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:
mikeb 2021-02-25 14:43:27 +00:00
parent 685fdf3fa9
commit 7a8abc6af9
8 changed files with 140 additions and 76 deletions

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@ -1,6 +1,5 @@
struct PixelShaderInput {
float4 pos : SV_POSITION;
float4 color : COLOR;
float4 uvst : COORDINATES;
};

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@ -6,13 +6,11 @@ struct VertexShaderInput {
// Per Instance
float4 pos_size : INSTANCE_POSITION_SIZE;
float4 left_color : LEFT_COLOR;
};
struct VertexShaderOutput {
float4 pos : SV_POSITION;
float4 color : COLOR;
float4 uvst : COORDINATES;
};
@ -48,7 +46,6 @@ VertexShaderOutput main(VertexShaderInput input) {
//output.pos.xy = mul(pos, input.pos.xyz).xy;
output.pos.zw = float2(0, 1);
output.color = input.left_color;
output.uvst = input.uvst;
return output;

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assets/std_person.tga Normal file

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assets/std_tile.tga Normal file

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@ -27,6 +27,10 @@ typedef int16_t int16;
typedef int32_t int32;
typedef int64_t int64;
//
HRESULT hresult;
ID3D11SamplerState* sampler_state;
IDXGISwapChain* swap_chain;
ID3D11Device* device;
ID3D11DeviceContext* devicecontext;
@ -37,7 +41,8 @@ ID3D11RenderTargetView* render_target_view;
ID3D11InputLayout* input_layout;
ID3D11Buffer* vertex_buffer;
ID3D11Buffer* index_buffer;
ID3D11Buffer* instance_buffer;
ID3D11Buffer* tiles_instance_buffer;
ID3D11Buffer* player_instance_buffer;
ID3DBlob* vertex_shader_code;
ID3D11VertexShader* vertex_shader;
@ -46,9 +51,10 @@ ID3DBlob* pixel_shader_code;
ID3D11PixelShader* pixel_shader;
bool Running = true;
//
BMP_Texture tex1 = load_tga_file("../assets/strawberry_paintnet.tga");
//strawberry_paintnet.tga kommt aus paintNet... ich will kein GIMP :O
#define view_width 16
#define view_height 12
struct Vertex {
V4 pos;
@ -69,18 +75,17 @@ uint16 indices[] = {
struct Instance {
V4 pos_size;
V4 left_color;
V4 right_color;
};
Instance instances[1] = {
{{0.1, 0.1, 0.2, 0.2}, {0, 1, 1, 1}, {1, 0, 1, 1}},
Instance tiles_instances[view_width * view_height] = {
};
Instance player_instance = { {0.5f, 0.5f, 1.0f / view_width, 1.0f / view_height } };
//TODO
bool LoadShaders() {
ID3DBlob* error_msgs = 0;
@ -90,27 +95,27 @@ bool LoadShaders() {
log("CompileFromFile has failed");
if (error_msgs)
log_error("%.*s", error_msgs->GetBufferSize(), error_msgs->GetBufferPointer());
return false;
return 1;
}
if (device->CreateVertexShader(vertex_shader_code->GetBufferPointer(), vertex_shader_code->GetBufferSize(), 0, &vertex_shader)) {
log_error("CreateVertexShader has failed");
return false;
return 1;
}
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)) {
log("CompileFromFile has failed");
if (error_msgs)
log_error("%.*s", error_msgs->GetBufferSize(), error_msgs->GetBufferPointer());
return false;
return 1;
}
if (device->CreatePixelShader(pixel_shader_code->GetBufferPointer(), pixel_shader_code->GetBufferSize(), 0, &pixel_shader)) {
log_error("CreatePixelShader has failed");
return false;
return 1;
}
return true;
return 0;
}
LRESULT WindowMsgs(HWND Window, UINT Message, WPARAM wParam, LPARAM lParam) {
@ -272,7 +277,7 @@ bool init_directx11(HWND Window) {
return 1;
}
if (!LoadShaders()) {
if (LoadShaders()) {
log_error("LoadShaders has failed");
return 1;
}
@ -282,8 +287,6 @@ bool init_directx11(HWND Window) {
{ "VERTEX_POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "COORDINATES", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 16, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "INSTANCE_POSITION_SIZE", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 1, 0, D3D11_INPUT_PER_INSTANCE_DATA, 1 },
{ "LEFT_COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 1, 16, D3D11_INPUT_PER_INSTANCE_DATA, 1 },
{ "RIGHT_COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 1, 32, D3D11_INPUT_PER_INSTANCE_DATA, 1 },
};
if (device->CreateInputLayout(input_element_desc, sizeof(input_element_desc) / sizeof(*input_element_desc), vertex_shader_code->GetBufferPointer(), vertex_shader_code->GetBufferSize(), &input_layout)) {
@ -309,49 +312,60 @@ bool init_directx11(HWND Window) {
vertex_buffer = CreateBuffer("vertex_buffer", sizeof(vertices), vertices, D3D11_BIND_VERTEX_BUFFER);
index_buffer = CreateBuffer("index_buffer", sizeof(indices), indices, D3D11_BIND_INDEX_BUFFER);
instance_buffer = CreateBuffer("instance_buffer", sizeof(instances), instances, D3D11_BIND_VERTEX_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
return 0;
}
int main() {
HRESULT hresult;
CoInitializeEx(0, COINIT_MULTITHREADED);
auto Window = (HWND)create_window(WindowMsgs);
if (!Window) {
printf("CreateWindow failed!\n");
return 1;
}
if (init_directx11(Window))
return 1;
D3D11_SAMPLER_DESC sampler_desc = {
.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT,
.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP,
.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP,
.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP,
.MipLODBias = 0,
.MaxAnisotropy = 1,
.ComparisonFunc = D3D11_COMPARISON_ALWAYS,
.BorderColor = {0},
.MinLOD = 0,
.MaxLOD = 0,
tiles_instance_buffer = CreateBuffer("tiles_instance_buffer", sizeof(tiles_instances), tiles_instances, D3D11_BIND_VERTEX_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
player_instance_buffer = CreateBuffer("player_instance_buffer", sizeof(player_instance), &player_instance, D3D11_BIND_VERTEX_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
D3D11_SAMPLER_DESC sampler_desc = {
.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT,
.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP,
.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP,
.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP,
.MipLODBias = 0,
.MaxAnisotropy = 1,
.ComparisonFunc = D3D11_COMPARISON_ALWAYS,
.BorderColor = {0},
.MinLOD = 0,
.MaxLOD = 0,
};
ID3D11SamplerState* sampler_state;
if ((hresult = device->CreateSamplerState(&sampler_desc, &sampler_state)) != S_OK) {
log_error("CreateSamplerState has failed. %ld", hresult);
return 1;
}
D3D11_BLEND_DESC blend_desc = {
.AlphaToCoverageEnable = FALSE,
.IndependentBlendEnable = FALSE,
.RenderTarget = {
{
.BlendEnable = TRUE,
.SrcBlend = D3D11_BLEND_SRC_ALPHA,
.DestBlend = D3D11_BLEND_INV_SRC_ALPHA,
.BlendOp = D3D11_BLEND_OP_ADD,
.SrcBlendAlpha = D3D11_BLEND_SRC_ALPHA,
.DestBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA,
.BlendOpAlpha = D3D11_BLEND_OP_ADD,
.RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL,
}
},
};
ID3D11BlendState *blend_state;
if ((hresult = device->CreateBlendState(&blend_desc, &blend_state) != S_OK)) {
log_error("CreateBlendState has failed. %ld", hresult);
return 1;
}
devicecontext->OMSetBlendState(blend_state, 0, 0xffffffff);
return 0;
}
ID3D11ShaderResourceView* create_shader_texture(char* bmp_texture_path) {
BMP_Texture bmp_texture = load_tga_file(bmp_texture_path);
D3D11_TEXTURE2D_DESC texture_desc = {
.Width = (UINT)tex1.bmp_width,
.Height = (UINT)tex1.bmp_height,
.Width = (UINT)bmp_texture.bmp_width,
.Height = (UINT)bmp_texture.bmp_height,
.MipLevels = 1,
.ArraySize = 1,
.Format = DXGI_FORMAT_B8G8R8A8_UNORM,
@ -363,21 +377,58 @@ int main() {
};
D3D11_SUBRESOURCE_DATA initial_data = {
.pSysMem = tex1.pixel,
.SysMemPitch = (UINT)tex1.bmp_width * 4,
.pSysMem = bmp_texture.pixel,
.SysMemPitch = (UINT)bmp_texture.bmp_width * 4,
};
ID3D11Texture2D* texture;
if ((hresult = device->CreateTexture2D(&texture_desc, &initial_data, &texture)) != S_OK) {
log_error("CreateTexture2D has failed. %ld", hresult);
return 0;
}
DX11SetDebugName(texture, { strlen(bmp_texture_path), bmp_texture_path });
ID3D11ShaderResourceView* resource_view;
if ((hresult = device->CreateShaderResourceView(texture, 0, &resource_view)) != S_OK) {
log_error("CreateShaderResourceView failed. %ld", hresult);
return 0;
}
DX11SetDebugName(resource_view, {strlen(bmp_texture_path), bmp_texture_path});
free(bmp_texture.pixel);
return resource_view;
}
int main() {
CoInitializeEx(0, COINIT_MULTITHREADED);
auto Window = (HWND)create_window(WindowMsgs);
if (!Window) {
printf("CreateWindow failed!\n");
return 1;
}
ID3D11ShaderResourceView* resource_view;
for (int y = 0; y < view_height; y++) {
for (int x = 0; x < view_width; x++) {
tiles_instances[x + y * view_width].pos_size.zw = { 1.0f / view_width, 1.0f / view_height };
tiles_instances[x + y * view_width].pos_size.xy = { (float)x / view_width, (float)y / (float)view_height };
tiles_instances[x + y * view_width].pos_size.xy += tiles_instances[x + y * view_width].pos_size.zw * 0.5f;
}
}
if ((hresult = device->CreateShaderResourceView(texture, 0, &resource_view)) != S_OK) {
log_error("CreateShaderResourceView failed. %ld", hresult);
if (init_directx11(Window))
return 1;
ID3D11ShaderResourceView* tile_texture = 0;
if (!(tile_texture = create_shader_texture("../assets/std_tile.tga"))) {
log_error("CreateShaderTexture has failed.");
return 1;
}
ID3D11ShaderResourceView* player_texture = 0;
if (!(player_texture = create_shader_texture("../assets/strawberry_paintnet.tga"))) {
log_error("CreateShaderTexture has failed.");
return 1;
}
@ -395,19 +446,9 @@ int main() {
V4 clear_color = { 0, 0, 0, 1 };
devicecontext->ClearRenderTargetView(render_target_view, clear_color.E);
//Quad rendern
D3D11_MAPPED_SUBRESOURCE mapped_subresource;
devicecontext->Map(instance_buffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped_subresource);
memcpy(mapped_subresource.pData, instances, sizeof(instances));
devicecontext->Unmap(instance_buffer, 0);
devicecontext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
devicecontext->IASetInputLayout(input_layout);
ID3D11Buffer* input_buffers[] = {
vertex_buffer,
instance_buffer,
};
UINT input_strides[] = {
sizeof(Vertex),
@ -419,7 +460,13 @@ int main() {
0,
};
devicecontext->IASetVertexBuffers(0, sizeof(input_buffers) / sizeof(*input_buffers), input_buffers, input_strides, input_offsets);
//leeres Feld
ID3D11Buffer* tiles_input_buffers[] = {
vertex_buffer,
tiles_instance_buffer,
};
devicecontext->IASetVertexBuffers(0, sizeof(tiles_input_buffers) / sizeof(*tiles_input_buffers), tiles_input_buffers, input_strides, input_offsets);
devicecontext->IASetIndexBuffer(index_buffer, DXGI_FORMAT_R16_UINT, 0);
devicecontext->IASetInputLayout(input_layout);
@ -427,12 +474,22 @@ int main() {
devicecontext->PSSetShader(pixel_shader, 0, 0);
devicecontext->PSSetSamplers(0, 1, &sampler_state);
devicecontext->PSSetShaderResources(0, 1, &resource_view);
devicecontext->PSSetShaderResources(0, 1, &tile_texture);
devicecontext->DrawIndexedInstanced(6, view_width * view_height, 0, 0, 0);
//Spieler Feld
ID3D11Buffer* player_input_buffers[] = {
vertex_buffer,
player_instance_buffer,
};
devicecontext->IASetVertexBuffers(0, sizeof(player_input_buffers) / sizeof(*player_input_buffers), player_input_buffers, input_strides, input_offsets);
devicecontext->PSSetShaderResources(0, 1, &player_texture);
devicecontext->DrawIndexedInstanced(6, 1, 0, 0, 0);
//
swap_chain->Present(0, 0);
}

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@ -111,6 +111,11 @@ inline V2 operator +(V2 a, V2 b) {
};
}
//Vektor Addition
inline V2 operator +=(V2& a, V2 b) {
return a = a + b;
}
//Subtraktion 2er 2-dim Vektoren
inline V2 operator -(V2 a, V2 b) {
return {
@ -119,6 +124,11 @@ inline V2 operator -(V2 a, V2 b) {
};
}
//Vektor Subtraktion
inline V2 operator -=(V2& a, V2 b) {
return a = a - b;
}
//Skalarmultiplikation -> erst Skalar, dann Vektor
inline V2 operator *(float a, V2 b) {
return {
@ -153,6 +163,7 @@ inline V2 operator /(V2 a, float b) {
};
}
//Skalarprodukt
inline float dot(V2 a, V2 b) {
return a.x * b.x + a.y * b.y;