2025-11-28 00:35:46 +09:00

315 lines
11 KiB
C++

#include "stdafx.h"
#include "SpinningCubeRenderer.h"
#include "Common/DirectXHelper.h"
using namespace BasicHologram;
using namespace DirectX;
using namespace winrt::Windows::Foundation::Numerics;
using namespace winrt::Windows::UI::Input::Spatial;
// Loads vertex and pixel shaders from files and instantiates the cube geometry.
SpinningCubeRenderer::SpinningCubeRenderer(std::shared_ptr<DX::DeviceResources> const& deviceResources) :
m_deviceResources(deviceResources)
{
CreateDeviceDependentResources();
}
// This function uses a SpatialPointerPose to position the world-locked hologram
// two meters in front of the user's heading.
void SpinningCubeRenderer::PositionHologram(SpatialPointerPose const& pointerPose)
{
if (pointerPose != nullptr)
{
// Get the gaze direction relative to the given coordinate system.
const float3 headPosition = pointerPose.Head().Position();
const float3 headDirection = pointerPose.Head().ForwardDirection();
// The hologram is positioned two meters along the user's gaze direction.
constexpr float distanceFromUser = 2.0f; // meters
const float3 gazeAtTwoMeters = headPosition + (distanceFromUser * headDirection);
// This will be used as the translation component of the hologram's
// model transform.
SetPosition(gazeAtTwoMeters);
}
}
// Called once per frame. Rotates the cube, and calculates and sets the model matrix
// relative to the position transform indicated by hologramPositionTransform.
void SpinningCubeRenderer::Update(DX::StepTimer const& timer)
{
// Rotate the cube.
// Convert degrees to radians, then convert seconds to rotation angle.
const float radiansPerSecond = XMConvertToRadians(m_degreesPerSecond);
const double totalRotation = timer.GetTotalSeconds() * radiansPerSecond;
const float radians = static_cast<float>(fmod(totalRotation, XM_2PI));
const XMMATRIX modelRotation = XMMatrixRotationY(-radians);
// Position the cube.
const XMMATRIX modelTranslation = XMMatrixTranslationFromVector(XMLoadFloat3(&m_position));
// Multiply to get the transform matrix.
// Note that this transform does not enforce a particular coordinate system. The calling
// class is responsible for rendering this content in a consistent manner.
const XMMATRIX modelTransform = XMMatrixMultiply(modelRotation, modelTranslation);
// The view and projection matrices are provided by the system; they are associated
// with holographic cameras, and updated on a per-camera basis.
// Here, we provide the model transform for the sample hologram. The model transform
// matrix is transposed to prepare it for the shader.
XMStoreFloat4x4(&m_modelConstantBufferData.model, XMMatrixTranspose(modelTransform));
// Loading is asynchronous. Resources must be created before they can be updated.
if (!m_loadingComplete)
{
return;
}
// Use the D3D device context to update Direct3D device-based resources.
const auto context = m_deviceResources->GetD3DDeviceContext();
// Update the model transform buffer for the hologram.
context->UpdateSubresource(
m_modelConstantBuffer.Get(),
0,
nullptr,
&m_modelConstantBufferData,
0,
0
);
}
// Renders one frame using the vertex and pixel shaders.
// On devices that do not support the D3D11_FEATURE_D3D11_OPTIONS3::
// VPAndRTArrayIndexFromAnyShaderFeedingRasterizer optional feature,
// a pass-through geometry shader is also used to set the render
// target array index.
void SpinningCubeRenderer::Render()
{
// Loading is asynchronous. Resources must be created before drawing can occur.
if (!m_loadingComplete)
{
return;
}
const auto context = m_deviceResources->GetD3DDeviceContext();
// Each vertex is one instance of the VertexPositionColor struct.
const UINT stride = sizeof(VertexPositionColor);
const UINT offset = 0;
context->IASetVertexBuffers(
0,
1,
m_vertexBuffer.GetAddressOf(),
&stride,
&offset
);
context->IASetIndexBuffer(
m_indexBuffer.Get(),
DXGI_FORMAT_R16_UINT, // Each index is one 16-bit unsigned integer (short).
0
);
context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
context->IASetInputLayout(m_inputLayout.Get());
// Attach the vertex shader.
context->VSSetShader(
m_vertexShader.Get(),
nullptr,
0
);
// Apply the model constant buffer to the vertex shader.
context->VSSetConstantBuffers(
0,
1,
m_modelConstantBuffer.GetAddressOf()
);
if (!m_usingVprtShaders)
{
// On devices that do not support the D3D11_FEATURE_D3D11_OPTIONS3::
// VPAndRTArrayIndexFromAnyShaderFeedingRasterizer optional feature,
// a pass-through geometry shader is used to set the render target
// array index.
context->GSSetShader(
m_geometryShader.Get(),
nullptr,
0
);
}
// Attach the pixel shader.
context->PSSetShader(
m_pixelShader.Get(),
nullptr,
0
);
// Draw the objects.
context->DrawIndexedInstanced(
m_indexCount, // Index count per instance.
2, // Instance count.
0, // Start index location.
0, // Base vertex location.
0 // Start instance location.
);
}
std::future<void> SpinningCubeRenderer::CreateDeviceDependentResources()
{
m_usingVprtShaders = m_deviceResources->GetDeviceSupportsVprt();
// On devices that do support the D3D11_FEATURE_D3D11_OPTIONS3::
// VPAndRTArrayIndexFromAnyShaderFeedingRasterizer optional feature
// we can avoid using a pass-through geometry shader to set the render
// target array index, thus avoiding any overhead that would be
// incurred by setting the geometry shader stage.
std::wstring vertexShaderFileName = m_usingVprtShaders ? L"VprtVertexShader.cso" : L"VertexShader.cso";
// Shaders will be loaded asynchronously.
// After the vertex shader file is loaded, create the shader and input layout.
std::vector<byte> vertexShaderFileData = co_await DX::ReadDataAsync(vertexShaderFileName);
winrt::check_hresult(
m_deviceResources->GetD3DDevice()->CreateVertexShader(
vertexShaderFileData.data(),
vertexShaderFileData.size(),
nullptr,
&m_vertexShader
));
constexpr std::array<D3D11_INPUT_ELEMENT_DESC, 2> vertexDesc =
{ {
{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "COLOR", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
} };
winrt::check_hresult(
m_deviceResources->GetD3DDevice()->CreateInputLayout(
vertexDesc.data(),
static_cast<UINT>(vertexDesc.size()),
vertexShaderFileData.data(),
static_cast<UINT>(vertexShaderFileData.size()),
&m_inputLayout
));
// After the pixel shader file is loaded, create the shader and constant buffer.
std::vector<byte> pixelShaderFileData = co_await DX::ReadDataAsync(L"PixelShader.cso");
winrt::check_hresult(
m_deviceResources->GetD3DDevice()->CreatePixelShader(
pixelShaderFileData.data(),
pixelShaderFileData.size(),
nullptr,
&m_pixelShader
));
const CD3D11_BUFFER_DESC constantBufferDesc(sizeof(ModelConstantBuffer), D3D11_BIND_CONSTANT_BUFFER);
winrt::check_hresult(
m_deviceResources->GetD3DDevice()->CreateBuffer(
&constantBufferDesc,
nullptr,
&m_modelConstantBuffer
));
if (!m_usingVprtShaders)
{
// Load the pass-through geometry shader.
std::vector<byte> geometryShaderFileData = co_await DX::ReadDataAsync(L"GeometryShader.cso");
// After the pass-through geometry shader file is loaded, create the shader.
winrt::check_hresult(
m_deviceResources->GetD3DDevice()->CreateGeometryShader(
geometryShaderFileData.data(),
geometryShaderFileData.size(),
nullptr,
&m_geometryShader
));
}
// Load mesh vertices. Each vertex has a position and a color.
// Note that the cube size has changed from the default DirectX app
// template. Windows Holographic is scaled in meters, so to draw the
// cube at a comfortable size we made the cube width 0.2 m (20 cm).
static const std::array<VertexPositionColor, 8> cubeVertices =
{ {
{ XMFLOAT3(-0.1f, -0.1f, -0.1f), XMFLOAT3(0.0f, 0.0f, 0.0f) },
{ XMFLOAT3(-0.1f, -0.1f, 0.1f), XMFLOAT3(0.0f, 0.0f, 1.0f) },
{ XMFLOAT3(-0.1f, 0.1f, -0.1f), XMFLOAT3(0.0f, 1.0f, 0.0f) },
{ XMFLOAT3(-0.1f, 0.1f, 0.1f), XMFLOAT3(0.0f, 1.0f, 1.0f) },
{ XMFLOAT3( 0.1f, -0.1f, -0.1f), XMFLOAT3(1.0f, 0.0f, 0.0f) },
{ XMFLOAT3( 0.1f, -0.1f, 0.1f), XMFLOAT3(1.0f, 0.0f, 1.0f) },
{ XMFLOAT3( 0.1f, 0.1f, -0.1f), XMFLOAT3(1.0f, 1.0f, 0.0f) },
{ XMFLOAT3( 0.1f, 0.1f, 0.1f), XMFLOAT3(1.0f, 1.0f, 1.0f) },
} };
D3D11_SUBRESOURCE_DATA vertexBufferData = { 0 };
vertexBufferData.pSysMem = cubeVertices.data();
vertexBufferData.SysMemPitch = 0;
vertexBufferData.SysMemSlicePitch = 0;
const CD3D11_BUFFER_DESC vertexBufferDesc(sizeof(VertexPositionColor) * static_cast<UINT>(cubeVertices.size()), D3D11_BIND_VERTEX_BUFFER);
winrt::check_hresult(
m_deviceResources->GetD3DDevice()->CreateBuffer(
&vertexBufferDesc,
&vertexBufferData,
&m_vertexBuffer
));
// Load mesh indices. Each trio of indices represents
// a triangle to be rendered on the screen.
// For example: 2,1,0 means that the vertices with indexes
// 2, 1, and 0 from the vertex buffer compose the
// first triangle of this mesh.
// Note that the winding order is clockwise by default.
constexpr std::array<unsigned short, 36> cubeIndices =
{ {
2,1,0, // -x
2,3,1,
6,4,5, // +x
6,5,7,
0,1,5, // -y
0,5,4,
2,6,7, // +y
2,7,3,
0,4,6, // -z
0,6,2,
1,3,7, // +z
1,7,5,
} };
m_indexCount = static_cast<unsigned int>(cubeIndices.size());
D3D11_SUBRESOURCE_DATA indexBufferData = { 0 };
indexBufferData.pSysMem = cubeIndices.data();
indexBufferData.SysMemPitch = 0;
indexBufferData.SysMemSlicePitch = 0;
CD3D11_BUFFER_DESC indexBufferDesc(sizeof(unsigned short) * static_cast<UINT>(cubeIndices.size()), D3D11_BIND_INDEX_BUFFER);
winrt::check_hresult(
m_deviceResources->GetD3DDevice()->CreateBuffer(
&indexBufferDesc,
&indexBufferData,
&m_indexBuffer
));
// Once the cube is loaded, the object is ready to be rendered.
m_loadingComplete = true;
};
void SpinningCubeRenderer::ReleaseDeviceDependentResources()
{
m_loadingComplete = false;
m_usingVprtShaders = false;
m_vertexShader.Reset();
m_inputLayout.Reset();
m_pixelShader.Reset();
m_geometryShader.Reset();
m_modelConstantBuffer.Reset();
m_vertexBuffer.Reset();
m_indexBuffer.Reset();
}