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void Renderer::initialize(HWND wnd) throw(Exception) { if(!wnd) throw(Exception(EXC_BASE, L"Can't initialize Renderer with [wnd=NULL]")); window_ = wnd; direct3d_ = Direct3DCreate9(D3D_SDK_VERSION); if(!direct3d_) throw(Exception(EXC_BASE, L"Wasn't able to create D3D-Interface")); RECT temp; GetClientRect(window_, &temp); window_width_ = temp.right - temp.left; window_height_ = temp.bottom - temp.top; D3DPRESENT_PARAMETERS pp; ZeroMemory(&pp, sizeof(D3DPRESENT_PARAMETERS)); pp.BackBufferWidth = window_width_; pp.BackBufferHeight = window_height_; pp.BackBufferFormat = D3DFMT_A8R8G8B8; pp.BackBufferCount = 1; pp.MultiSampleType = D3DMULTISAMPLE_NONE; pp.MultiSampleQuality = 0; pp.SwapEffect = D3DSWAPEFFECT_DISCARD; pp.hDeviceWindow = window_; pp.Windowed = true; pp.EnableAutoDepthStencil = TRUE; pp.AutoDepthStencilFormat = D3DFMT_D24S8; pp.Flags = 0; pp.FullScreen_RefreshRateInHz = D3DPRESENT_RATE_DEFAULT; pp.PresentationInterval = D3DPRESENT_INTERVAL_ONE; if(FAILED(direct3d_->CreateDevice(0, D3DDEVTYPE_HAL, window_, D3DCREATE_HARDWARE_VERTEXPROCESSING, &pp, &device_))) throw(Exception(EXC_BASE, L"failed to create a D3D-Device")); initialized_ = true; device_->SetRenderState(D3DRS_LIGHTING, FALSE); device_->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE); device_->SetRenderState(D3DRS_DITHERENABLE, TRUE); device_->SetRenderState(D3DRS_ZENABLE, TRUE); device_->SetRenderState(D3DRS_AMBIENT, 0x0); prepareShaderStuff(); } |
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void Renderer::prepareShaderStuff() { D3DVERTEXELEMENT9 vd[] = { {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, {0, 12, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_NORMAL, 0}, {0, 24, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0}, D3DDECL_END() }; D3DVERTEXELEMENT9 tvd[] = { {0, 0, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITIONT, 0}, {0, 16, D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0}, {0, 20, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0}, D3DDECL_END() }; device_->CreateVertexDeclaration(vd, &vertex_decl_); device_->CreateVertexDeclaration(tvd, &transformed_vertex_decl_); loadVertexShader(static_cast<__uint>(VT_STANDARD), std::wstring(L"vertex.vsh"), false); loadVertexShader(static_cast<__uint>(VT_TRANSFORMED), std::wstring(L"tvertex.vsh"), false); //wir haben nur einen Pixelshader für alle Vertextypen -> dieser kommt an position 0 loadPixelShader(0, std::wstring(L"pixel.psh"), false); setVertexType(VT_STANDARD); } |
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void Renderer::loadVertexShader(__uint array_pos, std::wstring const& filename, bool compiled) throw(Exception) { HANDLE file, map; DWORD* vs; LPD3DXBUFFER code = NULL; LPD3DXBUFFER debug = NULL; if(compiled) { file = CreateFileW(filename.c_str(), GENERIC_READ, 0, 0, OPEN_EXISTING, FILE_ATTRIBUTE_NORMAL, NULL); if(file == INVALID_HANDLE_VALUE) throw(Exception(EXC_BASE, L"Wasn't able to laod a vertex-shader")); map = CreateFileMapping(file, 0, PAGE_READONLY, 0, 0, 0); vs = static_cast<DWORD*>(MapViewOfFile(map, FILE_MAP_READ, 0, 0, 0)); } else { if(FAILED(D3DXAssembleShaderFromFileW(filename.c_str(), NULL, NULL, D3DXSHADER_DEBUG, &code, &debug))) throw(Exception(EXC_BASE, L"Wasn't able to compile vertex-shader from file")); vs = static_cast<DWORD*>(code->GetBufferPointer()); } if(FAILED(device_->CreateVertexShader(vs, &vertexshader_[array_pos]))) throw(Exception(EXC_BASE, L"Wasn't able to set vertex-shader")); if(compiled) { UnmapViewOfFile(vs); CloseHandle(map); CloseHandle(file); } } |
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void Renderer::setVertexType(VertexType vt) throw(Exception) { if(vt == VT_STANDARD) { if(FAILED(device_->SetVertexDeclaration(vertex_decl_))) throw(Exception(EXC_BASE, L"Failed to set vertex declaration to normal")); if(FAILED(device_->SetVertexShader(vertexshader_[static_cast<__uint>(VT_STANDARD)]))) throw(Exception(EXC_BASE, L"Failed to set the standard-vetex-shader")); } else if(vt == VT_TRANSFORMED) { if(FAILED(device_->SetVertexDeclaration(transformed_vertex_decl_))) throw(Exception(EXC_BASE, L"Failed to set vertex declaration to transformed")); if(FAILED(device_->SetVertexShader(vertexshader_[static_cast<__uint>(VT_TRANSFORMED)]))) throw(Exception(EXC_BASE, L"Failed to set the transformed vertex-shader")); } if(FAILED(device_->SetPixelShader(pixelshader_[0]))) throw(Exception(EXC_BASE, L"Failed to set the pixel-shader")); } |
Zitat von »"dx sdk doku"«
D3DDECLUSAGE_POSITIONT
Vertex data contains transformed position data ranging from (0,0) to (viewport width, viewport height). Use D3DDECLUSAGE_POSITIONT with a usage index of 0 to specify transformed position. When a declaration containing this is set, the pipeline does not perform vertex processing.
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