OpenSubdiv/examples/common/d3d11_hud.cpp
manuelk 10c687ecd5 Release Candidate 1.0 :
- [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...
2012-12-10 17:15:13 -08:00

352 lines
14 KiB
C++
Executable File

//
// Copyright (C) Pixar. All rights reserved.
//
// This license governs use of the accompanying software. If you
// use the software, you accept this license. If you do not accept
// the license, do not use the software.
//
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// copyright law. A "contribution" is the original software, or
// any additions or changes to the software.
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// contribution under this license.
// "Licensed patents" are a contributor's patent claims that read
// directly on its contribution.
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// of the contribution in the software.
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// rights to use any contributor's name, logo, or trademarks.
// (B) If you bring a patent claim against any contributor over
// patents that you claim are infringed by the software, your
// patent license from such contributor to the software ends
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// (C) If you distribute any portion of the software, you must
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// complete copy of this license with your distribution. If you
// distribute any portion of the software in compiled or object
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// with this license.
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#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);
// XXX: move this code to Hud
std::vector<float> vboSource;
// add UI elements
for (std::vector<RadioButton>::const_iterator it = getRadioButtons().begin();
it != getRadioButtons().end(); ++it) {
int x = it->x > 0 ? it->x : GetWidth() + it->x;
int y = it->y > 0 ? it->y : GetHeight() + it->y;
if (it->checked) {
x = drawChar(vboSource, x, y, 1, 1, 1, FONT_RADIO_BUTTON_ON);
drawString(vboSource, x, y, 1, 1, 0, it->label.c_str());
} else {
x = drawChar(vboSource, x, y, 1, 1, 1, ' ');
drawString(vboSource, x, y, .5f, .5f, .5f, it->label.c_str());
}
}
for (std::vector<CheckBox>::const_iterator it = getCheckBoxes().begin();
it != getCheckBoxes().end(); ++it) {
int x = it->x > 0 ? it->x : GetWidth() + it->x;
int y = it->y > 0 ? it->y : GetHeight() + it->y;
if( it->checked) {
x = drawChar(vboSource, x, y, 1, 1, 1, FONT_CHECK_BOX_ON);
drawString(vboSource, x, y, 1, 1, 0, it->label.c_str());
} else {
x = drawChar(vboSource, x, y, 1, 1, 1, FONT_CHECK_BOX_OFF);
drawString(vboSource, x, y, .5f, .5f, .5f, it->label.c_str());
}
}
drawString(vboSource, GetWidth()-80, GetHeight()-48, .5, .5, .5, "\x08\x09\x0a\x0b\x0c\x0d\x0e\x0f");
drawString(vboSource, GetWidth()-80, GetHeight()-32, .5, .5, .5, "\x18\x19\x1a\x1b\x1c\x1d\x1e\x1f");
// --------------------------------
SAFE_RELEASE(_staticVbo);
if (vboSource.size()) {
D3D11_BUFFER_DESC bufferDesc;
bufferDesc.ByteWidth = (int)vboSource.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 = &vboSource[0];
subData.SysMemPitch = 0;
subData.SysMemSlicePitch = 0;
ID3D11Device *device = NULL;
_deviceContext->GetDevice(&device);
HRESULT hr = device->CreateBuffer(&bufferDesc, &subData, &_staticVbo);
assert(_staticVbo);
_staticVboCount = (int)vboSource.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;
}