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Minimal D3D11 part 2: instancing

Minimal D3D11 part 2: instancing

Minimal D3D11 reference implementation: An uncluttered Direct3D 11 setup + basic rendering primer and 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. ~220 LOC. No modern C++ / OOP or (other) obscuring cruft. View on YouTube

Minimal D3D11 part 2: instancing

Building directly on the canonical Minimal D3D11 this follow-up introduces instanced rendering, where each instance is described in the form of a separate transformation matrix, allowing arbitrary scaling, rotation and translation per entity (though they are rotated in lockstep in this example, for aesthetical reasons).

For an example of more complex instancing, check out Minimal D3D11 elaborations I, combining data from two separate instance buffers advancing at different step rates.

#pragma comment(lib, "user32")
#pragma comment(lib, "d3d11")
#pragma comment(lib, "d3dcompiler")
///////////////////////////////////////////////////////////////////////////////////////////////////
#include <windows.h>
#include <d3d11.h>
#include <d3dcompiler.h>
#include <math.h> // sin, cos
#include "xube.h" // 3d model
///////////////////////////////////////////////////////////////////////////////////////////////////
#define TITLE "Minimal D3D11 part 2 by d7samurai"
///////////////////////////////////////////////////////////////////////////////////////////////////
struct float3 { float x, y, z; };
struct matrix { float m[4][4]; };
matrix operator*(const matrix& m1, const matrix& m2);
///////////////////////////////////////////////////////////////////////////////////////////////////
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nShowCmd)
{
WNDCLASSA wndclass = { 0, DefWindowProcA, 0, 0, 0, 0, 0, 0, 0, TITLE };
RegisterClassA(&wndclass);
HWND window = CreateWindowExA(0, TITLE, TITLE, WS_POPUP | WS_MAXIMIZE | WS_VISIBLE, 0, 0, 0, 0, nullptr, nullptr, nullptr, nullptr);
///////////////////////////////////////////////////////////////////////////////////////////////
D3D_FEATURE_LEVEL featurelevels[] = { D3D_FEATURE_LEVEL_11_0 };
DXGI_SWAP_CHAIN_DESC swapchaindesc = {};
swapchaindesc.BufferDesc.Width = 0; // use window width
swapchaindesc.BufferDesc.Height = 0; // use window height
swapchaindesc.BufferDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM; // can't specify SRGB framebuffer directly when using FLIP model swap effect. see lines 49, 66
swapchaindesc.SampleDesc.Count = 1;
swapchaindesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
swapchaindesc.BufferCount = 2;
swapchaindesc.OutputWindow = window;
swapchaindesc.Windowed = TRUE;
swapchaindesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
IDXGISwapChain* swapchain;
ID3D11Device* device;
ID3D11DeviceContext* devicecontext;
D3D11CreateDeviceAndSwapChain(nullptr, D3D_DRIVER_TYPE_HARDWARE, nullptr, D3D11_CREATE_DEVICE_BGRA_SUPPORT | D3D11_CREATE_DEVICE_DEBUG, featurelevels, ARRAYSIZE(featurelevels), D3D11_SDK_VERSION, &swapchaindesc, &swapchain, &device, nullptr, &devicecontext); // D3D11_CREATE_DEVICE_DEBUG is optional, but provides useful d3d11 debug output
swapchain->GetDesc(&swapchaindesc); // update swapchaindesc with actual window size
///////////////////////////////////////////////////////////////////////////////////////////////
ID3D11Texture2D* cameracolorbuffer;
swapchain->GetBuffer(0, __uuidof(ID3D11Texture2D), (void**)&cameracolorbuffer); // get pointer to framebuffer from swapchain ..
D3D11_RENDER_TARGET_VIEW_DESC cameraRTVdesc = {}; // (needed for SRGB framebuffer when using FLIP model swap effect)
cameraRTVdesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM_SRGB;
cameraRTVdesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
ID3D11RenderTargetView* cameraRTV;
device->CreateRenderTargetView(cameracolorbuffer, &cameraRTVdesc, &cameraRTV); // ..and put a render target view on it
///////////////////////////////////////////////////////////////////////////////////////////////
D3D11_TEXTURE2D_DESC cameradepthbufferdesc;
cameracolorbuffer->GetDesc(&cameradepthbufferdesc); // copy framebuffer properties; they're mostly the same
cameradepthbufferdesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
cameradepthbufferdesc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
ID3D11Texture2D* cameradepthbuffer;
device->CreateTexture2D(&cameradepthbufferdesc, nullptr, &cameradepthbuffer);
ID3D11DepthStencilView* cameraDSV;
device->CreateDepthStencilView(cameradepthbuffer, nullptr, &cameraDSV);
///////////////////////////////////////////////////////////////////////////////////////////////
ID3DBlob* cameraVSblob;
D3DCompileFromFile(L"gpu.hlsl", nullptr, nullptr, "CameraVS", "vs_5_0", 0, 0, &cameraVSblob, nullptr); // remember to keep gpu.hlsl in working directory (or fully qualify path)
ID3D11VertexShader* cameraVS;
device->CreateVertexShader(cameraVSblob->GetBufferPointer(), cameraVSblob->GetBufferSize(), nullptr, &cameraVS);
D3D11_INPUT_ELEMENT_DESC inputelementdesc[] = // maps to vertexdesc struct in gpu.hlsl via semantic names ("POS", "NOR", "TEX", "COL", "MAT")
{
{ "POS", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }, // float3 position
{ "NOR", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 }, // float3 normal
{ "TEX", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 }, // float2 texcoord
{ "COL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 }, // float3 color
{ "MAT", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 1, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_INSTANCE_DATA, 1 }, // float4x4 transformation matrix, split into four float4 fields
{ "MAT", 1, DXGI_FORMAT_R32G32B32A32_FLOAT, 1, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_INSTANCE_DATA, 1 }, //
{ "MAT", 2, DXGI_FORMAT_R32G32B32A32_FLOAT, 1, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_INSTANCE_DATA, 1 }, //
{ "MAT", 3, DXGI_FORMAT_R32G32B32A32_FLOAT, 1, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_INSTANCE_DATA, 1 }, //
};
ID3D11InputLayout* inputlayout;
device->CreateInputLayout(inputelementdesc, ARRAYSIZE(inputelementdesc), cameraVSblob->GetBufferPointer(), cameraVSblob->GetBufferSize(), &inputlayout);
///////////////////////////////////////////////////////////////////////////////////////////////
ID3DBlob* cameraPSblob;
D3DCompileFromFile(L"gpu.hlsl", nullptr, nullptr, "CameraPS", "ps_5_0", 0, 0, &cameraPSblob, nullptr); // remember to keep gpu.hlsl in working directory (or fully qualify path)
ID3D11PixelShader* cameraPS;
device->CreatePixelShader(cameraPSblob->GetBufferPointer(), cameraPSblob->GetBufferSize(), nullptr, &cameraPS);
///////////////////////////////////////////////////////////////////////////////////////////////
D3D11_RASTERIZER_DESC rasterizerdesc = {};
rasterizerdesc.FillMode = D3D11_FILL_SOLID;
rasterizerdesc.CullMode = D3D11_CULL_BACK;
ID3D11RasterizerState* rasterizerstate;
device->CreateRasterizerState(&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 projection; float3 lightvector; };
D3D11_BUFFER_DESC constantbufferdesc = {};
constantbufferdesc.ByteWidth = sizeof(Constants) + 0xf & 0xfffffff0; // ensure constant buffer size is multiple of 16 bytes
constantbufferdesc.Usage = D3D11_USAGE_DYNAMIC; // because updated from CPU every frame
constantbufferdesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
constantbufferdesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
ID3D11Buffer* constantbuffer;
device->CreateBuffer(&constantbufferdesc, nullptr, &constantbuffer);
///////////////////////////////////////////////////////////////////////////////////////////////
D3D11_TEXTURE2D_DESC texturedesc = {};
texturedesc.Width = TEXTURE_WIDTH; // in xube.h
texturedesc.Height = TEXTURE_HEIGHT; // in xube.h
texturedesc.MipLevels = 1;
texturedesc.ArraySize = 1;
texturedesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM_SRGB; // same as framebuffer(view)
texturedesc.SampleDesc.Count = 1;
texturedesc.Usage = D3D11_USAGE_IMMUTABLE; // because will never be updated
texturedesc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
D3D11_SUBRESOURCE_DATA textureSRD = {};
textureSRD.pSysMem = texturedata; // in xube.h
textureSRD.SysMemPitch = TEXTURE_WIDTH * sizeof(UINT); // 1 UINT = 4 bytes per pixel, 0xAARRGGBB
ID3D11Texture2D* texture;
device->CreateTexture2D(&texturedesc, &textureSRD, &texture);
ID3D11ShaderResourceView* textureSRV;
device->CreateShaderResourceView(texture, nullptr, &textureSRV);
///////////////////////////////////////////////////////////////////////////////////////////////
D3D11_BUFFER_DESC vertexbufferdesc = {};
vertexbufferdesc.ByteWidth = sizeof(vertexdata);
vertexbufferdesc.Usage = D3D11_USAGE_IMMUTABLE; // because will never be updated
vertexbufferdesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
D3D11_SUBRESOURCE_DATA vertexbufferSRD = { vertexdata }; // in xube.h
ID3D11Buffer* vertexbuffer;
device->CreateBuffer(&vertexbufferdesc, &vertexbufferSRD, &vertexbuffer);
///////////////////////////////////////////////////////////////////////////////////////////////
D3D11_BUFFER_DESC indexbufferdesc = {};
indexbufferdesc.ByteWidth = sizeof(indexdata);
indexbufferdesc.Usage = D3D11_USAGE_IMMUTABLE; // because will never be updated
indexbufferdesc.BindFlags = D3D11_BIND_INDEX_BUFFER;
D3D11_SUBRESOURCE_DATA indexbufferSRD = { indexdata }; // in xube.h
ID3D11Buffer* indexbuffer;
device->CreateBuffer(&indexbufferdesc, &indexbufferSRD, &indexbuffer);
///////////////////////////////////////////////////////////////////////////////////////////////
D3D11_BUFFER_DESC instancebufferdesc = {};
instancebufferdesc.ByteWidth = sizeof(matrix) * 6; // make it big enough for 6 instance data entries, each one described by a transformation matrix
instancebufferdesc.Usage = D3D11_USAGE_DYNAMIC; // because updated from CPU every frame
instancebufferdesc.BindFlags = D3D11_BIND_VERTEX_BUFFER; // identifies as vertex buffer
instancebufferdesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
ID3D11Buffer* instancebuffer;
device->CreateBuffer(&instancebufferdesc, nullptr, &instancebuffer);
///////////////////////////////////////////////////////////////////////////////////////////////
FLOAT clearcolor[4] = { 0.025f, 0.025f, 0.025f, 1.0f };
ID3D11Buffer* buffers[] = { vertexbuffer, instancebuffer };
UINT strides[] = { sizeof(float) * 11, sizeof(matrix) }; // vertex size (11 floats: float3 position, float3 normal, float2 texcoord, float3 color), instance size (matrix)
UINT offsets[] = { 0, 0 };
D3D11_VIEWPORT viewport = { 0.0f, 0.0f, (float)swapchaindesc.BufferDesc.Width, (float)swapchaindesc.BufferDesc.Height, 0.0f, 1.0f };
///////////////////////////////////////////////////////////////////////////////////////////////
float w = viewport.Width / viewport.Height; // width (aspect ratio, since height is 1.0)
float h = 1.0f; // height
float n = 1.0f; // near
float f = 9.0f; // far
float3 modeloffset[6] = { { 3.0f, 0.0f, 0.0f }, { -3.0f, 0.0f, 0.0f }, { 0.0f, 3.0f, 0.0f }, { 0.0f, -3.0f, 0.0f }, { 0.0f, 0.0f, 3.0f }, { 0.0f, 0.0f, -3.0f } };
float3 modelrotation = { 0.0f, 0.0f, 0.0f };
float3 modelscale = { 0.5f, 0.5f, 0.5f };
float3 modeltranslation = { 0.0f, 0.0f, 4.0f };
///////////////////////////////////////////////////////////////////////////////////////////////
while (true)
{
MSG msg;
while (PeekMessageA(&msg, nullptr, 0, 0, PM_REMOVE))
{
if (msg.message == WM_KEYDOWN) return 0; // PRESS ANY KEY TO EXIT
DispatchMessageA(&msg);
}
///////////////////////////////////////////////////////////////////////////////////////////
modelrotation.x += 0.00115f;
modelrotation.y += 0.00225f;
modelrotation.z += 0.00027f;
///////////////////////////////////////////////////////////////////////////////////////////
D3D11_MAPPED_SUBRESOURCE constantbufferMSR;
devicecontext->Map(constantbuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &constantbufferMSR); // update constant buffer every frame (even though not really necessary in this particular example)
{
Constants* constants = (Constants*)constantbufferMSR.pData;
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);
///////////////////////////////////////////////////////////////////////////////////////////
D3D11_MAPPED_SUBRESOURCE instancebufferMSR;
devicecontext->Map(instancebuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &instancebufferMSR); // update instance buffer every frame
{
matrix* instancedata = (matrix*)instancebufferMSR.pData;
for (int i = 0; i < 6; i++) // update 6 instances
{
matrix offset = { 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, modeloffset[i].x, modeloffset[i].y, modeloffset[i].z, 1};
matrix rotatex = { 1, 0, 0, 0, 0, (float)cos(modelrotation.x), -(float)sin(modelrotation.x), 0, 0, (float)sin(modelrotation.x), (float)cos(modelrotation.x), 0, 0, 0, 0, 1 };
matrix rotatey = { (float)cos(modelrotation.y), 0, (float)sin(modelrotation.y), 0, 0, 1, 0, 0, -(float)sin(modelrotation.y), 0, (float)cos(modelrotation.y), 0, 0, 0, 0, 1 };
matrix rotatez = { (float)cos(modelrotation.z), -(float)sin(modelrotation.z), 0, 0, (float)sin(modelrotation.z), (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 };
instancedata[i] = offset * rotatex * rotatey * rotatez * scale * translate;
}
}
devicecontext->Unmap(instancebuffer, 0);
///////////////////////////////////////////////////////////////////////////////////////////
devicecontext->ClearRenderTargetView(cameraRTV, clearcolor);
devicecontext->ClearDepthStencilView(cameraDSV, D3D11_CLEAR_DEPTH, 1.0f, 0);
devicecontext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
devicecontext->IASetInputLayout(inputlayout);
devicecontext->IASetVertexBuffers(0, 2, buffers, strides, offsets); // set both vertex buffer and instance buffer
devicecontext->IASetIndexBuffer(indexbuffer, DXGI_FORMAT_R32_UINT, 0);
devicecontext->VSSetShader(cameraVS, nullptr, 0);
devicecontext->VSSetConstantBuffers(0, 1, &constantbuffer);
devicecontext->RSSetViewports(1, &viewport);
devicecontext->RSSetState(rasterizerstate);
devicecontext->PSSetShader(cameraPS, nullptr, 0);
devicecontext->PSSetShaderResources(0, 1, &textureSRV);
devicecontext->PSSetSamplers(0, 1, &samplerstate);
devicecontext->OMSetRenderTargets(1, &cameraRTV, cameraDSV);
devicecontext->OMSetDepthStencilState(depthstencilstate, 0);
devicecontext->OMSetBlendState(nullptr, nullptr, 0xffffffff); // use default blend mode (i.e. no blending)
///////////////////////////////////////////////////////////////////////////////////////////
devicecontext->DrawIndexedInstanced(ARRAYSIZE(indexdata), 6, 0, 0, 0); // draw 6 instances
///////////////////////////////////////////////////////////////////////////////////////////
swapchain->Present(1, 0);
}
}
///////////////////////////////////////////////////////////////////////////////////////////////////
matrix operator*(const matrix& m1, const 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],
};
}
cbuffer constants : register(b0)
{
row_major float4x4 projection;
float3 lightvector;
}
struct vertexdesc
{
float3 position : POS; // per vertex (as set in input layout)
float3 normal : NOR; // per vertex
float2 texcoord : TEX; // per vertex
float3 color : COL; // per vertex
float4 mat0 : MAT0; // per instance (as set in input layout)
float4 mat1 : MAT1; // per instance
float4 mat2 : MAT2; // per instance
float4 mat3 : MAT3; // per instance
};
struct pixeldesc
{
float4 position : SV_POSITION;
float2 texcoord : TEX;
float4 color : COL;
};
Texture2D mytexture : register(t0);
SamplerState mysampler : register(s0);
pixeldesc CameraVS(vertexdesc vertex)
{
float4x4 transform = float4x4(vertex.mat0, vertex.mat1, vertex.mat2, vertex.mat3); // reassemble the matrix
float light = clamp(dot(mul(vertex.normal, (float3x3)transform), normalize(-lightvector)), 0.0f, 1.0f) * 0.8f + 0.2f;
pixeldesc output;
output.position = mul(float4(vertex.position, 1.0f), mul(transform, projection));
output.texcoord = vertex.texcoord;
output.color = float4(vertex.color * light, 1.0f);
return output;
}
float4 CameraPS(pixeldesc pixel) : SV_TARGET
{
return mytexture.Sample(mysampler, pixel.texcoord) * pixel.color;
}
#define TEXTURE_WIDTH 2
#define TEXTURE_HEIGHT 2
UINT texturedata[] = // 2x2 pixel checkerboard pattern, 0xAARRGGBB
{
0xffffffff, 0xff7f7f7f,
0xff7f7f7f, 0xffffffff,
};
float vertexdata[] = // pos.x, pos.y, pos.z, nor.x, nor.y, nor.z, tex.u, tex.v, col.r, col.g, col.b,
{
-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,
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0.6f, 1.0f, 0.6f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.000f, 0.254f, 0.637f,
0.6f, 0.6f, 0.6f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.000f, 0.254f, 0.637f,
-0.6f, -0.6f, 0.6f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.001f, 0.447f, 0.067f,
-0.6f, -1.0f, 0.6f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.001f, 0.447f, 0.067f,
-0.6f, -1.0f, -0.6f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.001f, 0.447f, 0.067f,
-0.6f, -0.6f, -0.6f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.001f, 0.447f, 0.067f,
0.6f, -1.0f, 0.6f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.001f, 0.447f, 0.067f,
0.6f, -0.6f, 0.6f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.001f, 0.447f, 0.067f,
0.6f, -0.6f, -0.6f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.001f, 0.447f, 0.067f,
0.6f, -1.0f, -0.6f, -1.0f, 0.0f, 0.0f, 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, -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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