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///////////////////////////////////////////////////////////////////////////////////////

///
///
\file Graphics.cpp
///
///
Authors: Khan Sweetman
///
Copyright 2014, Digipen Institute of Technology
///
///////////////////////////////////////////////////////////////////////////////////////
#include
#include
#include
#include
#include
#include
#include
#include
#include
#include

"Precompiled.h"
<algorithm>
"Factory.h"
"Graphics.h"
"GraphicsSpaceConfig.h"
"InputUpdate.h"
"ParticleEmitter.h"
"Sprite.h"
"SpriteText.h"
"WinCreate.h"

namespace Transmission
{
//////////////////////////
//////////////////////////
//////////////////////// Forward Declarations ////////////////////////
//////////////////////////
//////////////////////////
void OutputShaderErrorMessage(ID3D10Blob * errorMessage, HWND hWnd, LPCSTR
shaderFilename);
//////////////////////////////
//////////////////////////////
//////////////////////////// Global stuff /////////////////////////////
//////////////////////////////
//////////////////////////////
bool DebugDraw = false;
bool GlobalLightEnabled = false;
bool ZoomOverride = false;
Graphics * GRAPHICS = NULL;
std::vector<SpriteText*>gTextList;
float TARGET_WIDTH = 1600.0f;
float TARGET_HEIGHT = 900.0f;
float TARGET_ASPECT = TARGET_WIDTH / TARGET_HEIGHT;
bool IsWindowsAtLeast(DWORD major, DWORD minor, WORD spMajor, WORD spMinor)
{
DWORDLONG condition = 0;
OSVERSIONINFOEX info = { sizeof(info) };
info.dwMajorVersion = major;
info.dwMinorVersion = minor;
info.wServicePackMajor = spMajor;
info.wServicePackMinor = spMinor;
VER_SET_CONDITION(condition,
VER_SET_CONDITION(condition,
VER_SET_CONDITION(condition,
VER_SET_CONDITION(condition,

VER_MAJORVERSION, VER_GREATER_EQUAL);
VER_MINORVERSION, VER_GREATER_EQUAL);
VER_SERVICEPACKMAJOR, VER_GREATER_EQUAL);
VER_SERVICEPACKMINOR, VER_GREATER_EQUAL);

return !!VerifyVersionInfoA(&info, VER_MAJORVERSION | VER_MINORVERSION |


VER_SERVICEPACKMAJOR | VER_SERVICEPACKMINOR, condition);
}

Graphics::Graphics(void)
:
FullscreenOn(fullscreenboolean),
VSyncEnabled(VSYNC),
ScreenDepth(SCREEN_DEPTH),
ScreenNear(SCREEN_NEAR),
_camera(0),
_D3D(NULL),
_assetManager(NULL),
lightShader_(0),
m_fontShader(0),
pBlendState(0),
Initialized(false),
GlowOn(true),
ShadowsEnabled(false),
LoadingSprite(0)
{
GRAPHICS = this;
}
Graphics::~Graphics() { ShutdownGraphics(); }
// Getters //
std::string Graphics::GetName()

{ return "Graphics"; }

Vec2 Graphics::GetWorldCameraPosition()
{
return Vec2(_camera->GetPosition().x * WINDOWSSYSTEM->GetWindowWidth() / GRAPHICS>Zoom(),
_camera->GetPosition().y * WINDOWSSYSTEM->GetWindowHeight() / GRAPHICS>Zoom());
}
Vec2 Graphics::GetSpecialCameraPosition()
{
return Vec2(_camera->GetPosition().x * WINDOWSSYSTEM->GetWindowWidth(),
_camera->GetPosition().y * WINDOWSSYSTEM->GetWindowHeight());
}
// Setters //
void Graphics::SetScreenCameraPosition(float x, float y)
{ _camera->SetPosition(x, y,
-10.0f); }
void Graphics::SetScreenCameraPosition(Vec3 pos)
{ _camera->SetPosition(pos); }
void Graphics::SetWorldCameraPosition(float x, float y)
{
_camera->SetPosition(x * WINDOWSSYSTEM->GetInverseWidth() / GRAPHICS->Zoom(),
y * WINDOWSSYSTEM->GetInverseHeight() / GRAPHICS->Zoom(),
-10.0f);
}
void Graphics::SetWorldCameraPosition(Vec2 pos)
{
_camera->SetPosition(pos.x * WINDOWSSYSTEM->GetInverseWidth() / GRAPHICS->Zoom(),
pos.y * WINDOWSSYSTEM->GetInverseHeight() / GRAPHICS->Zoom(),
-10.0f);
}
void Graphics::SetSpecialCameraPosition(Vec2 pos)
{
_camera->SetPosition(pos.x * WINDOWSSYSTEM->GetInverseWidth(),
pos.y * WINDOWSSYSTEM->GetInverseHeight(),

-10.0f);
}
// Getter-Setters
LightShaderClass::LightBufferType& Graphics::AmbientLightInfo() { return lightShader_>m_lightInfo; }
float& Graphics::Zoom()
{ return _camera->Zoom(); }
void Graphics::Init()
{
// Inits early to clear the screen
// if check is to prevent redundant init
// TODO:
// Use to make a load screen in the opening
if (_D3D != NULL)
return;
_D3D = new D3DClass();
if(!_D3D->Init(VSyncEnabled, FullscreenOn, ScreenDepth, ScreenNear))
MessageBox(WINDOWSSYSTEM->GethWnd(), "D3D messed up.", "Error", MB_OK);
// Clear to black
_D3D->BeginScene(0.0f, 0.0f, 0.0f, 1.0f);
_D3D->EndScene();
// Init member variables
_camera = new Camera();
_camera->SetPosition(0.0f, 0.0f, -10.0f);
_assetManager = new AssetManager();
_assetManager->Initialize();
LoadingSprite = new Sprite(std::string("Button_Credits"));
LoadingSprite->Init();
LoadBlendState();
// Register components with Introspection system
Sprite sprite;
sprite.RegisterInfo();
Camera camera;
camera.RegisterInfo();
SpriteText spriteText;
spriteText.RegisterInfo();
ParticleEmitter emitter;
emitter.RegisterInfo();
GraphicsSpaceConfig config;
config.RegisterInfo();
// Init shaders
lightShader_ = new LightShaderClass();
if(!lightShader_->Initialize(_D3D->GetDevice(), WINDOWSSYSTEM->GethWnd()))
MessageBox(WINDOWSSYSTEM->GethWnd(), "Light shader failed to initialize", "Error",
MB_OK);

m_fontShader = new FontShaderClass();


m_fontShader->Initialize(gDevice, WINDOWSSYSTEM->GethWnd()); // Has built-in checks.
Trying new stuff.
OnResize();
}
void Graphics::RegisterHandlers()
{
{
TRANSMISSION_REGISTER_COMPONENT(Sprite);
TRANSMISSION_MAP_COMPONENT(Sprite, "Sprite");
}
{
TRANSMISSION_REGISTER_COMPONENT(Camera);
TRANSMISSION_MAP_COMPONENT(Camera, "Camera");
}
{
TRANSMISSION_REGISTER_COMPONENT(SpriteText);
TRANSMISSION_MAP_COMPONENT(SpriteText, "SpriteText");
}
{
TRANSMISSION_REGISTER_COMPONENT(ParticleEmitter);
TRANSMISSION_MAP_COMPONENT(ParticleEmitter, "ParticleEmitter");
}
{
TRANSMISSION_REGISTER_COMPONENT(GraphicsSpaceConfig);
TRANSMISSION_MAP_COMPONENT(GraphicsSpaceConfig, "GraphicsSpaceConfig");
}
}
void Graphics::SendEvent(Event* event)
{
(void*)event;
}
void Graphics::AnimateLoadScreen(float dt)
{
// Clear screen
_D3D->BeginScene(0.0f, 0.0f, 0.0f, 1.0f);
EnableAlphaBlending();
lightShader_->DisableLight(NULL);
LoadingSprite->Update(dt);
// Matrices
D3DXMATRIX world =
{
2.0f, 0, 0, 0,
0, 2.0f, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1
};
D3DXMATRIX view, proj;
D3DXMatrixIdentity(&view);
D3DXMatrixIdentity(&proj);

// Update vertices
_assetManager->CollectVertices(&LoadingSprite);
_assetManager->SetVI();
// Draw the load sprite
lightShader_->Render(_D3D->GetDeviceContext(), _assetManager->GetIndexCount(),
world, view, proj, *LoadingSprite->GetTexture());
// Swap buffers
_D3D->EndScene();
}
void Graphics::Update(float dt, Space* currSpace)
{
// Debug keys
// L : Enable/Disable light
if (INPUT->CheckPressed(InputID::LCONTROL) && currSpace == ENGINE->GetActiveSpaces()
[0])
{
if (INPUT->CheckTriggered(InputID::L))
Transmission::GlobalLightEnabled = !Transmission::GlobalLightEnabled;
if (INPUT->CheckTriggered(InputID::K))
ZoomOverride = !ZoomOverride;
}
if (ZoomOverride)
Zoom() = 1.0f;
// Don't update while minimized
if (minimizedboolean || currSpace->GetDead())
return;
// Matrices
D3DXMATRIX worldMatrix, viewMatrix, orthoMatrix;
_camera->GetViewMatrix(viewMatrix);
_D3D->CalculateOrthoMatrix(_camera->Zoom());
_D3D->GetOrthoMatrix(orthoMatrix);
if (currSpace == ENGINE->GetActiveSpaces()[0])
{
// Clear the screen
_D3D->BeginScene(0.0f, 0.0f, 0.0f, 1.0f);
_camera->Render();
}
//////////////////
// Light stuff
// Uses Jesse's raycasting thing to collect vertices
// Puts them together into a mesh
// - Currently just uses an arbitrary mesh
// - Uses an arbitrary index count
// Call SetStencilBufferFOV() to make draws modify the stencil buffer
// Draw the mesh
// Call SetStencilBufferNormal() to make draws happen relatively normally
// Draw everything with the stencil test on
//if (ShadowsEnabled)
//{

// D3DXMatrixScaling(&worldMatrix, 0.5f, 1.0f, 1.0f);


// MakeLightMesh();
// _D3D->SetStencilBufferFOV();
// lightShader_->Render(gDeviceContext, 6, worldMatrix, viewMatrix, orthoMatrix,
_textureList[0]->_texture);
// _D3D->SetStencilBufferNormal();
//}
//////////////////
// Enable/disable alpha blending
if (m_alphaLayers.count(currSpace->GetName()) != 0)
{
auto config = m_alphaLayers.find(currSpace->GetName());
if (config->second)
EnableAlphaBlending();
else
DisableAlphaBlending();
}
else
EnableAlphaBlending();
// Enable/disable lighting
if (Transmission::GlobalLightEnabled)
{
if (m_lightLayers.count(currSpace->GetName()) != 0)
{
auto config = m_lightLayers.find(currSpace->GetName());
if (config->second)
lightShader_->EnableLight(currSpace);
else
lightShader_->DisableLight(currSpace);
}
else
lightShader_->EnableLight(currSpace);
}
else
lightShader_->DisableLight(currSpace);
//////////////////
// Frustum setup
if(currSpace->GetComponentList(CT_Sprite).empty())
return;
std::list<BaseComponent*> sprites = currSpace->GetComponentList(CT_Sprite);
std::vector<Sprite*> topSprites;
Sprite* sprite;
Transform transform;
float fRight = (GetWorldCameraPosition().x + WINDOWSSYSTEM->GetWindowWidth() * 0.5f) *
Zoom();
float fLeft = (GetWorldCameraPosition().x - WINDOWSSYSTEM->GetWindowWidth() * 0.5f) *
Zoom();
float fTop = (GetWorldCameraPosition().y + WINDOWSSYSTEM->GetWindowHeight() * 0.5f) *
Zoom();
float fBottom = (GetWorldCameraPosition().y - WINDOWSSYSTEM->GetWindowHeight() * 0.5f)
* Zoom();
float sRight;
float sLeft;
float sTop;

float sBottom;
// Draw the frustum outline for debugging
if (DebugDraw)
{
DrawLine(Vec2(fLeft + 10, fBottom + 10), Vec2(fRight - 10, fBottom + 10));
DrawLine(Vec2(fRight - 10, fBottom + 10), Vec2(fRight - 10, fTop - 10));
DrawLine(Vec2(fRight - 10, fTop - 10), Vec2(fLeft + 10, fTop - 10));
DrawLine(Vec2(fLeft + 10, fTop - 10),
Vec2(fLeft + 10, fBottom + 10));
}
//////////////////
// Draw all the sprites
for (std::list<BaseComponent*>::iterator it = sprites.begin(); it != sprites.end(); ++it)
{
sprite = static_cast<Sprite*>(*it);
transform = *static_cast<Transform*>(sprite->GetObject()->GetComponent(CT_Transform));
// Sprite location
sRight = transform.GetPosition().x + transform.GetScale().x * 0.5f;
sLeft = transform.GetPosition().x - transform.GetScale().x * 0.5f;
sTop = transform.GetPosition().y + transform.GetScale().y * 0.5f;
sBottom = transform.GetPosition().y - transform.GetScale().y * 0.5f;
// Debug drawing
if (DebugDraw)
{
DrawLine(Vec2(sLeft, sBottom), Vec2(sRight, sBottom));
DrawLine(Vec2(sRight, sBottom), Vec2(sRight, sTop));
DrawLine(Vec2(sRight, sTop), Vec2(sLeft, sTop));
DrawLine(Vec2(sLeft, sTop),
Vec2(sLeft, sBottom));
DrawLine(Vec2(sLeft, sBottom), Vec2(sRight, sTop));
}
// Frustum culling
if (sLeft > fRight
|| sRight < fLeft
|| sTop < fBottom
|| sBottom > fTop)
continue;
// Skip if this component got destroyed at some point
if (!sprite->Visible())
continue;
// Update the sprite's frame
sprite->Update(dt);
// Move onTop sprites to a separate list to draw after other sprites
if (sprite->m_onTop)
{
topSprites.push_back(sprite);
continue;
}
// Calculate the transform of the model being drawn
worldMatrix = transform.GetMatrix();

// Update vertices
_assetManager->CollectVertices(&sprite);
_assetManager->SetVI();
//Actually draw it
lightShader_->Render(_D3D->GetDeviceContext(), _assetManager->GetIndexCount(),
worldMatrix, viewMatrix, orthoMatrix, *sprite->GetTexture());
}
//////////////////
//////////////////
// Draw particles
std::list<BaseComponent*> particles = currSpace->GetComponentList(CT_ParticleEmitter);
for (auto it = particles.begin(); it != particles.end(); ++it)
static_cast<ParticleEmitter*>(*it)->Update(dt);
//////////////////
//////////////////
// Draw the onTop sprites
for (std::vector<Sprite*>::iterator it = topSprites.begin(); it != topSprites.end(); ++it)
{
sprite = static_cast<Sprite*>(*it);
transform = *static_cast<Transform*>(sprite->GetObject()->GetComponent(CT_Transform));
// Calculate the transform of the model being drawn
worldMatrix = transform.GetMatrix();
// Update vertices
_assetManager->CollectVertices(&sprite);
_assetManager->SetVI();
//Actually draw it
lightShader_->Render(_D3D->GetDeviceContext(), _assetManager->GetIndexCount(),
worldMatrix, viewMatrix, orthoMatrix, *sprite->GetTexture());
}
//////////////////
//////////////////
// Draw text
std::list<BaseComponent*> texts = currSpace->GetComponentList(CT_SpriteText);
for (auto it = texts.begin(); it != texts.end(); ++it)
static_cast<SpriteText*>(*it)->Draw(gDeviceContext, viewMatrix, orthoMatrix);
//////////////////
// Update the glow
if(GlowOn)
lightShader_->UpdateGlow(dt);
// Draw the tweak bar(s)
TwDraw();
// Swap buffers
if (currSpace == ENGINE->GetActiveSpaces().back())
_D3D->EndScene();
}
///////////////////
////////////////////
///////////////// Helper Functions //////////////////

///////////////////

////////////////////

// Loads blend state so alpha can be a thing


void Graphics::LoadBlendState(void)
{
ZeroMemory(&BlendState, sizeof(D3D11_BLEND_DESC));
BlendState.AlphaToCoverageEnable = FALSE;
BlendState.IndependentBlendEnable = FALSE;
BlendState.RenderTarget[0].BlendEnable = TRUE;
BlendState.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
BlendState.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
BlendState.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
BlendState.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ZERO;
BlendState.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
BlendState.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
BlendState.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
_D3D->GetDevice()->CreateBlendState(&BlendState, &pBlendState);
_D3D->GetDeviceContext()->OMSetBlendState(pBlendState, 0, 0xffffffff);
// Setup the disabled blend state
BlendState.AlphaToCoverageEnable = FALSE;
BlendState.IndependentBlendEnable = FALSE;
BlendState.RenderTarget[0].BlendEnable = FALSE;
_D3D->GetDevice()->CreateBlendState(&BlendState, &pDisabledBlendState);
}
// Makes alpha not a thing
void Graphics::DisableAlphaBlending(void)
{
float blendFactor[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
gDeviceContext->OMSetBlendState(pDisabledBlendState, blendFactor, 0xffffff);
}
// Makes alpha a thing
void Graphics::EnableAlphaBlending(void)
{
float blendFactor[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
gDeviceContext->OMSetBlendState(pBlendState, blendFactor, 0xffffff);
}
void Graphics::OnResize()
{
_D3D->OnResize();
}
//////////////
//////////////
//////////// Light Stuff ////////////
//////////////
//////////////
void Graphics::MakeLightMesh()
{
// Put optimizations somewhere around here...
// Skipping calculations and whatnot
VERTEX* vertices = new VERTEX[6];
// Read in vertex positions clockwise

vertices[0].position
vertices[1].position
vertices[2].position
vertices[3].position
vertices[4].position
vertices[5].position

=
=
=
=
=
=

D3DXVECTOR3(-0.5f, -0.5f, 0.0f);


D3DXVECTOR3(-0.5f, 0.5f, 0.0f);
D3DXVECTOR3( 0.5f, 0.5f, 0.0f);
D3DXVECTOR3(-0.5f, -0.5f, 0.0f);
D3DXVECTOR3( 0.5f, 0.5f, 0.0f);
D3DXVECTOR3( 0.5f, -0.5f, 0.0f);

vertices[0].texture
vertices[1].texture
vertices[2].texture
vertices[3].texture
vertices[4].texture
vertices[5].texture

=
=
=
=
=
=

// Color
vertices[0].color
vertices[1].color
vertices[2].color
vertices[3].color
vertices[4].color
vertices[5].color

D3DXVECTOR4(1.0f,
D3DXVECTOR4(1.0f,
D3DXVECTOR4(1.0f,
D3DXVECTOR4(1.0f,
D3DXVECTOR4(1.0f,
D3DXVECTOR4(1.0f,

=
=
=
=
=
=

D3DXVECTOR2(0.0f,
D3DXVECTOR2(0.0f,
D3DXVECTOR2(1.0f,
D3DXVECTOR2(0.0f,
D3DXVECTOR2(1.0f,
D3DXVECTOR2(1.0f,

// Bottom left
// Top left
// Top right
// Bottom left
// Top right
// Bottom right

1.0f);
0.0f);
0.0f);
1.0f);
0.0f);
1.0f);

1.0f,
1.0f,
1.0f,
1.0f,
1.0f,
1.0f,

1.0f,
1.0f,
1.0f,
1.0f,
1.0f,
1.0f,

1.0f);
1.0f);
1.0f);
1.0f);
1.0f);
1.0f);

D3D11_MAPPED_SUBRESOURCE mappedResource;
HRESULT r = D3DClass::GetDeviceContext()->Map(_assetManager->m_vertexBuffer, 0,
D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
if (FAILED(r))
perror("Light buffer failed");
// Copy the calculated vertices into the vertex buffer
VERTEX* pVertices = (VERTEX*)mappedResource.pData;
memcpy(pVertices, vertices, sizeof(VERTEX) * 6);
gDeviceContext->Unmap(_assetManager->m_vertexBuffer, 0);
_assetManager->SetVI();
delete[] vertices;
}
void Graphics::ToggleAmbientLighting()
{
if (lightShader_->m_lightInfo.range < 5000)
lightShader_->m_lightInfo.range = 10000;
else
lightShader_->m_lightInfo.range = 375;
}
float Graphics::GetAmbientLightRange()
{
return lightShader_->m_lightInfo.range;
}
D3DXVECTOR4 Graphics::GetAmbientLightTint()
{
return lightShader_->m_lightInfo.tint;
}
void Graphics::SetAmbientLightRange(float range)
{

lightShader_->m_lightInfo.range = range;
}
void Graphics::SetAmbientLightTint(D3DXVECTOR4 tint)
{
lightShader_->m_lightInfo.tint = tint;
}
void Graphics::ToggleShadowcasting()
{
ShadowsEnabled = !ShadowsEnabled;
}
//////////////
//////////////
//////////// Debug Stuff ////////////
//////////////
//////////////
void Graphics::ToggleDebug()
{
if (DebugDraw == true)
GRAPHICS->TurnDebugOff();
else
GRAPHICS->TurnDebugOn();
}
// Sets the raster fillmode to wireframe
void Graphics::TurnDebugOn()
{
DebugDraw = true;
D3D11_RASTERIZER_DESC rasterizerDesc;
rasterizerDesc.AntialiasedLineEnable = false;
// Whether or not to use line antialiasing. Only applies if MultisampleEnable is false
rasterizerDesc.CullMode
= D3D11_CULL_BACK;
// Indicates what triangles not to
draw
rasterizerDesc.DepthBias
= 0;
// Depth value added to a given pixel
rasterizerDesc.DepthBiasClamp
= 0.f;
// Maximim depth bias of a pixel
rasterizerDesc.DepthClipEnable
= true;
// Enables distance-based clipping
rasterizerDesc.FillMode
= D3D11_FILL_WIREFRAME; // D3D11_FILL_WIREFRAME to
switch to wireframe mode. (D3D11_FILL_SOLID for normal)
rasterizerDesc.FrontCounterClockwise = false;
// Determines how DirectX determines
which triangles are facing forward
rasterizerDesc.MultisampleEnable
= false;
// Specifies whether we are using
quadrilateral or alpha line anti-aliasing
rasterizerDesc.ScissorEnable
= false;
// Enables scissor-rectangle culling. Pixels
outside an active scissor range are not drawn.
rasterizerDesc.SlopeScaledDepthBias = 0.0f;
// Scalar on a given pixel's slope
// Actually creating the rasterizer state
HRESULT result = gDevice->CreateRasterizerState(&rasterizerDesc, &_D3D>m_rasterizerState);
if (FAILED(result))
assert(0);
// Setting the rasterizer state
gDeviceContext->RSSetState(_D3D->m_rasterizerState);
}
// Sets the raster fillmode to solid
void Graphics::TurnDebugOff()

{
DebugDraw = false;
D3D11_RASTERIZER_DESC rasterizerDesc;
rasterizerDesc.AntialiasedLineEnable = false;
// Whether or not to use line anti-aliasing.
Only applies if MultisampleEnable is false
rasterizerDesc.CullMode
= D3D11_CULL_BACK; // Indicates what triangles not to draw
rasterizerDesc.DepthBias
= 0;
// Depth value added to a given pixel
rasterizerDesc.DepthBiasClamp
= 0.f;
// Maximim depth bias of a pixel
rasterizerDesc.DepthClipEnable
= true;
// Enables distance-based clipping
rasterizerDesc.FillMode
= D3D11_FILL_SOLID; // D3D11_FILL_WIREFRAME to switch to
wireframe mode. (D3D11_FILL_SOLID for normal)
rasterizerDesc.FrontCounterClockwise = false;
// Determines how DirectX determines
which triangles are facing forward
rasterizerDesc.MultisampleEnable
= false;
// Specifies whether we are using
quadrilateral or alpha line anti-aliasing
rasterizerDesc.ScissorEnable
= false;
// Enables scissor-rectangle culling. Pixels
outside an active scissor range are not drawn.
rasterizerDesc.SlopeScaledDepthBias = 0.0f;
// Scalar on a given pixel's slope
// Actually creating the rasterizer state
HRESULT result = gDevice->CreateRasterizerState(&rasterizerDesc, &_D3D>m_rasterizerState);
if (FAILED(result))
assert(0);
// Setting the rasterizer state
gDeviceContext->RSSetState(_D3D->m_rasterizerState);
}
// Pixel coordinates
void Graphics::DrawLine(Vec2 startPoint, Vec2 endPoint)
{
lightShader_->DisableLight(NULL);
VERTEX* vertices = new VERTEX[2];
vertices[0].position = D3DXVECTOR3(startPoint.x * WINDOWSSYSTEM->GetInverseWidth(),
startPoint.y * WINDOWSSYSTEM->GetInverseHeight(), 0.0f);
vertices[1].position = D3DXVECTOR3(endPoint.x * WINDOWSSYSTEM->GetInverseWidth(),
endPoint.y * WINDOWSSYSTEM->GetInverseHeight(), 0.0f);
vertices[0].texture = D3DXVECTOR2(0.5f, 0.5f);
vertices[1].texture = D3DXVECTOR2(0.5f, 0.5f);
vertices[0].color = D3DXVECTOR4(1.0f, 1.0f, 1.0f, 1.0f);
vertices[1].color = D3DXVECTOR4(1.0f, 1.0f, 1.0f, 1.0f);
D3D11_MAPPED_SUBRESOURCE mappedResource;
HRESULT r = D3DClass::GetDeviceContext()->Map(_assetManager->m_vertexBuffer, 0,
D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
if (FAILED(r))
perror("Sprite buffer failed");
// Copy the vertices into the vertex buffer
VERTEX* pVertices = (VERTEX*)mappedResource.pData;
memcpy(pVertices, vertices, sizeof(VERTEX) * 2);
D3DClass::GetDeviceContext()->Unmap(_assetManager->m_vertexBuffer, 0);
delete[] vertices;
UINT stride[2] = { sizeof(VERTEX), sizeof(InstanceData) };

UINT offset[2] = { 0, 0 };
ID3D11Buffer* bufferPtrs[2] = { _assetManager->m_vertexBuffer, _assetManager>m_blankBuffer };
gDeviceContext->IASetVertexBuffers(0, 2, bufferPtrs, stride, offset);
gDeviceContext->IASetIndexBuffer(_assetManager->m_indexBuffer, DXGI_FORMAT_R32_UINT,
0);
// Matrices
D3DXMATRIX world, view, ortho;
D3DXMatrixIdentity(&world);
_camera->GetViewMatrix(view);
_D3D->CalculateOrthoMatrix(_camera->Zoom());
_D3D->GetOrthoMatrix(ortho);
// Draw
gDeviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_LINELIST);
lightShader_->Render(gDeviceContext, 2, world, view, ortho, _textureList[0]->_texture);
}
void Graphics::ShutdownGraphics(void)
{
if(lightShader_)
{
lightShader_->Shutdown();
delete lightShader_;
lightShader_ = 0;
}
if(gSpriteList.size() != 0)
{
gSpriteList.clear();
}
if(_assetManager)
{
delete _assetManager;
_assetManager = 0;
}
if(_camera)
{
delete _camera;
_camera = 0;
}
if(_D3D)
{
_D3D->Shutdown();
delete _D3D;
_D3D = 0;
}
delete m_fontShader;
}
} // namespace : Transmission

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