mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
synced 2024-11-23 20:20:09 +00:00
b5cabd2259
- fullscreen mode added (-f) - added usage error message - added IBL lighting - matched GUI to glPtexViewer - removed some ptex HW filter options (missing code is causing crash) Note : the IBL BRDF definitely needs some tweaks...
258 lines
8.8 KiB
C++
258 lines
8.8 KiB
C++
//
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// Copyright 2013 Nvidia
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//
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// Licensed under the Apache License, Version 2.0 (the "Apache License")
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// with the following modification; you may not use this file except in
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// compliance with the Apache License and the following modification to it:
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// Section 6. Trademarks. is deleted and replaced with:
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//
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// 6. Trademarks. This License does not grant permission to use the trade
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// names, trademarks, service marks, or product names of the Licensor
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// and its affiliates, except as required to comply with Section 4(c) of
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// the License and to reproduce the content of the NOTICE file.
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//
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// You may obtain a copy of the Apache License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the Apache License with the above modification is
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// distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY
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// KIND, either express or implied. See the Apache License for the specific
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// language governing permissions and limitations under the Apache License.
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//
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#include "./sky.h"
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#include "../common/d3d11Utils.h"
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#include <cassert>
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#include <vector>
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static const char *g_skyShaderSource =
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#include "skyshader.gen.h"
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;
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#define SAFE_RELEASE(p) { if(p) { (p)->Release(); (p)=NULL; } }
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// shader constants
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__declspec(align(16)) struct CB_CONSTANTS {
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float ModelViewMatrix[16];
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};
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Sky::Sky(ID3D11Device * device, ID3D11Texture2D * environmentMap) :
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numIndices(0),
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vertexShader(0),
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pixelShader(0),
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shaderConstants(0),
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texture(environmentMap), // we do not own this - we do not release it !
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textureSRV(0),
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textureSS(0),
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inputLayout(0),
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rasterizerState(0),
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depthStencilState(0),
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sphere(0),
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sphereIndices(0) {
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initialize(device);
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}
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Sky::~Sky() {
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SAFE_RELEASE(vertexShader);
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SAFE_RELEASE(pixelShader);
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SAFE_RELEASE(shaderConstants);
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SAFE_RELEASE(inputLayout);
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SAFE_RELEASE(rasterizerState);
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SAFE_RELEASE(depthStencilState);
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SAFE_RELEASE(textureSS);
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SAFE_RELEASE(textureSRV);
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SAFE_RELEASE(sphere);
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SAFE_RELEASE(sphereIndices);
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}
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void
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Sky::initialize(ID3D11Device * device) {
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// compile shaders
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ID3DBlob * pVSBlob = D3D11Utils::CompileShader(g_skyShaderSource, "vs_main", "vs_5_0"),
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* pPSBlob = D3D11Utils::CompileShader(g_skyShaderSource, "ps_main", "ps_5_0");
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assert(pVSBlob && pPSBlob);
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device->CreateVertexShader(pVSBlob->GetBufferPointer(),
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pVSBlob->GetBufferSize(), NULL, &vertexShader);
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assert(vertexShader);
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device->CreatePixelShader(pPSBlob->GetBufferPointer(),
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pPSBlob->GetBufferSize(), NULL, &pixelShader);
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assert(pixelShader);
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// VBO layout
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D3D11_INPUT_ELEMENT_DESC inputElementDesc[] = {
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{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, sizeof(float)*3, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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};
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device->CreateInputLayout(inputElementDesc, ARRAYSIZE(inputElementDesc),
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pVSBlob->GetBufferPointer(), pVSBlob->GetBufferSize(), &inputLayout);
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assert(inputLayout);
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// shader constants
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D3D11_BUFFER_DESC cbDesc;
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ZeroMemory(&cbDesc, sizeof(cbDesc));
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cbDesc.Usage = D3D11_USAGE_DYNAMIC;
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cbDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
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cbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
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cbDesc.MiscFlags = 0;
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cbDesc.ByteWidth = sizeof(CB_CONSTANTS);
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device->CreateBuffer(&cbDesc, NULL, &shaderConstants);
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assert(shaderConstants);
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// texture SRV
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assert(texture);
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D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
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ZeroMemory(&srvDesc, sizeof(srvDesc));
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srvDesc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
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srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
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srvDesc.Texture2D.MostDetailedMip = 0;
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srvDesc.Texture2D.MipLevels = 1;
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device->CreateShaderResourceView(texture, &srvDesc, &textureSRV);
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assert(textureSRV);
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// texture sampler
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D3D11_SAMPLER_DESC samplerDesc;
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ZeroMemory(&samplerDesc, sizeof(samplerDesc));
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samplerDesc.Filter = D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT;
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samplerDesc.AddressU = samplerDesc.AddressV = samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
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samplerDesc.MaxAnisotropy = 0;
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samplerDesc.ComparisonFunc = D3D11_COMPARISON_NEVER;
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samplerDesc.MinLOD = 0;
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samplerDesc.MaxLOD = D3D11_FLOAT32_MAX;
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samplerDesc.BorderColor[0] = samplerDesc.BorderColor[1] = samplerDesc.BorderColor[2] = samplerDesc.BorderColor[3] = 0.0f;
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device->CreateSamplerState(&samplerDesc, &textureSS);
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// depth stencil state
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D3D11_DEPTH_STENCIL_DESC depthStencilDesc;
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ZeroMemory(&depthStencilDesc, sizeof(depthStencilDesc));
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depthStencilDesc.DepthEnable = true;
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depthStencilDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ZERO;
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depthStencilDesc.DepthFunc = D3D11_COMPARISON_LESS_EQUAL;
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depthStencilDesc.StencilEnable = false;
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device->CreateDepthStencilState(&depthStencilDesc, &depthStencilState);
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// rasterizer state
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D3D11_RASTERIZER_DESC rasDesc;
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rasDesc.FillMode = D3D11_FILL_SOLID;
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rasDesc.CullMode = D3D11_CULL_NONE;
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rasDesc.FrontCounterClockwise = FALSE;
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rasDesc.DepthBias = 0;
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rasDesc.DepthBiasClamp = 0;
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rasDesc.DepthClipEnable = FALSE;
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rasDesc.SlopeScaledDepthBias = 0.0f;
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rasDesc.ScissorEnable = FALSE;
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rasDesc.MultisampleEnable = FALSE;
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rasDesc.AntialiasedLineEnable = FALSE;
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device->CreateRasterizerState(&rasDesc, &rasterizerState);
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assert(rasterizerState);
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const int U_DIV = 20,
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V_DIV = 20;
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std::vector<float> vbo;
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std::vector<int> indices;
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for (int u = 0; u <= U_DIV; ++u) {
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for (int v = 0; v < V_DIV; ++v) {
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float s = float(2*M_PI*float(u)/U_DIV);
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float t = float(M_PI*float(v)/(V_DIV-1));
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vbo.push_back(-sin(t)*sin(s));
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vbo.push_back(cos(t));
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vbo.push_back(-sin(t)*cos(s));
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vbo.push_back(u/float(U_DIV));
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vbo.push_back(v/float(V_DIV));
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if (v > 0 && u > 0) {
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indices.push_back((u-1)*V_DIV+v-1);
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indices.push_back(u*V_DIV+v-1);
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indices.push_back((u-1)*V_DIV+v);
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indices.push_back((u-1)*V_DIV+v);
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indices.push_back(u*V_DIV+v-1);
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indices.push_back(u*V_DIV+v);
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}
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}
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}
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D3D11_BUFFER_DESC bufferDesc;
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D3D11_SUBRESOURCE_DATA subData;
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// topology indices
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ZeroMemory(&bufferDesc, sizeof(bufferDesc));
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bufferDesc.ByteWidth = (int)indices.size() * sizeof(int);
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bufferDesc.Usage = D3D11_USAGE_DEFAULT;
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bufferDesc.BindFlags = D3D11_BIND_INDEX_BUFFER;
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bufferDesc.CPUAccessFlags = 0;
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bufferDesc.MiscFlags = 0;
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bufferDesc.StructureByteStride = sizeof(int);
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ZeroMemory(&subData, sizeof(subData));
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subData.pSysMem = &indices[0];
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subData.SysMemPitch = 0;
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subData.SysMemSlicePitch = 0;
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device->CreateBuffer(&bufferDesc, &subData, &sphereIndices);
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assert(sphereIndices);
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// VBO
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ZeroMemory(&bufferDesc, sizeof(bufferDesc));
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bufferDesc.ByteWidth = (int)vbo.size() * sizeof(float);
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bufferDesc.Usage = D3D11_USAGE_DEFAULT;
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bufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
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bufferDesc.CPUAccessFlags = 0;
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bufferDesc.MiscFlags = 0;
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ZeroMemory(&subData, sizeof(subData));
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subData.pSysMem = &vbo[0];
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device->CreateBuffer(&bufferDesc, &subData, &sphere);
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assert(sphere);
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numIndices = (int)indices.size();
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}
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void
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Sky::Draw(ID3D11DeviceContext * deviceContext, float const mvp[16]) {
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if (vertexShader==0 || pixelShader==0 || shaderConstants==0) return;
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if (texture==0 || textureSRV==0 || textureSS==0) return;
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if (sphere==0 || sphereIndices==0) return;
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// update shader constants
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D3D11_MAPPED_SUBRESOURCE MappedResource;
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deviceContext->Map(shaderConstants, 0, D3D11_MAP_WRITE_DISCARD, 0, &MappedResource);
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CB_CONSTANTS* pData = (CB_CONSTANTS*)MappedResource.pData;
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memcpy(pData->ModelViewMatrix, mvp, 16*sizeof(float));
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deviceContext->Unmap(shaderConstants, 0);
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// draw
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deviceContext->RSSetState(rasterizerState);
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deviceContext->OMSetDepthStencilState(depthStencilState, 1);
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deviceContext->VSSetShader(vertexShader, NULL, 0);
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deviceContext->VSSetConstantBuffers(0, 1, &shaderConstants);
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deviceContext->PSSetShader(pixelShader, NULL, 0);
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deviceContext->PSSetShaderResources(0, 1, &textureSRV);
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deviceContext->PSSetSamplers(0, 1, &textureSS);
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UINT hStrides = 5*sizeof(float);
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UINT hOffsets = 0;
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deviceContext->IASetVertexBuffers(0, 1, &sphere, &hStrides, &hOffsets);
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deviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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deviceContext->IASetInputLayout(inputLayout);
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deviceContext->IASetIndexBuffer(sphereIndices, DXGI_FORMAT_R32_UINT, 0);
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deviceContext->DrawIndexed(numIndices, 0, 0);
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}
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