mLastMousePos.y = y;
} float BlendApp::GetHillHeight(float x, float z)const
{
return 0.3f*( z*sinf(0.1f*x) + x*cosf(0.1f*z) );
} XMFLOAT3 BlendApp::GetHillNormal(float x, float z)const
{
// n = (-df/dx, 1, -df/dz)
XMFLOAT3 n(
-0.03f*z*cosf(0.1f*x) - 0.3f*cosf(0.1f*z),
1.0f,
-0.3f*sinf(0.1f*x) + 0.03f*x*sinf(0.1f*z)); XMVECTOR unitNormal = XMVector3Normalize(XMLoadFloat3(&n));
XMStoreFloat3(&n, unitNormal); return n;
} void BlendApp::BuildLandGeometryBuffers()
{
GeometryGenerator::MeshData grid; GeometryGenerator geoGen; geoGen.CreateGrid(160.0f, 160.0f, 50, 50, grid); mLandIndexCount = grid.Indices.size(); //
// Extract the vertex elements we are interested and apply the height function to
// each vertex.
// std::vector<Vertex::Basic32> vertices(grid.Vertices.size());
for(UINT i = 0; i < grid.Vertices.size(); ++i)
{
XMFLOAT3 p = grid.Vertices[i].Position; p.y = GetHillHeight(p.x, p.z); vertices[i].Pos = p;
vertices[i].Normal = GetHillNormal(p.x, p.z);
vertices[i].Tex = grid.Vertices[i].TexC;
} D3D11_BUFFER_DESC vbd;
vbd.Usage = D3D11_USAGE_IMMUTABLE;
vbd.ByteWidth = sizeof(Vertex::Basic32) * grid.Vertices.size();
vbd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
vbd.CPUAccessFlags = 0;
vbd.MiscFlags = 0;
D3D11_SUBRESOURCE_DATA vinitData;
vinitData.pSysMem = &vertices[0];
HR(md3dDevice->CreateBuffer(&vbd, &vinitData, &mLandVB)); //
// Pack the indices of all the meshes into one index buffer.
// D3D11_BUFFER_DESC ibd;
ibd.Usage = D3D11_USAGE_IMMUTABLE;
ibd.ByteWidth = sizeof(UINT) * mLandIndexCount;
ibd.BindFlags = D3D11_BIND_INDEX_BUFFER;
ibd.CPUAccessFlags = 0;
ibd.MiscFlags = 0;
D3D11_SUBRESOURCE_DATA iinitData;
iinitData.pSysMem = &grid.Indices[0];
HR(md3dDevice->CreateBuffer(&ibd, &iinitData, &mLandIB));
} void BlendApp::BuildWaveGeometryBuffers()
{
// Create the vertex buffer. Note that we allocate space only, as
// we will be updating the data every time step of the simulation. D3D11_BUFFER_DESC vbd;
vbd.Usage = D3D11_USAGE_DYNAMIC;
vbd.ByteWidth = sizeof(Vertex::Basic32) * mWaves.VertexCount();
vbd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
vbd.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
vbd.MiscFlags = 0;
HR(md3dDevice->CreateBuffer(&vbd, 0, &mWavesVB)); // Create the index buffer. The index buffer is fixed, so we only
// need to create and set once. std::vector<UINT> indices(3*mWaves.TriangleCount()); // 3 indices per face // Iterate over each quad.
UINT m = mWaves.RowCount();
UINT n = mWaves.ColumnCount();
int k = 0;
for(UINT i = 0; i < m-1; ++i)
{
for(DWORD j = 0; j < n-1; ++j)
{
indices[k] = i*n+j;
indices[k+1] = i*n+j+1;
indices[k+2] = (i+1)*n+j; indices[k+3] = (i+1)*n+j;
indices[k+4] = i*n+j+1;
indices[k+5] = (i+1)*n+j+1; k += 6; // next quad
}
} D3D11_BUFFER_DESC ibd;
ibd.Usage = D3D11_USAGE_IMMUTABLE;
ibd.ByteWidth = sizeof(UINT) * indices.size();
ibd.BindFlags = D3D11_BIND_INDEX_BUFFER;
ibd.CPUAccessFlags = 0;
ibd.MiscFlags = 0;
D3D11_SUBRESOURCE_DATA iinitData;
iinitData.pSysMem = &indices[0];
HR(md3dDevice->CreateBuffer(&ibd, &iinitData, &mWavesIB));
} void BlendApp::BuildCrateGeometryBuffers()
{
GeometryGenerator::MeshData box; GeometryGenerator geoGen;
geoGen.CreateBox(1.0f, 1.0f, 1.0f, box); //
// Extract the vertex elements we are interested in and pack the
// vertices of all the meshes into one vertex buffer.
// std::vector<Vertex::Basic32> vertices(box.Vertices.size()); for(UINT i = 0; i < box.Vertices.size(); ++i)
{
vertices[i].Pos = box.Vertices[i].Position;
vertices[i].Normal = box.Vertices[i].Normal;
vertices[i].Tex = box.Vertices[i].TexC;
} D3D11_BUFFER_DESC vbd;
vbd.Usage = D3D11_USAGE_IMMUTABLE;
vbd.ByteWidth = sizeof(Vertex::Basic32) * box.Vertices.size();
vbd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
vbd.CPUAccessFlags = 0;
vbd.MiscFlags = 0;
D3D11_SUBRESOURCE_DATA vinitData;
vinitData.pSysMem = &vertices[0];
HR(md3dDevice->CreateBuffer(&vbd, &vinitData, &mBoxVB)); //
// Pack the indices of all the meshes into one index buffer.
// D3D11_BUFFER_DESC ibd;
ibd.Usage = D3D11_USAGE_IMMUTABLE;
ibd.ByteWidth = sizeof(UINT) * box.Indices.size();
ibd.BindFlags = D3D11_BIND_INDEX_BUFFER;
ibd.CPUAccessFlags = 0;
ibd.MiscFlags = 0;
D3D11_SUBRESOURCE_DATA iinitData;
iinitData.pSysMem = &box.Indices[0];
HR(md3dDevice->CreateBuffer(&ibd, &iinitData, &mBoxIB));
}
11.6-11.7注意那个DrawIndexed要自己create index buffer,由于是改原有代码,所以也没贴代码,还有要注意的是那个纹理地址越界时開始几个纹理太小了,可能以为全部纹理都一样,事实上不是的,细致看前四个小树,是有差别的