OpenSubdiv/examples/common/d3d11_hud.cpp
manuelk 3ae50d1c50 Amending Apache license language & file headers.
New text:

     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.
2013-09-26 12:04:57 -07:00

284 lines
10 KiB
C++

//
// 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 <D3D11.h>
#include <string.h>
#include <stdio.h>
#include <cassert>
#include "d3d11_hud.h"
#include "d3d11_compile.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)
{
Hud::Init(width, height);
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 = d3d11CompileShader(s_VS, "vs_main", "vs_4_0");
pPSBlob = d3d11CompileShader(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)
{
Hud::Rebuild(width, height);
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;
}