列表18.1 Declaration of the FullScreenRenderTarget Class
#pragma once
#include "Common.h"
namespace Library
{
class Game;
class FullScreenRenderTarget
{
public:
FullScreenRenderTarget(Game& game);
~FullScreenRenderTarget();
ID3D11ShaderResourceView* OutputTexture() const;
ID3D11RenderTargetView* RenderTargetView() const;
ID3D11DepthStencilView* DepthStencilView() const;
void Begin();
void End();
private:
FullScreenRenderTarget();
FullScreenRenderTarget(const FullScreenRenderTarget& rhs);
FullScreenRenderTarget& operator=(const FullScreenRenderTarget& rhs);
Game* mGame;
ID3D11RenderTargetView* mRenderTargetView;
ID3D11DepthStencilView* mDepthStencilView;
ID3D11ShaderResourceView* mOutputTexture;
};
}
列表18.2 Implementation of the FullScreenRenderTarget Class
#include "FullScreenRenderTarget.h"
#include "Game.h"
#include "GameException.h"
namespace Library
{
FullScreenRenderTarget::FullScreenRenderTarget(Game& game)
: mGame(&game), mRenderTargetView(nullptr), mDepthStencilView(nullptr), mOutputTexture(nullptr)
{
D3D11_TEXTURE2D_DESC fullScreenTextureDesc;
ZeroMemory(&fullScreenTextureDesc, sizeof(fullScreenTextureDesc));
fullScreenTextureDesc.Width = game.ScreenWidth();
fullScreenTextureDesc.Height = game.ScreenHeight();
fullScreenTextureDesc.MipLevels = 1;
fullScreenTextureDesc.ArraySize = 1;
fullScreenTextureDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
fullScreenTextureDesc.SampleDesc.Count = 1;
fullScreenTextureDesc.SampleDesc.Quality = 0;
fullScreenTextureDesc.BindFlags = D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE;
fullScreenTextureDesc.Usage = D3D11_USAGE_DEFAULT;
HRESULT hr;
ID3D11Texture2D* fullScreenTexture = nullptr;
if (FAILED(hr = game.Direct3DDevice()->CreateTexture2D(&fullScreenTextureDesc, nullptr, &fullScreenTexture)))
{
throw GameException("IDXGIDevice::CreateTexture2D() failed.", hr);
}
if (FAILED(hr = game.Direct3DDevice()->CreateShaderResourceView(fullScreenTexture, nullptr, &mOutputTexture)))
{
throw GameException("IDXGIDevice::CreateShaderResourceView() failed.", hr);
}
if (FAILED(hr = game.Direct3DDevice()->CreateRenderTargetView(fullScreenTexture, nullptr, &mRenderTargetView)))
{
ReleaseObject(fullScreenTexture);
throw GameException("IDXGIDevice::CreateRenderTargetView() failed.", hr);
}
ReleaseObject(fullScreenTexture);
D3D11_TEXTURE2D_DESC depthStencilDesc;
ZeroMemory(&depthStencilDesc, sizeof(depthStencilDesc));
depthStencilDesc.Width = game.ScreenWidth();
depthStencilDesc.Height = game.ScreenHeight();
depthStencilDesc.MipLevels = 1;
depthStencilDesc.ArraySize = 1;
depthStencilDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
depthStencilDesc.SampleDesc.Count = 1;
depthStencilDesc.SampleDesc.Quality = 0;
depthStencilDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
depthStencilDesc.Usage = D3D11_USAGE_DEFAULT;
ID3D11Texture2D* depthStencilBuffer = nullptr;
if (FAILED(hr = game.Direct3DDevice()->CreateTexture2D(&depthStencilDesc, nullptr, &depthStencilBuffer)))
{
throw GameException("IDXGIDevice::CreateTexture2D() failed.", hr);
}
if (FAILED(hr = game.Direct3DDevice()->CreateDepthStencilView(depthStencilBuffer, nullptr, &mDepthStencilView)))
{
ReleaseObject(depthStencilBuffer);
throw GameException("IDXGIDevice::CreateDepthStencilView() failed.", hr);
}
ReleaseObject(depthStencilBuffer);
}
FullScreenRenderTarget::~FullScreenRenderTarget()
{
ReleaseObject(mOutputTexture);
ReleaseObject(mDepthStencilView);
ReleaseObject(mRenderTargetView);
}
ID3D11ShaderResourceView* FullScreenRenderTarget::OutputTexture() const
{
return mOutputTexture;
}
ID3D11RenderTargetView* FullScreenRenderTarget::RenderTargetView() const
{
return mRenderTargetView;
}
ID3D11DepthStencilView* FullScreenRenderTarget::DepthStencilView() const
{
return mDepthStencilView;
}
void FullScreenRenderTarget::Begin()
{
mGame->Direct3DDeviceContext()->OMSetRenderTargets(1, &mRenderTargetView, mDepthStencilView);
}
void FullScreenRenderTarget::End()
{
mGame->ResetRenderTargets();
}
}
mRenderTarget->End();
列表18.3 Declaration of the FullScreenQuad Class
#pragma once
#include
#include "DrawableGameComponent.h"
namespace Library
{
class Effect;
class Material;
class Pass;
class FullScreenQuad : public DrawableGameComponent
{
RTTI_DECLARATIONS(FullScreenQuad, DrawableGameComponent)
public:
FullScreenQuad(Game& game);
FullScreenQuad(Game& game, Material& material);
~FullScreenQuad();
Material* GetMaterial();
void SetMaterial(Material& material, const std::string& techniqueName, const std::string& passName);
void SetActiveTechnique(const std::string& techniqueName, const std::string& passName);
void SetCustomUpdateMaterial(std::function callback);
virtual void Initialize() override;
virtual void Draw(const GameTime& gameTime) override;
private:
FullScreenQuad();
FullScreenQuad(const FullScreenQuad& rhs);
FullScreenQuad& operator=(const FullScreenQuad& rhs);
Material* mMaterial;
Pass* mPass;
ID3D11InputLayout* mInputLayout;
ID3D11Buffer* mVertexBuffer;
ID3D11Buffer* mIndexBuffer;
UINT mIndexCount;
std::function mCustomUpdateMaterial;
};
}
列表18.4 Implementation of the FullScreenQuad Class
#include "FullScreenQuad.h"
#include "Game.h"
#include "GameException.h"
#include "Material.h"
#include "VertexDeclarations.h"
namespace Library
{
RTTI_DEFINITIONS(FullScreenQuad)
FullScreenQuad::FullScreenQuad(Game& game)
: DrawableGameComponent(game),
mMaterial(nullptr), mPass(nullptr), mInputLayout(nullptr),
mVertexBuffer(nullptr), mIndexBuffer(nullptr), mIndexCount(0), mCustomUpdateMaterial(nullptr)
{
}
FullScreenQuad::FullScreenQuad(Game& game, Material& material)
: DrawableGameComponent(game),
mMaterial(&material), mPass(nullptr), mInputLayout(nullptr),
mVertexBuffer(nullptr), mIndexBuffer(nullptr), mIndexCount(0), mCustomUpdateMaterial(nullptr)
{
}
FullScreenQuad::~FullScreenQuad()
{
ReleaseObject(mIndexBuffer);
ReleaseObject(mVertexBuffer);
}
Material* FullScreenQuad::GetMaterial()
{
return mMaterial;
}
void FullScreenQuad::SetMaterial(Material& material, const std::string& techniqueName, const std::string& passName)
{
mMaterial = &material;
SetActiveTechnique(techniqueName, passName);
}
void FullScreenQuad::SetActiveTechnique(const std::string& techniqueName, const std::string& passName)
{
Technique* technique = mMaterial->GetEffect()->TechniquesByName().at(techniqueName);
assert(technique != nullptr);
mPass = technique->PassesByName().at(passName);
assert(mPass != nullptr);
mInputLayout = mMaterial->InputLayouts().at(mPass);
}
void FullScreenQuad::SetCustomUpdateMaterial(std::function callback)
{
mCustomUpdateMaterial = callback;
}
void FullScreenQuad::Initialize()
{
VertexPositionTexture vertices[] =
{
VertexPositionTexture(XMFLOAT4(-1.0f, -1.0f, 0.0f, 1.0f), XMFLOAT2(0.0f, 1.0f)),
VertexPositionTexture(XMFLOAT4(-1.0f, 1.0f, 0.0f, 1.0f), XMFLOAT2(0.0f, 0.0f)),
VertexPositionTexture(XMFLOAT4(1.0f, 1.0f, 0.0f, 1.0f), XMFLOAT2(1.0f, 0.0f)),
VertexPositionTexture(XMFLOAT4(1.0f, -1.0f, 0.0f, 1.0f), XMFLOAT2(1.0f, 1.0f)),
};
D3D11_BUFFER_DESC vertexBufferDesc;
ZeroMemory(&vertexBufferDesc, sizeof(vertexBufferDesc));
vertexBufferDesc.ByteWidth = sizeof(VertexPositionTexture)* ARRAYSIZE(vertices);
vertexBufferDesc.Usage = D3D11_USAGE_IMMUTABLE;
vertexBufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
D3D11_SUBRESOURCE_DATA vertexSubResourceData;
ZeroMemory(&vertexSubResourceData, sizeof(vertexSubResourceData));
vertexSubResourceData.pSysMem = vertices;
if (FAILED(mGame->Direct3DDevice()->CreateBuffer(&vertexBufferDesc, &vertexSubResourceData, &mVertexBuffer)))
{
throw GameException("ID3D11Device::CreateBuffer() failed.");
}
UINT indices[] =
{
0, 1, 2,
0, 2, 3
};
mIndexCount = ARRAYSIZE(indices);
D3D11_BUFFER_DESC indexBufferDesc;
ZeroMemory(&indexBufferDesc, sizeof(indexBufferDesc));
indexBufferDesc.ByteWidth = sizeof(UINT)* mIndexCount;
indexBufferDesc.Usage = D3D11_USAGE_IMMUTABLE;
indexBufferDesc.BindFlags = D3D11_BIND_INDEX_BUFFER;
D3D11_SUBRESOURCE_DATA indexSubResourceData;
ZeroMemory(&indexSubResourceData, sizeof(indexSubResourceData));
indexSubResourceData.pSysMem = indices;
if (FAILED(mGame->Direct3DDevice()->CreateBuffer(&indexBufferDesc, &indexSubResourceData, &mIndexBuffer)))
{
throw GameException("ID3D11Device::CreateBuffer() failed.");
}
}
void FullScreenQuad::Draw(const GameTime& gameTime)
{
assert(mPass != nullptr);
assert(mInputLayout != nullptr);
ID3D11DeviceContext* direct3DDeviceContext = mGame->Direct3DDeviceContext();
direct3DDeviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
direct3DDeviceContext->IASetInputLayout(mInputLayout);
UINT stride = sizeof(VertexPositionTexture);
UINT offset = 0;
direct3DDeviceContext->IASetVertexBuffers(0, 1, &mVertexBuffer, &stride, &offset);
direct3DDeviceContext->IASetIndexBuffer(mIndexBuffer, DXGI_FORMAT_R32_UINT, 0);
if (mCustomUpdateMaterial != nullptr)
{
mCustomUpdateMaterial();
}
mPass->Apply(0, direct3DDeviceContext);
direct3DDeviceContext->DrawIndexed(mIndexCount, 0, 0);
}
}