mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
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352 lines
14 KiB
C++
352 lines
14 KiB
C++
//
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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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