Camera-Renderer/Camera-Renderer_cpp/Content/Sample3DSceneRenderer.cpp

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#include "pch.h"
#include "Sample3DSceneRenderer.h"
#include "..\Common\DirectXHelper.h"
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using namespace CameraRenderer_cpp;
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using namespace DirectX;
using namespace Windows::Foundation;
// Loads vertex and pixel shaders from files and instantiates the cube geometry.
Sample3DSceneRenderer::Sample3DSceneRenderer(const std::shared_ptr<DX::DeviceResources>& deviceResources) :
m_loadingComplete(false),
m_degreesPerSecond(45),
m_indexCount(0),
m_tracking(false),
m_deviceResources(deviceResources)
{
CreateDeviceDependentResources();
CreateWindowSizeDependentResources();
}
// Initializes view parameters when the window size changes.
void Sample3DSceneRenderer::CreateWindowSizeDependentResources()
{
Size outputSize = m_deviceResources->GetOutputSize();
float aspectRatio = outputSize.Width / outputSize.Height;
float fovAngleY = 70.0f * XM_PI / 180.0f;
// This is a simple example of change that can be made when the app is in
// portrait or snapped view.
if (aspectRatio < 1.0f)
{
fovAngleY *= 2.0f;
}
// Note that the OrientationTransform3D matrix is post-multiplied here
// in order to correctly orient the scene to match the display orientation.
// This post-multiplication step is required for any draw calls that are
// made to the swap chain render target. For draw calls to other targets,
// this transform should not be applied.
// This sample makes use of a right-handed coordinate system using row-major matrices.
XMMATRIX perspectiveMatrix = XMMatrixPerspectiveFovRH(
fovAngleY,
aspectRatio,
0.01f,
100.0f
);
XMFLOAT4X4 orientation = m_deviceResources->GetOrientationTransform3D();
XMMATRIX orientationMatrix = XMLoadFloat4x4(&orientation);
XMStoreFloat4x4(
&m_constantBufferData.projection,
XMMatrixTranspose(perspectiveMatrix * orientationMatrix)
);
// Eye is at (0,0.7,1.5), looking at point (0,-0.1,0) with the up-vector along the y-axis.
static const XMVECTORF32 eye = { 0.0f, 0.7f, 1.5f, 0.0f };
static const XMVECTORF32 at = { 0.0f, -0.1f, 0.0f, 0.0f };
static const XMVECTORF32 up = { 0.0f, 1.0f, 0.0f, 0.0f };
XMStoreFloat4x4(&m_constantBufferData.view, XMMatrixTranspose(XMMatrixLookAtRH(eye, at, up)));
}
// Called once per frame, rotates the cube and calculates the model and view matrices.
void Sample3DSceneRenderer::Update(DX::StepTimer const& timer)
{
if (!m_tracking)
{
// Convert degrees to radians, then convert seconds to rotation angle
float radiansPerSecond = XMConvertToRadians(m_degreesPerSecond);
double totalRotation = timer.GetTotalSeconds() * radiansPerSecond;
float radians = static_cast<float>(fmod(totalRotation, XM_2PI));
Rotate(radians);
}
}
// Rotate the 3D cube model a set amount of radians.
void Sample3DSceneRenderer::Rotate(float radians)
{
// Prepare to pass the updated model matrix to the shader
XMStoreFloat4x4(&m_constantBufferData.model, XMMatrixTranspose(XMMatrixRotationY(radians)));
}
void Sample3DSceneRenderer::StartTracking()
{
m_tracking = true;
}
// When tracking, the 3D cube can be rotated around its Y axis by tracking pointer position relative to the output screen width.
void Sample3DSceneRenderer::TrackingUpdate(float positionX)
{
if (m_tracking)
{
float radians = XM_2PI * 2.0f * positionX / m_deviceResources->GetOutputSize().Width;
Rotate(radians);
}
}
void Sample3DSceneRenderer::StopTracking()
{
m_tracking = false;
}
// Renders one frame using the vertex and pixel shaders.
void Sample3DSceneRenderer::Render()
{
// Loading is asynchronous. Only draw geometry after it's loaded.
if (!m_loadingComplete)
{
return;
}
auto context = m_deviceResources->GetD3DDeviceContext();
// Prepare the constant buffer to send it to the graphics device.
context->UpdateSubresource1(
m_constantBuffer.Get(),
0,
NULL,
&m_constantBufferData,
0,
0,
0
);
// Each vertex is one instance of the VertexPositionColor struct.
UINT stride = sizeof(VertexPositionColor);
UINT offset = 0;
context->IASetVertexBuffers(
0,
1,
m_vertexBuffer.GetAddressOf(),
&stride,
&offset
);
context->IASetIndexBuffer(
m_indexBuffer.Get(),
DXGI_FORMAT_R16_UINT, // Each index is one 16-bit unsigned integer (short).
0
);
context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
context->IASetInputLayout(m_inputLayout.Get());
// Attach our vertex shader.
context->VSSetShader(
m_vertexShader.Get(),
nullptr,
0
);
// Send the constant buffer to the graphics device.
context->VSSetConstantBuffers1(
0,
1,
m_constantBuffer.GetAddressOf(),
nullptr,
nullptr
);
// Attach our pixel shader.
context->PSSetShader(
m_pixelShader.Get(),
nullptr,
0
);
// Draw the objects.
context->DrawIndexed(
m_indexCount,
0,
0
);
}
void Sample3DSceneRenderer::CreateDeviceDependentResources()
{
// Load shaders asynchronously.
auto loadVSTask = DX::ReadDataAsync(L"SampleVertexShader.cso");
auto loadPSTask = DX::ReadDataAsync(L"SamplePixelShader.cso");
// After the vertex shader file is loaded, create the shader and input layout.
auto createVSTask = loadVSTask.then([this](const std::vector<byte>& fileData) {
DX::ThrowIfFailed(
m_deviceResources->GetD3DDevice()->CreateVertexShader(
&fileData[0],
fileData.size(),
nullptr,
&m_vertexShader
)
);
static const D3D11_INPUT_ELEMENT_DESC vertexDesc [] =
{
{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "COLOR", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
};
DX::ThrowIfFailed(
m_deviceResources->GetD3DDevice()->CreateInputLayout(
vertexDesc,
ARRAYSIZE(vertexDesc),
&fileData[0],
fileData.size(),
&m_inputLayout
)
);
});
// After the pixel shader file is loaded, create the shader and constant buffer.
auto createPSTask = loadPSTask.then([this](const std::vector<byte>& fileData) {
DX::ThrowIfFailed(
m_deviceResources->GetD3DDevice()->CreatePixelShader(
&fileData[0],
fileData.size(),
nullptr,
&m_pixelShader
)
);
CD3D11_BUFFER_DESC constantBufferDesc(sizeof(ModelViewProjectionConstantBuffer) , D3D11_BIND_CONSTANT_BUFFER);
DX::ThrowIfFailed(
m_deviceResources->GetD3DDevice()->CreateBuffer(
&constantBufferDesc,
nullptr,
&m_constantBuffer
)
);
});
// Once both shaders are loaded, create the mesh.
auto createCubeTask = (createPSTask && createVSTask).then([this] () {
// Load mesh vertices. Each vertex has a position and a color.
static const VertexPositionColor cubeVertices[] =
{
{XMFLOAT3(-0.5f, -0.5f, -0.5f), XMFLOAT3(0.0f, 0.0f, 0.0f)},
{XMFLOAT3(-0.5f, -0.5f, 0.5f), XMFLOAT3(0.0f, 0.0f, 1.0f)},
{XMFLOAT3(-0.5f, 0.5f, -0.5f), XMFLOAT3(0.0f, 1.0f, 0.0f)},
{XMFLOAT3(-0.5f, 0.5f, 0.5f), XMFLOAT3(0.0f, 1.0f, 1.0f)},
{XMFLOAT3( 0.5f, -0.5f, -0.5f), XMFLOAT3(1.0f, 0.0f, 0.0f)},
{XMFLOAT3( 0.5f, -0.5f, 0.5f), XMFLOAT3(1.0f, 0.0f, 1.0f)},
{XMFLOAT3( 0.5f, 0.5f, -0.5f), XMFLOAT3(1.0f, 1.0f, 0.0f)},
{XMFLOAT3( 0.5f, 0.5f, 0.5f), XMFLOAT3(1.0f, 1.0f, 1.0f)},
};
D3D11_SUBRESOURCE_DATA vertexBufferData = {0};
vertexBufferData.pSysMem = cubeVertices;
vertexBufferData.SysMemPitch = 0;
vertexBufferData.SysMemSlicePitch = 0;
CD3D11_BUFFER_DESC vertexBufferDesc(sizeof(cubeVertices), D3D11_BIND_VERTEX_BUFFER);
DX::ThrowIfFailed(
m_deviceResources->GetD3DDevice()->CreateBuffer(
&vertexBufferDesc,
&vertexBufferData,
&m_vertexBuffer
)
);
// Load mesh indices. Each trio of indices represents
// a triangle to be rendered on the screen.
// For example: 0,2,1 means that the vertices with indexes
// 0, 2 and 1 from the vertex buffer compose the
// first triangle of this mesh.
static const unsigned short cubeIndices [] =
{
0,2,1, // -x
1,2,3,
4,5,6, // +x
5,7,6,
0,1,5, // -y
0,5,4,
2,6,7, // +y
2,7,3,
0,4,6, // -z
0,6,2,
1,3,7, // +z
1,7,5,
};
m_indexCount = ARRAYSIZE(cubeIndices);
D3D11_SUBRESOURCE_DATA indexBufferData = {0};
indexBufferData.pSysMem = cubeIndices;
indexBufferData.SysMemPitch = 0;
indexBufferData.SysMemSlicePitch = 0;
CD3D11_BUFFER_DESC indexBufferDesc(sizeof(cubeIndices), D3D11_BIND_INDEX_BUFFER);
DX::ThrowIfFailed(
m_deviceResources->GetD3DDevice()->CreateBuffer(
&indexBufferDesc,
&indexBufferData,
&m_indexBuffer
)
);
});
// Once the cube is loaded, the object is ready to be rendered.
createCubeTask.then([this] () {
m_loadingComplete = true;
});
}
void Sample3DSceneRenderer::ReleaseDeviceDependentResources()
{
m_loadingComplete = false;
m_vertexShader.Reset();
m_inputLayout.Reset();
m_pixelShader.Reset();
m_constantBuffer.Reset();
m_vertexBuffer.Reset();
m_indexBuffer.Reset();
}