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DirectXTKSimpleSample.cpp
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DirectXTKSimpleSample.cpp
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//--------------------------------------------------------------------------------------
// DirectXTKSimpleSample.cpp
//
// Advanced Technology Group (ATG)
// Copyright (C) Microsoft Corporation. All rights reserved.
//--------------------------------------------------------------------------------------
#include "pch.h"
#include "DirectXTKSimpleSample.h"
extern void ExitSample();
using namespace DirectX;
using namespace DirectX::SimpleMath;
using Microsoft::WRL::ComPtr;
Sample::Sample()
{
// DirectX Tool Kit supports all feature levels
m_deviceResources = std::make_unique<DX::DeviceResources>(
DXGI_FORMAT_B8G8R8A8_UNORM, DXGI_FORMAT_D24_UNORM_S8_UINT, 2,
D3D_FEATURE_LEVEL_9_1);
m_deviceResources->RegisterDeviceNotify(this);
}
// Initialize the Direct3D resources required to run.
void Sample::Initialize(IUnknown* window, int width, int height, DXGI_MODE_ROTATION rotation)
{
m_gamePad = std::make_unique<GamePad>();
m_keyboard = std::make_unique<Keyboard>();
m_keyboard->SetWindow(reinterpret_cast<ABI::Windows::UI::Core::ICoreWindow*>(window));
m_mouse = std::make_unique<Mouse>();
m_mouse->SetWindow(reinterpret_cast<ABI::Windows::UI::Core::ICoreWindow*>(window));
m_deviceResources->SetWindow(window, width, height, rotation);
m_deviceResources->CreateDeviceResources();
CreateDeviceDependentResources();
m_deviceResources->CreateWindowSizeDependentResources();
CreateWindowSizeDependentResources();
// Create DirectXTK for Audio objects
AUDIO_ENGINE_FLAGS eflags = AudioEngine_Default;
#ifdef _DEBUG
eflags = eflags | AudioEngine_Debug;
#endif
m_audEngine = std::make_unique<AudioEngine>(eflags);
m_audioEvent = 0;
m_audioTimerAcc = 10.f;
m_retryDefault = false;
m_waveBank = std::make_unique<WaveBank>(m_audEngine.get(), L"adpcmdroid.xwb");
m_soundEffect = std::make_unique<SoundEffect>(m_audEngine.get(), L"MusicMono_adpcm.wav");
m_effect1 = m_soundEffect->CreateInstance();
m_effect2 = m_waveBank->CreateInstance(10);
m_effect1->Play(true);
m_effect2->Play();
}
#pragma region Frame Update
// Executes basic render loop.
void Sample::Tick()
{
m_timer.Tick([&]()
{
Update(m_timer);
});
// Only update audio engine once per frame
if (!m_audEngine->IsCriticalError() && m_audEngine->Update())
{
// Setup a retry in 1 second
m_audioTimerAcc = 1.f;
m_retryDefault = true;
}
Render();
}
// Updates the world.
void Sample::Update(DX::StepTimer const& timer)
{
PIXBeginEvent(PIX_COLOR_DEFAULT, L"Update");
Vector3 eye(0.0f, 0.7f, 1.5f);
Vector3 at(0.0f, -0.1f, 0.0f);
m_view = Matrix::CreateLookAt(eye, at, Vector3::UnitY);
m_world = Matrix::CreateRotationY(float(timer.GetTotalSeconds() * XM_PIDIV4));
m_batchEffect->SetView(m_view);
m_batchEffect->SetWorld(Matrix::Identity);
m_audioTimerAcc -= (float)timer.GetElapsedSeconds();
if (m_audioTimerAcc < 0)
{
if (m_retryDefault)
{
m_retryDefault = false;
if (m_audEngine->Reset())
{
// Restart looping audio
m_effect1->Play(true);
}
}
else
{
m_audioTimerAcc = 4.f;
m_waveBank->Play(m_audioEvent++);
if (m_audioEvent >= 11)
m_audioEvent = 0;
}
}
auto pad = m_gamePad->GetState(0);
if (pad.IsConnected())
{
if (pad.IsViewPressed())
{
ExitSample();
}
}
auto kb = m_keyboard->GetState();
if (kb.Escape)
{
ExitSample();
}
PIXEndEvent();
}
#pragma endregion
#pragma region Frame Render
// Draws the scene.
void Sample::Render()
{
// Don't try to render anything before the first Update.
if (m_timer.GetFrameCount() == 0)
{
return;
}
Clear();
auto context = m_deviceResources->GetD3DDeviceContext();
PIXBeginEvent(context, PIX_COLOR_DEFAULT, L"Render");
// Draw procedurally generated dynamic grid
const XMVECTORF32 xaxis = { 20.f, 0.f, 0.f };
const XMVECTORF32 yaxis = { 0.f, 0.f, 20.f };
DrawGrid(xaxis, yaxis, g_XMZero, 20, 20, Colors::Gray);
// Draw sprite
PIXBeginEvent(context, PIX_COLOR_DEFAULT, L"Draw sprite");
m_sprites->Begin();
m_sprites->Draw(m_texture2.Get(), XMFLOAT2(10, 75), nullptr, Colors::White);
m_font->DrawString(m_sprites.get(), L"DirectXTK Simple Sample", XMFLOAT2(100, 10), Colors::Yellow);
m_sprites->End();
PIXEndEvent(context);
// Draw 3D object
PIXBeginEvent(context, PIX_COLOR_DEFAULT, L"Draw teapot");
XMMATRIX local = m_world * Matrix::CreateTranslation(-2.f, -2.f, -4.f);
m_shape->Draw(local, m_view, m_projection, Colors::White, m_texture1.Get());
PIXEndEvent(context);
PIXBeginEvent(context, PIX_COLOR_DEFAULT, L"Draw model");
const XMVECTORF32 scale = { 0.01f, 0.01f, 0.01f };
const XMVECTORF32 translate = { 3.f, -2.f, -4.f };
XMVECTOR rotate = Quaternion::CreateFromYawPitchRoll(XM_PI / 2.f, 0.f, -XM_PI / 2.f);
local = m_world * XMMatrixTransformation(g_XMZero, Quaternion::Identity, scale, g_XMZero, rotate, translate);
m_model->Draw(context, *m_states, local, m_view, m_projection);
PIXEndEvent(context);
PIXEndEvent(context);
// Show the new frame.
PIXBeginEvent(PIX_COLOR_DEFAULT, L"Present");
m_deviceResources->Present();
PIXEndEvent();
}
// Helper method to clear the back buffers.
void Sample::Clear()
{
auto context = m_deviceResources->GetD3DDeviceContext();
PIXBeginEvent(context, PIX_COLOR_DEFAULT, L"Clear");
// Clear the views
auto renderTarget = m_deviceResources->GetRenderTargetView();
auto depthStencil = m_deviceResources->GetDepthStencilView();
context->ClearRenderTargetView(renderTarget, Colors::CornflowerBlue);
context->ClearDepthStencilView(depthStencil, D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL, 1.0f, 0);
context->OMSetRenderTargets(1, &renderTarget, depthStencil);
// Set the viewport.
auto viewport = m_deviceResources->GetScreenViewport();
context->RSSetViewports(1, &viewport);
PIXEndEvent(context);
}
void XM_CALLCONV Sample::DrawGrid(FXMVECTOR xAxis, FXMVECTOR yAxis, FXMVECTOR origin, size_t xdivs, size_t ydivs, GXMVECTOR color)
{
auto context = m_deviceResources->GetD3DDeviceContext();
PIXBeginEvent(context, PIX_COLOR_DEFAULT, L"Draw grid");
context->OMSetBlendState(m_states->Opaque(), nullptr, 0xFFFFFFFF);
context->OMSetDepthStencilState(m_states->DepthNone(), 0);
context->RSSetState(m_states->CullCounterClockwise());
m_batchEffect->Apply(context);
context->IASetInputLayout(m_batchInputLayout.Get());
m_batch->Begin();
xdivs = std::max<size_t>(1, xdivs);
ydivs = std::max<size_t>(1, ydivs);
for (size_t i = 0; i <= xdivs; ++i)
{
float fPercent = float(i) / float(xdivs);
fPercent = (fPercent * 2.0f) - 1.0f;
XMVECTOR vScale = XMVectorScale(xAxis, fPercent);
vScale = XMVectorAdd(vScale, origin);
VertexPositionColor v1(XMVectorSubtract(vScale, yAxis), color);
VertexPositionColor v2(XMVectorAdd(vScale, yAxis), color);
m_batch->DrawLine(v1, v2);
}
for (size_t i = 0; i <= ydivs; i++)
{
float fPercent = float(i) / float(ydivs);
fPercent = (fPercent * 2.0f) - 1.0f;
XMVECTOR vScale = XMVectorScale(yAxis, fPercent);
vScale = XMVectorAdd(vScale, origin);
VertexPositionColor v1(XMVectorSubtract(vScale, xAxis), color);
VertexPositionColor v2(XMVectorAdd(vScale, xAxis), color);
m_batch->DrawLine(v1, v2);
}
m_batch->End();
PIXEndEvent(context);
}
#pragma endregion
#pragma region Message Handlers
// Message handlers
void Sample::OnActivated()
{
}
void Sample::OnDeactivated()
{
}
void Sample::OnSuspending()
{
m_audEngine->Suspend();
auto context = m_deviceResources->GetD3DDeviceContext();
context->ClearState();
m_deviceResources->Trim();
}
void Sample::OnResuming()
{
m_timer.ResetElapsedTime();
m_audEngine->Resume();
}
void Sample::OnWindowSizeChanged(int width, int height, DXGI_MODE_ROTATION rotation)
{
if (!m_deviceResources->WindowSizeChanged(width, height, rotation))
return;
CreateWindowSizeDependentResources();
}
void Sample::ValidateDevice()
{
m_deviceResources->ValidateDevice();
}
void Sample::NewAudioDevice()
{
if (m_audEngine && !m_audEngine->IsAudioDevicePresent())
{
// Setup a retry in 1 second
m_audioTimerAcc = 1.f;
m_retryDefault = true;
}
}
// Properties
void Sample::GetDefaultSize(int& width, int& height) const
{
width = 1280;
height = 720;
}
#pragma endregion
#pragma region Direct3D Resources
// These are the resources that depend on the device.
void Sample::CreateDeviceDependentResources()
{
auto context = m_deviceResources->GetD3DDeviceContext();
auto device = m_deviceResources->GetD3DDevice();
m_states = std::make_unique<CommonStates>(device);
m_fxFactory = std::make_unique<EffectFactory>(device);
m_sprites = std::make_unique<SpriteBatch>(context);
m_batch = std::make_unique<PrimitiveBatch<VertexPositionColor>>(context);
m_batchEffect = std::make_unique<BasicEffect>(device);
m_batchEffect->SetVertexColorEnabled(true);
{
void const* shaderByteCode;
size_t byteCodeLength;
m_batchEffect->GetVertexShaderBytecode(&shaderByteCode, &byteCodeLength);
DX::ThrowIfFailed(
device->CreateInputLayout(VertexPositionColor::InputElements,
VertexPositionColor::InputElementCount,
shaderByteCode, byteCodeLength,
m_batchInputLayout.ReleaseAndGetAddressOf())
);
}
m_font = std::make_unique<SpriteFont>(device, L"SegoeUI_18.spritefont");
m_shape = GeometricPrimitive::CreateTeapot(context, 4.f, 8);
// SDKMESH has to use clockwise winding with right-handed coordinates, so textures are flipped in U
m_model = Model::CreateFromSDKMESH(device, L"tiny.sdkmesh", *m_fxFactory);
// Load textures
DX::ThrowIfFailed(
CreateDDSTextureFromFile(device, L"assets\\seafloor.dds", nullptr, m_texture1.ReleaseAndGetAddressOf())
);
DX::ThrowIfFailed(
CreateDDSTextureFromFile(device, L"assets\\windowslogo.dds", nullptr, m_texture2.ReleaseAndGetAddressOf())
);
}
// Allocate all memory resources that change on a window SizeChanged event.
void Sample::CreateWindowSizeDependentResources()
{
auto size = m_deviceResources->GetOutputSize();
float aspectRatio = float(size.right) / float(size.bottom);
float fovAngleY = 70.0f * XM_PI / 180.0f;
// This is a simple example of change that can be made when the app is in
// portrait or snapped view.
if (aspectRatio < 1.0f)
{
fovAngleY *= 2.0f;
}
// Note that the OrientationTransform3D matrix is post-multiplied here
// in order to correctly orient the scene to match the display orientation.
// This post-multiplication step is required for any draw calls that are
// made to the swap chain render target. For draw calls to other targets,
// this transform should not be applied.
// This sample makes use of a right-handed coordinate system using row-major matrices.
Matrix perspectiveMatrix = Matrix::CreatePerspectiveFieldOfView(
fovAngleY,
aspectRatio,
0.01f,
100.0f
);
// For UWP apps, your projection matrix needs to include orientation handling
Matrix orientationMatrix = m_deviceResources->GetOrientationTransform3D();
m_projection = perspectiveMatrix * orientationMatrix;
m_batchEffect->SetProjection(m_projection);
// For UWP apps, SpriteBatch needs to handle orientation
m_sprites->SetRotation(m_deviceResources->GetRotation());
// This is optional for Direct3D 11, but performs slightly better
auto viewport = m_deviceResources->GetScreenViewport();
m_sprites->SetViewport(viewport);
}
void Sample::OnDeviceLost()
{
m_states.reset();
m_fxFactory.reset();
m_sprites.reset();
m_batch.reset();
m_batchEffect.reset();
m_font.reset();
m_shape.reset();
m_model.reset();
m_texture1.Reset();
m_texture2.Reset();
m_batchInputLayout.Reset();
}
void Sample::OnDeviceRestored()
{
CreateDeviceDependentResources();
CreateWindowSizeDependentResources();
}
#pragma endregion