This tutorial is part of a Collection: 03. DirectX 11 - Braynzar Soft Tutorials
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21. Spotlights

Here we will learn how to impliment a spotlight, which we will use as a flashlight. Since spotlights are basically just point lights with a direction, we are able to build directly off code from the pointlight. This lesson will build directly off of lesson 18, first person camera. I figured a good example of spotlights would be a flashlight, so thats whats happening here!

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##Introduction## In this lesson, we will learn how to create a spotlight. We will use this spotlight for a camera. This lesson builds off the first person camera lesson. ##SpotLight Factors## Spotlights are basically just point lights but with a direction. Because of this, we will build directly off our implimentation of the point light, adding only a direction, and a value representing the size of the cone of our spotlight. ##Direction## This will be represented by a 3d vector called dir in our code, where the first value is the x axis, second value is the y axis and third value the z axis. ##Cone## Cone will be represented by a float value called cone in our code. This value will be the exponent in our spotlight equation. By changing this value, we change the size of our spotlights cone. A lower value is a wider cone, while a higher value is a smaller cone. ##SpotLight Equation## Remember, spotlights are built from point lights, so all we need to do is add one extra equation which will shine light in a specific direction through a cone instead of in all directions like a point light. ##Defining the Cone of Light## Here is the only new equation we will put into our effect file. This will create a cone that our light will shine through. The first thing is find the angle between our lights direction, and the direction from the light to the pixel. We use the dot product to find this. Then we use the max function to make sure we do not get dot product less than 0.0f. A dot product less than 0.0f would be behind the position of the spotlight, therefore shining light not only in the front of the spotlight, but also behind the spotlight. Finally, we use the pow function with the light.cone value as the exponent. This will complete the equation which defines our cone of light. finalColor *= pow(max(dot(-lightToPixelVec, light.dir), 0.0f), light.cone); ##The Light Structure## As you can see, we have changed the light structure to include two new members. One for the direction, and one for the cone variable. struct Light { Light() { ZeroMemory(this, sizeof(Light)); } XMFLOAT3 pos; float range; XMFLOAT3 dir; float cone; XMFLOAT3 att; float pad2; XMFLOAT4 ambient; XMFLOAT4 diffuse; }; ##Describing the Light## Here we describe our light. We set its position at 0,1,0 (this doesn't matter since we will update it later), its range to 1000.0f (so we don't see the light "cut off" in the distance, its attenuation's att0 to 0.4f (so the light does not get too bright when its close to the camera) and att1 to 0.02f to give it a constant falloff factor, then we set the cone value to 20.0f. Remember these can all be changed to whatever you need. You will soon see how flexible your lighting can get using these factors. Play with them to get a better idea of how they work. light.pos = XMFLOAT3(0.0f, 1.0f, 0.0f); light.dir = XMFLOAT3(0.0f, 0.0f, 1.0f); light.range = 1000.0f; light.cone = 20.0f; light.att = XMFLOAT3(0.4f, 0.02f, 0.0f); light.ambient = XMFLOAT4(0.2f, 0.2f, 0.2f, 1.0f); light.diffuse = XMFLOAT4(1.0f, 1.0f, 1.0f, 1.0f); ##Update the Lights Position## Since we are using this spotlight as a flashlight, we want the direction of the cone to face where our camera is facing, in other words, the target vector of our camera. We will also want the position of the flashlight to take the position of our camera, so we will use the position vector of our camera. This is updated every scene, so we will put this code in the updateScene function. light.pos.x = XMVectorGetX(camPosition); light.pos.y = XMVectorGetY(camPosition); light.pos.z = XMVectorGetZ(camPosition); light.dir.x = XMVectorGetX(camTarget) - light.pos.x; light.dir.y = XMVectorGetY(camTarget) - light.pos.y; light.dir.z = XMVectorGetZ(camTarget) - light.pos.z; ##The Effect File## Here is our new HLSL light structure, which now includes a direction and a float value for the cone. struct Light { float3 pos; float range; float3 dir; float cone; float3 att; float4 ambient; float4 diffuse; }; Here is our new PS stage, which impliments our spotlight. We covered what it is doing above, so you can read above if you don't understand, and look through the comments. The only new thing in the pixel shader is our new equation towards the bottom. float4 PS(VS_OUTPUT input) : SV_TARGET { input.normal = normalize(input.normal); float4 diffuse = ObjTexture.Sample( ObjSamplerState, input.TexCoord ); float3 finalColor = float3(0.0f, 0.0f, 0.0f); //Create the vector between light position and pixels position float3 lightToPixelVec = light.pos - input.worldPos; //Find the distance between the light pos and pixel pos float d = length(lightToPixelVec); //Add the ambient light float3 finalAmbient = diffuse * light.ambient; //If pixel is too far, return pixel color with ambient light if( d > light.range ) return float4(finalAmbient, diffuse.a); //Turn lightToPixelVec into a unit length vector describing //the pixels direction from the lights position lightToPixelVec /= d; //Calculate how much light the pixel gets by the angle //in which the light strikes the pixels surface float howMuchLight = dot(lightToPixelVec, input.normal); //If light is striking the front side of the pixel if( howMuchLight > 0.0f ) { //Add light to the finalColor of the pixel finalColor += diffuse * light.diffuse; //Calculate Light's Distance Falloff factor finalColor /= (light.att[0] + (light.att[1] * d)) + (light.att[2] * (d*d)); //Calculate falloff from center to edge of pointlight cone finalColor *= pow(max(dot(-lightToPixelVec, light.dir), 0.0f), light.cone); } //make sure the values are between 1 and 0, and add the ambient finalColor = saturate(finalColor + finalAmbient); //Return Final Color return float4(finalColor, diffuse.a); } Thats it! I was waiting to do this lesson for when we could use the spotlight as a flashlight, as i think thats a better example of a spotlight. Here's the final code: main.cpp: //Include and link appropriate libraries and headers// #pragma comment(lib, "d3d11.lib") #pragma comment(lib, "d3dx11.lib") #pragma comment(lib, "d3dx10.lib") #pragma comment (lib, "D3D10_1.lib") #pragma comment (lib, "DXGI.lib") #pragma comment (lib, "D2D1.lib") #pragma comment (lib, "dwrite.lib") #pragma comment (lib, "dinput8.lib") #pragma comment (lib, "dxguid.lib") #include <windows.h> #include <d3d11.h> #include <d3dx11.h> #include <d3dx10.h> #include <xnamath.h> #include <D3D10_1.h> #include <DXGI.h> #include <D2D1.h> #include <sstream> #include <dwrite.h> #include <dinput.h> //Global Declarations - Interfaces// IDXGISwapChain* SwapChain; ID3D11Device* d3d11Device; ID3D11DeviceContext* d3d11DevCon; ID3D11RenderTargetView* renderTargetView; ID3D11Buffer* squareIndexBuffer; ID3D11DepthStencilView* depthStencilView; ID3D11Texture2D* depthStencilBuffer; ID3D11Buffer* squareVertBuffer; ID3D11VertexShader* VS; ID3D11PixelShader* PS; ID3D11PixelShader* D2D_PS; ID3D10Blob* D2D_PS_Buffer; ID3D10Blob* VS_Buffer; ID3D10Blob* PS_Buffer; ID3D11InputLayout* vertLayout; ID3D11Buffer* cbPerObjectBuffer; ID3D11BlendState* Transparency; ID3D11RasterizerState* CCWcullMode; ID3D11RasterizerState* CWcullMode; ID3D11ShaderResourceView* CubesTexture; ID3D11SamplerState* CubesTexSamplerState; ID3D11Buffer* cbPerFrameBuffer; ID3D10Device1 *d3d101Device; IDXGIKeyedMutex *keyedMutex11; IDXGIKeyedMutex *keyedMutex10; ID2D1RenderTarget *D2DRenderTarget; ID2D1SolidColorBrush *Brush; ID3D11Texture2D *BackBuffer11; ID3D11Texture2D *sharedTex11; ID3D11Buffer *d2dVertBuffer; ID3D11Buffer *d2dIndexBuffer; ID3D11ShaderResourceView *d2dTexture; IDWriteFactory *DWriteFactory; IDWriteTextFormat *TextFormat; IDirectInputDevice8* DIKeyboard; IDirectInputDevice8* DIMouse; std::wstring printText; //Global Declarations - Others// LPCTSTR WndClassName = L"firstwindow"; HWND hwnd = NULL; HRESULT hr; int Width = 1920; int Height = 1200; DIMOUSESTATE mouseLastState; LPDIRECTINPUT8 DirectInput; float rotx = 0; float rotz = 0; float scaleX = 1.0f; float scaleY = 1.0f; XMMATRIX Rotationx; XMMATRIX Rotationz; XMMATRIX WVP; XMMATRIX cube1World; XMMATRIX cube2World; XMMATRIX camView; XMMATRIX camProjection; XMMATRIX d2dWorld; XMVECTOR camPosition; XMVECTOR camTarget; XMVECTOR camUp; XMVECTOR DefaultForward = XMVectorSet(0.0f,0.0f,1.0f, 0.0f); XMVECTOR DefaultRight = XMVectorSet(1.0f,0.0f,0.0f, 0.0f); XMVECTOR camForward = XMVectorSet(0.0f,0.0f,1.0f, 0.0f); XMVECTOR camRight = XMVectorSet(1.0f,0.0f,0.0f, 0.0f); XMMATRIX camRotationMatrix; XMMATRIX groundWorld; float moveLeftRight = 0.0f; float moveBackForward = 0.0f; float camYaw = 0.0f; float camPitch = 0.0f; XMMATRIX Rotation; XMMATRIX Scale; XMMATRIX Translation; float rot = 0.01f; double countsPerSecond = 0.0; __int64 CounterStart = 0; int frameCount = 0; int fps = 0; __int64 frameTimeOld = 0; double frameTime; //Function Prototypes// bool InitializeDirect3d11App(HINSTANCE hInstance); void CleanUp(); bool InitScene(); void DrawScene(); bool InitD2D_D3D101_DWrite(IDXGIAdapter1 *Adapter); void InitD2DScreenTexture(); void UpdateScene(double time); void UpdateCamera(); void RenderText(std::wstring text, int inInt); void StartTimer(); double GetTime(); double GetFrameTime(); bool InitializeWindow(HINSTANCE hInstance, int ShowWnd, int width, int height, bool windowed); int messageloop(); bool InitDirectInput(HINSTANCE hInstance); void DetectInput(double time); LRESULT CALLBACK WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); //Create effects constant buffer's structure// struct cbPerObject { XMMATRIX WVP; XMMATRIX World; }; cbPerObject cbPerObj; ///////////////**************new**************//////////////////// struct Light { Light() { ZeroMemory(this, sizeof(Light)); } XMFLOAT3 pos; float range; XMFLOAT3 dir; float cone; XMFLOAT3 att; float pad2; XMFLOAT4 ambient; XMFLOAT4 diffuse; }; ///////////////**************new**************//////////////////// Light light; struct cbPerFrame { Light light; }; cbPerFrame constbuffPerFrame; struct Vertex //Overloaded Vertex Structure { Vertex(){} Vertex(float x, float y, float z, float u, float v, float nx, float ny, float nz) : pos(x,y,z), texCoord(u, v), normal(nx, ny, nz){} XMFLOAT3 pos; XMFLOAT2 texCoord; XMFLOAT3 normal; }; D3D11_INPUT_ELEMENT_DESC layout[] = { { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }, { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 }, { "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 20, D3D11_INPUT_PER_VERTEX_DATA, 0} }; UINT numElements = ARRAYSIZE(layout); int WINAPI WinMain(HINSTANCE hInstance, //Main windows function HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nShowCmd) { if(!InitializeWindow(hInstance, nShowCmd, Width, Height, true)) { MessageBox(0, L"Window Initialization - Failed", L"Error", MB_OK); return 0; } if(!InitializeDirect3d11App(hInstance)) //Initialize Direct3D { MessageBox(0, L"Direct3D Initialization - Failed", L"Error", MB_OK); return 0; } if(!InitScene()) //Initialize our scene { MessageBox(0, L"Scene Initialization - Failed", L"Error", MB_OK); return 0; } if(!InitDirectInput(hInstance)) { MessageBox(0, L"Direct Input Initialization - Failed", L"Error", MB_OK); return 0; } messageloop(); CleanUp(); return 0; } bool InitializeWindow(HINSTANCE hInstance, int ShowWnd, int width, int height, bool windowed) { typedef struct _WNDCLASS { UINT cbSize; UINT style; WNDPROC lpfnWndProc; int cbClsExtra; int cbWndExtra; HANDLE hInstance; HICON hIcon; HCURSOR hCursor; HBRUSH hbrBackground; LPCTSTR lpszMenuName; LPCTSTR lpszClassName; } WNDCLASS; WNDCLASSEX wc; wc.cbSize = sizeof(WNDCLASSEX); wc.style = CS_HREDRAW | CS_VREDRAW; wc.lpfnWndProc = WndProc; wc.cbClsExtra = NULL; wc.cbWndExtra = NULL; wc.hInstance = hInstance; wc.hIcon = LoadIcon(NULL, IDI_APPLICATION); wc.hCursor = LoadCursor(NULL, IDC_ARROW); wc.hbrBackground = (HBRUSH)(COLOR_WINDOW + 1); wc.lpszMenuName = NULL; wc.lpszClassName = WndClassName; wc.hIconSm = LoadIcon(NULL, IDI_APPLICATION); if (!RegisterClassEx(&wc)) { MessageBox(NULL, L"Error registering class", L"Error", MB_OK | MB_ICONERROR); return 1; } hwnd = CreateWindowEx( NULL, WndClassName, L"Lesson 4 - Begin Drawing", WS_OVERLAPPEDWINDOW, CW_USEDEFAULT, CW_USEDEFAULT, width, height, NULL, NULL, hInstance, NULL ); if (!hwnd) { MessageBox(NULL, L"Error creating window", L"Error", MB_OK | MB_ICONERROR); return 1; } ShowWindow(hwnd, ShowWnd); UpdateWindow(hwnd); return true; } bool InitializeDirect3d11App(HINSTANCE hInstance) { //Describe our SwapChain Buffer DXGI_MODE_DESC bufferDesc; ZeroMemory(&bufferDesc, sizeof(DXGI_MODE_DESC)); bufferDesc.Width = Width; bufferDesc.Height = Height; bufferDesc.RefreshRate.Numerator = 60; bufferDesc.RefreshRate.Denominator = 1; bufferDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM; bufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED; bufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED; //Describe our SwapChain DXGI_SWAP_CHAIN_DESC swapChainDesc; ZeroMemory(&swapChainDesc, sizeof(DXGI_SWAP_CHAIN_DESC)); swapChainDesc.BufferDesc = bufferDesc; swapChainDesc.SampleDesc.Count = 1; swapChainDesc.SampleDesc.Quality = 0; swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; swapChainDesc.BufferCount = 1; swapChainDesc.OutputWindow = hwnd; ///////////////**************new**************//////////////////// swapChainDesc.Windowed = true; ///////////////**************new**************//////////////////// swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD; // Create DXGI factory to enumerate adapters/////////////////////////////////////////////////////////////////////////// IDXGIFactory1 *DXGIFactory; HRESULT hr = CreateDXGIFactory1(__uuidof(IDXGIFactory1), (void**)&DXGIFactory); // Use the first adapter IDXGIAdapter1 *Adapter; hr = DXGIFactory->EnumAdapters1(0, &Adapter); DXGIFactory->Release(); //Create our Direct3D 11 Device and SwapChain////////////////////////////////////////////////////////////////////////// hr = D3D11CreateDeviceAndSwapChain(Adapter, D3D_DRIVER_TYPE_UNKNOWN, NULL, D3D11_CREATE_DEVICE_BGRA_SUPPORT, NULL, NULL, D3D11_SDK_VERSION, &swapChainDesc, &SwapChain, &d3d11Device, NULL, &d3d11DevCon); //Initialize Direct2D, Direct3D 10.1, DirectWrite InitD2D_D3D101_DWrite(Adapter); //Release the Adapter interface Adapter->Release(); //Create our BackBuffer and Render Target hr = SwapChain->GetBuffer( 0, __uuidof( ID3D11Texture2D ), (void**)&BackBuffer11 ); hr = d3d11Device->CreateRenderTargetView( BackBuffer11, NULL, &renderTargetView ); //Describe our Depth/Stencil Buffer D3D11_TEXTURE2D_DESC depthStencilDesc; depthStencilDesc.Width = Width; depthStencilDesc.Height = Height; depthStencilDesc.MipLevels = 1; depthStencilDesc.ArraySize = 1; depthStencilDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT; depthStencilDesc.SampleDesc.Count = 1; depthStencilDesc.SampleDesc.Quality = 0; depthStencilDesc.Usage = D3D11_USAGE_DEFAULT; depthStencilDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL; depthStencilDesc.CPUAccessFlags = 0; depthStencilDesc.MiscFlags = 0; //Create the Depth/Stencil View d3d11Device->CreateTexture2D(&depthStencilDesc, NULL, &depthStencilBuffer); d3d11Device->CreateDepthStencilView(depthStencilBuffer, NULL, &depthStencilView); return true; } bool InitD2D_D3D101_DWrite(IDXGIAdapter1 *Adapter) { //Create our Direc3D 10.1 Device/////////////////////////////////////////////////////////////////////////////////////// hr = D3D10CreateDevice1(Adapter, D3D10_DRIVER_TYPE_HARDWARE, NULL,D3D10_CREATE_DEVICE_BGRA_SUPPORT, D3D10_FEATURE_LEVEL_9_3, D3D10_1_SDK_VERSION, &d3d101Device ); //Create Shared Texture that Direct3D 10.1 will render on////////////////////////////////////////////////////////////// D3D11_TEXTURE2D_DESC sharedTexDesc; ZeroMemory(&sharedTexDesc, sizeof(sharedTexDesc)); sharedTexDesc.Width = Width; sharedTexDesc.Height = Height; sharedTexDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM; sharedTexDesc.MipLevels = 1; sharedTexDesc.ArraySize = 1; sharedTexDesc.SampleDesc.Count = 1; sharedTexDesc.Usage = D3D11_USAGE_DEFAULT; sharedTexDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET; sharedTexDesc.MiscFlags = D3D11_RESOURCE_MISC_SHARED_KEYEDMUTEX; hr = d3d11Device->CreateTexture2D(&sharedTexDesc, NULL, &sharedTex11); // Get the keyed mutex for the shared texture (for D3D11)/////////////////////////////////////////////////////////////// hr = sharedTex11->QueryInterface(__uuidof(IDXGIKeyedMutex), (void**)&keyedMutex11); // Get the shared handle needed to open the shared texture in D3D10.1/////////////////////////////////////////////////// IDXGIResource *sharedResource10; HANDLE sharedHandle10; hr = sharedTex11->QueryInterface(__uuidof(IDXGIResource), (void**)&sharedResource10); hr = sharedResource10->GetSharedHandle(&sharedHandle10); sharedResource10->Release(); // Open the surface for the shared texture in D3D10.1/////////////////////////////////////////////////////////////////// IDXGISurface1 *sharedSurface10; hr = d3d101Device->OpenSharedResource(sharedHandle10, __uuidof(IDXGISurface1), (void**)(&sharedSurface10)); hr = sharedSurface10->QueryInterface(__uuidof(IDXGIKeyedMutex), (void**)&keyedMutex10); // Create D2D factory/////////////////////////////////////////////////////////////////////////////////////////////////// ID2D1Factory *D2DFactory; hr = D2D1CreateFactory(D2D1_FACTORY_TYPE_SINGLE_THREADED, __uuidof(ID2D1Factory), (void**)&D2DFactory); D2D1_RENDER_TARGET_PROPERTIES renderTargetProperties; ZeroMemory(&renderTargetProperties, sizeof(renderTargetProperties)); renderTargetProperties.type = D2D1_RENDER_TARGET_TYPE_HARDWARE; renderTargetProperties.pixelFormat = D2D1::PixelFormat(DXGI_FORMAT_UNKNOWN, D2D1_ALPHA_MODE_PREMULTIPLIED); hr = D2DFactory->CreateDxgiSurfaceRenderTarget(sharedSurface10, &renderTargetProperties, &D2DRenderTarget); sharedSurface10->Release(); D2DFactory->Release(); // Create a solid color brush to draw something with hr = D2DRenderTarget->CreateSolidColorBrush(D2D1::ColorF(1.0f, 1.0f, 1.0f, 1.0f), &Brush); //DirectWrite/////////////////////////////////////////////////////////////////////////////////////////////////////////// hr = DWriteCreateFactory(DWRITE_FACTORY_TYPE_SHARED, __uuidof(IDWriteFactory), reinterpret_cast<IUnknown**>(&DWriteFactory)); hr = DWriteFactory->CreateTextFormat( L"Script", NULL, DWRITE_FONT_WEIGHT_REGULAR, DWRITE_FONT_STYLE_NORMAL, DWRITE_FONT_STRETCH_NORMAL, 24.0f, L"en-us", &TextFormat ); hr = TextFormat->SetTextAlignment(DWRITE_TEXT_ALIGNMENT_LEADING); hr = TextFormat->SetParagraphAlignment(DWRITE_PARAGRAPH_ALIGNMENT_NEAR); d3d101Device->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_POINTLIST); return true; } bool InitDirectInput(HINSTANCE hInstance) { hr = DirectInput8Create(hInstance, DIRECTINPUT_VERSION, IID_IDirectInput8, (void**)&DirectInput, NULL); hr = DirectInput->CreateDevice(GUID_SysKeyboard, &DIKeyboard, NULL); hr = DirectInput->CreateDevice(GUID_SysMouse, &DIMouse, NULL); hr = DIKeyboard->SetDataFormat(&c_dfDIKeyboard); hr = DIKeyboard->SetCooperativeLevel(hwnd, DISCL_FOREGROUND | DISCL_NONEXCLUSIVE); hr = DIMouse->SetDataFormat(&c_dfDIMouse); hr = DIMouse->SetCooperativeLevel(hwnd, DISCL_EXCLUSIVE | DISCL_NOWINKEY | DISCL_FOREGROUND); return true; } void UpdateCamera() { camRotationMatrix = XMMatrixRotationRollPitchYaw(camPitch, camYaw, 0); camTarget = XMVector3TransformCoord(DefaultForward, camRotationMatrix ); camTarget = XMVector3Normalize(camTarget); XMMATRIX RotateYTempMatrix; RotateYTempMatrix = XMMatrixRotationY(camYaw); camRight = XMVector3TransformCoord(DefaultRight, RotateYTempMatrix); camUp = XMVector3TransformCoord(camUp, RotateYTempMatrix); camForward = XMVector3TransformCoord(DefaultForward, RotateYTempMatrix); camPosition += moveLeftRight*camRight; camPosition += moveBackForward*camForward; moveLeftRight = 0.0f; moveBackForward = 0.0f; camTarget = camPosition + camTarget; camView = XMMatrixLookAtLH( camPosition, camTarget, camUp ); } void DetectInput(double time) { DIMOUSESTATE mouseCurrState; BYTE keyboardState[256]; DIKeyboard->Acquire(); DIMouse->Acquire(); DIMouse->GetDeviceState(sizeof(DIMOUSESTATE), &mouseCurrState); DIKeyboard->GetDeviceState(sizeof(keyboardState),(LPVOID)&keyboardState); if(keyboardState[DIK_ESCAPE] & 0x80) PostMessage(hwnd, WM_DESTROY, 0, 0); float speed = 15.0f * time; if(keyboardState[DIK_A] & 0x80) { moveLeftRight -= speed; } if(keyboardState[DIK_D] & 0x80) { moveLeftRight += speed; } if(keyboardState[DIK_W] & 0x80) { moveBackForward += speed; } if(keyboardState[DIK_S] & 0x80) { moveBackForward -= speed; } if((mouseCurrState.lX != mouseLastState.lX) || (mouseCurrState.lY != mouseLastState.lY)) { camYaw += mouseLastState.lX * 0.001f; camPitch += mouseCurrState.lY * 0.001f; mouseLastState = mouseCurrState; } UpdateCamera(); return; } void CleanUp() { SwapChain->SetFullscreenState(false, NULL); PostMessage(hwnd, WM_DESTROY, 0, 0); //Release the COM Objects we created SwapChain->Release(); d3d11Device->Release(); d3d11DevCon->Release(); renderTargetView->Release(); squareVertBuffer->Release(); squareIndexBuffer->Release(); VS->Release(); PS->Release(); VS_Buffer->Release(); PS_Buffer->Release(); vertLayout->Release(); depthStencilView->Release(); depthStencilBuffer->Release(); cbPerObjectBuffer->Release(); Transparency->Release(); CCWcullMode->Release(); CWcullMode->Release(); d3d101Device->Release(); keyedMutex11->Release(); keyedMutex10->Release(); D2DRenderTarget->Release(); Brush->Release(); BackBuffer11->Release(); sharedTex11->Release(); DWriteFactory->Release(); TextFormat->Release(); d2dTexture->Release(); cbPerFrameBuffer->Release(); DIKeyboard->Unacquire(); DIMouse->Unacquire(); DirectInput->Release(); } void InitD2DScreenTexture() { //Create the vertex buffer Vertex v[] = { // Front Face Vertex(-1.0f, -1.0f, -1.0f, 0.0f, 1.0f,-1.0f, -1.0f, -1.0f), Vertex(-1.0f, 1.0f, -1.0f, 0.0f, 0.0f,-1.0f, 1.0f, -1.0f), Vertex( 1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 1.0f, 1.0f, -1.0f), Vertex( 1.0f, -1.0f, -1.0f, 1.0f, 1.0f, 1.0f, -1.0f, -1.0f), }; DWORD indices[] = { // Front Face 0, 1, 2, 0, 2, 3, }; D3D11_BUFFER_DESC indexBufferDesc; ZeroMemory( &indexBufferDesc, sizeof(indexBufferDesc) ); indexBufferDesc.Usage = D3D11_USAGE_DEFAULT; indexBufferDesc.ByteWidth = sizeof(DWORD) * 2 * 3; indexBufferDesc.BindFlags = D3D11_BIND_INDEX_BUFFER; indexBufferDesc.CPUAccessFlags = 0; indexBufferDesc.MiscFlags = 0; D3D11_SUBRESOURCE_DATA iinitData; iinitData.pSysMem = indices; d3d11Device->CreateBuffer(&indexBufferDesc, &iinitData, &d2dIndexBuffer); D3D11_BUFFER_DESC vertexBufferDesc; ZeroMemory( &vertexBufferDesc, sizeof(vertexBufferDesc) ); vertexBufferDesc.Usage = D3D11_USAGE_DEFAULT; vertexBufferDesc.ByteWidth = sizeof( Vertex ) * 4; vertexBufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER; vertexBufferDesc.CPUAccessFlags = 0; vertexBufferDesc.MiscFlags = 0; D3D11_SUBRESOURCE_DATA vertexBufferData; ZeroMemory( &vertexBufferData, sizeof(vertexBufferData) ); vertexBufferData.pSysMem = v; hr = d3d11Device->CreateBuffer( &vertexBufferDesc, &vertexBufferData, &d2dVertBuffer); //Create A shader resource view from the texture D2D will render to, //So we can use it to texture a square which overlays our scene d3d11Device->CreateShaderResourceView(sharedTex11, NULL, &d2dTexture); } bool InitScene() { InitD2DScreenTexture(); //Compile Shaders from shader file hr = D3DX11CompileFromFile(L"Effects.fx", 0, 0, "VS", "vs_4_0", 0, 0, 0, &VS_Buffer, 0, 0); hr = D3DX11CompileFromFile(L"Effects.fx", 0, 0, "PS", "ps_4_0", 0, 0, 0, &PS_Buffer, 0, 0); hr = D3DX11CompileFromFile(L"Effects.fx", 0, 0, "D2D_PS", "ps_4_0", 0, 0, 0, &D2D_PS_Buffer, 0, 0); //Create the Shader Objects hr = d3d11Device->CreateVertexShader(VS_Buffer->GetBufferPointer(), VS_Buffer->GetBufferSize(), NULL, &VS); hr = d3d11Device->CreatePixelShader(PS_Buffer->GetBufferPointer(), PS_Buffer->GetBufferSize(), NULL, &PS); hr = d3d11Device->CreatePixelShader(D2D_PS_Buffer->GetBufferPointer(), D2D_PS_Buffer->GetBufferSize(), NULL, &D2D_PS); //Set Vertex and Pixel Shaders d3d11DevCon->VSSetShader(VS, 0, 0); d3d11DevCon->PSSetShader(PS, 0, 0); ///////////////**************new**************//////////////////// light.pos = XMFLOAT3(0.0f, 1.0f, 0.0f); light.dir = XMFLOAT3(0.0f, 0.0f, 1.0f); light.range = 1000.0f; light.cone = 20.0f; light.att = XMFLOAT3(0.4f, 0.02f, 0.000f); light.ambient = XMFLOAT4(0.2f, 0.2f, 0.2f, 1.0f); light.diffuse = XMFLOAT4(1.0f, 1.0f, 1.0f, 1.0f); ///////////////**************new**************//////////////////// //Create the vertex buffer Vertex v[] = { // Bottom Face Vertex(-1.0f, -1.0f, -1.0f, 100.0f, 100.0f, 0.0f, 1.0f, 0.0f), Vertex( 1.0f, -1.0f, -1.0f, 0.0f, 100.0f, 0.0f, 1.0f, 0.0f), Vertex( 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f), Vertex(-1.0f, -1.0f, 1.0f, 100.0f, 0.0f, 0.0f, 1.0f, 0.0f), }; DWORD indices[] = { 0, 1, 2, 0, 2, 3, }; D3D11_BUFFER_DESC indexBufferDesc; ZeroMemory( &indexBufferDesc, sizeof(indexBufferDesc) ); indexBufferDesc.Usage = D3D11_USAGE_DEFAULT; indexBufferDesc.ByteWidth = sizeof(DWORD) * 2 * 3; indexBufferDesc.BindFlags = D3D11_BIND_INDEX_BUFFER; indexBufferDesc.CPUAccessFlags = 0; indexBufferDesc.MiscFlags = 0; D3D11_SUBRESOURCE_DATA iinitData; iinitData.pSysMem = indices; d3d11Device->CreateBuffer(&indexBufferDesc, &iinitData, &squareIndexBuffer); D3D11_BUFFER_DESC vertexBufferDesc; ZeroMemory( &vertexBufferDesc, sizeof(vertexBufferDesc) ); vertexBufferDesc.Usage = D3D11_USAGE_DEFAULT; vertexBufferDesc.ByteWidth = sizeof( Vertex ) * 4; vertexBufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER; vertexBufferDesc.CPUAccessFlags = 0; vertexBufferDesc.MiscFlags = 0; D3D11_SUBRESOURCE_DATA vertexBufferData; ZeroMemory( &vertexBufferData, sizeof(vertexBufferData) ); vertexBufferData.pSysMem = v; hr = d3d11Device->CreateBuffer( &vertexBufferDesc, &vertexBufferData, &squareVertBuffer); //Create the Input Layout hr = d3d11Device->CreateInputLayout( layout, numElements, VS_Buffer->GetBufferPointer(), VS_Buffer->GetBufferSize(), &vertLayout ); //Set the Input Layout d3d11DevCon->IASetInputLayout( vertLayout ); //Set Primitive Topology d3d11DevCon->IASetPrimitiveTopology( D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST ); //Create the Viewport D3D11_VIEWPORT viewport; ZeroMemory(&viewport, sizeof(D3D11_VIEWPORT)); viewport.TopLeftX = 0; viewport.TopLeftY = 0; viewport.Width = Width; viewport.Height = Height; viewport.MinDepth = 0.0f; viewport.MaxDepth = 1.0f; //Set the Viewport d3d11DevCon->RSSetViewports(1, &viewport); //Create the buffer to send to the cbuffer in effect file D3D11_BUFFER_DESC cbbd; ZeroMemory(&cbbd, sizeof(D3D11_BUFFER_DESC)); cbbd.Usage = D3D11_USAGE_DEFAULT; cbbd.ByteWidth = sizeof(cbPerObject); cbbd.BindFlags = D3D11_BIND_CONSTANT_BUFFER; cbbd.CPUAccessFlags = 0; cbbd.MiscFlags = 0; hr = d3d11Device->CreateBuffer(&cbbd, NULL, &cbPerObjectBuffer); //Create the buffer to send to the cbuffer per frame in effect file ZeroMemory(&cbbd, sizeof(D3D11_BUFFER_DESC)); cbbd.Usage = D3D11_USAGE_DEFAULT; cbbd.ByteWidth = sizeof(cbPerFrame); cbbd.BindFlags = D3D11_BIND_CONSTANT_BUFFER; cbbd.CPUAccessFlags = 0; cbbd.MiscFlags = 0; hr = d3d11Device->CreateBuffer(&cbbd, NULL, &cbPerFrameBuffer); //Camera information camPosition = XMVectorSet( 0.0f, 5.0f, -8.0f, 0.0f ); camTarget = XMVectorSet( 0.0f, 0.0f, 0.0f, 0.0f ); camUp = XMVectorSet( 0.0f, 1.0f, 0.0f, 0.0f ); //Set the View matrix camView = XMMatrixLookAtLH( camPosition, camTarget, camUp ); //Set the Projection matrix camProjection = XMMatrixPerspectiveFovLH( 0.4f*3.14f, (float)Width/Height, 1.0f, 1000.0f); D3D11_BLEND_DESC blendDesc; ZeroMemory( &blendDesc, sizeof(blendDesc) ); D3D11_RENDER_TARGET_BLEND_DESC rtbd; ZeroMemory( &rtbd, sizeof(rtbd) ); rtbd.BlendEnable = true; rtbd.SrcBlend = D3D11_BLEND_SRC_COLOR; rtbd.DestBlend = D3D11_BLEND_INV_SRC_ALPHA; rtbd.BlendOp = D3D11_BLEND_OP_ADD; rtbd.SrcBlendAlpha = D3D11_BLEND_ONE; rtbd.DestBlendAlpha = D3D11_BLEND_ZERO; rtbd.BlendOpAlpha = D3D11_BLEND_OP_ADD; rtbd.RenderTargetWriteMask = D3D10_COLOR_WRITE_ENABLE_ALL; blendDesc.AlphaToCoverageEnable = false; blendDesc.RenderTarget[0] = rtbd; hr = D3DX11CreateShaderResourceViewFromFile( d3d11Device, L"grass.jpg", NULL, NULL, &CubesTexture, NULL ); // Describe the Sample State D3D11_SAMPLER_DESC sampDesc; ZeroMemory( &sampDesc, sizeof(sampDesc) ); sampDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR; sampDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP; sampDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP; sampDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP; sampDesc.ComparisonFunc = D3D11_COMPARISON_NEVER; sampDesc.MinLOD = 0; sampDesc.MaxLOD = D3D11_FLOAT32_MAX; //Create the Sample State hr = d3d11Device->CreateSamplerState( &sampDesc, &CubesTexSamplerState ); d3d11Device->CreateBlendState(&blendDesc, &Transparency); D3D11_RASTERIZER_DESC cmdesc; ZeroMemory(&cmdesc, sizeof(D3D11_RASTERIZER_DESC)); cmdesc.FillMode = D3D11_FILL_SOLID; cmdesc.CullMode = D3D11_CULL_BACK; cmdesc.FrontCounterClockwise = true; hr = d3d11Device->CreateRasterizerState(&cmdesc, &CCWcullMode); cmdesc.FrontCounterClockwise = false; hr = d3d11Device->CreateRasterizerState(&cmdesc, &CWcullMode); return true; } void StartTimer() { LARGE_INTEGER frequencyCount; QueryPerformanceFrequency(&frequencyCount); countsPerSecond = double(frequencyCount.QuadPart); QueryPerformanceCounter(&frequencyCount); CounterStart = frequencyCount.QuadPart; } double GetTime() { LARGE_INTEGER currentTime; QueryPerformanceCounter(&currentTime); return double(currentTime.QuadPart-CounterStart)/countsPerSecond; } double GetFrameTime() { LARGE_INTEGER currentTime; __int64 tickCount; QueryPerformanceCounter(&currentTime); tickCount = currentTime.QuadPart-frameTimeOld; frameTimeOld = currentTime.QuadPart; if(tickCount < 0.0f) tickCount = 0.0f; return float(tickCount)/countsPerSecond; } void UpdateScene(double time) { //Reset cube1World groundWorld = XMMatrixIdentity(); //Define cube1's world space matrix Scale = XMMatrixScaling( 500.0f, 10.0f, 500.0f ); Translation = XMMatrixTranslation( 0.0f, 10.0f, 0.0f ); //Set cube1's world space using the transformations groundWorld = Scale * Translation; ///////////////**************new**************//////////////////// light.pos.x = XMVectorGetX(camPosition); light.pos.y = XMVectorGetY(camPosition); light.pos.z = XMVectorGetZ(camPosition); light.dir.x = XMVectorGetX(camTarget) - light.pos.x; light.dir.y = XMVectorGetY(camTarget) - light.pos.y; light.dir.z = XMVectorGetZ(camTarget) - light.pos.z; ///////////////**************new**************//////////////////// } void RenderText(std::wstring text, int inInt) { d3d11DevCon->PSSetShader(D2D_PS, 0, 0); //Release the D3D 11 Device keyedMutex11->ReleaseSync(0); //Use D3D10.1 device keyedMutex10->AcquireSync(0, 5); //Draw D2D content D2DRenderTarget->BeginDraw(); //Clear D2D Background D2DRenderTarget->Clear(D2D1::ColorF(0.0f, 0.0f, 0.0f, 0.0f)); //Create our string std::wostringstream printString; printString << text << inInt; printText = printString.str(); //Set the Font Color D2D1_COLOR_F FontColor = D2D1::ColorF(1.0f, 1.0f, 1.0f, 1.0f); //Set the brush color D2D will use to draw with Brush->SetColor(FontColor); //Create the D2D Render Area D2D1_RECT_F layoutRect = D2D1::RectF(0, 0, Width, Height); //Draw the Text D2DRenderTarget->DrawText( printText.c_str(), wcslen(printText.c_str()), TextFormat, layoutRect, Brush ); D2DRenderTarget->EndDraw(); //Release the D3D10.1 Device keyedMutex10->ReleaseSync(1); //Use the D3D11 Device keyedMutex11->AcquireSync(1, 5); //Use the shader resource representing the direct2d render target //to texture a square which is rendered in screen space so it //overlays on top of our entire scene. We use alpha blending so //that the entire background of the D2D render target is "invisible", //And only the stuff we draw with D2D will be visible (the text) //Set the blend state for D2D render target texture objects d3d11DevCon->OMSetBlendState(Transparency, NULL, 0xffffffff); //Set the d2d Index buffer d3d11DevCon->IASetIndexBuffer( d2dIndexBuffer, DXGI_FORMAT_R32_UINT, 0); //Set the d2d vertex buffer UINT stride = sizeof( Vertex ); UINT offset = 0; d3d11DevCon->IASetVertexBuffers( 0, 1, &d2dVertBuffer, &stride, &offset ); WVP = XMMatrixIdentity(); cbPerObj.WVP = XMMatrixTranspose(WVP); d3d11DevCon->UpdateSubresource( cbPerObjectBuffer, 0, NULL, &cbPerObj, 0, 0 ); d3d11DevCon->VSSetConstantBuffers( 0, 1, &cbPerObjectBuffer ); d3d11DevCon->PSSetShaderResources( 0, 1, &d2dTexture ); d3d11DevCon->PSSetSamplers( 0, 1, &CubesTexSamplerState ); d3d11DevCon->RSSetState(CWcullMode); //Draw the second cube d3d11DevCon->DrawIndexed( 6, 0, 0 ); } void DrawScene() { //Clear our render target and depth/stencil view float bgColor[4] = { 0.1f, 0.1f, 0.1f, 1.0f }; d3d11DevCon->ClearRenderTargetView(renderTargetView, bgColor); d3d11DevCon->ClearDepthStencilView(depthStencilView, D3D11_CLEAR_DEPTH|D3D11_CLEAR_STENCIL, 1.0f, 0); constbuffPerFrame.light = light; d3d11DevCon->UpdateSubresource( cbPerFrameBuffer, 0, NULL, &constbuffPerFrame, 0, 0 ); d3d11DevCon->PSSetConstantBuffers(0, 1, &cbPerFrameBuffer); //Set our Render Target d3d11DevCon->OMSetRenderTargets( 1, &renderTargetView, depthStencilView ); //Set the default blend state (no blending) for opaque objects d3d11DevCon->OMSetBlendState(0, 0, 0xffffffff); //Set Vertex and Pixel Shaders d3d11DevCon->VSSetShader(VS, 0, 0); d3d11DevCon->PSSetShader(PS, 0, 0); //Set the cubes index buffer d3d11DevCon->IASetIndexBuffer( squareIndexBuffer, DXGI_FORMAT_R32_UINT, 0); //Set the cubes vertex buffer UINT stride = sizeof( Vertex ); UINT offset = 0; d3d11DevCon->IASetVertexBuffers( 0, 1, &squareVertBuffer, &stride, &offset ); //Set the WVP matrix and send it to the constant buffer in effect file WVP = groundWorld * camView * camProjection; cbPerObj.WVP = XMMatrixTranspose(WVP); cbPerObj.World = XMMatrixTranspose(groundWorld); d3d11DevCon->UpdateSubresource( cbPerObjectBuffer, 0, NULL, &cbPerObj, 0, 0 ); d3d11DevCon->VSSetConstantBuffers( 0, 1, &cbPerObjectBuffer ); d3d11DevCon->PSSetShaderResources( 0, 1, &CubesTexture ); d3d11DevCon->PSSetSamplers( 0, 1, &CubesTexSamplerState ); d3d11DevCon->RSSetState(CCWcullMode); d3d11DevCon->DrawIndexed( 6, 0, 0 ); RenderText(L"FPS: ", fps); //Present the backbuffer to the screen SwapChain->Present(0, 0); } int messageloop(){ MSG msg; ZeroMemory(&msg, sizeof(MSG)); while(true) { BOOL PeekMessageL( LPMSG lpMsg, HWND hWnd, UINT wMsgFilterMin, UINT wMsgFilterMax, UINT wRemoveMsg ); if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) { if (msg.message == WM_QUIT) break; TranslateMessage(&msg); DispatchMessage(&msg); } else{ // run game code frameCount++; if(GetTime() > 1.0f) { fps = frameCount; frameCount = 0; StartTimer(); } frameTime = GetFrameTime(); DetectInput(frameTime); UpdateScene(frameTime); DrawScene(); } } return msg.wParam; } LRESULT CALLBACK WndProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam) { switch( msg ) { case WM_KEYDOWN: if( wParam == VK_ESCAPE ){ DestroyWindow(hwnd); } return 0; case WM_DESTROY: PostQuitMessage(0); return 0; } return DefWindowProc(hwnd, msg, wParam, lParam); } Effects.fx: struct Light { float3 pos; float range; float3 dir; float cone; float3 att; float4 ambient; float4 diffuse; }; cbuffer cbPerFrame { Light light; }; cbuffer cbPerObject { float4x4 WVP; float4x4 World; }; Texture2D ObjTexture; SamplerState ObjSamplerState; struct VS_OUTPUT { float4 Pos : SV_POSITION; float4 worldPos : POSITION; float2 TexCoord : TEXCOORD; float3 normal : NORMAL; }; VS_OUTPUT VS(float4 inPos : POSITION, float2 inTexCoord : TEXCOORD, float3 normal : NORMAL) { VS_OUTPUT output; output.Pos = mul(inPos, WVP); output.worldPos = mul(inPos, World); output.normal = mul(normal, World); output.TexCoord = inTexCoord; return output; } float4 PS(VS_OUTPUT input) : SV_TARGET { input.normal = normalize(input.normal); float4 diffuse = ObjTexture.Sample( ObjSamplerState, input.TexCoord ); float3 finalColor = float3(0.0f, 0.0f, 0.0f); //Create the vector between light position and pixels position float3 lightToPixelVec = light.pos - input.worldPos; //Find the distance between the light pos and pixel pos float d = length(lightToPixelVec); //Add the ambient light float3 finalAmbient = diffuse * light.ambient; //If pixel is too far, return pixel color with ambient light if( d > light.range ) return float4(finalAmbient, diffuse.a); //Turn lightToPixelVec into a unit length vector describing //the pixels direction from the lights position lightToPixelVec /= d; //Calculate how much light the pixel gets by the angle //in which the light strikes the pixels surface float howMuchLight = dot(lightToPixelVec, input.normal); //If light is striking the front side of the pixel if( howMuchLight > 0.0f ) { //Add light to the finalColor of the pixel finalColor += diffuse * light.diffuse; //Calculate Light's Distance Falloff factor finalColor /= (light.att[0] + (light.att[1] * d)) + (light.att[2] * (d*d)); //Calculate falloff from center to edge of pointlight cone finalColor *= pow(max(dot(-lightToPixelVec, light.dir), 0.0f), light.cone); } //make sure the values are between 1 and 0, and add the ambient finalColor = saturate(finalColor + finalAmbient); //Return Final Color return float4(finalColor, diffuse.a); } float4 D2D_PS(VS_OUTPUT input) : SV_TARGET { float4 diffuse = ObjTexture.Sample( ObjSamplerState, input.TexCoord ); return diffuse; }
Comments
To make it work with alpha textures the line "float howMuchLight = dot(lightToPixelVec, input.normal);" of the vertex shader needs to be replaced by "float howMuchLight = abs(dot(lightToPixelVec, input.normal));". The if-statement can be removed as well after that fix.
on Apr 07 `16
Fritschifisch