debut triangle

This commit is contained in:
axelpicou 2024-03-20 13:03:56 +01:00
parent 70c19f4619
commit 6bd66dc5d4
11 changed files with 433 additions and 1 deletions

18
enginecustom/Color.cpp Normal file

@ -0,0 +1,18 @@
#include "pch.h"
#include "Color.h"
#if __has_include("Color.g.cpp")
#include "Color.g.cpp"
#endif
namespace winrt::enginecustom::implementation
{
int32_t Color::MyProperty()
{
throw hresult_not_implemented();
}
void Color::MyProperty(int32_t /*value*/)
{
throw hresult_not_implemented();
}
}

21
enginecustom/Color.h Normal file

@ -0,0 +1,21 @@
#pragma once
#include "Color.g.h"
namespace winrt::enginecustom::implementation
{
struct Color : ColorT<Color>
{
Color() = default;
int32_t MyProperty();
void MyProperty(int32_t value);
};
}
namespace winrt::enginecustom::factory_implementation
{
struct Color : ColorT<Color, implementation::Color>
{
};
}

10
enginecustom/Color.idl Normal file

@ -0,0 +1,10 @@
namespace enginecustom
{
[bindable]
[default_interface]
runtimeclass Color
{
Color();
Int32 MyProperty;
}
}

@ -0,0 +1,22 @@
////////////////////////////////////////////////////////////////////////////////
// Filename: color.ps
////////////////////////////////////////////////////////////////////////////////
//////////////
// TYPEDEFS //
//////////////
struct PixelInputType
{
float4 position : SV_POSITION;
float4 color : COLOR;
};
////////////////////////////////////////////////////////////////////////////////
// Pixel Shader
////////////////////////////////////////////////////////////////////////////////
float4 ColorPixelShader(PixelInputType input) : SV_TARGET
{
return input.color;
}

@ -0,0 +1,50 @@
////////////////////////////////////////////////////////////////////////////////
// Filename: color.vs
////////////////////////////////////////////////////////////////////////////////
/////////////
// GLOBALS //
/////////////
cbuffer MatrixBuffer
{
matrix worldMatrix;
matrix viewMatrix;
matrix projectionMatrix;
};
//////////////
// TYPEDEFS //
//////////////
struct VertexInputType
{
float4 position : POSITION;
float4 color : COLOR;
};
struct PixelInputType
{
float4 position : SV_POSITION;
float4 color : COLOR;
};
////////////////////////////////////////////////////////////////////////////////
// Vertex Shader
////////////////////////////////////////////////////////////////////////////////
PixelInputType ColorVertexShader(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 input color for the pixel shader to use.
output.color = input.color;
return output;
}

@ -0,0 +1,203 @@
////////////////////////////////////////////////////////////////////////////////
// Filename: colorshaderclass.cpp
////////////////////////////////////////////////////////////////////////////////
#include "colorshaderclass.h"
ColorShaderClass::ColorShaderClass()
{
m_vertexShader = 0;
m_pixelShader = 0;
m_layout = 0;
m_matrixBuffer = 0;
}
ColorShaderClass::ColorShaderClass(const ColorShaderClass& other)
{
}
ColorShaderClass::~ColorShaderClass()
{
}
bool ColorShaderClass::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"../Engine/color.vs");
if (error != 0)
{
return false;
}
// Set the filename of the pixel shader.
error = wcscpy_s(psFilename, 128, L"../Engine/color.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 ColorShaderClass::Shutdown()
{
// Shutdown the vertex and pixel shaders as well as the related objects.
ShutdownShader();
return;
}
bool ColorShaderClass::Render(ID3D11DeviceContext* deviceContext, int indexCount, XMMATRIX worldMatrix, XMMATRIX viewMatrix,
XMMATRIX projectionMatrix)
{
bool result;
// Set the shader parameters that it will use for rendering.
result = SetShaderParameters(deviceContext, worldMatrix, viewMatrix, projectionMatrix);
if (!result)
{
return false;
}
// Now render the prepared buffers with the shader.
RenderShader(deviceContext, indexCount);
return true;
}
bool ColorShaderClass::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;
// 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, "ColorVertexShader", "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, "ColorPixelShader", "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 = "COLOR";
polygonLayout[1].SemanticIndex = 0;
polygonLayout[1].Format = DXGI_FORMAT_R32G32B32A32_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;
}
return true;
}

@ -0,0 +1,56 @@
////////////////////////////////////////////////////////////////////////////////
// Filename: colorshaderclass.h
////////////////////////////////////////////////////////////////////////////////
#ifndef _COLORSHADERCLASS_H_
#define _COLORSHADERCLASS_H_
//////////////
// INCLUDES //
//////////////
#include <d3d11.h>
#include <d3dcompiler.h>
#include <directxmath.h>
#include <fstream>
using namespace DirectX;
using namespace std;
////////////////////////////////////////////////////////////////////////////////
// Class name: ColorShaderClass
////////////////////////////////////////////////////////////////////////////////
class ColorShaderClass
{
private:
struct MatrixBufferType
{
XMMATRIX world;
XMMATRIX view;
XMMATRIX projection;
};
public:
ColorShaderClass();
ColorShaderClass(const ColorShaderClass&);
~ColorShaderClass();
bool Initialize(ID3D11Device*, HWND);
void Shutdown();
bool Render(ID3D11DeviceContext*, int, XMMATRIX, XMMATRIX, XMMATRIX);
private:
bool InitializeShader(ID3D11Device*, HWND, WCHAR*, WCHAR*);
void ShutdownShader();
void OutputShaderErrorMessage(ID3D10Blob*, HWND, WCHAR*);
bool SetShaderParameters(ID3D11DeviceContext*, XMMATRIX, XMMATRIX, XMMATRIX);
void RenderShader(ID3D11DeviceContext*, int);
private:
ID3D11VertexShader* m_vertexShader;
ID3D11PixelShader* m_pixelShader;
ID3D11InputLayout* m_layout;
ID3D11Buffer* m_matrixBuffer;
};
#endif

@ -67,7 +67,7 @@ bool ApplicationClass::Frame()
bool ApplicationClass::Render()
{
// Clear the buffers to begin the scene.
m_Direct3D->BeginScene(0.5f, 0.5f, 0.5f, 1.0f);
m_Direct3D->BeginScene(255.0f, 255.0f, 0.0f, 1.0f);
// Present the rendered scene to the screen.

@ -1,5 +1,6 @@
<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<Import Project="..\packages\Microsoft.Windows.CppWinRT.2.0.220531.1\build\native\Microsoft.Windows.CppWinRT.props" Condition="Exists('..\packages\Microsoft.Windows.CppWinRT.2.0.220531.1\build\native\Microsoft.Windows.CppWinRT.props')" />
<ItemGroup Label="ProjectConfigurations">
<ProjectConfiguration Include="Debug|Win32">
<Configuration>Debug</Configuration>
@ -20,6 +21,7 @@
</ItemGroup>
<ItemGroup>
<ClCompile Include="applicationclass.cpp" />
<ClCompile Include="Colorshaderclass.cpp" />
<ClCompile Include="d3dclass.cpp" />
<ClCompile Include="inputclass.cpp" />
<ClCompile Include="Main.cpp" />
@ -27,10 +29,28 @@
</ItemGroup>
<ItemGroup>
<ClInclude Include="applicationclass.h" />
<ClInclude Include="Colorshaderclass.h" />
<ClInclude Include="d3dclass.h" />
<ClInclude Include="inputclass.h" />
<ClInclude Include="systemclass.h" />
</ItemGroup>
<ItemGroup>
<None Include="packages.config" />
</ItemGroup>
<ItemGroup>
<FxCompile Include="Color.ps.hlsl">
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Pixel</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Pixel</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Pixel</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Pixel</ShaderType>
</FxCompile>
<FxCompile Include="Color.vs.hlsl">
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">Vertex</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">Vertex</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Vertex</ShaderType>
<ShaderType Condition="'$(Configuration)|$(Platform)'=='Release|x64'">Vertex</ShaderType>
</FxCompile>
</ItemGroup>
<PropertyGroup Label="Globals">
<VCProjectVersion>17.0</VCProjectVersion>
<Keyword>Win32Proj</Keyword>
@ -141,5 +161,13 @@
</ItemDefinitionGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
<Import Project="..\packages\Microsoft.Windows.CppWinRT.2.0.220531.1\build\native\Microsoft.Windows.CppWinRT.targets" Condition="Exists('..\packages\Microsoft.Windows.CppWinRT.2.0.220531.1\build\native\Microsoft.Windows.CppWinRT.targets')" />
</ImportGroup>
<Target Name="EnsureNuGetPackageBuildImports" BeforeTargets="PrepareForBuild">
<PropertyGroup>
<ErrorText>Ce projet fait référence à des packages NuGet qui sont manquants sur cet ordinateur. Utilisez l'option de restauration des packages NuGet pour les télécharger. Pour plus d'informations, consultez http://go.microsoft.com/fwlink/?LinkID=322105. Le fichier manquant est : {0}.</ErrorText>
</PropertyGroup>
<Error Condition="!Exists('..\packages\Microsoft.Windows.CppWinRT.2.0.220531.1\build\native\Microsoft.Windows.CppWinRT.props')" Text="$([System.String]::Format('$(ErrorText)', '..\packages\Microsoft.Windows.CppWinRT.2.0.220531.1\build\native\Microsoft.Windows.CppWinRT.props'))" />
<Error Condition="!Exists('..\packages\Microsoft.Windows.CppWinRT.2.0.220531.1\build\native\Microsoft.Windows.CppWinRT.targets')" Text="$([System.String]::Format('$(ErrorText)', '..\packages\Microsoft.Windows.CppWinRT.2.0.220531.1\build\native\Microsoft.Windows.CppWinRT.targets'))" />
</Target>
</Project>

@ -13,6 +13,9 @@
<UniqueIdentifier>{67DA6AB6-F800-4c08-8B7A-83BB121AAD01}</UniqueIdentifier>
<Extensions>rc;ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe;resx;tiff;tif;png;wav;mfcribbon-ms</Extensions>
</Filter>
<Filter Include="shader">
<UniqueIdentifier>{b016e481-576e-4d99-bdde-34cc10c55b1d}</UniqueIdentifier>
</Filter>
</ItemGroup>
<ItemGroup>
<ClCompile Include="Main.cpp">
@ -30,6 +33,9 @@
<ClCompile Include="d3dclass.cpp">
<Filter>Fichiers sources</Filter>
</ClCompile>
<ClCompile Include="Colorshaderclass.cpp">
<Filter>Fichiers sources</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="systemclass.h">
@ -44,5 +50,19 @@
<ClInclude Include="d3dclass.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
<ClInclude Include="Colorshaderclass.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<None Include="packages.config" />
</ItemGroup>
<ItemGroup>
<FxCompile Include="Color.ps.hlsl">
<Filter>shader</Filter>
</FxCompile>
<FxCompile Include="Color.vs.hlsl">
<Filter>shader</Filter>
</FxCompile>
</ItemGroup>
</Project>

@ -0,0 +1,4 @@
<?xml version="1.0" encoding="utf-8"?>
<packages>
<package id="Microsoft.Windows.CppWinRT" version="2.0.220531.1" targetFramework="native" />
</packages>