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TDM.cpp
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TDM.cpp
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// @insp https://www.shadertoy.com/view/llsXD2
#include "stdafx.h"
using namespace prj_3d::HelloWinHlsl;
using namespace prj_3d::HelloWinHlsl::ClientTy;
//using CurDxVer = DxVer::v9;
//using CurDxVer = DxVer::v10;
//using CurDxVer = DxVer::v11;
using CurDxVer = DxVer::v12;
template<class TSPE, class T = TSPE> class seascape; // primary template
template<> class seascape<DxVer::v9> : public CurClientApp<DxVer::v9> { using T = DxVer::v9;
using T = DxVer::v9;
CPtr< IDirect3DVertexShader9 > m_pcVs;
CPtr< IDirect3DPixelShader9 > m_pcPs;
CPtr< IDirect3DVertexBuffer9 > m_pcVertexBuf;
D3DPRIMITIVETYPE m_enuPrimitiveType;
UINT m_uStartVertex, m_uPrimitiveCount;
Dx::Tool::Shader::ConstantSetterDx9::Setter::uptrc_t m_puPsConstSetter;
LikeDxut::Timer m_oTimer;
bool init(DxCtx<T>::cref_ptr_t crpustDxCtx, ToolCtx<T>::cref_ptr_t puoTools, Adjust<T>* poAdjustDxAux) {
Sys::Hr hr;
// Load shaders
m_pcVs = puoTools ->shader( ) ->loader( ) ->arrayC( ) ->fromHeader( ) ->Vs(
[]() ->const auto & {
static
#include "resource\Tdm_vs_Dx9.hlsl.h"
return g_main;
}
);
m_pcPs = puoTools ->shader( ) ->loader( ) ->arrayC( ) ->fromHeader( ) ->Ps(
[]() ->const auto & {
static
#include "resource\Tdm_ps_Dx9.hlsl.h"
return g_main;
}
);
if ( !m_pcVs || !m_pcPs )
return false;
hr = crpustDxCtx ->m_pcD3dDevice ->SetVertexShader( m_pcVs.Get( ) );
hr = crpustDxCtx ->m_pcD3dDevice ->SetPixelShader( m_pcPs.Get( ) );
// Create and set vertex buffer
auto stBufV = puoTools ->quad( ) ->createVertexBuf( );
if ( !stBufV )
return false;
m_pcVertexBuf = stBufV ->m_stVertexBuf.m_pcBuffer;
m_enuPrimitiveType = stBufV ->m_enuPrimitiveType;
m_uStartVertex = stBufV ->m_uStartVertex;
m_uPrimitiveCount = stBufV ->m_uPrimitiveCount;
crpustDxCtx ->m_pcD3dDevice ->SetStreamSource( 0, m_pcVertexBuf.Get( ), 0, stBufV ->m_uStride );
crpustDxCtx ->m_pcD3dDevice ->SetFVF( stBufV ->m_stVertexBuf.m_dwFVF );
// Shader constants
m_puPsConstSetter = puoTools ->shaderConstSetterDx9( ) ->create( m_pcPs );
if ( !m_puPsConstSetter )
return false;
auto stPp = Dx::Descr<T>::presentParameters( crpustDxCtx );
bool bRv = m_puPsConstSetter ->setFloat4( "ve2Resolution", D3DXVECTOR4{ (float)stPp.BackBufferWidth, (float)stPp.BackBufferHeight, 0, 0 } );
return true;
}
void render_frame(DxCtx<T>::cref_ptr_t crpustDxCtx, Dynamic<T>::cref_ptr_t) {
Sys::Hr hr;
m_puPsConstSetter ->setFloat( "fTime", m_oTimer.get( ) );
hr = crpustDxCtx ->m_pcD3dDevice ->BeginScene( );
hr = crpustDxCtx ->m_pcD3dDevice ->DrawPrimitive( m_enuPrimitiveType, m_uStartVertex, m_uPrimitiveCount );
crpustDxCtx ->m_pcD3dDevice ->EndScene();
}
};
template<> class seascape<DxVer::v10> : public CurClientApp<DxVer::v10> { using T = DxVer::v10;
CPtr< ID3D10VertexShader > m_pcVs;
CPtr< ID3D10PixelShader > m_pcPs;
CPtr< ID3D10InputLayout> m_pcLayout;
CPtr< ID3D10Buffer > m_pcVertexBuf;
LikeDxut::Timer m_oTimer;
struct PS_CONST_BUFF {
D3DXVECTOR4 ve2Resolution;
float fTime;
};
PS_CONST_BUFF PsConstData = { };
Dx::Tool::ConstantBuf::viaStruct::Accessor< T, PS_CONST_BUFF >::uptr_t m_puoConstBufAccessor;
bool init(DxCtx<T>::cref_ptr_t crpustDxCtx, ToolCtx<T>::cref_ptr_t puoTools, Adjust<T>* poAdjustDxAux) {
Sys::Hr hr;
// Load shaders
std::vector<BYTE> veShaderByte;
m_pcVs = puoTools ->shader( ) ->loader( ) ->arrayC( ) ->fromHeader( ) ->Vs(
[]() ->const auto & {
static
#include "resource\Tdm_vs_Dx10.hlsl.h"
return g_main;
}
, &veShaderByte
);
m_pcPs = puoTools ->shader( ) ->loader( ) ->arrayC( ) ->fromHeader( ) ->Ps(
[]() ->const auto & {
static
#include "resource\Tdm_ps_Dx10.hlsl.h"
return g_main;
}
);
if ( !m_pcVs || !m_pcPs )
return false;
crpustDxCtx ->m_pcD3dDevice ->VSSetShader( m_pcVs.Get( ) );
crpustDxCtx ->m_pcD3dDevice ->PSSetShader( m_pcPs.Get( ) );
// Set vertex input layout
m_pcLayout = puoTools ->quad( ) ->createLayout( veShaderByte );
if ( !m_pcLayout )
return false;
crpustDxCtx ->m_pcD3dDevice ->IASetInputLayout( m_pcLayout.Get( ) );
// Create and set vertex buffer
auto stVBuf = puoTools ->quad( ) ->createVertexBuf();
if ( !stVBuf )
return false;
m_pcVertexBuf = stVBuf ->m_stVertexBuf.m_pcBuffer;
crpustDxCtx ->m_pcD3dDevice ->IASetVertexBuffers(
0, stVBuf ->m_stVertexBuf.c_uNumBuffers, &stVBuf->m_stVertexBuf.m_veBuffers[ 0 ]
, &stVBuf->m_stVertexBuf.m_veStride[ 0 ], &stVBuf->m_stVertexBuf.m_veOffset[ 0 ] );
// Input assembly
crpustDxCtx ->m_pcD3dDevice ->IASetPrimitiveTopology( stVBuf ->m_enuTopology );
// Supply the pixel shader constant data
PS_CONST_BUFF PsConstData = { };
DXGI_SWAP_CHAIN_DESC stPp = Dx::Descr<T>::swapChain( crpustDxCtx );
PsConstData.ve2Resolution.x = (float)stPp.BufferDesc.Width;
PsConstData.ve2Resolution.y = (float)stPp.BufferDesc.Height;
// Create a constant buffer
m_puoConstBufAccessor = puoTools ->constBufAccessorFactory( ) ->createAccessor( PsConstData );
auto stCBuf = m_puoConstBufAccessor ->getConstantBuf( );
if ( !stCBuf )
return false;
// Bind the constant buffer to the device
crpustDxCtx ->m_pcD3dDevice ->PSSetConstantBuffers( 0, stCBuf ->c_uNumBuffers, stCBuf ->m_veConstantBuffers.data( ) );
return true;
}
void render_frame(DxCtx<T>::cref_ptr_t crpustDxCtx, Dynamic<T>::cref_ptr_t) {
// Update timer value
m_puoConstBufAccessor ->passToShader( [this](PS_CONST_BUFF *p) {
p ->fTime = m_oTimer.get( );
});
crpustDxCtx ->m_pcD3dDevice ->Draw( 4, 0 );
}
};
template<> class seascape<DxVer::v11> : public CurClientApp<DxVer::v11> { using T = DxVer::v11;
CPtr< ID3D11VertexShader > m_pcVs;
CPtr< ID3D11PixelShader > m_pcPs;
CPtr< ID3D11InputLayout> m_pcLayout;
CPtr< ID3D11Buffer > m_pcVertexBuf;
LikeDxut::Timer m_oTimer;
struct PS_CONST_BUFF {
D3DXVECTOR4 ve2Resolution;
float fTime;
};
PS_CONST_BUFF PsConstData = { };
Dx::Tool::ConstantBuf::viaStruct::Accessor< T, PS_CONST_BUFF >::uptr_t m_puoConstBufAccessor;
bool init(DxCtx<T>::cref_ptr_t crpustDxCtx, ToolCtx<T>::cref_ptr_t puoTools, Adjust<T>* poAdjustDxAux) {
Sys::Hr hr;
// Load shaders
std::vector<BYTE> veShaderByte;
m_pcVs = puoTools ->shader( ) ->loader( ) ->arrayC( ) ->fromHeader( ) ->Vs(
[]() ->const auto & {
static
#include "resource\Tdm_vs_Dx11.hlsl.h"
return g_main;
}
, &veShaderByte
);
m_pcPs = puoTools ->shader( ) ->loader( ) ->arrayC( ) ->fromHeader( ) ->Ps(
[]() ->const auto & {
static
#include "resource\Tdm_ps_Dx11.hlsl.h"
return g_main;
}
);
if ( !m_pcVs || !m_pcPs )
return false;
crpustDxCtx ->m_pcDeviceContext ->VSSetShader( m_pcVs.Get( ), nullptr, 0 );
crpustDxCtx ->m_pcDeviceContext ->PSSetShader( m_pcPs.Get( ), nullptr, 0 );
// Set vertex input layout
m_pcLayout = puoTools ->quad( ) ->createLayout( veShaderByte );
if ( !m_pcLayout )
return false;
crpustDxCtx ->m_pcDeviceContext ->IASetInputLayout( m_pcLayout.Get( ) );
// Create and set vertex buffer
auto stVBuf = puoTools ->quad( ) ->createVertexBuf();
if ( !stVBuf )
return false;
m_pcVertexBuf = stVBuf ->m_stVertexBuf.m_pcBuffer;
crpustDxCtx ->m_pcDeviceContext ->IASetVertexBuffers(
0, stVBuf ->m_stVertexBuf.c_uNumBuffers, &stVBuf->m_stVertexBuf.m_veBuffers[ 0 ]
, &stVBuf->m_stVertexBuf.m_veStride[ 0 ], &stVBuf->m_stVertexBuf.m_veOffset[ 0 ] );
// Input assembly
crpustDxCtx ->m_pcDeviceContext ->IASetPrimitiveTopology( stVBuf ->m_enuTopology );
// Supply the pixel shader constant data
PS_CONST_BUFF PsConstData = { };
DXGI_SWAP_CHAIN_DESC stPp = Dx::Descr<T>::swapChain( crpustDxCtx );
PsConstData.ve2Resolution.x = (float)stPp.BufferDesc.Width;
PsConstData.ve2Resolution.y = (float)stPp.BufferDesc.Height;
// Create a constant buffer
m_puoConstBufAccessor = puoTools ->constBufAccessorFactory( ) ->createAccessor( PsConstData );
auto stCBuf = m_puoConstBufAccessor ->getConstantBuf( );
if ( !stCBuf )
return false;
// Bind the constant buffer to the device
crpustDxCtx ->m_pcDeviceContext ->PSSetConstantBuffers( 0, stCBuf ->c_uNumBuffers, stCBuf ->m_veConstantBuffers.data( ) );
return true;
}
void render_frame(DxCtx<T>::cref_ptr_t crpustDxCtx, Dynamic<T>::cref_ptr_t) {
// Update timer value
m_puoConstBufAccessor ->passToShader( [this](PS_CONST_BUFF *p) {
p ->fTime = m_oTimer.get( );
});
crpustDxCtx ->m_pcDeviceContext ->Draw( 4, 0 );
}
};
template<> class seascape <DxVer::v12> : public CurClientApp<DxVer::v12> { using T = DxVer::v12;
LikeDxut::Timer m_oTimer;
CPtr< ID3DBlob > m_pcVs, m_pcPs;
std::vector< D3D12_INPUT_ELEMENT_DESC > m_vecLayout;
CPtr< ID3D12Resource > m_pcVertexBuf;
D3D12_VERTEX_BUFFER_VIEW m_stVertexBufferView;
D3D_PRIMITIVE_TOPOLOGY m_enuPrimTopology;
struct PS_CONST_BUFF {
DirectX::XMFLOAT2 iResolution;
float iTime;
};
CPtr< ID3D12RootSignature > m_pcRootSignature;
Dx::Tool::ConstantBuf::viaStruct::Accessor< T, PS_CONST_BUFF >::uptr_t m_puoConstBufAccessor;
bool init(DxCtx<T>::cref_ptr_t crpustDxCtx, ToolCtx<T>::cref_ptr_t puoTools, Adjust<T>* poAdjustDxAux) {
Sys::Hr hr;
// Load shaders
m_pcVs = puoTools ->shader( ) ->loader( ) ->arrayC( ) ->fromHeader( ) ->Vs(
[]() ->const auto & {
static
#include "resource\Tdm_vs_Dx12.hlsl.h"
return g_main;
}
);
m_pcPs = puoTools ->shader( ) ->loader( ) ->arrayC( ) ->fromHeader( ) ->Ps(
[]() ->const auto & {
static
#include "resource\Tdm_ps_Dx12.hlsl.h"
return g_main;
}
);
if ( !m_pcVs || !m_pcPs )
return false;
// Get input layout
m_vecLayout = puoTools ->quad( ) ->createLayout( );
if ( m_vecLayout.empty( ) )
return false;
// New root signature for constants
m_pcRootSignature = puoTools ->constBufRootSignature( ) ->fromStruct< PS_CONST_BUFF >( );
// Set shaders and input layout and root signature
poAdjustDxAux ->onSetPso(
[this](D3D12_GRAPHICS_PIPELINE_STATE_DESC *ppsoDesc) {
ppsoDesc ->VS = CD3DX12_SHADER_BYTECODE( m_pcVs.Get( ) );
ppsoDesc ->PS = CD3DX12_SHADER_BYTECODE( m_pcPs.Get( ) );
ppsoDesc ->InputLayout = {
m_vecLayout.data( )
, (UINT)m_vecLayout.size( )
};
ppsoDesc ->pRootSignature = m_pcRootSignature.Get( );
}
);
// Create and set vertex buffer
auto stVBuf = puoTools ->quad( ) ->createVertexBuf( );
if ( !stVBuf )
return false;
m_pcVertexBuf = stVBuf ->m_stVertexBuf.m_pcBuffer;
m_stVertexBufferView = stVBuf ->m_stVertexBuf.m_vertexBufferView;
m_enuPrimTopology = stVBuf ->m_enuTopology;
// Supply the pixel shader constant data
PS_CONST_BUFF PsConstData = { };
DXGI_SWAP_CHAIN_DESC stPp = Dx::Descr<T>::swapChain( crpustDxCtx );
PsConstData.iResolution = { (float)stPp.BufferDesc.Width, (float)stPp.BufferDesc.Height };
// Create a constants accessor
m_puoConstBufAccessor = puoTools ->constBufAccessorFactory( ) ->createAccessor( PsConstData );
return true;
}
void render_frame(DxCtx<T>::cref_ptr_t, Dynamic<T>::cref_ptr_t crpsoDynamic) {
// Record commands DirectX 12.
crpsoDynamic ->m_pcCommandList ->IASetVertexBuffers( 0, 1, &m_stVertexBufferView );
crpsoDynamic ->m_pcCommandList ->IASetPrimitiveTopology( m_enuPrimTopology );
m_puoConstBufAccessor ->passToShader(
crpsoDynamic ->m_uFrameIndex
, [this](PS_CONST_BUFF *p) {
p ->iTime = m_oTimer.get( );
}
);
float ColorRGBA[ 4 ] = { 0, 0, 0, 1 };
crpsoDynamic ->m_pcCommandList ->ClearRenderTargetView( crpsoDynamic ->m_stRtvHandle, ColorRGBA, 0, nullptr );
crpsoDynamic ->m_pcCommandList ->DrawInstanced( 4, 1, 0, 0 );
}
};
uptr< Sys::HolderClientApp > ClientTy::entryPoint() {
return std::make_unique< Sys::HolderClientApp >(new seascape<CurDxVer>()); }
Config::uptrc_t ClientTy::configure() {
return *Config::getBuilder( )
->setGameLoop(Config::EnumGameLoop::InSeparateThread)
//->setLimitFps(25)
->setShowFps(true)
;
}