mirror of
https://github.com/PixarAnimationStudios/OpenSubdiv
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c3aa00e706
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.
284 lines
10 KiB
C++
284 lines
10 KiB
C++
//
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// Copyright 2013 Pixar
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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 <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 "d3d11Hud.h"
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#include "d3d11Utils.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, int frameBufferWidth, int frameBufferHeight)
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{
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Hud::Init(width, height, frameBufferWidth, frameBufferHeight);
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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 = D3D11Utils::CompileShader(s_VS, "vs_main", "vs_4_0");
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pPSBlob = D3D11Utils::CompileShader(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, int framebufferWidth, int framebufferHeight)
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{
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Hud::Rebuild(width, height, framebufferWidth, framebufferHeight);
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SAFE_RELEASE(_staticVbo);
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int size = (int)getStaticVboSource().size();
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if (size) {
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D3D11_BUFFER_DESC bufferDesc;
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bufferDesc.ByteWidth = 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 = &getStaticVboSource()[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 = 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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