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| #include <Windows.h>
#include "console.h"
#include <iostream>
#include <d3d11.h>
#include <d3dx11.h>
#include <DxErr.h>
#include <vector>
#include <DXUT.h>
#include "ConstantBuffer.h"
#include "Sprite.h"
#include "Structure.h"
#pragma comment(lib,"dxgi.lib")
#pragma comment(lib,"d3d11.lib")
#pragma comment(lib,"d3dx11.lib")
#pragma comment(lib,"DxErr.lib")
#pragma comment(lib,"dxguid.lib")
#pragma comment(lib,"dxut.lib")
#pragma comment(lib,"d3dx9.lib")
#pragma comment(lib,"comctl32.lib")
#pragma comment(linker, "/nodefaultlib:MSVCRT")
using namespace std;
#define _V(x) { HRESULT h=x; if (FAILED(h)) { MessageBoxA(NULL, __FUNCTION__ ":" #x " failed.","Error",MB_OK); return h; } }
#define _Vc(x) { HRESULT h=x; if (FAILED(h)) { MessageBoxA(NULL,(LPCSTR)(pErrMsg->GetBufferPointer()),#x,MB_OK); return h; } }
inline UINT Mult16(UINT x) { if ((x & 0x0f) == 0) return x; else return ((x>>4) + 1)<<4; }
const int NB_ELTS = 5000;
const int width = 800;
const int height = 600;
const int nbSpriteDansImgEnLargeur = 8;
const int nbSpriteDansImgEnHauteur = 1;
const float ratio = width/height;
const float scale = 1;
Sprite *spritesBackground = new Sprite(1); //image CPU des sprites
Sprite *spritesCarres = new Sprite(NB_ELTS); //image CPU des sprites
ConstantBuffer constBuf;
ID3D11Texture2D *pBackground;
ID3D11Texture2D *pCarres;
ID3D11ShaderResourceView *pSrvBackground;
ID3D11ShaderResourceView *pSrvCarres;
ID3D11SamplerState *pSampler;
HRESULT WINAPI OnCreateDevice(ID3D11Device *device, CONST DXGI_SURFACE_DESC * pBackBufferSurfaceDesc, void* pUserContext) {
Scene &s = *static_cast<Scene*>(pUserContext);
UINT stride=sizeof(Sprite_struct); //taille de la structure sprite_struct
ID3D11DeviceContext *immediate = DXUTGetD3D11DeviceContext();
// -----------------------------VERTEX BUFFER--------------------------------------------------------------------//
D3DXVECTOR2 caraObjet[4] = {D3DXVECTOR2(-1.0f,1.0f), D3DXVECTOR2(1.0f,1.0f), D3DXVECTOR2(-1.0f,-1.0f), D3DXVECTOR2(1.0f,-1.0f)};
D3D11_BUFFER_DESC VertexBufDesc = { 4*sizeof(D3DXVECTOR2), D3D11_USAGE_IMMUTABLE, D3D11_BIND_VERTEX_BUFFER, 0,0,0 };
D3D11_SUBRESOURCE_DATA BufData = {caraObjet, 0, 0 };
device->CreateBuffer(&VertexBufDesc, &BufData, &s.pVertexBuffer);
// ----------------------------------------------------------SPRITE BUFFER ET VIEW-----------------------------------------//
// Creation du buffer sprite
D3D11_BUFFER_DESC BufDescBackground = CD3D11_BUFFER_DESC( 1*stride,
D3D11_BIND_SHADER_RESOURCE,
D3D11_USAGE_DYNAMIC,
D3D11_CPU_ACCESS_WRITE,
D3D11_RESOURCE_MISC_BUFFER_STRUCTURED,
stride);
device->CreateBuffer(&BufDescBackground, NULL, &s.pSpriteBufferBackground);
D3D11_BUFFER_DESC BufDescCarres = CD3D11_BUFFER_DESC( NB_ELTS*stride,
D3D11_BIND_SHADER_RESOURCE,
D3D11_USAGE_DYNAMIC,
D3D11_CPU_ACCESS_WRITE,
D3D11_RESOURCE_MISC_BUFFER_STRUCTURED,
stride);
device->CreateBuffer(&BufDescCarres, NULL, &s.pSpriteBufferCarres);
// Creation du shader sprite
D3D11_SHADER_RESOURCE_VIEW_DESC srvd;
srvd.Format = DXGI_FORMAT_UNKNOWN; // format précisé dans le shader
srvd.ViewDimension = D3D11_SRV_DIMENSION_BUFFEREX;
srvd.Buffer.ElementOffset = 0;
srvd.Buffer.ElementWidth = 1;
device->CreateShaderResourceView(s.pSpriteBufferBackground, &srvd, &s.pSpriteBufferSRVBackground );
srvd.Format = DXGI_FORMAT_UNKNOWN; // format précisé dans le shader
srvd.ViewDimension = D3D11_SRV_DIMENSION_BUFFEREX;
srvd.Buffer.ElementOffset = 0;
srvd.Buffer.ElementWidth = NB_ELTS;
device->CreateShaderResourceView(s.pSpriteBufferCarres, &srvd, &s.pSpriteBufferSRVCarres);
//------------------------------- CONSTANT BUFFER---------------------//
D3DXMATRIX MWorld = D3DXMATRIX(1,0,0,0,
0,1,0,0,
0,0,1,0,
0,0,0,1);
constBuf = MWorld;
D3D11_BUFFER_DESC cBufDesc;
ZeroMemory(&cBufDesc,sizeof(cBufDesc));
cBufDesc.ByteWidth = Mult16(sizeof( ConstantBuffer ) );
cBufDesc.Usage = D3D11_USAGE_DYNAMIC;
cBufDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
cBufDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
device->CreateBuffer( &cBufDesc, NULL, &s.pConstantBuffer);
// ------------------------------------------------------------TEXTURE VIEW---------------------------------//
ID3D11Resource *pRes = NULL;
//chargement du tileset
D3DX11CreateTextureFromFileA(device, "backGround.png", NULL, NULL, &pRes, NULL);
pRes->QueryInterface(__uuidof(ID3D11Texture2D),(void**)&pBackground );
SAFE_RELEASE(pRes);
device->CreateShaderResourceView(pBackground, NULL, &pSrvBackground);
//chargement du tileset
D3DX11CreateTextureFromFileA(device, "carresB.png", NULL, NULL, &pRes, NULL);
pRes->QueryInterface(__uuidof(ID3D11Texture2D),(void**)&pCarres );
SAFE_RELEASE(pRes);
device->CreateShaderResourceView(pCarres, NULL, &pSrvCarres);
//**********************************
//* Echantillonneur
//**********************************
//chargement de la configuration par défaut
CD3D11_DEFAULT default;
CD3D11_SAMPLER_DESC sd(default);
//configuration de l'échantillonneur
sd.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
sd.AddressU = sd.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
//création et attachement au Pixel Shader
device->CreateSamplerState(&sd,&pSampler);
immediate->VSSetSamplers(0,1,&pSampler);
immediate->VSSetSamplers(0,1,&pSampler);
// -----------------------------COMPILATION VERTEX/PIXEL SHADERS ET CREATION INPUT LAYOUT---------------------------------//
ID3D10Blob *pCode = NULL, *pErrMsg = NULL;
_Vc( D3DX11CompileFromFileA("Shader.fx", NULL, NULL, "VSmain", "vs_4_0", 0, 0, NULL, &pCode, &pErrMsg, NULL) );
_V( device->CreateVertexShader( pCode->GetBufferPointer(), pCode->GetBufferSize(), NULL, &s.pVertexShader) );
D3D11_INPUT_ELEMENT_DESC layout={ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 };
_V( device->CreateInputLayout( &layout, 1, pCode->GetBufferPointer(), pCode->GetBufferSize(), &s.pInputLayout) );
SAFE_RELEASE(pCode);
SAFE_RELEASE(pErrMsg);
_Vc( D3DX11CompileFromFileA("Shader.fx", NULL, NULL, "PSmain", "ps_4_0", 0, 0, NULL, &pCode, &pErrMsg, NULL) );
_V( device->CreatePixelShader( pCode->GetBufferPointer(), pCode->GetBufferSize(), NULL, &s.pPixelShader) );
SAFE_RELEASE(pCode);
SAFE_RELEASE(pErrMsg);
//**********************************
//* Initialisation
//**********************************
D3DXMATRIX matriceInit = D3DXMATRIX(1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1);
D3DXVECTOR2 uv = D3DXVECTOR2(0.0f, 0.0f);
spritesBackground->add(D3DXVECTOR3(0.f,0.f,0.9f),1,uv,D3DXVECTOR2(1.f,1.f), D3DXVECTOR2(1.f,1.f), matriceInit);
//D3DXVECTOR2 uvCarreUn = D3DXVECTOR2(0.0f, 0.0f);
//D3DXVECTOR2 uvCarreDeux = D3DXVECTOR2(1.0f/8.0f, 0.0f);
//D3DXVECTOR2 uvCarreTrois = D3DXVECTOR2(2.0f/8.0f, 0.0f);
D3DXVECTOR2 uvCarre = D3DXVECTOR2(0.0f, 0.0f);
spritesCarres->add(D3DXVECTOR3(-24.f,20.f,0.1f),1,uvCarre,D3DXVECTOR2(1.f/8.f,1.f/6.f), D3DXVECTOR2(0.025f,0.03125f), matriceInit);
spritesCarres->add(D3DXVECTOR3(-24.f,18.f,0.1f),1,uvCarre,D3DXVECTOR2(1.f/8.f,1.f/6.f), D3DXVECTOR2(0.025f,0.03125f), matriceInit);
spritesCarres->add(D3DXVECTOR3(-24.f,16.f,0.1f),1,uvCarre,D3DXVECTOR2(1.f/8.f,1.f/6.f), D3DXVECTOR2(0.025f,0.03125f), matriceInit);
spritesCarres->add(D3DXVECTOR3(-24.f,14.f,0.1f),1,uvCarre,D3DXVECTOR2(1.f/8.f,1.f/6.f), D3DXVECTOR2(0.025f,0.03125f), matriceInit);
// plus z est elevé, plus le sprite est eloigné
return S_OK;
};
void WINAPI OnFrameMove( double fTime, float fElapsedTime, void* pUserContext ) {
};
void WINAPI OnFrameRender(ID3D11Device *device, ID3D11DeviceContext *context, DOUBLE fTime, FLOAT fElapsedTime, void* pUserContext) {
Scene &s = *static_cast<Scene*>(pUserContext);
ID3D11Buffer *pCBnull = NULL;
HRESULT h;
float ClearColor[4] = { 0.0f, 0.0f, 0.0f, 1.0f }; //red,green,blue,alpha
context->ClearRenderTargetView( DXUTGetD3D11RenderTargetView(), ClearColor );
context->ClearDepthStencilView( DXUTGetD3D11DepthStencilView(), D3D10_CLEAR_DEPTH, 1.f, 0);
UINT stride=sizeof(D3DXVECTOR2), offset=0;
// -------------------- PREMIERE ETAPE - AFFICHER LE BACKGROUND ------------------------------//
// mise à jour du buffer structuré de la texture
D3D11_MAPPED_SUBRESOURCE Mapped2;
ID3D11ShaderResourceView *NoRes=NULL;
context->VSSetShaderResources(0,1,&NoRes);
h=context->Map(s.pSpriteBufferBackground, 0, D3D11_MAP_WRITE_DISCARD, 0, &Mapped2);
CopyMemory(Mapped2.pData,spritesBackground->getData(),Mult16(spritesBackground->getDataSize())); //spritesCPU->getData()
context->Unmap(s.pSpriteBufferBackground, 0);
// CBUFFER //
// détache le buffer de constante du pipeline
pCBnull = NULL;
context->VSSetConstantBuffers(0, 1, &pCBnull);
context->PSSetConstantBuffers(0, 1, &pCBnull);
// mise à jour du buffer de constantes
D3D11_MAPPED_SUBRESOURCE Mapped;
context->Map(s.pConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &Mapped);
CopyMemory(Mapped.pData, &constBuf, sizeof(ConstantBuffer) );
context->Unmap(s.pConstantBuffer, 0);
// réattache le buffer de constante du pipeline
context->VSSetConstantBuffers(0, 1, &s.pConstantBuffer);
context->PSSetConstantBuffers(0, 1, &s.pConstantBuffer);
// configuration du pipeline
UINT Stride=sizeof(D3DXVECTOR2), Zero=0;
context->IASetVertexBuffers(0,1,&s.pVertexBuffer,&Stride,&Zero);
context->IASetInputLayout(s.pInputLayout);
context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
context->VSSetConstantBuffers(0,1,&s.pConstantBuffer);
context->VSSetShaderResources(0,1,&s.pSpriteBufferSRVBackground);
context->VSSetShader(s.pVertexShader,NULL,0);
context->PSSetConstantBuffers(0,1,&s.pConstantBuffer);
context->PSSetShader(s.pPixelShader,NULL,0);
//ID3D11ShaderResourceView *pSRVarray[3] = { pSrv1, pSrv2, pSrv3 };
ID3D11ShaderResourceView *pSRVarray[1] = { pSrvBackground};
context->PSSetShaderResources(0,1,pSRVarray);
// draw multi-instance
//if (spritesCPU->getN() > 0) context->DrawInstanced(4,spritesCPU->getN(),0,0);
context->DrawInstanced(4,spritesBackground->getN(),0,0);
//----------------------DEUXIEME ETAPE, AFFICHER LES CARRES -------------------------//
// mise à jour du buffer structuré
NoRes=NULL;
context->VSSetShaderResources(0,1,&NoRes);
h=context->Map(s.pSpriteBufferCarres, 0, D3D11_MAP_WRITE_DISCARD, 0, &Mapped2);
CopyMemory(Mapped2.pData,spritesCarres->getData(),Mult16(spritesCarres->getDataSize())); //spritesCPU->getData()
context->Unmap(s.pSpriteBufferCarres, 0);
context->VSSetShaderResources(0,1,&s.pSpriteBufferSRVCarres);
ID3D11ShaderResourceView *pSRVarrayCarre[1] = {pSrvCarres};
context->PSSetShaderResources(0,1,pSRVarrayCarre);
context->DrawInstanced(4,spritesCarres->getN(),0,0);
}
void WINAPI OnDestroyDevice(void* pUserContext) {
Scene *s = static_cast<Scene*>(pUserContext);
SAFE_RELEASE(s->pVertexBuffer);
SAFE_RELEASE(s->pSpriteBufferBackground);
SAFE_RELEASE(s->pSpriteBufferCarres);
SAFE_RELEASE(s->pSpriteBufferSRVBackground);
SAFE_RELEASE(s->pSpriteBufferSRVCarres);
SAFE_RELEASE(s->pConstantBuffer);
SAFE_RELEASE(s->pInputLayout);
SAFE_RELEASE(s->pVertexShader);
SAFE_RELEASE(s->pPixelShader);
SAFE_RELEASE(pBackground);
SAFE_RELEASE(pCarres);
SAFE_RELEASE(pSrvBackground);
SAFE_RELEASE(pSrvCarres);
SAFE_RELEASE(pSampler);
delete s;
delete spritesBackground;
delete spritesCarres;
}
void WINAPI OnKeyboard(UINT nChar, bool bKeyDown, bool bAltDown, void* pUserContext) {
Scene &maScene = *static_cast<Scene*>(pUserContext);
D3DXMATRIX M1, M2, M3;
D3DXMATRIX mWorldTmp;
D3DXVECTOR3 coordObj;
if( bKeyDown ) {
switch( nChar ) {
case VK_DOWN:
//D3DXMatrixTranslation(&M3,0.0f,-0.1f,0.0f);
//spritesCarres->getData()->pos.y = spritesCarres->getData()->pos.y - 0.1;
spritesCarres->setPosY_Sprite(spritesCarres->getPosY_Sprite(0)-2, 0);
spritesCarres->setPosY_Sprite(spritesCarres->getPosY_Sprite(1)-2, 1);
spritesCarres->setPosY_Sprite(spritesCarres->getPosY_Sprite(2)-2, 2);
spritesCarres->setPosY_Sprite(spritesCarres->getPosY_Sprite(3)-2, 3);
//constBuf.setMatrix(M3);
break;
case VK_UP:
D3DXMatrixRotationZ(&M3,D3DXToRadian(90));
spritesCarres->setMatrice(M3, 0);
break;
case VK_LEFT:
spritesCarres->setPosX_Sprite(spritesCarres->getPosX_Sprite(0)+2, 0);
spritesCarres->setPosX_Sprite(spritesCarres->getPosX_Sprite(1)+2, 1);
spritesCarres->setPosX_Sprite(spritesCarres->getPosX_Sprite(2)+2, 2);
spritesCarres->setPosX_Sprite(spritesCarres->getPosX_Sprite(3)+2, 3);
break;
case VK_RIGHT:
spritesCarres->setPosX_Sprite(spritesCarres->getPosX_Sprite(0)+2, 0);
spritesCarres->setPosX_Sprite(spritesCarres->getPosX_Sprite(1)+2, 1);
spritesCarres->setPosX_Sprite(spritesCarres->getPosX_Sprite(2)+2, 2);
spritesCarres->setPosX_Sprite(spritesCarres->getPosX_Sprite(3)+2, 3);
break;
}
}
}
INT WINAPI WinMain( HINSTANCE hInstuuyyyyuuy, HINSTANCE hPrevInst, LPSTR, int ) {
// environnement principal
Scene *scene = new Scene();
OpenConsole(80,1000);
// pointeur vers les fonctions
DXUTSetCallbackD3D11DeviceCreated( OnCreateDevice, scene );
DXUTSetCallbackFrameMove( OnFrameMove, scene );
DXUTSetCallbackD3D11FrameRender( OnFrameRender, scene );
DXUTSetCallbackD3D11DeviceDestroyed( OnDestroyDevice, scene );
DXUTSetCallbackKeyboard( OnKeyboard, scene );
// initialialisation et boucle principale
DXUTInit();
DXUTCreateWindow( L"Demo" );
DXUTCreateDevice( D3D_FEATURE_LEVEL_11_0, true, 800, 600 );
DXUTMainLoop();
CloseConsole();
return DXUTGetExitCode();
} |
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