SOL9 Sample: Direct3DX11LinesEffect

SOL9 2.0 Samples

1 Screenshot


2 Source code

/*
 * Direct3DX11LinesEffect.cpp 
 * Copyright (c) 2015 Antillia.com TOSHIYUKI ARAI. ALL RIGHTS RESERVED. 
 */


// 2016/02/10
// 2017/01/28 Updated to use ModuleFileName class and caught macro.

#pragma warning(disable : 4005) 
#pragma warning(disable : 4838) 

#define COMMONCONTROLS_V6

#include <sol/StringT.h>
#include <sol/direct3d11/DirectX3D11MainView.h>
#include <sol/direct3d11/DirectX3D11View.h>

#include <sol/direct3d11/Direct3D11RenderTargetView.h>
#include <sol/direct3d11/Direct3D11DepthStencilView.h>

#include <sol/direct3d11/Direct3D11Texture2D.h>
#include <sol/direct3d11/D3D11Texture2DDesc.h>
#include <sol/direct3d11/D3D11DepthStencilViewDesc.h>

#include <sol/direct3d11/Direct3DX11Effect.h>
#include <sol/direct3d11/Direct3DX11EffectTechnique.h>
#include <sol/direct3d11/Direct3DX11EffectPass.h>

#include <sol/direct3d11/Direct3D11InputLayout.h>
#include <sol/direct3d11/Direct3D11Buffer.h>
#include <sol/direct3d11/D3D11InputElements.h>
#include <sol/direct3dcommon/XMFloat3.h>
#include "resource.h"

namespace SOL {


class MainView :public DirectX3D11MainView {
private:
  ////////////////////////////////////////////
  // Inner class starts.
  class SimpleView : public DirectX3D11View {
  private:
    SmartPtr<Direct3D11RenderTargetView>  renderTargetView;
    SmartPtr<Direct3D11DepthStencilView>  depthStencilView;
  
    SmartPtr<Direct3DX11Effect>           effect;
    SmartPtr<Direct3DX11EffectTechnique>  effectTechnique;
    SmartPtr<Direct3D11InputLayout>      vertexLayout;
    SmartPtr<Direct3D11Buffer>           vertexBuffer;
    UINT                        vertexCount;
    StringT<TCHAR>              directory;

  public:
    void deleteViews()
    {
      Direct3D11ImmediateContext* d3d11ImmediateContext = getD3D11ImmediateContext();

      d3d11ImmediateContext ->setOMRenderTargets(0, NULL, NULL);
      renderTargetView = NULL;
      depthStencilView = NULL;
    }

    virtual void createViews()
    {
      int width  = 0;
      int height = 0;
      validateClientSize(width, height);

      try {
        Direct3D11Device*   d3d11Device  = getD3D11Device();
        DirectXGISwapChain* swapChain = getSwapChain();
        Direct3D11ImmediateContext* d3d11ImmediateContext = getD3D11ImmediateContext();

        d3d11ImmediateContext ->setOMRenderTargets(0, NULL, NULL);

        //1 Create an instance of Direct3D11RenderTargetView
        Direct3D11Texture2D renderTargetViewTexture(*swapChain); ; 

        renderTargetView = new Direct3D11RenderTargetView(*d3d11Device, renderTargetViewTexture, NULL);

        //2 Create a temporary depthDesc(D3D11Texture2DDesc).
        D3D11Texture2DDesc depthDesc;
        depthDesc.width(width);
        depthDesc.height(height);
        depthDesc.mipLevels(1);
        depthDesc.arraySize(1);
        depthDesc.format(DXGI_FORMAT_D32_FLOAT);
        depthDesc.sampleDescCount(1);
        depthDesc.sampleDescQuality(0);
        depthDesc.usage(D3D11_USAGE_DEFAULT);
        depthDesc.bindFlags(D3D11_BIND_DEPTH_STENCIL);

        //3 Create a temporary depthStencilTexture(Direct3D11Texture2D) from texture2DDesc.
        Direct3D11Texture2D depthStencilTexute(*d3d11Device, depthDesc); 

        //4 Create a temporary depthStencilViewDesc(D3D11DepthStencilViewDesc) 
        D3D11DepthStencilViewDesc depthStencilViewDesc(DXGI_FORMAT_D32_FLOAT, D3D11_DSV_DIMENSION_TEXTURE2D);

        //5 Create an instance of Direct3DDepthStencilView from depthStencilTexture and depthStencilViewDesc
        depthStencilView = new Direct3D11DepthStencilView(*d3d11Device, depthStencilTexute, depthStencilViewDesc);


        ID3D11RenderTargetView* targetView   = *renderTargetView; 
        //6 Set renderTargetView and depthStencilView to id3d11Device
        d3d11ImmediateContext ->setOMRenderTargets(1, &targetView, *depthStencilView);

      } catch (Exception& ex) {
        caught(ex);
      }
    }

    void createEffect() 
    {
      
      try {
        Direct3D11Device*   d3d11Device  = getD3D11Device();
        TCHAR fullpath[MAX_PATH];
        _stprintf_s(fullpath, CountOf(fullpath), _T("%s\\..\\fx\\%s"), 
                  (const TCHAR*)directory, _T("shader.fx")); 
        // Create an effect from a file
        effect = new Direct3DX11Effect(
                  *d3d11Device, 
                  fullpath);
        // Create an effectTechnique from "Render" name contained in the above effect.
        effectTechnique = new Direct3DX11EffectTechnique(effect->getTechniqueByName("Render") );
      } catch (Exception& ex) {
        caught(ex);
      }
    }

    void createInputLayout()
    {
      try {
        Direct3D11Device*   d3d11Device  = getD3D11Device();
        Direct3D11ImmediateContext* d3d11ImmediateContext = getD3D11ImmediateContext();

        size_t count = 0;
        const D3D11_INPUT_ELEMENT_DESC* inputElementDesc = D3D11InputElements::getPosDesc(count);
        
        Direct3DX11EffectPass effectPass =  effectTechnique->getPassByIndex(0);

        D3DX11_PASS_DESC passDesc;
        effectPass.getDesc(passDesc);

        vertexLayout = new Direct3D11InputLayout(
              *d3d11Device, 
              inputElementDesc, count, 
              passDesc.pIAInputSignature,
              passDesc.IAInputSignatureSize);

        d3d11ImmediateContext->setIAInputLayout(*vertexLayout);
      } catch (Exception& ex) {
        caught(ex);
      }
    }

    void createVertexBuffer()
    {
      XMFloat3  lines[] ={

          XMFloat3( -0.5f,  0.0f, 0.5f),
          XMFloat3(  0.0f,  0.5f, 0.5f),

          XMFloat3(  0.0f, -0.5f, 0.5f),
          XMFloat3(  0.5f,  0.0f, 0.5f),

          XMFloat3(  0.5f,  0.0f, 0.5f),
          XMFloat3(  0.0f,  0.5f, 0.5f),

          XMFloat3(  0.0f, -0.5f, 0.5f),
          XMFloat3( -0.5f,  0.0f, 0.5f),
      };
      vertexCount = CountOf(lines);
      try {
        Direct3D11Device*   d3d11Device  = getD3D11Device();
        Direct3D11ImmediateContext* d3d11ImmediateContext = getD3D11ImmediateContext();

        D3D11_BUFFER_DESC bufferDesc;
        memset(&bufferDesc, 0, sizeof(bufferDesc));
        bufferDesc.Usage = D3D11_USAGE_DEFAULT;
        bufferDesc.ByteWidth = sizeof(lines) ;
        bufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;

        D3D11_SUBRESOURCE_DATA subresourceData;
        memset(&subresourceData, 0, sizeof(subresourceData));
        subresourceData.pSysMem = lines;

        vertexBuffer = new Direct3D11Buffer(*d3d11Device, &bufferDesc, &subresourceData);

        // Set vertex buffer
        UINT stride = sizeof(XMFloat3);
        UINT offset = 0;
        ID3D11Buffer* vbuf = *vertexBuffer;
        d3d11ImmediateContext -> setIAVertexBuffers( 0, 1, &vbuf, &stride, &offset );

        // Set primitive topology
        d3d11ImmediateContext->setIAPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_LINESTRIP );
      } catch (Exception& ex) {
        caught(ex);
      }
    }

    virtual void initialize()
    {
      try {
        createEffect();

        createInputLayout();

        createVertexBuffer();

        // Create rendarTargetView and depthStencilView.
        createViews();
      
      } catch (Exception& ex) {
        caught(ex);
      }
    }

    virtual void display()
    {
      try {
        Direct3D11Device*  d3d11Device = getD3D11Device();
        DirectXGISwapChain* swapChain = getSwapChain();
        Direct3D11ImmediateContext* d3d11ImmediateContext = getD3D11ImmediateContext();

        if (renderTargetView && depthStencilView) {
          //Clear renderTargetView and depthStencilView.
          renderTargetView -> clear( XMColor(0.8f, 0.8f, 0.8f, 0.0));
          depthStencilView -> clear();
 
          D3DX11_TECHNIQUE_DESC techDesc;
          effectTechnique -> getDesc(&techDesc);
       
          for( UINT i = 0; i < techDesc.Passes; i++ ) {
            effectTechnique -> getPassByIndex(i) -> Apply(0, *d3d11ImmediateContext);
            d3d11ImmediateContext -> draw(vertexCount, 0);          
          }
        }
        swapChain -> present();

      } catch (Exception& ex) {
        caught(ex);
      }
    }

  public:
    // Constructor
    SimpleView(DirectX3D11MainView* parent, const TCHAR* name, Args& args)
    :DirectX3D11View(parent, name, args),
    vertexCount(0),
    directory(_T(""))
    {
      directory = (const TCHAR*)args.get(XmNapplicationDirectory);

      postResizeRequest(); 
    }

  public:
    ~SimpleView()
    {
    }

  private:
    void resize(int width, int height)
    {
      Direct3D11Device*   d3d11Device = getD3D11Device();
      DirectXGISwapChain* swapChain = getSwapChain();
      if (d3d11Device      == NULL ||
          swapChain        == NULL ||
          renderTargetView == NULL ||
          depthStencilView == NULL) {
        return ;
      }
    
      try {
        // 1 Delete existing rendarTargetView and depthStencilView.
        deleteViews();

        // 2 ResizeBuffers swapChain(IDXGISwapChain)
        swapChain -> resizeBuffers(width, height); 
     
        // 3 Recreate rendarTargetView and depthStencilView.
        createViews();

        // 4 SetViewPort
        setViewPort(width, height);

      } catch (Exception& ex) {
        caught(ex);
      }
    }  
  };
  //////////////////////////////////////////////////////
  // Inner class ends.
  
private:
  SmartPtr<SimpleView> view;
  
public:
  /**
   * Constructor
   */
  MainView(Application& applet, const TCHAR* name, Args& args)
  :DirectX3D11MainView(applet, name,
                 args.set(XmNstyle, (ulong)WS_CLIPCHILDREN|WS_CLIPSIBLINGS) )
  {    
    const TCHAR* directory = (const TCHAR*)args.get(XmNapplicationDirectory);
    restorePlacement();
    Args ar;
    int width  = 0;
    int height = 0;
    getClientSize(width, height);
    ar.set(XmNwidth, width);
    ar.set(XmNheight, height);
    ar.set(XmNapplicationDirectory, directory);
    view = new SimpleView(this, _T(""), ar);
    
    postResizeRequest(); 
  }

public:
  ~MainView()
  {
  }

private:
  void resize(int width, int height)
  {
    if (view != nullptr) {
      view -> reshape(0, 0, width, height);
      view -> postResizeRequest(width, height);
    }
  }
};

}


//////////////////////////////////////////////
//
void  Main(int argc, TCHAR** argv)
{
  ModuleFileName module(argv[0]);
  const TCHAR* directory = module.getDirectory();
  const TCHAR* appClass =  module.getAppName(); 

  try {    
    Application applet(appClass, argc, argv);

    Args args;
    args.set(XmNapplicationDirectory, directory);

    args.set(XmNwidth,  640);
    args.set(XmNheight, 480);
    MainView mainView(applet, appClass, args);
    mainView.realize();

    applet.run();
  } catch (Exception& ex) {
    caught(ex);
  }
}


Last modified: 1 Feb 2017

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