OpenSubdiv/examples/common/d3d11Hud.cpp
Takahito Tejima c3aa00e706 remove SupportsAdaptiveTessellation from OsdDrawContext, and example cleanups
As a preparation for retiring DrawContext, move SupportsAdaptiveTessellation
method to examples/common/glUtils, which is renamed and namespaced
from gl_common.{cpp,h} to be consistent to other files.
Same renamings applied to other example files.
2015-05-19 10:30:16 -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 "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;
}