mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
synced 2025-01-17 03:30:06 +00:00
Merge pull request #788 from manuelk/dev
Improved Ptex configuration and DX compatibility
This commit is contained in:
commit
76137e5cc1
@ -345,6 +345,7 @@ if(NOT NO_OPENGL AND NOT ANDROID AND NOT IOS)
|
||||
endif()
|
||||
if(NOT NO_PTEX)
|
||||
find_package(PTex 2.0)
|
||||
find_package(Zlib 1.2)
|
||||
endif()
|
||||
if (OPENGL_FOUND AND NOT IOS)
|
||||
add_definitions(
|
||||
@ -520,6 +521,7 @@ endif()
|
||||
if(PTEX_FOUND)
|
||||
add_definitions(
|
||||
-DOPENSUBDIV_HAS_PTEX
|
||||
-DPTEX_STATIC
|
||||
)
|
||||
else()
|
||||
if(NOT NO_PTEX)
|
||||
|
@ -101,15 +101,21 @@ else ()
|
||||
DOC "The Ptex library")
|
||||
endif ()
|
||||
|
||||
if (PTEX_INCLUDE_DIR AND EXISTS "${PTEX_INCLUDE_DIR}/Ptexture.h" )
|
||||
if (PTEX_INCLUDE_DIR AND EXISTS "${PTEX_INCLUDE_DIR}/PtexVersion.h")
|
||||
set (PTEX_VERSION_FILE "${PTEX_INCLUDE_DIR}/PtexVersion.h")
|
||||
elseif (PTEX_INCLUDE_DIR AND EXISTS "${PTEX_INCLUDE_DIR}/Ptexture.h")
|
||||
set (PTEX_VERSION_FILE "${PTEX_INCLUDE_DIR}/Ptexture.h")
|
||||
endif()
|
||||
|
||||
file(STRINGS "${PTEX_INCLUDE_DIR}/Ptexture.h" TMP REGEX "^#define PtexAPIVersion.*$")
|
||||
if (PTEX_VERSION_FILE)
|
||||
|
||||
file(STRINGS "${PTEX_VERSION_FILE}" TMP REGEX "^#define PtexAPIVersion.*$")
|
||||
string(REGEX MATCHALL "[0-9]+" API ${TMP})
|
||||
|
||||
file(STRINGS "${PTEX_INCLUDE_DIR}/Ptexture.h" TMP REGEX "^#define PtexFileMajorVersion.*$")
|
||||
file(STRINGS "${PTEX_VERSION_FILE}" TMP REGEX "^#define PtexFileMajorVersion.*$")
|
||||
string(REGEX MATCHALL "[0-9]+" MAJOR ${TMP})
|
||||
|
||||
file(STRINGS "${PTEX_INCLUDE_DIR}/Ptexture.h" TMP REGEX "^#define PtexFileMinorVersion.*$")
|
||||
file(STRINGS "${PTEX_VERSION_FILE}" TMP REGEX "^#define PtexFileMinorVersion.*$")
|
||||
string(REGEX MATCHALL "[0-9]+" MINOR ${TMP})
|
||||
|
||||
set(PTEX_VERSION ${API}.${MAJOR}.${MINOR})
|
||||
|
@ -39,7 +39,7 @@ if (NOT NO_OPENGL)
|
||||
add_subdirectory(glPaintTest)
|
||||
endif()
|
||||
|
||||
if (PTEX_FOUND)
|
||||
if (PTEX_FOUND AND ZLIB_FOUND)
|
||||
add_subdirectory(glPtexViewer)
|
||||
endif()
|
||||
|
||||
@ -73,7 +73,7 @@ if (DXSDK_FOUND AND NOT NO_DX)
|
||||
|
||||
add_subdirectory(dxViewer)
|
||||
|
||||
if (PTEX_FOUND)
|
||||
if (PTEX_FOUND AND ZLIB_FOUND)
|
||||
add_subdirectory(dxPtexViewer)
|
||||
endif()
|
||||
|
||||
|
@ -26,14 +26,14 @@
|
||||
#include "ptexMipmapTextureLoader.h"
|
||||
#include <far/error.h> // XXX: to be replaced
|
||||
|
||||
#include <Ptexture.h>
|
||||
#include <D3D11.h>
|
||||
#include <cassert>
|
||||
|
||||
D3D11PtexMipmapTexture::D3D11PtexMipmapTexture()
|
||||
: _width(0), _height(0), _depth(0),
|
||||
_layout(0), _texels(0),
|
||||
_layoutSRV(0), _texelsSRV(0)
|
||||
_layoutSRV(0), _texelsSRV(0),
|
||||
_memoryUsage(0)
|
||||
{
|
||||
}
|
||||
|
||||
@ -96,16 +96,25 @@ genTextureBuffer(ID3D11DeviceContext *deviceContext, int size, void const * data
|
||||
D3D11PtexMipmapTexture *
|
||||
D3D11PtexMipmapTexture::Create(ID3D11DeviceContext *deviceContext,
|
||||
PtexTexture * reader,
|
||||
int maxLevels) {
|
||||
int maxLevels,
|
||||
size_t targetMemory) {
|
||||
|
||||
D3D11PtexMipmapTexture * result = NULL;
|
||||
|
||||
int maxNumPages = D3D10_REQ_TEXTURE2D_ARRAY_AXIS_DIMENSION;
|
||||
|
||||
// Read the ptex data and pack the texels
|
||||
PtexMipmapTextureLoader loader(reader, maxNumPages, maxLevels);
|
||||
bool padAlpha = reader->numChannels()==3 and reader->dataType()!=Ptex::dt_float;
|
||||
|
||||
int numFaces = loader.GetNumFaces();
|
||||
PtexMipmapTextureLoader loader(reader,
|
||||
maxNumPages,
|
||||
maxLevels,
|
||||
targetMemory,
|
||||
true, // seamlessMipmap
|
||||
padAlpha);
|
||||
|
||||
int numChannels = reader->numChannels() + padAlpha,
|
||||
numFaces = loader.GetNumFaces();
|
||||
|
||||
ID3D11Buffer *layout = genTextureBuffer(deviceContext,
|
||||
numFaces * 6 * sizeof(short),
|
||||
@ -114,7 +123,6 @@ D3D11PtexMipmapTexture::Create(ID3D11DeviceContext *deviceContext,
|
||||
|
||||
DXGI_FORMAT format = DXGI_FORMAT_UNKNOWN;
|
||||
int bpp = 0;
|
||||
int numChannels = reader->numChannels();
|
||||
switch (reader->dataType()) {
|
||||
case Ptex::dt_uint16:
|
||||
switch (numChannels) {
|
||||
@ -138,7 +146,7 @@ D3D11PtexMipmapTexture::Create(ID3D11DeviceContext *deviceContext,
|
||||
switch (numChannels) {
|
||||
case 1: format = DXGI_FORMAT_R16_FLOAT; break;
|
||||
case 2: format = DXGI_FORMAT_R16G16_FLOAT; break;
|
||||
case 3:assert(false); break;
|
||||
case 3: assert(false); break;
|
||||
case 4: format = DXGI_FORMAT_R16G16B16A16_FLOAT; break;
|
||||
}
|
||||
bpp = numChannels * 2;
|
||||
@ -218,6 +226,7 @@ D3D11PtexMipmapTexture::Create(ID3D11DeviceContext *deviceContext,
|
||||
|
||||
result->_layoutSRV = layoutSRV;
|
||||
result->_texelsSRV = texelsSRV;
|
||||
result->_memoryUsage = loader.GetMemoryUsage();
|
||||
|
||||
return result;
|
||||
}
|
||||
|
@ -27,7 +27,8 @@
|
||||
|
||||
#include <osd/nonCopyable.h>
|
||||
|
||||
class PtexTexture;
|
||||
#include <Ptexture.h>
|
||||
|
||||
struct ID3D11Buffer;
|
||||
struct ID3D11Texture2D;
|
||||
struct ID3D11DeviceContext;
|
||||
@ -37,7 +38,8 @@ class D3D11PtexMipmapTexture : OpenSubdiv::Osd::NonCopyable<D3D11PtexMipmapTextu
|
||||
public:
|
||||
static D3D11PtexMipmapTexture * Create(ID3D11DeviceContext *deviceContext,
|
||||
PtexTexture * reader,
|
||||
int maxLevels=10);
|
||||
int maxLevels=10,
|
||||
size_t targetMemory=0);
|
||||
|
||||
/// Returns GLSL shader snippet to fetch ptex
|
||||
static const char *GetShaderSource();
|
||||
@ -53,6 +55,9 @@ public:
|
||||
|
||||
ID3D11ShaderResourceView **GetTexelsSRV() { return &_texelsSRV; }
|
||||
|
||||
/// Returns the amount of allocated memory (in byte)
|
||||
size_t GetMemoryUsage() const { return _memoryUsage; }
|
||||
|
||||
~D3D11PtexMipmapTexture();
|
||||
|
||||
private:
|
||||
@ -68,6 +73,8 @@ private:
|
||||
ID3D11Texture2D *_texels; // texel data
|
||||
ID3D11ShaderResourceView *_layoutSRV;
|
||||
ID3D11ShaderResourceView *_texelsSRV;
|
||||
|
||||
size_t _memoryUsage; // total amount of memory used (estimate)
|
||||
};
|
||||
|
||||
#endif // OPENSUBDIV_EXAMPLES_D3D11_PTEX_TEXTURE_H
|
||||
|
@ -27,8 +27,6 @@
|
||||
|
||||
#include <osd/opengl.h>
|
||||
|
||||
#include <Ptexture.h>
|
||||
|
||||
GLPtexMipmapTexture::GLPtexMipmapTexture()
|
||||
: _width(0), _height(0), _depth(0), _layout(0), _texels(0), _memoryUsage(0)
|
||||
{
|
||||
|
@ -28,10 +28,9 @@
|
||||
#include <osd/nonCopyable.h>
|
||||
#include <osd/opengl.h>
|
||||
|
||||
#include <Ptexture.h>
|
||||
#include <stdlib.h>
|
||||
|
||||
class PtexTexture;
|
||||
|
||||
class GLPtexMipmapTexture : OpenSubdiv::Osd::NonCopyable<GLPtexMipmapTexture> {
|
||||
public:
|
||||
static GLPtexMipmapTexture * Create(PtexTexture * reader,
|
||||
|
@ -24,7 +24,6 @@
|
||||
|
||||
#include "ptexMipmapTextureLoader.h"
|
||||
|
||||
#include <Ptexture.h>
|
||||
#include <vector>
|
||||
#include <list>
|
||||
#include <algorithm>
|
||||
@ -447,10 +446,11 @@ PtexMipmapTextureLoader::PtexMipmapTextureLoader(PtexTexture *ptex,
|
||||
int maxNumPages,
|
||||
int maxLevels,
|
||||
size_t targetMemory,
|
||||
bool seamlessMipmap) :
|
||||
bool seamlessMipmap,
|
||||
bool padAlpha) :
|
||||
_ptex(ptex), _maxLevels(maxLevels), _bpp(0),
|
||||
_pageWidth(0), _pageHeight(0), _texelBuffer(NULL), _layoutBuffer(NULL),
|
||||
_memoryUsage(0)
|
||||
_pageWidth(0), _pageHeight(0), _padAlpha(padAlpha),
|
||||
_texelBuffer(NULL), _layoutBuffer(NULL), _memoryUsage(0)
|
||||
{
|
||||
// byte per pixel
|
||||
_bpp = ptex->numChannels() * Ptex::DataSize(ptex->dataType());
|
||||
@ -474,6 +474,10 @@ PtexMipmapTextureLoader::PtexMipmapTextureLoader(PtexTexture *ptex,
|
||||
|
||||
optimizePacking(maxNumPages, targetMemory);
|
||||
generateBuffers();
|
||||
|
||||
if (padAlpha) {
|
||||
addAlphaChannel();
|
||||
}
|
||||
}
|
||||
|
||||
PtexMipmapTextureLoader::~PtexMipmapTextureLoader()
|
||||
@ -485,6 +489,48 @@ PtexMipmapTextureLoader::~PtexMipmapTextureLoader()
|
||||
delete _layoutBuffer;
|
||||
}
|
||||
|
||||
// add alpha channel to texelbuffer :
|
||||
// assumes the texel buffer has been generated and apply a raw copy
|
||||
// into a larger buffer with an alpha channel padded in
|
||||
// note : this is not a particularly elegant solution...
|
||||
void
|
||||
PtexMipmapTextureLoader::addAlphaChannel() {
|
||||
|
||||
assert(_ptex);
|
||||
|
||||
// allocate new larger texel buffer
|
||||
int bpc = Ptex::DataSize(_ptex->dataType()),
|
||||
srcStride = _ptex->numChannels() * bpc,
|
||||
dstStride = srcStride + bpc;
|
||||
|
||||
size_t numTexels = _pageWidth * _pageHeight * _pages.size(),
|
||||
memoryUsed = dstStride * numTexels;
|
||||
|
||||
unsigned char * texBuffer = new unsigned char[memoryUsed];
|
||||
|
||||
// loop over every texel & copy + pad
|
||||
unsigned char const * src = _texelBuffer;
|
||||
unsigned char * dest = texBuffer;
|
||||
|
||||
for (int i=0; i<numTexels; ++i, src+=srcStride, dest+=dstStride) {
|
||||
memcpy(dest, src, srcStride);
|
||||
|
||||
/// set alpha to 1
|
||||
switch (_ptex->dataType()) {
|
||||
case Ptex::dt_uint8 : *(uint8_t *)(dest+srcStride)= 0xFF; break;
|
||||
case Ptex::dt_uint16 : *(uint16_t *)(dest+srcStride) = 0xFFFF; break;
|
||||
case Ptex::dt_half : *(uint16_t *)(dest+srcStride) = 0x3C00; break;
|
||||
case Ptex::dt_float : *(float *)(dest+srcStride) = 1.0f; break;
|
||||
}
|
||||
}
|
||||
|
||||
// remove old buffer & adjust class members
|
||||
delete [] _texelBuffer;
|
||||
_texelBuffer = texBuffer;
|
||||
_memoryUsage = memoryUsed;
|
||||
_bpp = dstStride;
|
||||
}
|
||||
|
||||
// resample border texels for guttering
|
||||
//
|
||||
int
|
||||
|
@ -25,11 +25,11 @@
|
||||
#ifndef OPENSUBDIV_EXAMPLES_PTEX_MIPMAP_TEXTURE_LOADER_H
|
||||
#define OPENSUBDIV_EXAMPLES_PTEX_MIPMAP_TEXTURE_LOADER_H
|
||||
|
||||
#include <Ptexture.h>
|
||||
#include <stdlib.h>
|
||||
#include <stdint.h>
|
||||
#include <vector>
|
||||
|
||||
class PtexTexture;
|
||||
|
||||
class PtexMipmapTextureLoader {
|
||||
public:
|
||||
@ -37,7 +37,8 @@ public:
|
||||
int maxNumPages,
|
||||
int maxLevels = -1,
|
||||
size_t targetMemory = 0,
|
||||
bool seamlessMipmap = true);
|
||||
bool seamlessMipmap = true,
|
||||
bool padAlpha = false);
|
||||
|
||||
~PtexMipmapTextureLoader();
|
||||
|
||||
@ -136,6 +137,7 @@ private:
|
||||
int resampleBorder(int face, int edgeId, unsigned char *result,
|
||||
int dstLength, int bpp,
|
||||
float srcStart = 0.0f, float srcEnd = 1.0f);
|
||||
void addAlphaChannel();
|
||||
|
||||
std::vector<Block> _blocks;
|
||||
std::vector<Page *> _pages;
|
||||
@ -145,6 +147,8 @@ private:
|
||||
int _bpp;
|
||||
int _pageWidth, _pageHeight;
|
||||
|
||||
bool _padAlpha;
|
||||
|
||||
unsigned char *_texelBuffer;
|
||||
unsigned char *_layoutBuffer;
|
||||
|
||||
|
@ -26,12 +26,14 @@
|
||||
|
||||
set(SHADER_FILES
|
||||
shader.hlsl
|
||||
skyshader.hlsl
|
||||
)
|
||||
|
||||
set(PLATFORM_LIBRARIES
|
||||
"${OSD_LINK_TARGET}"
|
||||
"${DXSDK_LIBRARIES}"
|
||||
"${PTEX_LIBRARY}"
|
||||
"${ZLIB_LIBRARY}"
|
||||
)
|
||||
|
||||
include_directories(
|
||||
@ -55,6 +57,7 @@ endif()
|
||||
|
||||
set(SOURCE_FILES
|
||||
dxPtexViewer.cpp
|
||||
sky.cpp
|
||||
)
|
||||
|
||||
_stringify("${SHADER_FILES}" INC_FILES)
|
||||
|
@ -58,6 +58,8 @@
|
||||
#include <osd/d3d11Mesh.h>
|
||||
OpenSubdiv::Osd::D3D11MeshInterface *g_mesh;
|
||||
|
||||
#include "./sky.h"
|
||||
|
||||
#include "Ptexture.h"
|
||||
#include "PtexUtils.h"
|
||||
|
||||
@ -67,6 +69,7 @@ OpenSubdiv::Osd::D3D11MeshInterface *g_mesh;
|
||||
#include "../common/d3d11Hud.h"
|
||||
#include "../common/d3d11PtexMipmapTexture.h"
|
||||
#include "../common/d3d11ShaderCache.h"
|
||||
#include "../common/hdr_reader.h"
|
||||
|
||||
#include <osd/hlslPatchShaderSource.h>
|
||||
static const char *g_shaderSource =
|
||||
@ -205,11 +208,16 @@ float g_animTime = 0;
|
||||
std::vector<float> g_positions,
|
||||
g_normals;
|
||||
|
||||
std::vector<std::vector<float> > g_animPositions;
|
||||
|
||||
Sky * g_sky=0;
|
||||
|
||||
D3D11PtexMipmapTexture * g_osdPTexImage = 0;
|
||||
D3D11PtexMipmapTexture * g_osdPTexDisplacement = 0;
|
||||
D3D11PtexMipmapTexture * g_osdPTexOcclusion = 0;
|
||||
D3D11PtexMipmapTexture * g_osdPTexSpecular = 0;
|
||||
const char * g_ptexColorFilename;
|
||||
size_t g_ptexMemoryUsage = 0;
|
||||
|
||||
ID3D11Device * g_pd3dDevice = NULL;
|
||||
ID3D11DeviceContext * g_pd3dDeviceContext = NULL;
|
||||
@ -217,17 +225,63 @@ IDXGISwapChain * g_pSwapChain = NULL;
|
||||
ID3D11RenderTargetView * g_pSwapChainRTV = NULL;
|
||||
|
||||
ID3D11RasterizerState* g_pRasterizerState = NULL;
|
||||
ID3D11InputLayout* g_pInputLayout = NULL;
|
||||
ID3D11DepthStencilState* g_pDepthStencilState = NULL;
|
||||
ID3D11InputLayout * g_pInputLayout = NULL;
|
||||
ID3D11DepthStencilState * g_pDepthStencilState = NULL;
|
||||
ID3D11Texture2D * g_pDepthStencilBuffer = NULL;
|
||||
ID3D11Buffer* g_pcbPerFrame = NULL;
|
||||
ID3D11Buffer* g_pcbTessellation = NULL;
|
||||
ID3D11Buffer* g_pcbLighting = NULL;
|
||||
ID3D11Buffer* g_pcbConfig = NULL;
|
||||
ID3D11DepthStencilView* g_pDepthStencilView = NULL;
|
||||
ID3D11Buffer * g_pcbPerFrame = NULL;
|
||||
ID3D11Buffer * g_pcbTessellation = NULL;
|
||||
ID3D11Buffer * g_pcbLighting = NULL;
|
||||
ID3D11Buffer * g_pcbConfig = NULL;
|
||||
ID3D11DepthStencilView * g_pDepthStencilView = NULL;
|
||||
|
||||
ID3D11Texture2D * g_diffuseEnvironmentMap = NULL;
|
||||
ID3D11ShaderResourceView * g_diffuseEnvironmentSRV = NULL;
|
||||
|
||||
ID3D11Texture2D * g_specularEnvironmentMap = NULL;
|
||||
ID3D11ShaderResourceView * g_specularEnvironmentSRV = NULL;
|
||||
|
||||
ID3D11SamplerState * g_iblSampler = NULL;
|
||||
|
||||
ID3D11Query * g_pipelineStatsQuery = NULL;
|
||||
|
||||
bool g_bDone = false;
|
||||
|
||||
//------------------------------------------------------------------------------
|
||||
|
||||
static ID3D11Texture2D *
|
||||
createHDRTexture(ID3D11Device * device, char const * hdrFile) {
|
||||
|
||||
HdrInfo info;
|
||||
unsigned char * image = loadHdr(hdrFile, &info, /*convertToFloat=*/true);
|
||||
if (image) {
|
||||
|
||||
D3D11_TEXTURE2D_DESC texDesc;
|
||||
ZeroMemory(&texDesc, sizeof(texDesc));
|
||||
texDesc.Width = info.width;
|
||||
texDesc.Height = info.height;
|
||||
texDesc.MipLevels = 1;
|
||||
texDesc.ArraySize = 1;
|
||||
texDesc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
|
||||
texDesc.SampleDesc.Count = 1;
|
||||
texDesc.SampleDesc.Quality = 0;
|
||||
texDesc.Usage = D3D11_USAGE_DEFAULT;
|
||||
texDesc.BindFlags = D3D11_BIND_UNORDERED_ACCESS | D3D11_BIND_SHADER_RESOURCE;
|
||||
texDesc.CPUAccessFlags = 0;
|
||||
texDesc.MiscFlags = 0;
|
||||
|
||||
D3D11_SUBRESOURCE_DATA subData;
|
||||
subData.pSysMem = (void *)image;
|
||||
subData.SysMemPitch = info.width * 4 * sizeof(float);
|
||||
|
||||
ID3D11Texture2D * texture=0;
|
||||
device->CreateTexture2D(&texDesc, &subData, &texture);
|
||||
|
||||
free(image);
|
||||
return texture;
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
//------------------------------------------------------------------------------
|
||||
static void
|
||||
calcNormals(OpenSubdiv::Far::TopologyRefiner * refiner,
|
||||
@ -269,28 +323,61 @@ updateGeom() {
|
||||
|
||||
int nverts = (int)g_positions.size() / 3;
|
||||
|
||||
std::vector<float> vertex;
|
||||
vertex.reserve(nverts*6);
|
||||
if (g_moveScale and g_adaptive and not g_animPositions.empty()) {
|
||||
|
||||
const float *p = &g_positions[0];
|
||||
const float *n = &g_normals[0];
|
||||
// baked animation only works with adaptive for now
|
||||
// (since non-adaptive requires normals)
|
||||
int nkeys = (int)g_animPositions.size();
|
||||
const float fps = 24.0f;
|
||||
|
||||
for (int i = 0; i < nverts; ++i) {
|
||||
float move = g_size*0.005f*cosf(p[0]*100/g_size+g_frame*0.01f);
|
||||
vertex.push_back(p[0]);
|
||||
vertex.push_back(p[1]+g_moveScale*move);
|
||||
vertex.push_back(p[2]);
|
||||
p += 3;
|
||||
// if (g_adaptive == false)
|
||||
{
|
||||
vertex.push_back(n[0]);
|
||||
vertex.push_back(n[1]);
|
||||
vertex.push_back(n[2]);
|
||||
n += 3;
|
||||
float p = fmodf(g_animTime * fps, (float)nkeys);
|
||||
int key = (int)p;
|
||||
float b = p - key;
|
||||
|
||||
std::vector<float> vertex;
|
||||
vertex.reserve(nverts*3);
|
||||
for (int vert = 0; vert<nverts; ++vert) {
|
||||
|
||||
float const * p0 = &g_animPositions[key][vert*3],
|
||||
* p1 = &g_animPositions[(key+1)%nkeys][vert*3];
|
||||
|
||||
for (int i=0; i<3; ++i, ++p0, ++p1) {
|
||||
vertex.push_back(*p0*(1.0f-b) + *p1*b);
|
||||
}
|
||||
|
||||
// adaptive patches don't need normals, but we do not have an
|
||||
// an easy shader variant with positions only
|
||||
vertex.push_back(0.0f);
|
||||
vertex.push_back(0.0f);
|
||||
vertex.push_back(0.0f);
|
||||
}
|
||||
}
|
||||
|
||||
g_mesh->UpdateVertexBuffer(&vertex[0], 0, nverts);
|
||||
g_mesh->UpdateVertexBuffer(&vertex[0], 0, nverts);
|
||||
|
||||
} else {
|
||||
std::vector<float> vertex;
|
||||
vertex.reserve(nverts*6);
|
||||
|
||||
const float *p = &g_positions[0];
|
||||
const float *n = &g_normals[0];
|
||||
|
||||
for (int i = 0; i < nverts; ++i) {
|
||||
float move = g_size*0.005f*cosf(p[0]*100/g_size+g_frame*0.01f);
|
||||
vertex.push_back(p[0]);
|
||||
vertex.push_back(p[1]+g_moveScale*move);
|
||||
vertex.push_back(p[2]);
|
||||
p += 3;
|
||||
// if (g_adaptive == false)
|
||||
{
|
||||
vertex.push_back(n[0]);
|
||||
vertex.push_back(n[1]);
|
||||
vertex.push_back(n[2]);
|
||||
n += 3;
|
||||
}
|
||||
}
|
||||
|
||||
g_mesh->UpdateVertexBuffer(&vertex[0], 0, nverts);
|
||||
}
|
||||
|
||||
Stopwatch s;
|
||||
s.Start();
|
||||
@ -371,6 +458,7 @@ createPTexGeo(PtexTexture * r) {
|
||||
}
|
||||
}
|
||||
|
||||
g_size=0.0f;
|
||||
for (int j = 0; j < 3; ++j) {
|
||||
g_center[j] = (min[j] + max[j]) * 0.5f;
|
||||
g_size += (max[j]-min[j])*(max[j]-min[j]);
|
||||
@ -644,7 +732,7 @@ ShaderCache g_shaderCache;
|
||||
|
||||
//------------------------------------------------------------------------------
|
||||
D3D11PtexMipmapTexture *
|
||||
createPtex(const char *filename) {
|
||||
createPtex(const char *filename, int memLimit) {
|
||||
|
||||
Ptex::String ptexError;
|
||||
printf("Loading ptex : %s\n", filename);
|
||||
@ -663,8 +751,11 @@ createPtex(const char *filename) {
|
||||
printf("Error in reading %s\n", filename);
|
||||
exit(1);
|
||||
}
|
||||
|
||||
size_t targetMemory = memLimit * 1024 * 1024; // MB
|
||||
|
||||
D3D11PtexMipmapTexture *osdPtex = D3D11PtexMipmapTexture::Create(
|
||||
g_pd3dDeviceContext, ptex, g_maxMipmapLevels);
|
||||
g_pd3dDeviceContext, ptex, g_maxMipmapLevels, targetMemory);
|
||||
|
||||
ptex->release();
|
||||
|
||||
@ -835,6 +926,7 @@ bindProgram(Effect effect, OpenSubdiv::Osd::PatchArray const & patch) {
|
||||
float ModelViewMatrix[16];
|
||||
float ProjectionMatrix[16];
|
||||
float ModelViewProjectionMatrix[16];
|
||||
float ModelViewInverseMatrix[16];
|
||||
};
|
||||
|
||||
if (! g_pcbPerFrame) {
|
||||
@ -861,9 +953,12 @@ bindProgram(Effect effect, OpenSubdiv::Osd::PatchArray const & patch) {
|
||||
translate(pData->ModelViewMatrix, -g_center[0], -g_center[1], -g_center[2]);
|
||||
|
||||
identity(pData->ProjectionMatrix);
|
||||
perspective(pData->ProjectionMatrix, 45.0, aspect, 0.01f, 500.0);
|
||||
multMatrix(pData->ModelViewProjectionMatrix, pData->ModelViewMatrix, pData->ProjectionMatrix);
|
||||
|
||||
perspective(pData->ProjectionMatrix, 45.0, aspect, g_size*0.001f, g_size+g_dolly);
|
||||
multMatrix(pData->ModelViewProjectionMatrix,
|
||||
pData->ModelViewMatrix,
|
||||
pData->ProjectionMatrix);
|
||||
inverseMatrix(pData->ModelViewInverseMatrix,
|
||||
pData->ModelViewMatrix);
|
||||
g_pd3dDeviceContext->Unmap( g_pcbPerFrame, 0 );
|
||||
}
|
||||
|
||||
@ -971,6 +1066,19 @@ bindProgram(Effect effect, OpenSubdiv::Osd::PatchArray const & patch) {
|
||||
g_pd3dDeviceContext->PSSetShaderResources(10, 1, g_osdPTexSpecular->GetTexelsSRV());
|
||||
g_pd3dDeviceContext->PSSetShaderResources(11, 1, g_osdPTexSpecular->GetLayoutSRV());
|
||||
}
|
||||
|
||||
if (g_ibl) {
|
||||
if (g_diffuseEnvironmentMap) {
|
||||
g_pd3dDeviceContext->PSSetShaderResources(12, 1, &g_diffuseEnvironmentSRV);
|
||||
|
||||
}
|
||||
if (g_specularEnvironmentMap) {
|
||||
g_pd3dDeviceContext->PSSetShaderResources(13, 1, &g_specularEnvironmentSRV);
|
||||
|
||||
}
|
||||
assert(g_iblSampler);
|
||||
g_pd3dDeviceContext->PSSetSamplers(0, 1, &g_iblSampler);
|
||||
}
|
||||
}
|
||||
|
||||
//------------------------------------------------------------------------------
|
||||
@ -1061,27 +1169,100 @@ drawModel() {
|
||||
static void
|
||||
display() {
|
||||
|
||||
Stopwatch s;
|
||||
s.Start();
|
||||
|
||||
float color[4] = {0.006f, 0.006f, 0.006f, 1.0f};
|
||||
g_pd3dDeviceContext->ClearRenderTargetView(g_pSwapChainRTV, color);
|
||||
|
||||
// Clear the depth buffer.
|
||||
g_pd3dDeviceContext->ClearDepthStencilView(g_pDepthStencilView, D3D11_CLEAR_DEPTH, 1.0f, 0);
|
||||
|
||||
if (g_ibl && g_sky) {
|
||||
|
||||
float modelView[16], projection[16], mvp[16];
|
||||
double aspect = g_width/(double)g_height;
|
||||
|
||||
identity(modelView);
|
||||
rotate(modelView, g_rotate[1], 1, 0, 0);
|
||||
rotate(modelView, g_rotate[0], 0, 1, 0);
|
||||
perspective(projection, 45.0f, (float)aspect, g_size*0.001f, g_size+g_dolly);
|
||||
multMatrix(mvp, modelView, projection);
|
||||
|
||||
g_sky->Draw(g_pd3dDeviceContext, mvp);
|
||||
}
|
||||
|
||||
// this query can be slow : comment out #define to turn off
|
||||
#define PIPELINE_STATISTICS
|
||||
#ifdef PIPELINE_STATISTICS
|
||||
g_pd3dDeviceContext->Begin(g_pipelineStatsQuery);
|
||||
#endif // PIPELINE_STATISTICS
|
||||
|
||||
g_pd3dDeviceContext->OMSetDepthStencilState(g_pDepthStencilState, 1);
|
||||
g_pd3dDeviceContext->RSSetState(g_pRasterizerState);
|
||||
|
||||
drawModel();
|
||||
|
||||
#ifdef PIPELINE_STATISTICS
|
||||
g_pd3dDeviceContext->End(g_pipelineStatsQuery);
|
||||
#endif // PIPELINE_STATISTICS
|
||||
|
||||
s.Stop();
|
||||
float drawCpuTime = float(s.GetElapsed() * 1000.0f);
|
||||
|
||||
int timeElapsed = 0;
|
||||
// XXXX TODO GPU cycles elapsed query
|
||||
float drawGpuTime = timeElapsed / 1000.0f / 1000.0f;
|
||||
|
||||
UINT64 numPrimsGenerated = 0;
|
||||
#ifdef PIPELINE_STATISTICS
|
||||
D3D11_QUERY_DATA_PIPELINE_STATISTICS pipelineStats;
|
||||
ZeroMemory(&pipelineStats, sizeof(pipelineStats));
|
||||
while (S_OK != g_pd3dDeviceContext->GetData(g_pipelineStatsQuery, &pipelineStats, g_pipelineStatsQuery->GetDataSize(), 0));
|
||||
numPrimsGenerated = pipelineStats.GSPrimitives;
|
||||
#endif // PIPELINE_STATISTICS
|
||||
|
||||
if (g_hud->IsVisible()) {
|
||||
g_fpsTimer.Stop();
|
||||
double fps = 1.0/g_fpsTimer.GetElapsed();
|
||||
float elapsed = (float)g_fpsTimer.GetElapsed();
|
||||
if (not g_freeze)
|
||||
g_animTime += elapsed;
|
||||
g_fpsTimer.Start();
|
||||
|
||||
g_hud->DrawString(10, -100, "# of Vertices = %d", g_mesh->GetNumVertices());
|
||||
g_hud->DrawString(10, -60, "GPU TIME = %.3f ms", g_gpuTime);
|
||||
g_hud->DrawString(10, -40, "CPU TIME = %.3f ms", g_cpuTime);
|
||||
g_hud->DrawString(10, -20, "FPS = %3.1f", fps);
|
||||
|
||||
if (g_hud->IsVisible()) {
|
||||
|
||||
double fps = 1.0/elapsed;
|
||||
|
||||
// Avereage fps over a defined number of time samples for
|
||||
// easier reading in the HUD
|
||||
g_fpsTimeSamples[g_currentFpsTimeSample++] = float(fps);
|
||||
if (g_currentFpsTimeSample >= NUM_FPS_TIME_SAMPLES)
|
||||
g_currentFpsTimeSample = 0;
|
||||
double averageFps = 0;
|
||||
for (int i = 0; i < NUM_FPS_TIME_SAMPLES; ++i) {
|
||||
averageFps += g_fpsTimeSamples[i]/(float)NUM_FPS_TIME_SAMPLES;
|
||||
}
|
||||
|
||||
g_hud->DrawString(10, -220, "Ptex memory use : %.1f mb", g_ptexMemoryUsage/1024.0/1024.0);
|
||||
g_hud->DrawString(10, -180, "Tess level (+/-): %d", g_tessLevel);
|
||||
#ifdef PIPELINE_STATISTICS
|
||||
if (numPrimsGenerated > 1000000) {
|
||||
g_hud->DrawString(10, -160, "Primitives : %3.1f million",
|
||||
(float)numPrimsGenerated/1000000.0);
|
||||
} else if (numPrimsGenerated > 1000) {
|
||||
g_hud->DrawString(10, -160, "Primitives : %3.1f thousand",
|
||||
(float)numPrimsGenerated/1000.0);
|
||||
} else {
|
||||
g_hud->DrawString(10, -160, "Primitives : %d", numPrimsGenerated);
|
||||
}
|
||||
#endif // PIPELINE_STATISTICS
|
||||
g_hud->DrawString(10, -140, "Vertices : %d", g_mesh->GetNumVertices());
|
||||
g_hud->DrawString(10, -120, "Scheme : %s", g_scheme == 0 ? "CATMARK" : "LOOP");
|
||||
g_hud->DrawString(10, -100, "GPU Kernel : %.3f ms", g_gpuTime);
|
||||
g_hud->DrawString(10, -80, "CPU Kernel : %.3f ms", g_cpuTime);
|
||||
g_hud->DrawString(10, -60, "GPU Draw : %.3f ms", drawGpuTime);
|
||||
g_hud->DrawString(10, -40, "CPU Draw : %.3f ms", drawCpuTime);
|
||||
g_hud->DrawString(10, -20, "FPS : %3.1f", fps);
|
||||
}
|
||||
|
||||
g_hud->Flush();
|
||||
@ -1293,50 +1474,77 @@ initHUD() {
|
||||
g_hud = new D3D11hud(g_pd3dDeviceContext);
|
||||
g_hud->Init(g_width, g_height);
|
||||
|
||||
g_hud->AddRadioButton(0, "CPU (K)", true, 10, 10, callbackKernel, kCPU, 'K');
|
||||
#ifdef OPENSUBDIV_HAS_OPENMP
|
||||
g_hud->AddRadioButton(0, "OPENMP", false, 10, 30, callbackKernel, kOPENMP, 'K');
|
||||
#endif
|
||||
#ifdef OPENSUBDIV_HAS_TBB
|
||||
g_hud->AddRadioButton(0, "TBB", false, 10, 50, callbackKernel, kTBB, 'K');
|
||||
#endif
|
||||
#ifdef OPENSUBDIV_HAS_CUDA
|
||||
g_hud->AddRadioButton(0, "CUDA", false, 10, 70, callbackKernel, kCUDA, 'K');
|
||||
#endif
|
||||
#ifdef OPENSUBDIV_HAS_OPENCL
|
||||
if (CLDeviceContext::HAS_CL_VERSION_1_1()) {
|
||||
g_hud->AddRadioButton(0, "OPENCL", false, 10, 90, callbackKernel, kCL, 'K');
|
||||
|
||||
if (g_osdPTexOcclusion != NULL) {
|
||||
g_hud->AddCheckBox("Ambient Occlusion (A)", g_occlusion,
|
||||
-200, 570, callbackCheckBox, HUD_CB_DISPLAY_OCCLUSION, 'a');
|
||||
}
|
||||
#endif
|
||||
g_hud->AddRadioButton(0, "DirectCompute", false, 10, 110, callbackKernel, kDirectCompute, 'K');
|
||||
if (g_osdPTexSpecular != NULL)
|
||||
g_hud->AddCheckBox("Specular (S)", g_specular,
|
||||
-200, 590, callbackCheckBox, HUD_CB_DISPLAY_SPECULAR, 's');
|
||||
|
||||
if (g_diffuseEnvironmentMap || g_diffuseEnvironmentMap) {
|
||||
g_hud->AddCheckBox("IBL (I)", g_ibl,
|
||||
-200, 610, callbackCheckBox, HUD_CB_IBL, 'i');
|
||||
}
|
||||
|
||||
g_hud->AddCheckBox("Animate vertices (M)", g_moveScale != 0.0,
|
||||
10, 30, callbackCheckBox, HUD_CB_ANIMATE_VERTICES, 'm');
|
||||
g_hud->AddCheckBox("Screen space LOD (V)", g_screenSpaceTess,
|
||||
10, 50, callbackCheckBox, HUD_CB_VIEW_LOD, 'v');
|
||||
g_hud->AddCheckBox("Fractional spacing (T)", g_fractionalSpacing,
|
||||
10, 70, callbackCheckBox, HUD_CB_FRACTIONAL_SPACING, 't');
|
||||
g_hud->AddCheckBox("Frustum Patch Culling (B)", g_patchCull,
|
||||
10, 90, callbackCheckBox, HUD_CB_PATCH_CULL, 'b');
|
||||
g_hud->AddCheckBox("Bloom (Y)", g_bloom,
|
||||
10, 110, callbackCheckBox, HUD_CB_BLOOM, 'y');
|
||||
g_hud->AddCheckBox("Freeze (spc)", g_freeze,
|
||||
10, 130, callbackCheckBox, HUD_CB_FREEZE, ' ');
|
||||
|
||||
g_hud->AddRadioButton(HUD_RB_SCHEME, "CATMARK", true, 10, 190, callbackScheme, 0);
|
||||
g_hud->AddRadioButton(HUD_RB_SCHEME, "BILINEAR", false, 10, 210, callbackScheme, 1);
|
||||
|
||||
g_hud->AddCheckBox("Adaptive (`)", g_adaptive,
|
||||
10, 150, callbackCheckBox, HUD_CB_ADAPTIVE, '`');
|
||||
|
||||
g_hud->AddRadioButton(HUD_RB_SCHEME, "CATMARK", true, 10, 190, callbackScheme, 0, 's');
|
||||
g_hud->AddRadioButton(HUD_RB_SCHEME, "BILINEAR", false, 10, 210, callbackScheme, 1, 's');
|
||||
10, 300, callbackCheckBox, HUD_CB_ADAPTIVE, '`');
|
||||
|
||||
for (int i = 1; i < 8; ++i) {
|
||||
char level[16];
|
||||
sprintf(level, "Lv. %d", i);
|
||||
g_hud->AddRadioButton(HUD_RB_LEVEL, level, i == g_level,
|
||||
10, 220+i*20, callbackLevel, i, '0'+i);
|
||||
10, 320+i*20, callbackLevel, i, '0'+i);
|
||||
}
|
||||
|
||||
g_hud->AddRadioButton(HUD_RB_WIRE, "Wire (W)", (g_wire == DISPLAY_WIRE),
|
||||
100, 10, callbackWireframe, 0, 'w');
|
||||
g_hud->AddRadioButton(HUD_RB_WIRE, "Shaded", (g_wire == DISPLAY_SHADED),
|
||||
100, 30, callbackWireframe, 1, 'w');
|
||||
g_hud->AddRadioButton(HUD_RB_WIRE, "Wire on Shaded", (g_wire == DISPLAY_WIRE_ON_SHADED),
|
||||
100, 50, callbackWireframe, 2, 'w');
|
||||
int compute_pulldown = g_hud->AddPullDown("Compute (K)", 475, 10, 300, callbackKernel, 'k');
|
||||
g_hud->AddPullDownButton(compute_pulldown, "CPU (K)", kCPU);
|
||||
#ifdef OPENSUBDIV_HAS_OPENMP
|
||||
g_hud->AddPullDownButton(compute_pulldown, "OPENMP", kOPENMP);
|
||||
#endif
|
||||
#ifdef OPENSUBDIV_HAS_TBB
|
||||
g_hud->AddPullDownButton(compute_pulldown, "TBB", kTBB);
|
||||
#endif
|
||||
#ifdef OPENSUBDIV_HAS_CUDA
|
||||
g_hud->AddPullDownButton(compute_pulldown, "CUDA", kCUDA);
|
||||
#endif
|
||||
#ifdef OPENSUBDIV_HAS_OPENCL
|
||||
if (CLDeviceContext::HAS_CL_VERSION_1_1()) {
|
||||
g_hud->AddPullDownButton(compute_pulldown, "OPENCL", kCL);
|
||||
}
|
||||
#endif
|
||||
g_hud->AddPullDownButton(compute_pulldown, "DirectCompute", kDirectCompute);
|
||||
|
||||
int shading_pulldown = g_hud->AddPullDown("Shading (W)", 250, 10, 250, callbackWireframe, 'w');
|
||||
g_hud->AddPullDownButton(shading_pulldown, "Wire", DISPLAY_WIRE, g_wire==DISPLAY_WIRE);
|
||||
g_hud->AddPullDownButton(shading_pulldown, "Shaded", DISPLAY_SHADED, g_wire==DISPLAY_SHADED);
|
||||
g_hud->AddPullDownButton(shading_pulldown, "Wire+Shaded", DISPLAY_WIRE_ON_SHADED, g_wire==DISPLAY_WIRE_ON_SHADED);
|
||||
|
||||
g_hud->AddLabel("Color (C)", -200, 10);
|
||||
g_hud->AddRadioButton(HUD_RB_COLOR, "None", (g_color == COLOR_NONE),
|
||||
-200, 30, callbackColor, COLOR_NONE, 'c');
|
||||
g_hud->AddRadioButton(HUD_RB_COLOR, "Ptex Nearest", (g_color == COLOR_PTEX_NEAREST),
|
||||
-200, 50, callbackColor, COLOR_PTEX_NEAREST, 'c');
|
||||
g_hud->AddRadioButton(HUD_RB_COLOR, "Ptex HW bilinear", (g_color == COLOR_PTEX_HW_BILINEAR),
|
||||
-200, 70, callbackColor, COLOR_PTEX_HW_BILINEAR, 'c');
|
||||
// Commented out : we need to add a texture sampler state to make this work
|
||||
//g_hud->AddRadioButton(HUD_RB_COLOR, "Ptex HW bilinear", (g_color == COLOR_PTEX_HW_BILINEAR),
|
||||
// -200, 70, callbackColor, COLOR_PTEX_HW_BILINEAR, 'c');
|
||||
g_hud->AddRadioButton(HUD_RB_COLOR, "Ptex bilinear", (g_color == COLOR_PTEX_BILINEAR),
|
||||
-200, 90, callbackColor, COLOR_PTEX_BILINEAR, 'c');
|
||||
g_hud->AddRadioButton(HUD_RB_COLOR, "Ptex biquadratic", (g_color == COLOR_PTEX_BIQUADRATIC),
|
||||
@ -1353,9 +1561,10 @@ initHUD() {
|
||||
g_hud->AddRadioButton(HUD_RB_DISPLACEMENT, "None",
|
||||
(g_displacement == DISPLACEMENT_NONE),
|
||||
-200, 220, callbackDisplacement, DISPLACEMENT_NONE, 'd');
|
||||
g_hud->AddRadioButton(HUD_RB_DISPLACEMENT, "HW bilinear",
|
||||
(g_displacement == DISPLACEMENT_HW_BILINEAR),
|
||||
-200, 240, callbackDisplacement, DISPLACEMENT_HW_BILINEAR, 'd');
|
||||
// Commented out : we need to add a texture sampler state to make this work
|
||||
//g_hud->AddRadioButton(HUD_RB_DISPLACEMENT, "HW bilinear",
|
||||
// (g_displacement == DISPLACEMENT_HW_BILINEAR),
|
||||
// -200, 240, callbackDisplacement, DISPLACEMENT_HW_BILINEAR, 'd');
|
||||
g_hud->AddRadioButton(HUD_RB_DISPLACEMENT, "Bilinear",
|
||||
(g_displacement == DISPLACEMENT_BILINEAR),
|
||||
-200, 260, callbackDisplacement, DISPLACEMENT_BILINEAR, 'd');
|
||||
@ -1391,24 +1600,6 @@ initHUD() {
|
||||
g_hud->AddCheckBox("Seamless Mipmap", g_seamless,
|
||||
-200, 530, callbackCheckBox, HUD_CB_SEAMLESS_MIPMAP, 'j');
|
||||
|
||||
if (g_osdPTexOcclusion != NULL) {
|
||||
g_hud->AddCheckBox("Ambient Occlusion (A)", g_occlusion,
|
||||
250, 10, callbackCheckBox, HUD_CB_DISPLAY_OCCLUSION, 'a');
|
||||
}
|
||||
if (g_osdPTexSpecular != NULL)
|
||||
g_hud->AddCheckBox("Specular (S)", g_specular,
|
||||
250, 30, callbackCheckBox, HUD_CB_DISPLAY_SPECULAR, 's');
|
||||
|
||||
g_hud->AddCheckBox("Animate vertices (M)", g_moveScale != 0.0,
|
||||
450, 10, callbackCheckBox, HUD_CB_ANIMATE_VERTICES, 'm');
|
||||
g_hud->AddCheckBox("Screen space LOD (V)", g_screenSpaceTess,
|
||||
450, 30, callbackCheckBox, HUD_CB_VIEW_LOD, 'v');
|
||||
g_hud->AddCheckBox("Fractional spacing (T)", g_fractionalSpacing,
|
||||
450, 50, callbackCheckBox, HUD_CB_FRACTIONAL_SPACING, 't');
|
||||
g_hud->AddCheckBox("Frustum Patch Culling (B)", g_patchCull,
|
||||
450, 70, callbackCheckBox, HUD_CB_PATCH_CULL, 'b');
|
||||
g_hud->AddCheckBox("Freeze (spc)", g_freeze,
|
||||
450, 90, callbackCheckBox, HUD_CB_FREEZE, ' ');
|
||||
}
|
||||
|
||||
//------------------------------------------------------------------------------
|
||||
@ -1423,9 +1614,18 @@ initD3D11(HWND hWnd) {
|
||||
|
||||
UINT numDriverTypes = ARRAYSIZE(driverTypes);
|
||||
|
||||
int width = g_width,
|
||||
height = g_height;
|
||||
if (g_fullscreen) {
|
||||
HWND const desktop = GetDesktopWindow();
|
||||
RECT rect;
|
||||
GetWindowRect(desktop, &rect);
|
||||
width = (int)rect.right;
|
||||
height = (int)rect.bottom;
|
||||
}
|
||||
DXGI_SWAP_CHAIN_DESC hDXGISwapChainDesc;
|
||||
hDXGISwapChainDesc.BufferDesc.Width = g_width;
|
||||
hDXGISwapChainDesc.BufferDesc.Height = g_height;
|
||||
hDXGISwapChainDesc.BufferDesc.Width = width;
|
||||
hDXGISwapChainDesc.BufferDesc.Height = height;
|
||||
hDXGISwapChainDesc.BufferDesc.RefreshRate.Numerator = 0;
|
||||
hDXGISwapChainDesc.BufferDesc.RefreshRate.Denominator = 1;
|
||||
hDXGISwapChainDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM_SRGB;
|
||||
@ -1436,7 +1636,7 @@ initD3D11(HWND hWnd) {
|
||||
hDXGISwapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
|
||||
hDXGISwapChainDesc.BufferCount = 1;
|
||||
hDXGISwapChainDesc.OutputWindow = hWnd;
|
||||
hDXGISwapChainDesc.Windowed = TRUE;
|
||||
hDXGISwapChainDesc.Windowed = !g_fullscreen;
|
||||
hDXGISwapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
|
||||
hDXGISwapChainDesc.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
|
||||
|
||||
@ -1447,9 +1647,9 @@ initD3D11(HWND hWnd) {
|
||||
for(UINT driverTypeIndex=0; driverTypeIndex < numDriverTypes; driverTypeIndex++){
|
||||
hDriverType = driverTypes[driverTypeIndex];
|
||||
unsigned int deviceFlags = 0;
|
||||
#ifndef NDEBUG
|
||||
#ifndef NDEBUG
|
||||
// XXX: this is problematic in some environments.
|
||||
// deviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
|
||||
// deviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
|
||||
#endif
|
||||
hr = D3D11CreateDeviceAndSwapChain(NULL,
|
||||
hDriverType, NULL, deviceFlags, NULL, 0,
|
||||
@ -1552,6 +1752,14 @@ initD3D11(HWND hWnd) {
|
||||
g_pd3dDevice->CreateDepthStencilState(&depthStencilDesc, &g_pDepthStencilState);
|
||||
assert(g_pDepthStencilState);
|
||||
|
||||
#ifdef PIPELINE_STATISTICS
|
||||
// Create pipeline statistics query
|
||||
D3D11_QUERY_DESC queryDesc;
|
||||
ZeroMemory(&queryDesc, sizeof(D3D11_QUERY_DESC));
|
||||
queryDesc.Query = D3D11_QUERY_PIPELINE_STATISTICS;
|
||||
g_pd3dDevice->CreateQuery(&queryDesc, &g_pipelineStatsQuery);
|
||||
#endif // PIPELINE_STATISTICS
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
@ -1694,6 +1902,23 @@ tokenize(std::string const & src) {
|
||||
return result;
|
||||
}
|
||||
|
||||
//------------------------------------------------------------------------------
|
||||
void usage(const char *program) {
|
||||
printf("Usage: %s [options] <color.ptx> [<displacement.ptx>] [occlusion.ptx>] "
|
||||
"[specular.ptx] [pose.obj]...\n", program);
|
||||
printf("Options: -l level : subdivision level\n");
|
||||
printf(" -c count : frame count until exit (for profiler)\n");
|
||||
printf(" -d <diffseEnvMap.hdr> : diffuse environment map for IBL\n");
|
||||
printf(" -e <specularEnvMap.hdr> : specular environment map for IBL\n");
|
||||
printf(" -s <shaderfile.glsl> : custom shader file\n");
|
||||
printf(" -y : Y-up model\n");
|
||||
printf(" -m level : max mimmap level (default=10)\n");
|
||||
printf(" -x <ptex limit MB> : ptex target memory size\n");
|
||||
printf(" --disp <scale> : Displacment scale\n");
|
||||
}
|
||||
|
||||
//------------------------------------------------------------------------------
|
||||
|
||||
int WINAPI
|
||||
WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPTSTR lpCmdLine, int nCmdShow) {
|
||||
|
||||
@ -1735,6 +1960,7 @@ WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPTSTR lpCmdLine, int nCmd
|
||||
const char *diffuseEnvironmentMap = NULL, *specularEnvironmentMap = NULL;
|
||||
const char *colorFilename = NULL, *displacementFilename = NULL,
|
||||
*occlusionFilename = NULL, *specularFilename = NULL;
|
||||
int memLimit;
|
||||
|
||||
for (int i = 0; i < (int)argv.size(); ++i) {
|
||||
if (strstr(argv[i].c_str(), ".obj"))
|
||||
@ -1747,10 +1973,14 @@ WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPTSTR lpCmdLine, int nCmd
|
||||
diffuseEnvironmentMap = argv[++i].c_str();
|
||||
else if (argv[i] == "-e")
|
||||
specularEnvironmentMap = argv[++i].c_str();
|
||||
else if (argv[i] == "-f")
|
||||
g_fullscreen = true;
|
||||
else if (argv[i] == "-y")
|
||||
g_yup = true;
|
||||
else if (argv[i] == "-m")
|
||||
g_maxMipmapLevels = atoi(argv[++i].c_str());
|
||||
else if (argv[i] == "-x")
|
||||
memLimit = atoi(argv[++i].c_str());
|
||||
else if (argv[i] == "--disp")
|
||||
g_displacementScale = (float)atof(argv[++i].c_str());
|
||||
else if (colorFilename == NULL)
|
||||
@ -1772,7 +2002,7 @@ WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPTSTR lpCmdLine, int nCmd
|
||||
|
||||
g_ptexColorFilename = colorFilename;
|
||||
if (g_ptexColorFilename == NULL) {
|
||||
printf("Usage: \n");
|
||||
usage(argv[0].c_str());
|
||||
return 1;
|
||||
}
|
||||
|
||||
@ -1781,13 +2011,98 @@ WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPTSTR lpCmdLine, int nCmd
|
||||
createOsdMesh(g_level, g_kernel);
|
||||
|
||||
// load ptex files
|
||||
g_osdPTexImage = createPtex(colorFilename);
|
||||
g_osdPTexImage = createPtex(colorFilename, memLimit);
|
||||
if (displacementFilename)
|
||||
g_osdPTexDisplacement = createPtex(displacementFilename);
|
||||
g_osdPTexDisplacement = createPtex(displacementFilename, memLimit);
|
||||
if (occlusionFilename)
|
||||
g_osdPTexOcclusion = createPtex(occlusionFilename);
|
||||
g_osdPTexOcclusion = createPtex(occlusionFilename, memLimit);
|
||||
if (specularFilename)
|
||||
g_osdPTexSpecular = createPtex(specularFilename);
|
||||
g_osdPTexSpecular = createPtex(specularFilename, memLimit);
|
||||
|
||||
g_ptexMemoryUsage =
|
||||
(g_osdPTexImage ? g_osdPTexImage->GetMemoryUsage() : 0)
|
||||
+ (g_osdPTexDisplacement ? g_osdPTexDisplacement->GetMemoryUsage() : 0)
|
||||
+ (g_osdPTexOcclusion ? g_osdPTexOcclusion->GetMemoryUsage() : 0)
|
||||
+ (g_osdPTexSpecular ? g_osdPTexSpecular->GetMemoryUsage() : 0);
|
||||
|
||||
// load animation obj sequences (optional)
|
||||
if (not animobjs.empty()) {
|
||||
for (int i = 0; i < (int)animobjs.size(); ++i) {
|
||||
std::ifstream ifs(animobjs[i].c_str());
|
||||
if (ifs) {
|
||||
std::stringstream ss;
|
||||
ss << ifs.rdbuf();
|
||||
ifs.close();
|
||||
|
||||
printf("Reading %s\r", animobjs[i].c_str());
|
||||
std::string str = ss.str();
|
||||
Shape *shape = Shape::parseObj(str.c_str(), kCatmark);
|
||||
|
||||
if (shape->verts.size() != g_positions.size()) {
|
||||
printf("Error: vertex count doesn't match.\n");
|
||||
goto end;
|
||||
}
|
||||
|
||||
g_animPositions.push_back(shape->verts);
|
||||
delete shape;
|
||||
} else {
|
||||
printf("Error in reading %s\n", animobjs[i].c_str());
|
||||
goto end;
|
||||
}
|
||||
}
|
||||
printf("\n");
|
||||
}
|
||||
|
||||
// IBL textures
|
||||
if (diffuseEnvironmentMap) {
|
||||
|
||||
g_diffuseEnvironmentMap =
|
||||
createHDRTexture(g_pd3dDevice, diffuseEnvironmentMap);
|
||||
assert(g_diffuseEnvironmentMap);
|
||||
|
||||
D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
|
||||
ZeroMemory(&srvDesc, sizeof(srvDesc));
|
||||
srvDesc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
|
||||
srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
|
||||
srvDesc.Texture2D.MostDetailedMip = 0;
|
||||
srvDesc.Texture2D.MipLevels = 1;
|
||||
g_pd3dDevice->CreateShaderResourceView(g_diffuseEnvironmentMap, &srvDesc, &g_diffuseEnvironmentSRV);
|
||||
assert(g_diffuseEnvironmentSRV);
|
||||
}
|
||||
|
||||
if (specularEnvironmentMap) {
|
||||
|
||||
g_specularEnvironmentMap =
|
||||
createHDRTexture(g_pd3dDevice, specularEnvironmentMap);
|
||||
assert(g_specularEnvironmentMap);
|
||||
|
||||
D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
|
||||
ZeroMemory(&srvDesc, sizeof(srvDesc));
|
||||
srvDesc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
|
||||
srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
|
||||
srvDesc.Texture2D.MostDetailedMip = 0;
|
||||
srvDesc.Texture2D.MipLevels = 1;
|
||||
g_pd3dDevice->CreateShaderResourceView(g_specularEnvironmentMap, &srvDesc, &g_specularEnvironmentSRV);
|
||||
assert(g_specularEnvironmentSRV);
|
||||
}
|
||||
|
||||
if (g_diffuseEnvironmentMap || g_specularEnvironmentMap) {
|
||||
|
||||
// texture sampler
|
||||
D3D11_SAMPLER_DESC samplerDesc;
|
||||
ZeroMemory(&samplerDesc, sizeof(samplerDesc));
|
||||
samplerDesc.Filter = D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT;
|
||||
samplerDesc.AddressU = samplerDesc.AddressV = samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
|
||||
samplerDesc.MaxAnisotropy = 0;
|
||||
samplerDesc.ComparisonFunc = D3D11_COMPARISON_NEVER;
|
||||
samplerDesc.MinLOD = 0;
|
||||
samplerDesc.MaxLOD = D3D11_FLOAT32_MAX;
|
||||
samplerDesc.BorderColor[0] = samplerDesc.BorderColor[1] = samplerDesc.BorderColor[2] = samplerDesc.BorderColor[3] = 0.0f;
|
||||
g_pd3dDevice->CreateSamplerState(&samplerDesc, &g_iblSampler);
|
||||
|
||||
g_sky = new Sky(g_pd3dDevice, g_specularEnvironmentMap!=0 ?
|
||||
g_specularEnvironmentMap : g_diffuseEnvironmentMap);
|
||||
}
|
||||
|
||||
initHUD();
|
||||
|
||||
|
@ -30,6 +30,7 @@ cbuffer Transform : register( b0 ) {
|
||||
float4x4 ModelViewMatrix;
|
||||
float4x4 ProjectionMatrix;
|
||||
float4x4 ModelViewProjectionMatrix;
|
||||
float4x4 ModelViewInverseMatrix;
|
||||
};
|
||||
|
||||
cbuffer Tessellation : register( b1 ) {
|
||||
@ -289,6 +290,31 @@ void gs_main( triangle OutputVertex input[3],
|
||||
#endif
|
||||
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// IBL lighting
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
Texture2D diffuseEnvironmentMap : register(t12);
|
||||
Texture2D specularEnvironmentMap : register(t13);
|
||||
|
||||
SamplerState iblSampler : register(s0);
|
||||
|
||||
#define M_PI 3.14159265358
|
||||
|
||||
float4
|
||||
gamma(float4 value, float g) {
|
||||
return float4(pow(value.xyz, float3(g,g,g)), 1);
|
||||
}
|
||||
|
||||
float4
|
||||
getEnvironmentHDR(Texture2D tx, SamplerState sm, float3 dir)
|
||||
{
|
||||
dir = mul(ModelViewInverseMatrix, float4(dir, 0)).xyz;
|
||||
float2 uv = float2((atan2(dir.x,dir.z)/M_PI+1)*0.5, (1-dir.y)*0.5);
|
||||
return tx.Sample(sm, uv);
|
||||
}
|
||||
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Lighting
|
||||
// ---------------------------------------------------------------------------
|
||||
@ -559,8 +585,38 @@ ps_main(in OutputVertex input,
|
||||
#else
|
||||
float specular = 1.0;
|
||||
#endif
|
||||
|
||||
// ------------ lighting ---------------
|
||||
#ifdef USE_IBL
|
||||
// non-plausible BRDF
|
||||
float4 a = float4(0, 0, 0, 1); //ambientColor;
|
||||
float4 d = getEnvironmentHDR(diffuseEnvironmentMap, iblSampler, normal);
|
||||
|
||||
float3 eye = normalize(input.position.xyz - float3(0,0,0));
|
||||
float3 r = reflect(eye, normal);
|
||||
float4 s = getEnvironmentHDR(specularEnvironmentMap, iblSampler, r);
|
||||
|
||||
const float fresnelBias = 0.01;
|
||||
const float fresnelScale = 1.0;
|
||||
const float fresnelPower = 3.5;
|
||||
float F = fresnelBias + fresnelScale * pow(1.0+dot(normal,eye), fresnelPower);
|
||||
|
||||
// Geometric attenuation term (
|
||||
float NoV = dot(normal, -eye);
|
||||
float alpha = 0.75 * 0.75; // roughness ^ 2
|
||||
float k = alpha * 0.5;
|
||||
float G = NoV/(NoV*(1-k)+k);
|
||||
|
||||
a *= (1-occ);
|
||||
d *= (1-occ);
|
||||
s *= min(specular, (1-occ)) * (F*G);
|
||||
|
||||
float4 Cf = (a+d)*texColor*(1-F)/M_PI + s;
|
||||
//Cf = gamma(Cf, 2.2);
|
||||
|
||||
#else
|
||||
float4 Cf = lighting(texColor, input.position.xyz, normal, occ);
|
||||
#endif
|
||||
|
||||
// ------------ wireframe ---------------
|
||||
outColor = edgeColor(Cf, input.edgeDistance);
|
||||
|
257
examples/dxPtexViewer/sky.cpp
Normal file
257
examples/dxPtexViewer/sky.cpp
Normal file
@ -0,0 +1,257 @@
|
||||
//
|
||||
// Copyright 2013 Nvidia
|
||||
//
|
||||
// Licensed under the Apache License, Version 2.0 (the "Apache License")
|
||||
// with the following modification; you may not use this file except in
|
||||
// compliance with the Apache License and the following modification to it:
|
||||
// Section 6. Trademarks. is deleted and replaced with:
|
||||
//
|
||||
// 6. Trademarks. This License does not grant permission to use the trade
|
||||
// names, trademarks, service marks, or product names of the Licensor
|
||||
// and its affiliates, except as required to comply with Section 4(c) of
|
||||
// the License and to reproduce the content of the NOTICE file.
|
||||
//
|
||||
// You may obtain a copy of the Apache License at
|
||||
//
|
||||
// http://www.apache.org/licenses/LICENSE-2.0
|
||||
//
|
||||
// Unless required by applicable law or agreed to in writing, software
|
||||
// distributed under the Apache License with the above modification is
|
||||
// distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
|
||||
// KIND, either express or implied. See the Apache License for the specific
|
||||
// language governing permissions and limitations under the Apache License.
|
||||
//
|
||||
|
||||
|
||||
#include "./sky.h"
|
||||
|
||||
#include "../common/d3d11Utils.h"
|
||||
|
||||
#include <cassert>
|
||||
#include <vector>
|
||||
|
||||
static const char *g_skyShaderSource =
|
||||
#include "skyshader.gen.h"
|
||||
;
|
||||
|
||||
#define SAFE_RELEASE(p) { if(p) { (p)->Release(); (p)=NULL; } }
|
||||
|
||||
// shader constants
|
||||
__declspec(align(16)) struct CB_CONSTANTS {
|
||||
float ModelViewMatrix[16];
|
||||
};
|
||||
|
||||
|
||||
Sky::Sky(ID3D11Device * device, ID3D11Texture2D * environmentMap) :
|
||||
numIndices(0),
|
||||
vertexShader(0),
|
||||
pixelShader(0),
|
||||
shaderConstants(0),
|
||||
texture(environmentMap), // we do not own this - we do not release it !
|
||||
textureSRV(0),
|
||||
textureSS(0),
|
||||
inputLayout(0),
|
||||
rasterizerState(0),
|
||||
depthStencilState(0),
|
||||
sphere(0),
|
||||
sphereIndices(0) {
|
||||
|
||||
initialize(device);
|
||||
}
|
||||
|
||||
Sky::~Sky() {
|
||||
SAFE_RELEASE(vertexShader);
|
||||
SAFE_RELEASE(pixelShader);
|
||||
SAFE_RELEASE(shaderConstants);
|
||||
SAFE_RELEASE(inputLayout);
|
||||
SAFE_RELEASE(rasterizerState);
|
||||
SAFE_RELEASE(depthStencilState);
|
||||
SAFE_RELEASE(textureSS);
|
||||
SAFE_RELEASE(textureSRV);
|
||||
SAFE_RELEASE(sphere);
|
||||
SAFE_RELEASE(sphereIndices);
|
||||
}
|
||||
|
||||
void
|
||||
Sky::initialize(ID3D11Device * device) {
|
||||
|
||||
// compile shaders
|
||||
ID3DBlob * pVSBlob = D3D11Utils::CompileShader(g_skyShaderSource, "vs_main", "vs_5_0"),
|
||||
* pPSBlob = D3D11Utils::CompileShader(g_skyShaderSource, "ps_main", "ps_5_0");
|
||||
assert(pVSBlob && pPSBlob);
|
||||
|
||||
device->CreateVertexShader(pVSBlob->GetBufferPointer(),
|
||||
pVSBlob->GetBufferSize(), NULL, &vertexShader);
|
||||
assert(vertexShader);
|
||||
|
||||
device->CreatePixelShader(pPSBlob->GetBufferPointer(),
|
||||
pPSBlob->GetBufferSize(), NULL, &pixelShader);
|
||||
assert(pixelShader);
|
||||
|
||||
// VBO layout
|
||||
D3D11_INPUT_ELEMENT_DESC inputElementDesc[] = {
|
||||
{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
|
||||
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, sizeof(float)*3, D3D11_INPUT_PER_VERTEX_DATA, 0 },
|
||||
};
|
||||
device->CreateInputLayout(inputElementDesc, ARRAYSIZE(inputElementDesc),
|
||||
pVSBlob->GetBufferPointer(), pVSBlob->GetBufferSize(), &inputLayout);
|
||||
assert(inputLayout);
|
||||
|
||||
// shader constants
|
||||
D3D11_BUFFER_DESC cbDesc;
|
||||
ZeroMemory(&cbDesc, sizeof(cbDesc));
|
||||
cbDesc.Usage = D3D11_USAGE_DYNAMIC;
|
||||
cbDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
|
||||
cbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
|
||||
cbDesc.MiscFlags = 0;
|
||||
cbDesc.ByteWidth = sizeof(CB_CONSTANTS);
|
||||
device->CreateBuffer(&cbDesc, NULL, &shaderConstants);
|
||||
assert(shaderConstants);
|
||||
|
||||
// texture SRV
|
||||
assert(texture);
|
||||
D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
|
||||
ZeroMemory(&srvDesc, sizeof(srvDesc));
|
||||
srvDesc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
|
||||
srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
|
||||
srvDesc.Texture2D.MostDetailedMip = 0;
|
||||
srvDesc.Texture2D.MipLevels = 1;
|
||||
device->CreateShaderResourceView(texture, &srvDesc, &textureSRV);
|
||||
assert(textureSRV);
|
||||
|
||||
// texture sampler
|
||||
D3D11_SAMPLER_DESC samplerDesc;
|
||||
ZeroMemory(&samplerDesc, sizeof(samplerDesc));
|
||||
samplerDesc.Filter = D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT;
|
||||
samplerDesc.AddressU = samplerDesc.AddressV = samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
|
||||
samplerDesc.MaxAnisotropy = 0;
|
||||
samplerDesc.ComparisonFunc = D3D11_COMPARISON_NEVER;
|
||||
samplerDesc.MinLOD = 0;
|
||||
samplerDesc.MaxLOD = D3D11_FLOAT32_MAX;
|
||||
samplerDesc.BorderColor[0] = samplerDesc.BorderColor[1] = samplerDesc.BorderColor[2] = samplerDesc.BorderColor[3] = 0.0f;
|
||||
device->CreateSamplerState(&samplerDesc, &textureSS);
|
||||
|
||||
// depth stencil state
|
||||
D3D11_DEPTH_STENCIL_DESC depthStencilDesc;
|
||||
ZeroMemory(&depthStencilDesc, sizeof(depthStencilDesc));
|
||||
depthStencilDesc.DepthEnable = true;
|
||||
depthStencilDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ZERO;
|
||||
depthStencilDesc.DepthFunc = D3D11_COMPARISON_LESS_EQUAL;
|
||||
depthStencilDesc.StencilEnable = false;
|
||||
device->CreateDepthStencilState(&depthStencilDesc, &depthStencilState);
|
||||
|
||||
// rasterizer state
|
||||
D3D11_RASTERIZER_DESC rasDesc;
|
||||
rasDesc.FillMode = D3D11_FILL_SOLID;
|
||||
rasDesc.CullMode = D3D11_CULL_NONE;
|
||||
rasDesc.FrontCounterClockwise = FALSE;
|
||||
rasDesc.DepthBias = 0;
|
||||
rasDesc.DepthBiasClamp = 0;
|
||||
rasDesc.DepthClipEnable = FALSE;
|
||||
rasDesc.SlopeScaledDepthBias = 0.0f;
|
||||
rasDesc.ScissorEnable = FALSE;
|
||||
rasDesc.MultisampleEnable = FALSE;
|
||||
rasDesc.AntialiasedLineEnable = FALSE;
|
||||
device->CreateRasterizerState(&rasDesc, &rasterizerState);
|
||||
assert(rasterizerState);
|
||||
|
||||
const int U_DIV = 20,
|
||||
V_DIV = 20;
|
||||
|
||||
std::vector<float> vbo;
|
||||
std::vector<int> indices;
|
||||
for (int u = 0; u <= U_DIV; ++u) {
|
||||
for (int v = 0; v < V_DIV; ++v) {
|
||||
float s = float(2*M_PI*float(u)/U_DIV);
|
||||
float t = float(M_PI*float(v)/(V_DIV-1));
|
||||
vbo.push_back(-sin(t)*sin(s));
|
||||
vbo.push_back(cos(t));
|
||||
vbo.push_back(-sin(t)*cos(s));
|
||||
vbo.push_back(u/float(U_DIV));
|
||||
vbo.push_back(v/float(V_DIV));
|
||||
|
||||
if (v > 0 && u > 0) {
|
||||
indices.push_back((u-1)*V_DIV+v-1);
|
||||
indices.push_back(u*V_DIV+v-1);
|
||||
indices.push_back((u-1)*V_DIV+v);
|
||||
indices.push_back((u-1)*V_DIV+v);
|
||||
indices.push_back(u*V_DIV+v-1);
|
||||
indices.push_back(u*V_DIV+v);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
D3D11_BUFFER_DESC bufferDesc;
|
||||
D3D11_SUBRESOURCE_DATA subData;
|
||||
|
||||
// topology indices
|
||||
ZeroMemory(&bufferDesc, sizeof(bufferDesc));
|
||||
bufferDesc.ByteWidth = (int)indices.size() * sizeof(int);
|
||||
bufferDesc.Usage = D3D11_USAGE_DEFAULT;
|
||||
bufferDesc.BindFlags = D3D11_BIND_INDEX_BUFFER;
|
||||
bufferDesc.CPUAccessFlags = 0;
|
||||
bufferDesc.MiscFlags = 0;
|
||||
bufferDesc.StructureByteStride = sizeof(int);
|
||||
|
||||
ZeroMemory(&subData, sizeof(subData));
|
||||
subData.pSysMem = &indices[0];
|
||||
subData.SysMemPitch = 0;
|
||||
subData.SysMemSlicePitch = 0;
|
||||
device->CreateBuffer(&bufferDesc, &subData, &sphereIndices);
|
||||
assert(sphereIndices);
|
||||
|
||||
// VBO
|
||||
ZeroMemory(&bufferDesc, sizeof(bufferDesc));
|
||||
bufferDesc.ByteWidth = (int)vbo.size() * sizeof(float);
|
||||
bufferDesc.Usage = D3D11_USAGE_DEFAULT;
|
||||
bufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
|
||||
bufferDesc.CPUAccessFlags = 0;
|
||||
bufferDesc.MiscFlags = 0;
|
||||
|
||||
ZeroMemory(&subData, sizeof(subData));
|
||||
subData.pSysMem = &vbo[0];
|
||||
device->CreateBuffer(&bufferDesc, &subData, &sphere);
|
||||
assert(sphere);
|
||||
|
||||
numIndices = (int)indices.size();
|
||||
}
|
||||
|
||||
void
|
||||
Sky::Draw(ID3D11DeviceContext * deviceContext, float const mvp[16]) {
|
||||
|
||||
if (vertexShader==0 || pixelShader==0 || shaderConstants==0) return;
|
||||
|
||||
if (texture==0 || textureSRV==0 || textureSS==0) return;
|
||||
|
||||
if (sphere==0 || sphereIndices==0) return;
|
||||
|
||||
// update shader constants
|
||||
D3D11_MAPPED_SUBRESOURCE MappedResource;
|
||||
deviceContext->Map(shaderConstants, 0, D3D11_MAP_WRITE_DISCARD, 0, &MappedResource);
|
||||
CB_CONSTANTS* pData = (CB_CONSTANTS*)MappedResource.pData;
|
||||
|
||||
memcpy(pData->ModelViewMatrix, mvp, 16*sizeof(float));
|
||||
|
||||
deviceContext->Unmap(shaderConstants, 0);
|
||||
|
||||
// draw
|
||||
deviceContext->RSSetState(rasterizerState);
|
||||
deviceContext->OMSetDepthStencilState(depthStencilState, 1);
|
||||
|
||||
deviceContext->VSSetShader(vertexShader, NULL, 0);
|
||||
deviceContext->VSSetConstantBuffers(0, 1, &shaderConstants);
|
||||
|
||||
deviceContext->PSSetShader(pixelShader, NULL, 0);
|
||||
deviceContext->PSSetShaderResources(0, 1, &textureSRV);
|
||||
deviceContext->PSSetSamplers(0, 1, &textureSS);
|
||||
|
||||
UINT hStrides = 5*sizeof(float);
|
||||
UINT hOffsets = 0;
|
||||
deviceContext->IASetVertexBuffers(0, 1, &sphere, &hStrides, &hOffsets);
|
||||
deviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
|
||||
deviceContext->IASetInputLayout(inputLayout);
|
||||
|
||||
deviceContext->IASetIndexBuffer(sphereIndices, DXGI_FORMAT_R32_UINT, 0);
|
||||
|
||||
deviceContext->DrawIndexed(numIndices, 0, 0);
|
||||
}
|
65
examples/dxPtexViewer/sky.h
Normal file
65
examples/dxPtexViewer/sky.h
Normal file
@ -0,0 +1,65 @@
|
||||
//
|
||||
// Copyright 2013 Nvidia
|
||||
//
|
||||
// Licensed under the Apache License, Version 2.0 (the "Apache License")
|
||||
// with the following modification; you may not use this file except in
|
||||
// compliance with the Apache License and the following modification to it:
|
||||
// Section 6. Trademarks. is deleted and replaced with:
|
||||
//
|
||||
// 6. Trademarks. This License does not grant permission to use the trade
|
||||
// names, trademarks, service marks, or product names of the Licensor
|
||||
// and its affiliates, except as required to comply with Section 4(c) of
|
||||
// the License and to reproduce the content of the NOTICE file.
|
||||
//
|
||||
// You may obtain a copy of the Apache License at
|
||||
//
|
||||
// http://www.apache.org/licenses/LICENSE-2.0
|
||||
//
|
||||
// Unless required by applicable law or agreed to in writing, software
|
||||
// distributed under the Apache License with the above modification is
|
||||
// distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
|
||||
// KIND, either express or implied. See the Apache License for the specific
|
||||
// language governing permissions and limitations under the Apache License.
|
||||
//
|
||||
|
||||
#include <D3D11.h>
|
||||
#include <D3Dcompiler.h>
|
||||
|
||||
//
|
||||
// Draws an environment sphere centered on the camera w/ a texture
|
||||
//
|
||||
class Sky {
|
||||
|
||||
public:
|
||||
|
||||
// Constructor (Sky does not own the texture asset)
|
||||
Sky(ID3D11Device * device, ID3D11Texture2D * environmentMap);
|
||||
|
||||
~Sky();
|
||||
|
||||
void Draw(ID3D11DeviceContext * deviceContext, float const mvp[16]);
|
||||
|
||||
private:
|
||||
|
||||
void initialize(ID3D11Device * device);
|
||||
|
||||
private:
|
||||
|
||||
int numIndices;
|
||||
|
||||
ID3D11VertexShader * vertexShader;
|
||||
ID3D11PixelShader * pixelShader;
|
||||
ID3D11Buffer * shaderConstants;
|
||||
|
||||
ID3D11InputLayout * inputLayout;
|
||||
ID3D11RasterizerState * rasterizerState;
|
||||
ID3D11DepthStencilState * depthStencilState;
|
||||
|
||||
ID3D11Texture2D * texture;
|
||||
ID3D11ShaderResourceView * textureSRV;
|
||||
ID3D11SamplerState * textureSS;
|
||||
|
||||
ID3D11Buffer * sphere;
|
||||
ID3D11Buffer * sphereIndices;
|
||||
};
|
||||
|
80
examples/dxPtexViewer/skyshader.hlsl
Normal file
80
examples/dxPtexViewer/skyshader.hlsl
Normal file
@ -0,0 +1,80 @@
|
||||
//
|
||||
// Copyright 2013 Nvidia
|
||||
//
|
||||
// Licensed under the Apache License, Version 2.0 (the "Apache License")
|
||||
// with the following modification; you may not use this file except in
|
||||
// compliance with the Apache License and the following modification to it:
|
||||
// Section 6. Trademarks. is deleted and replaced with:
|
||||
//
|
||||
// 6. Trademarks. This License does not grant permission to use the trade
|
||||
// names, trademarks, service marks, or product names of the Licensor
|
||||
// and its affiliates, except as required to comply with Section 4(c) of
|
||||
// the License and to reproduce the content of the NOTICE file.
|
||||
//
|
||||
// You may obtain a copy of the Apache License at
|
||||
//
|
||||
// http://www.apache.org/licenses/LICENSE-2.0
|
||||
//
|
||||
// Unless required by applicable law or agreed to in writing, software
|
||||
// distributed under the Apache License with the above modification is
|
||||
// distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
|
||||
// KIND, either express or implied. See the Apache License for the specific
|
||||
// language governing permissions and limitations under the Apache License.
|
||||
//
|
||||
|
||||
struct VS_InputVertex {
|
||||
float3 position : POSITION0;
|
||||
float2 texCoord : TEXCOORD0;
|
||||
};
|
||||
|
||||
struct VS_OutputVertex {
|
||||
float4 position : SV_POSITION0;
|
||||
float2 texCoord : TEXCOORD0;
|
||||
};
|
||||
|
||||
cbuffer Transform : register( b0 ) {
|
||||
float4x4 ModelViewMatrix;
|
||||
};
|
||||
|
||||
//--------------------------------------------------------------
|
||||
// sky vertex shader
|
||||
//--------------------------------------------------------------
|
||||
|
||||
|
||||
void vs_main(in VS_InputVertex input,
|
||||
out VS_OutputVertex output) {
|
||||
|
||||
output.position = mul(ModelViewMatrix, float4(input.position,1));
|
||||
output.texCoord = input.texCoord;
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------
|
||||
// sky pixel shader
|
||||
//--------------------------------------------------------------
|
||||
|
||||
struct PS_InputVertex {
|
||||
float4 position : SV_POSITION0;
|
||||
float2 texCoord : TEXCOORD0;
|
||||
};
|
||||
|
||||
Texture2D tx : register(t0);
|
||||
|
||||
SamplerState sm : register(s0);
|
||||
|
||||
float4
|
||||
gamma(float4 value, float g) {
|
||||
return float4(pow(value.xyz, float3(g,g,g)), 1);
|
||||
}
|
||||
|
||||
|
||||
float4
|
||||
ps_main(in PS_InputVertex input) : SV_Target {
|
||||
|
||||
float4 tex = tx.Sample(sm, input.texCoord.xy);
|
||||
|
||||
//float4 outColor = gamma(tex,0.4545);
|
||||
float4 outColor = tex;
|
||||
|
||||
return outColor;
|
||||
}
|
||||
|
@ -35,6 +35,7 @@ list(APPEND PLATFORM_LIBRARIES
|
||||
"${OPENGL_LIBRARY}"
|
||||
"${GLFW_LIBRARIES}"
|
||||
"${PTEX_LIBRARY}"
|
||||
"${ZLIB_LIBRARY}"
|
||||
)
|
||||
|
||||
include_directories(
|
||||
|
Loading…
Reference in New Issue
Block a user