2d rendering
This commit is contained in:
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ccb666faaf
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4f4e4bca44
@ -7,6 +7,8 @@ ApplicationClass::ApplicationClass()
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m_Model = 0;
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m_LightShader = 0;
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m_Light = 0;
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m_TextureShader = 0;
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m_Bitmap = 0;
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}
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@ -25,6 +27,7 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
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char modelFilename[128];
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char outputModelFilename[128];
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char textureFilename[128];
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char bitmapFilename[128];
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bool result;
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@ -54,6 +57,28 @@ bool ApplicationClass::Initialize(int screenWidth, int screenHeight, HWND hwnd)
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m_Camera->SetPosition(0.0f, 0.0f, -10.0f);
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m_Camera->SetRotation(0.0f, 0.0f, 0.0f);
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// Create and initialize the texture shader object.
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m_TextureShader = new TextureShaderClass;
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result = m_TextureShader->Initialize(m_Direct3D->GetDevice(), hwnd);
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if (!result)
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{
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MessageBox(hwnd, L"Could not initialize the texture shader object.", L"Error", MB_OK);
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return false;
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}
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// Set the file name of the bitmap file.
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strcpy_s(bitmapFilename, "stone01.tga");
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// Create and initialize the bitmap object.
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m_Bitmap = new BitmapClass;
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result = m_Bitmap->Initialize(m_Direct3D->GetDevice(), m_Direct3D->GetDeviceContext(), screenWidth, screenHeight, bitmapFilename, 50, 50);
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if (!result)
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{
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return false;
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}
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// Set the file name of the model.
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strcpy_s(modelFilename, "sphere.obj");
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@ -124,6 +149,22 @@ void ApplicationClass::Shutdown()
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m_Model = 0;
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}
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// Release the bitmap object.
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if (m_Bitmap)
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{
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m_Bitmap->Shutdown();
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delete m_Bitmap;
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m_Bitmap = 0;
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}
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// Release the texture shader object.
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if (m_TextureShader)
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{
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m_TextureShader->Shutdown();
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delete m_TextureShader;
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m_TextureShader = 0;
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}
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// Release the camera object.
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if (m_Camera)
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{
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@ -180,7 +221,7 @@ bool ApplicationClass::Frame()
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bool ApplicationClass::Render(float rotation, float x, float y, float z)
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{
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XMMATRIX worldMatrix, viewMatrix, projectionMatrix, rotateMatrix, translateMatrix, scaleMatrix, srMatrix;
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XMMATRIX worldMatrix, viewMatrix, orthoMatrix, projectionMatrix, rotateMatrix, translateMatrix, scaleMatrix, srMatrix;
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bool result;
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@ -194,6 +235,26 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z)
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m_Direct3D->GetWorldMatrix(worldMatrix);
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m_Camera->GetViewMatrix(viewMatrix);
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m_Direct3D->GetProjectionMatrix(projectionMatrix);
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m_Direct3D->GetOrthoMatrix(orthoMatrix);
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// Turn off the Z buffer to begin all 2D rendering.
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m_Direct3D->TurnZBufferOff();
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// Put the bitmap vertex and index buffers on the graphics pipeline to prepare them for drawing.
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result = m_Bitmap->Render(m_Direct3D->GetDeviceContext());
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if (!result)
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{
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return false;
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}
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m_Bitmap->SetRenderLocation(300, 50);
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// Render the bitmap with the texture shader.
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result = m_TextureShader->Render(m_Direct3D->GetDeviceContext(), m_Bitmap->GetIndexCount(), worldMatrix, viewMatrix, orthoMatrix, m_Bitmap->GetTexture());
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if (!result)
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{
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return false;
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}
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scaleMatrix = XMMatrixScaling(0.5f, 0.5f, 0.5f); // Build the scaling matrix.
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rotateMatrix = XMMatrixRotationY(rotation); // Build the rotation matrix.
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@ -233,6 +294,9 @@ bool ApplicationClass::Render(float rotation, float x, float y, float z)
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return false;
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}
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// Turn the Z buffer back on now that all 2D rendering has completed.
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m_Direct3D->TurnZBufferOn();
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// Present the rendered scene to the screen.
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m_Direct3D->EndScene();
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@ -10,6 +10,8 @@
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#include "modelclass.h"
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#include "lightshaderclass.h"
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#include "lightclass.h"
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#include "bitmapclass.h"
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#include "textureshaderclass.h"
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/////////////
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// GLOBALS //
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@ -42,6 +44,8 @@ private:
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ModelClass* m_Model;
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LightShaderClass* m_LightShader;
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LightClass* m_Light;
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TextureShaderClass* m_TextureShader;
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BitmapClass* m_Bitmap;
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};
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#endif
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333
enginecustom/bitmapclass.cpp
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333
enginecustom/bitmapclass.cpp
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@ -0,0 +1,333 @@
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#include "bitmapclass.h"
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BitmapClass::BitmapClass()
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{
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m_vertexBuffer = 0;
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m_indexBuffer = 0;
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m_Texture = 0;
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}
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BitmapClass::BitmapClass(const BitmapClass& other)
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{
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}
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BitmapClass::~BitmapClass()
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{
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}
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bool BitmapClass::Initialize(ID3D11Device* device, ID3D11DeviceContext* deviceContext, int screenWidth, int screenHeight, char* textureFilename, int renderX, int renderY)
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{
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bool result;
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// Store the screen size.
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m_screenWidth = screenWidth;
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m_screenHeight = screenHeight;
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// Store where the bitmap should be rendered to.
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m_renderX = renderX;
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m_renderY = renderY;
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// Initialize the vertex and index buffer that hold the geometry for the bitmap quad.
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result = InitializeBuffers(device);
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if (!result)
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{
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return false;
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}
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// Load the texture for this bitmap.
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result = LoadTexture(device, deviceContext, textureFilename);
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if (!result)
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{
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return false;
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}
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return true;
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}
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void BitmapClass::Shutdown()
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{
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// Release the bitmap texture.
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ReleaseTexture();
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// Release the vertex and index buffers.
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ShutdownBuffers();
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return;
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}
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bool BitmapClass::Render(ID3D11DeviceContext* deviceContext)
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{
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bool result;
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// Update the buffers if the position of the bitmap has changed from its original position.
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result = UpdateBuffers(deviceContext);
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if (!result)
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{
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return false;
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}
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// Put the vertex and index buffers on the graphics pipeline to prepare them for drawing.
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RenderBuffers(deviceContext);
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return true;
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}
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int BitmapClass::GetIndexCount()
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{
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return m_indexCount;
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}
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ID3D11ShaderResourceView* BitmapClass::GetTexture()
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{
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return m_Texture->GetTexture();
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}
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bool BitmapClass::InitializeBuffers(ID3D11Device* device)
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{
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VertexType* vertices;
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unsigned long* indices;
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D3D11_BUFFER_DESC vertexBufferDesc, indexBufferDesc;
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D3D11_SUBRESOURCE_DATA vertexData, indexData;
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HRESULT result;
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int i;
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// Initialize the previous rendering position to negative one.
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m_prevPosX = -1;
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m_prevPosY = -1;
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// Set the number of vertices in the vertex array.
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m_vertexCount = 6;
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// Set the number of indices in the index array.
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m_indexCount = m_vertexCount;
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// Create the vertex array.
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vertices = new VertexType[m_vertexCount];
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// Create the index array.
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indices = new unsigned long[m_indexCount];
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// Initialize vertex array to zeros at first.
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memset(vertices, 0, (sizeof(VertexType) * m_vertexCount));
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// Load the index array with data.
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for (i = 0; i < m_indexCount; i++)
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{
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indices[i] = i;
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}
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// Set up the description of the dynamic vertex buffer.
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vertexBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
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vertexBufferDesc.ByteWidth = sizeof(VertexType) * m_vertexCount;
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vertexBufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
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vertexBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
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vertexBufferDesc.MiscFlags = 0;
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vertexBufferDesc.StructureByteStride = 0;
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// Give the subresource structure a pointer to the vertex data.
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vertexData.pSysMem = vertices;
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vertexData.SysMemPitch = 0;
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vertexData.SysMemSlicePitch = 0;
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// Now finally create the vertex buffer.
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result = device->CreateBuffer(&vertexBufferDesc, &vertexData, &m_vertexBuffer);
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if (FAILED(result))
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{
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return false;
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}
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// Set up the description of the index buffer.
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indexBufferDesc.Usage = D3D11_USAGE_DEFAULT;
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indexBufferDesc.ByteWidth = sizeof(unsigned long) * m_indexCount;
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indexBufferDesc.BindFlags = D3D11_BIND_INDEX_BUFFER;
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indexBufferDesc.CPUAccessFlags = 0;
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indexBufferDesc.MiscFlags = 0;
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indexBufferDesc.StructureByteStride = 0;
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// Give the subresource structure a pointer to the index data.
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indexData.pSysMem = indices;
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indexData.SysMemPitch = 0;
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indexData.SysMemSlicePitch = 0;
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// Create the index buffer.
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result = device->CreateBuffer(&indexBufferDesc, &indexData, &m_indexBuffer);
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if (FAILED(result))
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{
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return false;
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}
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// Release the arrays now that the vertex and index buffers have been created and loaded.
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delete[] vertices;
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vertices = 0;
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delete[] indices;
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indices = 0;
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return true;
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}
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void BitmapClass::ShutdownBuffers()
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{
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// Release the index buffer.
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if (m_indexBuffer)
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{
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m_indexBuffer->Release();
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m_indexBuffer = 0;
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}
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// Release the vertex buffer.
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if (m_vertexBuffer)
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{
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m_vertexBuffer->Release();
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m_vertexBuffer = 0;
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}
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return;
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}
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bool BitmapClass::UpdateBuffers(ID3D11DeviceContext* deviceContent)
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{
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float left, right, top, bottom;
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VertexType* vertices;
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D3D11_MAPPED_SUBRESOURCE mappedResource;
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VertexType* dataPtr;
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HRESULT result;
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// If the position we are rendering this bitmap to hasn't changed then don't update the vertex buffer.
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if ((m_prevPosX == m_renderX) && (m_prevPosY == m_renderY))
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{
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return true;
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}
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// If the rendering location has changed then store the new position and update the vertex buffer.
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m_prevPosX = m_renderX;
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m_prevPosY = m_renderY;
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// Create the vertex array.
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vertices = new VertexType[m_vertexCount];
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// Calculate the screen coordinates of the left side of the bitmap.
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left = (float)((m_screenWidth / 2) * -1) + (float)m_renderX;
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// Calculate the screen coordinates of the right side of the bitmap.
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right = left + (float)m_bitmapWidth;
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// Calculate the screen coordinates of the top of the bitmap.
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top = (float)(m_screenHeight / 2) - (float)m_renderY;
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// Calculate the screen coordinates of the bottom of the bitmap.
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bottom = top - (float)m_bitmapHeight;
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// Load the vertex array with data.
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// First triangle.
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vertices[0].position = XMFLOAT3(left, top, 0.0f); // Top left.
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vertices[0].texture = XMFLOAT2(0.0f, 0.0f);
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vertices[1].position = XMFLOAT3(right, bottom, 0.0f); // Bottom right.
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vertices[1].texture = XMFLOAT2(1.0f, 1.0f);
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vertices[2].position = XMFLOAT3(left, bottom, 0.0f); // Bottom left.
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vertices[2].texture = XMFLOAT2(0.0f, 1.0f);
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// Second triangle.
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vertices[3].position = XMFLOAT3(left, top, 0.0f); // Top left.
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vertices[3].texture = XMFLOAT2(0.0f, 0.0f);
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vertices[4].position = XMFLOAT3(right, top, 0.0f); // Top right.
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vertices[4].texture = XMFLOAT2(1.0f, 0.0f);
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vertices[5].position = XMFLOAT3(right, bottom, 0.0f); // Bottom right.
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vertices[5].texture = XMFLOAT2(1.0f, 1.0f);
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// Lock the vertex buffer.
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result = deviceContent->Map(m_vertexBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
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if (FAILED(result))
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{
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return false;
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}
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// Get a pointer to the data in the constant buffer.
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dataPtr = (VertexType*)mappedResource.pData;
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// Copy the data into the vertex buffer.
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memcpy(dataPtr, (void*)vertices, (sizeof(VertexType) * m_vertexCount));
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// Unlock the vertex buffer.
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deviceContent->Unmap(m_vertexBuffer, 0);
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// Release the pointer reference.
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dataPtr = 0;
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// Release the vertex array as it is no longer needed.
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delete[] vertices;
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vertices = 0;
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return true;
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}
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void BitmapClass::RenderBuffers(ID3D11DeviceContext* deviceContext)
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{
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unsigned int stride;
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unsigned int offset;
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// Set vertex buffer stride and offset.
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stride = sizeof(VertexType);
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offset = 0;
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// Set the vertex buffer to active in the input assembler so it can be rendered.
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deviceContext->IASetVertexBuffers(0, 1, &m_vertexBuffer, &stride, &offset);
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// Set the index buffer to active in the input assembler so it can be rendered.
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deviceContext->IASetIndexBuffer(m_indexBuffer, DXGI_FORMAT_R32_UINT, 0);
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// Set the type of primitive that should be rendered from this vertex buffer, in this case triangles.
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deviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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return;
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}
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bool BitmapClass::LoadTexture(ID3D11Device* device, ID3D11DeviceContext* deviceContext, char* filename)
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{
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bool result;
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// Create and initialize the texture object.
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m_Texture = new TextureClass;
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result = m_Texture->Initialize(device, deviceContext, filename);
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if (!result)
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{
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return false;
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}
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// Store the size in pixels that this bitmap should be rendered at.
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m_bitmapWidth = m_Texture->GetWidth();
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m_bitmapHeight = m_Texture->GetHeight();
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return true;
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}
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void BitmapClass::ReleaseTexture()
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{
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// Release the texture object.
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if (m_Texture)
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{
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m_Texture->Shutdown();
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delete m_Texture;
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m_Texture = 0;
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}
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return;
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}
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void BitmapClass::SetRenderLocation(int x, int y)
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{
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m_renderX = x;
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m_renderY = y;
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return;
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}
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58
enginecustom/bitmapclass.h
Normal file
58
enginecustom/bitmapclass.h
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#ifndef _BITMAPCLASS_H_
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#define _BITMAPCLASS_H_
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//////////////
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// INCLUDES //
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//////////////
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#include <directxmath.h>
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using namespace DirectX;
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///////////////////////
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// MY CLASS INCLUDES //
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///////////////////////
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#include "textureclass.h"
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////////////////////////////////////////////////////////////////////////////////
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// Class name: BitmapClass
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////////////////////////////////////////////////////////////////////////////////
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class BitmapClass
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{
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private:
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struct VertexType
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{
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XMFLOAT3 position;
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XMFLOAT2 texture;
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};
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public:
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BitmapClass();
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BitmapClass(const BitmapClass&);
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~BitmapClass();
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bool Initialize(ID3D11Device*, ID3D11DeviceContext*, int, int, char*, int, int);
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void Shutdown();
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bool Render(ID3D11DeviceContext*);
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int GetIndexCount();
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ID3D11ShaderResourceView* GetTexture();
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void SetRenderLocation(int, int);
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private:
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bool InitializeBuffers(ID3D11Device*);
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void ShutdownBuffers();
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bool UpdateBuffers(ID3D11DeviceContext*);
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void RenderBuffers(ID3D11DeviceContext*);
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bool LoadTexture(ID3D11Device*, ID3D11DeviceContext*, char*);
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void ReleaseTexture();
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private:
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ID3D11Buffer* m_vertexBuffer, * m_indexBuffer;
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int m_vertexCount, m_indexCount, m_screenWidth, m_screenHeight, m_bitmapWidth, m_bitmapHeight, m_renderX, m_renderY, m_prevPosX, m_prevPosY;
|
||||
TextureClass* m_Texture;
|
||||
};
|
||||
|
||||
#endif
|
@ -14,6 +14,7 @@ D3DClass::D3DClass()
|
||||
m_depthStencilState = 0;
|
||||
m_depthStencilView = 0;
|
||||
m_rasterState = 0;
|
||||
m_depthDisabledStencilState = 0;
|
||||
}
|
||||
|
||||
|
||||
@ -46,7 +47,7 @@ bool D3DClass::Initialize(int screenWidth, int screenHeight, bool vsync, HWND hw
|
||||
D3D11_DEPTH_STENCIL_VIEW_DESC depthStencilViewDesc;
|
||||
D3D11_RASTERIZER_DESC rasterDesc;
|
||||
float fieldOfView, screenAspect;
|
||||
|
||||
D3D11_DEPTH_STENCIL_DESC depthDisabledStencilDesc;
|
||||
|
||||
// Store the vsync setting.
|
||||
m_vsync_enabled = vsync;
|
||||
@ -345,6 +346,34 @@ bool D3DClass::Initialize(int screenWidth, int screenHeight, bool vsync, HWND hw
|
||||
// Create an orthographic projection matrix for 2D rendering.
|
||||
m_orthoMatrix = XMMatrixOrthographicLH((float)screenWidth, (float)screenHeight, screenNear, screenDepth);
|
||||
|
||||
// Clear the second depth stencil state before setting the parameters.
|
||||
ZeroMemory(&depthDisabledStencilDesc, sizeof(depthDisabledStencilDesc));
|
||||
|
||||
// Now create a second depth stencil state which turns off the Z buffer for 2D rendering. The only difference is
|
||||
// that DepthEnable is set to false, all other parameters are the same as the other depth stencil state.
|
||||
depthDisabledStencilDesc.DepthEnable = false;
|
||||
depthDisabledStencilDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
|
||||
depthDisabledStencilDesc.DepthFunc = D3D11_COMPARISON_LESS;
|
||||
depthDisabledStencilDesc.StencilEnable = true;
|
||||
depthDisabledStencilDesc.StencilReadMask = 0xFF;
|
||||
depthDisabledStencilDesc.StencilWriteMask = 0xFF;
|
||||
depthDisabledStencilDesc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
|
||||
depthDisabledStencilDesc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_INCR;
|
||||
depthDisabledStencilDesc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
|
||||
depthDisabledStencilDesc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
|
||||
depthDisabledStencilDesc.BackFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
|
||||
depthDisabledStencilDesc.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_DECR;
|
||||
depthDisabledStencilDesc.BackFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
|
||||
depthDisabledStencilDesc.BackFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
|
||||
|
||||
// Create the state using the device.
|
||||
result = m_device->CreateDepthStencilState(&depthDisabledStencilDesc, &m_depthDisabledStencilState);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
@ -357,6 +386,12 @@ void D3DClass::Shutdown()
|
||||
m_swapChain->SetFullscreenState(false, NULL);
|
||||
}
|
||||
|
||||
if (m_depthDisabledStencilState)
|
||||
{
|
||||
m_depthDisabledStencilState->Release();
|
||||
m_depthDisabledStencilState = 0;
|
||||
}
|
||||
|
||||
if (m_rasterState)
|
||||
{
|
||||
m_rasterState->Release();
|
||||
@ -503,5 +538,18 @@ void D3DClass::ResetViewport()
|
||||
// Set the viewport.
|
||||
m_deviceContext->RSSetViewports(1, &m_viewport);
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
void D3DClass::TurnZBufferOn()
|
||||
{
|
||||
m_deviceContext->OMSetDepthStencilState(m_depthStencilState, 1);
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
void D3DClass::TurnZBufferOff()
|
||||
{
|
||||
m_deviceContext->OMSetDepthStencilState(m_depthDisabledStencilState, 1);
|
||||
return;
|
||||
}
|
@ -49,6 +49,9 @@ public:
|
||||
void SetBackBufferRenderTarget();
|
||||
void ResetViewport();
|
||||
|
||||
void TurnZBufferOn();
|
||||
void TurnZBufferOff();
|
||||
|
||||
private:
|
||||
bool m_vsync_enabled;
|
||||
int m_videoCardMemory;
|
||||
@ -65,6 +68,7 @@ private:
|
||||
XMMATRIX m_worldMatrix;
|
||||
XMMATRIX m_orthoMatrix;
|
||||
D3D11_VIEWPORT m_viewport;
|
||||
ID3D11DepthStencilState* m_depthDisabledStencilState;
|
||||
};
|
||||
|
||||
#endif
|
@ -21,6 +21,7 @@
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClCompile Include="applicationclass.cpp" />
|
||||
<ClCompile Include="bitmapclass.cpp" />
|
||||
<ClCompile Include="Cameraclass.cpp" />
|
||||
<ClCompile Include="Colorshaderclass.cpp" />
|
||||
<ClCompile Include="d3dclass.cpp" />
|
||||
@ -31,10 +32,12 @@
|
||||
<ClCompile Include="modelclass.cpp" />
|
||||
<ClCompile Include="Systemclass.cpp" />
|
||||
<ClCompile Include="textureclass.cpp" />
|
||||
<ClCompile Include="textureshaderclass.cpp" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ClInclude Include="..\..\dx11win10tut06_src\source\lightclass.h" />
|
||||
<ClInclude Include="applicationclass.h" />
|
||||
<ClInclude Include="bitmapclass.h" />
|
||||
<ClInclude Include="Cameraclass.h" />
|
||||
<ClInclude Include="Colorshaderclass.h" />
|
||||
<ClInclude Include="d3dclass.h" />
|
||||
@ -44,11 +47,14 @@
|
||||
<ClInclude Include="modelclass.h" />
|
||||
<ClInclude Include="systemclass.h" />
|
||||
<ClInclude Include="textureclass.h" />
|
||||
<ClInclude Include="textureshaderclass.h" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="Light.ps" />
|
||||
<None Include="Light.vs" />
|
||||
<None Include="packages.config" />
|
||||
<None Include="texture.ps" />
|
||||
<None Include="texture.vs" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<None Include="Color.ps">
|
||||
|
28
enginecustom/texture.ps
Normal file
28
enginecustom/texture.ps
Normal file
@ -0,0 +1,28 @@
|
||||
/////////////
|
||||
// GLOBALS //
|
||||
/////////////
|
||||
Texture2D shaderTexture : register(t0);
|
||||
SamplerState SampleType : register(s0);
|
||||
|
||||
//////////////
|
||||
// TYPEDEFS //
|
||||
//////////////
|
||||
struct PixelInputType
|
||||
{
|
||||
float4 position : SV_POSITION;
|
||||
float2 tex : TEXCOORD0;
|
||||
};
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// Pixel Shader
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
float4 TexturePixelShader(PixelInputType input) : SV_TARGET
|
||||
{
|
||||
float4 textureColor;
|
||||
|
||||
|
||||
// Sample the pixel color from the texture using the sampler at this texture coordinate location.
|
||||
textureColor = shaderTexture.Sample(SampleType, input.tex);
|
||||
|
||||
return textureColor;
|
||||
}
|
47
enginecustom/texture.vs
Normal file
47
enginecustom/texture.vs
Normal file
@ -0,0 +1,47 @@
|
||||
/////////////
|
||||
// GLOBALS //
|
||||
/////////////
|
||||
cbuffer MatrixBuffer
|
||||
{
|
||||
matrix worldMatrix;
|
||||
matrix viewMatrix;
|
||||
matrix projectionMatrix;
|
||||
};
|
||||
|
||||
//////////////
|
||||
// TYPEDEFS //
|
||||
//////////////
|
||||
struct VertexInputType
|
||||
{
|
||||
float4 position : POSITION;
|
||||
float2 tex : TEXCOORD0;
|
||||
};
|
||||
|
||||
struct PixelInputType
|
||||
{
|
||||
float4 position : SV_POSITION;
|
||||
float2 tex : TEXCOORD0;
|
||||
};
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// Vertex Shader
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
PixelInputType TextureVertexShader(VertexInputType input)
|
||||
{
|
||||
PixelInputType output;
|
||||
|
||||
|
||||
// Change the position vector to be 4 units for proper matrix calculations.
|
||||
input.position.w = 1.0f;
|
||||
|
||||
// Calculate the position of the vertex against the world, view, and projection matrices.
|
||||
output.position = mul(input.position, worldMatrix);
|
||||
output.position = mul(output.position, viewMatrix);
|
||||
output.position = mul(output.position, projectionMatrix);
|
||||
|
||||
// Store the texture coordinates for the pixel shader.
|
||||
output.tex = input.tex;
|
||||
|
||||
return output;
|
||||
}
|
357
enginecustom/textureshaderclass.cpp
Normal file
357
enginecustom/textureshaderclass.cpp
Normal file
@ -0,0 +1,357 @@
|
||||
#include "textureshaderclass.h"
|
||||
|
||||
|
||||
TextureShaderClass::TextureShaderClass()
|
||||
{
|
||||
m_vertexShader = 0;
|
||||
m_pixelShader = 0;
|
||||
m_layout = 0;
|
||||
m_matrixBuffer = 0;
|
||||
m_sampleState = 0;
|
||||
}
|
||||
|
||||
|
||||
TextureShaderClass::TextureShaderClass(const TextureShaderClass& other)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
TextureShaderClass::~TextureShaderClass()
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
bool TextureShaderClass::Initialize(ID3D11Device* device, HWND hwnd)
|
||||
{
|
||||
bool result;
|
||||
wchar_t vsFilename[128];
|
||||
wchar_t psFilename[128];
|
||||
int error;
|
||||
// Set the filename of the vertex shader.
|
||||
error = wcscpy_s(vsFilename, 128, L"texture.vs");
|
||||
if (error != 0)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Set the filename of the pixel shader.
|
||||
error = wcscpy_s(psFilename, 128, L"texture.ps");
|
||||
if (error != 0)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Initialize the vertex and pixel shaders.
|
||||
result = InitializeShader(device, hwnd, vsFilename, psFilename);
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void TextureShaderClass::Shutdown()
|
||||
{
|
||||
// Shutdown the vertex and pixel shaders as well as the related objects.
|
||||
ShutdownShader();
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
bool TextureShaderClass::Render(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix,
|
||||
XMMATRIX projectionMatrix, ID3D11ShaderResourceView* texture)
|
||||
{
|
||||
bool result;
|
||||
|
||||
|
||||
// Set the shader parameters that it will use for rendering.
|
||||
result = SetShaderParameters(deviceContext, worldMatrix, viewMatrix, projectionMatrix, texture);
|
||||
if (!result)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Now render the prepared buffers with the shader.
|
||||
RenderShader(deviceContext, indexCount);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool TextureShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, WCHAR* vsFilename, WCHAR* psFilename)
|
||||
{
|
||||
HRESULT result;
|
||||
ID3D10Blob* errorMessage;
|
||||
ID3D10Blob* vertexShaderBuffer;
|
||||
ID3D10Blob* pixelShaderBuffer;
|
||||
D3D11_INPUT_ELEMENT_DESC polygonLayout[2];
|
||||
unsigned int numElements;
|
||||
D3D11_BUFFER_DESC matrixBufferDesc;
|
||||
D3D11_SAMPLER_DESC samplerDesc;
|
||||
|
||||
|
||||
// Initialize the pointers this function will use to null.
|
||||
errorMessage = 0;
|
||||
vertexShaderBuffer = 0;
|
||||
pixelShaderBuffer = 0;
|
||||
// Compile the vertex shader code.
|
||||
result = D3DCompileFromFile(vsFilename, NULL, NULL, "TextureVertexShader", "vs_5_0", D3D10_SHADER_ENABLE_STRICTNESS, 0,
|
||||
&vertexShaderBuffer, &errorMessage);
|
||||
if (FAILED(result))
|
||||
{
|
||||
// If the shader failed to compile it should have writen something to the error message.
|
||||
if (errorMessage)
|
||||
{
|
||||
OutputShaderErrorMessage(errorMessage, hwnd, vsFilename);
|
||||
}
|
||||
// If there was nothing in the error message then it simply could not find the shader file itself.
|
||||
else
|
||||
{
|
||||
MessageBox(hwnd, vsFilename, L"Missing Shader File", MB_OK);
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
// Compile the pixel shader code.
|
||||
result = D3DCompileFromFile(psFilename, NULL, NULL, "TexturePixelShader", "ps_5_0", D3D10_SHADER_ENABLE_STRICTNESS, 0,
|
||||
&pixelShaderBuffer, &errorMessage);
|
||||
if (FAILED(result))
|
||||
{
|
||||
// If the shader failed to compile it should have writen something to the error message.
|
||||
if (errorMessage)
|
||||
{
|
||||
OutputShaderErrorMessage(errorMessage, hwnd, psFilename);
|
||||
}
|
||||
// If there was nothing in the error message then it simply could not find the file itself.
|
||||
else
|
||||
{
|
||||
MessageBox(hwnd, psFilename, L"Missing Shader File", MB_OK);
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
// Create the vertex shader from the buffer.
|
||||
result = device->CreateVertexShader(vertexShaderBuffer->GetBufferPointer(), vertexShaderBuffer->GetBufferSize(), NULL, &m_vertexShader);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Create the pixel shader from the buffer.
|
||||
result = device->CreatePixelShader(pixelShaderBuffer->GetBufferPointer(), pixelShaderBuffer->GetBufferSize(), NULL, &m_pixelShader);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
// Create the vertex input layout description.
|
||||
// This setup needs to match the VertexType stucture in the ModelClass and in the shader.
|
||||
polygonLayout[0].SemanticName = "POSITION";
|
||||
polygonLayout[0].SemanticIndex = 0;
|
||||
polygonLayout[0].Format = DXGI_FORMAT_R32G32B32_FLOAT;
|
||||
polygonLayout[0].InputSlot = 0;
|
||||
polygonLayout[0].AlignedByteOffset = 0;
|
||||
polygonLayout[0].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
|
||||
polygonLayout[0].InstanceDataStepRate = 0;
|
||||
|
||||
polygonLayout[1].SemanticName = "TEXCOORD";
|
||||
polygonLayout[1].SemanticIndex = 0;
|
||||
polygonLayout[1].Format = DXGI_FORMAT_R32G32_FLOAT;
|
||||
polygonLayout[1].InputSlot = 0;
|
||||
polygonLayout[1].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
|
||||
polygonLayout[1].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
|
||||
polygonLayout[1].InstanceDataStepRate = 0;
|
||||
|
||||
// Get a count of the elements in the layout.
|
||||
numElements = sizeof(polygonLayout) / sizeof(polygonLayout[0]);
|
||||
|
||||
// Create the vertex input layout.
|
||||
result = device->CreateInputLayout(polygonLayout, numElements, vertexShaderBuffer->GetBufferPointer(),
|
||||
vertexShaderBuffer->GetBufferSize(), &m_layout);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Release the vertex shader buffer and pixel shader buffer since they are no longer needed.
|
||||
vertexShaderBuffer->Release();
|
||||
vertexShaderBuffer = 0;
|
||||
|
||||
pixelShaderBuffer->Release();
|
||||
pixelShaderBuffer = 0;
|
||||
|
||||
// Setup the description of the dynamic matrix constant buffer that is in the vertex shader.
|
||||
matrixBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
|
||||
matrixBufferDesc.ByteWidth = sizeof(MatrixBufferType);
|
||||
matrixBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
|
||||
matrixBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
||||
matrixBufferDesc.MiscFlags = 0;
|
||||
matrixBufferDesc.StructureByteStride = 0;
|
||||
|
||||
// Create the constant buffer pointer so we can access the vertex shader constant buffer from within this class.
|
||||
result = device->CreateBuffer(&matrixBufferDesc, NULL, &m_matrixBuffer);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
// Create a texture sampler state description.
|
||||
samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
|
||||
samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
|
||||
samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
|
||||
samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
|
||||
samplerDesc.MipLODBias = 0.0f;
|
||||
samplerDesc.MaxAnisotropy = 1;
|
||||
samplerDesc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
|
||||
samplerDesc.BorderColor[0] = 0;
|
||||
samplerDesc.BorderColor[1] = 0;
|
||||
samplerDesc.BorderColor[2] = 0;
|
||||
samplerDesc.BorderColor[3] = 0;
|
||||
samplerDesc.MinLOD = 0;
|
||||
samplerDesc.MaxLOD = D3D11_FLOAT32_MAX;
|
||||
|
||||
// Create the texture sampler state.
|
||||
result = device->CreateSamplerState(&samplerDesc, &m_sampleState);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void TextureShaderClass::ShutdownShader()
|
||||
{
|
||||
|
||||
// Release the sampler state.
|
||||
if (m_sampleState)
|
||||
{
|
||||
m_sampleState->Release();
|
||||
m_sampleState = 0;
|
||||
}
|
||||
|
||||
// Release the matrix constant buffer.
|
||||
if (m_matrixBuffer)
|
||||
{
|
||||
m_matrixBuffer->Release();
|
||||
m_matrixBuffer = 0;
|
||||
}
|
||||
|
||||
// Release the layout.
|
||||
if (m_layout)
|
||||
{
|
||||
m_layout->Release();
|
||||
m_layout = 0;
|
||||
}
|
||||
|
||||
// Release the pixel shader.
|
||||
if (m_pixelShader)
|
||||
{
|
||||
m_pixelShader->Release();
|
||||
m_pixelShader = 0;
|
||||
}
|
||||
|
||||
// Release the vertex shader.
|
||||
if (m_vertexShader)
|
||||
{
|
||||
m_vertexShader->Release();
|
||||
m_vertexShader = 0;
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
void TextureShaderClass::OutputShaderErrorMessage(ID3D10Blob* errorMessage, HWND hwnd, WCHAR* shaderFilename)
|
||||
{
|
||||
char* compileErrors;
|
||||
unsigned long long bufferSize, i;
|
||||
ofstream fout;
|
||||
|
||||
|
||||
// Get a pointer to the error message text buffer.
|
||||
compileErrors = (char*)(errorMessage->GetBufferPointer());
|
||||
|
||||
// Get the length of the message.
|
||||
bufferSize = errorMessage->GetBufferSize();
|
||||
|
||||
// Open a file to write the error message to.
|
||||
fout.open("shader-error.txt");
|
||||
|
||||
// Write out the error message.
|
||||
for (i = 0; i < bufferSize; i++)
|
||||
{
|
||||
fout << compileErrors[i];
|
||||
}
|
||||
|
||||
// Close the file.
|
||||
fout.close();
|
||||
|
||||
// Release the error message.
|
||||
errorMessage->Release();
|
||||
errorMessage = 0;
|
||||
|
||||
// Pop a message up on the screen to notify the user to check the text file for compile errors.
|
||||
MessageBox(hwnd, L"Error compiling shader. Check shader-error.txt for message.", shaderFilename, MB_OK);
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
bool TextureShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceContext, XMMATRIX worldMatrix, XMMATRIX viewMatrix,
|
||||
XMMATRIX projectionMatrix, ID3D11ShaderResourceView* texture)
|
||||
{
|
||||
HRESULT result;
|
||||
D3D11_MAPPED_SUBRESOURCE mappedResource;
|
||||
MatrixBufferType* dataPtr;
|
||||
unsigned int bufferNumber;
|
||||
|
||||
|
||||
// Transpose the matrices to prepare them for the shader.
|
||||
worldMatrix = XMMatrixTranspose(worldMatrix);
|
||||
viewMatrix = XMMatrixTranspose(viewMatrix);
|
||||
projectionMatrix = XMMatrixTranspose(projectionMatrix);
|
||||
|
||||
// Lock the constant buffer so it can be written to.
|
||||
result = deviceContext->Map(m_matrixBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
|
||||
if (FAILED(result))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// Get a pointer to the data in the constant buffer.
|
||||
dataPtr = (MatrixBufferType*)mappedResource.pData;
|
||||
|
||||
// Copy the matrices into the constant buffer.
|
||||
dataPtr->world = worldMatrix;
|
||||
dataPtr->view = viewMatrix;
|
||||
dataPtr->projection = projectionMatrix;
|
||||
|
||||
// Unlock the constant buffer.
|
||||
deviceContext->Unmap(m_matrixBuffer, 0);
|
||||
|
||||
// Set the position of the constant buffer in the vertex shader.
|
||||
bufferNumber = 0;
|
||||
|
||||
// Finanly set the constant buffer in the vertex shader with the updated values.
|
||||
deviceContext->VSSetConstantBuffers(bufferNumber, 1, &m_matrixBuffer);
|
||||
// Set shader texture resource in the pixel shader.
|
||||
deviceContext->PSSetShaderResources(0, 1, &texture);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void TextureShaderClass::RenderShader(ID3D11DeviceContext* deviceContext, int indexCount)
|
||||
{
|
||||
// Set the vertex input layout.
|
||||
deviceContext->IASetInputLayout(m_layout);
|
||||
|
||||
// Set the vertex and pixel shaders that will be used to render this triangle.
|
||||
deviceContext->VSSetShader(m_vertexShader, NULL, 0);
|
||||
deviceContext->PSSetShader(m_pixelShader, NULL, 0);
|
||||
// Set the sampler state in the pixel shader.
|
||||
deviceContext->PSSetSamplers(0, 1, &m_sampleState);
|
||||
|
||||
// Render the triangle.
|
||||
deviceContext->DrawIndexed(indexCount, 0, 0);
|
||||
|
||||
return;
|
||||
}
|
54
enginecustom/textureshaderclass.h
Normal file
54
enginecustom/textureshaderclass.h
Normal file
@ -0,0 +1,54 @@
|
||||
#ifndef _TEXTURESHADERCLASS_H_
|
||||
#define _TEXTURESHADERCLASS_H_
|
||||
|
||||
|
||||
//////////////
|
||||
// INCLUDES //
|
||||
//////////////
|
||||
#include <d3d11.h>
|
||||
#include <d3dcompiler.h>
|
||||
#include <directxmath.h>
|
||||
#include <fstream>
|
||||
using namespace DirectX;
|
||||
using namespace std;
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// Class name: TextureShaderClass
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
class TextureShaderClass
|
||||
{
|
||||
private:
|
||||
struct MatrixBufferType
|
||||
{
|
||||
XMMATRIX world;
|
||||
XMMATRIX view;
|
||||
XMMATRIX projection;
|
||||
};
|
||||
|
||||
public:
|
||||
TextureShaderClass();
|
||||
TextureShaderClass(const TextureShaderClass&);
|
||||
~TextureShaderClass();
|
||||
|
||||
bool Initialize(ID3D11Device*, HWND);
|
||||
void Shutdown();
|
||||
bool Render(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*);
|
||||
|
||||
private:
|
||||
bool InitializeShader(ID3D11Device*, HWND, WCHAR*, WCHAR*);
|
||||
void ShutdownShader();
|
||||
void OutputShaderErrorMessage(ID3D10Blob*, HWND, WCHAR*);
|
||||
|
||||
bool SetShaderParameters(ID3D11DeviceContext*, XMMATRIX, XMMATRIX, XMMATRIX, ID3D11ShaderResourceView*);
|
||||
void RenderShader(ID3D11DeviceContext*, int);
|
||||
|
||||
private:
|
||||
ID3D11VertexShader* m_vertexShader;
|
||||
ID3D11PixelShader* m_pixelShader;
|
||||
ID3D11InputLayout* m_layout;
|
||||
ID3D11Buffer* m_matrixBuffer;
|
||||
ID3D11SamplerState* m_sampleState;
|
||||
};
|
||||
|
||||
#endif
|
Loading…
x
Reference in New Issue
Block a user