OpenSubdiv/examples/dxViewer/dxviewer.cpp
Takahito Tejima de0082ba95 Simplify Osd::MeshInterface.
Removed OpenCL/D3D11 specialization and add DEVICE_CONTEXT as a template
parameter. For the kernels which don't need a context object (e.g.
CPU, OpenGL, cuda) just ignore the context, and for the kernels which
use a context (e.g. OpenCL, DirectX) takes a context or a user-defined
class as which encapsulates device contexts. Note that OpenCL requires
two objects, cl_context and cl_command_queue. The user-defined
class must provide GetContext() and GetCommandQueue() for strongly typed
binding to osd VertexBuffers and ComputeContexts.

Osd::Mesh and MeshInterface have been used as a handy harness to host
multiple GPU kernels and graphics APIs. However it has CL/DirectX
specializations and duplicates large amount of plubming code. With this
change, glMesh.h and d3d11Mesh.h become just typedefs and all logic is
put into mesh.h without specializations.

Also cleaned up unused header files and code formatting.
2015-04-27 11:27:05 -07:00

1581 lines
54 KiB
C++
Executable File

//
// 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 <D3Dcompiler.h>
#include <osd/vertex.h>
#include <osd/d3d11DrawContext.h>
#include <osd/d3d11DrawRegistry.h>
#include <far/error.h>
#include <osd/cpuD3D11VertexBuffer.h>
#include <osd/cpuComputeContext.h>
#include <osd/cpuComputeController.h>
OpenSubdiv::Osd::CpuComputeController * g_cpuComputeController = NULL;
#ifdef OPENSUBDIV_HAS_OPENMP
#include <osd/ompComputeController.h>
OpenSubdiv::Osd::OmpComputeController * g_ompComputeController = NULL;
#endif
#ifdef OPENSUBDIV_HAS_TBB
#include <osd/tbbComputeController.h>
OpenSubdiv::Osd::TbbComputeController *g_tbbComputeController = NULL;
#endif
#undef OPENSUBDIV_HAS_OPENCL // XXX: dyu OpenCL D3D11 interop needs work...
#ifdef OPENSUBDIV_HAS_OPENCL
#include <osd/clD3D11VertexBuffer.h>
#include <osd/clComputeContext.h>
#include <osd/clComputeController.h>
#include "../common/clInit.h"
struct CLContext {
cl_context GetContext() const { return clContext; }
cl_command_queue GetCommandQueue() const { return clQueue; }
ID3D11DeviceContext *GetDeviceContext() const { return pd3dDeviceContext; }
cl_context clContext;
cl_command_queue clQueue;
ID3D11DeviceContext *pd3dDeviceContext;
};
CLContext g_clContext;
OpenSubdiv::Osd::CLComputeController * g_clComputeController = NULL;
#endif
#ifdef OPENSUBDIV_HAS_CUDA
#include <osd/cudaD3D11VertexBuffer.h>
#include <osd/cudaComputeContext.h>
#include <osd/cudaComputeController.h>
#include <cuda_runtime_api.h>
#include <cuda_d3d11_interop.h>
bool g_cudaInitialized = false;
OpenSubdiv::Osd::CudaComputeController * g_cudaComputeController = NULL;
#endif
#include <osd/d3d11VertexBuffer.h>
#include <osd/d3d11ComputeContext.h>
#include <osd/d3d11ComputeController.h>
OpenSubdiv::Osd::D3D11ComputeController * g_d3d11ComputeController = NULL;
#include <osd/d3d11Mesh.h>
OpenSubdiv::Osd::D3D11MeshInterface *g_mesh;
#include <common/vtr_utils.h>
#include "../common/stopwatch.h"
#include "../common/simple_math.h"
#include "../common/d3d11_hud.h"
#include "../common/patchColors.h"
static const char *shaderSource =
#include "shader.gen.h"
;
#include <algorithm>
#include <cfloat>
#include <fstream>
#include <iostream>
#include <iterator>
#include <string>
#include <sstream>
#include <vector>
#define SAFE_RELEASE(p) { if(p) { (p)->Release(); (p)=NULL; } }
enum KernelType { kCPU = 0,
kOPENMP = 1,
kTBB = 2,
kCUDA = 3,
kCL = 4,
kDirectCompute = 5 };
enum DisplayStyle { kQuadWire = 0,
kQuadFill = 1,
kQuadLine = 2,
kTriWire = 3,
kTriFill = 4,
kTriLine = 5,
kPoint = 6 };
enum HudCheckBox { kHUD_CB_DISPLAY_CAGE_EDGES,
kHUD_CB_DISPLAY_CAGE_VERTS,
kHUD_CB_ANIMATE_VERTICES,
kHUD_CB_DISPLAY_PATCH_COLOR,
kHUD_CB_DISPLAY_PATCH_CVs,
kHUD_CB_VIEW_LOD,
kHUD_CB_FRACTIONAL_SPACING,
kHUD_CB_PATCH_CULL,
kHUD_CB_FREEZE,
kHUD_CB_DISPLAY_PATCH_COUNTS };
int g_currentShape = 0;
int g_frame = 0,
g_repeatCount = 0;
// GUI variables
int g_freeze = 0,
g_wire = 2,
g_adaptive = 1,
g_singleCreasePatch = 1,
g_drawCageEdges = 1,
g_drawCageVertices = 0,
g_drawPatchCVs = 0,
g_drawNormals = 0,
g_mbutton[3] = {0, 0, 0};
int g_displayPatchColor = 1,
g_screenSpaceTess = 0,
g_fractionalSpacing = 0,
g_patchCull = 0,
g_displayPatchCounts = 0;
float g_rotate[2] = {0, 0},
g_prev_x = 0,
g_prev_y = 0,
g_dolly = 5,
g_pan[2] = {0, 0},
g_center[3] = {0, 0, 0},
g_size = 0;
int g_width = 1024,
g_height = 1024;
D3D11hud *g_hud = NULL;
// performance
float g_cpuTime = 0;
float g_gpuTime = 0;
Stopwatch g_fpsTimer;
// geometry
std::vector<float> g_orgPositions,
g_positions;
Scheme g_scheme;
int g_level = 2;
int g_tessLevel = 1;
int g_tessLevelMin = 1;
int g_kernel = kCPU;
float g_moveScale = 0.0f;
std::vector<int> g_coarseEdges;
std::vector<float> g_coarseEdgeSharpness;
std::vector<float> g_coarseVertexSharpness;
ID3D11Device * g_pd3dDevice = NULL;
ID3D11DeviceContext * g_pd3dDeviceContext = NULL;
IDXGISwapChain * g_pSwapChain = NULL;
ID3D11RenderTargetView * g_pSwapChainRTV = NULL;
ID3D11RasterizerState* g_pRasterizerState = NULL;
ID3D11InputLayout* g_pInputLayout = NULL;
ID3D11DepthStencilState* g_pDepthStencilState = NULL;
ID3D11Texture2D * g_pDepthStencilBuffer = NULL;
ID3D11Buffer* g_pcbPerFrame = NULL;
ID3D11Buffer* g_pcbTessellation = NULL;
ID3D11Buffer* g_pcbLighting = NULL;
ID3D11Buffer* g_pcbMaterial = NULL;
ID3D11DepthStencilView* g_pDepthStencilView = NULL;
bool g_bDone;
//------------------------------------------------------------------------------
#include "init_shapes.h"
//------------------------------------------------------------------------------
static void
updateGeom() {
int nverts = (int)g_orgPositions.size() / 3;
std::vector<float> vertex;
vertex.reserve(nverts*6);
const float *p = &g_orgPositions[0];
float r = sin(g_frame*0.001f) * g_moveScale;
for (int i = 0; i < nverts; ++i) {
float move = 0.05f*cosf(p[0]*20+g_frame*0.01f);
float ct = cos(p[2] * r);
float st = sin(p[2] * r);
g_positions[i*3+0] = p[0]*ct + p[1]*st;
g_positions[i*3+1] = -p[0]*st + p[1]*ct;
g_positions[i*3+2] = p[2];
p += 3;
}
p = &g_positions[0];
for (int i = 0; i < nverts; ++i) {
vertex.push_back(p[0]);
vertex.push_back(p[1]);
vertex.push_back(p[2]);
vertex.push_back(0.0f); // normal
vertex.push_back(0.0f);
vertex.push_back(0.0f);
p += 3;
}
g_mesh->UpdateVertexBuffer(&vertex[0], 0, nverts);
Stopwatch s;
s.Start();
g_mesh->Refine();
s.Stop();
g_cpuTime = float(s.GetElapsed() * 1000.0f);
s.Start();
g_mesh->Synchronize();
s.Stop();
g_gpuTime = float(s.GetElapsed() * 1000.0f);
}
//------------------------------------------------------------------------------
static const char *
getKernelName(int kernel) {
if (kernel == kCPU)
return "CPU";
else if (kernel == kOPENMP)
return "OpenMP";
else if (kernel == kTBB)
return "TBB";
else if (kernel == kCUDA)
return "Cuda";
else if (kernel == kCL)
return "OpenCL";
else if (kernel == kDirectCompute)
return "DirectCompute";
return "Unknown";
}
//------------------------------------------------------------------------------
static void
createOsdMesh(ShapeDesc const & shapeDesc, int level, int kernel, Scheme scheme=kCatmark) {
typedef OpenSubdiv::Far::ConstIndexArray IndexArray;
Shape * shape = Shape::parseObj(shapeDesc.data.c_str(), shapeDesc.scheme);
// create Vtr mesh (topology)
OpenSubdiv::Sdc::SchemeType sdctype = GetSdcType(*shape);
OpenSubdiv::Sdc::Options sdcoptions = GetSdcOptions(*shape);
OpenSubdiv::Far::TopologyRefiner * refiner =
OpenSubdiv::Far::TopologyRefinerFactory<Shape>::Create(*shape,
OpenSubdiv::Far::TopologyRefinerFactory<Shape>::Options(sdctype, sdcoptions));
// save coarse topology (used for coarse mesh drawing)
int nedges = refiner->GetNumEdges(0),
nverts = refiner->GetNumVertices(0);
g_coarseEdges.resize(nedges*2);
g_coarseEdgeSharpness.resize(nedges);
g_coarseVertexSharpness.resize(nverts);
for(int i=0; i<nedges; ++i) {
IndexArray verts = refiner->GetEdgeVertices(0, i);
g_coarseEdges[i*2 ]=verts[0];
g_coarseEdges[i*2+1]=verts[1];
g_coarseEdgeSharpness[i]=refiner->GetEdgeSharpness(0, i);
}
for(int i=0; i<nverts; ++i) {
g_coarseVertexSharpness[i]=refiner->GetVertexSharpness(0, i);
}
g_orgPositions=shape->verts;
g_positions.resize(g_orgPositions.size(),0.0f);
delete g_mesh;
g_mesh = NULL;
g_scheme = scheme;
// Adaptive refinement currently supported only for catmull-clark scheme
bool doAdaptive = (g_adaptive!=0 and g_scheme==kCatmark),
doSingleCreasePatch = (g_singleCreasePatch!=0 and g_scheme==kCatmark);
OpenSubdiv::Osd::MeshBitset bits;
bits.set(OpenSubdiv::Osd::MeshAdaptive, doAdaptive);
bits.set(OpenSubdiv::Osd::MeshUseSingleCreasePatch, doSingleCreasePatch);
// gregory basis hasn't supported yet in D3D11Mesh
bits.set(OpenSubdiv::Osd::MeshEndCapLegacyGregory, true);
int numVertexElements = 6;
int numVaryingElements = 0;
if (g_kernel == kCPU) {
if (not g_cpuComputeController) {
g_cpuComputeController = new OpenSubdiv::Osd::CpuComputeController();
}
g_mesh = new OpenSubdiv::Osd::Mesh<OpenSubdiv::Osd::CpuD3D11VertexBuffer,
OpenSubdiv::Osd::CpuComputeController,
OpenSubdiv::Osd::D3D11DrawContext,
ID3D11DeviceContext>(
g_cpuComputeController,
refiner,
numVertexElements,
numVaryingElements,
level, bits, g_pd3dDeviceContext);
#ifdef OPENSUBDIV_HAS_OPENMP
} else if (kernel == kOPENMP) {
if (not g_ompComputeController) {
g_ompComputeController = new OpenSubdiv::Osd::OmpComputeController();
}
g_mesh = new OpenSubdiv::Osd::Mesh<OpenSubdiv::Osd::CpuD3D11VertexBuffer,
OpenSubdiv::Osd::OmpComputeController,
OpenSubdiv::Osd::D3D11DrawContext,
ID3D11DeviceContext>(
g_ompComputeController,
refiner,
numVertexElements,
numVaryingElements,
level, bits, g_pd3dDeviceContext);
#endif
#ifdef OPENSUBDIV_HAS_TBB
} else if (kernel == kTBB) {
if (not g_tbbComputeController) {
g_tbbComputeController = new OpenSubdiv::Osd::TbbComputeController();
}
g_mesh = new OpenSubdiv::Osd::Mesh<OpenSubdiv::Osd::CpuD3D11VertexBuffer,
OpenSubdiv::Osd::TbbComputeController,
OpenSubdiv::Osd::D3D11DrawContext,
ID3D11DeviceContext>(
g_tbbComputeController,
refiner,
numVertexElements,
numVaryingElements,
level, bits, g_pd3dDeviceContext);
#endif
#ifdef OPENSUBDIV_HAS_OPENCL
} else if(kernel == kCL) {
if (not g_clComputeController) {
g_clComputeController = new OpenSubdiv::Osd::CLComputeController(
g_clContext.clContext, g_clContext.clQueue);
}
g_mesh = new OpenSubdiv::Osd::Mesh<OpenSubdiv::Osd::CLD3D11VertexBuffer,
OpenSubdiv::Osd::CLComputeController,
OpenSubdiv::Osd::D3D11DrawContext,
CLContext>(
g_clComputeController,
refiner,
numVertexElements,
numVaryingElements,
level, bits,
&g_clContext);
#endif
#ifdef OPENSUBDIV_HAS_CUDA
} else if (g_kernel == kCUDA) {
if (not g_cudaComputeController) {
g_cudaComputeController = new OpenSubdiv::Osd::CudaComputeController();
}
g_mesh = new OpenSubdiv::Osd::Mesh<OpenSubdiv::Osd::CudaD3D11VertexBuffer,
OpenSubdiv::Osd::CudaComputeController,
OpenSubdiv::Osd::D3D11DrawContext,
ID3D11DeviceContext>(
g_cudaComputeController,
refiner,
numVertexElements,
numVaryingElements,
level, bits, g_pd3dDeviceContext);
#endif
} else if (g_kernel == kDirectCompute) {
if (not g_d3d11ComputeController) {
g_d3d11ComputeController = new OpenSubdiv::Osd::D3D11ComputeController(g_pd3dDeviceContext);
}
g_mesh = new OpenSubdiv::Osd::Mesh<OpenSubdiv::Osd::D3D11VertexBuffer,
OpenSubdiv::Osd::D3D11ComputeController,
OpenSubdiv::Osd::D3D11DrawContext,
ID3D11DeviceContext>(
g_d3d11ComputeController,
refiner,
numVertexElements,
numVaryingElements,
level, bits, g_pd3dDeviceContext);
} else {
printf("Unsupported kernel %s\n", getKernelName(kernel));
}
// compute model bounding
float min[3] = { FLT_MAX, FLT_MAX, FLT_MAX};
float max[3] = {-FLT_MAX, -FLT_MAX, -FLT_MAX};
for (size_t i=0; i <g_orgPositions.size()/3; ++i) {
for(int j=0; j<3; ++j) {
float v = g_orgPositions[i*3+j];
min[j] = std::min(min[j], v);
max[j] = std::max(max[j], v);
}
}
for (int j=0; j<3; ++j) {
g_center[j] = (min[j] + max[j]) * 0.5f;
g_size += (max[j]-min[j])*(max[j]-min[j]);
}
g_size = sqrtf(g_size);
g_tessLevelMin = 1;
g_tessLevel = std::max(g_tessLevel,g_tessLevelMin);
updateGeom();
}
//------------------------------------------------------------------------------
static void
fitFrame() {
g_pan[0] = g_pan[1] = 0;
g_dolly = g_size;
}
//------------------------------------------------------------------------------
union Effect {
Effect(int displayStyle_, int screenSpaceTess_, int fractionalSpacing_, int patchCull_) : value(0) {
displayStyle = displayStyle_;
screenSpaceTess = screenSpaceTess_;
fractionalSpacing = fractionalSpacing_;
patchCull = patchCull_;
}
struct {
unsigned int displayStyle:3;
unsigned int screenSpaceTess:1;
unsigned int fractionalSpacing:1;
unsigned int patchCull:1;
};
int value;
bool operator < (const Effect &e) const {
return value < e.value;
}
};
typedef std::pair<OpenSubdiv::Osd::DrawContext::PatchDescriptor, Effect> EffectDesc;
class EffectDrawRegistry : public OpenSubdiv::Osd::D3D11DrawRegistry<EffectDesc> {
protected:
virtual ConfigType *
_CreateDrawConfig(DescType const & desc,
SourceConfigType const * sconfig,
ID3D11Device * pd3dDevice,
ID3D11InputLayout ** ppInputLayout,
D3D11_INPUT_ELEMENT_DESC const * pInputElementDescs,
int numInputElements);
virtual SourceConfigType *
_CreateDrawSourceConfig(DescType const & desc, ID3D11Device * pd3dDevice);
};
EffectDrawRegistry::SourceConfigType *
EffectDrawRegistry::_CreateDrawSourceConfig(
DescType const & desc, ID3D11Device * pd3dDevice) {
Effect effect = desc.second;
SourceConfigType * sconfig =
BaseRegistry::_CreateDrawSourceConfig(desc.first, pd3dDevice);
sconfig->commonShader.AddDefine("OSD_ENABLE_PATCH_CULL");
sconfig->commonShader.AddDefine("OSD_ENABLE_SCREENSPACE_TESSELLATION");
bool smoothNormals = false;
if (desc.first.GetType() == OpenSubdiv::Far::PatchDescriptor::QUADS ||
desc.first.GetType() == OpenSubdiv::Far::PatchDescriptor::TRIANGLES) {
sconfig->vertexShader.source = shaderSource;
sconfig->vertexShader.target = "vs_5_0";
sconfig->vertexShader.entry = "vs_main";
} else if (desc.first.GetType() == OpenSubdiv::Far::PatchDescriptor::TRIANGLES) {
if (effect.displayStyle == kQuadWire) effect.displayStyle = kTriWire;
if (effect.displayStyle == kQuadFill) effect.displayStyle = kTriFill;
if (effect.displayStyle == kQuadLine) effect.displayStyle = kTriLine;
smoothNormals = true;
} else {
// adaptive
if (effect.displayStyle == kQuadWire) effect.displayStyle = kTriWire;
if (effect.displayStyle == kQuadFill) effect.displayStyle = kTriFill;
if (effect.displayStyle == kQuadLine) effect.displayStyle = kTriLine;
smoothNormals = true;
sconfig->vertexShader.source = shaderSource + sconfig->vertexShader.source;
sconfig->hullShader.source = shaderSource + sconfig->hullShader.source;
sconfig->domainShader.source = shaderSource + sconfig->domainShader.source;
}
assert(sconfig);
sconfig->geometryShader.source = shaderSource;
sconfig->geometryShader.target = "gs_5_0";
sconfig->pixelShader.source = shaderSource;
sconfig->pixelShader.target = "ps_5_0";
if (effect.screenSpaceTess) {
sconfig->commonShader.AddDefine("OSD_ENABLE_SCREENSPACE_TESSELLATION");
}
if (effect.fractionalSpacing) {
sconfig->commonShader.AddDefine("OSD_FRACTIONAL_ODD_SPACING");
}
if (effect.patchCull) {
sconfig->commonShader.AddDefine("OSD_ENABLE_PATCH_CULL");
}
switch (effect.displayStyle) {
case kQuadWire:
sconfig->geometryShader.entry = "gs_quad_wire";
sconfig->geometryShader.AddDefine("PRIM_QUAD");
sconfig->geometryShader.AddDefine("GEOMETRY_OUT_WIRE");
sconfig->pixelShader.entry = "ps_main";
sconfig->pixelShader.AddDefine("PRIM_QUAD");
sconfig->pixelShader.AddDefine("GEOMETRY_OUT_WIRE");
break;
case kQuadFill:
sconfig->geometryShader.entry = "gs_quad";
sconfig->geometryShader.AddDefine("PRIM_QUAD");
sconfig->geometryShader.AddDefine("GEOMETRY_OUT_FILL");
sconfig->pixelShader.entry = "ps_main";
sconfig->pixelShader.AddDefine("PRIM_QUAD");
sconfig->pixelShader.AddDefine("GEOMETRY_OUT_FILL");
break;
case kQuadLine:
sconfig->geometryShader.entry = "gs_quad_wire";
sconfig->geometryShader.AddDefine("PRIM_QUAD");
sconfig->geometryShader.AddDefine("GEOMETRY_OUT_LINE");
sconfig->pixelShader.entry = "ps_main";
sconfig->pixelShader.AddDefine("PRIM_QUAD");
sconfig->pixelShader.AddDefine("GEOMETRY_OUT_LINE");
break;
case kTriWire:
sconfig->geometryShader.entry =
smoothNormals ? "gs_triangle_smooth_wire" : "gs_triangle_wire";
sconfig->geometryShader.AddDefine("PRIM_TRI");
sconfig->geometryShader.AddDefine("GEOMETRY_OUT_WIRE");
sconfig->pixelShader.entry = "ps_main";
sconfig->pixelShader.AddDefine("PRIM_TRI");
sconfig->pixelShader.AddDefine("GEOMETRY_OUT_WIRE");
break;
case kTriFill:
sconfig->geometryShader.entry =
smoothNormals ? "gs_triangle_smooth" : "gs_triangle";
sconfig->geometryShader.AddDefine("PRIM_TRI");
sconfig->geometryShader.AddDefine("GEOMETRY_OUT_FILL");
sconfig->pixelShader.entry = "ps_main";
sconfig->pixelShader.AddDefine("PRIM_TRI");
sconfig->pixelShader.AddDefine("GEOMETRY_OUT_FILL");
break;
case kTriLine:
sconfig->geometryShader.entry =
smoothNormals ? "gs_triangle_smooth_wire" : "gs_triangle_wire";
sconfig->geometryShader.AddDefine("PRIM_TRI");
sconfig->geometryShader.AddDefine("GEOMETRY_OUT_LINE");
sconfig->pixelShader.entry = "ps_main";
sconfig->pixelShader.AddDefine("PRIM_TRI");
sconfig->pixelShader.AddDefine("GEOMETRY_OUT_LINE");
break;
case kPoint:
sconfig->geometryShader.entry = "gs_point";
sconfig->pixelShader.entry = "ps_main_point";
break;
}
return sconfig;
}
EffectDrawRegistry::ConfigType *
EffectDrawRegistry::_CreateDrawConfig(
DescType const & desc,
SourceConfigType const * sconfig,
ID3D11Device * pd3dDevice,
ID3D11InputLayout ** ppInputLayout,
D3D11_INPUT_ELEMENT_DESC const * pInputElementDescs,
int numInputElements) {
ConfigType * config = BaseRegistry::_CreateDrawConfig(desc.first, sconfig,
pd3dDevice, ppInputLayout, pInputElementDescs, numInputElements);
assert(config);
return config;
}
EffectDrawRegistry effectRegistry;
static Effect
GetEffect() {
DisplayStyle style;
if (g_scheme == kLoop) {
style = (g_wire == 0 ? kTriWire : (g_wire == 1 ? kTriFill : kTriLine));
} else {
style = (g_wire == 0 ? style=kQuadWire : (g_wire == 1 ? kQuadFill : kQuadLine));
}
return Effect(style, g_screenSpaceTess, g_fractionalSpacing, g_patchCull);
}
//------------------------------------------------------------------------------
static void
bindProgram(Effect effect, OpenSubdiv::Osd::DrawContext::PatchArray const & patch) {
EffectDesc effectDesc(patch.GetDescriptor(), effect);
// input layout
const D3D11_INPUT_ELEMENT_DESC hInElementDesc[] = {
{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 4*3, D3D11_INPUT_PER_VERTEX_DATA, 0 }
};
EffectDrawRegistry::ConfigType *
config = effectRegistry.GetDrawConfig(
effectDesc, g_pd3dDevice,
&g_pInputLayout, hInElementDesc, ARRAYSIZE(hInElementDesc));
assert(g_pInputLayout);
// Update transform state
{
__declspec(align(16))
struct CB_PER_FRAME_CONSTANTS
{
float ModelViewMatrix[16];
float ProjectionMatrix[16];
float ModelViewProjectionMatrix[16];
};
if (not g_pcbPerFrame) {
D3D11_BUFFER_DESC cbDesc;
ZeroMemory(&cbDesc, sizeof(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_PER_FRAME_CONSTANTS);
g_pd3dDevice->CreateBuffer(&cbDesc, NULL, &g_pcbPerFrame);
}
assert(g_pcbPerFrame);
D3D11_MAPPED_SUBRESOURCE MappedResource;
g_pd3dDeviceContext->Map(g_pcbPerFrame, 0, D3D11_MAP_WRITE_DISCARD, 0, &MappedResource);
CB_PER_FRAME_CONSTANTS* pData = ( CB_PER_FRAME_CONSTANTS* )MappedResource.pData;
float aspect = (g_height > 0) ? (float)g_width / g_height : 1.0f;
identity(pData->ModelViewMatrix);
translate(pData->ModelViewMatrix, -g_pan[0], -g_pan[1], -g_dolly);
rotate(pData->ModelViewMatrix, g_rotate[1], 1, 0, 0);
rotate(pData->ModelViewMatrix, g_rotate[0], 0, 1, 0);
translate(pData->ModelViewMatrix, -g_center[0], -g_center[2], g_center[1]); // z-up model
rotate(pData->ModelViewMatrix, -90, 1, 0, 0); // z-up model
identity(pData->ProjectionMatrix);
perspective(pData->ProjectionMatrix, 45.0, aspect, 0.01f, 500.0);
multMatrix(pData->ModelViewProjectionMatrix, pData->ModelViewMatrix, pData->ProjectionMatrix);
g_pd3dDeviceContext->Unmap( g_pcbPerFrame, 0 );
}
// Update tessellation state
{
__declspec(align(16))
struct Tessellation {
float TessLevel;
int GregoryQuadOffsetBase;
int PrimitiveIdBase;
};
if (not g_pcbTessellation) {
D3D11_BUFFER_DESC cbDesc;
ZeroMemory(&cbDesc, sizeof(cbDesc));
cbDesc.Usage = D3D11_USAGE_DYNAMIC;
cbDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
cbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
cbDesc.MiscFlags = 0;
cbDesc.ByteWidth = sizeof(Tessellation);
g_pd3dDevice->CreateBuffer(&cbDesc, NULL, &g_pcbTessellation);
}
assert(g_pcbTessellation);
D3D11_MAPPED_SUBRESOURCE MappedResource;
g_pd3dDeviceContext->Map(g_pcbTessellation, 0, D3D11_MAP_WRITE_DISCARD, 0, &MappedResource);
Tessellation * pData = ( Tessellation* )MappedResource.pData;
pData->TessLevel = static_cast<float>(1 << g_tessLevel);
pData->GregoryQuadOffsetBase = patch.GetQuadOffsetIndex();
pData->PrimitiveIdBase = patch.GetPatchIndex();
g_pd3dDeviceContext->Unmap( g_pcbTessellation, 0 );
}
// Update material state
{
__declspec(align(16))
struct Material {
float color[4];
};
if (not g_pcbMaterial) {
D3D11_BUFFER_DESC cbDesc;
ZeroMemory(&cbDesc, sizeof(cbDesc));
cbDesc.Usage = D3D11_USAGE_DYNAMIC;
cbDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
cbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
cbDesc.MiscFlags = 0;
cbDesc.ByteWidth = sizeof(Material);
g_pd3dDevice->CreateBuffer(&cbDesc, NULL, &g_pcbMaterial);
}
assert(g_pcbMaterial);
D3D11_MAPPED_SUBRESOURCE MappedResource;
g_pd3dDeviceContext->Map(g_pcbMaterial, 0, D3D11_MAP_WRITE_DISCARD, 0, &MappedResource);
Material * pData = ( Material* )MappedResource.pData;
float const * patchColor;
if (g_displayPatchColor and g_mesh->GetDrawContext()->IsAdaptive()) {
patchColor = getAdaptivePatchColor( patch.GetDescriptor() );
} else {
static float const uniformColor[4] = {0.13f, 0.13f, 0.61f, 1.0f};
patchColor = uniformColor;
}
memcpy(pData->color, patchColor, 4*sizeof(float));
g_pd3dDeviceContext->Unmap( g_pcbMaterial, 0 );
}
g_pd3dDeviceContext->IASetInputLayout(g_pInputLayout);
g_pd3dDeviceContext->VSSetShader(config->vertexShader, NULL, 0);
g_pd3dDeviceContext->VSSetConstantBuffers(0, 1, &g_pcbPerFrame);
g_pd3dDeviceContext->HSSetShader(config->hullShader, NULL, 0);
g_pd3dDeviceContext->HSSetConstantBuffers(0, 1, &g_pcbPerFrame);
g_pd3dDeviceContext->HSSetConstantBuffers(1, 1, &g_pcbTessellation);
g_pd3dDeviceContext->DSSetShader(config->domainShader, NULL, 0);
g_pd3dDeviceContext->DSSetConstantBuffers(0, 1, &g_pcbPerFrame);
g_pd3dDeviceContext->GSSetShader(config->geometryShader, NULL, 0);
g_pd3dDeviceContext->GSSetConstantBuffers(0, 1, &g_pcbPerFrame);
g_pd3dDeviceContext->PSSetShader(config->pixelShader, NULL, 0);
g_pd3dDeviceContext->PSSetConstantBuffers(0, 1, &g_pcbPerFrame);
g_pd3dDeviceContext->PSSetConstantBuffers(2, 1, &g_pcbLighting);
g_pd3dDeviceContext->PSSetConstantBuffers(3, 1, &g_pcbMaterial);
if (g_mesh->GetDrawContext()->vertexBufferSRV) {
g_pd3dDeviceContext->VSSetShaderResources(0, 1, &g_mesh->GetDrawContext()->vertexBufferSRV);
}
if (g_mesh->GetDrawContext()->vertexValenceBufferSRV) {
g_pd3dDeviceContext->VSSetShaderResources(1, 1, &g_mesh->GetDrawContext()->vertexValenceBufferSRV);
}
if (g_mesh->GetDrawContext()->quadOffsetBufferSRV) {
g_pd3dDeviceContext->HSSetShaderResources(2, 1, &g_mesh->GetDrawContext()->quadOffsetBufferSRV);
}
if (g_mesh->GetDrawContext()->ptexCoordinateBufferSRV) {
g_pd3dDeviceContext->HSSetShaderResources(3, 1, &g_mesh->GetDrawContext()->ptexCoordinateBufferSRV);
g_pd3dDeviceContext->DSSetShaderResources(3, 1, &g_mesh->GetDrawContext()->ptexCoordinateBufferSRV);
}
}
//------------------------------------------------------------------------------
static void
display() {
float color[4] = {0.006f, 0.006f, 0.006f, 1.0f};
g_pd3dDeviceContext->ClearRenderTargetView(g_pSwapChainRTV, color);
// Clear the depth buffer.
g_pd3dDeviceContext->ClearDepthStencilView(g_pDepthStencilView, D3D11_CLEAR_DEPTH, 1.0f, 0);
g_pd3dDeviceContext->OMSetDepthStencilState(g_pDepthStencilState, 1);
g_pd3dDeviceContext->RSSetState(g_pRasterizerState);
ID3D11Buffer *buffer = g_mesh->BindVertexBuffer();
assert(buffer);
UINT hStrides = 6*sizeof(float);
UINT hOffsets = 0;
g_pd3dDeviceContext->IASetVertexBuffers(0, 1, &buffer, &hStrides, &hOffsets);
OpenSubdiv::Osd::DrawContext::PatchArrayVector const & patches = g_mesh->GetDrawContext()->GetPatchArrays();
g_pd3dDeviceContext->IASetIndexBuffer(g_mesh->GetDrawContext()->patchIndexBuffer, DXGI_FORMAT_R32_UINT, 0);
// cv drawing
#if 0
if (g_drawPatchCVs) {
bindProgram(kPoint, OpenSubdiv::Osd::DrawContext::PatchArray());
g_pd3dDeviceContext->IASetPrimitiveTopology(
D3D11_PRIMITIVE_TOPOLOGY_POINTLIST);
for (int i=0; i<(int)patches.size(); ++i) {
OpenSubdiv::Osd::DrawContext::PatchArray const & patch = patches[i];
g_pd3dDeviceContext->DrawIndexed(patch.GetNumIndices(),
patch.GetVertIndex(), 0);
}
}
#endif
// patch drawing
int patchCount[12]; // [Type] (see far/patchTables.h)
int numTotalPatches = 0;
int numDrawCalls = 0;
for (int i=0; i<(int)patches.size(); ++i) {
OpenSubdiv::Osd::DrawContext::PatchArray const & patch = patches[i];
OpenSubdiv::Osd::DrawContext::PatchDescriptor desc = patch.GetDescriptor();
OpenSubdiv::Far::PatchDescriptor::Type patchType = desc.GetType();
patchCount[patchType] += patch.GetNumPatches();
numTotalPatches += patch.GetNumPatches();
D3D11_PRIMITIVE_TOPOLOGY topology;
if (g_mesh->GetDrawContext()->IsAdaptive()) {
OpenSubdiv::Osd::DrawContext::PatchDescriptor desc = patch.GetDescriptor();
switch (desc.GetNumControlVertices()) {
case 4:
topology = D3D11_PRIMITIVE_TOPOLOGY_4_CONTROL_POINT_PATCHLIST;
break;
case 9:
topology = D3D11_PRIMITIVE_TOPOLOGY_9_CONTROL_POINT_PATCHLIST;
break;
case 12:
topology = D3D11_PRIMITIVE_TOPOLOGY_12_CONTROL_POINT_PATCHLIST;
break;
case 16:
topology = D3D11_PRIMITIVE_TOPOLOGY_16_CONTROL_POINT_PATCHLIST;
break;
default:
assert(false);
break;
}
} else {
if (g_scheme == kLoop) {
topology = D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST;
} else {
topology = D3D11_PRIMITIVE_TOPOLOGY_LINELIST_ADJ;
}
}
bindProgram(GetEffect(), patch);
g_pd3dDeviceContext->IASetPrimitiveTopology(topology);
g_pd3dDeviceContext->DrawIndexed(patch.GetNumIndices(), patch.GetVertIndex(), 0);
}
g_fpsTimer.Stop();
float elapsed = (float)g_fpsTimer.GetElapsed();
g_fpsTimer.Start();
if (g_hud->IsVisible()) {
typedef OpenSubdiv::Far::PatchDescriptor Descriptor;
double fps = 1.0/g_fpsTimer.GetElapsed();
if (g_displayPatchCounts) {
int x = -280;
int y = -180;
g_hud->DrawString(x, y, "NonPatch : %d",
patchCount[Descriptor::QUADS]); y += 20;
g_hud->DrawString(x, y, "Regular : %d",
patchCount[Descriptor::REGULAR]); y+= 20;
g_hud->DrawString(x, y, "Boundary : %d",
patchCount[Descriptor::BOUNDARY]); y+= 20;
g_hud->DrawString(x, y, "Corner : %d",
patchCount[Descriptor::CORNER]); y+= 20;
g_hud->DrawString(x, y, "Gregory : %d",
patchCount[Descriptor::GREGORY]); y+= 20;
g_hud->DrawString(x, y, "Boundary Gregory : %d",
patchCount[Descriptor::GREGORY_BOUNDARY]); y+= 20;
g_hud->DrawString(x, y, "Gregory Basis : %d",
patchCount[Descriptor::GREGORY_BASIS]); y+= 20;
}
g_hud->DrawString(10, -120, "Tess level : %d", g_tessLevel);
g_hud->DrawString(10, -100, "Control Vertices = %d", g_mesh->GetNumVertices());
g_hud->DrawString(10, -80, "Scheme = %s", g_scheme==kBilinear ? "BILINEAR" : (g_scheme == kLoop ? "LOOP" : "CATMARK"));
g_hud->DrawString(10, -60, "GPU TIME = %.3f ms", g_gpuTime);
g_hud->DrawString(10, -40, "CPU TIME = %.3f ms", g_cpuTime);
g_hud->DrawString(10, -20, "FPS = %3.1f", fps);
g_hud->Flush();
}
g_pSwapChain->Present(0, 0);
}
//------------------------------------------------------------------------------
static void
motion(int x, int y) {
if (g_mbutton[0] && !g_mbutton[1] && !g_mbutton[2]) {
// orbit
g_rotate[0] += x - g_prev_x;
g_rotate[1] += y - g_prev_y;
} else if (!g_mbutton[0] && g_mbutton[1] && !g_mbutton[2]) {
// pan
g_pan[0] -= g_dolly*(x - g_prev_x)/g_width;
g_pan[1] += g_dolly*(y - g_prev_y)/g_height;
} else if ((g_mbutton[0] && g_mbutton[1] && !g_mbutton[2]) or
(!g_mbutton[0] && !g_mbutton[1] && g_mbutton[2])) {
// dolly
g_dolly -= g_dolly*0.01f*(x - g_prev_x);
if(g_dolly <= 0.01) g_dolly = 0.01f;
}
g_prev_x = float(x);
g_prev_y = float(y);
}
//------------------------------------------------------------------------------
static void
mouse(int button, int state, int x, int y) {
if (button == 0 && state == 1 && g_hud->MouseClick(x, y)) return;
if (button < 3) {
g_prev_x = float(x);
g_prev_y = float(y);
g_mbutton[button] = state;
}
}
//-----------------------------------------------------------------------------
static void
quit() {
g_bDone = true;
if (g_mesh)
delete g_mesh;
if (g_hud)
delete g_hud;
SAFE_RELEASE(g_pRasterizerState);
SAFE_RELEASE(g_pInputLayout);
SAFE_RELEASE(g_pDepthStencilState);
SAFE_RELEASE(g_pcbPerFrame);
SAFE_RELEASE(g_pcbTessellation);
SAFE_RELEASE(g_pcbLighting);
SAFE_RELEASE(g_pcbMaterial);
SAFE_RELEASE(g_pDepthStencilView);
SAFE_RELEASE(g_pSwapChainRTV);
SAFE_RELEASE(g_pSwapChain);
SAFE_RELEASE(g_pd3dDeviceContext);
SAFE_RELEASE(g_pd3dDevice);
delete g_cpuComputeController;
#ifdef OPENSUBDIV_HAS_OPENMP
delete g_ompComputeController;
#endif
#ifdef OPENSUBDIV_HAS_TBB
delete g_tbbComputeController;
#endif
#ifdef OPENSUBDIV_HAS_OPENCL
delete g_clComputeController;
uninitCL(g_clContext.clContext, g_clContext.clQueue);
#endif
#ifdef OPENSUBDIV_HAS_CUDA
delete g_cudaComputeController;
cudaDeviceReset();
#endif
delete g_d3d11ComputeController;
PostQuitMessage(0);
exit(0);
}
//------------------------------------------------------------------------------
static void
keyboard(char key) {
if (g_hud->KeyDown((int)key)) return;
switch (key) {
case 'Q': quit();
case 'F': fitFrame(); break;
case '+':
case '=': g_tessLevel++; break;
case '-': g_tessLevel = std::max(g_tessLevelMin, g_tessLevel-1); break;
case 0x1b: g_hud->SetVisible(!g_hud->IsVisible()); break;
}
}
//------------------------------------------------------------------------------
static void
callbackWireframe(int b) {
g_wire = b;
}
static void
callbackKernel(int k) {
g_kernel = k;
#ifdef OPENSUBDIV_HAS_OPENCL
if (g_kernel == kCL and g_clContext.clContext == NULL) {
if (initCL(&g_clContext.clContext, &g_clContext.clQueue) == false) {
printf("Error in initializing OpenCL\n");
exit(1);
}
g_clContext.pd3dDeviceContext = g_pd3dDeviceContext;
}
#endif
#ifdef OPENSUBDIV_HAS_CUDA
if (g_kernel == kCUDA and g_cudaInitialized == false) {
g_cudaInitialized = true;
cudaD3D11SetDirect3DDevice( g_pd3dDevice );
}
#endif
createOsdMesh(g_defaultShapes[g_currentShape], g_level, g_kernel, g_defaultShapes[ g_currentShape ].scheme);
}
static void
callbackLevel(int l) {
g_level = l;
createOsdMesh(g_defaultShapes[g_currentShape], g_level, g_kernel, g_defaultShapes[ g_currentShape ].scheme);
}
static void
callbackModel(int m) {
if (m < 0) {
m = 0;
}
if (m >= (int)g_defaultShapes.size()) {
m = (int)g_defaultShapes.size() - 1;
}
g_currentShape = m;
createOsdMesh(g_defaultShapes[g_currentShape], g_level, g_kernel, g_defaultShapes[ g_currentShape ].scheme);
}
static void
callbackDisplayNormal(bool checked, int n) {
g_drawNormals = checked;
}
static void
callbackAnimate(bool checked, int m) {
g_moveScale = checked;
}
static void
callbackFreeze(bool checked, int f) {
g_freeze = checked;
}
static void
callbackAdaptive(bool checked, int a) {
g_adaptive = checked;
createOsdMesh(g_defaultShapes[g_currentShape], g_level, g_kernel, g_defaultShapes[ g_currentShape ].scheme);
}
static void
callbackSingleCreasePatch(bool checked, int /* a */) {
g_singleCreasePatch = checked;
createOsdMesh(g_defaultShapes[g_currentShape], g_level, g_kernel, g_defaultShapes[ g_currentShape ].scheme);
}
static void
callbackCheckBox(bool checked, int button) {
switch (button) {
case kHUD_CB_DISPLAY_CAGE_EDGES:
g_drawCageEdges = checked;
break;
case kHUD_CB_DISPLAY_CAGE_VERTS:
g_drawCageVertices = checked;
break;
case kHUD_CB_ANIMATE_VERTICES:
g_moveScale = checked;
break;
case kHUD_CB_DISPLAY_PATCH_COLOR:
g_displayPatchColor = checked;
break;
case kHUD_CB_DISPLAY_PATCH_CVs:
g_drawPatchCVs = checked;
break;
case kHUD_CB_VIEW_LOD:
g_screenSpaceTess = checked;
break;
case kHUD_CB_FRACTIONAL_SPACING:
g_fractionalSpacing = checked;
break;
case kHUD_CB_PATCH_CULL:
g_patchCull = checked;
break;
case kHUD_CB_FREEZE:
g_freeze = checked;
break;
case kHUD_CB_DISPLAY_PATCH_COUNTS:
g_displayPatchCounts = checked;
break;
}
}
static void
initHUD() {
g_hud = new D3D11hud(g_pd3dDeviceContext);
g_hud->Init(g_width, g_height);
int compute_pulldown = g_hud->AddPullDown("Compute (K)", 475, 10, 300, callbackKernel, 'K');
g_hud->AddPullDownButton(compute_pulldown, "CPU", kCPU);
#ifdef OPENSUBDIV_HAS_OPENMP
g_hud->AddPullDownButton(compute_pulldown, "OpenMP", kOPENMP);
#endif
#ifdef OPENSUBDIV_HAS_TBB
g_hud->AddPullDownButton(compute_pulldown, "TBB", kTBB);
#endif
#ifdef OPENSUBDIV_HAS_CUDA
g_hud->AddPullDownButton(compute_pulldown, "CUDA", kCUDA);
#endif
#ifdef OPENSUBDIV_HAS_OPENCL
if (HAS_CL_VERSION_1_1()) {
g_hud->AddPullDownButton(compute_pulldown, "OpenCL", kCL);
}
#endif
g_hud->AddPullDownButton(compute_pulldown, "HLSL Compute", kDirectCompute);
int shading_pulldown = g_hud->AddPullDown("Shading (W)", 200, 10, 250, callbackWireframe, 'W');
g_hud->AddPullDownButton(shading_pulldown, "Wire", 0, g_wire==0);
g_hud->AddPullDownButton(shading_pulldown, "Shaded", 1, g_wire==1);
g_hud->AddPullDownButton(shading_pulldown, "Wire+Shaded", 2, g_wire==2);
// g_hud->AddCheckBox("Cage Edges (H)", true, 10, 10, callbackDisplayCageEdges, 0, 'H');
// g_hud->AddCheckBox("Cage Verts (J)", false, 10, 30, callbackDisplayCageVertices, 0, 'J');
// g_hud->AddCheckBox("Show normal vector (E)", false, 10, 10, callbackDisplayNormal, 0, 'E');
g_hud->AddCheckBox("Patch CVs (L)", false, 10, 10, callbackCheckBox, kHUD_CB_DISPLAY_PATCH_CVs, 'L');
g_hud->AddCheckBox("Patch Color (P)", true, 10, 30, callbackCheckBox, kHUD_CB_DISPLAY_PATCH_COLOR, 'P');
g_hud->AddCheckBox("Animate vertices (M)", g_moveScale != 0, 10, 50, callbackCheckBox, kHUD_CB_ANIMATE_VERTICES, 'M');
g_hud->AddCheckBox("Freeze (spc)", false, 10, 70, callbackCheckBox, kHUD_CB_FREEZE, ' ');
g_hud->AddCheckBox("Screen space LOD (V)", g_screenSpaceTess != 0, 10, 110, callbackCheckBox, kHUD_CB_VIEW_LOD, 'V');
g_hud->AddCheckBox("Fractional spacing (T)", g_fractionalSpacing != 0, 10, 130, callbackCheckBox, kHUD_CB_FRACTIONAL_SPACING, 'T');
g_hud->AddCheckBox("Frustum Patch Culling (B)", g_patchCull != 0, 10, 150, callbackCheckBox, kHUD_CB_PATCH_CULL, 'B');
g_hud->AddCheckBox("Adaptive (`)", true, 10, 190, callbackAdaptive, 0, '`');
g_hud->AddCheckBox("Single Crease Patch (S)", g_singleCreasePatch!=0, 10, 210, callbackSingleCreasePatch, 0, 's');
for (int i = 1; i < 11; ++i) {
char level[16];
sprintf(level, "Lv. %d", i);
g_hud->AddRadioButton(3, level, i==2, 10, 210+i*20, callbackLevel, i, '0'+(i%10));
}
int shapes_pulldown = g_hud->AddPullDown("Shape (N)", -300, 10, 300, callbackModel, 'n');
for (int i = 0; i < (int)g_defaultShapes.size(); ++i) {
g_hud->AddPullDownButton(shapes_pulldown, g_defaultShapes[i].name.c_str(),i);
}
g_hud->AddCheckBox("Show patch counts", g_displayPatchCounts!=0, -280, -20, callbackCheckBox, kHUD_CB_DISPLAY_PATCH_COUNTS);
callbackModel(g_currentShape);
}
//------------------------------------------------------------------------------
static bool
initD3D11(HWND hWnd) {
D3D_DRIVER_TYPE driverTypes[] = {
D3D_DRIVER_TYPE_HARDWARE,
D3D_DRIVER_TYPE_WARP,
D3D_DRIVER_TYPE_REFERENCE,
};
UINT numDriverTypes = ARRAYSIZE(driverTypes);
DXGI_SWAP_CHAIN_DESC hDXGISwapChainDesc;
hDXGISwapChainDesc.BufferDesc.Width = g_width;
hDXGISwapChainDesc.BufferDesc.Height = g_height;
hDXGISwapChainDesc.BufferDesc.RefreshRate.Numerator = 0;
hDXGISwapChainDesc.BufferDesc.RefreshRate.Denominator = 1;
hDXGISwapChainDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM_SRGB;
hDXGISwapChainDesc.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
hDXGISwapChainDesc.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;
hDXGISwapChainDesc.SampleDesc.Count = 1;
hDXGISwapChainDesc.SampleDesc.Quality = 0;
hDXGISwapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
hDXGISwapChainDesc.BufferCount = 1;
hDXGISwapChainDesc.OutputWindow = hWnd;
hDXGISwapChainDesc.Windowed = TRUE;
hDXGISwapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
hDXGISwapChainDesc.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
// create device and swap chain
HRESULT hr;
D3D_DRIVER_TYPE hDriverType = D3D_DRIVER_TYPE_NULL;
D3D_FEATURE_LEVEL hFeatureLevel = D3D_FEATURE_LEVEL_11_0;
for(UINT driverTypeIndex=0; driverTypeIndex < numDriverTypes; driverTypeIndex++){
hDriverType = driverTypes[driverTypeIndex];
hr = D3D11CreateDeviceAndSwapChain(NULL,
hDriverType, NULL, 0, NULL, 0,
D3D11_SDK_VERSION, &hDXGISwapChainDesc,
&g_pSwapChain, &g_pd3dDevice,
&hFeatureLevel, &g_pd3dDeviceContext);
if(SUCCEEDED(hr)){
break;
}
}
if(FAILED(hr)){
MessageBoxW(hWnd, L"D3D11CreateDeviceAndSwapChain", L"Err", MB_ICONSTOP);
return false;
}
// create rasterizer
D3D11_RASTERIZER_DESC rasterDesc;
ZeroMemory(&rasterDesc, sizeof(rasterDesc));
rasterDesc.AntialiasedLineEnable = false;
rasterDesc.CullMode = D3D11_CULL_NONE; // XXX
rasterDesc.DepthBias = 0;
rasterDesc.DepthBiasClamp = 0.0f;
rasterDesc.DepthClipEnable = true;
rasterDesc.FillMode = D3D11_FILL_SOLID;
rasterDesc.FrontCounterClockwise = true;
rasterDesc.MultisampleEnable = false;
rasterDesc.ScissorEnable = false;
rasterDesc.SlopeScaledDepthBias = 0.0f;
g_pd3dDevice->CreateRasterizerState(&rasterDesc, &g_pRasterizerState);
assert(g_pRasterizerState);
{ // update the lighting constant buffer
__declspec(align(16))
struct Lighting {
struct Light {
float position[4];
float ambient[4];
float diffuse[4];
float specular[4];
} lightSource[2];
} lightingData = {
0.5, 0.2f, 1.0f, 0.0f,
0.1f, 0.1f, 0.1f, 1.0f,
0.7f, 0.7f, 0.7f, 1.0f,
0.8f, 0.8f, 0.8f, 1.0f,
-0.8f, 0.4f, -1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f,
0.5f, 0.5f, 0.5f, 1.0f,
0.8f, 0.8f, 0.8f, 1.0f,
};
D3D11_BUFFER_DESC cbDesc;
ZeroMemory(&cbDesc, sizeof(cbDesc));
cbDesc.Usage = D3D11_USAGE_DYNAMIC;
cbDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
cbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
cbDesc.MiscFlags = 0;
cbDesc.ByteWidth = sizeof(lightingData);
D3D11_SUBRESOURCE_DATA initData;
initData.pSysMem = &lightingData;
g_pd3dDevice->CreateBuffer(&cbDesc, &initData, &g_pcbLighting);
assert(g_pcbLighting);
}
// create depth stencil state
D3D11_DEPTH_STENCIL_DESC depthStencilDesc;
ZeroMemory(&depthStencilDesc, sizeof(depthStencilDesc));
depthStencilDesc.DepthEnable = true;
depthStencilDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
depthStencilDesc.DepthFunc = D3D11_COMPARISON_LESS_EQUAL;
depthStencilDesc.StencilEnable = false;
g_pd3dDevice->CreateDepthStencilState(&depthStencilDesc, &g_pDepthStencilState);
assert(g_pDepthStencilState);
return true;
}
static bool
updateRenderTarget(HWND hWnd) {
RECT rc;
GetClientRect(hWnd, &rc);
UINT width = rc.right - rc.left;
UINT height = rc.bottom - rc.top;
if (g_pSwapChainRTV && (g_width == width) && (g_height == height)) {
return true;
}
g_width = width;
g_height = height;
g_hud->Rebuild(g_width, g_height);
SAFE_RELEASE(g_pSwapChainRTV);
g_pSwapChain->ResizeBuffers(0, g_width, g_height, DXGI_FORMAT_UNKNOWN, 0);
// get backbuffer of swap chain
ID3D11Texture2D* hpBackBuffer = NULL;
if(FAILED(g_pSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (void**)&hpBackBuffer))){
MessageBoxW(hWnd, L"SwpChain GetBuffer", L"Err", MB_ICONSTOP);
return false;
}
// create render target from the back buffer
if(FAILED(g_pd3dDevice->CreateRenderTargetView(hpBackBuffer, NULL, &g_pSwapChainRTV))){
MessageBoxW(hWnd, L"CreateRenderTargetView", L"Err", MB_ICONSTOP);
return false;
}
SAFE_RELEASE(hpBackBuffer);
// create depth buffer
D3D11_TEXTURE2D_DESC depthBufferDesc;
ZeroMemory(&depthBufferDesc, sizeof(depthBufferDesc));
depthBufferDesc.Width = g_width;
depthBufferDesc.Height = g_height;
depthBufferDesc.MipLevels = 1;
depthBufferDesc.ArraySize = 1;
depthBufferDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
depthBufferDesc.SampleDesc.Count = 1;
depthBufferDesc.SampleDesc.Quality = 0;
depthBufferDesc.Usage = D3D11_USAGE_DEFAULT;
depthBufferDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
depthBufferDesc.CPUAccessFlags = 0;
depthBufferDesc.MiscFlags = 0;
g_pd3dDevice->CreateTexture2D(&depthBufferDesc, NULL, &g_pDepthStencilBuffer);
assert(g_pDepthStencilBuffer);
D3D11_DEPTH_STENCIL_VIEW_DESC depthStencilViewDesc;
ZeroMemory(&depthStencilViewDesc, sizeof(depthStencilViewDesc));
depthStencilViewDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
depthStencilViewDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
depthStencilViewDesc.Texture2D.MipSlice = 0;
g_pd3dDevice->CreateDepthStencilView(g_pDepthStencilBuffer, &depthStencilViewDesc, &g_pDepthStencilView);
assert(g_pDepthStencilView);
// set device context to the render target
g_pd3dDeviceContext->OMSetRenderTargets(1, &g_pSwapChainRTV, g_pDepthStencilView);
// init viewport
D3D11_VIEWPORT vp;
vp.TopLeftX = 0;
vp.TopLeftY = 0;
vp.Width = (float)g_width;
vp.Height = (float)g_height;
vp.MinDepth = 0.0f;
vp.MaxDepth = 1.0f;
g_pd3dDeviceContext->RSSetViewports(1, &vp);
return true;
}
//------------------------------------------------------------------------------
static void
callbackError(OpenSubdiv::Far::ErrorType err, const char *message) {
std::ostringstream s;
s << "Error: " << err << "\n";
s << message;
OutputDebugString(s.str().c_str());
}
//------------------------------------------------------------------------------
static LRESULT WINAPI
msgProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) {
switch(msg)
{
case WM_KEYDOWN:
keyboard(MapVirtualKey(UINT(wParam), MAPVK_VK_TO_CHAR));
break;
case WM_DESTROY:
quit();
return 0;
case WM_MOUSEMOVE:
motion(LOWORD(lParam), HIWORD(lParam));
return 0;
case WM_LBUTTONDOWN:
mouse(0, 1, LOWORD(lParam), HIWORD(lParam));
return 0;
case WM_LBUTTONUP:
mouse(0, 0, LOWORD(lParam), HIWORD(lParam));
return 0;
case WM_MBUTTONDOWN:
mouse(1, 1, LOWORD(lParam), HIWORD(lParam));
return 0;
case WM_MBUTTONUP:
mouse(1, 0, LOWORD(lParam), HIWORD(lParam));
return 0;
case WM_RBUTTONDOWN:
mouse(2, 1, LOWORD(lParam), HIWORD(lParam));
return 0;
case WM_RBUTTONUP:
mouse(2, 0, LOWORD(lParam), HIWORD(lParam));
return 0;
case WM_PAINT:
ValidateRect(hWnd, NULL);
return 0;
}
return DefWindowProc(hWnd, msg, wParam, lParam);
}
static std::vector<std::string>
tokenize(std::string const & src) {
std::vector<std::string> result;
std::stringstream input(src);
std::copy(std::istream_iterator<std::string>(input),
std::istream_iterator<std::string>(),
std::back_inserter< std::vector<std::string> >(result));
return result;
}
int WINAPI
WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPTSTR lpCmdLine, int nCmdShow) {
// register window class
TCHAR szWindowClass[] = "OPENSUBDIV_EXAMPLE";
WNDCLASS wcex;
wcex.style = CS_HREDRAW | CS_VREDRAW;
wcex.lpfnWndProc = msgProc;
wcex.cbClsExtra = 0;
wcex.cbWndExtra = 0;
wcex.hInstance = hInstance;
wcex.hIcon = NULL;
wcex.hCursor = LoadCursor(NULL, IDC_ARROW);
wcex.hbrBackground = (HBRUSH)(COLOR_WINDOW+1);
wcex.lpszMenuName = NULL;
wcex.lpszClassName = szWindowClass;
RegisterClass(&wcex);
// crete window
RECT rect = { 0, 0, g_width, g_height };
AdjustWindowRect(&rect, WS_OVERLAPPEDWINDOW, FALSE);
static const char windowTitle[] = "OpenSubdiv dxViewer " OPENSUBDIV_VERSION_STRING;
HWND hWnd = CreateWindow(szWindowClass,
windowTitle,
WS_OVERLAPPEDWINDOW | WS_VISIBLE,
CW_USEDEFAULT,
CW_USEDEFAULT,
rect.right - rect.left,
rect.bottom - rect.top,
NULL,
NULL,
hInstance,
NULL);
std::vector<std::string> args = tokenize(lpCmdLine);
for (int i=0; i<args.size(); ++i) {
std::ifstream ifs(args[i]);
if (ifs) {
std::stringstream ss;
ss << ifs.rdbuf();
ifs.close();
std::string str = ss.str();
g_defaultShapes.push_back(ShapeDesc(__argv[1], str.c_str(), kCatmark));
}
}
std::string str;
for (int i = 1; i < __argc; ++i) {
if (!strcmp(__argv[i], "-d"))
g_level = atoi(__argv[++i]);
else if (!strcmp(__argv[i], "-c"))
g_repeatCount = atoi(__argv[++i]);
else {
std::ifstream ifs(__argv[1]);
if (ifs) {
std::stringstream ss;
ss << ifs.rdbuf();
ifs.close();
str = ss.str();
g_defaultShapes.push_back(ShapeDesc(__argv[1], str.c_str(), kCatmark));
}
}
}
initShapes();
OpenSubdiv::Far::SetErrorCallback(callbackError);
initD3D11(hWnd);
initHUD();
// main loop
while (g_bDone == false) {
MSG msg;
ZeroMemory(&msg, sizeof(msg));
while (msg.message != WM_QUIT) {
while (PeekMessage(&msg, NULL, 0U, 0U, PM_REMOVE)) {
if (msg.message == WM_QUIT) goto end;
TranslateMessage(&msg);
DispatchMessage(&msg);
}
if (not g_freeze)
g_frame++;
updateGeom();
updateRenderTarget(hWnd);
display();
}
}
end:
quit();
}
//------------------------------------------------------------------------------