Render basic geometry

Added GraphicsContext, SwapChain, Buffer, VertexBuffer, IndexBuffer and a basic DX11 implementation.
This commit is contained in:
Simon Lübeß
2020-11-25 13:03:40 +01:00
parent 0237e0b38d
commit 5954fbc411
20 changed files with 1219 additions and 180 deletions
+181 -3
View File
@@ -2,6 +2,12 @@ using System;
using GlitchyEngine.Events;
using GlitchyEngine.Platform.DX11;
using GlitchyEngine.ImGui;
using GlitchyEngine.Math;
using DirectX.D3D11;
using DirectX.Common;
using DirectX.D3DCompiler;
using System.Diagnostics;
using GlitchyEngine.Renderer;
namespace GlitchyEngine
{
@@ -34,6 +40,156 @@ namespace GlitchyEngine
_imGuiLayer = new ImGuiLayer();
PushOverlay(_imGuiLayer);
MakeTestTriangle();
}
struct VertexColor : IVertexData
{
public Vector3 Position;
public Color Color;
public this() => this = default;
public this(Vector3 pos, Color color)
{
Position = pos;
Color = color;
}
//public static readonly InputElementDescription[] InputLayout ~ delete _;
public static readonly VertexLayout VertexLayout ~ delete _;
public static VertexLayout IVertexData.VertexLayout => VertexLayout;
static this()
{
//VertexLayout = new VertexLayout();
}
}
VertexBuffer<VertexColor> _vertexBuffer ~ delete _;
IndexBuffer _indexBuffer ~ delete _;
ID3D11VertexShader* _vertexShader ~ _?.Release();
ID3D11PixelShader* _pixelShader ~ _?.Release();
ID3D11InputLayout* _inputLayout ~ _?.Release();
ID3D11RasterizerState* _rasterizerState ~ _?.Release();
private Vector3 CircleCoord(float angle)
{
return .(Math.Cos(angle), Math.Sin(angle), 0);
}
private void MakeTestTriangle()
{
// Compile vertex shader
ID3DBlob* vsCode = null;
ID3DBlob* errorBlob = null;
var result = D3DCompiler.D3DCompileFromFile("content\\basicShader.hlsl".ToScopedNativeWChar!(), null, .StandardInclude, "VS", "vs_5_0", .Debug, .None, &vsCode, &errorBlob);
if(result.Failed || errorBlob != null)
{
Debug.Write("ERROR: Failed to compile Vertex Shader: {}", result);
//ErrorPrinter.PrintErrorBlob(errorBlob);
Runtime.FatalError("Failed to compile Vertex Shader");
}
result = Dx11Cheater.Device.CreateVertexShader(vsCode.GetBufferPointer(), vsCode.GetBufferSize(), null, &_vertexShader);
if(result.Failed)
{
Debug.Write("ERROR: Failed to create Vertex Shader: {}", result);
Runtime.FatalError("Failed to create Vertex Shader");
}
// Create Input Layout
InputElementDescription[2] elementDescs = .(
InputElementDescription("POSITION", 0, .R32G32B32_Float, 0),
InputElementDescription("COLOR", 0, .R8G8B8A8_UNorm, 0)
);
result = Dx11Cheater.Device.CreateInputLayout(&elementDescs, (.)elementDescs.Count, vsCode.GetBufferPointer(), vsCode.GetBufferSize(), &_inputLayout);
vsCode.Release();
if(result.Failed)
{
Debug.Write("ERROR: Failed to create input layout: {}", result);
Runtime.FatalError("Failed to create input layout");
}
//
// Load pixel shader
//
ID3DBlob* psCode = null;
result = D3DCompiler.D3DCompileFromFile("content\\basicShader.hlsl".ToScopedNativeWChar!(), null, .StandardInclude, "PS", "ps_5_0", .Debug, .None, &psCode, &errorBlob);
if(result.Failed || errorBlob != null)
{
Debug.Write("ERROR: Failed to compile Pixel Shader: {}", result);
//ErrorPrinter.PrintErrorBlob(errorBlob);
Runtime.FatalError("Failed to compile Pixel Shader");
}
result = Dx11Cheater.Device.CreatePixelShader(psCode.GetBufferPointer(), psCode.GetBufferSize(), null, &_pixelShader);
psCode.Release();
if(result.Failed)
{
Debug.Write("ERROR: Failed to create Pixel Shader: {}", result);
Runtime.FatalError("Failed to create Pixel Shader");
}
float pO3 = Math.PI_f / 3.0f;
VertexColor[?] vertices = .(
VertexColor(.Zero, Color(255,255,255)),
VertexColor(CircleCoord(0), Color(255, 0, 0)),
VertexColor(CircleCoord(pO3), Color(255,255, 0)),
VertexColor(CircleCoord(pO3*2), Color( 0,255, 0)),
VertexColor(CircleCoord(Math.PI_f), Color( 0,255,255)),
VertexColor(CircleCoord(-pO3*2), Color( 0, 0,255)),
VertexColor(CircleCoord(-pO3), Color(255, 0,255)),
);
_vertexBuffer = new VertexBuffer<VertexColor>(Window.Context, (.)vertices.Count, .Immutable);
_vertexBuffer.SetData(vertices);
uint16[?] indices = .(
0, 1, 2,
0, 2, 3,
0, 3, 4,
0, 4, 5,
0, 5, 6,
0, 6, 1);
_indexBuffer = new IndexBuffer(Window.Context, (.)indices.Count, .Immutable);
_indexBuffer.SetData(indices);
if(result.Failed)
{
Debug.Write("ERROR: Failed to create Vertex Buffer: {}", result);
Runtime.FatalError();
}
// Create rasterizer state
RasterizerStateDescription rsDesc = .();
rsDesc.CullMode = .Back;
rsDesc.FillMode = .Solid;
rsDesc.FrontCounterClockwise = true;
result = Dx11Cheater.Device.CreateRasterizerState(ref rsDesc, &_rasterizerState);
if(result.Failed)
{
Debug.Write("ERROR: Failed to create Rasterizer State: {}", result);
Runtime.FatalError("Failed to create Rasterizer State");
}
}
public void OnEvent(Event e)
@@ -57,16 +213,38 @@ namespace GlitchyEngine
Input.NewFrame();
DirectX.ImmediateContext.ClearRenderTargetView(DirectX.BackBufferTarget, .(1, 0, 1));
_window.Context.ClearRenderTarget(null, .(0.2f, 0.2f, 0.2f));
for(Layer layer in _layerStack)
layer.Update(_gameTime);
_window.Update();
_window.Context.SetRenderTarget(null);
_window.Context.BindRenderTargets();
Window.Context.SetVertexBuffer(0, _vertexBuffer);
Window.Context.SetIndexBuffer(_indexBuffer);
var _immediateContext = Dx11Cheater.ImmediateContext;
_immediateContext.InputAssembler.SetInputLayout(_inputLayout);
_immediateContext.InputAssembler.SetPrimitiveTopology(.TriangleList);
_immediateContext.VertexShader.SetShader(_vertexShader, null, 0);
_immediateContext.Rasterizer.SetState(_rasterizerState);
_immediateContext.Rasterizer.SetViewports(1, &Dx11Cheater.BackbufferViewport);
_immediateContext.PixelShader.SetShader(_pixelShader, null, 0);
Window.Context.DrawIndexed(3 * 6);
_imGuiLayer.ImGuiRender();
DirectX.Present();
Window.Context.SwapChain.Present();
}
}