// // Copyright 2013 Pixar // // 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 #include #include #include #include "d3d11Hud.h" #include "d3d11Utils.h" #include "font_image.h" #include "../common/simple_math.h" #define SAFE_RELEASE(p) { if(p) { (p)->Release(); (p)=NULL; } } static const char *s_VS = "cbuffer cbPerFrame : register( b0 )\n" "{\n" " matrix g_mViewProjection;\n" "};\n" "struct vertexIn { float2 pos : POSITION0; float3 color : COLOR0; float2 uv : TEXCOORD0; };\n" "struct vertexOut { float4 pos : SV_POSITION; float4 color : COLOR0; float2 uv : TEXCOORD0; };\n" "vertexOut vs_main(vertexIn IN) {\n" " vertexOut vout;\n" " vout.pos = mul(float4(IN.pos.x, IN.pos.y, 0, 1), g_mViewProjection);\n" " vout.color = float4(IN.color, 1);\n" " vout.uv = IN.uv;\n" " return vout;\n" "}"; static const char *s_PS = "struct pixelIn { float4 pos : SV_POSITION; float4 color : COLOR0; float2 uv : TEXCOORD0; };\n" "Texture2D tx : register(t0); \n" "SamplerState sm : register(s0); \n" "float4 ps_main(pixelIn IN) : SV_Target {\n" " float4 c = tx.Sample(sm, IN.uv);\n" " if( c.a == 0.0 ) \n" " discard;\n" " return IN.color * c;\n" "}"; struct CB_HUD_PROJECTION { float mViewProjection[16]; }; D3D11hud::D3D11hud(ID3D11DeviceContext *deviceContext) : _deviceContext(deviceContext), _vbo(0), _staticVbo(0), _fontTexture(0), _inputLayout(0), _shaderResourceView(0), _samplerState(0), _vertexShader(0), _pixelShader(0), _rasterizerState(0) { } D3D11hud::~D3D11hud() { SAFE_RELEASE(_vbo); SAFE_RELEASE(_staticVbo); SAFE_RELEASE(_fontTexture); SAFE_RELEASE(_inputLayout); SAFE_RELEASE(_shaderResourceView); SAFE_RELEASE(_samplerState); SAFE_RELEASE(_vertexShader); SAFE_RELEASE(_pixelShader); SAFE_RELEASE(_rasterizerState); } void D3D11hud::Init(int width, int height, int frameBufferWidth, int frameBufferHeight) { Hud::Init(width, height, frameBufferWidth, frameBufferHeight); ID3D11Device *device = NULL; _deviceContext->GetDevice(&device); // define font texture D3D11_TEXTURE2D_DESC texDesc; texDesc.Width = FONT_TEXTURE_WIDTH; texDesc.Height = FONT_TEXTURE_HEIGHT; texDesc.MipLevels = 1; texDesc.ArraySize = 1; texDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; texDesc.SampleDesc.Count = 1; texDesc.SampleDesc.Quality = 0; texDesc.Usage = D3D11_USAGE_DEFAULT; texDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE; texDesc.CPUAccessFlags = 0; texDesc.MiscFlags = 0; D3D11_SUBRESOURCE_DATA subData; subData.pSysMem = font_image; subData.SysMemPitch = FONT_TEXTURE_WIDTH*4; subData.SysMemSlicePitch = FONT_TEXTURE_WIDTH*FONT_TEXTURE_HEIGHT*4; HRESULT hr = device->CreateTexture2D(&texDesc, &subData, &_fontTexture); assert(_fontTexture); // shader resource view D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc; ZeroMemory(&srvDesc, sizeof(srvDesc)); srvDesc.Format = texDesc.Format; srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D; srvDesc.Texture2D.MostDetailedMip = 0; srvDesc.Texture2D.MipLevels = texDesc.MipLevels; device->CreateShaderResourceView(_fontTexture, &srvDesc, &_shaderResourceView); assert(_shaderResourceView); D3D11_SAMPLER_DESC samplerDesc; ZeroMemory(&samplerDesc, sizeof(samplerDesc)); samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR; samplerDesc.AddressU = samplerDesc.AddressV = samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP; samplerDesc.MaxAnisotropy = 1; samplerDesc.ComparisonFunc = D3D11_COMPARISON_ALWAYS; samplerDesc.MaxLOD = D3D11_FLOAT32_MAX; device->CreateSamplerState(&samplerDesc, &_samplerState); assert(_samplerState); ID3DBlob* pVSBlob; ID3DBlob* pPSBlob; pVSBlob = D3D11Utils::CompileShader(s_VS, "vs_main", "vs_4_0"); pPSBlob = D3D11Utils::CompileShader(s_PS, "ps_main", "ps_4_0"); assert(pVSBlob); assert(pPSBlob); D3D11_INPUT_ELEMENT_DESC inputElementDesc[] = { { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }, { "COLOR", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, sizeof(float)*2, D3D11_INPUT_PER_VERTEX_DATA, 0 }, { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, sizeof(float)*5, D3D11_INPUT_PER_VERTEX_DATA, 0 } }; device->CreateInputLayout(inputElementDesc, ARRAYSIZE(inputElementDesc), pVSBlob->GetBufferPointer(), pVSBlob->GetBufferSize(), &_inputLayout); assert(_inputLayout); device->CreateVertexShader(pVSBlob->GetBufferPointer(), pVSBlob->GetBufferSize(), NULL, &_vertexShader); assert(_vertexShader); device->CreatePixelShader(pPSBlob->GetBufferPointer(), pPSBlob->GetBufferSize(), NULL, &_pixelShader); assert(_pixelShader); D3D11_RASTERIZER_DESC rasDesc; rasDesc.FillMode = D3D11_FILL_SOLID; rasDesc.CullMode = D3D11_CULL_NONE; rasDesc.FrontCounterClockwise = FALSE; rasDesc.DepthBias = 0; rasDesc.DepthBiasClamp = 0; rasDesc.SlopeScaledDepthBias = 0.0f; rasDesc.DepthClipEnable = FALSE; rasDesc.ScissorEnable = FALSE; rasDesc.MultisampleEnable = FALSE; rasDesc.AntialiasedLineEnable = FALSE; device->CreateRasterizerState(&rasDesc, &_rasterizerState); assert(_rasterizerState); // constant buffer D3D11_BUFFER_DESC 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_HUD_PROJECTION); device->CreateBuffer(&cbDesc, NULL, &_constantBuffer); assert(_constantBuffer); } void D3D11hud::Rebuild(int width, int height, int framebufferWidth, int framebufferHeight) { Hud::Rebuild(width, height, framebufferWidth, framebufferHeight); SAFE_RELEASE(_staticVbo); int size = (int)getStaticVboSource().size(); if (size) { D3D11_BUFFER_DESC bufferDesc; bufferDesc.ByteWidth = size * sizeof(float); bufferDesc.Usage = D3D11_USAGE_DEFAULT; bufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER; bufferDesc.CPUAccessFlags = 0; bufferDesc.MiscFlags = 0; bufferDesc.StructureByteStride = 4*sizeof(float); D3D11_SUBRESOURCE_DATA subData; subData.pSysMem = &getStaticVboSource()[0]; subData.SysMemPitch = 0; subData.SysMemSlicePitch = 0; ID3D11Device *device = NULL; _deviceContext->GetDevice(&device); HRESULT hr = device->CreateBuffer(&bufferDesc, &subData, &_staticVbo); assert(_staticVbo); _staticVboCount = size / 7; } } bool D3D11hud::Flush() { if (!Hud::Flush()) return false; // update dynamic text D3D11_BUFFER_DESC bufferDesc; bufferDesc.ByteWidth = (int)getVboSource().size() * sizeof(float); bufferDesc.Usage = D3D11_USAGE_DEFAULT; bufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER; bufferDesc.CPUAccessFlags = 0; bufferDesc.MiscFlags = 0; bufferDesc.StructureByteStride = 4*sizeof(float); D3D11_SUBRESOURCE_DATA subData; subData.pSysMem = &getVboSource()[0]; subData.SysMemPitch = 0; subData.SysMemSlicePitch = 0; SAFE_RELEASE(_vbo); ID3D11Device *device = NULL; _deviceContext->GetDevice(&device); HRESULT hr = device->CreateBuffer(&bufferDesc, &subData, &_vbo); assert(_vbo); int numVertices = (int)getVboSource().size()/7; /* (x, y, r, g, b, u, v) = 7*/ // reserved space of the vector remains for the next frame. getVboSource().clear(); D3D11_MAPPED_SUBRESOURCE MappedResource; _deviceContext->Map(_constantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &MappedResource); CB_HUD_PROJECTION * pData = (CB_HUD_PROJECTION *)MappedResource.pData; ortho(pData->mViewProjection, 0, 0, (float)GetWidth(), (float)GetHeight()); transpose(pData->mViewProjection); _deviceContext->Unmap( _constantBuffer, 0 ); // setup graphics pipeline _deviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); _deviceContext->IASetInputLayout(_inputLayout); _deviceContext->VSSetShader(_vertexShader, NULL, 0); _deviceContext->HSSetShader(NULL, NULL, 0); _deviceContext->DSSetShader(NULL, NULL, 0); _deviceContext->GSSetShader(NULL, NULL, 0); _deviceContext->PSSetShader(_pixelShader, NULL, 0); _deviceContext->PSSetShaderResources(0, 1, &_shaderResourceView); _deviceContext->PSSetSamplers(0, 1, &_samplerState); _deviceContext->RSSetState(_rasterizerState); _deviceContext->VSSetConstantBuffers(0, 1, &_constantBuffer); UINT strides = 7*sizeof(float); UINT offsets = 0; _deviceContext->IASetVertexBuffers(0, 1, &_vbo, &strides, &offsets); _deviceContext->Draw(numVertices, 0); _deviceContext->IASetVertexBuffers(0, 1, &_staticVbo, &strides, &offsets); _deviceContext->Draw(_staticVboCount, 0); return true; }