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#include "pch.h"
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#include "QuadRenderer.h"
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using namespace DirectX;
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using namespace Microsoft::WRL;
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using namespace Windows::Foundation;
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using namespace Windows::UI::Core;
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QuadRenderer::QuadRenderer() :
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m_loadingComplete(false),
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m_indexCount(0)
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{
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}
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void QuadRenderer::CreateTextureFromByte(byte* buffer,int width,int height)
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{
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int pixelSize = 4;
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if (m_Texture.Get() == nullptr)
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{
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CD3D11_TEXTURE2D_DESC textureDesc(
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DXGI_FORMAT_B8G8R8A8_UNORM, // format
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static_cast<UINT>(width), // width
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static_cast<UINT>(height), // height
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1, // arraySize
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1, // mipLevels
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D3D11_BIND_SHADER_RESOURCE, // bindFlags
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D3D11_USAGE_DYNAMIC, // usage
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D3D11_CPU_ACCESS_WRITE, // cpuaccessFlags
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1, // sampleCount
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0, // sampleQuality
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0 // miscFlags
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);
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D3D11_SUBRESOURCE_DATA data;
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data.pSysMem = buffer;
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data.SysMemPitch = pixelSize*width;
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data.SysMemSlicePitch = pixelSize*width*height;
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DX::ThrowIfFailed(
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m_d3dDevice->CreateTexture2D(
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&textureDesc,
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&data,
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m_Texture.ReleaseAndGetAddressOf()
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)
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);
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m_d3dDevice->CreateShaderResourceView(m_Texture.Get(), NULL, m_SRV.ReleaseAndGetAddressOf());
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D3D11_SAMPLER_DESC sampDesc;
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ZeroMemory(&sampDesc, sizeof(sampDesc));
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sampDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
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sampDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
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sampDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
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sampDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
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sampDesc.ComparisonFunc = D3D11_COMPARISON_NEVER;
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sampDesc.MinLOD = 0;
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sampDesc.MaxLOD = D3D11_FLOAT32_MAX;
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m_d3dDevice->CreateSamplerState(&sampDesc, m_QuadsTexSamplerState.ReleaseAndGetAddressOf());
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}
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else
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{
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int nRowSpan = width * pixelSize;
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D3D11_MAPPED_SUBRESOURCE mappedResource;
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HRESULT hr = m_d3dContext->Map(m_Texture.Get(), 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
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BYTE* mappedData = static_cast<BYTE*>(mappedResource.pData);
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for (int i = 0; i < height; ++i)
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{
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memcpy(mappedData + (i*mappedResource.RowPitch), buffer + (i*nRowSpan), nRowSpan);
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}
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m_d3dContext->Unmap(m_Texture.Get(), 0);
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}
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}
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void QuadRenderer::CreateDeviceResources()
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{
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Direct3DBase::CreateDeviceResources();
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D3D11_BLEND_DESC blendDesc;
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ZeroMemory( &blendDesc, sizeof(blendDesc) );
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D3D11_RENDER_TARGET_BLEND_DESC rtbd;
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ZeroMemory( &rtbd, sizeof(rtbd) );
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rtbd.BlendEnable = TRUE;
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rtbd.SrcBlend = D3D11_BLEND_SRC_ALPHA;
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rtbd.DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
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rtbd.BlendOp = D3D11_BLEND_OP_ADD;
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rtbd.SrcBlendAlpha = D3D11_BLEND_ONE;
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rtbd.DestBlendAlpha = D3D11_BLEND_ZERO;
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rtbd.BlendOpAlpha = D3D11_BLEND_OP_ADD;
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rtbd.RenderTargetWriteMask = 0x0f;
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blendDesc.AlphaToCoverageEnable = false;
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blendDesc.RenderTarget[0] = rtbd;
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m_d3dDevice->CreateBlendState(&blendDesc, &m_Transparency);
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D3D11_RASTERIZER_DESC cmdesc;
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ZeroMemory(&cmdesc, sizeof(D3D11_RASTERIZER_DESC));
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cmdesc.FillMode = D3D11_FILL_SOLID;
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cmdesc.CullMode = D3D11_CULL_BACK;
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cmdesc.DepthClipEnable = TRUE;
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cmdesc.FrontCounterClockwise = true;
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m_d3dDevice->CreateRasterizerState(&cmdesc, &CCWcullMode);
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cmdesc.FrontCounterClockwise = false;
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m_d3dDevice->CreateRasterizerState(&cmdesc, &CWcullMode);
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auto loadVSTask = DX::ReadDataAsync("SimpleVertexShader.cso");
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auto loadPSTask = DX::ReadDataAsync("SimplePixelShader.cso");
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auto createVSTask = loadVSTask.then([this](Platform::Array<byte>^ fileData)
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{
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DX::ThrowIfFailed(
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m_d3dDevice->CreateVertexShader(
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fileData->Data,
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fileData->Length,
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nullptr,
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&m_vertexShader
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)
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);
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const D3D11_INPUT_ELEMENT_DESC vertexDesc[] =
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{
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{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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};
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DX::ThrowIfFailed(
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m_d3dDevice->CreateInputLayout(
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vertexDesc,
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ARRAYSIZE(vertexDesc),
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fileData->Data,
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fileData->Length,
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&m_inputLayout
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)
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);
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});
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auto createPSTask = loadPSTask.then([this](Platform::Array<byte>^ fileData)
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{
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DX::ThrowIfFailed(
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m_d3dDevice->CreatePixelShader(
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fileData->Data,
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fileData->Length,
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nullptr,
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&m_pixelShader
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)
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);
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CD3D11_BUFFER_DESC constantBufferDesc(sizeof(ModelViewProjectionConstantBuffer), D3D11_BIND_CONSTANT_BUFFER);
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DX::ThrowIfFailed(
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m_d3dDevice->CreateBuffer(
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&constantBufferDesc,
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nullptr,
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&m_constantBuffer
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)
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);
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});
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auto createCubeTask = (createPSTask && createVSTask).then([this] ()
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{
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Vertex v[] =
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{
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Vertex(-1.0f, -1.0f, 1.0f, 1.0f, 1.0f),
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Vertex(1.0f, -1.0f, 1.0f, 0.0f, 1.0f),
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Vertex(1.0f, 1.0f, 1.0f, 0.0f, 0.0f),
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Vertex(-1.0f, 1.0f, 1.0f, 1.0f, 0.0f)
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};
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D3D11_SUBRESOURCE_DATA vertexBufferData = {0};
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vertexBufferData.pSysMem = v;
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vertexBufferData.SysMemPitch = 0;
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vertexBufferData.SysMemSlicePitch = 0;
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CD3D11_BUFFER_DESC vertexBufferDesc(sizeof(v), D3D11_BIND_VERTEX_BUFFER);
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DX::ThrowIfFailed(
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m_d3dDevice->CreateBuffer(
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&vertexBufferDesc,
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&vertexBufferData,
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&m_vertexBuffer
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)
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);
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DWORD indices[] =
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{
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// Front Face
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0, 2, 1,
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0, 3, 2,
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};
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m_indexCount = ARRAYSIZE(indices);
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D3D11_SUBRESOURCE_DATA indexBufferData = {0};
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indexBufferData.pSysMem = indices;
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indexBufferData.SysMemPitch = 0;
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indexBufferData.SysMemSlicePitch = 0;
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CD3D11_BUFFER_DESC indexBufferDesc(sizeof(indices), D3D11_BIND_INDEX_BUFFER);
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DX::ThrowIfFailed(
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m_d3dDevice->CreateBuffer(
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&indexBufferDesc,
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&indexBufferData,
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&m_indexBuffer
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)
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);
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});
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createCubeTask.then([this] ()
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{
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m_loadingComplete = true;
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});
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}
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void QuadRenderer::CreateWindowSizeDependentResources()
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{
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Direct3DBase::CreateWindowSizeDependentResources();
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float aspectRatio = m_windowBounds.Width / m_windowBounds.Height;
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float fovAngleY = 60.0f * (XM_PI / 180.0f);
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if (aspectRatio < 1.0f)
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{
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fovAngleY /= aspectRatio;
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}
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XMStoreFloat4x4(
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&m_constantBufferData.projection,
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XMMatrixTranspose(
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XMMatrixPerspectiveFovRH(
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fovAngleY,
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aspectRatio,
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0.01f,
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100.0f
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)
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)
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);
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}
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void QuadRenderer::Update(float timeTotal, float timeDelta)
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{
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(void) timeDelta; // Unused parameter.
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XMVECTOR X = XMVectorSet(0.0f, 0.0f, .3f, 0.0f);
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XMVECTOR Y = XMVectorSet(0.0f, 0.0f, 0.0f, 0.0f);
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XMVECTOR Z = XMVectorSet(1.0f, 0.0f, 0.0f, 0.0f);
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XMStoreFloat4x4(&m_constantBufferData.view, XMMatrixTranspose(XMMatrixLookAtLH(X, Y, Z)));
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XMStoreFloat4x4(&m_constantBufferData.model, XMMatrixTranspose(XMMatrixRotationY(timeTotal * XM_PIDIV4)));
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}
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void QuadRenderer::Render()
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{
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Render(m_renderTargetView, m_depthStencilView);
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}
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void QuadRenderer::Render(Microsoft::WRL::ComPtr<ID3D11RenderTargetView> renderTargetView, Microsoft::WRL::ComPtr<ID3D11DepthStencilView> depthStencilView)
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{
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const float black[] = {0, 0, 0, 1.0 };
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m_d3dContext->ClearRenderTargetView(
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renderTargetView.Get(),
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black
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);
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m_d3dContext->ClearDepthStencilView(
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depthStencilView.Get(),
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D3D11_CLEAR_DEPTH,
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1.0f,
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0
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);
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if (m_SRV && m_loadingComplete) // Only draw the cube once it is loaded (loading is asynchronous).
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{
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m_d3dContext->OMSetRenderTargets(
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1,
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renderTargetView.GetAddressOf(),
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depthStencilView.Get()
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);
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m_d3dContext->UpdateSubresource(
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m_constantBuffer.Get(),
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0,
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NULL,
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&m_constantBufferData,
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0,
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0
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);
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UINT stride = sizeof(Vertex);
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UINT offset = 0;
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m_d3dContext->IASetVertexBuffers(
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0,
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1,
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m_vertexBuffer.GetAddressOf(),
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&stride,
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&offset
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);
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m_d3dContext->IASetIndexBuffer(
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m_indexBuffer.Get(),
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DXGI_FORMAT_R32_UINT,
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0
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);
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m_d3dContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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m_d3dContext->IASetInputLayout(m_inputLayout.Get());
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m_d3dContext->VSSetShader(
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m_vertexShader.Get(),
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nullptr,
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0
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);
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m_d3dContext->VSSetConstantBuffers(
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0,
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1,
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m_constantBuffer.GetAddressOf()
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);
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m_d3dContext->PSSetShader(
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m_pixelShader.Get(),
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nullptr,
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0
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);
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m_d3dContext->PSSetShaderResources(0, 1, m_SRV.GetAddressOf());
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m_d3dContext->PSSetSamplers(0, 1, m_QuadsTexSamplerState.GetAddressOf());
|
|
|
|
|
m_d3dContext->OMSetBlendState(m_Transparency.Get(), nullptr, 0xffffffff);
|
|
|
|
|
m_d3dContext->RSSetState(CCWcullMode.Get());
|
|
|
|
|
|
|
|
|
|
m_d3dContext->DrawIndexed(
|
|
|
|
|
m_indexCount,
|
|
|
|
|
0,
|
|
|
|
|
0
|
|
|
|
|
);
|
|
|
|
|
}
|
|
|
|
|
}
|