Files
assimp/samples/SimpleTexturedDirectx11/SimpleTexturedDirectx11/main.cpp
Krishty 758116b083 removed trailing spaces and tabs from source and text
This commit ignores the “contrib” folder in order to prevent merge conflicts in dependencies, should these be updated via git.
2021-07-29 13:28:51 +02:00

600 lines
17 KiB
C++

// ---------------------------------------------------------------------------
// Simple Assimp Directx11 Sample
// This is a very basic sample and only reads diffuse texture
// but this can load both embedded textures in fbx and non-embedded textures
//
//
// Replace ourModel->Load(hwnd, dev, devcon, "Models/myModel.fbx") this with your
// model name (line 480)
// If your model isn't a fbx with embedded textures make sure your model's
// textures are in same directory as your model
//
//
// Written by IAS. :)
// ---------------------------------------------------------------------------
#include <Windows.h>
#include <shellapi.h>
#include <stdexcept>
#include <windowsx.h>
#include <d3d11_1.h>
#include <dxgi1_2.h>
#include <DirectXMath.h>
#include <d3dcompiler.h>
#include "ModelLoader.h"
#include "UTFConverter.h"
#include "SafeRelease.hpp"
#ifdef _MSC_VER
#pragma comment (lib, "d3d11.lib")
#pragma comment (lib, "Dxgi.lib")
#pragma comment(lib,"d3dcompiler.lib")
#pragma comment (lib, "dxguid.lib")
#endif // _MSC_VER
using namespace DirectX;
using namespace AssimpSamples::SharedCode;
#define VERTEX_SHADER_FILE L"VertexShader.hlsl"
#define PIXEL_SHADER_FILE L"PixelShader.hlsl"
// ------------------------------------------------------------
// Structs
// ------------------------------------------------------------
struct ConstantBuffer {
XMMATRIX mWorld;
XMMATRIX mView;
XMMATRIX mProjection;
};
// ------------------------------------------------------------
// Window Variables
// ------------------------------------------------------------
#define SCREEN_WIDTH 800
#define SCREEN_HEIGHT 600
const char g_szClassName[] = "directxWindowClass";
static std::string g_ModelPath;
UINT width, height;
HWND g_hwnd = nullptr;
// ------------------------------------------------------------
// DirectX Variables
// ------------------------------------------------------------
D3D_DRIVER_TYPE g_driverType = D3D_DRIVER_TYPE_NULL;
D3D_FEATURE_LEVEL g_featureLevel = D3D_FEATURE_LEVEL_11_0;
ID3D11Device *dev = nullptr;
ID3D11Device1 *dev1 = nullptr;
ID3D11DeviceContext *devcon = nullptr;
ID3D11DeviceContext1 *devcon1 = nullptr;
IDXGISwapChain *swapchain = nullptr;
IDXGISwapChain1 *swapchain1 = nullptr;
ID3D11RenderTargetView *backbuffer = nullptr;
ID3D11VertexShader *pVS = nullptr;
ID3D11PixelShader *pPS = nullptr;
ID3D11InputLayout *pLayout = nullptr;
ID3D11Buffer *pConstantBuffer = nullptr;
ID3D11Texture2D *g_pDepthStencil = nullptr;
ID3D11DepthStencilView *g_pDepthStencilView = nullptr;
ID3D11SamplerState *TexSamplerState = nullptr;
ID3D11RasterizerState *rasterstate = nullptr;
ID3D11Debug* d3d11debug = nullptr;
XMMATRIX m_World;
XMMATRIX m_View;
XMMATRIX m_Projection;
// ------------------------------------------------------------
// Function identifiers
// ------------------------------------------------------------
void InitD3D(HINSTANCE hinstance, HWND hWnd);
void CleanD3D(void);
void RenderFrame(void);
void InitPipeline();
void InitGraphics();
HRESULT CompileShaderFromFile(LPCWSTR pFileName, const D3D_SHADER_MACRO* pDefines, LPCSTR pEntryPoint, LPCSTR pShaderModel, ID3DBlob** ppBytecodeBlob);
void Throwanerror(LPCSTR errormessage);
// ------------------------------------------------------------
// Our Model
// ------------------------------------------------------------
ModelLoader *ourModel = nullptr;
LRESULT CALLBACK WndProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
switch (msg)
{
case WM_CLOSE:
DestroyWindow(hwnd);
break;
case WM_DESTROY:
PostQuitMessage(0);
break;
default:
return DefWindowProc(hwnd, msg, wParam, lParam);
}
return 0;
}
int WINAPI wWinMain(HINSTANCE hInstance, HINSTANCE /*hPrevInstance*/,
LPWSTR /*lpCmdLine*/, int nCmdShow)
{
int argc;
LPWSTR* argv = CommandLineToArgvW(GetCommandLineW(), &argc);
if (!argv) {
MessageBox(nullptr,
TEXT("An error occured while reading command line arguments."),
TEXT("Error!"),
MB_ICONERROR | MB_OK);
return EXIT_FAILURE;
}
// Free memory allocated from CommandLineToArgvW.
auto free_command_line_allocated_memory = [&argv]() {
if (argv) {
LocalFree(argv);
argv = nullptr;
}
};
// Ensure that a model file has been specified.
if (argc < 2) {
MessageBox(nullptr,
TEXT("No model file specified. The program will now close."),
TEXT("Error!"),
MB_ICONERROR | MB_OK);
free_command_line_allocated_memory();
return EXIT_FAILURE;
}
// Retrieve the model file path.
g_ModelPath = UTFConverter(argv[1]).str();
free_command_line_allocated_memory();
WNDCLASSEX wc;
MSG msg;
wc.cbSize = sizeof(WNDCLASSEX);
wc.style = 0;
wc.lpfnWndProc = WndProc;
wc.cbClsExtra = 0;
wc.cbWndExtra = 0;
wc.hInstance = hInstance;
wc.hIcon = LoadIcon(nullptr, IDI_APPLICATION);
wc.hCursor = LoadCursor(nullptr, IDC_ARROW);
wc.hbrBackground = nullptr;
wc.lpszMenuName = nullptr;
wc.lpszClassName = g_szClassName;
wc.hIconSm = LoadIcon(nullptr, IDI_APPLICATION);
if (!RegisterClassEx(&wc))
{
MessageBox(nullptr, "Window Registration Failed!", "Error!",
MB_ICONEXCLAMATION | MB_OK);
return 0;
}
RECT wr = { 0,0, SCREEN_WIDTH, SCREEN_HEIGHT };
AdjustWindowRect(&wr, WS_OVERLAPPEDWINDOW, FALSE);
g_hwnd = CreateWindowEx(
WS_EX_CLIENTEDGE,
g_szClassName,
" Simple Textured Directx11 Sample ",
WS_OVERLAPPEDWINDOW,
CW_USEDEFAULT, CW_USEDEFAULT, wr.right - wr.left, wr.bottom - wr.top,
nullptr, nullptr, hInstance, nullptr
);
if (g_hwnd == nullptr)
{
MessageBox(nullptr, "Window Creation Failed!", "Error!",
MB_ICONEXCLAMATION | MB_OK);
return 0;
}
ShowWindow(g_hwnd, nCmdShow);
UpdateWindow(g_hwnd);
width = wr.right - wr.left;
height = wr.bottom - wr.top;
try {
InitD3D(hInstance, g_hwnd);
while (true)
{
if (PeekMessage(&msg, nullptr, 0, 0, PM_REMOVE))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
if (msg.message == WM_QUIT)
break;
}
RenderFrame();
}
CleanD3D();
return static_cast<int>(msg.wParam);
} catch (const std::exception& e) {
MessageBox(g_hwnd, e.what(), TEXT("Error!"), MB_ICONERROR | MB_OK);
CleanD3D();
return EXIT_FAILURE;
} catch (...) {
MessageBox(g_hwnd, TEXT("Caught an unknown exception."), TEXT("Error!"), MB_ICONERROR | MB_OK);
CleanD3D();
return EXIT_FAILURE;
}
}
void InitD3D(HINSTANCE /*hinstance*/, HWND hWnd)
{
HRESULT hr;
UINT createDeviceFlags = 0;
#ifdef _DEBUG
createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
#endif
D3D_DRIVER_TYPE driverTypes[] =
{
D3D_DRIVER_TYPE_HARDWARE,
D3D_DRIVER_TYPE_WARP,
D3D_DRIVER_TYPE_REFERENCE,
};
UINT numDriverTypes = ARRAYSIZE(driverTypes);
D3D_FEATURE_LEVEL featureLevels[] =
{
D3D_FEATURE_LEVEL_11_1,
D3D_FEATURE_LEVEL_11_0,
D3D_FEATURE_LEVEL_10_1,
D3D_FEATURE_LEVEL_10_0,
};
UINT numFeatureLevels = ARRAYSIZE(featureLevels);
for (UINT driverTypeIndex = 0; driverTypeIndex < numDriverTypes; driverTypeIndex++)
{
g_driverType = driverTypes[driverTypeIndex];
hr = D3D11CreateDevice(nullptr, g_driverType, nullptr, createDeviceFlags, featureLevels, numFeatureLevels,
D3D11_SDK_VERSION, &dev, &g_featureLevel, &devcon);
if (hr == E_INVALIDARG)
{
// DirectX 11.0 platforms will not recognize D3D_FEATURE_LEVEL_11_1 so we need to retry without it
hr = D3D11CreateDevice(nullptr, g_driverType, nullptr, createDeviceFlags, &featureLevels[1], numFeatureLevels - 1,
D3D11_SDK_VERSION, &dev, &g_featureLevel, &devcon);
}
if (SUCCEEDED(hr))
break;
}
if (FAILED(hr))
Throwanerror("Directx Device Creation Failed!");
#if _DEBUG
hr = dev->QueryInterface(IID_PPV_ARGS(&d3d11debug));
if (FAILED(hr))
OutputDebugString(TEXT("Failed to retrieve DirectX 11 debug interface.\n"));
#endif
UINT m4xMsaaQuality;
dev->CheckMultisampleQualityLevels(
DXGI_FORMAT_R8G8B8A8_UNORM, 4, &m4xMsaaQuality);
// Obtain DXGI factory from device (since we used nullptr for pAdapter above)
IDXGIFactory1* dxgiFactory = nullptr;
{
IDXGIDevice* dxgiDevice = nullptr;
hr = dev->QueryInterface(__uuidof(IDXGIDevice), reinterpret_cast<void**>(&dxgiDevice));
if (SUCCEEDED(hr))
{
IDXGIAdapter* adapter = nullptr;
hr = dxgiDevice->GetAdapter(&adapter);
if (SUCCEEDED(hr))
{
hr = adapter->GetParent(__uuidof(IDXGIFactory1), reinterpret_cast<void**>(&dxgiFactory));
adapter->Release();
}
dxgiDevice->Release();
}
}
if (FAILED(hr))
Throwanerror("DXGI Factory couldn't be obtained!");
// Create swap chain
IDXGIFactory2* dxgiFactory2 = nullptr;
hr = dxgiFactory->QueryInterface(__uuidof(IDXGIFactory2), reinterpret_cast<void**>(&dxgiFactory2));
if (dxgiFactory2)
{
// DirectX 11.1 or later
hr = dev->QueryInterface(__uuidof(ID3D11Device1), reinterpret_cast<void**>(&dev1));
if (SUCCEEDED(hr))
{
(void)devcon->QueryInterface(__uuidof(ID3D11DeviceContext1), reinterpret_cast<void**>(&devcon1));
}
DXGI_SWAP_CHAIN_DESC1 sd;
ZeroMemory(&sd, sizeof(sd));
sd.Width = SCREEN_WIDTH;
sd.Height = SCREEN_HEIGHT;
sd.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
sd.SampleDesc.Count = 4;
sd.SampleDesc.Quality = m4xMsaaQuality - 1;
sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
sd.BufferCount = 1;
hr = dxgiFactory2->CreateSwapChainForHwnd(dev, hWnd, &sd, nullptr, nullptr, &swapchain1);
if (SUCCEEDED(hr))
{
hr = swapchain1->QueryInterface(__uuidof(IDXGISwapChain), reinterpret_cast<void**>(&swapchain));
}
dxgiFactory2->Release();
}
else
{
// DirectX 11.0 systems
DXGI_SWAP_CHAIN_DESC sd;
ZeroMemory(&sd, sizeof(sd));
sd.BufferCount = 1;
sd.BufferDesc.Width = SCREEN_WIDTH;
sd.BufferDesc.Height = SCREEN_HEIGHT;
sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
sd.BufferDesc.RefreshRate.Numerator = 60;
sd.BufferDesc.RefreshRate.Denominator = 1;
sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
sd.OutputWindow = hWnd;
sd.SampleDesc.Count = 1;
sd.SampleDesc.Quality = m4xMsaaQuality - 1;
sd.Windowed = TRUE;
hr = dxgiFactory->CreateSwapChain(dev, &sd, &swapchain);
}
// Note this tutorial doesn't handle full-screen swapchains so we block the ALT+ENTER shortcut
dxgiFactory->MakeWindowAssociation(g_hwnd, DXGI_MWA_NO_ALT_ENTER);
dxgiFactory->Release();
if (FAILED(hr))
Throwanerror("Swapchain Creation Failed!");
ID3D11Texture2D *pBackBuffer;
swapchain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&pBackBuffer);
dev->CreateRenderTargetView(pBackBuffer, nullptr, &backbuffer);
pBackBuffer->Release();
D3D11_TEXTURE2D_DESC descDepth;
ZeroMemory(&descDepth, sizeof(descDepth));
descDepth.Width = SCREEN_WIDTH;
descDepth.Height = SCREEN_HEIGHT;
descDepth.MipLevels = 1;
descDepth.ArraySize = 1;
descDepth.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
descDepth.SampleDesc.Count = 4;
descDepth.SampleDesc.Quality = m4xMsaaQuality - 1;
descDepth.Usage = D3D11_USAGE_DEFAULT;
descDepth.BindFlags = D3D11_BIND_DEPTH_STENCIL;
descDepth.CPUAccessFlags = 0;
descDepth.MiscFlags = 0;
hr = dev->CreateTexture2D(&descDepth, nullptr, &g_pDepthStencil);
if (FAILED(hr))
Throwanerror("Depth Stencil Texture couldn't be created!");
// Create the depth stencil view
D3D11_DEPTH_STENCIL_VIEW_DESC descDSV;
ZeroMemory(&descDSV, sizeof(descDSV));
descDSV.Format = descDepth.Format;
descDSV.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
descDSV.Texture2D.MipSlice = 0;
hr = dev->CreateDepthStencilView(g_pDepthStencil, 0, &g_pDepthStencilView);
if (FAILED(hr))
{
Throwanerror("Depth Stencil View couldn't be created!");
}
devcon->OMSetRenderTargets(1, &backbuffer, g_pDepthStencilView);
D3D11_RASTERIZER_DESC rasterDesc;
rasterDesc.AntialiasedLineEnable = false;
rasterDesc.CullMode = D3D11_CULL_BACK;
rasterDesc.DepthBias = 0;
rasterDesc.DepthBiasClamp = 0.0f;
rasterDesc.DepthClipEnable = true;
rasterDesc.FillMode = D3D11_FILL_SOLID;
rasterDesc.FrontCounterClockwise = false;
rasterDesc.MultisampleEnable = false;
rasterDesc.ScissorEnable = false;
rasterDesc.SlopeScaledDepthBias = 0.0f;
dev->CreateRasterizerState(&rasterDesc, &rasterstate);
devcon->RSSetState(rasterstate);
D3D11_VIEWPORT viewport;
ZeroMemory(&viewport, sizeof(D3D11_VIEWPORT));
viewport.TopLeftX = 0;
viewport.TopLeftY = 0;
viewport.MinDepth = 0.0f;
viewport.MaxDepth = 1.0f;
viewport.Width = SCREEN_WIDTH;
viewport.Height = SCREEN_HEIGHT;
devcon->RSSetViewports(1, &viewport);
InitPipeline();
InitGraphics();
}
void CleanD3D(void)
{
if (swapchain)
swapchain->SetFullscreenState(FALSE, nullptr);
if (ourModel) {
ourModel->Close();
delete ourModel;
ourModel = nullptr;
}
SafeRelease(TexSamplerState);
SafeRelease(pConstantBuffer);
SafeRelease(pLayout);
SafeRelease(pVS);
SafeRelease(pPS);
SafeRelease(rasterstate);
SafeRelease(g_pDepthStencilView);
SafeRelease(g_pDepthStencil);
SafeRelease(backbuffer);
SafeRelease(swapchain);
SafeRelease(swapchain1);
SafeRelease(devcon1);
SafeRelease(dev1);
SafeRelease(devcon);
#if _DEBUG
if (d3d11debug) {
OutputDebugString(TEXT("Dumping DirectX 11 live objects.\n"));
d3d11debug->ReportLiveDeviceObjects(D3D11_RLDO_DETAIL);
SafeRelease(d3d11debug);
} else {
OutputDebugString(TEXT("Unable to dump live objects: no DirectX 11 debug interface available.\n"));
}
#endif
SafeRelease(dev);
}
void RenderFrame(void)
{
static float t = 0.0f;
static ULONGLONG timeStart = 0;
ULONGLONG timeCur = GetTickCount64();
if (timeStart == 0)
timeStart = timeCur;
t = (timeCur - timeStart) / 1000.0f;
float clearColor[4] = { 0.0f, 0.2f, 0.4f, 1.0f };
devcon->ClearRenderTargetView(backbuffer, clearColor);
devcon->ClearDepthStencilView(g_pDepthStencilView, D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL, 1.0f, 0);
devcon->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
m_World = XMMatrixRotationY(-t);
ConstantBuffer cb;
cb.mWorld = XMMatrixTranspose(m_World);
cb.mView = XMMatrixTranspose(m_View);
cb.mProjection = XMMatrixTranspose(m_Projection);
devcon->UpdateSubresource(pConstantBuffer, 0, nullptr, &cb, 0, 0);
devcon->VSSetShader(pVS, 0, 0);
devcon->VSSetConstantBuffers(0, 1, &pConstantBuffer);
devcon->PSSetShader(pPS, 0, 0);
devcon->PSSetSamplers(0, 1, &TexSamplerState);
ourModel->Draw(devcon);
swapchain->Present(0, 0);
}
void InitPipeline()
{
ID3DBlob *VS, *PS;
if(FAILED(CompileShaderFromFile(SHADER_PATH VERTEX_SHADER_FILE, 0, "main", "vs_4_0", &VS)))
Throwanerror(UTFConverter(L"Failed to compile shader from file " VERTEX_SHADER_FILE).c_str());
if(FAILED(CompileShaderFromFile(SHADER_PATH PIXEL_SHADER_FILE, 0, "main", "ps_4_0", &PS)))
Throwanerror(UTFConverter(L"Failed to compile shader from file " PIXEL_SHADER_FILE).c_str());
dev->CreateVertexShader(VS->GetBufferPointer(), VS->GetBufferSize(), nullptr, &pVS);
dev->CreatePixelShader(PS->GetBufferPointer(), PS->GetBufferSize(), nullptr, &pPS);
D3D11_INPUT_ELEMENT_DESC ied[] =
{
{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 }
};
dev->CreateInputLayout(ied, 2, VS->GetBufferPointer(), VS->GetBufferSize(), &pLayout);
devcon->IASetInputLayout(pLayout);
}
void InitGraphics()
{
HRESULT hr;
m_Projection = XMMatrixPerspectiveFovLH(XM_PIDIV4, SCREEN_WIDTH / (float)SCREEN_HEIGHT, 0.01f, 1000.0f);
D3D11_BUFFER_DESC bd;
ZeroMemory(&bd, sizeof(bd));
bd.Usage = D3D11_USAGE_DEFAULT;
bd.ByteWidth = sizeof(ConstantBuffer);
bd.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
bd.CPUAccessFlags = 0;
hr = dev->CreateBuffer(&bd, nullptr, &pConstantBuffer);
if (FAILED(hr))
Throwanerror("Constant buffer couldn't be created");
D3D11_SAMPLER_DESC sampDesc;
ZeroMemory(&sampDesc, sizeof(sampDesc));
sampDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
sampDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
sampDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
sampDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
sampDesc.ComparisonFunc = D3D11_COMPARISON_NEVER;
sampDesc.MinLOD = 0;
sampDesc.MaxLOD = D3D11_FLOAT32_MAX;
hr = dev->CreateSamplerState(&sampDesc, &TexSamplerState);
if (FAILED(hr))
Throwanerror("Texture sampler state couldn't be created");
XMVECTOR Eye = XMVectorSet(0.0f, 5.0f, -300.0f, 0.0f);
XMVECTOR At = XMVectorSet(0.0f, 100.0f, 0.0f, 0.0f);
XMVECTOR Up = XMVectorSet(0.0f, 1.0f, 0.0f, 0.0f);
m_View = XMMatrixLookAtLH(Eye, At, Up);
ourModel = new ModelLoader;
if (!ourModel->Load(g_hwnd, dev, devcon, g_ModelPath))
Throwanerror("Model couldn't be loaded");
}
HRESULT CompileShaderFromFile(LPCWSTR pFileName, const D3D_SHADER_MACRO* pDefines, LPCSTR pEntryPoint, LPCSTR pShaderModel, ID3DBlob** ppBytecodeBlob)
{
UINT compileFlags = D3DCOMPILE_ENABLE_STRICTNESS | D3DCOMPILE_PACK_MATRIX_COLUMN_MAJOR;
#ifdef _DEBUG
compileFlags |= D3DCOMPILE_DEBUG;
#endif
ID3DBlob* pErrorBlob = nullptr;
HRESULT result = D3DCompileFromFile(pFileName, pDefines, D3D_COMPILE_STANDARD_FILE_INCLUDE, pEntryPoint, pShaderModel, compileFlags, 0, ppBytecodeBlob, &pErrorBlob);
if (FAILED(result))
{
if (pErrorBlob != nullptr)
OutputDebugStringA((LPCSTR)pErrorBlob->GetBufferPointer());
}
if (pErrorBlob != nullptr)
pErrorBlob->Release();
return result;
}
void Throwanerror(LPCSTR errormessage)
{
throw std::runtime_error(errormessage);
}