OpenSubdiv/examples/common/d3d11ControlMeshDisplay.cpp
Takahito Tejima 7394bf5f51 Examples cleanup: factor out control mesh drawing.
- add GLControlMeshDisplay and D3D11ControlMeshDisplay into
  examples/common
- delete all drawCageEdges/drawCageVertices from viewers and
  use ControlMeshDisplay class
2015-05-31 15:08:37 -07:00

269 lines
10 KiB
C++

//
// Copyright 2015 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 "d3d11ControlMeshDisplay.h"
#include "../common/d3d11Utils.h"
#include <vector>
#define SAFE_RELEASE(p) { if(p) { (p)->Release(); (p)=NULL; } }
static const char *s_VS =
"cbuffer cbPerFrame : register( b0 ) { matrix g_mViewProjection; }; \n"
"struct vertexIn { float3 pos : POSITION0; float sharpness : COLOR0; }; \n"
"struct vertexOut { float4 pos : SV_POSITION; float sharpness : COLOR0; }; \n"
"vertexOut vs_main(vertexIn IN) { \n"
" vertexOut vout; \n"
" vout.pos = mul(g_mViewProjection, float4(IN.pos, 1)); \n"
" vout.sharpness = IN.sharpness; \n"
" return vout; \n"
"} \n";
static const char *s_PS =
"struct pixelIn { float4 pos : SV_POSITION; float sharpness : COLOR0; }; \n"
"Buffer<float> edgeSharpness : register(t0); \n"
"float4 sharpnessToColor(float s) { \n"
" // 0.0 2.0 4.0 \n"
" // green --- yellow --- red \n"
" return float4(min(1, s * 0.5), \n"
" min(1, 2 - s * 0.5), \n"
" 0, 1); \n"
"} \n"
"float4 ps_main(pixelIn IN, uint primitiveID : SV_PrimitiveID) \n"
" : SV_Target { \n"
" float sharpness = edgeSharpness[primitiveID]; \n"
" return sharpnessToColor(sharpness); \n"
"} \n";
namespace {
struct CB_CONTROL_MESH_DISPLAY
{
float mViewProjection[16];
};
};
D3D11ControlMeshDisplay::D3D11ControlMeshDisplay(
ID3D11DeviceContext *deviceContext) :
_displayEdges(true), _displayVertices(false),
_deviceContext(deviceContext), _inputLayout(0), _vertexShader(0),
_pixelShader(0), _rasterizerState(0), _constantBuffer(0),
_edgeSharpnessSRV(0), _edgeSharpness(0), _edgeIndices(0),
_numEdges(0), _numPoints(0) {
}
D3D11ControlMeshDisplay::~D3D11ControlMeshDisplay() {
SAFE_RELEASE(_inputLayout);
SAFE_RELEASE(_vertexShader);
SAFE_RELEASE(_pixelShader);
SAFE_RELEASE(_rasterizerState);
SAFE_RELEASE(_constantBuffer);
SAFE_RELEASE(_edgeSharpness);
SAFE_RELEASE(_edgeSharpnessSRV);
SAFE_RELEASE(_edgeIndices);
}
bool
D3D11ControlMeshDisplay::createProgram() {
ID3D11Device *device = NULL;
_deviceContext->GetDevice(&device);
ID3DBlob* pVSBlob;
ID3DBlob* pPSBlob;
pVSBlob = D3D11Utils::CompileShader(s_VS, "vs_main", "vs_4_0");
pPSBlob = D3D11Utils::CompileShader(s_PS, "ps_main", "ps_4_0");
assert(pVSBlob);
assert(pPSBlob);
D3D11_INPUT_ELEMENT_DESC inputElementDesc[] = {
{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0,
D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "COLOR", 0, DXGI_FORMAT_R32_FLOAT, 0, sizeof(float)*3,
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_CONTROL_MESH_DISPLAY);
device->CreateBuffer(&cbDesc, NULL, &_constantBuffer);
assert(_constantBuffer);
return true;
}
void
D3D11ControlMeshDisplay::Draw(ID3D11Buffer *buffer, int stride,
const float *modelViewProjectionMatrix) {
if (_displayEdges == false && _displayVertices == false) return;
if (_vertexShader == NULL) createProgram();
if (_vertexShader == NULL) return;
UINT hStrides = stride*sizeof(float);
UINT hOffsets = 0;
_deviceContext->IASetVertexBuffers(0, 1, &buffer, &hStrides, &hOffsets);
D3D11_MAPPED_SUBRESOURCE MappedResource;
_deviceContext->Map(_constantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &MappedResource);
CB_CONTROL_MESH_DISPLAY * pData = (CB_CONTROL_MESH_DISPLAY *)MappedResource.pData;
memcpy(pData->mViewProjection, modelViewProjectionMatrix, sizeof(float) * 16);
_deviceContext->Unmap(_constantBuffer, 0);
_deviceContext->IASetInputLayout(_inputLayout);
_deviceContext->VSSetShader(_vertexShader, NULL, 0);
_deviceContext->HSSetShader(NULL, NULL, 0);
_deviceContext->DSSetShader(NULL, NULL, 0);
_deviceContext->GSSetShader(NULL, NULL, 0);
_deviceContext->PSSetShaderResources(0, 1, &_edgeSharpnessSRV);
_deviceContext->PSSetShader(_pixelShader, NULL, 0);
_deviceContext->RSSetState(_rasterizerState);
_deviceContext->VSSetConstantBuffers(0, 1, &_constantBuffer);
if (_displayEdges) {
_deviceContext->IASetIndexBuffer(_edgeIndices, DXGI_FORMAT_R32_UINT, 0);
_deviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_LINELIST);
_deviceContext->DrawIndexed(_numEdges * 2, 0, 0);
}
if (_displayVertices) {
// TODO: need geometry shader to draw bigger points
_deviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_POINTLIST);
_deviceContext->Draw(_numPoints, 0);
}
}
void
D3D11ControlMeshDisplay::SetTopology(
OpenSubdiv::Far::TopologyLevel const &level) {
int nEdges = level.GetNumEdges();
int nVerts = level.GetNumVertices();
std::vector<int> edgeIndices;
std::vector<float> edgeSharpnesses;
std::vector<float> vertSharpnesses;
edgeIndices.reserve(nEdges * 2);
edgeSharpnesses.reserve(nEdges);
vertSharpnesses.reserve(nVerts);
for (int i = 0; i < nEdges; ++i) {
OpenSubdiv::Far::ConstIndexArray verts = level.GetEdgeVertices(i);
edgeIndices.push_back(verts[0]);
edgeIndices.push_back(verts[1]);
edgeSharpnesses.push_back(level.GetEdgeSharpness(i));
}
for (int i = 0; i < nVerts; ++i) {
vertSharpnesses.push_back(level.GetVertexSharpness(i));
}
_numEdges = nEdges;
_numPoints = nVerts;
ID3D11Device *device = NULL;
_deviceContext->GetDevice(&device);
SAFE_RELEASE(_edgeIndices);
// create edge index buffer
D3D11_BUFFER_DESC bufferDesc;
ZeroMemory(&bufferDesc, sizeof(bufferDesc));
bufferDesc.ByteWidth = (int)edgeIndices.size() * sizeof(int);
bufferDesc.Usage = D3D11_USAGE_DEFAULT;
bufferDesc.BindFlags = D3D11_BIND_INDEX_BUFFER;
bufferDesc.CPUAccessFlags = 0;
bufferDesc.MiscFlags = 0;
bufferDesc.StructureByteStride = sizeof(int);
D3D11_SUBRESOURCE_DATA subData;
ZeroMemory(&subData, sizeof(subData));
subData.pSysMem = &edgeIndices[0];
subData.SysMemPitch = 0;
subData.SysMemSlicePitch = 0;
HRESULT hr = device->CreateBuffer(&bufferDesc, &subData, &_edgeIndices);
assert(_edgeIndices);
// edge sharpness
SAFE_RELEASE(_edgeSharpness);
SAFE_RELEASE(_edgeSharpnessSRV);
ZeroMemory(&bufferDesc, sizeof(bufferDesc));
bufferDesc.ByteWidth = (int)edgeSharpnesses.size() * sizeof(float);
bufferDesc.Usage = D3D11_USAGE_DEFAULT;
bufferDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
bufferDesc.CPUAccessFlags = 0;
bufferDesc.MiscFlags = 0;
bufferDesc.StructureByteStride = sizeof(float);
ZeroMemory(&subData, sizeof(subData));
subData.pSysMem = &edgeSharpnesses[0];
subData.SysMemPitch = 0;
subData.SysMemSlicePitch = 0;
hr = device->CreateBuffer(&bufferDesc, &subData, &_edgeSharpness);
assert(_edgeSharpness);
D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
ZeroMemory(&srvDesc, sizeof(srvDesc));
srvDesc.Format = DXGI_FORMAT_R32_FLOAT;
srvDesc.ViewDimension = D3D11_SRV_DIMENSION_BUFFER;
srvDesc.Buffer.NumElements = _numEdges;
hr = device->CreateShaderResourceView(_edgeSharpness, &srvDesc, &_edgeSharpnessSRV);
assert(_edgeSharpnessSRV);
}