mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
synced 2024-12-27 10:20:20 +00:00
10c687ecd5
- [Feature Adaptive GPU Rendering of Catmull-Clark Surfaces](http://research.microsoft.com/en-us/um/people/cloop/tog2012.pdf). - New API architecture : we are planning to lock on to this new framework as the basis for backward compatibility, which we will enforce from Release 1.0 onward. Subsequent releases of OpenSubdiv should not break client code. - DirectX 11 support - and much more...
352 lines
14 KiB
C++
Executable File
352 lines
14 KiB
C++
Executable File
//
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// Copyright (C) Pixar. All rights reserved.
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//
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// This license governs use of the accompanying software. If you
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// use the software, you accept this license. If you do not accept
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// the license, do not use the software.
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//
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// 1. Definitions
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// The terms "reproduce," "reproduction," "derivative works," and
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// "distribution" have the same meaning here as under U.S.
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// copyright law. A "contribution" is the original software, or
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// any additions or changes to the software.
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// A "contributor" is any person or entity that distributes its
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// contribution under this license.
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// "Licensed patents" are a contributor's patent claims that read
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// directly on its contribution.
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//
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// 2. Grant of Rights
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// (A) Copyright Grant- Subject to the terms of this license,
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// including the license conditions and limitations in section 3,
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// each contributor grants you a non-exclusive, worldwide,
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// royalty-free copyright license to reproduce its contribution,
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// prepare derivative works of its contribution, and distribute
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// its contribution or any derivative works that you create.
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// (B) Patent Grant- Subject to the terms of this license,
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// including the license conditions and limitations in section 3,
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// each contributor grants you a non-exclusive, worldwide,
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// royalty-free license under its licensed patents to make, have
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// made, use, sell, offer for sale, import, and/or otherwise
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// dispose of its contribution in the software or derivative works
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// of the contribution in the software.
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//
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// 3. Conditions and Limitations
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// (A) No Trademark License- This license does not grant you
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// rights to use any contributor's name, logo, or trademarks.
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// (B) If you bring a patent claim against any contributor over
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// patents that you claim are infringed by the software, your
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// patent license from such contributor to the software ends
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// automatically.
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// (C) If you distribute any portion of the software, you must
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// retain all copyright, patent, trademark, and attribution
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// notices that are present in the software.
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// (D) If you distribute any portion of the software in source
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// code form, you may do so only under this license by including a
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// complete copy of this license with your distribution. If you
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// distribute any portion of the software in compiled or object
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// code form, you may only do so under a license that complies
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// with this license.
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// (E) The software is licensed "as-is." You bear the risk of
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// using it. The contributors give no express warranties,
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// guarantees or conditions. You may have additional consumer
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// rights under your local laws which this license cannot change.
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// To the extent permitted under your local laws, the contributors
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// exclude the implied warranties of merchantability, fitness for
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// a particular purpose and non-infringement.
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//
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#include <D3D11.h>
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#include <string.h>
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#include <stdio.h>
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#include <cassert>
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#include "d3d11_hud.h"
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#include "d3d11_compile.h"
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#include "font_image.h"
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#include "../common/simple_math.h"
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#define SAFE_RELEASE(p) { if(p) { (p)->Release(); (p)=NULL; } }
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static const char *s_VS =
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"cbuffer cbPerFrame : register( b0 )\n"
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"{\n"
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" matrix g_mViewProjection;\n"
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"};\n"
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"struct vertexIn { float2 pos : POSITION0; float3 color : COLOR0; float2 uv : TEXCOORD0; };\n"
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"struct vertexOut { float4 pos : SV_POSITION; float4 color : COLOR0; float2 uv : TEXCOORD0; };\n"
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"vertexOut vs_main(vertexIn IN) {\n"
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" vertexOut vout;\n"
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" vout.pos = mul(float4(IN.pos.x, IN.pos.y, 0, 1), g_mViewProjection);\n"
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" vout.color = float4(IN.color, 1);\n"
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" vout.uv = IN.uv;\n"
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" return vout;\n"
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"}";
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static const char *s_PS =
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"struct pixelIn { float4 pos : SV_POSITION; float4 color : COLOR0; float2 uv : TEXCOORD0; };\n"
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"Texture2D tx : register(t0); \n"
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"SamplerState sm : register(s0); \n"
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"float4 ps_main(pixelIn IN) : SV_Target {\n"
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" float4 c = tx.Sample(sm, IN.uv);\n"
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" if( c.a == 0.0 ) \n"
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" discard;\n"
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" return IN.color * c;\n"
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"}";
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struct CB_HUD_PROJECTION
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{
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float mViewProjection[16];
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};
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D3D11hud::D3D11hud(ID3D11DeviceContext *deviceContext)
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: _deviceContext(deviceContext),
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_vbo(0), _staticVbo(0), _fontTexture(0), _inputLayout(0),
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_shaderResourceView(0), _samplerState(0), _vertexShader(0),
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_pixelShader(0), _rasterizerState(0)
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{
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}
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D3D11hud::~D3D11hud()
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{
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SAFE_RELEASE(_vbo);
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SAFE_RELEASE(_staticVbo);
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SAFE_RELEASE(_fontTexture);
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SAFE_RELEASE(_inputLayout);
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SAFE_RELEASE(_shaderResourceView);
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SAFE_RELEASE(_samplerState);
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SAFE_RELEASE(_vertexShader);
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SAFE_RELEASE(_pixelShader);
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SAFE_RELEASE(_rasterizerState);
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}
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void
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D3D11hud::Init(int width, int height)
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{
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Hud::Init(width, height);
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ID3D11Device *device = NULL;
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_deviceContext->GetDevice(&device);
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// define font texture
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D3D11_TEXTURE2D_DESC texDesc;
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texDesc.Width = FONT_TEXTURE_WIDTH;
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texDesc.Height = FONT_TEXTURE_HEIGHT;
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texDesc.MipLevels = 1;
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texDesc.ArraySize = 1;
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texDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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texDesc.SampleDesc.Count = 1;
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texDesc.SampleDesc.Quality = 0;
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texDesc.Usage = D3D11_USAGE_DEFAULT;
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texDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
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texDesc.CPUAccessFlags = 0;
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texDesc.MiscFlags = 0;
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D3D11_SUBRESOURCE_DATA subData;
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subData.pSysMem = font_image;
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subData.SysMemPitch = FONT_TEXTURE_WIDTH*4;
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subData.SysMemSlicePitch = FONT_TEXTURE_WIDTH*FONT_TEXTURE_HEIGHT*4;
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HRESULT hr = device->CreateTexture2D(&texDesc, &subData, &_fontTexture);
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assert(_fontTexture);
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// shader resource view
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D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
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ZeroMemory(&srvDesc, sizeof(srvDesc));
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srvDesc.Format = texDesc.Format;
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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 = texDesc.MipLevels;
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device->CreateShaderResourceView(_fontTexture, &srvDesc, &_shaderResourceView);
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assert(_shaderResourceView);
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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_MIP_LINEAR;
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samplerDesc.AddressU = samplerDesc.AddressV = samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
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samplerDesc.MaxAnisotropy = 1;
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samplerDesc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
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samplerDesc.MaxLOD = D3D11_FLOAT32_MAX;
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device->CreateSamplerState(&samplerDesc, &_samplerState);
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assert(_samplerState);
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ID3DBlob* pVSBlob;
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ID3DBlob* pPSBlob;
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pVSBlob = d3d11CompileShader(s_VS, "vs_main", "vs_4_0");
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pPSBlob = d3d11CompileShader(s_PS, "ps_main", "ps_4_0");
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assert(pVSBlob);
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assert(pPSBlob);
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D3D11_INPUT_ELEMENT_DESC inputElementDesc[] = {
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{ "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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{ "COLOR", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, sizeof(float)*2, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, sizeof(float)*5, 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(),
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pVSBlob->GetBufferSize(),
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&_inputLayout);
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assert(_inputLayout);
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device->CreateVertexShader(pVSBlob->GetBufferPointer(),
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pVSBlob->GetBufferSize(),
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NULL, &_vertexShader);
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assert(_vertexShader);
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device->CreatePixelShader(pPSBlob->GetBufferPointer(),
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pPSBlob->GetBufferSize(),
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NULL, &_pixelShader);
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assert(_pixelShader);
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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.SlopeScaledDepthBias = 0.0f;
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rasDesc.DepthClipEnable = FALSE;
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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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// constant buffer
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D3D11_BUFFER_DESC 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_HUD_PROJECTION);
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device->CreateBuffer(&cbDesc, NULL, &_constantBuffer);
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assert(_constantBuffer);
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}
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void
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D3D11hud::Rebuild(int width, int height)
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{
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Hud::Rebuild(width, height);
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// XXX: move this code to Hud
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std::vector<float> vboSource;
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// add UI elements
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for (std::vector<RadioButton>::const_iterator it = getRadioButtons().begin();
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it != getRadioButtons().end(); ++it) {
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int x = it->x > 0 ? it->x : GetWidth() + it->x;
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int y = it->y > 0 ? it->y : GetHeight() + it->y;
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if (it->checked) {
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x = drawChar(vboSource, x, y, 1, 1, 1, FONT_RADIO_BUTTON_ON);
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drawString(vboSource, x, y, 1, 1, 0, it->label.c_str());
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} else {
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x = drawChar(vboSource, x, y, 1, 1, 1, ' ');
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drawString(vboSource, x, y, .5f, .5f, .5f, it->label.c_str());
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}
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}
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for (std::vector<CheckBox>::const_iterator it = getCheckBoxes().begin();
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it != getCheckBoxes().end(); ++it) {
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int x = it->x > 0 ? it->x : GetWidth() + it->x;
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int y = it->y > 0 ? it->y : GetHeight() + it->y;
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if( it->checked) {
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x = drawChar(vboSource, x, y, 1, 1, 1, FONT_CHECK_BOX_ON);
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drawString(vboSource, x, y, 1, 1, 0, it->label.c_str());
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} else {
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x = drawChar(vboSource, x, y, 1, 1, 1, FONT_CHECK_BOX_OFF);
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drawString(vboSource, x, y, .5f, .5f, .5f, it->label.c_str());
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}
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}
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drawString(vboSource, GetWidth()-80, GetHeight()-48, .5, .5, .5, "\x08\x09\x0a\x0b\x0c\x0d\x0e\x0f");
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drawString(vboSource, GetWidth()-80, GetHeight()-32, .5, .5, .5, "\x18\x19\x1a\x1b\x1c\x1d\x1e\x1f");
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// --------------------------------
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SAFE_RELEASE(_staticVbo);
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if (vboSource.size()) {
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D3D11_BUFFER_DESC bufferDesc;
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bufferDesc.ByteWidth = (int)vboSource.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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bufferDesc.StructureByteStride = 4*sizeof(float);
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D3D11_SUBRESOURCE_DATA subData;
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subData.pSysMem = &vboSource[0];
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subData.SysMemPitch = 0;
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subData.SysMemSlicePitch = 0;
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ID3D11Device *device = NULL;
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_deviceContext->GetDevice(&device);
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HRESULT hr = device->CreateBuffer(&bufferDesc, &subData, &_staticVbo);
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assert(_staticVbo);
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_staticVboCount = (int)vboSource.size() / 7;
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}
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}
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bool
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D3D11hud::Flush()
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{
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if (!Hud::Flush())
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return false;
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// update dynamic text
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D3D11_BUFFER_DESC bufferDesc;
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bufferDesc.ByteWidth = (int)getVboSource().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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bufferDesc.StructureByteStride = 4*sizeof(float);
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D3D11_SUBRESOURCE_DATA subData;
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subData.pSysMem = &getVboSource()[0];
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subData.SysMemPitch = 0;
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subData.SysMemSlicePitch = 0;
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SAFE_RELEASE(_vbo);
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ID3D11Device *device = NULL;
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_deviceContext->GetDevice(&device);
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HRESULT hr = device->CreateBuffer(&bufferDesc, &subData, &_vbo);
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assert(_vbo);
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int numVertices = (int)getVboSource().size()/7; /* (x, y, r, g, b, u, v) = 7*/
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// reserved space of the vector remains for the next frame.
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getVboSource().clear();
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D3D11_MAPPED_SUBRESOURCE MappedResource;
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_deviceContext->Map(_constantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &MappedResource);
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CB_HUD_PROJECTION * pData = (CB_HUD_PROJECTION *)MappedResource.pData;
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ortho(pData->mViewProjection, 0, 0, (float)GetWidth(), (float)GetHeight());
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transpose(pData->mViewProjection);
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_deviceContext->Unmap( _constantBuffer, 0 );
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// setup graphics pipeline
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_deviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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_deviceContext->IASetInputLayout(_inputLayout);
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_deviceContext->VSSetShader(_vertexShader, NULL, 0);
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_deviceContext->HSSetShader(NULL, NULL, 0);
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_deviceContext->DSSetShader(NULL, NULL, 0);
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_deviceContext->GSSetShader(NULL, NULL, 0);
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_deviceContext->PSSetShader(_pixelShader, NULL, 0);
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_deviceContext->PSSetShaderResources(0, 1, &_shaderResourceView);
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_deviceContext->PSSetSamplers(0, 1, &_samplerState);
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_deviceContext->RSSetState(_rasterizerState);
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_deviceContext->VSSetConstantBuffers(0, 1, &_constantBuffer);
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UINT strides = 7*sizeof(float);
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UINT offsets = 0;
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_deviceContext->IASetVertexBuffers(0, 1, &_vbo, &strides, &offsets);
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_deviceContext->Draw(numVertices, 0);
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_deviceContext->IASetVertexBuffers(0, 1, &_staticVbo, &strides, &offsets);
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_deviceContext->Draw(_staticVboCount, 0);
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return true;
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}
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