void BaseShader::PreRender(void)
{
	ID3D11DeviceContext* deviceContext = Application::GetInstance().GetGraphicsDevice()->GetDXSystem()->GetDeviceContext();
	HRESULT result;
	D3D11_MAPPED_SUBRESOURCE mappedResource;
	D3DXMATRIX world;
	D3DXMATRIX proj;
	D3DXMATRIX view;
	unsigned int pixelBufferNum = 0;
	unsigned int vertexBufferNum = 0;

	Application::GetInstance().GetGraphicsDevice()->GetDXSystem()->GetWorldMatrix(world);
	Application::GetInstance().GetGraphicsDevice()->GetDXSystem()->GetProjectionMatrix(proj);
	Application::GetInstance().GetGraphicsDevice()->m_debugCamera->GetViewMatrix(view);

	D3DXMatrixTranspose(&world, &world);
	D3DXMatrixTranspose(&view, &view);
	D3DXMatrixTranspose(&proj, &proj);

	for (auto it = m_buffers.begin(); it != m_buffers.end(); it++)
	{
		eBufferType buffType = (*it).first;

		if (buffType > eBufferType_Vertex && buffType < eBufferType_Pixel)
		{
			result = deviceContext->Map((*it).second, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
			if (FAILED(result))
			{
				LogManager::GetInstance().Error("Shader::Render-> could not lock a buffer");
				return;
			}

			//Specific
			switch (buffType)
			{
			case eBufferType_Vertex_Matrix:
			{
				MatrixBufferType* dataPtr = (MatrixBufferType*)mappedResource.pData;
				dataPtr->world = world;
				dataPtr->projection = proj;
				dataPtr->view = view;
			}
				break;
			case eBufferType_Vertex_Camera:
			{
				CameraBufferType* dataPtr = (CameraBufferType*)mappedResource.pData;
				dataPtr->cameraPosition = Application::GetInstance().GetGraphicsDevice()->m_debugCamera->GetPosition();
				dataPtr->padding = 0.0f;
			}
				break;
			case eBufferType_Vertex_Light:
			{
				LightBufferType* dataPtr = (LightBufferType*)mappedResource.pData;
				dataPtr->ambientColour = D3DXVECTOR4(0.15f, 0.15f, 0.15f, 1.0f);
				dataPtr->diffuseColour = D3DXVECTOR4(1.0f, 1.0f, 1.0f, 1.0f);
				dataPtr->specularColour = D3DXVECTOR4(1.0f, 1.0f, 1.0f, 1.0f);
				dataPtr->direction = D3DXVECTOR3(0.0f, -1.0f, 0.0f);
				dataPtr->specularPower = 1024.0f;
			}
				break;
			default:
				assert(false && "It's pretty impossible to get here, re-evaluate your life");
				break;
			}

			deviceContext->Unmap((*it).second, 0);
			deviceContext->VSSetConstantBuffers(vertexBufferNum, 1, &(*it).second);
			vertexBufferNum++;
		}
		else if (buffType > eBufferType_Pixel)
		{
			result = deviceContext->Map((*it).second, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
			if (FAILED(result))
			{
				LogManager::GetInstance().Error("Shader::Render-> could not lock a buffer");
				return;
			}

			//Specific
			switch (buffType)
			{
			case eBufferType_Pixel_Matrix:
			{
				MatrixBufferType* dataPtr = (MatrixBufferType*)mappedResource.pData;
				dataPtr->world = world;
				dataPtr->projection = proj;
				dataPtr->view = view;
			}
				break;
			case eBufferType_Pixel_Camera:
			{
				CameraBufferType* dataPtr = (CameraBufferType*)mappedResource.pData;
				dataPtr->cameraPosition = Application::GetInstance().GetGraphicsDevice()->m_debugCamera->GetPosition();
				dataPtr->padding = 0.0f;
			}
				break;
			case eBufferType_Pixel_Light:
			{
				LightBufferType* dataPtr = (LightBufferType*)mappedResource.pData;
				dataPtr->ambientColour = D3DXVECTOR4(0.15f, 0.15f, 0.15f, 1.0f);
				dataPtr->diffuseColour = D3DXVECTOR4(1.0f, 1.0f, 1.0f, 1.0f);
				dataPtr->specularColour = D3DXVECTOR4(1.0f, 1.0f, 1.0f, 1.0f);
				dataPtr->direction = D3DXVECTOR3(0.0f, -1.0f, 0.0f);
				dataPtr->specularPower = 1024.0f;
			}
				break;
			default:
				assert(false && "It's pretty impossible to get here, re-evaluate your life");
				break;
			}

			deviceContext->Unmap((*it).second, 0);
			deviceContext->PSSetConstantBuffers(pixelBufferNum, 1, &(*it).second);
			pixelBufferNum++;
		}
		else
		{
			assert(false && "You dun goofed");
		}
	}

	std::vector<ID3D11ShaderResourceView> texturesToSend;
	for (auto it = m_textures.begin(); it != m_textures.end(); it++)
	{
		if (m_supportedTextures.count((*it).first) > 0)
		{
			ID3D11ShaderResourceView* temp = (*it).second->GetTexture();
			deviceContext->PSSetShaderResources((*it).first, 1, &temp);
		}
	}

	deviceContext->IASetInputLayout(m_layout);
	deviceContext->VSSetShader(m_vertexShader, nullptr, 0);
	deviceContext->PSSetShader(m_pixelShader, nullptr, 0);
	deviceContext->PSSetSamplers(0, 1, &m_sampleState);
}
Beispiel #2
0
void Clear11::clearFramebuffer(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer)
{
    // First determine if a scissored clear is needed, this will always require drawing a quad.
    //
    // Otherwise, iterate over the color buffers which require clearing and determine if they can be
    // cleared with ID3D11DeviceContext::ClearRenderTargetView... This requires:
    // 1) The render target is being cleared to a float value (will be cast to integer when clearing integer
    //    render targets as expected but does not work the other way around)
    // 2) The format of the render target has no color channels that are currently masked out.
    // Clear the easy-to-clear buffers on the spot and accumulate the ones that require special work.
    //
    // Also determine if the depth stencil can be cleared with ID3D11DeviceContext::ClearDepthStencilView
    // by checking if the stencil write mask covers the entire stencil.
    //
    // To clear the remaining buffers, quads must be drawn containing an int, uint or float vertex color
    // attribute.

    gl::Extents framebufferSize;
    if (frameBuffer->getFirstColorbuffer() != NULL)
    {
        gl::Renderbuffer *renderBuffer = frameBuffer->getFirstColorbuffer();
        framebufferSize.width = renderBuffer->getWidth();
        framebufferSize.height = renderBuffer->getHeight();
        framebufferSize.depth = 1;
    }
    else if (frameBuffer->getDepthOrStencilbuffer() != NULL)
    {
        gl::Renderbuffer *renderBuffer = frameBuffer->getDepthOrStencilbuffer();
        framebufferSize.width = renderBuffer->getWidth();
        framebufferSize.height = renderBuffer->getHeight();
        framebufferSize.depth = 1;
    }
    else
    {
        UNREACHABLE();
        return;
    }

    if (clearParams.scissorEnabled && (clearParams.scissor.x >= framebufferSize.width || 
                                       clearParams.scissor.y >= framebufferSize.height ||
                                       clearParams.scissor.x + clearParams.scissor.width <= 0 ||
                                       clearParams.scissor.y + clearParams.scissor.height <= 0))
    {
        // Scissor is enabled and the scissor rectangle is outside the renderbuffer
        return;
    }

    bool needScissoredClear = clearParams.scissorEnabled && (clearParams.scissor.x > 0 || clearParams.scissor.y > 0 ||
                                                             clearParams.scissor.x + clearParams.scissor.width < framebufferSize.width ||
                                                             clearParams.scissor.y + clearParams.scissor.height < framebufferSize.height);

    GLuint clientVersion = mRenderer->getCurrentClientVersion();

    std::vector<RenderTarget11*> maskedClearRenderTargets;
    RenderTarget11* maskedClearDepthStencil = NULL;

    ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext();

    for (unsigned int colorAttachment = 0; colorAttachment < gl::IMPLEMENTATION_MAX_DRAW_BUFFERS; colorAttachment++)
    {
        if (clearParams.clearColor[colorAttachment] && frameBuffer->isEnabledColorAttachment(colorAttachment))
        {
            gl::Renderbuffer *renderbuffer = frameBuffer->getColorbuffer(colorAttachment);
            if (renderbuffer)
            {
                RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbuffer->getRenderTarget());
                if (!renderTarget)
                {
                    ERR("Render target pointer unexpectedly null.");
                    return;
                }

                GLenum internalFormat = renderbuffer->getInternalFormat();
                GLenum actualFormat = renderbuffer->getActualFormat();
                GLenum componentType = gl::GetComponentType(internalFormat, clientVersion);
                if (clearParams.colorClearType == GL_FLOAT &&
                    !(componentType == GL_FLOAT || componentType == GL_UNSIGNED_NORMALIZED || componentType == GL_SIGNED_NORMALIZED))
                {
                    ERR("It is undefined behaviour to clear a render buffer which is not normalized fixed point or floating-"
                        "point to floating point values (color attachment %u has internal format 0x%X).", colorAttachment, internalFormat);
                }

                GLuint internalRedBits = gl::GetRedBits(internalFormat, clientVersion);
                GLuint internalGreenBits = gl::GetGreenBits(internalFormat, clientVersion);
                GLuint internalBlueBits = gl::GetBlueBits(internalFormat, clientVersion);
                GLuint internalAlphaBits = gl::GetAlphaBits(internalFormat, clientVersion);

                if ((internalRedBits   == 0 || !clearParams.colorMaskRed) &&
                    (internalGreenBits == 0 || !clearParams.colorMaskGreen) &&
                    (internalBlueBits  == 0 || !clearParams.colorMaskBlue) &&
                    (internalAlphaBits == 0 || !clearParams.colorMaskAlpha))
                {
                    // Every channel either does not exist in the render target or is masked out
                    continue;
                }
                else if (needScissoredClear || clearParams.colorClearType != GL_FLOAT ||
                         (internalRedBits   > 0 && !clearParams.colorMaskRed)   ||
                         (internalGreenBits > 0 && !clearParams.colorMaskGreen) ||
                         (internalBlueBits  > 0 && !clearParams.colorMaskBlue)  ||
                         (internalAlphaBits > 0 && !clearParams.colorMaskAlpha))
                {
                    // A scissored or masked clear is required
                    maskedClearRenderTargets.push_back(renderTarget);
                }
                else
                {
                    // ID3D11DeviceContext::ClearRenderTargetView is possible

                    ID3D11RenderTargetView *framebufferRTV = renderTarget->getRenderTargetView();
                    if (!framebufferRTV)
                    {
                        ERR("Render target view pointer unexpectedly null.");
                        return;
                    }

                    // Check if the actual format has a channel that the internal format does not and set them to the
                    // default values
                    GLuint actualRedBits   = gl::GetRedBits(actualFormat, clientVersion);
                    GLuint actualGreenBits = gl::GetGreenBits(actualFormat, clientVersion);
                    GLuint actualBlueBits  = gl::GetBlueBits(actualFormat, clientVersion);
                    GLuint actualAlphaBits = gl::GetAlphaBits(actualFormat, clientVersion);

                    const float clearValues[4] =
                    {
                        ((internalRedBits   == 0 && actualRedBits   > 0) ? 0.0f : clearParams.colorFClearValue.red),
                        ((internalGreenBits == 0 && actualGreenBits > 0) ? 0.0f : clearParams.colorFClearValue.green),
                        ((internalBlueBits  == 0 && actualBlueBits  > 0) ? 0.0f : clearParams.colorFClearValue.blue),
                        ((internalAlphaBits == 0 && actualAlphaBits > 0) ? 1.0f : clearParams.colorFClearValue.alpha),
                    };

                    deviceContext->ClearRenderTargetView(framebufferRTV, clearValues);
                }
            }
        }
    }

    if (clearParams.clearDepth || clearParams.clearStencil)
    {
        gl::Renderbuffer *renderbuffer = frameBuffer->getDepthOrStencilbuffer();
        if (renderbuffer)
        {
            RenderTarget11 *renderTarget = RenderTarget11::makeRenderTarget11(renderbuffer->getDepthStencil());
            if (!renderTarget)
            {
                ERR("Depth stencil render target pointer unexpectedly null.");
                return;
            }

            GLenum actualFormat = renderbuffer->getActualFormat();

            unsigned int stencilUnmasked = frameBuffer->hasStencil() ? (1 << gl::GetStencilBits(actualFormat, clientVersion)) - 1 : 0;
            bool needMaskedStencilClear = clearParams.clearStencil && (clearParams.stencilWriteMask & stencilUnmasked) != stencilUnmasked;

            if (needScissoredClear || needMaskedStencilClear)
            {
                maskedClearDepthStencil = renderTarget;
            }
            else
            {
                ID3D11DepthStencilView *framebufferDSV = renderTarget->getDepthStencilView();
                if (!framebufferDSV)
                {
                    ERR("Depth stencil view pointer unexpectedly null.");
                    return;
                }

                UINT clearFlags = (clearParams.clearDepth   ? D3D11_CLEAR_DEPTH   : 0) |
                                  (clearParams.clearStencil ? D3D11_CLEAR_STENCIL : 0);
                FLOAT depthClear = gl::clamp01(clearParams.depthClearValue);
                UINT8 stencilClear = clearParams.stencilClearValue & 0xFF;

                deviceContext->ClearDepthStencilView(framebufferDSV, clearFlags, depthClear, stencilClear);
            }
        }
    }

    if (maskedClearRenderTargets.size() > 0 || maskedClearDepthStencil)
    {
        // To clear the render targets and depth stencil in one pass:
        //
        // Render a quad clipped to the scissor rectangle which draws the clear color and a blend
        // state that will perform the required color masking.
        //
        // The quad's depth is equal to the depth clear value with a depth stencil state that
        // will enable or disable depth test/writes if the depth buffer should be cleared or not.
        //
        // The rasterizer state's stencil is set to always pass or fail based on if the stencil
        // should be cleared or not with a stencil write mask of the stencil clear value.
        //
        // ======================================================================================
        //
        // Luckily, the gl spec (ES 3.0.2 pg 183) states that the results of clearing a render-
        // buffer that is not normalized fixed point or floating point with floating point values
        // are undefined so we can just write floats to them and D3D11 will bit cast them to
        // integers.
        //
        // Also, we don't have to worry about attempting to clear a normalized fixed/floating point
        // buffer with integer values because there is no gl API call which would allow it,
        // glClearBuffer* calls only clear a single renderbuffer at a time which is verified to
        // be a compatible clear type.

        // Bind all the render targets which need clearing
        ASSERT(maskedClearRenderTargets.size() <= mRenderer->getMaxRenderTargets());
        std::vector<ID3D11RenderTargetView*> rtvs(maskedClearRenderTargets.size());
        for (unsigned int i = 0; i < maskedClearRenderTargets.size(); i++)
        {
            ID3D11RenderTargetView *renderTarget = maskedClearRenderTargets[i]->getRenderTargetView();
            if (!renderTarget)
            {
                ERR("Render target pointer unexpectedly null.");
                return;
            }

            rtvs[i] = renderTarget;
        }
        ID3D11DepthStencilView *dsv = maskedClearDepthStencil ? maskedClearDepthStencil->getDepthStencilView() : NULL;

        ID3D11BlendState *blendState = getBlendState(clearParams, maskedClearRenderTargets);
        const FLOAT blendFactors[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
        const UINT sampleMask = 0xFFFFFFFF;

        ID3D11DepthStencilState *dsState = getDepthStencilState(clearParams);
        const UINT stencilClear = clearParams.stencilClearValue & 0xFF;

        // Set the vertices
        UINT vertexStride = 0;
        const UINT startIdx = 0;
        const ClearShader* shader = NULL;
        D3D11_MAPPED_SUBRESOURCE mappedResource;
        HRESULT result = deviceContext->Map(mVertexBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
        if (FAILED(result))
        {
            ERR("Failed to map masked clear vertex buffer, HRESULT: 0x%X.", result);
            return;
        }

        const gl::Rectangle *scissorPtr = clearParams.scissorEnabled ? &clearParams.scissor : NULL;
        switch (clearParams.colorClearType)
        {
          case GL_FLOAT:
            ApplyVertices(framebufferSize, scissorPtr, clearParams.colorFClearValue, clearParams.depthClearValue, mappedResource.pData);
            vertexStride = sizeof(d3d11::PositionDepthColorVertex<float>);
            shader = &mFloatClearShader;
            break;

          case GL_UNSIGNED_INT:
            ApplyVertices(framebufferSize, scissorPtr, clearParams.colorUIClearValue, clearParams.depthClearValue, mappedResource.pData);
            vertexStride = sizeof(d3d11::PositionDepthColorVertex<unsigned int>);
            shader = &mUintClearShader;
            break;

          case GL_INT:
            ApplyVertices(framebufferSize, scissorPtr, clearParams.colorIClearValue, clearParams.depthClearValue, mappedResource.pData);
            vertexStride = sizeof(d3d11::PositionDepthColorVertex<int>);
            shader = &mIntClearShader;
            break;

          default:
            UNREACHABLE();
            break;
        }

        deviceContext->Unmap(mVertexBuffer, 0);

        // Set the viewport to be the same size as the framebuffer
        D3D11_VIEWPORT viewport;
        viewport.TopLeftX = 0;
        viewport.TopLeftY = 0;
        viewport.Width = framebufferSize.width;
        viewport.Height = framebufferSize.height;
        viewport.MinDepth = 0;
        viewport.MaxDepth = 1;
        deviceContext->RSSetViewports(1, &viewport);

        // Apply state
        deviceContext->OMSetBlendState(blendState, blendFactors, sampleMask);
        deviceContext->OMSetDepthStencilState(dsState, stencilClear);
        deviceContext->RSSetState(mRasterizerState);

        // Apply shaders
        deviceContext->IASetInputLayout(shader->inputLayout);
        deviceContext->VSSetShader(shader->vertexShader, NULL, 0);
        deviceContext->PSSetShader(shader->pixelShader, NULL, 0);
        deviceContext->GSSetShader(NULL, NULL, 0);

        // Apply vertex buffer
        deviceContext->IASetVertexBuffers(0, 1, &mVertexBuffer, &vertexStride, &startIdx);
        deviceContext->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);

        // Apply render targets
        deviceContext->OMSetRenderTargets(rtvs.size(), (rtvs.empty() ? NULL : &rtvs[0]), dsv);

        // Draw the clear quad
        deviceContext->Draw(4, 0);

        // Clean up
        mRenderer->markAllStateDirty();
    }
}
void D3D11CanvasWindowGraphics::Render()
{
	RECT clientRc;
	GetClientRect(m_hWnd, &clientRc);
	RectF clientRcf((float)clientRc.left, (float)clientRc.top,
		(float)clientRc.right, (float)clientRc.bottom);
	D2D1_RECT_F clientRectf = D2D1::RectF((FLOAT)clientRc.left, (FLOAT)clientRc.top,
		(FLOAT)clientRc.right, (FLOAT)clientRc.bottom);

	ID3D11DeviceContext* pContext = m_driver->GetD3D11Context();

	// Clear to black
	static const float BG_COLOR[4] = { 0.0f, 0.0f, 0.0f, 1.0f };
	pContext->ClearRenderTargetView(m_backBufferRTV, BG_COLOR);

	// TODO: CLEAN UP THIS MESS!!!

	if (m_image)
	{
		// Set up rasterizer
		RECT clientRc;
		GetClientRect(m_hWnd, &clientRc);
		RectF clientRcf((float)clientRc.left, (float)clientRc.top,
			(float)clientRc.right, (float)clientRc.bottom);
		D3D11_VIEWPORT vp = CD3D11_VIEWPORT(
			clientRcf.left,
			clientRcf.top,
			clientRcf.right - clientRcf.left,
			clientRcf.bottom - clientRcf.top);
		pContext->RSSetViewports(1, &vp);

		// Set up output merger
		ID3D11RenderTargetView* rtv = m_backBufferRTV;
		pContext->OMSetRenderTargets(1, &rtv, NULL);
		pContext->OMSetBlendState(m_driver->GetOverBlend(), NULL, 0xFFFFFFFF);

		D3D11ImagePtr d3d11Image = std::static_pointer_cast<D3D11Image, DriverImage>(
			m_image->GetDriverImage());
		ID3D11ShaderResourceView* srv = d3d11Image->GetSRV();
		ID3D11SamplerState* ss = m_driver->GetBilinearSampler();

		// Set up pixel shader
		pContext->PSSetShader(m_driver->GetTexturedPixelShader(), NULL, 0);
		pContext->PSSetShaderResources(0, 1, &srv);
		pContext->PSSetSamplers(0, 1, &ss);

		m_driver->RenderQuad(m_camera->GetCanvasToClip(clientRcf),
			m_image->GetCanvasRect());

		srv = NULL;
		pContext->PSSetShaderResources(0, 1, &srv);
	}

	// Render something into Direct2D target

	ComPtr<ID2D1RenderTarget> pD2DTarget = m_d2dTarget->AcquireTarget();

	pD2DTarget->BeginDraw();

	// Clear to transparent black
	pD2DTarget->Clear(D2D1::ColorF(D2D1::ColorF::Black, 0.0f));

	// Create brush for drawing stuff
	ID2D1SolidColorBrush* brush;
	pD2DTarget->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::Blue), &brush);
	
	Matrix3x2f canvasToViewport = m_camera->GetCanvasToViewport(clientRcf);

	// Draw the extensible image's tile structure
	const ExtensibleImage::TileMap& tiles = m_extensibleImage->GetTileMap();
	for (ExtensibleImage::TileMap::const_iterator it = tiles.begin();
		it != tiles.end(); ++it)
	{
		const RectF& canvasRect = it->second->GetCanvasRect();

		ID2D1Factory* d2dFactory;
		pD2DTarget->GetFactory(&d2dFactory);

		ID2D1RectangleGeometry* rectGeom;
		d2dFactory->CreateRectangleGeometry(
			D2D1::RectF(canvasRect.left, canvasRect.top, canvasRect.right, canvasRect.bottom),
			&rectGeom);

		ID2D1TransformedGeometry* transGeom;
		d2dFactory->CreateTransformedGeometry(rectGeom,
			D2D1::Matrix3x2F(canvasToViewport.m11, canvasToViewport.m12,
			canvasToViewport.m21, canvasToViewport.m22,
			canvasToViewport.m31, canvasToViewport.m32),
			&transGeom);

		rectGeom->Release();

		pD2DTarget->DrawGeometry(transGeom, brush);

		transGeom->Release();

		d2dFactory->Release();
	}

	// Draw some text
	RenderPrintf(pD2DTarget, m_textFormat, clientRectf, brush,
		L"Welcome to Paint Sandbox!");

	brush->Release();

	pD2DTarget->EndDraw();

	m_d2dTarget->ReleaseTarget();

	// Transfer Direct2D target to display
	//m_driver->RenderD2DTarget(m_d2dTarget);

	// Set up rasterizer
	D3D11_VIEWPORT vp = CD3D11_VIEWPORT(
		clientRcf.left,
		clientRcf.top,
		clientRcf.right - clientRcf.left,
		clientRcf.bottom - clientRcf.top);
	pContext->RSSetViewports(1, &vp);

	// Set up output merger
	ID3D11RenderTargetView* rtv = m_backBufferRTV;
	pContext->OMSetRenderTargets(1, &rtv, NULL);
	pContext->OMSetBlendState(m_driver->GetOverBlend(), NULL, 0xFFFFFFFF);

	ID3D11ShaderResourceView* srv = m_d2dTarget->AcquireSRV();
	ID3D11SamplerState* ss = m_driver->GetBilinearSampler();

	// Set up pixel shader
	pContext->PSSetShader(m_driver->GetTexturedPixelShader(), NULL, 0);
	pContext->PSSetShaderResources(0, 1, &srv);
	pContext->PSSetSamplers(0, 1, &ss);

	m_driver->RenderQuad(Matrix3x2f::IDENTITY, RectF(-1.0f, 1.0f, 1.0f, -1.0f));

	srv = NULL;
	pContext->PSSetShaderResources(0, 1, &srv);

	m_d2dTarget->ReleaseSRV();
}
/** Binds a pipeline-state */
void D3D11GraphicsEngineQueued::BindPipelineState(const PipelineState* state)
{
	D3D11PipelineState* s = (D3D11PipelineState*)state;
	D3D11PipelineState* b = (D3D11PipelineState*)BoundPipelineStateByThread[GetCurrentThreadId()];
	ID3D11DeviceContext* context = GetDeferredContextByThread();

	if(!b) b = (D3D11PipelineState*)&DefaultPipelineState;

	// Bind state
	if(b->BlendState != s->BlendState)
		SC_DBG(context->OMSetBlendState(s->BlendState,  (float *)&D3DXVECTOR4(0, 0, 0, 0), 0xFFFFFFFF), GothicRendererInfo::SC_BS);

	if(b->SamplerState != s->SamplerState)
		SC_DBG(context->PSSetSamplers(0, 1, &s->SamplerState), GothicRendererInfo::SC_SMPL);

	if(b->DepthStencilState != s->DepthStencilState)
		SC_DBG(context->OMSetDepthStencilState(s->DepthStencilState, 0), GothicRendererInfo::SC_DSS);

	if(b->RasterizerState != s->RasterizerState)
		SC_DBG(context->RSSetState(s->RasterizerState), GothicRendererInfo::SC_RS);

	// Bind constantbuffers (They are likely to change for every object)
	if(!s->ConstantBuffersVS.empty() && s->ConstantBuffersVS != b->ConstantBuffersVS)SC_DBG(context->VSSetConstantBuffers(0, s->ConstantBuffersVS.size(), &s->ConstantBuffersVS[0]),GothicRendererInfo::SC_CB);
	if(!s->ConstantBuffersPS.empty() && s->ConstantBuffersPS != b->ConstantBuffersPS)SC_DBG(context->PSSetConstantBuffers(0, s->ConstantBuffersPS.size(), &s->ConstantBuffersPS[0]),GothicRendererInfo::SC_CB);
	if(!s->ConstantBuffersHDS.empty() && s->ConstantBuffersHDS != b->ConstantBuffersHDS)SC_DBG(context->HSSetConstantBuffers(0, s->ConstantBuffersHDS.size(), &s->ConstantBuffersHDS[0]),GothicRendererInfo::SC_CB);
	if(!s->ConstantBuffersHDS.empty() && s->ConstantBuffersHDS != b->ConstantBuffersHDS)SC_DBG(context->DSSetConstantBuffers(0, s->ConstantBuffersHDS.size(), &s->ConstantBuffersHDS[0]),GothicRendererInfo::SC_CB);
	if(!s->ConstantBuffersGS.empty() && s->ConstantBuffersGS != b->ConstantBuffersGS)SC_DBG(context->GSSetConstantBuffers(0, s->ConstantBuffersGS.size(), &s->ConstantBuffersGS[0]),GothicRendererInfo::SC_CB);

	// Vertexbuffers
	UINT off[] = {0,0};
	if(memcmp(s->BaseState.VertexBuffers, b->BaseState.VertexBuffers, sizeof(b->BaseState.VertexBuffers)) != 0)
		SC_DBG(context->IASetVertexBuffers(0, s->VertexBuffers.size(), &s->VertexBuffers[0], s->BaseState.VertexStride, off), GothicRendererInfo::SC_VB);

	if(!s->StructuredBuffersVS.empty() && memcmp(s->BaseState.StructuredBuffersVS, b->BaseState.StructuredBuffersVS, sizeof(b->BaseState.StructuredBuffersVS)) != 0)
		SC_DBG(context->VSSetShaderResources(0, 1, &s->StructuredBuffersVS[0]), GothicRendererInfo::SC_VB);

	if(s->IndexBuffer != b->IndexBuffer)
		SC_DBG(context->IASetIndexBuffer(s->IndexBuffer, s->BaseState.IndexStride == 4 ? DXGI_FORMAT_R32_UINT : DXGI_FORMAT_R16_UINT, 0), GothicRendererInfo::SC_IB);

	// Shaders
	if(s->VertexShader != b->VertexShader)
		SC_DBG(context->VSSetShader(s->VertexShader, NULL, NULL), GothicRendererInfo::SC_VS);
	
	if(s->InputLayout != b->InputLayout)
		SC_DBG(context->IASetInputLayout(s->InputLayout), GothicRendererInfo::SC_IL);
	
	if(s->PixelShader != b->PixelShader)
		SC_DBG(context->PSSetShader(s->PixelShader, NULL, NULL), GothicRendererInfo::SC_PS);
	
	if(s->HullShader != b->HullShader)
		SC_DBG(context->HSSetShader(s->HullShader, NULL, NULL), GothicRendererInfo::SC_HS);
	
	if(s->DomainShader != b->DomainShader)
		SC_DBG(context->DSSetShader(s->DomainShader, NULL, NULL), GothicRendererInfo::SC_DS);
	
	if(s->GeometryShader != b->GeometryShader)
		SC_DBG(context->GSSetShader(s->GeometryShader, NULL, NULL), GothicRendererInfo::SC_GS);

	// Rendertargets
	if(memcmp(s->RenderTargetViews, b->RenderTargetViews, sizeof(void*) * s->NumRenderTargetViews) != 0 ||
		s->DepthStencilView != b->DepthStencilView)
		SC_DBG(context->OMSetRenderTargets(s->NumRenderTargetViews, s->RenderTargetViews, s->DepthStencilView), GothicRendererInfo::SC_RTVDSV);

	// Textures
	if(memcmp(s->Textures, b->Textures, sizeof(void*) * s->BaseState.NumTextures) != 0)
		SC_DBG(context->PSSetShaderResources(0, s->BaseState.NumTextures, s->Textures), GothicRendererInfo::SC_TX);

	// Primitive topology
	//Context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);

	// Replace old state
	// FIXME: Might not threadsave
	BoundPipelineStateByThread[GetCurrentThreadId()] = s;
}
Beispiel #5
0
gl::Error Clear11::clearFramebuffer(const ClearParameters &clearParams, const gl::Framebuffer::Data &fboData)
{
    const auto &colorAttachments = fboData.mColorAttachments;
    const auto &drawBufferStates = fboData.mDrawBufferStates;
    const auto *depthAttachment = fboData.mDepthAttachment;
    const auto *stencilAttachment = fboData.mStencilAttachment;

    ASSERT(colorAttachments.size() == drawBufferStates.size());

    // Iterate over the color buffers which require clearing and determine if they can be
    // cleared with ID3D11DeviceContext::ClearRenderTargetView or ID3D11DeviceContext1::ClearView.
    // This requires:
    // 1) The render target is being cleared to a float value (will be cast to integer when clearing integer
    //    render targets as expected but does not work the other way around)
    // 2) The format of the render target has no color channels that are currently masked out.
    // Clear the easy-to-clear buffers on the spot and accumulate the ones that require special work.
    //
    // If these conditions are met, and:
    // - No scissored clear is needed, then clear using ID3D11DeviceContext::ClearRenderTargetView.
    // - A scissored clear is needed then clear using ID3D11DeviceContext1::ClearView if available.
    //   Otherwise draw a quad.
    //
    // Also determine if the depth stencil can be cleared with ID3D11DeviceContext::ClearDepthStencilView
    // by checking if the stencil write mask covers the entire stencil.
    //
    // To clear the remaining buffers, quads must be drawn containing an int, uint or float vertex color
    // attribute.

    gl::Extents framebufferSize;

    auto iter = std::find_if(colorAttachments.begin(), colorAttachments.end(), [](const gl::FramebufferAttachment *attachment) { return attachment != nullptr; });
    if (iter != colorAttachments.end())
    {
        framebufferSize.width = (*iter)->getWidth();
        framebufferSize.height = (*iter)->getHeight();
        framebufferSize.depth = 1;
    }
    else if (depthAttachment != nullptr)
    {
        framebufferSize.width = depthAttachment->getWidth();
        framebufferSize.height = depthAttachment->getHeight();
        framebufferSize.depth = 1;
    }
    else if (stencilAttachment != nullptr)
    {
        framebufferSize.width = stencilAttachment->getWidth();
        framebufferSize.height = stencilAttachment->getHeight();
        framebufferSize.depth = 1;
    }
    else
    {
        UNREACHABLE();
        return gl::Error(GL_INVALID_OPERATION);
    }

    if (clearParams.scissorEnabled && (clearParams.scissor.x >= framebufferSize.width || 
                                       clearParams.scissor.y >= framebufferSize.height ||
                                       clearParams.scissor.x + clearParams.scissor.width <= 0 ||
                                       clearParams.scissor.y + clearParams.scissor.height <= 0))
    {
        // Scissor is enabled and the scissor rectangle is outside the renderbuffer
        return gl::Error(GL_NO_ERROR);
    }

    bool needScissoredClear = clearParams.scissorEnabled && (clearParams.scissor.x > 0 || clearParams.scissor.y > 0 ||
                                                             clearParams.scissor.x + clearParams.scissor.width < framebufferSize.width ||
                                                             clearParams.scissor.y + clearParams.scissor.height < framebufferSize.height);

    std::vector<MaskedRenderTarget> maskedClearRenderTargets;
    RenderTarget11* maskedClearDepthStencil = NULL;

    ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext();
    ID3D11DeviceContext1 *deviceContext1 = mRenderer->getDeviceContext1IfSupported();

    for (size_t colorAttachment = 0; colorAttachment < colorAttachments.size(); colorAttachment++)
    {
        if (clearParams.clearColor[colorAttachment] &&
            colorAttachments[colorAttachment] != nullptr &&
            drawBufferStates[colorAttachment] != GL_NONE)
        {
            const gl::FramebufferAttachment *attachment = colorAttachments[colorAttachment];

            RenderTarget11 *renderTarget = NULL;
            gl::Error error = d3d11::GetAttachmentRenderTarget(attachment, &renderTarget);
            if (error.isError())
            {
                return error;
            }

            const gl::InternalFormat &formatInfo = gl::GetInternalFormatInfo(attachment->getInternalFormat());

            if (clearParams.colorClearType == GL_FLOAT &&
                !(formatInfo.componentType == GL_FLOAT || formatInfo.componentType == GL_UNSIGNED_NORMALIZED || formatInfo.componentType == GL_SIGNED_NORMALIZED))
            {
                ERR("It is undefined behaviour to clear a render buffer which is not normalized fixed point or floating-"
                    "point to floating point values (color attachment %u has internal format 0x%X).", colorAttachment,
                    attachment->getInternalFormat());
            }

            if ((formatInfo.redBits == 0 || !clearParams.colorMaskRed) &&
                (formatInfo.greenBits == 0 || !clearParams.colorMaskGreen) &&
                (formatInfo.blueBits == 0 || !clearParams.colorMaskBlue) &&
                (formatInfo.alphaBits == 0 || !clearParams.colorMaskAlpha))
            {
                // Every channel either does not exist in the render target or is masked out
                continue;
            }
            else if ((!mSupportsClearView && needScissoredClear) || clearParams.colorClearType != GL_FLOAT ||
                     (formatInfo.redBits   > 0 && !clearParams.colorMaskRed)   ||
                     (formatInfo.greenBits > 0 && !clearParams.colorMaskGreen) ||
                     (formatInfo.blueBits  > 0 && !clearParams.colorMaskBlue) ||
                     (formatInfo.alphaBits > 0 && !clearParams.colorMaskAlpha))
            {
                // A masked clear is required, or a scissored clear is required and ID3D11DeviceContext1::ClearView is unavailable
                MaskedRenderTarget maskAndRt;
                bool clearColor = clearParams.clearColor[colorAttachment];
                maskAndRt.colorMask[0] = (clearColor && clearParams.colorMaskRed);
                maskAndRt.colorMask[1] = (clearColor && clearParams.colorMaskGreen);
                maskAndRt.colorMask[2] = (clearColor && clearParams.colorMaskBlue);
                maskAndRt.colorMask[3] = (clearColor && clearParams.colorMaskAlpha);
                maskAndRt.renderTarget = renderTarget;
                maskedClearRenderTargets.push_back(maskAndRt);
            }
            else
            {
                 // ID3D11DeviceContext::ClearRenderTargetView or ID3D11DeviceContext1::ClearView is possible

                ID3D11RenderTargetView *framebufferRTV = renderTarget->getRenderTargetView();
                if (!framebufferRTV)
                {
                    return gl::Error(GL_OUT_OF_MEMORY, "Internal render target view pointer unexpectedly null.");
                }

                const d3d11::DXGIFormat &dxgiFormatInfo = d3d11::GetDXGIFormatInfo(renderTarget->getDXGIFormat());

                // Check if the actual format has a channel that the internal format does not and set them to the
                // default values
                const float clearValues[4] =
                {
                    ((formatInfo.redBits   == 0 && dxgiFormatInfo.redBits   > 0) ? 0.0f : clearParams.colorFClearValue.red),
                    ((formatInfo.greenBits == 0 && dxgiFormatInfo.greenBits > 0) ? 0.0f : clearParams.colorFClearValue.green),
                    ((formatInfo.blueBits  == 0 && dxgiFormatInfo.blueBits  > 0) ? 0.0f : clearParams.colorFClearValue.blue),
                    ((formatInfo.alphaBits == 0 && dxgiFormatInfo.alphaBits > 0) ? 1.0f : clearParams.colorFClearValue.alpha),
                };

                if (needScissoredClear)
                {
                    // We shouldn't reach here if deviceContext1 is unavailable.
                    ASSERT(deviceContext1);

                    D3D11_RECT rect;
                    rect.left = clearParams.scissor.x;
                    rect.right = clearParams.scissor.x + clearParams.scissor.width;
                    rect.top = clearParams.scissor.y;
                    rect.bottom = clearParams.scissor.y + clearParams.scissor.height;

                    deviceContext1->ClearView(framebufferRTV, clearValues, &rect, 1);
                }
                else
                {
                    deviceContext->ClearRenderTargetView(framebufferRTV, clearValues);
                }
            }
        }
    }

    if (clearParams.clearDepth || clearParams.clearStencil)
    {
        const gl::FramebufferAttachment *attachment = (depthAttachment != nullptr) ? depthAttachment : stencilAttachment;
        ASSERT(attachment != nullptr);

        RenderTarget11 *renderTarget = NULL;
        gl::Error error = d3d11::GetAttachmentRenderTarget(attachment, &renderTarget);
        if (error.isError())
        {
            return error;
        }

        const d3d11::DXGIFormat &dxgiFormatInfo = d3d11::GetDXGIFormatInfo(renderTarget->getDXGIFormat());

        unsigned int stencilUnmasked = (stencilAttachment != nullptr) ? (1 << dxgiFormatInfo.stencilBits) - 1 : 0;
        bool needMaskedStencilClear = clearParams.clearStencil && (clearParams.stencilWriteMask & stencilUnmasked) != stencilUnmasked;

        if (needScissoredClear || needMaskedStencilClear)
        {
            maskedClearDepthStencil = renderTarget;
        }
        else
        {
            ID3D11DepthStencilView *framebufferDSV = renderTarget->getDepthStencilView();
            if (!framebufferDSV)
            {
                return gl::Error(GL_OUT_OF_MEMORY, "Internal depth stencil view pointer unexpectedly null.");
            }

            UINT clearFlags = (clearParams.clearDepth   ? D3D11_CLEAR_DEPTH   : 0) |
                                (clearParams.clearStencil ? D3D11_CLEAR_STENCIL : 0);
            FLOAT depthClear = gl::clamp01(clearParams.depthClearValue);
            UINT8 stencilClear = clearParams.stencilClearValue & 0xFF;

            deviceContext->ClearDepthStencilView(framebufferDSV, clearFlags, depthClear, stencilClear);
        }
    }

    if (maskedClearRenderTargets.size() > 0 || maskedClearDepthStencil)
    {
        // To clear the render targets and depth stencil in one pass:
        //
        // Render a quad clipped to the scissor rectangle which draws the clear color and a blend
        // state that will perform the required color masking.
        //
        // The quad's depth is equal to the depth clear value with a depth stencil state that
        // will enable or disable depth test/writes if the depth buffer should be cleared or not.
        //
        // The rasterizer state's stencil is set to always pass or fail based on if the stencil
        // should be cleared or not with a stencil write mask of the stencil clear value.
        //
        // ======================================================================================
        //
        // Luckily, the gl spec (ES 3.0.2 pg 183) states that the results of clearing a render-
        // buffer that is not normalized fixed point or floating point with floating point values
        // are undefined so we can just write floats to them and D3D11 will bit cast them to
        // integers.
        //
        // Also, we don't have to worry about attempting to clear a normalized fixed/floating point
        // buffer with integer values because there is no gl API call which would allow it,
        // glClearBuffer* calls only clear a single renderbuffer at a time which is verified to
        // be a compatible clear type.

        // Bind all the render targets which need clearing
        ASSERT(maskedClearRenderTargets.size() <= mRenderer->getRendererCaps().maxDrawBuffers);
        std::vector<ID3D11RenderTargetView*> rtvs(maskedClearRenderTargets.size());
        for (unsigned int i = 0; i < maskedClearRenderTargets.size(); i++)
        {
            RenderTarget11 *renderTarget = maskedClearRenderTargets[i].renderTarget;
            ID3D11RenderTargetView *rtv = renderTarget->getRenderTargetView();
            if (!rtv)
            {
                return gl::Error(GL_OUT_OF_MEMORY, "Internal render target view pointer unexpectedly null.");
            }

            rtvs[i] = rtv;
        }
        ID3D11DepthStencilView *dsv = maskedClearDepthStencil ? maskedClearDepthStencil->getDepthStencilView() : NULL;

        ID3D11BlendState *blendState = getBlendState(maskedClearRenderTargets);
        const FLOAT blendFactors[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
        const UINT sampleMask = 0xFFFFFFFF;

        ID3D11DepthStencilState *dsState = getDepthStencilState(clearParams);
        const UINT stencilClear = clearParams.stencilClearValue & 0xFF;

        // Set the vertices
        UINT vertexStride = 0;
        const UINT startIdx = 0;
        const ClearShader* shader = NULL;
        D3D11_MAPPED_SUBRESOURCE mappedResource;
        HRESULT result = deviceContext->Map(mVertexBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
        if (FAILED(result))
        {
            return gl::Error(GL_OUT_OF_MEMORY, "Failed to map internal masked clear vertex buffer, HRESULT: 0x%X.", result);
        }

        const gl::Rectangle *scissorPtr = clearParams.scissorEnabled ? &clearParams.scissor : NULL;
        switch (clearParams.colorClearType)
        {
          case GL_FLOAT:
            ApplyVertices(framebufferSize, scissorPtr, clearParams.colorFClearValue, clearParams.depthClearValue, mappedResource.pData);
            vertexStride = sizeof(d3d11::PositionDepthColorVertex<float>);
            shader = &mFloatClearShader;
            break;

          case GL_UNSIGNED_INT:
            ApplyVertices(framebufferSize, scissorPtr, clearParams.colorUIClearValue, clearParams.depthClearValue, mappedResource.pData);
            vertexStride = sizeof(d3d11::PositionDepthColorVertex<unsigned int>);
            shader = &mUintClearShader;
            break;

          case GL_INT:
            ApplyVertices(framebufferSize, scissorPtr, clearParams.colorIClearValue, clearParams.depthClearValue, mappedResource.pData);
            vertexStride = sizeof(d3d11::PositionDepthColorVertex<int>);
            shader = &mIntClearShader;
            break;

          default:
            UNREACHABLE();
            break;
        }

        deviceContext->Unmap(mVertexBuffer, 0);

        // Set the viewport to be the same size as the framebuffer
        D3D11_VIEWPORT viewport;
        viewport.TopLeftX = 0;
        viewport.TopLeftY = 0;
        viewport.Width = framebufferSize.width;
        viewport.Height = framebufferSize.height;
        viewport.MinDepth = 0;
        viewport.MaxDepth = 1;
        deviceContext->RSSetViewports(1, &viewport);

        // Apply state
        deviceContext->OMSetBlendState(blendState, blendFactors, sampleMask);
        deviceContext->OMSetDepthStencilState(dsState, stencilClear);
        deviceContext->RSSetState(mRasterizerState);

        // Apply shaders
        deviceContext->IASetInputLayout(shader->inputLayout);
        deviceContext->VSSetShader(shader->vertexShader, NULL, 0);
        deviceContext->PSSetShader(shader->pixelShader, NULL, 0);
        deviceContext->GSSetShader(NULL, NULL, 0);

        // Apply vertex buffer
        deviceContext->IASetVertexBuffers(0, 1, &mVertexBuffer, &vertexStride, &startIdx);
        deviceContext->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);

        // Apply render targets
        deviceContext->OMSetRenderTargets(rtvs.size(), (rtvs.empty() ? NULL : &rtvs[0]), dsv);

        // Draw the clear quad
        deviceContext->Draw(4, 0);

        // Clean up
        mRenderer->markAllStateDirty();
    }

    return gl::Error(GL_NO_ERROR);
}
ParticleGenerator::ParticleGenerator(Particle p, DirectX::XMFLOAT3 pos, float lt, float sr, float numRoots)
{
	init = false;
	lifeTime = lt;
	spawnRate = sr;
	position = pos;

	// Get necessary resources
	ResourceManager* rManager = ResourceManager::Instance();
	ID3D11Device* device = rManager->GetDevice();
	ID3D11DeviceContext* deviceContext = rManager->GetDeviceContext();

	generatorVS = dynamic_cast<SimpleVertexShader*>(rManager->GetShader("ParticleGeneratorVS"));
	generatorGS = dynamic_cast<SimpleGeometryShader*>(rManager->GetShader("ParticleGeneratorGS"));

	// Create Stream Output variables
	generatorGS->CreateCompatibleStreamOutBuffer(&readBuff, 1000000);
	generatorGS->CreateCompatibleStreamOutBuffer(&writeBuff, 1000000);

	// Create initial ROOT vertex buffer
	UINT stride = sizeof(Particle);
	UINT offset = 0;
	Particle vertices[] = { p };

	D3D11_BUFFER_DESC vbd;
	vbd.Usage = D3D11_USAGE_IMMUTABLE;
	vbd.ByteWidth = sizeof(Particle);
	vbd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
	vbd.CPUAccessFlags = 0;
	vbd.MiscFlags = 0;
	vbd.StructureByteStride = 0;
	D3D11_SUBRESOURCE_DATA initialVertexData;
	initialVertexData.pSysMem = vertices;
	device->CreateBuffer(&vbd, &initialVertexData, &particleBuff);

	// Set constant variables
	generatorGS->SetFloat("dt", 0.0f);
	generatorGS->SetFloat("tt", 0.0f);
	generatorGS->SetFloat("lifeTime", lifeTime);
	generatorGS->SetFloat("spawnRate", spawnRate);
	generatorGS->SetFloat3("generatorPos", position);
	generatorGS->SetSamplerState("randomSampler", rManager->GetSamplerState("trilinear"));
	generatorGS->SetShaderResourceView("randomTexture", rManager->GetTexture("randomTexture"));

	// Activate shaders
	generatorVS->SetShader(true);
	generatorGS->SetShader(true);
	deviceContext->PSSetShader(0, 0, 0);
	deviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_POINTLIST);

	// Unbind vertex buffers (incase)
	ID3D11Buffer* unset = 0;
	deviceContext->IASetVertexBuffers(0, 1, &unset, &stride, &offset);

	deviceContext->IASetVertexBuffers(0, 1, &particleBuff, &stride, &offset);
	deviceContext->SOSetTargets(1, &writeBuff, &offset);
	deviceContext->Draw(1, 0);

	SimpleGeometryShader::UnbindStreamOutStage(deviceContext);
	deviceContext->GSSetShader(0, 0, 0);
	SwapBuffers();
}
Beispiel #7
0
// WinMain
int APIENTRY _tWinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance, LPTSTR lpCmdLine, int nCmdShow )
{
	HRESULT hr;


	// ウィンドウクラスを登録
	WNDCLASSEX wcex = {
		sizeof( WNDCLASSEX ),			// cbSize
		CS_HREDRAW | CS_VREDRAW,		// style
		WndProc,						// lpfnWndProc
		0,								// cbClsExtra
		0,								// cbWndExtra
		hInstance,						// hInstance
		NULL,							// hIcon
		NULL,							// hCursor
		( HBRUSH )( COLOR_WINDOW + 1 ),	// hbrBackGround
		NULL,							// lpszMenuName
		g_className,					// lpszClassName
		NULL							// hIconSm
	};
	if ( ! RegisterClassEx( &wcex ) )
	{
		MessageBox( NULL, _T( "失敗: RegisterClassEx()" ), _T( "エラー" ), MB_OK | MB_ICONERROR );
		return 0;
	}
	dtprintf( _T( "RegisterClassEx: ok\n" ) );


	// ウィンドウサイズを計算
	RECT r = { 0, 0, 800, 450 };   // 800x450 (16:9)
	if ( ! AdjustWindowRect( &r, WS_OVERLAPPEDWINDOW, FALSE ) )
	{
		MessageBox( NULL, _T( "失敗: AdjustWindowRect()" ), _T( "エラー" ),  MB_OK | MB_ICONERROR );
		return 0;
	}
	dtprintf( _T( "AdjustWindowRect: ok (%d, %d)-(%d, %d)\n" ), r.left, r.top, r.right, r.bottom );


	// ウィンドウ生成
	HWND hWnd;
	hWnd = CreateWindow( g_className,
	                     g_windowName,
	                     WS_OVERLAPPEDWINDOW,
	                     CW_USEDEFAULT,
	                     0,
	                     r.right - r.left,
	                     r.bottom - r.top,
	                     NULL,
	                     NULL,
	                     hInstance,
	                     NULL );
	if ( hWnd == NULL )
	{
		MessageBox( NULL, _T( "失敗: CreateWindow()" ), _T( "エラー" ), MB_OK | MB_ICONERROR );
		return 0;
	}
	dtprintf( _T( "CreateWindow: ok\n" ) );


	// ウィンドウ表示
	ShowWindow(hWnd, nCmdShow);
	dtprintf( _T( "ShowWindow: ok\n" ) );


	// スワップチェイン設定
	DXGI_SWAP_CHAIN_DESC scDesc = {
		{
			1280,									// BufferDesc.Width
			720,									// BufferDesc.Height
			{
				60,									// BufferDesc.RefreshRate.Numerator
				1									// BufferDesc.RefreshRate.Denominator
			},
			DXGI_FORMAT_R16G16B16A16_FLOAT,			// BufferDesc.Format
			DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED,	// BufferDesc.ScanlineOrdering
			DXGI_MODE_SCALING_CENTERED				// BufferDesc.Scaling
		},
		{
			1,										// SampleDesc.Count
			0										// SampleDesc.Quality
		},
		DXGI_USAGE_RENDER_TARGET_OUTPUT,			// BufferUsage
		1,											// BufferCount
		hWnd,										// OutputWindow
		TRUE,										// Windowed
		DXGI_SWAP_EFFECT_DISCARD,					// SwapEffect
		DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH		// Flags
	};

	// Direct3D11 デバイス・デバイスコンテキスト・スワップチェーン生成
	ID3D11Device        * pDevice        = NULL;
	ID3D11DeviceContext * pDeviceContext = NULL;
	IDXGISwapChain      * pSwapChain     = NULL;
	D3D_FEATURE_LEVEL     feature;
	hr = D3D11CreateDeviceAndSwapChain( NULL,
	                                    D3D_DRIVER_TYPE_HARDWARE,
	                                    NULL,
	                                    0,
	                                    NULL,
	                                    0,
	                                    D3D11_SDK_VERSION,
	                                    &scDesc,
	                                    &pSwapChain,
	                                    &pDevice,
	                                    &feature,
	                                    &pDeviceContext );
	if ( FAILED( hr ) )
	{
		MessageBox( NULL, _T( "失敗: D3D11CreateDeviceAndSwapChain()" ), _T( "エラー" ), MB_OK | MB_ICONERROR );
		return 0;
	}
	dtprintf( _T( "D3D11CreateDeviceAndSwapChain: ok (pDevice: 0x%p, pDeviceContext: 0x%p, pSwapChain: 0x%p, feature: 0x%4x)\n" ),
	          pDevice,
	          pDeviceContext,
	          pSwapChain,
	          ( int ) feature );


	// バックバッファテクスチャ取得
	ID3D11Texture2D * pBackBuffer = NULL;
	hr = pSwapChain->GetBuffer( 0, __uuidof( pBackBuffer ), reinterpret_cast< void ** >( &pBackBuffer ) );
	if ( FAILED( hr ) )
	{
		MessageBox( NULL, _T( "失敗: IDXGISwapChain::GetBuffer()" ), _T( "エラー" ), MB_OK | MB_ICONERROR );
		return 0;
	}
	dtprintf( _T( "IDXGISwapChain::GetBuffer: ok (pBackBuffer: 0x%p)\n" ), pBackBuffer );


	// レンダーターゲットビュー生成
	ID3D11RenderTargetView * pRenderTargetView = NULL;
	hr = pDevice->CreateRenderTargetView( pBackBuffer, NULL, &pRenderTargetView );
	if ( FAILED( hr ) )
	{
		MessageBox( NULL, _T( "失敗: ID3D11Device::CreateRenderTargetView()" ), _T( "エラー" ), MB_OK | MB_ICONERROR );
		return 0;
	}
	dtprintf( _T( "ID3D11Device::CreateRenderTargetView: ok (pRenderTargetView: 0x%p)\n" ), pRenderTargetView );


	// レンダーターゲットビューをバインド
	pDeviceContext->OMSetRenderTargets( 1, &pRenderTargetView, NULL );
	dtprintf( _T( "ID3D11DeviceContext::OMSetRenderTargets: ok\n" ) );


	// バックバッファはもうここでは使わない
	COM_SAFE_RELEASE( pBackBuffer );


	// ビューポートをバインド
	D3D11_VIEWPORT viewport = {
		   0.0f,		// TopLeftX
		   0.0f,		// TopLeftY
		1280.0f,		// Width
		 720.0f,		// Height
		   0.0f,		// MinDepth
		   1.0f			// MaxDepth
	};
	pDeviceContext->RSSetViewports( 1, &viewport );
	dtprintf( _T( "ID3D11DeviceContext::RSSetViewports: ok\n" ) );


	// 頂点データ
	float vertices[ 5 ][ 7 ] = {
	//    Xaxis  Yaxis  Zaxis  赤     緑     青     Alpha
		{  0.0f,  0.0f,  0.0f,  1.0f,  1.0f,  1.0f,  1.0f },   // 原点
		{ -0.5f,  0.5f,  0.5f,  1.0f,  0.0f,  0.0f,  1.0f },   // 左上
		{  0.5f,  0.5f,  0.5f,  1.0f,  1.0f,  0.0f,  1.0f },   // 右上
		{  0.5f, -0.5f,  0.5f,  0.0f,  1.0f,  0.0f,  1.0f },   // 右下
		{ -0.5f, -0.5f,  0.5f,  0.0f,  1.0f,  1.0f,  1.0f }    // 左下
	};
	// 入力エレメント記述子
	D3D11_INPUT_ELEMENT_DESC verticesDesc[] = {
		{ "IN_POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT,    0, 0,               D3D11_INPUT_PER_VERTEX_DATA, 0 },
		{ "IN_COLOR",    0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, sizeof(float)*3, D3D11_INPUT_PER_VERTEX_DATA, 0 }
	};

	// 頂点バッファを生成
	D3D11_BUFFER_DESC vertexBufferDesc = {
		5 * sizeof( float ) * 7,	// ByteWidth
		D3D11_USAGE_DEFAULT,		// Usage
		D3D11_BIND_VERTEX_BUFFER,	// BindFlags
		0,							// CPUAccessFlags
		0,							// MiscFlags
		0							// StructureByteStride
	};
	D3D11_SUBRESOURCE_DATA vertexResourceData = { vertices };

	ID3D11Buffer * pVertexBuffer = NULL;
	hr = pDevice->CreateBuffer( &vertexBufferDesc, &vertexResourceData, &pVertexBuffer );
	if ( FAILED( hr ) )
	{
		MessageBox( NULL, _T( "失敗: ID3D11Device::CreateBuffer()" ), _T( "エラー" ), MB_OK | MB_ICONERROR );
		return 0;
	}
	dtprintf( _T( "ID3D11Device::CreateBuffer: ok (pVertexBuffer: 0x%p)\n" ), pVertexBuffer );

	// 頂点バッファをバインド
	UINT strides[] = { sizeof( float ) * 7 };
	UINT offsets[] = { 0 };
	pDeviceContext->IASetVertexBuffers( 0, 1, &pVertexBuffer, strides, offsets );
	dtprintf( _T( "ID3D11DeviceContext::IASetVertexBuffers: ok\n" ) );


	// インデックスデータ
	unsigned int indices[] = { 0, 1, 2, 0, 2, 3, 0, 3, 4, 0, 4, 1 };

	// インデックスバッファを生成
	D3D11_BUFFER_DESC indexBufferDesc = {
		sizeof( unsigned int ) * 12,	// ByteWidth
		D3D11_USAGE_DEFAULT,			// Usage
		D3D11_BIND_INDEX_BUFFER,		// BindFlags
		0,								// CPUAccessFlags
		0,								// MiscFlags
		0								// StructureByteStride
	};
	D3D11_SUBRESOURCE_DATA indexResourceData = { indices };

	ID3D11Buffer * pIndexBuffer = NULL;
	hr = pDevice->CreateBuffer( &indexBufferDesc, &indexResourceData, &pIndexBuffer );
	if ( FAILED( hr ) )
	{
		MessageBox( NULL, _T( "失敗: ID3D11Device::CreateBuffer()" ), _T( "エラー" ), MB_OK | MB_ICONERROR );
		return 0;
	}
	dtprintf( _T( "ID3D11Device::CreateBuffer: ok (pIndexBuffer: 0x%p)\n" ), pIndexBuffer );

	// インデックスバッファをバインド
	pDeviceContext->IASetIndexBuffer( pIndexBuffer, DXGI_FORMAT_R32_UINT, 0 );
	dtprintf( _T( "ID3D11DeviceContext::IASetIndexBuffer: ok\n" ) );


	// プリミティブタイプを設定
	pDeviceContext->IASetPrimitiveTopology( D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST );
	dtprintf( _T( "ID3D11DeviceContext::IASetPrimitiveTopology: ok\n" ) );


	// 頂点シェーダを作成
	ID3D11VertexShader * pVertexShader = NULL;
	hr = pDevice->CreateVertexShader( g_vs_constant, sizeof( g_vs_constant ), NULL, &pVertexShader );
	if ( FAILED( hr ) )
	{
		MessageBox( NULL, _T( "失敗: ID3D11Device::CreateVertexShader()" ), _T( "エラー" ), MB_OK | MB_ICONERROR );
		return 0;
	}
	dtprintf( _T( "ID3D11Device::CreateVertexShader: ok (pVertexShader: 0x%p)\n" ), pVertexShader );


	// ピクセルシェーダを作成
	ID3D11PixelShader * pPixelShader = NULL;
	hr = pDevice->CreatePixelShader( g_ps_constant, sizeof( g_ps_constant ), NULL, &pPixelShader );
	if ( FAILED( hr ) )
	{
		MessageBox( NULL, _T( "失敗: ID3D11Device::CreatePixelShader()" ), _T( "エラー" ), MB_OK | MB_ICONERROR );
		return 0;
	}
	dtprintf( _T( "ID3D11Device::CreatePixelShader: ok (pPixelShader: 0x%p)\n" ), pPixelShader );


	// シェーダをバインド
	pDeviceContext->VSSetShader( pVertexShader, NULL, 0 );
	dtprintf( _T( "ID3D11DeviceContext::VSSetShader: ok\n" ) );
	pDeviceContext->PSSetShader( pPixelShader, NULL, 0 );
	dtprintf( _T( "ID3D11DeviceContext::PSSetShader: ok\n" ) );
	pDeviceContext->GSSetShader( NULL, NULL, 0 );
	pDeviceContext->HSSetShader( NULL, NULL, 0 );
	pDeviceContext->DSSetShader( NULL, NULL, 0 );


	// 入力レイアウトを生成
	ID3D11InputLayout * pInputLayout = NULL;
	hr = pDevice->CreateInputLayout( verticesDesc, 2, g_vs_constant, sizeof( g_vs_constant ), &pInputLayout );
	if ( FAILED( hr ) )
	{
		MessageBox( NULL, _T( "失敗: ID3D11Device::CreateInputLayout()" ), _T( "エラー" ), MB_OK | MB_ICONERROR );
		return 0;
	}
	dtprintf( _T( "ID3D11Device::CreateInputLayout: ok (pInputLayout: 0x%p)\n" ), pInputLayout );


	// 入力レイアウトをバインド
	pDeviceContext->IASetInputLayout( pInputLayout );
	dtprintf( _T( "ID3D11DeviceContext::IASetInputLayout: ok\n" ) );



	MSG msg;

	while ( 1 )
	{
		// メッセージを取得
		if ( PeekMessage( &msg, NULL, 0, 0, PM_REMOVE ) )
		{
			if ( msg.message == WM_QUIT )
			{
				dtprintf( _T( "PeekMessage: WM_QUIT\n" ) );
				break;
			}
			// メッセージ処理
			DispatchMessage( &msg );
		}
		else
		{
			// レンダーターゲットをクリア
			const float clear[ 4 ] = { 0.0f, 0.0f, 1.0f, 1.0f };	// RGBA
			pDeviceContext->ClearRenderTargetView( pRenderTargetView, clear );

			// 描画
			pDeviceContext->DrawIndexed( 12, 0, 0 );

			pSwapChain->Present( 1, 0 );

			// ちょっとだけ待つ
			Sleep( 5 );
		}
	}



	// シェーダをアンバインド
	pDeviceContext->VSSetShader( NULL, NULL, 0 );
	pDeviceContext->PSSetShader( NULL, NULL, 0 );

	// デバイス・リソース解放
	COM_SAFE_RELEASE( pInputLayout );
	COM_SAFE_RELEASE( pPixelShader );
	COM_SAFE_RELEASE( pVertexShader );
	COM_SAFE_RELEASE( pIndexBuffer );
	COM_SAFE_RELEASE( pVertexBuffer );
	COM_SAFE_RELEASE( pRenderTargetView );
	COM_SAFE_RELEASE( pSwapChain );
	COM_SAFE_RELEASE( pDeviceContext );
	COM_SAFE_RELEASE( pDevice );


	return msg.wParam;
}
// parameters should be validated/clamped by caller
EGLint SwapChain11::swapRect(EGLint x, EGLint y, EGLint width, EGLint height)
{
    if (!mSwapChain)
    {
        return EGL_SUCCESS;
    }

    ID3D11Device *device = mRenderer->getDevice();
    ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext();

    // Set vertices
    D3D11_MAPPED_SUBRESOURCE mappedResource;
    HRESULT result = deviceContext->Map(mQuadVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
    if (FAILED(result))
    {
        return EGL_BAD_ACCESS;
    }

    d3d11::PositionTexCoordVertex *vertices = static_cast<d3d11::PositionTexCoordVertex*>(mappedResource.pData);

    // Create a quad in homogeneous coordinates
    float x1 = (x / float(mWidth)) * 2.0f - 1.0f;
    float y1 = (y / float(mHeight)) * 2.0f - 1.0f;
    float x2 = ((x + width) / float(mWidth)) * 2.0f - 1.0f;
    float y2 = ((y + height) / float(mHeight)) * 2.0f - 1.0f;

    float u1 = x / float(mWidth);
    float v1 = y / float(mHeight);
    float u2 = (x + width) / float(mWidth);
    float v2 = (y + height) / float(mHeight);

    d3d11::SetPositionTexCoordVertex(&vertices[0], x1, y1, u1, v1);
    d3d11::SetPositionTexCoordVertex(&vertices[1], x1, y2, u1, v2);
    d3d11::SetPositionTexCoordVertex(&vertices[2], x2, y1, u2, v1);
    d3d11::SetPositionTexCoordVertex(&vertices[3], x2, y2, u2, v2);

    deviceContext->Unmap(mQuadVB, 0);

    static UINT stride = sizeof(d3d11::PositionTexCoordVertex);
    static UINT startIdx = 0;
    deviceContext->IASetVertexBuffers(0, 1, &mQuadVB, &stride, &startIdx);

    // Apply state
    deviceContext->OMSetDepthStencilState(NULL, 0xFFFFFFFF);

    static const float blendFactor[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
    deviceContext->OMSetBlendState(NULL, blendFactor, 0xFFFFFFF);

    deviceContext->RSSetState(NULL);

    // Apply shaders
    deviceContext->IASetInputLayout(mPassThroughIL);
    deviceContext->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
    deviceContext->VSSetShader(mPassThroughVS, NULL, 0);
    deviceContext->PSSetShader(mPassThroughPS, NULL, 0);
    deviceContext->GSSetShader(NULL, NULL, 0);

    // Apply render targets
    mRenderer->setOneTimeRenderTarget(mBackBufferRTView);

    // Set the viewport
    D3D11_VIEWPORT viewport;
    viewport.TopLeftX = 0;
    viewport.TopLeftY = 0;
    viewport.Width = mWidth;
    viewport.Height = mHeight;
    viewport.MinDepth = 0.0f;
    viewport.MaxDepth = 1.0f;
    deviceContext->RSSetViewports(1, &viewport);

    // Apply textures
    deviceContext->PSSetShaderResources(0, 1, &mOffscreenSRView);
    deviceContext->PSSetSamplers(0, 1, &mPassThroughSampler);

    // Draw
    deviceContext->Draw(4, 0);
    result = mSwapChain->Present(mSwapInterval, 0);

    if (result == DXGI_ERROR_DEVICE_REMOVED)
    {
        HRESULT removedReason = device->GetDeviceRemovedReason();
        ERR("Present failed: the D3D11 device was removed: 0x%08X", removedReason);
        return EGL_CONTEXT_LOST;
    }
    else if (result == DXGI_ERROR_DEVICE_RESET)
    {
        ERR("Present failed: the D3D11 device was reset from a bad command.");
        return EGL_CONTEXT_LOST;
    }
    else if (FAILED(result))
    {
        ERR("Present failed with error code 0x%08X", result);
    }

    // Unbind
    static ID3D11ShaderResourceView *const nullSRV = NULL;
    deviceContext->PSSetShaderResources(0, 1, &nullSRV);

    mRenderer->unapplyRenderTargets();
    mRenderer->markAllStateDirty();

    return EGL_SUCCESS;
}
/**
* Handle Stereo Drawing.
***/
void* StereoPresenter::Provoke(void* pThis, int eD3D, int eD3DInterface, int eD3DMethod, DWORD dwNumberConnected, int& nProvokerIndex)
{
#ifdef _DEBUG_STP
	{ wchar_t buf[128]; wsprintf(buf, L"[STP] ifc %u mtd %u", eD3DInterface, eD3DMethod); OutputDebugString(buf); }
#endif

	// update our global time
	static float fGlobalTime = 0.0f;
	static DWORD dwTimeStart = 0;
	DWORD dwTimeCur = GetTickCount();
	if (dwTimeStart == 0)
		dwTimeStart = dwTimeCur;
	fGlobalTime = (dwTimeCur - dwTimeStart) / 1000.0f;

	// only present accepted
	bool bValid = false;
	if (((eD3DInterface == INTERFACE_IDXGISWAPCHAIN) && (eD3DMethod == METHOD_IDXGISWAPCHAIN_PRESENT)) ||
		((eD3DInterface == INTERFACE_IDIRECT3DDEVICE9) && (eD3DMethod == METHOD_IDIRECT3DDEVICE9_PRESENT))) bValid = true;
	if (!bValid) return nullptr;

	// clear all previous menu events
	ZeroMemory(&m_abMenuEvents[0], sizeof(VireioMenuEvent)* (int)VireioMenuEvent::NumberOfEvents);

	// main menu update ?
	if ((m_sMainMenu.bOnChanged) && (!m_sMenuControl.eSelectionMovement))
	{
		m_sMainMenu.bOnChanged = false;

		// loop through entries
		for (size_t nIx = 0; nIx < m_sMainMenu.asEntries.size(); nIx++)
		{
			// entry index changed ?
			if (m_sMainMenu.asEntries[nIx].bOnChanged)
			{
				m_sMainMenu.asEntries[nIx].bOnChanged = false;

				// set new menu index.. selection to zero
				m_sMenuControl.nMenuIx = (INT)nIx;
				m_sMenuControl.unSelectionFormer = m_sMenuControl.unSelection = 0;
			}
		}
	}

	// sub menu update ?
	if ((m_sSubMenu.bOnChanged) && (!m_sMenuControl.eSelectionMovement))
	{
		m_sSubMenu.bOnChanged = false;

		// exit ?
		if (m_sSubMenu.bOnExit)
			m_sMenuControl.nMenuIx = -1;

		// loop through entries
		for (size_t nIx = 0; nIx < m_sSubMenu.asEntries.size(); nIx++)
		{
			// entry index changed ?
			if (m_sSubMenu.asEntries[nIx].bOnChanged)
			{
				m_sSubMenu.asEntries[nIx].bOnChanged = false;

				// font ?
				if (nIx == ENTRY_FONT)
				{
					// get device and context
					ID3D11Device* pcDevice = nullptr;
					ID3D11DeviceContext* pcContext = nullptr;
					HRESULT nHr = S_OK;
					if ((eD3DInterface == INTERFACE_IDXGISWAPCHAIN) && (eD3DMethod == METHOD_IDXGISWAPCHAIN_PRESENT))
						nHr = GetDeviceAndContext((IDXGISwapChain*)pThis, &pcDevice, &pcContext);
					else
					{
						if (m_ppcTexView11[0])
						{
							if (*(m_ppcTexView11[0]))
								(*(m_ppcTexView11[0]))->GetDevice(&pcDevice);
							if (pcDevice)
								pcDevice->GetImmediateContext(&pcContext);
							else nHr = E_FAIL;
							if (!pcContext) nHr = E_FAIL;
						}
						else
							nHr = E_FAIL;
					}
					if (SUCCEEDED(nHr))
					{
						HRESULT nHr;
						// get base directory
						std::string strVireioPath = GetBaseDir();

						// add file path
						strVireioPath += "font//";
						strVireioPath += m_sSubMenu.asEntries[nIx].astrValueEnumeration[m_sSubMenu.asEntries[nIx].unValue];
						strVireioPath += ".spritefont";
						OutputDebugStringA(strVireioPath.c_str());

						// create font, make backup
						VireioFont* pcOldFont = m_pcFontSegeo128;
						m_pcFontSegeo128 = new VireioFont(pcDevice, pcContext, strVireioPath.c_str(), 128.0f, 1.0f, nHr, 1);
						if (FAILED(nHr))
						{
							delete m_pcFontSegeo128; m_pcFontSegeo128 = pcOldFont;
						}
						else
						{
							// set new font name
							m_strFontName = m_sSubMenu.asEntries[nIx].astrValueEnumeration[m_sSubMenu.asEntries[nIx].unValue];

							// write to ini file
							char szFilePathINI[1024];
							GetCurrentDirectoryA(1024, szFilePathINI);
							strcat_s(szFilePathINI, "\\VireioPerception.ini");
							WritePrivateProfileStringA("Stereo Presenter", "strFontName", m_strFontName.c_str(), szFilePathINI);
						}
					}
					SAFE_RELEASE(pcDevice);
					SAFE_RELEASE(pcContext);
				}

			}
		}
	}

	// get xbox controller input
	XINPUT_STATE sControllerState;
	bool bControllerAttached = false;
	ZeroMemory(&sControllerState, sizeof(XINPUT_STATE));
	if (XInputGetState(0, &sControllerState) == ERROR_SUCCESS)
	{
		bControllerAttached = true;
	}

	if (true)
	{
#pragma region menu hotkeys
		static bool bReleased = true;
		static bool s_bOnMenu = false;

		// keyboard menu on/off event + get hand poses
		UINT uIxHandPoses = 0, uIxPoseRequest = 0;
		s_bOnMenu = GetAsyncKeyState(VK_LCONTROL) && GetAsyncKeyState(0x51);
		for (UINT unIx = 0; unIx < 32; unIx++)
		{
			// set menu bool event
			if (m_apsSubMenues[unIx])
			{
				if (m_apsSubMenues[unIx]->bOnBack)
				{
					// main menu ? exit
					if ((m_sMenuControl.nMenuIx == -1) && (!m_sMenuControl.eSelectionMovement))
						s_bOnMenu = true;
					else
						m_abMenuEvents[VireioMenuEvent::OnExit] = TRUE;

					m_apsSubMenues[unIx]->bOnBack = false;
				}

				// hand poses ?
				if (m_apsSubMenues[unIx]->bHandPosesPresent)
					uIxHandPoses = unIx;
				if (m_apsSubMenues[unIx]->bHandPosesRequest)
					uIxPoseRequest = unIx;
			}
		}
		if ((m_apsSubMenues[uIxHandPoses]) && (m_apsSubMenues[uIxPoseRequest]))
		{
			// copy the hand pose data to the request node
			m_apsSubMenues[uIxPoseRequest]->sPoseMatrix[0] = m_apsSubMenues[uIxHandPoses]->sPoseMatrix[0];
			m_apsSubMenues[uIxPoseRequest]->sPoseMatrix[1] = m_apsSubMenues[uIxHandPoses]->sPoseMatrix[1];
			m_apsSubMenues[uIxPoseRequest]->sPosition[0] = m_apsSubMenues[uIxHandPoses]->sPosition[0];
			m_apsSubMenues[uIxPoseRequest]->sPosition[1] = m_apsSubMenues[uIxHandPoses]->sPosition[1];
		}

		// static hotkeys :  LCTRL+Q - toggle vireio menu
		//                   F12 - toggle stereo output
		if (GetAsyncKeyState(VK_F12))
		{
			m_bHotkeySwitch = true;
		}
		else
		if (s_bOnMenu)
		{
			m_bMenuHotkeySwitch = true;
		}
		else
		if (m_bMenuHotkeySwitch)
		{
			m_bMenuHotkeySwitch = false;
			m_bMenu = !m_bMenu;
			for (UINT unIx = 0; unIx < 32; unIx++)
			{
				// set sub menu active if menu is active
				if (m_apsSubMenues[unIx])
					m_apsSubMenues[unIx]->bIsActive = m_bMenu;
			}
		}
		else
		if (m_bHotkeySwitch)
		{
			if (m_eStereoMode) m_eStereoMode = VireioMonitorStereoModes::Vireio_Mono; else m_eStereoMode = VireioMonitorStereoModes::Vireio_SideBySide;
			m_bHotkeySwitch = false;
		}
		else
			bReleased = true;
#pragma endregion
#pragma region menu events
		// menu is shown ?
		if (m_bMenu)
		{
			// handle controller
			if (bControllerAttached)
			{
				if (sControllerState.Gamepad.wButtons & XINPUT_GAMEPAD_BACK)
				{
					m_abMenuEvents[VireioMenuEvent::OnExit] = TRUE;
				}
				if (sControllerState.Gamepad.wButtons & XINPUT_GAMEPAD_A)
				{
					m_abMenuEvents[VireioMenuEvent::OnAccept] = TRUE;
				}
				if (sControllerState.Gamepad.sThumbLY > 28000)
					m_abMenuEvents[VireioMenuEvent::OnUp] = TRUE;
				if (sControllerState.Gamepad.sThumbLY < -28000)
					m_abMenuEvents[VireioMenuEvent::OnDown] = TRUE;
				if (sControllerState.Gamepad.sThumbLX > 28000)
					m_abMenuEvents[VireioMenuEvent::OnRight] = TRUE;
				if (sControllerState.Gamepad.sThumbLX < -28000)
					m_abMenuEvents[VireioMenuEvent::OnLeft] = TRUE;
			}

			// loop through sub menues
			for (UINT unIx = 0; unIx < 32; unIx++)
			{
				// set bool events
				if (m_apsSubMenues[unIx])
				{
					if (m_apsSubMenues[unIx]->bOnUp) m_abMenuEvents[VireioMenuEvent::OnUp] = TRUE;
					if (m_apsSubMenues[unIx]->bOnDown) m_abMenuEvents[VireioMenuEvent::OnDown] = TRUE;
					if (m_apsSubMenues[unIx]->bOnLeft) m_abMenuEvents[VireioMenuEvent::OnLeft] = TRUE;
					if (m_apsSubMenues[unIx]->bOnRight) m_abMenuEvents[VireioMenuEvent::OnRight] = TRUE;
					if (m_apsSubMenues[unIx]->bOnAccept) m_abMenuEvents[VireioMenuEvent::OnAccept] = TRUE;

					// clear events
					m_apsSubMenues[unIx]->bOnUp = false;
					m_apsSubMenues[unIx]->bOnDown = false;
					m_apsSubMenues[unIx]->bOnLeft = false;
					m_apsSubMenues[unIx]->bOnRight = false;
					m_apsSubMenues[unIx]->bOnAccept = false;
					m_apsSubMenues[unIx]->bOnBack = false;
				}
			}
#pragma endregion
#pragma region menu update/render

			// update
			UpdateMenu(fGlobalTime);

			// get device and context
			ID3D11Device* pcDevice = nullptr;
			ID3D11DeviceContext* pcContext = nullptr;
			HRESULT nHr = S_OK;
			if ((eD3DInterface == INTERFACE_IDXGISWAPCHAIN) && (eD3DMethod == METHOD_IDXGISWAPCHAIN_PRESENT))
				nHr = GetDeviceAndContext((IDXGISwapChain*)pThis, &pcDevice, &pcContext);
			else
			{
				if (m_ppcTexView11[0])
				{
					if (*(m_ppcTexView11[0]))
						(*(m_ppcTexView11[0]))->GetDevice(&pcDevice);
					if (pcDevice)
						pcDevice->GetImmediateContext(&pcContext);
					else nHr = E_FAIL;
					if (!pcContext) nHr = E_FAIL;
				}
				else
					nHr = E_FAIL;
			}
			if (FAILED(nHr))
			{
				// release frame texture+view
				if (pcDevice) { pcDevice->Release(); pcDevice = nullptr; }
				if (pcContext) { pcContext->Release(); pcContext = nullptr; }
				return nullptr;
			}
			// create the depth stencil... if D3D11
			if ((eD3DInterface == INTERFACE_IDXGISWAPCHAIN) && (eD3DMethod == METHOD_IDXGISWAPCHAIN_PRESENT) && (!m_pcDSGeometry11))
			{
				ID3D11Texture2D* pcBackBuffer = nullptr;
				((IDXGISwapChain*)pThis)->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&pcBackBuffer);

				if (pcBackBuffer)
				{
					D3D11_TEXTURE2D_DESC sDesc;
					pcBackBuffer->GetDesc(&sDesc);
					pcBackBuffer->Release();

					// Create depth stencil texture
					D3D11_TEXTURE2D_DESC descDepth;
					ZeroMemory(&descDepth, sizeof(descDepth));
					descDepth.Width = sDesc.Width;
					descDepth.Height = sDesc.Height;
					descDepth.MipLevels = 1;
					descDepth.ArraySize = 1;
					descDepth.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
					descDepth.SampleDesc.Count = 1;
					descDepth.SampleDesc.Quality = 0;
					descDepth.Usage = D3D11_USAGE_DEFAULT;
					descDepth.BindFlags = D3D11_BIND_DEPTH_STENCIL;
					descDepth.CPUAccessFlags = 0;
					descDepth.MiscFlags = 0;
					if (FAILED(pcDevice->CreateTexture2D(&descDepth, NULL, &m_pcDSGeometry11)))
						OutputDebugString(L"[STP] Failed to create depth stencil.");

					// Create the depth stencil view
					D3D11_DEPTH_STENCIL_VIEW_DESC descDSV;
					ZeroMemory(&descDSV, sizeof(descDSV));
					descDSV.Format = descDepth.Format;
					descDSV.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
					descDSV.Texture2D.MipSlice = 0;
					if (FAILED(pcDevice->CreateDepthStencilView(m_pcDSGeometry11, &descDSV, &m_pcDSVGeometry11)))
						OutputDebugString(L"[STP] Failed to create depth stencil view.");
				}
			}

			// get the viewport
			UINT dwNumViewports = 1;
			D3D11_VIEWPORT psViewport[16];
			pcContext->RSGetViewports(&dwNumViewports, psViewport);

			// backup all states
			D3DX11_STATE_BLOCK sStateBlock;
			CreateStateblock(pcContext, &sStateBlock);

			// clear all states, set targets
			ClearContextState(pcContext);

			// set the menu texture (if present)
			if (m_ppcTexViewMenu)
			{
				if (*m_ppcTexViewMenu)
				{
					// set render target
					ID3D11RenderTargetView* pcRTView = *m_ppcTexViewMenu;
					pcContext->OMSetRenderTargets(1, &pcRTView, NULL);

					// set viewport
					D3D11_VIEWPORT sViewport = {};
					sViewport.TopLeftX = 0;
					sViewport.TopLeftY = 0;
					sViewport.Width = 1024;
					sViewport.Height = 1024;
					sViewport.MinDepth = 0.0f;
					sViewport.MaxDepth = 1.0f;
					pcContext->RSSetViewports(1, &sViewport);

					// clear render target...zero alpha
					FLOAT afColorRgba[4] = { 0.5f, 0.4f, 0.2f, 0.4f };
					pcContext->ClearRenderTargetView(*m_ppcTexViewMenu, afColorRgba);
				}
			}
			else
			if ((eD3DInterface == INTERFACE_IDXGISWAPCHAIN) && (eD3DMethod == METHOD_IDXGISWAPCHAIN_PRESENT))
			{
				// set first active render target - the stored back buffer - get the stored private data view
				ID3D11Texture2D* pcBackBuffer = nullptr;
				((IDXGISwapChain*)pThis)->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&pcBackBuffer);
				ID3D11RenderTargetView* pcView = nullptr;
				UINT dwSize = sizeof(pcView);
				pcBackBuffer->GetPrivateData(PDIID_ID3D11TextureXD_RenderTargetView, &dwSize, (void*)&pcView);
				if (dwSize)
				{
					pcContext->OMSetRenderTargets(1, (ID3D11RenderTargetView**)&pcView, m_pcDSVGeometry11);
					pcView->Release();
				}
				else
				{
					// create render target view for the back buffer
					ID3D11RenderTargetView* pcRTV = nullptr;
					pcDevice->CreateRenderTargetView(pcBackBuffer, NULL, &pcRTV);
					if (pcRTV)
					{
						pcBackBuffer->SetPrivateDataInterface(PDIID_ID3D11TextureXD_RenderTargetView, pcRTV);
						pcRTV->Release();
					}
				}
				pcContext->RSSetViewports(dwNumViewports, psViewport);
				pcBackBuffer->Release();

				// clear the depth stencil
				pcContext->ClearDepthStencilView(m_pcDSVGeometry11, D3D11_CLEAR_DEPTH, 1.0f, 0);
			}

			// create the font class if not present 
			nHr = S_OK;
			if (!m_pcFontSegeo128)
			{
				// get base directory
				std::string strVireioPath = GetBaseDir();

				// add file path
				strVireioPath += "font//";
				strVireioPath += m_strFontName;
				strVireioPath += ".spritefont";
				OutputDebugStringA(strVireioPath.c_str());

				// create font
				m_pcFontSegeo128 = new VireioFont(pcDevice, pcContext, strVireioPath.c_str(), 128.0f, 1.0f, nHr, 1);
			}
			if (FAILED(nHr)) { delete m_pcFontSegeo128; m_pcFontSegeo128 = nullptr; }

			// render text (if font present)
			if (m_pcFontSegeo128)
			{
				m_pcFontSegeo128->SetTextAttributes(0.0f, 0.2f, 0.0001f);

				// set additional tremble for "accepted" event
				float fDepthTremble = 0.0f;
				if (m_sMenuControl.eSelectionMovement == MenuControl::SelectionMovement::Accepted)
				{
					float fActionTimeElapsed = (fGlobalTime - m_sMenuControl.fActionStartTime) / m_sMenuControl.fActionTime;
					fDepthTremble = sin(fActionTimeElapsed*PI_F) * -3.0f;
				}

				m_pcFontSegeo128->ToRender(pcContext, fGlobalTime, m_sMenuControl.fYOrigin, 30.0f, fDepthTremble);
				RenderMenu(pcDevice, pcContext);
			}
			else OutputDebugString(L"Failed to create font!");

			// set back device
			ApplyStateblock(pcContext, &sStateBlock);

			if (pcDevice) { pcDevice->Release(); pcDevice = nullptr; }
			if (pcContext) { pcContext->Release(); pcContext = nullptr; }
		}
#pragma endregion
#pragma region draw stereo (optionally)

		// draw stereo target to screen (optionally)
		if ((m_eStereoMode) && (eD3DInterface == INTERFACE_IDXGISWAPCHAIN) && (eD3DMethod == METHOD_IDXGISWAPCHAIN_PRESENT))
		{
			// DX 11
			if ((m_ppcTexView11[0]) && (m_ppcTexView11[1]))
			{
				// get device and context
				ID3D11Device* pcDevice = nullptr;
				ID3D11DeviceContext* pcContext = nullptr;
				if (FAILED(GetDeviceAndContext((IDXGISwapChain*)pThis, &pcDevice, &pcContext)))
				{
					// release frame texture+view
					if (pcDevice) { pcDevice->Release(); pcDevice = nullptr; }
					if (pcContext) { pcContext->Release(); pcContext = nullptr; }
					return nullptr;
				}

				// get the viewport
				UINT dwNumViewports = 1;
				D3D11_VIEWPORT psViewport[16];
				pcContext->RSGetViewports(&dwNumViewports, psViewport);

				// backup all states
				D3DX11_STATE_BLOCK sStateBlock;
				CreateStateblock(pcContext, &sStateBlock);

				// clear all states, set targets
				ClearContextState(pcContext);

				// set first active render target - the stored back buffer - get the stored private data view
				ID3D11Texture2D* pcBackBuffer = nullptr;
				((IDXGISwapChain*)pThis)->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&pcBackBuffer);
				ID3D11RenderTargetView* pcView = nullptr;
				UINT dwSize = sizeof(pcView);
				pcBackBuffer->GetPrivateData(PDIID_ID3D11TextureXD_RenderTargetView, &dwSize, (void*)&pcView);
				if (dwSize)
				{
					pcContext->OMSetRenderTargets(1, (ID3D11RenderTargetView**)&pcView, m_pcDSVGeometry11);
					pcView->Release();
				}
				else
				{
					// create render target view for the back buffer
					ID3D11RenderTargetView* pcRTV = nullptr;
					pcDevice->CreateRenderTargetView(pcBackBuffer, NULL, &pcRTV);
					if (pcRTV)
					{
						pcBackBuffer->SetPrivateDataInterface(PDIID_ID3D11TextureXD_RenderTargetView, pcRTV);
						pcRTV->Release();
					}
				}
				pcContext->RSSetViewports(dwNumViewports, psViewport);
				pcBackBuffer->Release();

				// clear the depth stencil
				pcContext->ClearDepthStencilView(m_pcDSVGeometry11, D3D11_CLEAR_DEPTH, 1.0f, 0);

				// create all bool
				bool bAllCreated = true;

				// create vertex shader
				if (!m_pcVertexShader11)
				{
					if (FAILED(CreateVertexShaderTechnique(pcDevice, &m_pcVertexShader11, &m_pcVertexLayout11, VertexShaderTechnique::PosUV2D)))
						bAllCreated = false;
				}
				// create pixel shader... TODO !! add option to switch output
				if (!m_pcPixelShader11)
				{
					if (FAILED(CreatePixelShaderEffect(pcDevice, &m_pcPixelShader11, PixelShaderTechnique::FullscreenSimple)))
						bAllCreated = false;
				}
				// Create vertex buffer
				if (!m_pcVertexBuffer11)
				{
					if (FAILED(CreateFullScreenVertexBuffer(pcDevice, &m_pcVertexBuffer11)))
						bAllCreated = false;
				}
				// create constant buffer
				if (!m_pcConstantBufferDirect11)
				{
					if (FAILED(CreateGeometryConstantBuffer(pcDevice, &m_pcConstantBufferDirect11, (UINT)sizeof(GeometryConstantBuffer))))
						bAllCreated = false;
				}

				if (bAllCreated)
				{
					// left/right eye
					for (int nEye = 0; nEye < 2; nEye++)
					{
						// Set the input layout
						pcContext->IASetInputLayout(m_pcVertexLayout11);

						// Set vertex buffer
						UINT stride = sizeof(TexturedVertex);
						UINT offset = 0;
						pcContext->IASetVertexBuffers(0, 1, &m_pcVertexBuffer11, &stride, &offset);

						// Set constant buffer, first update it... scale and translate the left and right image
						D3DXMATRIX sScale;
						D3DXMatrixScaling(&sScale, 0.5f, 1.0f, 1.0f);
						D3DXMATRIX sTrans;
						if (nEye == 0)
							D3DXMatrixTranslation(&sTrans, -0.5f, 0.0f, 0.0f);
						else
							D3DXMatrixTranslation(&sTrans, 0.5f, 0.0f, 0.0f);
						D3DXMatrixTranspose(&sTrans, &sTrans);
						D3DXMATRIX sProj;
						D3DXMatrixMultiply(&sProj, &sTrans, &sScale);
						pcContext->UpdateSubresource((ID3D11Resource*)m_pcConstantBufferDirect11, 0, NULL, &sProj, 0, 0);
						pcContext->VSSetConstantBuffers(0, 1, &m_pcConstantBufferDirect11);

						// Set primitive topology
						pcContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);

						// set texture
						pcContext->PSSetShaderResources(0, 1, m_ppcTexView11[nEye]);

						// set shaders
						pcContext->VSSetShader(m_pcVertexShader11, 0, 0);
						pcContext->PSSetShader(m_pcPixelShader11, 0, 0);

						// Render a triangle
						pcContext->Draw(6, 0);
					}
				}

				// set back device
				ApplyStateblock(pcContext, &sStateBlock);

				if (pcDevice) { pcDevice->Release(); pcDevice = nullptr; }
				if (pcContext) { pcContext->Release(); pcContext = nullptr; }
			}
		}
#pragma endregion
	}

	return nullptr;
}
Beispiel #10
0
// Render function
// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
{
    // Avoid rendering when minimized
    if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
        return;

    ID3D11DeviceContext* ctx = g_pd3dDeviceContext;

    // Create and grow vertex/index buffers if needed
    if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount)
    {
        if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
        g_VertexBufferSize = draw_data->TotalVtxCount + 5000;
        D3D11_BUFFER_DESC desc;
        memset(&desc, 0, sizeof(D3D11_BUFFER_DESC));
        desc.Usage = D3D11_USAGE_DYNAMIC;
        desc.ByteWidth = g_VertexBufferSize * sizeof(ImDrawVert);
        desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
        desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
        desc.MiscFlags = 0;
        if (g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pVB) < 0)
            return;
    }
    if (!g_pIB || g_IndexBufferSize < draw_data->TotalIdxCount)
    {
        if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
        g_IndexBufferSize = draw_data->TotalIdxCount + 10000;
        D3D11_BUFFER_DESC desc;
        memset(&desc, 0, sizeof(D3D11_BUFFER_DESC));
        desc.Usage = D3D11_USAGE_DYNAMIC;
        desc.ByteWidth = g_IndexBufferSize * sizeof(ImDrawIdx);
        desc.BindFlags = D3D11_BIND_INDEX_BUFFER;
        desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
        if (g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pIB) < 0)
            return;
    }

    // Upload vertex/index data into a single contiguous GPU buffer
    D3D11_MAPPED_SUBRESOURCE vtx_resource, idx_resource;
    if (ctx->Map(g_pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &vtx_resource) != S_OK)
        return;
    if (ctx->Map(g_pIB, 0, D3D11_MAP_WRITE_DISCARD, 0, &idx_resource) != S_OK)
        return;
    ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource.pData;
    ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource.pData;
    for (int n = 0; n < draw_data->CmdListsCount; n++)
    {
        const ImDrawList* cmd_list = draw_data->CmdLists[n];
        memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
        memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
        vtx_dst += cmd_list->VtxBuffer.Size;
        idx_dst += cmd_list->IdxBuffer.Size;
    }
    ctx->Unmap(g_pVB, 0);
    ctx->Unmap(g_pIB, 0);

    // Setup orthographic projection matrix into our constant buffer
    // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right).
    {
        D3D11_MAPPED_SUBRESOURCE mapped_resource;
        if (ctx->Map(g_pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK)
            return;
        VERTEX_CONSTANT_BUFFER* constant_buffer = (VERTEX_CONSTANT_BUFFER*)mapped_resource.pData;
        float L = draw_data->DisplayPos.x;
        float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x;
        float T = draw_data->DisplayPos.y;
        float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y;
        float mvp[4][4] =
        {
            { 2.0f/(R-L),   0.0f,           0.0f,       0.0f },
            { 0.0f,         2.0f/(T-B),     0.0f,       0.0f },
            { 0.0f,         0.0f,           0.5f,       0.0f },
            { (R+L)/(L-R),  (T+B)/(B-T),    0.5f,       1.0f },
        };
        memcpy(&constant_buffer->mvp, mvp, sizeof(mvp));
        ctx->Unmap(g_pVertexConstantBuffer, 0);
    }

    // Backup DX state that will be modified to restore it afterwards (unfortunately this is very ugly looking and verbose. Close your eyes!)
    struct BACKUP_DX11_STATE
    {
        UINT                        ScissorRectsCount, ViewportsCount;
        D3D11_RECT                  ScissorRects[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
        D3D11_VIEWPORT              Viewports[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
        ID3D11RasterizerState*      RS;
        ID3D11BlendState*           BlendState;
        FLOAT                       BlendFactor[4];
        UINT                        SampleMask;
        UINT                        StencilRef;
        ID3D11DepthStencilState*    DepthStencilState;
        ID3D11ShaderResourceView*   PSShaderResource;
        ID3D11SamplerState*         PSSampler;
        ID3D11PixelShader*          PS;
        ID3D11VertexShader*         VS;
        UINT                        PSInstancesCount, VSInstancesCount;
        ID3D11ClassInstance*        PSInstances[256], *VSInstances[256];   // 256 is max according to PSSetShader documentation
        D3D11_PRIMITIVE_TOPOLOGY    PrimitiveTopology;
        ID3D11Buffer*               IndexBuffer, *VertexBuffer, *VSConstantBuffer;
        UINT                        IndexBufferOffset, VertexBufferStride, VertexBufferOffset;
        DXGI_FORMAT                 IndexBufferFormat;
        ID3D11InputLayout*          InputLayout;
    };
    BACKUP_DX11_STATE old;
    old.ScissorRectsCount = old.ViewportsCount = D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE;
    ctx->RSGetScissorRects(&old.ScissorRectsCount, old.ScissorRects);
    ctx->RSGetViewports(&old.ViewportsCount, old.Viewports);
    ctx->RSGetState(&old.RS);
    ctx->OMGetBlendState(&old.BlendState, old.BlendFactor, &old.SampleMask);
    ctx->OMGetDepthStencilState(&old.DepthStencilState, &old.StencilRef);
    ctx->PSGetShaderResources(0, 1, &old.PSShaderResource);
    ctx->PSGetSamplers(0, 1, &old.PSSampler);
    old.PSInstancesCount = old.VSInstancesCount = 256;
    ctx->PSGetShader(&old.PS, old.PSInstances, &old.PSInstancesCount);
    ctx->VSGetShader(&old.VS, old.VSInstances, &old.VSInstancesCount);
    ctx->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer);
    ctx->IAGetPrimitiveTopology(&old.PrimitiveTopology);
    ctx->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset);
    ctx->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset);
    ctx->IAGetInputLayout(&old.InputLayout);

    // Setup desired DX state
    ImGui_ImplDX11_SetupRenderState(draw_data, ctx);

    // Render command lists
    // (Because we merged all buffers into a single one, we maintain our own offset into them)
    int global_idx_offset = 0;
    int global_vtx_offset = 0;
    ImVec2 clip_off = draw_data->DisplayPos;
    for (int n = 0; n < draw_data->CmdListsCount; n++)
    {
        const ImDrawList* cmd_list = draw_data->CmdLists[n];
        for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
        {
            const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
            if (pcmd->UserCallback != NULL)
            {
                // User callback, registered via ImDrawList::AddCallback()
                // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
                if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
                    ImGui_ImplDX11_SetupRenderState(draw_data, ctx);
                else
                    pcmd->UserCallback(cmd_list, pcmd);
            }
            else
            {
                // Apply scissor/clipping rectangle
                const D3D11_RECT r = { (LONG)(pcmd->ClipRect.x - clip_off.x), (LONG)(pcmd->ClipRect.y - clip_off.y), (LONG)(pcmd->ClipRect.z - clip_off.x), (LONG)(pcmd->ClipRect.w - clip_off.y) };
                ctx->RSSetScissorRects(1, &r);

                // Bind texture, Draw
                ID3D11ShaderResourceView* texture_srv = (ID3D11ShaderResourceView*)pcmd->TextureId;
                ctx->PSSetShaderResources(0, 1, &texture_srv);
                ctx->DrawIndexed(pcmd->ElemCount, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset);
            }
        }
        global_idx_offset += cmd_list->IdxBuffer.Size;
        global_vtx_offset += cmd_list->VtxBuffer.Size;
    }

    // Restore modified DX state
    ctx->RSSetScissorRects(old.ScissorRectsCount, old.ScissorRects);
    ctx->RSSetViewports(old.ViewportsCount, old.Viewports);
    ctx->RSSetState(old.RS); if (old.RS) old.RS->Release();
    ctx->OMSetBlendState(old.BlendState, old.BlendFactor, old.SampleMask); if (old.BlendState) old.BlendState->Release();
    ctx->OMSetDepthStencilState(old.DepthStencilState, old.StencilRef); if (old.DepthStencilState) old.DepthStencilState->Release();
    ctx->PSSetShaderResources(0, 1, &old.PSShaderResource); if (old.PSShaderResource) old.PSShaderResource->Release();
    ctx->PSSetSamplers(0, 1, &old.PSSampler); if (old.PSSampler) old.PSSampler->Release();
    ctx->PSSetShader(old.PS, old.PSInstances, old.PSInstancesCount); if (old.PS) old.PS->Release();
    for (UINT i = 0; i < old.PSInstancesCount; i++) if (old.PSInstances[i]) old.PSInstances[i]->Release();
    ctx->VSSetShader(old.VS, old.VSInstances, old.VSInstancesCount); if (old.VS) old.VS->Release();
    ctx->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release();
    for (UINT i = 0; i < old.VSInstancesCount; i++) if (old.VSInstances[i]) old.VSInstances[i]->Release();
    ctx->IASetPrimitiveTopology(old.PrimitiveTopology);
    ctx->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release();
    ctx->IASetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); if (old.VertexBuffer) old.VertexBuffer->Release();
    ctx->IASetInputLayout(old.InputLayout); if (old.InputLayout) old.InputLayout->Release();
}
Beispiel #11
0
EGLint SwapChain11::copyOffscreenToBackbuffer(EGLint x, EGLint y, EGLint width, EGLint height)
{
    if (!mSwapChain)
    {
        return EGL_SUCCESS;
    }

    initPassThroughResources();

    ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext();

    // Set vertices
    D3D11_MAPPED_SUBRESOURCE mappedResource;
    HRESULT result = deviceContext->Map(mQuadVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
    if (FAILED(result))
    {
        return EGL_BAD_ACCESS;
    }

    d3d11::PositionTexCoordVertex *vertices = static_cast<d3d11::PositionTexCoordVertex*>(mappedResource.pData);

    // Create a quad in homogeneous coordinates
    float x1 = (x / float(mWidth)) * 2.0f - 1.0f;
    float y1 = (y / float(mHeight)) * 2.0f - 1.0f;
    float x2 = ((x + width) / float(mWidth)) * 2.0f - 1.0f;
    float y2 = ((y + height) / float(mHeight)) * 2.0f - 1.0f;

    float u1 = x / float(mWidth);
    float v1 = y / float(mHeight);
    float u2 = (x + width) / float(mWidth);
    float v2 = (y + height) / float(mHeight);

    // Invert the quad vertices depending on the surface orientation.
    if ((mOrientation & EGL_SURFACE_ORIENTATION_INVERT_X_ANGLE) != 0)
    {
        std::swap(x1, x2);
    }
    if ((mOrientation & EGL_SURFACE_ORIENTATION_INVERT_Y_ANGLE) != 0)
    {
        std::swap(y1, y2);
    }

    d3d11::SetPositionTexCoordVertex(&vertices[0], x1, y1, u1, v1);
    d3d11::SetPositionTexCoordVertex(&vertices[1], x1, y2, u1, v2);
    d3d11::SetPositionTexCoordVertex(&vertices[2], x2, y1, u2, v1);
    d3d11::SetPositionTexCoordVertex(&vertices[3], x2, y2, u2, v2);

    deviceContext->Unmap(mQuadVB, 0);

    static UINT stride = sizeof(d3d11::PositionTexCoordVertex);
    static UINT startIdx = 0;
    deviceContext->IASetVertexBuffers(0, 1, &mQuadVB, &stride, &startIdx);

    // Apply state
    deviceContext->OMSetDepthStencilState(NULL, 0xFFFFFFFF);

    static const float blendFactor[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
    deviceContext->OMSetBlendState(NULL, blendFactor, 0xFFFFFFF);

    deviceContext->RSSetState(mPassThroughRS);

    // Apply shaders
    deviceContext->IASetInputLayout(mPassThroughIL);
    deviceContext->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
    deviceContext->VSSetShader(mPassThroughVS, NULL, 0);
    deviceContext->PSSetShader(mPassThroughPS, NULL, 0);
    deviceContext->GSSetShader(NULL, NULL, 0);

    auto stateManager = mRenderer->getStateManager();

    // Apply render targets
    stateManager->setOneTimeRenderTarget(mBackBufferRTView, nullptr);

    // Set the viewport
    D3D11_VIEWPORT viewport;
    viewport.TopLeftX = 0;
    viewport.TopLeftY = 0;
    viewport.Width = static_cast<FLOAT>(mWidth);
    viewport.Height = static_cast<FLOAT>(mHeight);
    viewport.MinDepth = 0.0f;
    viewport.MaxDepth = 1.0f;
    deviceContext->RSSetViewports(1, &viewport);

    // Apply textures
    stateManager->setShaderResource(gl::SAMPLER_PIXEL, 0, mOffscreenSRView);
    deviceContext->PSSetSamplers(0, 1, &mPassThroughSampler);

    // Draw
    deviceContext->Draw(4, 0);

    // Rendering to the swapchain is now complete. Now we can call Present().
    // Before that, we perform any cleanup on the D3D device. We do this before Present() to make sure the
    // cleanup is caught under the current eglSwapBuffers() PIX/Graphics Diagnostics call rather than the next one.
    stateManager->setShaderResource(gl::SAMPLER_PIXEL, 0, NULL);

    mRenderer->markAllStateDirty();

    return EGL_SUCCESS;
}
// Render function
// (this used to be set in io.RenderDrawListsFn and called by ImGui::Render(), but you can now call this directly from your main loop)
void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data)
{
    ID3D11DeviceContext* ctx = g_pd3dDeviceContext;

    // Create and grow vertex/index buffers if needed
    if (!g_pVB || g_VertexBufferSize < draw_data->TotalVtxCount)
    {
        if (g_pVB) { g_pVB->Release(); g_pVB = NULL; }
        g_VertexBufferSize = draw_data->TotalVtxCount + 5000;
        D3D11_BUFFER_DESC desc;
        memset(&desc, 0, sizeof(D3D11_BUFFER_DESC));
        desc.Usage = D3D11_USAGE_DYNAMIC;
        desc.ByteWidth = g_VertexBufferSize * sizeof(ImDrawVert);
        desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
        desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
        desc.MiscFlags = 0;
        if (g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pVB) < 0)
            return;
    }
    if (!g_pIB || g_IndexBufferSize < draw_data->TotalIdxCount)
    {
        if (g_pIB) { g_pIB->Release(); g_pIB = NULL; }
        g_IndexBufferSize = draw_data->TotalIdxCount + 10000;
        D3D11_BUFFER_DESC desc;
        memset(&desc, 0, sizeof(D3D11_BUFFER_DESC));
        desc.Usage = D3D11_USAGE_DYNAMIC;
        desc.ByteWidth = g_IndexBufferSize * sizeof(ImDrawIdx);
        desc.BindFlags = D3D11_BIND_INDEX_BUFFER;
        desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
        if (g_pd3dDevice->CreateBuffer(&desc, NULL, &g_pIB) < 0)
            return;
    }

    // Copy and convert all vertices into a single contiguous buffer
    D3D11_MAPPED_SUBRESOURCE vtx_resource, idx_resource;
    if (ctx->Map(g_pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &vtx_resource) != S_OK)
        return;
    if (ctx->Map(g_pIB, 0, D3D11_MAP_WRITE_DISCARD, 0, &idx_resource) != S_OK)
        return;
    ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource.pData;
    ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource.pData;
    for (int n = 0; n < draw_data->CmdListsCount; n++)
    {
        const ImDrawList* cmd_list = draw_data->CmdLists[n];
        memcpy(vtx_dst, cmd_list->VtxBuffer.Data, cmd_list->VtxBuffer.Size * sizeof(ImDrawVert));
        memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
        vtx_dst += cmd_list->VtxBuffer.Size;
        idx_dst += cmd_list->IdxBuffer.Size;
    }
    ctx->Unmap(g_pVB, 0);
    ctx->Unmap(g_pIB, 0);

    // Setup orthographic projection matrix into our constant buffer
    {
        D3D11_MAPPED_SUBRESOURCE mapped_resource;
        if (ctx->Map(g_pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped_resource) != S_OK)
            return;
        VERTEX_CONSTANT_BUFFER* constant_buffer = (VERTEX_CONSTANT_BUFFER*)mapped_resource.pData;
        float L = 0.0f;
        float R = ImGui::GetIO().DisplaySize.x;
        float B = ImGui::GetIO().DisplaySize.y;
        float T = 0.0f;
        float mvp[4][4] =
        {
            { 2.0f/(R-L),   0.0f,           0.0f,       0.0f },
            { 0.0f,         2.0f/(T-B),     0.0f,       0.0f },
            { 0.0f,         0.0f,           0.5f,       0.0f },
            { (R+L)/(L-R),  (T+B)/(B-T),    0.5f,       1.0f },
        };
        memcpy(&constant_buffer->mvp, mvp, sizeof(mvp));
        ctx->Unmap(g_pVertexConstantBuffer, 0);
    }

    // Backup DX state that will be modified to restore it afterwards (unfortunately this is very ugly looking and verbose. Close your eyes!)
    struct BACKUP_DX11_STATE
    {
        UINT                        ScissorRectsCount, ViewportsCount;
        D3D11_RECT                  ScissorRects[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
        D3D11_VIEWPORT              Viewports[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
        ID3D11RasterizerState*      RS;
        ID3D11BlendState*           BlendState;
        FLOAT                       BlendFactor[4];
        UINT                        SampleMask;
        UINT                        StencilRef;
        ID3D11DepthStencilState*    DepthStencilState;
        ID3D11ShaderResourceView*   PSShaderResource;
        ID3D11SamplerState*         PSSampler;
        ID3D11PixelShader*          PS;
        ID3D11VertexShader*         VS;
        UINT                        PSInstancesCount, VSInstancesCount;
        ID3D11ClassInstance*        PSInstances[256], *VSInstances[256];   // 256 is max according to PSSetShader documentation
        D3D11_PRIMITIVE_TOPOLOGY    PrimitiveTopology;
        ID3D11Buffer*               IndexBuffer, *VertexBuffer, *VSConstantBuffer;
        UINT                        IndexBufferOffset, VertexBufferStride, VertexBufferOffset;
        DXGI_FORMAT                 IndexBufferFormat;
        ID3D11InputLayout*          InputLayout;
    };
    BACKUP_DX11_STATE old;
    old.ScissorRectsCount = old.ViewportsCount = D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE;
    ctx->RSGetScissorRects(&old.ScissorRectsCount, old.ScissorRects);
    ctx->RSGetViewports(&old.ViewportsCount, old.Viewports);
    ctx->RSGetState(&old.RS);
    ctx->OMGetBlendState(&old.BlendState, old.BlendFactor, &old.SampleMask);
    ctx->OMGetDepthStencilState(&old.DepthStencilState, &old.StencilRef);
    ctx->PSGetShaderResources(0, 1, &old.PSShaderResource);
    ctx->PSGetSamplers(0, 1, &old.PSSampler);
    old.PSInstancesCount = old.VSInstancesCount = 256;
    ctx->PSGetShader(&old.PS, old.PSInstances, &old.PSInstancesCount);
    ctx->VSGetShader(&old.VS, old.VSInstances, &old.VSInstancesCount);
    ctx->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer);
    ctx->IAGetPrimitiveTopology(&old.PrimitiveTopology);
    ctx->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset);
    ctx->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset);
    ctx->IAGetInputLayout(&old.InputLayout);

    // Setup viewport
    D3D11_VIEWPORT vp;
    memset(&vp, 0, sizeof(D3D11_VIEWPORT));
    vp.Width = ImGui::GetIO().DisplaySize.x;
    vp.Height = ImGui::GetIO().DisplaySize.y;
    vp.MinDepth = 0.0f;
    vp.MaxDepth = 1.0f;
    vp.TopLeftX = vp.TopLeftY = 0.0f;
    ctx->RSSetViewports(1, &vp);

    // Bind shader and vertex buffers
    unsigned int stride = sizeof(ImDrawVert);
    unsigned int offset = 0;
    ctx->IASetInputLayout(g_pInputLayout);
    ctx->IASetVertexBuffers(0, 1, &g_pVB, &stride, &offset);
    ctx->IASetIndexBuffer(g_pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0);
    ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
    ctx->VSSetShader(g_pVertexShader, NULL, 0);
    ctx->VSSetConstantBuffers(0, 1, &g_pVertexConstantBuffer);
    ctx->PSSetShader(g_pPixelShader, NULL, 0);
    ctx->PSSetSamplers(0, 1, &g_pFontSampler);

    // Setup render state
    const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f };
    ctx->OMSetBlendState(g_pBlendState, blend_factor, 0xffffffff);
    ctx->OMSetDepthStencilState(g_pDepthStencilState, 0);
    ctx->RSSetState(g_pRasterizerState);

    // Render command lists
    int vtx_offset = 0;
    int idx_offset = 0;
    for (int n = 0; n < draw_data->CmdListsCount; n++)
    {
        const ImDrawList* cmd_list = draw_data->CmdLists[n];
        for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
        {
            const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
            if (pcmd->UserCallback)
            {
                pcmd->UserCallback(cmd_list, pcmd);
            }
            else
            {
                const D3D11_RECT r = { (LONG)pcmd->ClipRect.x, (LONG)pcmd->ClipRect.y, (LONG)pcmd->ClipRect.z, (LONG)pcmd->ClipRect.w };
                ctx->PSSetShaderResources(0, 1, (ID3D11ShaderResourceView**)&pcmd->TextureId);
                ctx->RSSetScissorRects(1, &r);
                ctx->DrawIndexed(pcmd->ElemCount, idx_offset, vtx_offset);
            }
            idx_offset += pcmd->ElemCount;
        }
        vtx_offset += cmd_list->VtxBuffer.Size;
    }

    // Restore modified DX state
    ctx->RSSetScissorRects(old.ScissorRectsCount, old.ScissorRects);
    ctx->RSSetViewports(old.ViewportsCount, old.Viewports);
    ctx->RSSetState(old.RS); if (old.RS) old.RS->Release();
    ctx->OMSetBlendState(old.BlendState, old.BlendFactor, old.SampleMask); if (old.BlendState) old.BlendState->Release();
    ctx->OMSetDepthStencilState(old.DepthStencilState, old.StencilRef); if (old.DepthStencilState) old.DepthStencilState->Release();
    ctx->PSSetShaderResources(0, 1, &old.PSShaderResource); if (old.PSShaderResource) old.PSShaderResource->Release();
    ctx->PSSetSamplers(0, 1, &old.PSSampler); if (old.PSSampler) old.PSSampler->Release();
    ctx->PSSetShader(old.PS, old.PSInstances, old.PSInstancesCount); if (old.PS) old.PS->Release();
    for (UINT i = 0; i < old.PSInstancesCount; i++) if (old.PSInstances[i]) old.PSInstances[i]->Release();
    ctx->VSSetShader(old.VS, old.VSInstances, old.VSInstancesCount); if (old.VS) old.VS->Release();
    ctx->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release();
    for (UINT i = 0; i < old.VSInstancesCount; i++) if (old.VSInstances[i]) old.VSInstances[i]->Release();
    ctx->IASetPrimitiveTopology(old.PrimitiveTopology);
    ctx->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release();
    ctx->IASetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); if (old.VertexBuffer) old.VertexBuffer->Release();
    ctx->IASetInputLayout(old.InputLayout); if (old.InputLayout) old.InputLayout->Release();
}
void BillboardTrees::Render()
{
	if (!m_loadingComplete)
		return;

	auto renderStateMgr = RenderStateMgr::Instance();
	ID3D11DeviceContext* context = m_deviceResources->GetD3DDeviceContext();

	// Set IA stage
	UINT stride = sizeof(PointSize);
	UINT offset = 0;
	if (ShaderChangement::PrimitiveType != D3D11_PRIMITIVE_TOPOLOGY_POINTLIST)
	{
		context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_POINTLIST);
		ShaderChangement::PrimitiveType = D3D11_PRIMITIVE_TOPOLOGY_POINTLIST;
	}
	if (ShaderChangement::InputLayout != m_treeInputLayout.Get())
	{
		context->IASetInputLayout(m_treeInputLayout.Get());
		ShaderChangement::InputLayout = m_treeInputLayout.Get();
	}
	context->IASetVertexBuffers(0, 1, m_treeSpriteVB.GetAddressOf(), &stride, &offset);

	ID3D11Buffer* cbuffers[2] = { m_perFrameCB->GetBuffer(), m_treeSettingsCB.GetBuffer() };
	ID3D11SamplerState* samplers[1] = { renderStateMgr->LinearSam() };
	// Bind shaders, constant buffers, srvs and samplers
	context->VSSetShader(m_treeVS.Get(), 0, 0);
	ShaderChangement::VS = m_treeVS.Get();
	context->GSSetShader(m_treeGS.Get(), 0, 0);
	context->GSSetConstantBuffers(0, 1, cbuffers);
	switch (m_renderOptions)
	{
	case BillTreeRenderOption::Light3:		// Light
		context->PSSetShader(m_treeLight3PS.Get(), 0, 0);
		ShaderChangement::PS = m_treeLight3PS.Get();
		break;
	case BillTreeRenderOption::Light3TexClip:		// LightTexClip
		context->PSSetShader(m_treeLight3TexClipPS.Get(), 0, 0);
		ShaderChangement::PS = m_treeLight3TexClipPS.Get();
		break;
	case BillTreeRenderOption::Light3TexClipFog:		// LightTexClipFog
		context->PSSetShader(m_treeLight3TexClipFogPS.Get(), 0, 0);
		ShaderChangement::PS = m_treeLight3TexClipFogPS.Get();
		break;
	default:
		throw ref new Platform::InvalidArgumentException("No such render option");
	}
	context->PSSetConstantBuffers(0, 2, cbuffers);
	context->PSSetSamplers(0, 1, samplers);
	context->PSSetShaderResources(0, 1, m_treeTextureMapArraySRV.GetAddressOf());

	float blendFactor[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
	if (m_alphaToCoverage)
		context->OMSetBlendState(renderStateMgr->AlphaToCoverBS(), blendFactor, 0xffffffff);
	context->Draw(m_treeCount, 0);

	// Recover render state
	if (m_alphaToCoverage)
		context->OMSetBlendState(nullptr, blendFactor, 0xffffffff);
	// Remove gs
	context->GSSetShader(nullptr, 0, 0);
	ShaderChangement::GS = nullptr;
}
Beispiel #14
0
// parameters should be validated/clamped by caller
EGLint SwapChain11::swapRect(EGLint x, EGLint y, EGLint width, EGLint height)
{
    if (!mSwapChain)
    {
        return EGL_SUCCESS;
    }

    if (mRenderToBackBuffer)
    {
        // When rendering directly to the backbuffer, we must swap the whole buffer.
        if (!(x == 0 && y == 0 && width == mWidth && height == mHeight))
        {
            ERR("When rendering directly to the backbuffer, swapRect can only be called on the entire backbuffer.");
            ASSERT(false);
            return EGL_FALSE;
        }
    }

    HRESULT result = S_OK;

    ID3D11Device *device = mRenderer->getDevice();

    if (!mRenderToBackBuffer)
    {
        ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext();

        // Set vertices
        D3D11_MAPPED_SUBRESOURCE mappedResource;
        result = deviceContext->Map(mQuadVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
        if (FAILED(result))
        {
            return EGL_BAD_ACCESS;
        }

        d3d11::PositionTexCoordVertex *vertices = static_cast<d3d11::PositionTexCoordVertex*>(mappedResource.pData);

        // Create a quad in homogeneous coordinates
        float x1 = (x / float(mWidth)) * 2.0f - 1.0f;
        float y1 = (y / float(mHeight)) * 2.0f - 1.0f;
        float x2 = ((x + width) / float(mWidth)) * 2.0f - 1.0f;
        float y2 = ((y + height) / float(mHeight)) * 2.0f - 1.0f;

        float u1 = x / float(mWidth);
        float v1 = y / float(mHeight);
        float u2 = (x + width) / float(mWidth);
        float v2 = (y + height) / float(mHeight);

        d3d11::SetPositionTexCoordVertex(&vertices[0], x1, y1, u1, v1);
        d3d11::SetPositionTexCoordVertex(&vertices[1], x1, y2, u1, v2);
        d3d11::SetPositionTexCoordVertex(&vertices[2], x2, y1, u2, v1);
        d3d11::SetPositionTexCoordVertex(&vertices[3], x2, y2, u2, v2);

        deviceContext->Unmap(mQuadVB, 0);

        static UINT stride = sizeof(d3d11::PositionTexCoordVertex);
        static UINT startIdx = 0;
        deviceContext->IASetVertexBuffers(0, 1, &mQuadVB, &stride, &startIdx);

        // Apply state
        deviceContext->OMSetDepthStencilState(NULL, 0xFFFFFFFF);

        static const float blendFactor[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
        deviceContext->OMSetBlendState(NULL, blendFactor, 0xFFFFFFF);

        deviceContext->RSSetState(NULL);

        // Apply shaders
        deviceContext->IASetInputLayout(mPassThroughIL);
        deviceContext->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
        deviceContext->VSSetShader(mPassThroughVS, NULL, 0);
        deviceContext->PSSetShader(mPassThroughPS, NULL, 0);
        deviceContext->GSSetShader(NULL, NULL, 0);

        // Apply render targets
        mRenderer->setOneTimeRenderTarget(mBackBufferRTView);

        // Set the viewport
        D3D11_VIEWPORT viewport;
        viewport.TopLeftX = 0;
        viewport.TopLeftY = 0;
        viewport.Width = static_cast<FLOAT>(mWidth);
        viewport.Height = static_cast<FLOAT>(mHeight);
        viewport.MinDepth = 0.0f;
        viewport.MaxDepth = 1.0f;
        deviceContext->RSSetViewports(1, &viewport);

        // Apply textures
        mRenderer->setShaderResource(gl::SAMPLER_PIXEL, 0, mOffscreenSRView);
        deviceContext->PSSetSamplers(0, 1, &mPassThroughSampler);

        // Draw
        deviceContext->Draw(4, 0);
    }

#if ANGLE_VSYNC == ANGLE_DISABLED
    result = mSwapChain->Present(0, 0);
#else
    // Use IDXGISwapChain1::Present1 with a dirty rect if DXGI 1.2 is available.
    if (mSwapChain1 != nullptr)
    {
        RECT rect =
        {
            static_cast<LONG>(x), static_cast<LONG>(mHeight - y - height),
            static_cast<LONG>(x + width), static_cast<LONG>(mHeight - y)
        };
        DXGI_PRESENT_PARAMETERS params = { 1, &rect, nullptr, nullptr };
        result = mSwapChain1->Present1(mSwapInterval, 0, &params);
    }
    else
    {
        result = mSwapChain->Present(mSwapInterval, 0);
    }
#endif

    if (result == DXGI_ERROR_DEVICE_REMOVED)
    {
        HRESULT removedReason = device->GetDeviceRemovedReason();
        UNUSED_TRACE_VARIABLE(removedReason);
        ERR("Present failed: the D3D11 device was removed: 0x%08X", removedReason);
        return EGL_CONTEXT_LOST;
    }
    else if (result == DXGI_ERROR_DEVICE_RESET)
    {
        ERR("Present failed: the D3D11 device was reset from a bad command.");
        return EGL_CONTEXT_LOST;
    }
    else if (FAILED(result))
    {
        ERR("Present failed with error code 0x%08X", result);
    }

    // Unbind
    mRenderer->setShaderResource(gl::SAMPLER_PIXEL, 0, NULL);

    mRenderer->unapplyRenderTargets();
    mRenderer->markAllStateDirty();

    return EGL_SUCCESS;
}
Beispiel #15
0
	void VRender() override
	{
		float color[4] = { 0.2f, 0.2f, 0.2f, 1.0f };

		// Set up the input assembler
		mDeviceContext->IASetInputLayout(mInputLayout);
		mRenderer->VSetPrimitiveType(GPU_PRIMITIVE_TYPE_TRIANGLE);

		mDeviceContext->RSSetViewports(1, &mRenderer->GetViewport());
		mDeviceContext->OMSetRenderTargets(1, mRenderer->GetRenderTargetView(), mRenderer->GetDepthStencilView());
		mDeviceContext->ClearRenderTargetView(*mRenderer->GetRenderTargetView(), color);
		mDeviceContext->ClearDepthStencilView(
		mRenderer->GetDepthStencilView(),
			D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL,
			1.0f,
			0);

		mDeviceContext->VSSetShader(mVertexShader, NULL, 0);
		mDeviceContext->PSSetShader(mPixelShader, NULL, 0);

		mDeviceContext->UpdateSubresource(
			mConstantBuffer,
			0,
			NULL,
			&mMatrixBuffer,
			0,
			0); 

		mDeviceContext->VSSetConstantBuffers(
			0,
			1,
			&mConstantBuffer);

		// Bezier
		mDeviceContext->UpdateSubresource(static_cast<DX11Mesh*>(mBezierMesh)->mVertexBuffer, 0, NULL, &mBezierVertices, 0, 0);

		mRenderer->VSetPrimitiveType(GPU_PRIMITIVE_TYPE_LINE);
		mRenderer->VBindMesh(mBezierMesh);
		mRenderer->VDrawIndexed(0, mBezierMesh->GetIndexCount());

		// Handles
		mDeviceContext->UpdateSubresource(static_cast<DX11Mesh*>(mHandlesMesh)->mVertexBuffer, 0, NULL, &mHandlesVertices, 0, 0);

		mRenderer->VSetPrimitiveType(GPU_PRIMITIVE_TYPE_LINE);
		mRenderer->VBindMesh(mHandlesMesh);
		mRenderer->VDrawIndexed(0, mHandlesMesh->GetIndexCount());

		// Circles
		mRenderer->VSetPrimitiveType(GPU_PRIMITIVE_TYPE_TRIANGLE);
		for (size_t i = 0; i < 4; i++)
		{
			mMatrixBuffer.mWorld = (mat4f::scale(mCircleScale) * mat4f::translate(mBezier.p[i])).transpose();
			mDeviceContext->UpdateSubresource(mConstantBuffer, 0, NULL, &mMatrixBuffer, 0, 0);

			mRenderer->VBindMesh(mCircleMesh);
			mRenderer->VDrawIndexed(0, mCircleMesh->GetIndexCount());
		}


		mRenderer->VSwapBuffers();
	}
gl::Error PixelTransfer11::copyBufferToTexture(const gl::PixelUnpackState &unpack, unsigned int offset, RenderTargetD3D *destRenderTarget,
                                               GLenum destinationFormat, GLenum sourcePixelsType, const gl::Box &destArea)
{
    ANGLE_TRY(loadResources());

    gl::Extents destSize = destRenderTarget->getExtents();

    ASSERT(destArea.x >= 0 && destArea.x + destArea.width  <= destSize.width  &&
           destArea.y >= 0 && destArea.y + destArea.height <= destSize.height &&
           destArea.z >= 0 && destArea.z + destArea.depth  <= destSize.depth  );

    const gl::Buffer &sourceBuffer = *unpack.pixelBuffer.get();

    ASSERT(mRenderer->supportsFastCopyBufferToTexture(destinationFormat));

    ID3D11PixelShader *pixelShader = findBufferToTexturePS(destinationFormat);
    ASSERT(pixelShader);

    // The SRV must be in the proper read format, which may be different from the destination format
    // EG: for half float data, we can load full precision floats with implicit conversion
    GLenum unsizedFormat = gl::GetInternalFormatInfo(destinationFormat).format;
    GLenum sourceFormat = gl::GetSizedInternalFormat(unsizedFormat, sourcePixelsType);

    const d3d11::TextureFormat &sourceFormatInfo = d3d11::GetTextureFormatInfo(sourceFormat, mRenderer->getRenderer11DeviceCaps());
    DXGI_FORMAT srvFormat = sourceFormatInfo.formatSet->srvFormat;
    ASSERT(srvFormat != DXGI_FORMAT_UNKNOWN);
    Buffer11 *bufferStorage11 = GetAs<Buffer11>(sourceBuffer.getImplementation());
    ID3D11ShaderResourceView *bufferSRV = nullptr;
    ANGLE_TRY_RESULT(bufferStorage11->getSRV(srvFormat), bufferSRV);
    ASSERT(bufferSRV != nullptr);

    ID3D11RenderTargetView *textureRTV = GetAs<RenderTarget11>(destRenderTarget)->getRenderTargetView();
    ASSERT(textureRTV != nullptr);

    CopyShaderParams shaderParams;
    setBufferToTextureCopyParams(destArea, destSize, sourceFormat, unpack, offset, &shaderParams);

    ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext();

    ID3D11Buffer *nullBuffer = nullptr;
    UINT zero = 0;

    // Are we doing a 2D or 3D copy?
    ID3D11GeometryShader *geometryShader = ((destSize.depth > 1) ? mBufferToTextureGS : NULL);
    auto stateManager                    = mRenderer->getStateManager();

    deviceContext->VSSetShader(mBufferToTextureVS, NULL, 0);
    deviceContext->GSSetShader(geometryShader, NULL, 0);
    deviceContext->PSSetShader(pixelShader, NULL, 0);
    stateManager->setShaderResource(gl::SAMPLER_PIXEL, 0, bufferSRV);
    deviceContext->IASetInputLayout(NULL);
    deviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_POINTLIST);

    deviceContext->IASetVertexBuffers(0, 1, &nullBuffer, &zero, &zero);
    deviceContext->OMSetBlendState(NULL, NULL, 0xFFFFFFF);
    deviceContext->OMSetDepthStencilState(mCopyDepthStencilState, 0xFFFFFFFF);
    deviceContext->RSSetState(mCopyRasterizerState);

    stateManager->setOneTimeRenderTarget(textureRTV, nullptr);

    if (!StructEquals(mParamsData, shaderParams))
    {
        d3d11::SetBufferData(deviceContext, mParamsConstantBuffer, shaderParams);
        mParamsData = shaderParams;
    }

    deviceContext->VSSetConstantBuffers(0, 1, &mParamsConstantBuffer);

    // Set the viewport
    D3D11_VIEWPORT viewport;
    viewport.TopLeftX = 0;
    viewport.TopLeftY = 0;
    viewport.Width = static_cast<FLOAT>(destSize.width);
    viewport.Height = static_cast<FLOAT>(destSize.height);
    viewport.MinDepth = 0.0f;
    viewport.MaxDepth = 1.0f;
    deviceContext->RSSetViewports(1, &viewport);

    UINT numPixels = (destArea.width * destArea.height * destArea.depth);
    deviceContext->Draw(numPixels, 0);

    // Unbind textures and render targets and vertex buffer
    stateManager->setShaderResource(gl::SAMPLER_PIXEL, 0, NULL);
    deviceContext->VSSetConstantBuffers(0, 1, &nullBuffer);

    mRenderer->markAllStateDirty();

    return gl::NoError();
}
void FBXObject::SetupDrawPixelShader()
{
	ID3D11DeviceContext* pImmediateContext = DX11App::getInstance()->direct3d.pImmediateContext;
	
	pImmediateContext->PSSetShader( this->pPixelShader.second, NULL, 0 );
}
Beispiel #18
0
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR cmdLine, int cmdShow)
{
	DXTInputHandlerDefault inputHandler;
	DXTWindowEventHandlerDefault eventHandler;
	DXTWindow window(hInstance, &inputHandler, &eventHandler);

	DXTRenderParams params;
	params.Extent = { 800, 600 };
	params.UseVSync = true;
	params.Windowed = true;

	HRESULT result;
	result = window.Initialize(params, "DXT Example (DirectX 11)");

	if (SUCCEEDED(result))
	{
		ID3D11Device* device;
		ID3D11DeviceContext* context;
		IDXGISwapChain* swapChain;
		result = DXTInitDevice(params, &window, &swapChain, &device, &context);

		if (SUCCEEDED(result))
		{
			eventHandler.SetSwapChain(swapChain);

			FLOAT clearColor[] = { 0.5f, 0.5f, 1.0f, 1.0f };
			D3D11_INPUT_ELEMENT_DESC inputDesc[] =
			{
				{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
				{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, sizeof(float) * 3, D3D11_INPUT_PER_VERTEX_DATA, 0 },
				{ "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, sizeof(float) * 5, D3D11_INPUT_PER_VERTEX_DATA, 0 },
			};
			UINT elementCount = 3;
			UINT stride = 8 * sizeof(FLOAT);
			UINT offset = 0;
			UINT indexCount = 0;
			FLOAT deltaTime = 0.016f;

			DXTSphericalCamera camera;
			DXTFirstPersonCameraController cameraController(&camera, &inputHandler);
			inputHandler.AddInputInterface(&cameraController);
			cameraController.Velocity = 40.0f;
			cameraController.RotationVelocity = 0.005f;
			camera.Position = DirectX::XMFLOAT3(20.0f, 20.0f, 20.0f);
			camera.LookAt(DirectX::XMFLOAT3(0.0f, 0.0f, 0.0f));

			ID3D11RenderTargetView* renderTargetView;
			ID3D11Texture2D* depthBuffer;
			ID3D11DepthStencilView* depthBufferView;
			ID3D11VertexShader* vertexShader;
			ID3D11PixelShader* pixelShader;
			DXTBytecodeBlob vertexBytecode;
			ID3D11DepthStencilState* depthState;
			ID3D11RasterizerState* rasterizerState;
			ID3D11Buffer* vertexBuffer;
			ID3D11Buffer* indexBuffer;
			ID3D11InputLayout* inputLayout;
			ID3D11Buffer* transformBuffer;

			DXTCreateRenderTargetFromBackBuffer(swapChain, device, &renderTargetView);
			DXTCreateDepthStencilBuffer(device, params.Extent.Width, params.Extent.Height, DXGI_FORMAT_D24_UNORM_S8_UINT, &depthBuffer, &depthBufferView);
			DXTVertexShaderFromFile(device, "VertexShader.cso", &vertexShader, &vertexBytecode);
			DXTPixelShaderFromFile(device, "PixelShader.cso", &pixelShader);
			DXTCreateDepthStencilStateDepthTestEnabled(device, &depthState);
			DXTCreateRasterizerStateSolid(device, &rasterizerState);
			DXTLoadStaticMeshFromFile(device, "mesh.ase", DXTVertexAttributePosition | DXTVertexAttributeUV | DXTVertexAttributeNormal,
				DXTIndexTypeShort, &vertexBuffer, &indexBuffer, &indexCount);
			DXTCreateBuffer(device, sizeof(DirectX::XMFLOAT4X4) * 2, D3D11_BIND_CONSTANT_BUFFER, D3D11_CPU_ACCESS_WRITE, D3D11_USAGE_DYNAMIC, &transformBuffer);

			device->CreateInputLayout(inputDesc, elementCount, vertexBytecode.Bytecode, vertexBytecode.BytecodeLength, &inputLayout);
			vertexBytecode.Destroy();

			window.Present(false);

			while (!window.QuitMessageReceived())
			{
				window.MessagePump();

				if (inputHandler.IsKeyDown(VK_ESCAPE))
					break;

				cameraController.Update(deltaTime);

				XMFLOAT4X4 ViewProj;
				XMFLOAT4X4 World;
				camera.GetViewProjectionMatrix(&ViewProj, params.Extent);
				XMStoreFloat4x4(&World, XMMatrixIdentity());

				D3D11_MAPPED_SUBRESOURCE subres;
				context->Map(transformBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &subres);
				XMFLOAT4X4* ptr = (XMFLOAT4X4*)subres.pData;
				ptr[0] = World;
				ptr[1] = ViewProj;
				context->Unmap(transformBuffer, 0);

				D3D11_VIEWPORT viewport = { 0.0f, 0.0f, (FLOAT)params.Extent.Width, (FLOAT)params.Extent.Height, 0.0f, 1.0f };
				context->ClearRenderTargetView(renderTargetView, clearColor);
				context->ClearDepthStencilView(depthBufferView, D3D11_CLEAR_DEPTH, 1.0f, 0);
				context->OMSetDepthStencilState(depthState, 0);
				context->OMSetRenderTargets(1, &renderTargetView, depthBufferView);
				context->RSSetState(rasterizerState);
				context->RSSetViewports(1, &viewport);
				context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
				context->IASetVertexBuffers(0, 1, &vertexBuffer, &stride, &offset);
				context->IASetIndexBuffer(indexBuffer, DXGI_FORMAT_R16_UINT, 0);
				context->IASetInputLayout(inputLayout);
				context->VSSetShader(vertexShader, nullptr, 0);
				context->PSSetShader(pixelShader, nullptr, 0);
				context->VSSetConstantBuffers(0, 1, &transformBuffer);
				
				context->DrawIndexed(indexCount, 0, 0);

				swapChain->Present(1, 0);
			}

			swapChain->SetFullscreenState(false, nullptr);
			
			transformBuffer->Release();
			depthBufferView->Release();
			depthBuffer->Release();
			inputLayout->Release();
			vertexBuffer->Release();
			indexBuffer->Release();
			depthState->Release();
			rasterizerState->Release();
			vertexShader->Release();
			pixelShader->Release();
			renderTargetView->Release();
			swapChain->Release();
			context->Release();
			device->Release();
		}

		window.Destroy();
	}
}
Beispiel #19
0
// WinMain
int APIENTRY _tWinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance, LPTSTR lpCmdLine, int nCmdShow )
{
    HRESULT hr;


    // ウィンドウクラスを登録
    WNDCLASSEX wcex = {
        sizeof( WNDCLASSEX ),			// cbSize
        CS_HREDRAW | CS_VREDRAW,		// style
        WndProc,						// lpfnWndProc
        0,								// cbClsExtra
        0,								// cbWndExtra
        hInstance,						// hInstance
        NULL,							// hIcon
        NULL,							// hCursor
        ( HBRUSH )( COLOR_WINDOW + 1 ),	// hbrBackGround
        NULL,							// lpszMenuName
        g_className,					// lpszClassName
        NULL							// hIconSm
    };
    if ( ! RegisterClassEx( &wcex ) )
    {
        MessageBox( NULL, _T( "失敗: RegisterClassEx()" ), _T( "エラー" ), MB_OK | MB_ICONERROR );
        return 0;
    }
    dtprintf( _T( "RegisterClassEx: ok\n" ) );


    // ウィンドウサイズを計算
    RECT r = { 0, 0, 800, 450 };   // 800x450 (16:9)
    if ( ! AdjustWindowRect( &r, WS_OVERLAPPEDWINDOW, FALSE ) )
    {
        MessageBox( NULL, _T( "失敗: AdjustWindowRect()" ), _T( "エラー" ),  MB_OK | MB_ICONERROR );
        return 0;
    }
    dtprintf( _T( "AdjustWindowRect: ok (%d, %d)-(%d, %d)\n" ), r.left, r.top, r.right, r.bottom );


    // ウィンドウ生成
    HWND hWnd;
    hWnd = CreateWindow( g_className,
                         g_windowName,
                         WS_OVERLAPPEDWINDOW,
                         CW_USEDEFAULT,
                         0,
                         r.right - r.left,
                         r.bottom - r.top,
                         NULL,
                         NULL,
                         hInstance,
                         NULL );
    if ( hWnd == NULL )
    {
        MessageBox( NULL, _T( "失敗: CreateWindow()" ), _T( "エラー" ), MB_OK | MB_ICONERROR );
        return 0;
    }
    dtprintf( _T( "CreateWindow: ok\n" ) );


    // ウィンドウ表示
    ShowWindow(hWnd, nCmdShow);
    dtprintf( _T( "ShowWindow: ok\n" ) );



    // スワップチェイン設定
    DXGI_SWAP_CHAIN_DESC scDesc = {
        {
            1280,									// BufferDesc.Width
            720,									// BufferDesc.Height
            {
                60,									// BufferDesc.RefreshRate.Numerator
                1									// BufferDesc.RefreshRate.Denominator
            },
            DXGI_FORMAT_R16G16B16A16_FLOAT,			// BufferDesc.Format
            DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED,	// BufferDesc.ScanlineOrdering
            DXGI_MODE_SCALING_CENTERED				// BufferDesc.Scaling
        },
        {
            1,										// SampleDesc.Count
            0										// SampleDesc.Quality
        },
        DXGI_USAGE_RENDER_TARGET_OUTPUT,			// BufferUsage
        1,											// BufferCount
        hWnd,										// OutputWindow
        TRUE,										// Windowed
        DXGI_SWAP_EFFECT_DISCARD,					// SwapEffect
        DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH		// Flags
    };

    // Direct3D11 デバイス・デバイスコンテキスト・スワップチェーンを生成
    ID3D11Device        * pDevice        = NULL;
    ID3D11DeviceContext * pDeviceContext = NULL;
    IDXGISwapChain      * pSwapChain     = NULL;
    D3D_FEATURE_LEVEL     feature;
    hr = D3D11CreateDeviceAndSwapChain( NULL,
                                        D3D_DRIVER_TYPE_HARDWARE,
                                        NULL,
                                        0,
                                        NULL,
                                        0,
                                        D3D11_SDK_VERSION,
                                        &scDesc,
                                        &pSwapChain,
                                        &pDevice,
                                        &feature,
                                        &pDeviceContext );
    if ( FAILED( hr ) )
    {
        MessageBox( NULL, _T( "失敗: D3D11CreateDeviceAndSwapChain()" ), _T( "エラー" ), MB_OK | MB_ICONERROR );
        return 0;
    }
    dtprintf( _T( "D3D11CreateDeviceAndSwapChain: ok (pDevice: 0x%p, pDeviceContext: 0x%p, pSwapChain: 0x%p, feature: 0x%4x)\n" ),
              pDevice,
              pDeviceContext,
              pSwapChain,
              ( int ) feature );


    // バックバッファテクスチャを取得
    ID3D11Texture2D * pBackBuffer = NULL;
    hr = pSwapChain->GetBuffer( 0, __uuidof( pBackBuffer ), reinterpret_cast< void ** >( &pBackBuffer ) );
    if ( FAILED( hr ) )
    {
        MessageBox( NULL, _T( "失敗: IDXGISwapChain::GetBuffer()" ), _T( "エラー" ), MB_OK | MB_ICONERROR );
        return 0;
    }
    dtprintf( _T( "IDXGISwapChain::GetBuffer: ok (pBackBuffer: 0x%p)\n" ), pBackBuffer );


    // レンダーターゲットビューを生成
    ID3D11RenderTargetView * pRenderTargetView = NULL;
    hr = pDevice->CreateRenderTargetView( pBackBuffer, NULL, &pRenderTargetView );
    if ( FAILED( hr ) )
    {
        MessageBox( NULL, _T( "失敗: ID3D11Device::CreateRenderTargetView()" ), _T( "エラー" ), MB_OK | MB_ICONERROR );
        return 0;
    }
    dtprintf( _T( "ID3D11Device::CreateRenderTargetView: ok (pRenderTargetView: 0x%p)\n" ), pRenderTargetView );


    // デプス・ステンシルバッファとなるテクスチャを生成
    D3D11_TEXTURE2D_DESC depthStencilBufferDesc = {
        1280,						// Width
        720,						// Height
        1,							// MipLevels
        1,							// ArraySize
        DXGI_FORMAT_D32_FLOAT,		// Format
        {
            1,						// SampleDesc.Count
            0						// SampleDesc.Quality
        },
        D3D11_USAGE_DEFAULT,		// Usage
        D3D11_BIND_DEPTH_STENCIL,	// BindFlags
        0,							// CPUAccessFlags
        0							// MiscFlags
    };

    ID3D11Texture2D * pDepthStencilBuffer = NULL;
    hr = pDevice->CreateTexture2D( &depthStencilBufferDesc, NULL, &pDepthStencilBuffer );
    if ( FAILED( hr ) )
    {
        MessageBox( NULL, _T( "失敗: ID3D11Device::CreateTexture2D()" ), _T( "エラー" ), MB_OK | MB_ICONERROR );
        return 0;
    }
    dtprintf( _T( "ID3D11Device::CreateTexture2D: ok (pDepthStencilBuffer: 0x%p)\n" ), pDepthStencilBuffer );

    // デプス・ステンシルビューを生成
    ID3D11DepthStencilView * pDepthStencilView = NULL;
    hr = pDevice->CreateDepthStencilView( pDepthStencilBuffer, NULL, &pDepthStencilView );
    if ( FAILED( hr ) )
    {
        MessageBox( NULL, _T( "失敗: ID3D11Device::CreateDepthStencilView()" ), _T( "エラー" ), MB_OK | MB_ICONERROR );
        return 0;
    }
    dtprintf( _T( "ID3D11Device::CreateDepthStencilView: ok (pDepthStencilView: 0x%p)\n" ), pDepthStencilView );


    // レンダーターゲットビューとデプス・ステンシルビューをバインド
    ID3D11RenderTargetView * pRenderTargetViews[] = { pRenderTargetView };
    pDeviceContext->OMSetRenderTargets( 1, pRenderTargetViews, pDepthStencilView );
    dtprintf( _T( "ID3D11DeviceContext::OMSetRenderTargets: ok\n" ) );

    // バックバッファはもうここでは使わない
    COM_SAFE_RELEASE( pBackBuffer );


    // ビューポートをバインド
    D3D11_VIEWPORT viewport = {
        0.0f,		// TopLeftX
        0.0f,		// TopLeftY
        1280.0f,		// Width
        720.0f,		// Height
        0.0f,		// MinDepth
        1.0f			// MaxDepth
    };
    pDeviceContext->RSSetViewports( 1, &viewport );
    dtprintf( _T( "ID3D11DeviceContext::RSSetViewports: ok\n" ) );


    // 頂点データ
    float vertices[ 8 ][ 7 ] = {
        //    Xaxis  Yaxis  Zaxis  赤     緑     青     Alpha
        { -0.5f,  0.5f,  0.5f,  0.0f,  0.0f,  0.0f,  1.0f },   // 手前左上
        {  0.5f,  0.5f,  0.5f,  0.0f,  0.0f,  1.0f,  1.0f },   // 手前右上
        {  0.5f, -0.5f,  0.5f,  0.0f,  1.0f,  0.0f,  1.0f },   // 手前右下
        { -0.5f, -0.5f,  0.5f,  0.0f,  1.0f,  1.0f,  1.0f },   // 手前左下
        { -0.5f,  0.5f, -0.5f,  1.0f,  0.0f,  0.0f,  1.0f },   // 奥左上
        {  0.5f,  0.5f, -0.5f,  1.0f,  0.0f,  1.0f,  1.0f },   // 奥右上
        {  0.5f, -0.5f, -0.5f,  1.0f,  1.0f,  0.0f,  1.0f },   // 奥右下
        { -0.5f, -0.5f, -0.5f,  1.0f,  1.0f,  1.0f,  1.0f }    // 奥左下
    };

    // 頂点バッファを生成
    D3D11_BUFFER_DESC vertexBufferDesc = {
        sizeof( vertices ),			// ByteWidth
        D3D11_USAGE_DEFAULT,		// Usage
        D3D11_BIND_VERTEX_BUFFER,	// BindFlags
        0,							// CPUAccessFlags
        0,							// MiscFlags
        0							// StructureByteStride
    };
    D3D11_SUBRESOURCE_DATA vertexResourceData = { vertices };

    ID3D11Buffer * pVertexBuffer = NULL;
    hr = pDevice->CreateBuffer( &vertexBufferDesc, &vertexResourceData, &pVertexBuffer );
    if ( FAILED( hr ) )
    {
        MessageBox( NULL, _T( "失敗: ID3D11Device::CreateBuffer()" ), _T( "エラー" ), MB_OK | MB_ICONERROR );
        return 0;
    }
    dtprintf( _T( "ID3D11Device::CreateBuffer: ok (pVertexBuffer: 0x%p)\n" ), pVertexBuffer );

    // 頂点バッファをバインド
    UINT strides[] = { sizeof( float ) * 7 };
    UINT offsets[] = { 0 };
    pDeviceContext->IASetVertexBuffers( 0, 1, &pVertexBuffer, strides, offsets );
    dtprintf( _T( "ID3D11DeviceContext::IASetVertexBuffers: ok\n" ) );


    // インデックスデータ
    unsigned int indices[] = { 0, 1, 2, 0, 2, 3,    // 手前
                               4, 0, 3, 4, 3, 7,    // 左
                               1, 5, 6, 1, 6, 2,    // 右
                               0, 4, 5, 0, 5, 1,    // 上
                               2, 6, 7, 2, 7, 3,    // 下
                               5, 4, 7, 5, 7, 6
                             };  // 裏

    // インデックスバッファを生成
    D3D11_BUFFER_DESC indexBufferDesc = {
        sizeof( indices ),				// ByteWidth
        D3D11_USAGE_DEFAULT,			// Usage
        D3D11_BIND_INDEX_BUFFER,		// BindFlags
        0,								// CPUAccessFlags
        0,								// MiscFlags
        0								// StructureByteStride
    };
    D3D11_SUBRESOURCE_DATA indexResourceData = { indices };

    ID3D11Buffer * pIndexBuffer = NULL;
    hr = pDevice->CreateBuffer( &indexBufferDesc, &indexResourceData, &pIndexBuffer );
    if ( FAILED( hr ) )
    {
        MessageBox( NULL, _T( "失敗: ID3D11Device::CreateBuffer()" ), _T( "エラー" ), MB_OK | MB_ICONERROR );
        return 0;
    }
    dtprintf( _T( "ID3D11Device::CreateBuffer: ok (pIndexBuffer: 0x%p)\n" ), pIndexBuffer );

    // インデックスバッファをバインド
    pDeviceContext->IASetIndexBuffer( pIndexBuffer, DXGI_FORMAT_R32_UINT, 0 );
    dtprintf( _T( "ID3D11DeviceContext::IASetIndexBuffer: ok\n" ) );


    // プリミティブタイプを設定
    pDeviceContext->IASetPrimitiveTopology( D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST );
    dtprintf( _T( "ID3D11DeviceContext::IASetPrimitiveTopology: ok\n" ) );


    // 頂点シェーダ用の定数バッファを作成
    D3D11_BUFFER_DESC VSConstantBufferDesc = {
        sizeof( D3DXMATRIX ) * 3,		// ByteWidth
        D3D11_USAGE_DYNAMIC,			// Usage
        D3D11_BIND_CONSTANT_BUFFER,		// BindFlags
        D3D11_CPU_ACCESS_WRITE,			// CPUAccessFlags
        0,								// MiscFlags
        0								// StructureByteStride
    };

    ID3D11Buffer * pVSConstantBuffer = NULL;
    hr = pDevice->CreateBuffer( &VSConstantBufferDesc, NULL, &pVSConstantBuffer );
    if ( FAILED( hr ) )
    {
        MessageBox( NULL, _T( "失敗: ID3D11Device::CreateBuffer()" ), _T( "エラー" ), MB_OK | MB_ICONERROR );
        return 0;
    }
    dtprintf( _T( "ID3D11Device::CreateBuffer: ok (pVSConstantBuffer: 0x%p)\n" ), pVSConstantBuffer );

    // 定数バッファをバインド
    pDeviceContext->VSSetConstantBuffers( 0, 1, &pVSConstantBuffer );
    dtprintf( _T( "ID3D11DeviceContext::VSSetConstantBuffers: ok\n" ) );


    // 頂点シェーダを作成
    ID3D11VertexShader * pVertexShader = NULL;
    hr = pDevice->CreateVertexShader( g_vs_perspective, sizeof( g_vs_perspective ), NULL, &pVertexShader );
    if ( FAILED( hr ) )
    {
        MessageBox( NULL, _T( "失敗: ID3D11Device::CreateVertexShader()" ), _T( "エラー" ), MB_OK | MB_ICONERROR );
        return 0;
    }
    dtprintf( _T( "ID3D11Device::CreateVertexShader: ok (pVertexShader: 0x%p)\n" ), pVertexShader );

    // ピクセルシェーダを作成
    ID3D11PixelShader * pPixelShader = NULL;
    hr = pDevice->CreatePixelShader( g_ps_constant, sizeof( g_ps_constant ), NULL, &pPixelShader );
    if ( FAILED( hr ) )
    {
        MessageBox( NULL, _T( "失敗: ID3D11Device::CreatePixelShader()" ), _T( "エラー" ), MB_OK | MB_ICONERROR );
        return 0;
    }
    dtprintf( _T( "ID3D11Device::CreatePixelShader: ok (pPixelShader: 0x%p)\n" ), pPixelShader );

    // シェーダをバインド
    pDeviceContext->VSSetShader( pVertexShader, NULL, 0 );
    dtprintf( _T( "ID3D11DeviceContext::VSSetShader: ok\n" ) );
    pDeviceContext->PSSetShader( pPixelShader, NULL, 0 );
    dtprintf( _T( "ID3D11DeviceContext::PSSetShader: ok\n" ) );
    pDeviceContext->GSSetShader( NULL, NULL, 0 );
    pDeviceContext->HSSetShader( NULL, NULL, 0 );
    pDeviceContext->DSSetShader( NULL, NULL, 0 );


    // 入力エレメント記述子
    D3D11_INPUT_ELEMENT_DESC verticesDesc[] = {
        { "IN_POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT,    0, 0,               D3D11_INPUT_PER_VERTEX_DATA, 0 },
        { "IN_COLOR",    0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, sizeof(float)*3, D3D11_INPUT_PER_VERTEX_DATA, 0 }
    };

    // 入力レイアウトを生成
    ID3D11InputLayout * pInputLayout = NULL;
    hr = pDevice->CreateInputLayout( verticesDesc, 2, g_vs_perspective, sizeof( g_vs_perspective ), &pInputLayout );
    if ( FAILED( hr ) )
    {
        MessageBox( NULL, _T( "失敗: ID3D11Device::CreateInputLayout()" ), _T( "エラー" ), MB_OK | MB_ICONERROR );
        return 0;
    }
    dtprintf( _T( "ID3D11Device::CreateInputLayout: ok (pInputLayout: 0x%p)\n" ), pInputLayout );

    // 入力レイアウトをバインド
    pDeviceContext->IASetInputLayout( pInputLayout );
    dtprintf( _T( "ID3D11DeviceContext::IASetInputLayout: ok\n" ) );


    // ラスタライザステートを生成
    D3D11_RASTERIZER_DESC rasterizerStateDesc = {
        D3D11_FILL_SOLID,		// FillMode
//		D3D11_FILL_WIREFRAME,	// FillMode (ワイヤーフレーム表示)
        D3D11_CULL_BACK,		// CullMode
//		D3D11_CULL_NONE,		// CullMode (カリングなし)
        FALSE,					// FrontCounterClockwise
        0,						// DepthBias
        0.0f,					// DepthBiasClamp
        0.0f,					// SlopeScaledDepthBias
        TRUE,					// DepthClipEnable
        FALSE,					// ScissorEnable
        FALSE,					// MultisampleEnable
        FALSE					// AntialiasedLineEnable
    };

    ID3D11RasterizerState * pRasterizerState = NULL;
    hr = pDevice->CreateRasterizerState( &rasterizerStateDesc, &pRasterizerState );
    if ( FAILED( hr ) )
    {
        MessageBox( NULL, _T( "失敗: ID3D11Device::CreateRasterizerState()" ), _T( "エラー" ), MB_OK | MB_ICONERROR );
        return 0;
    }
    dtprintf( _T( "ID3D11Device::CreateRasterizerState: ok (pRasterizerState: 0x%p)\n" ), pRasterizerState );

    // ラスタライザステートをバインド
    pDeviceContext->RSSetState( pRasterizerState );
    dtprintf( _T( "ID3D11DeviceContext::RSSetState: ok\n" ) );


    // デプス・ステンシルステートを生成
    D3D11_DEPTH_STENCIL_DESC depthStencilStateDesc = {
        TRUE,								// DepthEnable
        D3D11_DEPTH_WRITE_MASK_ALL,			// DepthWriteMask
        D3D11_COMPARISON_LESS,				// DepthFunc
        FALSE,								// StencilEnable
        D3D11_DEFAULT_STENCIL_READ_MASK,	// StencilReadMask
        D3D11_DEFAULT_STENCIL_WRITE_MASK,	// StencilWriteMask
        {
            D3D11_STENCIL_OP_KEEP,			// FrontFace.StencilFailOp
            D3D11_STENCIL_OP_KEEP,			// FrontFace.StencilDepthFailOp
            D3D11_STENCIL_OP_KEEP,			// FrontFace.StencilPassOp
            D3D11_COMPARISON_ALWAYS			// FrontFace.StencilFunc
        },
        {
            D3D11_STENCIL_OP_KEEP,			// BackFace.StencilFailOp
            D3D11_STENCIL_OP_KEEP,			// BackFace.StencilDepthFailOp
            D3D11_STENCIL_OP_KEEP,			// BackFace.StencilPassOp
            D3D11_COMPARISON_ALWAYS			// BackFace.StencilFunc
        }
    };

    ID3D11DepthStencilState * pDepthStencilState = NULL;
    hr = pDevice->CreateDepthStencilState( &depthStencilStateDesc, &pDepthStencilState );
    if ( FAILED( hr ) )
    {
        MessageBox( NULL, _T( "失敗: ID3D11Device::CreateDepthStencilState()" ), _T( "エラー" ), MB_OK | MB_ICONERROR );
        return 0;
    }
    dtprintf( _T( "ID3D11Device::CreateDepthStencilState: ok (pDepthStencilState: 0x%p)\n" ), pDepthStencilState );

    // デプス・ステンシルステートをバインド
    pDeviceContext->OMSetDepthStencilState( pDepthStencilState, 0 );
    dtprintf( _T( "ID3D11DeviceContext::OMSetDepthStencilState: ok\n" ) );



    MSG msg;

    while ( 1 )
    {
        // メッセージを取得
        if ( PeekMessage( &msg, NULL, 0, 0, PM_REMOVE ) )
        {
            if ( msg.message == WM_QUIT )
            {
                dtprintf( _T( "PeekMessage: WM_QUIT\n" ) );
                break;
            }
            // メッセージ処理
            DispatchMessage( &msg );
        }
        else
        {
            HRESULT hr;

            static unsigned int count = 0;

            float theta = ( count++ / 200.0f ) * ( 3.141593f / 2.0f );


            // World-View-Projection 行列をそれぞれ生成
            D3DXMATRIX world, view, projection;

            D3DXMatrixIdentity( &world );

            const D3DXVECTOR3 eye( 1.8f * 1.414214f * -cosf( theta ), 1.8f, 1.8f * 1.414214f * sinf( theta ) );
            const D3DXVECTOR3 at( 0.0f, 0.0f, 0.0f );
            const D3DXVECTOR3 up( 0.0f, 1.0f, 0.0f );
            D3DXMatrixLookAtRH( &view, &eye, &at, &up );

            D3DXMatrixPerspectiveFovRH( &projection, 3.141593f / 4.0f, 1280.0f / 720.0f, 1.0f, 10000.0f );


            // 頂点シェーダ用定数バッファへアクセス
            D3D11_MAPPED_SUBRESOURCE mapped;
            hr = pDeviceContext->Map( pVSConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped );
            if ( SUCCEEDED( hr ) )
            {
                D3DXMATRIX * mapped_m = static_cast< D3DXMATRIX * >( mapped.pData );

                mapped_m[0] = world;
                mapped_m[1] = view;
                mapped_m[2] = projection;

                // 後始末
                pDeviceContext->Unmap( pVSConstantBuffer, 0 );
            }


            // レンダーターゲットビューをクリア
            const float clear[ 4 ] = { 0.0f, 0.0f, 0.3f, 1.0f };	// RGBA
            pDeviceContext->ClearRenderTargetView( pRenderTargetView, clear );

            // デプス・ステンシルビューをクリア
            pDeviceContext->ClearDepthStencilView( pDepthStencilView, D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL, 1.0f, 0 );


            // 描画
            pDeviceContext->DrawIndexed( 36, 0, 0 );

            pSwapChain->Present( 1, 0 );

            // ちょっとだけ待つ
            Sleep( 5 );
        }
    }



    // シェーダをアンバインド
    pDeviceContext->VSSetShader( NULL, NULL, 0 );
    pDeviceContext->PSSetShader( NULL, NULL, 0 );

    // デバイス・リソース解放
    COM_SAFE_RELEASE( pDepthStencilState );
    COM_SAFE_RELEASE( pRasterizerState );
    COM_SAFE_RELEASE( pInputLayout );
    COM_SAFE_RELEASE( pPixelShader );
    COM_SAFE_RELEASE( pVertexShader );
    COM_SAFE_RELEASE( pVSConstantBuffer );
    COM_SAFE_RELEASE( pIndexBuffer );
    COM_SAFE_RELEASE( pVertexBuffer );
    COM_SAFE_RELEASE( pDepthStencilView );
    COM_SAFE_RELEASE( pDepthStencilBuffer );
    COM_SAFE_RELEASE( pRenderTargetView );
    COM_SAFE_RELEASE( pSwapChain );
    COM_SAFE_RELEASE( pDeviceContext );
    COM_SAFE_RELEASE( pDevice );


    return msg.wParam;
}
Beispiel #20
0
void DrawCoordinate()
{		
    struct CB
    {
        XMMATRIX mWorldViewProj;
    };

    ID3D11Device*               pDevice = WE::D3DDevice();
    ID3D11DeviceContext*        pImmediateContext = WE::ImmediateContext();

    static ID3D11VertexShader*  g_pVertexShader = NULL;
    static ID3D11PixelShader*	g_pPixelShader = NULL;
    static ID3D11Buffer*        g_pCB = NULL;
    static const char* g_strBuffer =
        "	cbuffer cbPerObject : register( b0 )										\r\n"
        "	{																			\r\n"
        "		matrix      g_mWorldViewProjection  : packoffset( c0 );		            \r\n"
        "	};																			\r\n"
        "																				\r\n"
        "	struct VS_In																\r\n"
        "	{																			\r\n"
        "		uint    id      	: SV_VERTEXID;										\r\n"
        "	};																			\r\n"
        "																				\r\n"
        "	struct VS_Out																\r\n"
        "	{																			\r\n"
        "		float4 pos			: SV_POSITION;										\r\n"
        "		float4 color        : COLOR;											\r\n"
        "	};																			\r\n"
        "																				\r\n"
        "																				\r\n"
        "	cbuffer cbImmutable															\r\n"
        "	{																			\r\n"
        "		static float4 g_positions[6] =											\r\n"
        "		{																		\r\n"
        "			float4( 0.0f, 0.0f, 0.0f, 1.0f ),									\r\n"
        "			float4( 1.0f, 0.0f, 0.0f, 1.0f ),									\r\n"
        "			float4( 0.0f, 0.0f, 0.0f, 1.0f ),									\r\n"
        "			float4( 0.0f, 1.0f, 0.0f, 1.0f ),									\r\n"
        "			float4( 0.0f, 0.0f, 0.0f, 1.0f ),									\r\n"
        "			float4( 0.0f, 0.0f, 1.0f, 1.0f ),        							\r\n"
        "		};																		\r\n"
        "																				\r\n"
        "		static float4 g_colors[6] =												\r\n"
        "		{																		\r\n"
        "			float4( 1.0f, 0.0f, 0.0f, 1.0f ),									\r\n"
        "			float4( 1.0f, 0.0f, 0.0f, 1.0f ),									\r\n"
        "			float4( 0.0f, 1.0f, 0.0f, 1.0f ),									\r\n"
        "			float4( 0.0f, 1.0f, 0.0f, 1.0f ),									\r\n"
        "			float4( 0.0f, 0.0f, 1.0f, 1.0f ),									\r\n"
        "			float4( 0.0f, 0.0f, 1.0f, 1.0f ),        							\r\n"
        "		};																		\r\n"
        "	};																			\r\n"
        "	VS_Out VSMain(VS_In input)													\r\n"
        "	{																			\r\n"
        "		VS_Out output;															\r\n"
        "																				\r\n"
        "		output.pos = mul( g_positions[input.id] * 5, g_mWorldViewProjection );	\r\n"
        "		output.color = g_colors[input.id];										\r\n"
        "		return output;															\r\n"
        "	}																			\r\n"
        "																	    		\r\n"
        "	float4 PSMain(VS_Out input) : SV_Target							            \r\n"
        "	{   																		\r\n"
        "		return input.color;														\r\n"
        "		return float4( 1.0f, 1.0f, 0.0f, 1.0f );								\r\n"
        "	}																			\r\n"
        "";

    HRESULT hr;

    if ( g_pVertexShader == NULL )
    {
        // Create shaders
        ID3DBlob* pVSBlob = NULL;
        ID3DBlob* pPSBlob = NULL;

        UINT dwBufferSize = ( UINT )strlen( g_strBuffer ) + 1;
        V( WE::CompileShaderFromMemory( g_strBuffer, dwBufferSize, NULL, "VSMain", "vs_5_0", &pVSBlob ) );
        V( WE::CompileShaderFromMemory( g_strBuffer, dwBufferSize, NULL, "PSMain", "ps_5_0", &pPSBlob ) );

        V( pDevice->CreateVertexShader( pVSBlob->GetBufferPointer(), pVSBlob->GetBufferSize(), NULL, &g_pVertexShader ) );
        V( pDevice->CreatePixelShader( pPSBlob->GetBufferPointer(), pPSBlob->GetBufferSize(), NULL, &g_pPixelShader ) );

        SAFE_RELEASE( pVSBlob );
        SAFE_RELEASE( pPSBlob );

        // Create the constant buffers
        D3D11_BUFFER_DESC Desc;
        Desc.Usage = D3D11_USAGE_DYNAMIC;
        Desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
        Desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
        Desc.MiscFlags = 0;
        Desc.ByteWidth = sizeof( CB );
        V( pDevice->CreateBuffer( &Desc, NULL, &g_pCB ) );
    }

    D3D11_MAPPED_SUBRESOURCE MappedResource;
    V(pImmediateContext->Map( g_pCB, 0, D3D11_MAP_WRITE_DISCARD, 0, &MappedResource ) );
    CB* pPerFrame = ( CB* )MappedResource.pData;
    pPerFrame->mWorldViewProj = XMMatrixTranspose( WE::Camera()->GetViewProjMtx() );
    pImmediateContext->Unmap( g_pCB, 0 );
    pImmediateContext->VSSetConstantBuffers( 0, 1, &g_pCB );

    pImmediateContext->OMSetDepthStencilState( NULL, 0 );
    float vBlendFactor[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
    pImmediateContext->OMSetBlendState( NULL, vBlendFactor, 0xFFFFFFFF );
    pImmediateContext->RSSetState( NULL );

    pImmediateContext->IASetPrimitiveTopology( D3D11_PRIMITIVE_TOPOLOGY_LINELIST );

    pImmediateContext->VSSetShader( g_pVertexShader, NULL, 0 );
    pImmediateContext->PSSetShader( g_pPixelShader, NULL, 0 );
    pImmediateContext->GSSetShader( NULL, NULL, 0 );

    // Draw
    pImmediateContext->Draw( 6, 0 );
}