added buffer for tiles and player, added +=, -= to math_graphics.h
git-svn-id: svn://ammerhai.com/home/mike/pokemon_repo@4 24008968-59e6-ed4c-a10b-0b2c954b24ab
This commit is contained in:
parent
685fdf3fa9
commit
7a8abc6af9
@ -1,6 +1,5 @@
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struct PixelShaderInput {
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float4 pos : SV_POSITION;
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float4 color : COLOR;
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float4 uvst : COORDINATES;
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};
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@ -6,13 +6,11 @@ struct VertexShaderInput {
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// Per Instance
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float4 pos_size : INSTANCE_POSITION_SIZE;
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float4 left_color : LEFT_COLOR;
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};
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struct VertexShaderOutput {
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float4 pos : SV_POSITION;
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float4 color : COLOR;
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float4 uvst : COORDINATES;
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};
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@ -48,7 +46,6 @@ VertexShaderOutput main(VertexShaderInput input) {
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//output.pos.xy = mul(pos, input.pos.xyz).xy;
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output.pos.zw = float2(0, 1);
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output.color = input.left_color;
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output.uvst = input.uvst;
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return output;
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BIN
assets/std_person.tga
Normal file
BIN
assets/std_person.tga
Normal file
Binary file not shown.
BIN
assets/std_tile.tga
Normal file
BIN
assets/std_tile.tga
Normal file
Binary file not shown.
BIN
bin/pokemon.exe
BIN
bin/pokemon.exe
Binary file not shown.
BIN
bin/pokemon.pdb
BIN
bin/pokemon.pdb
Binary file not shown.
201
src/main.cpp
201
src/main.cpp
@ -27,6 +27,10 @@ typedef int16_t int16;
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typedef int32_t int32;
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typedef int64_t int64;
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//
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HRESULT hresult;
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ID3D11SamplerState* sampler_state;
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IDXGISwapChain* swap_chain;
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ID3D11Device* device;
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ID3D11DeviceContext* devicecontext;
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@ -37,7 +41,8 @@ ID3D11RenderTargetView* render_target_view;
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ID3D11InputLayout* input_layout;
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ID3D11Buffer* vertex_buffer;
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ID3D11Buffer* index_buffer;
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ID3D11Buffer* instance_buffer;
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ID3D11Buffer* tiles_instance_buffer;
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ID3D11Buffer* player_instance_buffer;
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ID3DBlob* vertex_shader_code;
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ID3D11VertexShader* vertex_shader;
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@ -46,9 +51,10 @@ ID3DBlob* pixel_shader_code;
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ID3D11PixelShader* pixel_shader;
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bool Running = true;
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//
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BMP_Texture tex1 = load_tga_file("../assets/strawberry_paintnet.tga");
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//strawberry_paintnet.tga kommt aus paintNet... ich will kein GIMP :O
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#define view_width 16
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#define view_height 12
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struct Vertex {
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V4 pos;
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@ -69,18 +75,17 @@ uint16 indices[] = {
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struct Instance {
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V4 pos_size;
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V4 left_color;
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V4 right_color;
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};
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Instance instances[1] = {
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{{0.1, 0.1, 0.2, 0.2}, {0, 1, 1, 1}, {1, 0, 1, 1}},
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Instance tiles_instances[view_width * view_height] = {
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};
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Instance player_instance = { {0.5f, 0.5f, 1.0f / view_width, 1.0f / view_height } };
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//TODO
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bool LoadShaders() {
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ID3DBlob* error_msgs = 0;
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@ -90,27 +95,27 @@ bool LoadShaders() {
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log("CompileFromFile has failed");
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if (error_msgs)
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log_error("%.*s", error_msgs->GetBufferSize(), error_msgs->GetBufferPointer());
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return false;
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return 1;
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}
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if (device->CreateVertexShader(vertex_shader_code->GetBufferPointer(), vertex_shader_code->GetBufferSize(), 0, &vertex_shader)) {
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log_error("CreateVertexShader has failed");
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return false;
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return 1;
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}
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if (error_code = D3DCompileFromFile(L"../Assets/Shader/basic_pixel_shader.hlsl", 0, 0, "main", "ps_5_0", D3DCOMPILE_DEBUG | D3DCOMPILE_WARNINGS_ARE_ERRORS | D3DCOMPILE_OPTIMIZATION_LEVEL0, 0, &pixel_shader_code, &error_msgs)) {
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log("CompileFromFile has failed");
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if (error_msgs)
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log_error("%.*s", error_msgs->GetBufferSize(), error_msgs->GetBufferPointer());
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return false;
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return 1;
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}
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if (device->CreatePixelShader(pixel_shader_code->GetBufferPointer(), pixel_shader_code->GetBufferSize(), 0, &pixel_shader)) {
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log_error("CreatePixelShader has failed");
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return false;
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return 1;
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}
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return true;
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return 0;
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}
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LRESULT WindowMsgs(HWND Window, UINT Message, WPARAM wParam, LPARAM lParam) {
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@ -272,7 +277,7 @@ bool init_directx11(HWND Window) {
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return 1;
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}
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if (!LoadShaders()) {
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if (LoadShaders()) {
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log_error("LoadShaders has failed");
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return 1;
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}
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@ -282,8 +287,6 @@ bool init_directx11(HWND Window) {
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{ "VERTEX_POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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{ "COORDINATES", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 16, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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{ "INSTANCE_POSITION_SIZE", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 1, 0, D3D11_INPUT_PER_INSTANCE_DATA, 1 },
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{ "LEFT_COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 1, 16, D3D11_INPUT_PER_INSTANCE_DATA, 1 },
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{ "RIGHT_COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 1, 32, D3D11_INPUT_PER_INSTANCE_DATA, 1 },
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};
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if (device->CreateInputLayout(input_element_desc, sizeof(input_element_desc) / sizeof(*input_element_desc), vertex_shader_code->GetBufferPointer(), vertex_shader_code->GetBufferSize(), &input_layout)) {
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@ -309,49 +312,60 @@ bool init_directx11(HWND Window) {
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vertex_buffer = CreateBuffer("vertex_buffer", sizeof(vertices), vertices, D3D11_BIND_VERTEX_BUFFER);
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index_buffer = CreateBuffer("index_buffer", sizeof(indices), indices, D3D11_BIND_INDEX_BUFFER);
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instance_buffer = CreateBuffer("instance_buffer", sizeof(instances), instances, D3D11_BIND_VERTEX_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
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return 0;
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}
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int main() {
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HRESULT hresult;
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CoInitializeEx(0, COINIT_MULTITHREADED);
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auto Window = (HWND)create_window(WindowMsgs);
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if (!Window) {
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printf("CreateWindow failed!\n");
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return 1;
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}
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if (init_directx11(Window))
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return 1;
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D3D11_SAMPLER_DESC sampler_desc = {
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.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT,
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.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP,
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.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP,
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.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP,
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.MipLODBias = 0,
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.MaxAnisotropy = 1,
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.ComparisonFunc = D3D11_COMPARISON_ALWAYS,
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.BorderColor = {0},
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.MinLOD = 0,
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.MaxLOD = 0,
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tiles_instance_buffer = CreateBuffer("tiles_instance_buffer", sizeof(tiles_instances), tiles_instances, D3D11_BIND_VERTEX_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
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player_instance_buffer = CreateBuffer("player_instance_buffer", sizeof(player_instance), &player_instance, D3D11_BIND_VERTEX_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
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D3D11_SAMPLER_DESC sampler_desc = {
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.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT,
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.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP,
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.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP,
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.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP,
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.MipLODBias = 0,
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.MaxAnisotropy = 1,
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.ComparisonFunc = D3D11_COMPARISON_ALWAYS,
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.BorderColor = {0},
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.MinLOD = 0,
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.MaxLOD = 0,
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};
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ID3D11SamplerState* sampler_state;
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if ((hresult = device->CreateSamplerState(&sampler_desc, &sampler_state)) != S_OK) {
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log_error("CreateSamplerState has failed. %ld", hresult);
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return 1;
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}
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D3D11_BLEND_DESC blend_desc = {
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.AlphaToCoverageEnable = FALSE,
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.IndependentBlendEnable = FALSE,
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.RenderTarget = {
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{
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.BlendEnable = TRUE,
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.SrcBlend = D3D11_BLEND_SRC_ALPHA,
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.DestBlend = D3D11_BLEND_INV_SRC_ALPHA,
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.BlendOp = D3D11_BLEND_OP_ADD,
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.SrcBlendAlpha = D3D11_BLEND_SRC_ALPHA,
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.DestBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA,
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.BlendOpAlpha = D3D11_BLEND_OP_ADD,
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.RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL,
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}
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},
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};
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ID3D11BlendState *blend_state;
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if ((hresult = device->CreateBlendState(&blend_desc, &blend_state) != S_OK)) {
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log_error("CreateBlendState has failed. %ld", hresult);
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return 1;
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}
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devicecontext->OMSetBlendState(blend_state, 0, 0xffffffff);
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return 0;
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}
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ID3D11ShaderResourceView* create_shader_texture(char* bmp_texture_path) {
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BMP_Texture bmp_texture = load_tga_file(bmp_texture_path);
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D3D11_TEXTURE2D_DESC texture_desc = {
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.Width = (UINT)tex1.bmp_width,
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.Height = (UINT)tex1.bmp_height,
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.Width = (UINT)bmp_texture.bmp_width,
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.Height = (UINT)bmp_texture.bmp_height,
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.MipLevels = 1,
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.ArraySize = 1,
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.Format = DXGI_FORMAT_B8G8R8A8_UNORM,
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@ -363,21 +377,58 @@ int main() {
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};
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D3D11_SUBRESOURCE_DATA initial_data = {
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.pSysMem = tex1.pixel,
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.SysMemPitch = (UINT)tex1.bmp_width * 4,
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.pSysMem = bmp_texture.pixel,
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.SysMemPitch = (UINT)bmp_texture.bmp_width * 4,
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};
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ID3D11Texture2D* texture;
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if ((hresult = device->CreateTexture2D(&texture_desc, &initial_data, &texture)) != S_OK) {
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log_error("CreateTexture2D has failed. %ld", hresult);
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return 0;
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}
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DX11SetDebugName(texture, { strlen(bmp_texture_path), bmp_texture_path });
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ID3D11ShaderResourceView* resource_view;
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if ((hresult = device->CreateShaderResourceView(texture, 0, &resource_view)) != S_OK) {
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log_error("CreateShaderResourceView failed. %ld", hresult);
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return 0;
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}
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DX11SetDebugName(resource_view, {strlen(bmp_texture_path), bmp_texture_path});
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free(bmp_texture.pixel);
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return resource_view;
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}
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int main() {
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CoInitializeEx(0, COINIT_MULTITHREADED);
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auto Window = (HWND)create_window(WindowMsgs);
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if (!Window) {
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printf("CreateWindow failed!\n");
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return 1;
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}
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ID3D11ShaderResourceView* resource_view;
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for (int y = 0; y < view_height; y++) {
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for (int x = 0; x < view_width; x++) {
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tiles_instances[x + y * view_width].pos_size.zw = { 1.0f / view_width, 1.0f / view_height };
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tiles_instances[x + y * view_width].pos_size.xy = { (float)x / view_width, (float)y / (float)view_height };
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tiles_instances[x + y * view_width].pos_size.xy += tiles_instances[x + y * view_width].pos_size.zw * 0.5f;
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}
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}
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if ((hresult = device->CreateShaderResourceView(texture, 0, &resource_view)) != S_OK) {
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log_error("CreateShaderResourceView failed. %ld", hresult);
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if (init_directx11(Window))
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return 1;
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ID3D11ShaderResourceView* tile_texture = 0;
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if (!(tile_texture = create_shader_texture("../assets/std_tile.tga"))) {
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log_error("CreateShaderTexture has failed.");
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return 1;
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}
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ID3D11ShaderResourceView* player_texture = 0;
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if (!(player_texture = create_shader_texture("../assets/strawberry_paintnet.tga"))) {
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log_error("CreateShaderTexture has failed.");
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return 1;
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}
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@ -395,19 +446,9 @@ int main() {
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V4 clear_color = { 0, 0, 0, 1 };
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devicecontext->ClearRenderTargetView(render_target_view, clear_color.E);
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//Quad rendern
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D3D11_MAPPED_SUBRESOURCE mapped_subresource;
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devicecontext->Map(instance_buffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped_subresource);
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memcpy(mapped_subresource.pData, instances, sizeof(instances));
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devicecontext->Unmap(instance_buffer, 0);
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devicecontext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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devicecontext->IASetInputLayout(input_layout);
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ID3D11Buffer* input_buffers[] = {
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vertex_buffer,
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instance_buffer,
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};
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UINT input_strides[] = {
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sizeof(Vertex),
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@ -419,7 +460,13 @@ int main() {
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0,
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};
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devicecontext->IASetVertexBuffers(0, sizeof(input_buffers) / sizeof(*input_buffers), input_buffers, input_strides, input_offsets);
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//leeres Feld
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ID3D11Buffer* tiles_input_buffers[] = {
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vertex_buffer,
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tiles_instance_buffer,
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};
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devicecontext->IASetVertexBuffers(0, sizeof(tiles_input_buffers) / sizeof(*tiles_input_buffers), tiles_input_buffers, input_strides, input_offsets);
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devicecontext->IASetIndexBuffer(index_buffer, DXGI_FORMAT_R16_UINT, 0);
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devicecontext->IASetInputLayout(input_layout);
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@ -427,12 +474,22 @@ int main() {
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devicecontext->PSSetShader(pixel_shader, 0, 0);
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devicecontext->PSSetSamplers(0, 1, &sampler_state);
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devicecontext->PSSetShaderResources(0, 1, &resource_view);
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devicecontext->PSSetShaderResources(0, 1, &tile_texture);
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devicecontext->DrawIndexedInstanced(6, view_width * view_height, 0, 0, 0);
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//Spieler Feld
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ID3D11Buffer* player_input_buffers[] = {
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vertex_buffer,
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player_instance_buffer,
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};
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devicecontext->IASetVertexBuffers(0, sizeof(player_input_buffers) / sizeof(*player_input_buffers), player_input_buffers, input_strides, input_offsets);
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devicecontext->PSSetShaderResources(0, 1, &player_texture);
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devicecontext->DrawIndexedInstanced(6, 1, 0, 0, 0);
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//
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swap_chain->Present(0, 0);
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}
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@ -111,6 +111,11 @@ inline V2 operator +(V2 a, V2 b) {
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};
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}
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//Vektor Addition
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inline V2 operator +=(V2& a, V2 b) {
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return a = a + b;
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}
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//Subtraktion 2er 2-dim Vektoren
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inline V2 operator -(V2 a, V2 b) {
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return {
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@ -119,6 +124,11 @@ inline V2 operator -(V2 a, V2 b) {
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};
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}
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//Vektor Subtraktion
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inline V2 operator -=(V2& a, V2 b) {
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return a = a - b;
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}
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//Skalarmultiplikation -> erst Skalar, dann Vektor
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inline V2 operator *(float a, V2 b) {
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return {
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@ -153,6 +163,7 @@ inline V2 operator /(V2 a, float b) {
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};
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}
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//Skalarprodukt
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inline float dot(V2 a, V2 b) {
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return a.x * b.x + a.y * b.y;
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