Beispiel #1
0
// 音声入力を開始する
void KinectAudio::start()
{
	memset( &outputBufferStruct_, 0, sizeof(outputBufferStruct_) );
	outputBufferStruct_.pBuffer = &mediaBuffer_;

	// Set DMO output format
	DMO_MEDIA_TYPE mt = {0};
	CHECKHR( ::MoInitMediaType( &mt, sizeof(WAVEFORMATEX) ) );

	mt.majortype = MEDIATYPE_Audio;
	mt.subtype = MEDIASUBTYPE_PCM;
	mt.lSampleSize = 0;
	mt.bFixedSizeSamples = TRUE;
	mt.bTemporalCompression = FALSE;
	mt.formattype = FORMAT_WaveFormatEx;
	memcpy( mt.pbFormat, &getWaveFormat(), sizeof(WAVEFORMATEX) );

	CHECKHR( mediaObject_->SetOutputType( 0, &mt, 0 ) );
	::MoFreeMediaType( &mt );

	// Allocate streaming resources. This step is optional. If it is not called here, it
	// will be called when first time ProcessInput() is called. However, if you want to 
	// get the actual frame size being used, it should be called explicitly here.
	CHECKHR( mediaObject_->AllocateStreamingResources() );

	// allocate output buffer
	mediaBuffer_.SetBufferLength( getWaveFormat().nSamplesPerSec * getWaveFormat().nBlockAlign );
}
Beispiel #2
0
HRESULT ShaderPass::InitializeGraphics(
    const ComPtr<ID3D11Device>& device,
    VertexFormat format,
    const uint8_t* vertexShader, size_t vertexShaderNumBytes,
    const uint8_t* pixelShader, size_t pixelShaderNumBytes)
{
    Device = device;
    Device->GetImmediateContext(&Context);

    Type = ShaderPassType::Graphics;

    HRESULT hr = Device->CreateVertexShader(vertexShader, vertexShaderNumBytes, nullptr, &VertexShader);
    CHECKHR(hr);

    if (pixelShader)
    {
        hr = Device->CreatePixelShader(pixelShader, pixelShaderNumBytes, nullptr, &PixelShader);
        CHECKHR(hr);
    }

    hr = CreateInputLayout(format, vertexShader, vertexShaderNumBytes);
    CHECKHR(hr);

    CurrentInputBinding = format;

    return hr;
}
HRESULT ForwardPlusRenderer::RecreateSurfaces(uint32_t width, uint32_t height, uint32_t sampleCount)
{
    DepthBuffer = nullptr;
    FinalRTMsaa = nullptr;

    D3D11_TEXTURE2D_DESC desc{};
    desc.ArraySize = 1;
    desc.BindFlags = D3D11_BIND_RENDER_TARGET;
    desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
    desc.Width = width;
    desc.Height = height;
    desc.MipLevels = 1;
    desc.SampleDesc.Count = sampleCount;
    desc.Usage = D3D11_USAGE_DEFAULT;

    Viewport.Width = static_cast<float>(desc.Width);
    Viewport.Height = static_cast<float>(desc.Height);
    Viewport.MaxDepth = 1.f;

    HRESULT hr = S_OK;

    if (MsaaEnabled)
    {
        hr = Graphics->CreateTexture2D(desc, &FinalRTMsaa);
        CHECKHR(hr);
    }

    desc.BindFlags = D3D11_BIND_DEPTH_STENCIL | D3D11_BIND_SHADER_RESOURCE;
    desc.Format = DXGI_FORMAT_R32_TYPELESS;
    hr = Graphics->CreateTexture2D(desc, DXGI_FORMAT_UNKNOWN, DXGI_FORMAT_R32_FLOAT, DXGI_FORMAT_D32_FLOAT, &DepthBuffer);
    CHECKHR(hr);

    RTWidth = width;
    RTHeight = height;

    uint32_t headListWidth = RTWidth / NUM_PIXELS_PER_GROUP_X;
    uint32_t headListHeight = RTHeight / NUM_PIXELS_PER_GROUP_Y;

    LightLinkedListHeads = std::make_shared<Buffer>();
    hr = LightLinkedListHeads->Initialize(Graphics->GetDevice(), sizeof(uint32_t), sizeof(uint32_t) * headListWidth * headListHeight, false, false);
    CHECKHR(hr);

    LightCullPass->SetCSBuffer(1, LightLinkedListHeads->GetUAV(), true);
    LightCullPass->SetCSResource(1, DepthBuffer->GetSRV());

    ZPrePass->SetViewport(&Viewport);
    ZPrePass->SetDepthBuffer(DepthBuffer->GetDSV());

    FinalPass->SetViewport(&Viewport);
    FinalPass->SetDepthBuffer(DepthBuffer->GetDSV());
    FinalPass->SetPSResource(2, LightLinkedListHeads->GetSRV());

    FinalPassMsaa->SetRenderTarget(0, FinalRTMsaa ? FinalRTMsaa->GetRTV() : nullptr);
    FinalPassMsaa->SetViewport(&Viewport);
    FinalPassMsaa->SetDepthBuffer(DepthBuffer->GetDSV());
    FinalPassMsaa->SetPSResource(2, LightLinkedListHeads->GetSRV());

    return hr;
}
    std::vector< BYTE > KinectAudioSource::Read()
    {
        mediaBuffer_.Clear();

        do{
            // 音声データを取得する
            DWORD dwStatus;
            CHECKHR( mediaObject_->ProcessOutput(0, 1, &outputBufferStruct_, &dwStatus) );

            // ビームと音声の方向を取得する
			CHECKHR( soundSource_->GetBeam(&beamAngle_) );
			CHECKHR( soundSource_->GetPosition(&soundSourcePosition_, &soundSourcePositionConfidence_) );
        } while ( outputBufferStruct_.dwStatus & DMO_OUTPUT_DATA_BUFFERF_INCOMPLETE );

        return mediaBuffer_.Clone();
    }
Beispiel #5
0
void R3DResource::Evict()
{
    Fence->Wait(LastReferencedFenceValue);

    ComPtr<ID3D12Device> device;
    resource->GetDevice(&device);
    CHECKHR(device->Evict(1, resource.GetAddressOf()));
}
    void KinectAudioSource::Initialize()
    {
        CHECKHR( mediaObject_.CoCreateInstance(CLSID_CMSRKinectAudio, NULL, CLSCTX_INPROC_SERVER ) );
        CHECKHR( mediaObject_.QueryInterface( &propertyStore_ ) );
	    CHECKHR( mediaObject_->QueryInterface( IID_ISoundSourceLocalizer, (void**)&soundSource_ ) );

        // Tell DMO which capture device to use (we're using whichever device is a microphone array).
        // Default rendering device (speaker) will be used.
        int  iMicDevIdx = GetMicArrayDeviceIndex();
    
        PROPVARIANT pvDeviceId;
        PropVariantInit(&pvDeviceId);
        pvDeviceId.vt = VT_I4;

        //Speaker index is the two high order bytes and the mic index the two low order ones
        int  iSpkDevIdx = 0;  //Asume default speakers
        pvDeviceId.lVal = (unsigned long)(iSpkDevIdx<<16) | (unsigned long)(0x0000ffff & iMicDevIdx);
        CHECKHR(propertyStore_->SetValue(MFPKEY_WMAAECMA_DEVICE_INDEXES, pvDeviceId));
        PropVariantClear(&pvDeviceId);
    }
 //   SINGLE_CHANNEL_AEC = 0
 //   OPTIBEAM_ARRAY_ONLY = 2
 //   OPTIBEAM_ARRAY_AND_AEC = 4
 //   SINGLE_CHANNEL_NSAGC = 5
 void KinectAudioSource::SetSystemMode( LONG mode )
 {
     // Set AEC-MicArray DMO system mode.
     // This must be set for the DMO to work properly
     PROPVARIANT pvSysMode;
     PropVariantInit(&pvSysMode);
     pvSysMode.vt = VT_I4;
     pvSysMode.lVal = mode;
     CHECKHR(propertyStore_->SetValue(MFPKEY_WMAAECMA_SYSTEM_MODE, pvSysMode));
     PropVariantClear(&pvSysMode);
 }
Beispiel #8
0
// 音声データを取得する
std::vector< BYTE > KinectAudio::read()
{
	mediaBuffer_.Clear();

	do{
		// 音声データを取得する
		DWORD dwStatus;
		CHECKHR( mediaObject_->ProcessOutput(0, 1, &outputBufferStruct_, &dwStatus) );
	} while ( outputBufferStruct_.dwStatus & DMO_OUTPUT_DATA_BUFFERF_INCOMPLETE );

	return mediaBuffer_.Clone();
}
void AssetLoaderStartup()
{
    assert(g_assetLoader == nullptr);

    CHECKHR(CoInitialize(NULL));

    delete g_assetLoader;

    g_assetLoader = new AssetLoader;

    DebugOut("AssetLoader initialized.\n");
}
Beispiel #10
0
HRESULT ShaderPass::InitializeCompute(const ComPtr<ID3D11Device>& device, const uint8_t* computeShader, size_t computeShaderNumBytes)
{
    Device = device;
    Device->GetImmediateContext(&Context);

    Type = ShaderPassType::Compute;

    HRESULT hr = Device->CreateComputeShader(computeShader, computeShaderNumBytes, nullptr, &ComputeShader);
    CHECKHR(hr);

    return hr;
}
    void KinectAudioSource::Start()
    {

        DMO_MEDIA_TYPE mt = {0};

        ULONG cbProduced = 0;

        memset( &outputBufferStruct_, 0, sizeof(outputBufferStruct_) );
        outputBufferStruct_.pBuffer = &mediaBuffer_;

        // Set DMO output format
        CHECKHR( MoInitMediaType(&mt, sizeof(WAVEFORMATEX)) );

        mt.majortype = MEDIATYPE_Audio;
        mt.subtype = MEDIASUBTYPE_PCM;
        mt.lSampleSize = 0;
        mt.bFixedSizeSamples = TRUE;
        mt.bTemporalCompression = FALSE;
        mt.formattype = FORMAT_WaveFormatEx;
        memcpy(mt.pbFormat, &GetWaveFormat(), sizeof(WAVEFORMATEX));
    
        CHECKHR( mediaObject_->SetOutputType(0, &mt, 0) );
        MoFreeMediaType(&mt);

        // Allocate streaming resources. This step is optional. If it is not called here, it
        // will be called when first time ProcessInput() is called. However, if you want to 
        // get the actual frame size being used, it should be called explicitly here.
        CHECKHR( mediaObject_->AllocateStreamingResources() );
    
        // Get actually frame size being used in the DMO. (optional, do as you need)
        int iFrameSize;
        PROPVARIANT pvFrameSize;
        PropVariantInit(&pvFrameSize);
        CHECKHR(propertyStore_->GetValue(MFPKEY_WMAAECMA_FEATR_FRAME_SIZE, &pvFrameSize));
        iFrameSize = pvFrameSize.lVal;
        PropVariantClear(&pvFrameSize);

        // allocate output buffer
        mediaBuffer_.SetBufferLength( GetWaveFormat().nSamplesPerSec * GetWaveFormat().nBlockAlign );
    }
Beispiel #12
0
HRESULT RTFformatting::WriteRedlineML(CComPtr<IXmlWriter>& xmlWriter,XmlWriteContext& context) const
{
	if (GetParfmt() && GetParfmt()->get_bImplicit())
		return S_OK;

	CHECKHR(xmlWriter->WriteStartElement(NULL, L"paraMarker", NULL));
	if (IsListItem())
	{
		CWideString wsText;
		wsText = GetListNumberText();
		ASSERT(wsText.GetLength() != 0);
		CHECKHR(xmlWriter->WriteAttributeString(NULL, L"listNumber", NULL, wsText.GetData()));

		if (context.IsInsertedListItem())
		{
			CHECKHR(xmlWriter->WriteAttributeString(NULL, L"isInserted", NULL, L"true"));
		}
	}
	return xmlWriter->WriteEndElement();


}
Beispiel #13
0
HRESULT GraphicsDevice::CreateConstantBuffer(const void* data, uint32_t dataSizeInBytes, std::shared_ptr<ConstantBuffer>* constantBuffer)
{
    if (!constantBuffer)
    {
        assert(false);
        return E_POINTER;
    }

    *constantBuffer = std::make_shared<ConstantBuffer>();
    HRESULT hr = (*constantBuffer)->Initialize(Device, data, dataSizeInBytes);
    CHECKHR(hr);

    return hr;
}
Beispiel #14
0
HRESULT GraphicsDevice::CreateVertexBuffer(VertexFormat format, const void* data, uint32_t dataSizeInBytes, std::shared_ptr<VertexBuffer>* vertexBuffer)
{
    if (!vertexBuffer)
    {
        assert(false);
        return E_POINTER;
    }

    *vertexBuffer = std::make_shared<VertexBuffer>();
    HRESULT hr = (*vertexBuffer)->Initialize(Device, format, data, dataSizeInBytes);
    CHECKHR(hr);

    return hr;
}
Beispiel #15
0
HRESULT GraphicsDevice::CreateTexture2D(const D3D11_TEXTURE2D_DESC& desc, DXGI_FORMAT rtvFormat, DXGI_FORMAT srvFormat, DXGI_FORMAT dsvFormat, std::shared_ptr<Texture2D>* texture)
{
    if (!texture)
    {
        assert(false);
        return E_POINTER;
    }

    *texture = std::make_shared<Texture2D>();
    HRESULT hr = (*texture)->Initialize(Device, desc, rtvFormat, srvFormat, dsvFormat);
    CHECKHR(hr);

    return hr;
}
Beispiel #16
0
HRESULT GraphicsDevice::CreateTexture2D(const ComPtr<ID3D11Texture2D>& existing, std::shared_ptr<Texture2D>* texture)
{
    if (!texture)
    {
        assert(false);
        return E_POINTER;
    }

    *texture = std::make_shared<Texture2D>();
    HRESULT hr = (*texture)->WrapExisting(existing);
    CHECKHR(hr);

    return hr;
}
Beispiel #17
0
HRESULT GraphicsDevice::CreateShaderPassCompute(const uint8_t* computeShader, size_t computeShaderNumBytes, std::shared_ptr<ShaderPass>* shaderPass)
{
    if (!shaderPass)
    {
        assert(false);
        return E_POINTER;
    }

    *shaderPass = std::make_shared<ShaderPass>();
    HRESULT hr = (*shaderPass)->InitializeCompute(Device, computeShader, computeShaderNumBytes);
    CHECKHR(hr);

    return hr;
}
Beispiel #18
0
HRESULT GraphicsDevice::CreateTexture2D(const D3D11_TEXTURE2D_DESC& desc, const void* initData, std::shared_ptr<Texture2D>* texture)
{
    if (!texture)
    {
        assert(false);
        return E_POINTER;
    }

    *texture = std::make_shared<Texture2D>();
    HRESULT hr = (*texture)->Initialize(Device, desc, desc.Format, desc.Format, desc.Format, initData);
    CHECKHR(hr);

    return hr;
}
    ///////////////////////////////////////////////////////////////////////////////
    // GetJackSubtypeForEndpoint
    //
    // Gets the subtype of the jack that the specified endpoint device is plugged
    // into.  E.g. if the endpoint is for an array mic, then we would expect the
    // subtype of the jack to be KSNODETYPE_MICROPHONE_ARRAY
    //
    ///////////////////////////////////////////////////////////////////////////////
    GUID KinectAudioSource::GetJackSubtypeForEndpoint( IMMDevice* pEndpoint )
    {
        if ( pEndpoint == 0 ) {
            throw std::invalid_argument( "生成されていないインスタンスが渡されました" );
        }
   
        CComPtr<IDeviceTopology>    spEndpointTopology;
        CComPtr<IConnector>         spPlug;
        CComPtr<IConnector>         spJack;
        CComPtr<IPart>              spJackAsPart;

        // Get the Device Topology interface
        CHECKHR( pEndpoint->Activate(__uuidof(IDeviceTopology), CLSCTX_INPROC_SERVER, 
                                NULL, (void**)&spEndpointTopology) );

        CHECKHR( spEndpointTopology->GetConnector(0, &spPlug) );
        CHECKHR( spPlug->GetConnectedTo( &spJack ) );
        CHECKHR( spJack.QueryInterface( &spJackAsPart ) );

        GUID subtype;
        CHECKHR( spJackAsPart->GetSubType( &subtype ) );

        return subtype;
    }
Beispiel #20
0
std::unique_ptr<uint8_t[]> MixedApp::LoadImageFile(const wchar_t* filename, uint32_t* width, uint32_t* height)
{
    ComPtr<IWICBitmapDecoder> decoder;
    HRESULT hr = WicFactory->CreateDecoderFromFilename(filename, nullptr, GENERIC_READ, WICDecodeMetadataCacheOnDemand, &decoder);
    CHECKHR(hr, L"Failed to create image decoder for file. %s, hr = 0x%08x.", filename, hr);

    ComPtr<IWICBitmapFrameDecode> frame;
    hr = decoder->GetFrame(0, &frame);
    CHECKHR(hr, L"Failed to decode image frame. hr = 0x%08x.", hr);

    ComPtr<IWICFormatConverter> converter;
    hr = WicFactory->CreateFormatConverter(&converter);
    CHECKHR(hr, L"Failed to create image format converter. hr = 0x%08x.", hr);

    hr = converter->Initialize(frame.Get(), GUID_WICPixelFormat32bppRGBA, WICBitmapDitherTypeNone, nullptr, 0, WICBitmapPaletteTypeCustom);
    CHECKHR(hr, L"Failed to initialize image format converter. hr = 0x%08x.", hr);

    frame->GetSize(width, height);
    std::unique_ptr<uint8_t[]> pixels(new uint8_t[(*width) * (*height) * sizeof(uint32_t)]);
    hr = converter->CopyPixels(nullptr, sizeof(uint32_t) * (*width), sizeof(uint32_t) * (*width) * (*height), pixels.get());
    CHECKHR(hr, L"Failed to decode image pixels. hr = 0x%08x.", hr);

    return pixels;
}
    ///////////////////////////////////////////////////////////////////////////
    // GetMicArrayDeviceIndex
    //
    // Obtain device index corresponding to microphone array device.
    //
    // Parameters: piDevice: [out] Index of microphone array device.
    //
    // Return: S_OK if successful
    //         Failure code otherwise (e.g.: if microphone array device is not found).
    //
    ///////////////////////////////////////////////////////////////////////////////
    int KinectAudioSource::GetMicArrayDeviceIndex()
    {
        CComPtr<IMMDeviceEnumerator> spEnumerator;
        CHECKHR( spEnumerator.CoCreateInstance( __uuidof(MMDeviceEnumerator),  NULL, CLSCTX_ALL ) );

        CComPtr<IMMDeviceCollection> spEndpoints;
        CHECKHR( spEnumerator->EnumAudioEndpoints( eCapture, DEVICE_STATE_ACTIVE, &spEndpoints ) );

        UINT dwCount = 0;
        CHECKHR(spEndpoints->GetCount(&dwCount));

        // Iterate over all capture devices until finding one that is a microphone array
        for ( UINT index = 0; index < dwCount; index++) {
            IMMDevice* spDevice;
            CHECKHR( spEndpoints->Item( index, &spDevice ) );
        
            GUID subType = GetJackSubtypeForEndpoint( spDevice );
            if ( subType == KSNODETYPE_MICROPHONE_ARRAY ) {
                return index;
            }
        }

        throw std::runtime_error( "デバイスが見つかりません" );
    }
Beispiel #22
0
// Shader creation
HRESULT GraphicsDevice::CreateShaderPassGraphics(VertexFormat format, const uint8_t* vertexShader, size_t vertexShaderNumBytes,
    const uint8_t* pixelShader, size_t pixelShaderNumBytes, std::shared_ptr<ShaderPass>* shaderPass)
{
    if (!shaderPass)
    {
        assert(false);
        return E_POINTER;
    }

    *shaderPass = std::make_shared<ShaderPass>();
    HRESULT hr = (*shaderPass)->InitializeGraphics(Device, format, vertexShader, vertexShaderNumBytes, pixelShader, pixelShaderNumBytes);
    CHECKHR(hr);

    return hr;
}
Beispiel #23
0
MixedApp::MixedApp(HINSTANCE instance)
    : Window(nullptr)
{
#if HACK_GENERATE_GAUSSIAN_KERNEL // Move this somewhere else!
    float o = 0.9f;     // scale
    float matrix[7]{};  // -3 to 3
    float sum = 0.f;
    for (int i = -3; i <= 3; ++i)
    {
        matrix[i + 3] = exp(-(i * i) / (2 * o * o)) / sqrtf(2 * XM_PI * (o * o));
        sum += matrix[i + 3];
    }

    // Normalize
    for (int i = -3; i <= 3; ++i)
    {
        matrix[i + 3] = matrix[i + 3] / sum;
    }
#endif

    CoInitializeEx(nullptr, COINIT_MULTITHREADED);

    HRESULT hr = CoCreateInstance(CLSID_WICImagingFactory, nullptr, CLSCTX_INPROC_SERVER, IID_PPV_ARGS(&WicFactory));
    CHECKHR(hr, L"Failed to create WIC factory. hr = 0x%08x.", hr);

    InitializeWindow(instance);
    Renderer.reset(new ::Renderer(Window));

    uint32_t width = 0, height = 0;
    std::unique_ptr<uint8_t[]> pixels = LoadImageFile(L"car2.jpg", &width, &height);

    Color = Renderer->CreateColorImage(width, height, (const uint32_t*)pixels.get());
    Lum = Renderer->CreateLuminanceImage(width, height, nullptr);
    Norm = Renderer->CreateNormalsImage(width, height, nullptr);
    Blurred = Renderer->CreateColorImage(width, height, nullptr);
    Edges1 = Renderer->CreateLuminanceImage(width, height, nullptr);
    Edges2 = Renderer->CreateLuminanceImage(width, height, nullptr);

    Renderer->ColorToLum(Color, Lum);
    Renderer->LumToNormals(Lum, Norm);
    Renderer->Gaussian(Color, Blurred);
    Renderer->EdgeDetect(Color, Edges1);
    Renderer->EdgeDetect(Blurred, Edges2);
}
Beispiel #24
0
HRESULT GraphicsDevice::Initialize(const ComPtr<IDXGIFactory2>& factory, const ComPtr<IDXGIAdapter>& adapter, bool createDebug)
{
    Factory = factory;
    Adapter = adapter;

    uint32_t flags = 0;
    if (createDebug)
    {
        flags |= D3D11_CREATE_DEVICE_DEBUG;
    }

    D3D_FEATURE_LEVEL featureLevel = D3D_FEATURE_LEVEL_11_0;

    HRESULT hr = D3D11CreateDevice(Adapter.Get(), Adapter ? D3D_DRIVER_TYPE_UNKNOWN : D3D_DRIVER_TYPE_HARDWARE,
        nullptr, flags, &featureLevel, 1, D3D11_SDK_VERSION, &Device, nullptr, &Context);
    CHECKHR(hr);

    // create common states
    D3D11_SAMPLER_DESC sd{};
    sd.AddressU = sd.AddressV = sd.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
    sd.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
    sd.MaxLOD = D3D11_FLOAT32_MAX;
    hr = Device->CreateSamplerState(&sd, &LinearWrapSampler);
    CHECKHR(hr);

    sd.AddressU = sd.AddressV = sd.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
    sd.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
    hr = Device->CreateSamplerState(&sd, &PointClampSampler);
    CHECKHR(hr);

    sd.AddressU = sd.AddressV = sd.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
    sd.Filter = D3D11_FILTER_ANISOTROPIC;
    sd.MaxAnisotropy = 8;
    hr = Device->CreateSamplerState(&sd, &AnisoWrapSampler);
    CHECKHR(hr);

    D3D11_DEPTH_STENCIL_DESC dsd{};
    dsd.DepthEnable = TRUE;
    dsd.DepthFunc = D3D11_COMPARISON_LESS;
    dsd.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
    hr = Device->CreateDepthStencilState(&dsd, &DepthWriteState);
    CHECKHR(hr);

    dsd.DepthFunc = D3D11_COMPARISON_LESS_EQUAL;
    dsd.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ZERO;
    hr = Device->CreateDepthStencilState(&dsd, &DepthReadState);
    CHECKHR(hr);

    return hr;
}
HRESULT ForwardPlusRenderer::RenderFrame(const RenderTarget& renderTarget, const RenderView& view)
{
    HRESULT hr = S_OK;

    if (RTWidth != renderTarget.Texture->GetDesc().Width ||
        RTHeight != renderTarget.Texture->GetDesc().Height)
    {
        hr = RecreateSurfaces(renderTarget.Texture->GetDesc().Width, renderTarget.Texture->GetDesc().Height, MsaaEnabled ? 4 : 1);
        CHECKHR(hr);
    }

    // Scene traversal once, used for multiple passes
    Scene->GetVisibleVisuals(view, &Visuals);
    Scene->GetVisibleLights(view, &Lights);

    RenderZPrePass(view);
    CullLights(view);
    RenderFinal(view, renderTarget);

    return S_OK;
}
Beispiel #26
0
static void AppInit(int width, int height, const char* title)
{
    CHECKHR(SetProcessDpiAwareness(PROCESS_PER_MONITOR_DPI_AWARE));

    WNDCLASSEXW wc = {};
    wc.cbSize = sizeof(wc);
    wc.lpfnWndProc = WndProc;
    wc.hInstance = GetModuleHandleW(NULL);
    wc.hCursor = LoadCursorW(NULL, IDC_ARROW);
    wc.lpszClassName = L"WindowClass";
    CHECKWIN32(RegisterClassExW(&wc));

    DWORD dwStyle = WS_OVERLAPPEDWINDOW;
    DWORD dwExStyle = 0;
    RECT wr = { 0, 0, width, height };
    CHECKWIN32(AdjustWindowRectEx(&wr, dwStyle, FALSE, dwExStyle));

    std::wstring wtitle = WideFromMultiByte(title);

    HWND hWnd = CreateWindowExW(
        dwExStyle, L"WindowClass", wtitle.c_str(), dwStyle,
        CW_USEDEFAULT, CW_USEDEFAULT,
        wr.right - wr.left, wr.bottom - wr.top,
        NULL, NULL, GetModuleHandleW(NULL), NULL);
    CHECKWIN32(hWnd != NULL);

    RendererInit(hWnd);

    RECT cr;
    CHECKWIN32(GetClientRect(hWnd, &cr));
    RendererResize(
        cr.right - cr.left, cr.bottom - cr.top,
        cr.right - cr.left, cr.bottom - cr.top);

    ShowWindow(hWnd, SW_SHOWDEFAULT);

    g_App.hWnd = hWnd;
    g_App.bShouldClose = false;
}
Beispiel #27
0
HRESULT IndexBuffer::Initialize(const ComPtr<ID3D11Device>& device, const void* data, uint32_t dataBytes)
{
    IB = nullptr;

    D3D11_BUFFER_DESC desc{};
    desc.BindFlags = D3D11_BIND_INDEX_BUFFER;
    desc.ByteWidth = dataBytes;
    desc.StructureByteStride = sizeof(uint32_t);
    desc.Usage = D3D11_USAGE_DEFAULT;

    assert(desc.ByteWidth % desc.StructureByteStride == 0);

    D3D11_SUBRESOURCE_DATA init{};
    init.pSysMem = data;
    init.SysMemPitch = desc.ByteWidth;

    HRESULT hr = device->CreateBuffer(&desc, &init, &IB);
    CHECKHR(hr);

    BaseIndex = 0;
    IndexCount = desc.ByteWidth / desc.StructureByteStride;

    return hr;
}
Beispiel #28
0
HRESULT R3DResource::MakeResident()
{
    ComPtr<ID3D12Device> device;
    resource->GetDevice(&device);
    CHECKHR(device->MakeResident(1, resource.GetAddressOf()));
}
_Use_decl_annotations_
StaticLevelData::StaticLevelData(const ComPtr<ID3D11DeviceContext>& context, const StaticGeometryVertex* vertices, uint32_t numVertices,
                                 const uint32_t* indices, uint32_t numIndices, std::unique_ptr<MaterialSource[]>& materials, uint32_t numMaterials,
                                 size_t textureBudgetBytes) :
    _context(context), _numMaterials(numMaterials), _numVisibleIndices(0), _numIndices(numIndices), _numVisibleMaterials(0), _numResident(0)
{
    //_spatial.reset(BspCompiler::CreateFromTriangles(vertices, numVertices, indices, numIndices));
    _spatial.reset(BIH::CreateFromTriangles(vertices, numVertices, indices, numIndices));
    //_spatial.reset(KdTreeCompiler2::CreateFromTriangles(vertices, numVertices, indices, numIndices));
    //{
    //    std::unique_ptr<KdTreeCompiler> kdTree(KdTreeCompiler::CreateFromTriangles(vertices, numVertices, indices, numIndices));
    //}

    ComPtr<ID3D11Device> device;
    context->GetDevice(&device);

    D3D11_BUFFER_DESC bd = {};
    bd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
    bd.StructureByteStride = sizeof(StaticGeometryVertex);
    bd.ByteWidth = bd.StructureByteStride * numVertices;
    bd.Usage = D3D11_USAGE_DEFAULT;

    D3D11_SUBRESOURCE_DATA init = {};
    init.pSysMem = vertices;
    init.SysMemPitch = bd.ByteWidth;

    CHECKHR(device->CreateBuffer(&bd, &init, &_vertices));

    bd.BindFlags = D3D11_BIND_INDEX_BUFFER;
    bd.StructureByteStride = sizeof(uint32_t);
    bd.ByteWidth = bd.StructureByteStride * numIndices;

    init.pSysMem = indices;
    init.SysMemPitch = bd.ByteWidth;

    CHECKHR(device->CreateBuffer(&bd, &init, &_indices));

    _visibleIndices.reset(new uint32_t[numIndices]);
    _visibleMaterials.reset(new uint32_t[numIndices]);

    //
    // Determine size of texture array and texture resolution based on number of textures we
    // need to handle, and the texture budget we've been given. Equation formulated offline, and
    // is based on caching mip level 2-n for all textures, and then keeping a smaller number
    // of resident full textures, including mips 0 & 1.
    //
    // 3/4 * (budget / mip0Size) - 3/48 * totalTextures = textureArraySize
    //
    // We start by trying with the largest mip size we support (1024x1024), and compute textureArraySize.
    // If this value is enough, then we stop. Otherwise, we move down to the next mip resolution as our target
    // and recompute. We continue iterating until we find one that allows us to hold enough concurrent textures
    // resident at the current budget. That mip level is our top texture resolution for the level.
    //

    // Assuming DXGI_FORMAT_R8G8B8A8_UNORM for now. If we decide to move to another format, we need to adjust
    uint32_t numTextures = numMaterials * 2 + 1; // diffuse & normals, plus 1 for error texture
    uint32_t bytesPerPixel = 4;
    uint32_t size = 1024;
    uint32_t mip0Size = size * size * bytesPerPixel;
    static const float c1 = 3.0f / 48.0f;
    _textureArraySize = (uint32_t)(0.75f * (textureBudgetBytes / (size_t)mip0Size) - c1 * numTextures);

    uint32_t minTextureArraySize = 32;
    uint32_t initialMip = 0;

    while (_textureArraySize < minTextureArraySize && size > 16)
    {
        size /= 2;
        mip0Size = size * size * bytesPerPixel;
        _textureArraySize = (uint32_t)(0.75f * (textureBudgetBytes / (size_t)mip0Size) - c1 * numTextures);
        ++initialMip;
    }

    if (size == 16)
    {
        Error("Could not satisfy the number of textures required with the budget provided.");
    }

    D3D11_TEXTURE2D_DESC td = {};
    td.BindFlags = D3D11_BIND_SHADER_RESOURCE;
    td.ArraySize = 1;
    td.Format = DXGI_FORMAT_R32G32_UINT;
    td.Width = numMaterials;
    td.Height = 1;
    td.MipLevels = 1;
    td.SampleDesc.Count = 1;
    td.Usage = D3D11_USAGE_DYNAMIC;
    td.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;

    ComPtr<ID3D11Texture2D> texture;
    CHECKHR(device->CreateTexture2D(&td, nullptr, &texture));
    CHECKHR(device->CreateShaderResourceView(texture.Get(), nullptr, &_materialMap));

    td.ArraySize = _textureArraySize;
    td.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
    td.Height = size;
    td.Width = size;
    td.MipLevels = 0;
    td.Usage = D3D11_USAGE_DEFAULT;
    td.CPUAccessFlags = 0;

    CHECKHR(device->CreateTexture2D(&td, nullptr, &texture));
    CHECKHR(device->CreateShaderResourceView(texture.Get(), nullptr, &_textureArray));

    _mapEntries.reset(new MaterialMapEntry[numMaterials]);
    ZeroMemory(_mapEntries.get(), numMaterials * sizeof(MaterialMapEntry));

    _residency.reset(new MaterialResidency[numMaterials]);
    ZeroMemory(_residency.get(), numMaterials * sizeof(MaterialResidency));

    bd.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
    bd.StructureByteStride = sizeof(PerFrame);
    bd.ByteWidth = bd.StructureByteStride;

    CHECKHR(device->CreateBuffer(&bd, nullptr, &_perFrameCB));

    D3D11_INPUT_ELEMENT_DESC elems[4] = {};

    elems[0].Format = DXGI_FORMAT_R32G32B32_FLOAT;
    elems[0].SemanticName = "POSITION";
    elems[0].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;

    elems[1].AlignedByteOffset = sizeof(XMFLOAT3);
    elems[1].Format = DXGI_FORMAT_R32G32B32_FLOAT;
    elems[1].SemanticName = "NORMAL";
    elems[1].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;

    elems[2].AlignedByteOffset = 2 * sizeof(XMFLOAT3);
    elems[2].Format = DXGI_FORMAT_R32G32_FLOAT;
    elems[2].SemanticName = "TEXCOORD";
    elems[2].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;

    elems[3].AlignedByteOffset = 2 * sizeof(XMFLOAT3) + sizeof(XMFLOAT2);
    elems[3].Format = DXGI_FORMAT_R32_UINT;
    elems[3].SemanticName = "TEXCOORD";
    elems[3].SemanticIndex = 1;
    elems[3].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;

    size_t length;
    auto buffer = ReadFile("staticlevel_vs.cso", &length);

    CHECKHR(device->CreateVertexShader(buffer.get(), length, nullptr, &_vertexShader));
    CHECKHR(device->CreateInputLayout(elems, _countof(elems), buffer.get(), length, &_inputLayout));

    buffer = ReadFile("staticlevel_ps.cso", &length);

    CHECKHR(device->CreatePixelShader(buffer.get(), length, nullptr, &_pixelShader));

    _textureStreamer.reset(new TextureStreamer(materials, numMaterials, texture, initialMip));
}
void StaticLevelData::Draw(const XMFLOAT4X4& cameraWorld, const XMFLOAT4X4& view, const XMFLOAT4X4& projection)
{
    {
        auto lock = GetGraphics().LockContext();

        //
        // Prepare for rendering the level
        //

        static const uint32_t stride = sizeof(StaticGeometryVertex);
        static const uint32_t offset = 0;

        _context->IASetVertexBuffers(0, 1, _vertices.GetAddressOf(), &stride, &offset);
        _context->IASetIndexBuffer(_indices.Get(), DXGI_FORMAT_R32_UINT, 0);
        _context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
        _context->IASetInputLayout(_inputLayout.Get());
        _context->VSSetShader(_vertexShader.Get(), nullptr, 0);
        _context->PSSetShader(_pixelShader.Get(), nullptr, 0);

        _context->VSSetConstantBuffers(0, 1, _perFrameCB.GetAddressOf());
        _context->VSSetShaderResources(0, 1, _materialMap.GetAddressOf());

        _context->PSSetShaderResources(0, 1, _textureArray.GetAddressOf());
        _context->PSSetSamplers(0, 1, GetGraphics().GetLinearWrapSampler().GetAddressOf());
    }

    //
    // Gather the visible indices
    //

    //UNREFERENCED_PARAMETER(cameraWorld);
    _spatial->BuildVisibleIndexList(XMLoadFloat4x4(&cameraWorld), XMLoadFloat4x4(&projection), _visibleIndices.get(), _numIndices, &_numVisibleIndices, _visibleMaterials.get(), _numMaterials, &_numVisibleMaterials);

    //
    // Ensure materials are paged in and update the IB
    //

    {
        auto lock = GetGraphics().LockContext();

        uint32_t* materialId = _visibleMaterials.get();
        for (uint32_t i = 0; i < _numVisibleMaterials; ++i, ++materialId)
        {
            EnsureMaterial(*materialId);
        }

        ComPtr<ID3D11Resource> resource;
        _materialMap->GetResource(&resource);

        D3D11_MAPPED_SUBRESOURCE mapped;
        CHECKHR(_context->Map(resource.Get(), 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped));
        memcpy_s(mapped.pData, mapped.RowPitch, _mapEntries.get(), sizeof(MaterialMapEntry) * _numMaterials);
        _context->Unmap(resource.Get(), 0);

        _perFrame.View = view;
        _perFrame.Projection = projection;
        _context->UpdateSubresource(_perFrameCB.Get(), 0, nullptr, &_perFrame, sizeof(_perFrame), 0);

        D3D11_BOX box = {};
        box.right = _numVisibleIndices * sizeof(uint32_t);
        box.bottom = 1;
        box.back = 1;

        _context->UpdateSubresource(_indices.Get(), 0, &box, _visibleIndices.get(), box.right, box.right);

        _context->DrawIndexed(_numVisibleIndices, 0, 0);
    }
}