Minimal D3D11 reference implementation: An uncluttered Direct3D 11 setup & basic rendering primer / API familiarizer. Complete, runnable Windows application contained in a single function and laid out in a linear, step-by-step fashion that should be easy to follow from the code alone. ~215 LOC. No modern C++ / OOP / obscuring cruft. View on YouTube
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#pragma comment(lib, "user32") | |
#pragma comment(lib, "d3d11") | |
#pragma comment(lib, "d3dcompiler") | |
/////////////////////////////////////////////////////////////////////////////////////////////////// | |
#include <windows.h> | |
#include <d3d11_1.h> | |
#include <d3dcompiler.h> | |
#include <math.h> // sin, cos for rotation | |
#include "data.h" // example 3d model (the 'data.h' source file is provided below, along with 'shaders.hlsl') | |
/////////////////////////////////////////////////////////////////////////////////////////////////// | |
#define TITLE "Minimal D3D11 by d7samurai" | |
/////////////////////////////////////////////////////////////////////////////////////////////////// | |
struct float3 { float x, y, z; }; | |
struct matrix { float m[4][4]; }; | |
matrix operator*(matrix& m1, matrix& m2); | |
/////////////////////////////////////////////////////////////////////////////////////////////////// | |
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nShowCmd) | |
{ | |
WNDCLASSEX wndClassEx = { sizeof(wndClassEx) }; | |
wndClassEx.lpfnWndProc = DefWindowProcA; | |
wndClassEx.lpszClassName = TITLE; | |
RegisterClassExA(&wndClassEx); | |
HWND window = CreateWindowExA(0, TITLE, TITLE, WS_POPUP | WS_MAXIMIZE | WS_VISIBLE, CW_USEDEFAULT, CW_USEDEFAULT, CW_USEDEFAULT, CW_USEDEFAULT, nullptr, nullptr, nullptr, nullptr); | |
/////////////////////////////////////////////////////////////////////////////////////////////// | |
D3D_FEATURE_LEVEL featureLevels[] = { D3D_FEATURE_LEVEL_11_0 }; | |
ID3D11Device* baseDevice; | |
ID3D11DeviceContext* baseDeviceContext; | |
D3D11CreateDevice(nullptr, D3D_DRIVER_TYPE_HARDWARE, nullptr, D3D11_CREATE_DEVICE_BGRA_SUPPORT, featureLevels, ARRAYSIZE(featureLevels), D3D11_SDK_VERSION, &baseDevice, nullptr, &baseDeviceContext); | |
/////////////////////////////////////////////////////////////////////////////////////////////// | |
ID3D11Device1* device; | |
baseDevice->QueryInterface(__uuidof(ID3D11Device1), reinterpret_cast<void**>(&device)); | |
ID3D11DeviceContext1* deviceContext; | |
baseDeviceContext->QueryInterface(__uuidof(ID3D11DeviceContext1), reinterpret_cast<void**>(&deviceContext)); | |
/////////////////////////////////////////////////////////////////////////////////////////////// | |
IDXGIDevice1* dxgiDevice; | |
device->QueryInterface(__uuidof(IDXGIDevice1), reinterpret_cast<void**>(&dxgiDevice)); | |
IDXGIAdapter* dxgiAdapter; | |
dxgiDevice->GetAdapter(&dxgiAdapter); | |
IDXGIFactory2* dxgiFactory; | |
dxgiAdapter->GetParent(__uuidof(IDXGIFactory2), reinterpret_cast<void**>(&dxgiFactory)); | |
/////////////////////////////////////////////////////////////////////////////////////////////// | |
DXGI_SWAP_CHAIN_DESC1 swapChainDesc; | |
swapChainDesc.Width = 0; // use window width | |
swapChainDesc.Height = 0; // use window height | |
swapChainDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM_SRGB; | |
swapChainDesc.Stereo = FALSE; | |
swapChainDesc.SampleDesc.Count = 1; | |
swapChainDesc.SampleDesc.Quality = 0; | |
swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; | |
swapChainDesc.BufferCount = 2; | |
swapChainDesc.Scaling = DXGI_SCALING_STRETCH; | |
swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD; | |
swapChainDesc.AlphaMode = DXGI_ALPHA_MODE_UNSPECIFIED; | |
swapChainDesc.Flags = 0; | |
IDXGISwapChain1* swapChain; | |
dxgiFactory->CreateSwapChainForHwnd(device, window, &swapChainDesc, nullptr, nullptr, &swapChain); | |
/////////////////////////////////////////////////////////////////////////////////////////////// | |
ID3D11Texture2D* frameBuffer; | |
swapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), reinterpret_cast<void**>(&frameBuffer)); | |
ID3D11RenderTargetView* frameBufferView; | |
device->CreateRenderTargetView(frameBuffer, nullptr, &frameBufferView); | |
/////////////////////////////////////////////////////////////////////////////////////////////// | |
D3D11_TEXTURE2D_DESC depthBufferDesc; | |
frameBuffer->GetDesc(&depthBufferDesc); // base on framebuffer properties | |
depthBufferDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT; | |
depthBufferDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL; | |
ID3D11Texture2D* depthBuffer; | |
device->CreateTexture2D(&depthBufferDesc, nullptr, &depthBuffer); | |
ID3D11DepthStencilView* depthBufferView; | |
device->CreateDepthStencilView(depthBuffer, nullptr, &depthBufferView); | |
/////////////////////////////////////////////////////////////////////////////////////////////// | |
ID3DBlob* vsBlob; | |
D3DCompileFromFile(L"shaders.hlsl", nullptr, nullptr, "vs_main", "vs_5_0", 0, 0, &vsBlob, nullptr); | |
ID3D11VertexShader* vertexShader; | |
device->CreateVertexShader(vsBlob->GetBufferPointer(), vsBlob->GetBufferSize(), nullptr, &vertexShader); | |
D3D11_INPUT_ELEMENT_DESC inputElementDesc[] = // float3 position, float3 normal, float2 texcoord, float3 color | |
{ | |
{ "POS", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }, | |
{ "NOR", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 }, | |
{ "TEX", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 }, | |
{ "COL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 }, | |
}; | |
ID3D11InputLayout* inputLayout; | |
device->CreateInputLayout(inputElementDesc, ARRAYSIZE(inputElementDesc), vsBlob->GetBufferPointer(), vsBlob->GetBufferSize(), &inputLayout); | |
/////////////////////////////////////////////////////////////////////////////////////////////// | |
ID3DBlob* psBlob; | |
D3DCompileFromFile(L"shaders.hlsl", nullptr, nullptr, "ps_main", "ps_5_0", 0, 0, &psBlob, nullptr); | |
ID3D11PixelShader* pixelShader; | |
device->CreatePixelShader(psBlob->GetBufferPointer(), psBlob->GetBufferSize(), nullptr, &pixelShader); | |
/////////////////////////////////////////////////////////////////////////////////////////////// | |
D3D11_RASTERIZER_DESC1 rasterizerDesc = {}; | |
rasterizerDesc.FillMode = D3D11_FILL_SOLID; | |
rasterizerDesc.CullMode = D3D11_CULL_BACK; | |
ID3D11RasterizerState1* rasterizerState; | |
device->CreateRasterizerState1(&rasterizerDesc, &rasterizerState); | |
/////////////////////////////////////////////////////////////////////////////////////////////// | |
D3D11_SAMPLER_DESC samplerDesc = {}; | |
samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT; | |
samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP; | |
samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP; | |
samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP; | |
samplerDesc.ComparisonFunc = D3D11_COMPARISON_NEVER; | |
ID3D11SamplerState* samplerState; | |
device->CreateSamplerState(&samplerDesc, &samplerState); | |
/////////////////////////////////////////////////////////////////////////////////////////////// | |
D3D11_DEPTH_STENCIL_DESC depthStencilDesc = {}; | |
depthStencilDesc.DepthEnable = TRUE; | |
depthStencilDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL; | |
depthStencilDesc.DepthFunc = D3D11_COMPARISON_LESS; | |
ID3D11DepthStencilState* depthStencilState; | |
device->CreateDepthStencilState(&depthStencilDesc, &depthStencilState); | |
/////////////////////////////////////////////////////////////////////////////////////////////// | |
struct Constants | |
{ | |
matrix Transform; | |
matrix Projection; | |
float3 LightVector; | |
}; | |
D3D11_BUFFER_DESC constantBufferDesc = {}; | |
constantBufferDesc.ByteWidth = sizeof(Constants) + 0xf & 0xfffffff0; | |
constantBufferDesc.Usage = D3D11_USAGE_DYNAMIC; | |
constantBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER; | |
constantBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; | |
ID3D11Buffer* constantBuffer; | |
device->CreateBuffer(&constantBufferDesc, nullptr, &constantBuffer); | |
/////////////////////////////////////////////////////////////////////////////////////////////// | |
D3D11_BUFFER_DESC vertexBufferDesc = {}; | |
vertexBufferDesc.ByteWidth = sizeof(VertexData); | |
vertexBufferDesc.Usage = D3D11_USAGE_IMMUTABLE; | |
vertexBufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER; | |
D3D11_SUBRESOURCE_DATA vertexData = { VertexData }; | |
ID3D11Buffer* vertexBuffer; | |
device->CreateBuffer(&vertexBufferDesc, &vertexData, &vertexBuffer); | |
/////////////////////////////////////////////////////////////////////////////////////////////// | |
D3D11_BUFFER_DESC indexBufferDesc = {}; | |
indexBufferDesc.ByteWidth = sizeof(IndexData); | |
indexBufferDesc.Usage = D3D11_USAGE_IMMUTABLE; | |
indexBufferDesc.BindFlags = D3D11_BIND_INDEX_BUFFER; | |
D3D11_SUBRESOURCE_DATA indexData = { IndexData }; | |
ID3D11Buffer* indexBuffer; | |
device->CreateBuffer(&indexBufferDesc, &indexData, &indexBuffer); | |
/////////////////////////////////////////////////////////////////////////////////////////////// | |
D3D11_TEXTURE2D_DESC textureDesc = {}; | |
textureDesc.Width = TEXTURE_WIDTH; // in data.h | |
textureDesc.Height = TEXTURE_HEIGHT; // in data.h | |
textureDesc.MipLevels = 1; | |
textureDesc.ArraySize = 1; | |
textureDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM_SRGB; | |
textureDesc.SampleDesc.Count = 1; | |
textureDesc.Usage = D3D11_USAGE_IMMUTABLE; | |
textureDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE; | |
D3D11_SUBRESOURCE_DATA textureData = {}; | |
textureData.pSysMem = TextureData; | |
textureData.SysMemPitch = TEXTURE_WIDTH * 4; // 4 bytes per pixel | |
ID3D11Texture2D* texture; | |
device->CreateTexture2D(&textureDesc, &textureData, &texture); | |
ID3D11ShaderResourceView* textureView; | |
device->CreateShaderResourceView(texture, nullptr, &textureView); | |
/////////////////////////////////////////////////////////////////////////////////////////////// | |
float w = static_cast<float>(depthBufferDesc.Width); // width | |
float h = static_cast<float>(depthBufferDesc.Height); // height | |
float n = 1000.0f; // near | |
float f = 1000000.0f; // far | |
float3 modelRotation = { 0.0f, 0.0f, 0.0f }; | |
float3 modelScale = { 400.0f, 400.0f, 400.0f }; | |
float3 modelTranslation = { 0.0f, 0.0f, 1500.0f }; | |
/////////////////////////////////////////////////////////////////////////////////////////////// | |
while (true) | |
{ | |
MSG msg; | |
while (PeekMessageA(&msg, nullptr, 0, 0, PM_REMOVE)) | |
{ | |
if (msg.message == WM_KEYDOWN) return 0; | |
DispatchMessageA(&msg); | |
} | |
/////////////////////////////////////////////////////////////////////////////////////////// | |
matrix rotateX = { 1, 0, 0, 0, 0, static_cast<float>(cos(modelRotation.x)), -static_cast<float>(sin(modelRotation.x)), 0, 0, static_cast<float>(sin(modelRotation.x)), static_cast<float>(cos(modelRotation.x)), 0, 0, 0, 0, 1 }; | |
matrix rotateY = { static_cast<float>(cos(modelRotation.y)), 0, static_cast<float>(sin(modelRotation.y)), 0, 0, 1, 0, 0, -static_cast<float>(sin(modelRotation.y)), 0, static_cast<float>(cos(modelRotation.y)), 0, 0, 0, 0, 1 }; | |
matrix rotateZ = { static_cast<float>(cos(modelRotation.z)), -static_cast<float>(sin(modelRotation.z)), 0, 0, static_cast<float>(sin(modelRotation.z)), static_cast<float>(cos(modelRotation.z)), 0, 0, 0, 0, 1, 0, 0, 0, 0, 1 }; | |
matrix scale = { modelScale.x, 0, 0, 0, 0, modelScale.y, 0, 0, 0, 0, modelScale.z, 0, 0, 0, 0, 1 }; | |
matrix translate = { 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, modelTranslation.x, modelTranslation.y, modelTranslation.z, 1 }; | |
modelRotation.x += 0.005f; | |
modelRotation.y += 0.009f; | |
modelRotation.z += 0.001f; | |
/////////////////////////////////////////////////////////////////////////////////////////// | |
D3D11_MAPPED_SUBRESOURCE mappedSubresource; | |
deviceContext->Map(constantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedSubresource); | |
Constants* constants = reinterpret_cast<Constants*>(mappedSubresource.pData); | |
constants->Transform = rotateX * rotateY * rotateZ * scale * translate; | |
constants->Projection = { 2 * n / w, 0, 0, 0, 0, 2 * n / h, 0, 0, 0, 0, f / (f - n), 1, 0, 0, n * f / (n - f), 0 }; | |
constants->LightVector = { 1.0f, -1.0f, 1.0f }; | |
deviceContext->Unmap(constantBuffer, 0); | |
/////////////////////////////////////////////////////////////////////////////////////////// | |
FLOAT backgroundColor[4] = { 0.025f, 0.025f, 0.025f, 1.0f}; | |
UINT stride = 11 * 4; // vertex size (11 floats: float3 position, float3 normal, float2 texcoord, float3 color) | |
UINT offset = 0; | |
D3D11_VIEWPORT viewport = { 0.0f, 0.0f, w, h, 0.0f, 1.0f }; | |
/////////////////////////////////////////////////////////////////////////////////////////// | |
deviceContext->ClearRenderTargetView(frameBufferView, backgroundColor); | |
deviceContext->ClearDepthStencilView(depthBufferView, D3D11_CLEAR_DEPTH, 1.0f, 0); | |
deviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); | |
deviceContext->IASetInputLayout(inputLayout); | |
deviceContext->IASetVertexBuffers(0, 1, &vertexBuffer, &stride, &offset); | |
deviceContext->IASetIndexBuffer(indexBuffer, DXGI_FORMAT_R32_UINT, 0); | |
deviceContext->VSSetShader(vertexShader, nullptr, 0); | |
deviceContext->VSSetConstantBuffers(0, 1, &constantBuffer); | |
deviceContext->RSSetViewports(1, &viewport); | |
deviceContext->RSSetState(rasterizerState); | |
deviceContext->PSSetShader(pixelShader, nullptr, 0); | |
deviceContext->PSSetShaderResources(0, 1, &textureView); | |
deviceContext->PSSetSamplers(0, 1, &samplerState); | |
deviceContext->OMSetRenderTargets(1, &frameBufferView, depthBufferView); | |
deviceContext->OMSetDepthStencilState(depthStencilState, 0); | |
deviceContext->OMSetBlendState(nullptr, nullptr, 0xffffffff); // use default blend mode (i.e. disable) | |
/////////////////////////////////////////////////////////////////////////////////////////// | |
deviceContext->DrawIndexed(ARRAYSIZE(IndexData), 0, 0); | |
/////////////////////////////////////////////////////////////////////////////////////////// | |
swapChain->Present(1, 0); | |
} | |
} | |
/////////////////////////////////////////////////////////////////////////////////////////////////// | |
matrix operator*(matrix& m1, matrix& m2) | |
{ | |
return | |
{ | |
m1.m[0][0] * m2.m[0][0] + m1.m[0][1] * m2.m[1][0] + m1.m[0][2] * m2.m[2][0] + m1.m[0][3] * m2.m[3][0], | |
m1.m[0][0] * m2.m[0][1] + m1.m[0][1] * m2.m[1][1] + m1.m[0][2] * m2.m[2][1] + m1.m[0][3] * m2.m[3][1], | |
m1.m[0][0] * m2.m[0][2] + m1.m[0][1] * m2.m[1][2] + m1.m[0][2] * m2.m[2][2] + m1.m[0][3] * m2.m[3][2], | |
m1.m[0][0] * m2.m[0][3] + m1.m[0][1] * m2.m[1][3] + m1.m[0][2] * m2.m[2][3] + m1.m[0][3] * m2.m[3][3], | |
m1.m[1][0] * m2.m[0][0] + m1.m[1][1] * m2.m[1][0] + m1.m[1][2] * m2.m[2][0] + m1.m[1][3] * m2.m[3][0], | |
m1.m[1][0] * m2.m[0][1] + m1.m[1][1] * m2.m[1][1] + m1.m[1][2] * m2.m[2][1] + m1.m[1][3] * m2.m[3][1], | |
m1.m[1][0] * m2.m[0][2] + m1.m[1][1] * m2.m[1][2] + m1.m[1][2] * m2.m[2][2] + m1.m[1][3] * m2.m[3][2], | |
m1.m[1][0] * m2.m[0][3] + m1.m[1][1] * m2.m[1][3] + m1.m[1][2] * m2.m[2][3] + m1.m[1][3] * m2.m[3][3], | |
m1.m[2][0] * m2.m[0][0] + m1.m[2][1] * m2.m[1][0] + m1.m[2][2] * m2.m[2][0] + m1.m[2][3] * m2.m[3][0], | |
m1.m[2][0] * m2.m[0][1] + m1.m[2][1] * m2.m[1][1] + m1.m[2][2] * m2.m[2][1] + m1.m[2][3] * m2.m[3][1], | |
m1.m[2][0] * m2.m[0][2] + m1.m[2][1] * m2.m[1][2] + m1.m[2][2] * m2.m[2][2] + m1.m[2][3] * m2.m[3][2], | |
m1.m[2][0] * m2.m[0][3] + m1.m[2][1] * m2.m[1][3] + m1.m[2][2] * m2.m[2][3] + m1.m[2][3] * m2.m[3][3], | |
m1.m[3][0] * m2.m[0][0] + m1.m[3][1] * m2.m[1][0] + m1.m[3][2] * m2.m[2][0] + m1.m[3][3] * m2.m[3][0], | |
m1.m[3][0] * m2.m[0][1] + m1.m[3][1] * m2.m[1][1] + m1.m[3][2] * m2.m[2][1] + m1.m[3][3] * m2.m[3][1], | |
m1.m[3][0] * m2.m[0][2] + m1.m[3][1] * m2.m[1][2] + m1.m[3][2] * m2.m[2][2] + m1.m[3][3] * m2.m[3][2], | |
m1.m[3][0] * m2.m[0][3] + m1.m[3][1] * m2.m[1][3] + m1.m[3][2] * m2.m[2][3] + m1.m[3][3] * m2.m[3][3], | |
}; | |
} |
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#define TEXTURE_WIDTH 2 | |
#define TEXTURE_HEIGHT 2 | |
UINT TextureData[] = | |
{ | |
0xffffffff, 0xff7f7f7f, | |
0xff7f7f7f, 0xffffffff, | |
}; | |
float VertexData[] = // float3 position, float3 normal, float2 texcoord, float3 color | |
{ | |
-1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.973f, 0.480f, 0.002f, | |
-0.6f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 2.0f, 0.0f, 0.973f, 0.480f, 0.002f, | |
0.6f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 8.0f, 0.0f, 0.973f, 0.480f, 0.002f, | |
1.0f, 1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 10.0f, 0.0f, 0.973f, 0.480f, 0.002f, | |
-0.6f, 0.6f, -1.0f, 0.0f, 0.0f, -1.0f, 2.0f, 2.0f, 0.973f, 0.480f, 0.002f, | |
0.6f, 0.6f, -1.0f, 0.0f, 0.0f, -1.0f, 8.0f, 2.0f, 0.973f, 0.480f, 0.002f, | |
-0.6f, -0.6f, -1.0f, 0.0f, 0.0f, -1.0f, 2.0f, 8.0f, 0.973f, 0.480f, 0.002f, | |
0.6f, -0.6f, -1.0f, 0.0f, 0.0f, -1.0f, 8.0f, 8.0f, 0.973f, 0.480f, 0.002f, | |
-1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 10.0f, 0.973f, 0.480f, 0.002f, | |
-0.6f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 2.0f, 10.0f, 0.973f, 0.480f, 0.002f, | |
0.6f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 8.0f, 10.0f, 0.973f, 0.480f, 0.002f, | |
1.0f, -1.0f, -1.0f, 0.0f, 0.0f, -1.0f, 10.0f, 10.0f, 0.973f, 0.480f, 0.002f, | |
1.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.897f, 0.163f, 0.011f, | |
1.0f, 1.0f, -0.6f, 1.0f, 0.0f, 0.0f, 2.0f, 0.0f, 0.897f, 0.163f, 0.011f, | |
1.0f, 1.0f, 0.6f, 1.0f, 0.0f, 0.0f, 8.0f, 0.0f, 0.897f, 0.163f, 0.011f, | |
1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 10.0f, 0.0f, 0.897f, 0.163f, 0.011f, | |
1.0f, 0.6f, -0.6f, 1.0f, 0.0f, 0.0f, 2.0f, 2.0f, 0.897f, 0.163f, 0.011f, | |
1.0f, 0.6f, 0.6f, 1.0f, 0.0f, 0.0f, 8.0f, 2.0f, 0.897f, 0.163f, 0.011f, | |
1.0f, -0.6f, -0.6f, 1.0f, 0.0f, 0.0f, 2.0f, 8.0f, 0.897f, 0.163f, 0.011f, | |
1.0f, -0.6f, 0.6f, 1.0f, 0.0f, 0.0f, 8.0f, 8.0f, 0.897f, 0.163f, 0.011f, | |
1.0f, -1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 10.0f, 0.897f, 0.163f, 0.011f, | |
1.0f, -1.0f, -0.6f, 1.0f, 0.0f, 0.0f, 2.0f, 10.0f, 0.897f, 0.163f, 0.011f, | |
1.0f, -1.0f, 0.6f, 1.0f, 0.0f, 0.0f, 8.0f, 10.0f, 0.897f, 0.163f, 0.011f, | |
1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 10.0f, 10.0f, 0.897f, 0.163f, 0.011f, | |
1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.612f, 0.000f, 0.069f, | |
0.6f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 2.0f, 0.0f, 0.612f, 0.000f, 0.069f, | |
-0.6f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 8.0f, 0.0f, 0.612f, 0.000f, 0.069f, | |
-1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 10.0f, 0.0f, 0.612f, 0.000f, 0.069f, | |
0.6f, 0.6f, 1.0f, 0.0f, 0.0f, 1.0f, 2.0f, 2.0f, 0.612f, 0.000f, 0.069f, | |
-0.6f, 0.6f, 1.0f, 0.0f, 0.0f, 1.0f, 8.0f, 2.0f, 0.612f, 0.000f, 0.069f, | |
0.6f, -0.6f, 1.0f, 0.0f, 0.0f, 1.0f, 2.0f, 8.0f, 0.612f, 0.000f, 0.069f, | |
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-0.6f, -0.6f, -0.6f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.001f, 0.447f, 0.067f, | |
-0.6f, -1.0f, -0.6f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.001f, 0.447f, 0.067f, | |
0.6f, -1.0f, -0.6f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.001f, 0.447f, 0.067f, | |
0.6f, -0.6f, -0.6f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.001f, 0.447f, 0.067f, | |
-0.6f, -1.0f, 0.6f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.001f, 0.447f, 0.067f, | |
-0.6f, -0.6f, 0.6f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.001f, 0.447f, 0.067f, | |
0.6f, -0.6f, 0.6f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.001f, 0.447f, 0.067f, | |
0.6f, -1.0f, 0.6f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.001f, 0.447f, 0.067f, | |
}; | |
UINT IndexData[] = | |
{ | |
0, 1, 9, 9, 8, 0, 1, 2, 5, 5, 4, 1, 6, 7, 10, 10, 9, 6, 2, 3, 11, 11, 10, 2, | |
12, 13, 21, 21, 20, 12, 13, 14, 17, 17, 16, 13, 18, 19, 22, 22, 21, 18, 14, 15, 23, 23, 22, 14, | |
24, 25, 33, 33, 32, 24, 25, 26, 29, 29, 28, 25, 30, 31, 34, 34, 33, 30, 26, 27, 35, 35, 34, 26, | |
36, 37, 45, 45, 44, 36, 37, 38, 41, 41, 40, 37, 42, 43, 46, 46, 45, 42, 38, 39, 47, 47, 46, 38, | |
48, 49, 57, 57, 56, 48, 49, 50, 53, 53, 52, 49, 54, 55, 58, 58, 57, 54, 50, 51, 59, 59, 58, 50, | |
60, 61, 69, 69, 68, 60, 61, 62, 65, 65, 64, 61, 66, 67, 70, 70, 69, 66, 62, 63, 71, 71, 70, 62, | |
72, 73, 74, 74, 75, 72, 76, 77, 78, 78, 79, 76, 80, 81, 82, 82, 83, 80, 84, 85, 86, 86, 87, 84, | |
88, 89, 90, 90, 91, 88, 92, 93, 94, 94, 95, 92, 96, 97, 98, 98, 99, 96, 100, 101, 102, 102, 103, 100, | |
104, 105, 106, 106, 107, 104, 108, 109, 110, 110, 111, 108, 112, 113, 114, 114, 115, 112, 116, 117, 118, 118, 119, 116, | |
120, 121, 122, 122, 123, 120, 124, 125, 126, 126, 127, 124, 128, 129, 130, 130, 131, 128, 132, 133, 134, 134, 135, 132, | |
136, 137, 138, 138, 139, 136, 140, 141, 142, 142, 143, 140, 144, 145, 146, 146, 147, 144, 148, 149, 150, 150, 151, 148, | |
152, 153, 154, 154, 155, 152, 156, 157, 158, 158, 159, 156, 160, 161, 162, 162, 163, 160, 164, 165, 166, 166, 167, 164, | |
}; |
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cbuffer constants : register(b0) | |
{ | |
row_major float4x4 transform; | |
row_major float4x4 projection; | |
float3 lightvector; | |
} | |
struct vs_in | |
{ | |
float3 position : POS; | |
float3 normal : NOR; | |
float2 texcoord : TEX; | |
float3 color : COL; | |
}; | |
struct vs_out | |
{ | |
float4 position : SV_POSITION; | |
float2 texcoord : TEX; | |
float4 color : COL; | |
}; | |
Texture2D mytexture : register(t0); | |
SamplerState mysampler : register(s0); | |
vs_out vs_main(vs_in input) | |
{ | |
float light = clamp(dot(normalize(mul(float4(input.normal, 0.0f), transform).xyz), normalize(-lightvector)), 0.0f, 1.0f) * 0.8f + 0.2f; | |
vs_out output; | |
output.position = mul(float4(input.position, 1.0f), mul(transform, projection)); | |
output.texcoord = input.texcoord; | |
output.color = float4(input.color * light, 1.0f); | |
return output; | |
} | |
float4 ps_main(vs_out input) : SV_TARGET | |
{ | |
return mytexture.Sample(mysampler, input.texcoord) * input.color; | |
} |
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