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SimpleLightingUWP.cpp
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SimpleLightingUWP.cpp
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//--------------------------------------------------------------------------------------
// SimpleLightingUWP.cpp
//
// Advanced Technology Group (ATG)
// Copyright (C) Microsoft Corporation. All rights reserved.
//--------------------------------------------------------------------------------------
#include "pch.h"
#include "SimpleLightingUWP.h"
#include "ATGColors.h"
#include "ReadData.h"
extern void ExitSample();
using namespace DirectX;
using Microsoft::WRL::ComPtr;
namespace
{
struct Vertex
{
XMFLOAT3 pos;
XMFLOAT3 normal;
};
struct ConstantBuffer
{
XMMATRIX worldMatrix;
XMMATRIX viewMatrix;
XMMATRIX projectionMatrix;
XMVECTOR lightDir[2];
XMVECTOR lightColor[2];
XMVECTOR outputColor;
};
static_assert((sizeof(ConstantBuffer) % 16) == 0, "Constant buffer must always be 16-byte aligned");
}
Sample::Sample() :
m_curRotationAngleRad(0.0f)
{
// Use gamma-correct rendering.
m_deviceResources = std::make_unique<DX::DeviceResources>(DXGI_FORMAT_B8G8R8A8_UNORM_SRGB);
m_deviceResources->RegisterDeviceNotify(this);
}
// Initialize the Direct3D resources required to run.
void Sample::Initialize(IUnknown* window, int width, int height, DXGI_MODE_ROTATION rotation)
{
m_gamePad = std::make_unique<GamePad>();
m_keyboard = std::make_unique<Keyboard>();
m_keyboard->SetWindow(reinterpret_cast<ABI::Windows::UI::Core::ICoreWindow*>(window));
m_deviceResources->SetWindow(window, width, height, rotation);
m_deviceResources->CreateDeviceResources();
CreateDeviceDependentResources();
m_deviceResources->CreateWindowSizeDependentResources();
CreateWindowSizeDependentResources();
}
#pragma region Frame Update
// Executes basic render loop.
void Sample::Tick()
{
m_timer.Tick([&]()
{
Update(m_timer);
});
Render();
}
// Updates the world.
void Sample::Update(DX::StepTimer const& timer)
{
PIXBeginEvent(PIX_COLOR_DEFAULT, L"Update");
float elapsedTime = float(timer.GetElapsedSeconds());
// Update the rotation constant
m_curRotationAngleRad += elapsedTime / 3.f;
if (m_curRotationAngleRad >= XM_2PI)
{
m_curRotationAngleRad -= XM_2PI;
}
// Rotate the cube around the origin
XMStoreFloat4x4(&m_worldMatrix, XMMatrixRotationY(m_curRotationAngleRad));
// Setup our lighting parameters
m_lightDirs[0] = XMFLOAT4(-0.577f, 0.577f, -0.577f, 1.0f);
m_lightDirs[1] = XMFLOAT4(0.0f, 0.0f, -1.0f, 1.0f);
m_lightColors[0] = XMFLOAT4(0.5f, 0.5f, 0.5f, 1.0f);
m_lightColors[1] = XMFLOAT4(0.5f, 0.0f, 0.0f, 1.0f);
// Rotate the second light around the origin
XMMATRIX rotate = XMMatrixRotationY(-2.0f * m_curRotationAngleRad);
XMVECTOR lightDir = XMLoadFloat4(&m_lightDirs[1]);
lightDir = XMVector3Transform(lightDir, rotate);
XMStoreFloat4(&m_lightDirs[1], lightDir);
// Handle controller input for exit
auto pad = m_gamePad->GetState(0);
if (pad.IsConnected())
{
m_gamePadButtons.Update(pad);
if (pad.IsViewPressed())
{
ExitSample();
}
}
else
{
m_gamePadButtons.Reset();
}
auto kb = m_keyboard->GetState();
m_keyboardButtons.Update(kb);
if (kb.Escape)
{
ExitSample();
}
PIXEndEvent();
}
#pragma endregion
#pragma region Frame Render
// Draws the scene.
void Sample::Render()
{
// Don't try to render anything before the first Update.
if (m_timer.GetFrameCount() == 0)
{
return;
}
Clear();
auto context = m_deviceResources->GetD3DDeviceContext();
PIXBeginEvent(context, PIX_COLOR_DEFAULT, L"Render");
// Set the vertex buffer
UINT stride = sizeof(Vertex);
UINT offset = 0;
context->IASetVertexBuffers(0, 1, m_vertexBuffer.GetAddressOf(), &stride, &offset);
// Set the index buffer
context->IASetIndexBuffer(m_indexBuffer.Get(), DXGI_FORMAT_R16_UINT, 0);
// Set the input layout
context->IASetInputLayout(m_inputLayout.Get());
// Set the primitive toplogy
context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
// Set the per-frame constants
ConstantBuffer sceneParameters = {};
// Shaders compiled with default row-major matrices
sceneParameters.worldMatrix = XMMatrixTranspose(XMLoadFloat4x4(&m_worldMatrix));
sceneParameters.viewMatrix = XMMatrixTranspose(XMLoadFloat4x4(&m_viewMatrix));
sceneParameters.projectionMatrix = XMMatrixTranspose(XMLoadFloat4x4(&m_projectionMatrix));
sceneParameters.lightDir[0] = XMLoadFloat4(&m_lightDirs[0]);
sceneParameters.lightDir[1] = XMLoadFloat4(&m_lightDirs[1]);
sceneParameters.lightColor[0] = XMLoadFloat4(&m_lightColors[0]);
sceneParameters.lightColor[1] = XMLoadFloat4(&m_lightColors[1]);
sceneParameters.outputColor = XMLoadFloat4(&m_outputColor);
{
D3D11_MAPPED_SUBRESOURCE mapped;
DX::ThrowIfFailed(context->Map(m_constantBuffer.Get(), 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped));
memcpy(mapped.pData, &sceneParameters, sizeof(ConstantBuffer));
context->Unmap(m_constantBuffer.Get(), 0);
}
// Render the cube
context->VSSetShader(m_vertexShader.Get(), nullptr, 0);
// Vertex shader needs view and projection matrices to perform vertex transform
context->VSSetConstantBuffers(0, 1, m_constantBuffer.GetAddressOf());
context->PSSetShader(m_pixelShader.Get(), nullptr, 0);
// Pixel shader needs light-direction vectors to perform per-pixel lighting
context->PSSetConstantBuffers(0, 1, m_constantBuffer.GetAddressOf());
context->DrawIndexed(36, 0, 0);
// Render each light
for (int m = 0; m < 2; ++m)
{
XMMATRIX lightMatrix = XMMatrixTranslationFromVector(5.0f * sceneParameters.lightDir[m]);
XMMATRIX lightScaleMatrix = XMMatrixScaling(0.2f, 0.2f, 0.2f);
lightMatrix = lightScaleMatrix * lightMatrix;
// Update the world variable to reflect the current light
sceneParameters.worldMatrix = XMMatrixTranspose(lightMatrix);
sceneParameters.outputColor = sceneParameters.lightColor[m];
{
D3D11_MAPPED_SUBRESOURCE mapped;
DX::ThrowIfFailed(context->Map(m_constantBuffer.Get(), 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped));
memcpy(mapped.pData, &sceneParameters, sizeof(ConstantBuffer));
context->Unmap(m_constantBuffer.Get(), 0);
}
context->VSSetConstantBuffers(0, 1, m_constantBuffer.GetAddressOf());
context->PSSetConstantBuffers(0, 1, m_constantBuffer.GetAddressOf());
context->PSSetShader(m_pixelShaderSolid.Get(), nullptr, 0);
context->DrawIndexed(36, 0, 0);
}
PIXEndEvent(context);
// Show the new frame.
PIXBeginEvent(PIX_COLOR_DEFAULT, L"Present");
m_deviceResources->Present();
PIXEndEvent();
}
// Helper method to clear the back buffers.
void Sample::Clear()
{
auto context = m_deviceResources->GetD3DDeviceContext();
PIXBeginEvent(context, PIX_COLOR_DEFAULT, L"Clear");
// Clear the views.
auto renderTarget = m_deviceResources->GetRenderTargetView();
auto depthStencil = m_deviceResources->GetDepthStencilView();
// Use linear clear color for gamma-correct rendering
context->ClearRenderTargetView(renderTarget, ATG::ColorsLinear::Background);
context->ClearDepthStencilView(depthStencil, D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL, 1.0f, 0);
context->OMSetRenderTargets(1, &renderTarget, depthStencil);
// Set the viewport.
auto viewport = m_deviceResources->GetScreenViewport();
context->RSSetViewports(1, &viewport);
PIXEndEvent(context);
}
#pragma endregion
#pragma region Message Handlers
// Message handlers
void Sample::OnActivated()
{
}
void Sample::OnDeactivated()
{
}
void Sample::OnSuspending()
{
auto context = m_deviceResources->GetD3DDeviceContext();
context->ClearState();
m_deviceResources->Trim();
}
void Sample::OnResuming()
{
m_timer.ResetElapsedTime();
m_gamePadButtons.Reset();
m_keyboardButtons.Reset();
}
void Sample::OnWindowSizeChanged(int width, int height, DXGI_MODE_ROTATION rotation)
{
if (!m_deviceResources->WindowSizeChanged(width, height, rotation))
return;
CreateWindowSizeDependentResources();
}
void Sample::ValidateDevice()
{
m_deviceResources->ValidateDevice();
}
// Properties
void Sample::GetDefaultSize(int& width, int& height) const
{
width = 1280;
height = 720;
}
#pragma endregion
#pragma region Direct3D Resources
// These are the resources that depend on the device.
void Sample::CreateDeviceDependentResources()
{
auto device = m_deviceResources->GetD3DDevice();
// Load and create shaders
{
auto blob = DX::ReadData(L"TriangleVS.cso");
DX::ThrowIfFailed(
device->CreateVertexShader(blob.data(), blob.size(),
nullptr, m_vertexShader.ReleaseAndGetAddressOf()));
// Create the input layout
const D3D11_INPUT_ELEMENT_DESC inputElementDesc[] =
{
{ "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 },
};
DX::ThrowIfFailed(
device->CreateInputLayout(inputElementDesc, _countof(inputElementDesc),
blob.data(), blob.size(),
m_inputLayout.ReleaseAndGetAddressOf()));
}
{
auto blob = DX::ReadData(L"LambertPS.cso");
DX::ThrowIfFailed(
device->CreatePixelShader(blob.data(), blob.size(),
nullptr, m_pixelShader.ReleaseAndGetAddressOf()));
}
{
auto blob = DX::ReadData(L"SolidColorPS.cso");
DX::ThrowIfFailed(
device->CreatePixelShader(blob.data(), blob.size(),
nullptr, m_pixelShaderSolid.ReleaseAndGetAddressOf()));
}
// Create and initialize the vertex buffer
{
static const Vertex vertices[] =
{
{ XMFLOAT3(-1.0f, 1.0f, -1.0f), XMFLOAT3(0.0f, 1.0f, 0.0f) },
{ XMFLOAT3(1.0f, 1.0f, -1.0f), XMFLOAT3(0.0f, 1.0f, 0.0f) },
{ XMFLOAT3(1.0f, 1.0f, 1.0f), XMFLOAT3(0.0f, 1.0f, 0.0f) },
{ XMFLOAT3(-1.0f, 1.0f, 1.0f), XMFLOAT3(0.0f, 1.0f, 0.0f) },
{ XMFLOAT3(-1.0f, -1.0f, -1.0f), XMFLOAT3(0.0f, -1.0f, 0.0f) },
{ XMFLOAT3(1.0f, -1.0f, -1.0f), XMFLOAT3(0.0f, -1.0f, 0.0f) },
{ XMFLOAT3(1.0f, -1.0f, 1.0f), XMFLOAT3(0.0f, -1.0f, 0.0f) },
{ XMFLOAT3(-1.0f, -1.0f, 1.0f), XMFLOAT3(0.0f, -1.0f, 0.0f) },
{ XMFLOAT3(-1.0f, -1.0f, 1.0f), XMFLOAT3(-1.0f, 0.0f, 0.0f) },
{ XMFLOAT3(-1.0f, -1.0f, -1.0f), XMFLOAT3(-1.0f, 0.0f, 0.0f) },
{ XMFLOAT3(-1.0f, 1.0f, -1.0f), XMFLOAT3(-1.0f, 0.0f, 0.0f) },
{ XMFLOAT3(-1.0f, 1.0f, 1.0f), XMFLOAT3(-1.0f, 0.0f, 0.0f) },
{ XMFLOAT3(1.0f, -1.0f, 1.0f), XMFLOAT3(1.0f, 0.0f, 0.0f) },
{ XMFLOAT3(1.0f, -1.0f, -1.0f), XMFLOAT3(1.0f, 0.0f, 0.0f) },
{ XMFLOAT3(1.0f, 1.0f, -1.0f), XMFLOAT3(1.0f, 0.0f, 0.0f) },
{ XMFLOAT3(1.0f, 1.0f, 1.0f), XMFLOAT3(1.0f, 0.0f, 0.0f) },
{ XMFLOAT3(-1.0f, -1.0f, -1.0f), XMFLOAT3(0.0f, 0.0f, -1.0f) },
{ XMFLOAT3(1.0f, -1.0f, -1.0f), XMFLOAT3(0.0f, 0.0f, -1.0f) },
{ XMFLOAT3(1.0f, 1.0f, -1.0f), XMFLOAT3(0.0f, 0.0f, -1.0f) },
{ XMFLOAT3(-1.0f, 1.0f, -1.0f), XMFLOAT3(0.0f, 0.0f, -1.0f) },
{ XMFLOAT3(-1.0f, -1.0f, 1.0f), XMFLOAT3(0.0f, 0.0f, 1.0f) },
{ XMFLOAT3(1.0f, -1.0f, 1.0f), XMFLOAT3(0.0f, 0.0f, 1.0f) },
{ XMFLOAT3(1.0f, 1.0f, 1.0f), XMFLOAT3(0.0f, 0.0f, 1.0f) },
{ XMFLOAT3(-1.0f, 1.0f, 1.0f), XMFLOAT3(0.0f, 0.0f, 1.0f) },
};
CD3D11_BUFFER_DESC bufferDesc(sizeof(Vertex) * _countof(vertices), D3D11_BIND_VERTEX_BUFFER);
bufferDesc.StructureByteStride = sizeof(Vertex);
D3D11_SUBRESOURCE_DATA initData = { vertices, 0, 0 };
DX::ThrowIfFailed(device->CreateBuffer(&bufferDesc, &initData, m_vertexBuffer.ReleaseAndGetAddressOf()));
}
// Create and initialize the index buffer
{
static const uint16_t indices[] =
{
3,1,0,
2,1,3,
6,4,5,
7,4,6,
11,9,8,
10,9,11,
14,12,13,
15,12,14,
19,17,16,
18,17,19,
22,20,21,
23,20,22
};
CD3D11_BUFFER_DESC bufferDesc(sizeof(uint16_t) * _countof(indices), D3D11_BIND_INDEX_BUFFER);
bufferDesc.StructureByteStride = sizeof(uint16_t);
D3D11_SUBRESOURCE_DATA initData = { indices, 0, 0 };
DX::ThrowIfFailed(device->CreateBuffer(&bufferDesc, &initData, m_indexBuffer.ReleaseAndGetAddressOf()));
}
// Create the constant buffer
{
CD3D11_BUFFER_DESC bufferDesc(sizeof(ConstantBuffer), D3D11_BIND_CONSTANT_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
DX::ThrowIfFailed(device->CreateBuffer(&bufferDesc, nullptr, m_constantBuffer.ReleaseAndGetAddressOf()));
}
// Initialize the world matrix
XMStoreFloat4x4(&m_worldMatrix, XMMatrixIdentity());
// Initialize the view matrix
static const XMVECTORF32 c_eye = { 0.0f, 4.0f, -10.0f, 0.0f };
static const XMVECTORF32 c_at = { 0.0f, 1.0f, 0.0f, 0.0f };
static const XMVECTORF32 c_up = { 0.0f, 1.0f, 0.0f, 0.0 };
XMStoreFloat4x4(&m_viewMatrix, XMMatrixLookAtLH(c_eye, c_at, c_up));
// Initialize the lighting parameters
m_lightDirs[0] = XMFLOAT4(-0.577f, 0.577f, -0.577f, 1.0f);
m_lightDirs[1] = XMFLOAT4(0.0f, 0.0f, -1.0f, 1.0f);
m_lightColors[0] = XMFLOAT4(0.5f, 0.5f, 0.5f, 1.0f);
m_lightColors[1] = XMFLOAT4(0.5f, 0.0f, 0.0f, 1.0f);
// Initialize the scene output color
m_outputColor = XMFLOAT4(0, 0, 0, 0);
}
// Allocate all memory resources that change on a window SizeChanged event.
void Sample::CreateWindowSizeDependentResources()
{
// Initialize the projection matrix
auto size = m_deviceResources->GetOutputSize();
XMMATRIX projection = XMMatrixPerspectiveFovLH(XM_PIDIV4, float(size.right) / float(size.bottom), 0.01f, 100.0f);
XMFLOAT4X4 orient = m_deviceResources->GetOrientationTransform3D();
XMStoreFloat4x4(&m_projectionMatrix, projection * XMLoadFloat4x4(&orient));
}
void Sample::OnDeviceLost()
{
m_inputLayout.Reset();
m_vertexBuffer.Reset();
m_indexBuffer.Reset();
m_constantBuffer.Reset();
m_vertexShader.Reset();
m_pixelShader.Reset();
m_pixelShaderSolid.Reset();
}
void Sample::OnDeviceRestored()
{
CreateDeviceDependentResources();
CreateWindowSizeDependentResources();
}
#pragma endregion