Ejemplo n.º 1
0
void FForwardPlusRenderer::DoScenePass(const FCamera& Camera, class IScene* Scene)
{
	// Clear depth buffer
	ID3D11DeviceContext* DeviceContext = GraphicsContext->GetImmediateContext();

	const FLOAT ClearColour[4] = { 0.0f, 0.0f, 0.0f, 1.0f };
	ID3D11RenderTargetView* BackBuffer = HighDynamicRangeMSAATarget->GetRenderTarget();
	DeviceContext->ClearDepthStencilView(HighDynamicRangeMSAATarget->GetDepthStencil(), D3D11_CLEAR_STENCIL | D3D11_CLEAR_DEPTH, 1.0f, 0);
	DeviceContext->ClearRenderTargetView(BackBuffer, ClearColour);

	DeviceContext->OMSetRenderTargets(1, &BackBuffer, HighDynamicRangeMSAATarget->GetDepthStencil());

	FViewport Fullscreen(0, 0, GraphicsContext->GetWidth(), GraphicsContext->GetHeight());
	D3D11_VIEWPORT Viewport = Fullscreen.CreateRenderViewport();
	DeviceContext->RSSetViewports(1, &Viewport);

	InstanceBuffer->SetWorld(glm::mat4(1.0));

	ID3D11RasterizerState* PreviousState = nullptr;

	if (ForceWireframe.AsBoolean())
	{
		DeviceContext->RSGetState(&PreviousState);
		DeviceContext->RSSetState(GraphicsContext->GetRenderStates()->WireframeRasterizer);
	}

	FDrawCall Params(DeviceContext, InstanceBuffer.Get());
	Scene->Draw(Params);

	if (PreviousState != nullptr)
	{
		DeviceContext->RSSetState(PreviousState);
	}
}
Ejemplo n.º 2
0
bool SkyBox::Render(std::shared_ptr<D3DRenderer> d3d, DirectX::CXMMATRIX world, DirectX::CXMMATRIX view, DirectX::CXMMATRIX projection, std::shared_ptr<Camera> camera, std::shared_ptr<Light> light)
{
	ID3D11DeviceContext *context = d3d->GetDeviceContext();
	DirectX::XMMATRIX sphereWorld = DirectX::XMMatrixIdentity(), scale = DirectX::XMMatrixScaling(0.3f, 0.3f, 0.3f), translation;

	translation = DirectX::XMMatrixTranslationFromVector(camera->GetPosition());
	sphereWorld = scale * translation;

	if (!SetShaderParameters(context, sphereWorld, view, projection, texture->GetTexture()))
		return false;

	UINT strides = sizeof(DirectX::VertexPositionNormalTexture), offset = 0;

	context->IASetInputLayout(m_layout);
	context->IASetIndexBuffer(sphereIndexBuffer, DXGI_FORMAT_R32_UINT, 0);
	context->IASetVertexBuffers(0, 1, &sphereVertBuffer, &strides, &offset);
	context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
	
	context->PSSetShader(pixelShader, NULL, 0);
	context->VSSetShader(vertexShader, NULL, 0);
	context->RSSetState(d3d->GetRasterState(1));

	d3d->SetDepthLessEqual();

	context->DrawIndexed(NumSphereFaces*3, 0, 0);

	d3d->End2D();

	context->RSSetState(d3d->GetRasterState(0));

	return true;
}
Ejemplo n.º 3
0
//---------------------------------------------------------------------------
void FontRenderer::FontDrawingBegin(  RenderContext* rc )
{
    assert( m_vertexBuffer != NULL );
    assert( m_indexBuffer != NULL );

    m_currentRC = rc;

    m_fontDrawOps.clear();

    ID3D11DeviceContext* dc = m_currentRC->Context();

    UINT viewportCount = 1;
    D3D11_VIEWPORT vp;
    dc->RSGetViewports(&viewportCount, &vp);

    UINT stride = sizeof(FontTextVertex);
    UINT offset = 0;
    dc->IASetInputLayout(m_vertexLayout);
    dc->IASetIndexBuffer(m_indexBuffer, DXGI_FORMAT_R32_UINT, 0);
    dc->IASetVertexBuffers(0, 1, &m_vertexBuffer, &stride, &offset);
    dc->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);

    dc->VSSetShader( m_vertexShader, 0, 0 );
    dc->PSSetShader( m_pixelShader, 0, 0 );
    dc->PSSetSamplers( 0, 1, &m_samplerState );

    dc->RSSetState(m_rasterState);

    float blendFactor[4] = {1.0f};
    dc->OMSetBlendState(m_blendState, blendFactor, 0xffffffff);

    m_activeFont = NULL;    // needs to be set!
}
Ejemplo n.º 4
0
void PipelineStateCache::setRasterizerState(ID3D11RasterizerState* rasterizerState)
{
  if (rasterizerState != m_currentRasterizerState)
  {
    m_currentRasterizerState = rasterizerState;
    m_deviceContext->RSSetState(m_currentRasterizerState);
  }
}
Ejemplo n.º 5
0
//-----------------------------------------------------------------------------
void CPUTRenderStateBlockDX11::SetRenderStates( CPUTRenderParameters &renderParams )
{
    ID3D11DeviceContext *pContext = ((CPUTRenderParametersDX*)&renderParams)->mpContext;

    pContext->OMSetBlendState( mpBlendState, mStateDesc.BlendFactor, mStateDesc.SampleMask );
    pContext->OMSetDepthStencilState( mpDepthStencilState, 0 ); // TODO: read stecil ref from config file
    pContext->RSSetState( mpRasterizerState );
    pContext->PSSetSamplers( 0, mNumSamplers, mpSamplerState );
    pContext->VSSetSamplers( 0, mNumSamplers, mpSamplerState );
    pContext->GSSetSamplers( 0, mNumSamplers, mpSamplerState );
} // CPUTRenderStateBlockDX11::SetRenderState()
            ~CDX11StateGuard()
            {
                ID3D11Device* pDevice = static_cast<ID3D11Device*>( gD3DDevice );
                ID3D11DeviceContext* pContext = NULL;
                pDevice->GetImmediateContext( &pContext );

                // Apply saved state
                pContext->OMSetBlendState( m_pBlendState, m_BlendFactor, m_SampleMask );
                pContext->RSSetState( m_pRasterizerState );
                pContext->IASetPrimitiveTopology( m_PrimitiveTopology );
                pContext->IASetIndexBuffer( m_pIndexBuffer, m_IndexBufferFormat, m_IndexBufferOffset );
                pContext->IASetInputLayout( m_pInputLayout );
                pContext->IASetVertexBuffers( 0, D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT, m_pVertexBuffers, m_pVertexBufferStrides, m_pVertexBufferOffsets );
                pContext->VSSetShader( m_pVertexShader, m_ppVertexShaderClassInstances, m_VertexShaderClassInstancesCount );
                pContext->PSSetShader( m_pPixelShader, m_ppPixelShaderClassInstances, m_PixelShaderClassInstancesCount );
                pContext->PSSetSamplers( 0, D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT, m_ppPixelShaderSamplers );
                pContext->PSSetShaderResources( 0, D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT, m_ppPixelShaderResources );

                // Release references
                SAFE_RELEASE( m_pBlendState );
                SAFE_RELEASE( m_pRasterizerState );
                SAFE_RELEASE( m_pIndexBuffer );
                SAFE_RELEASE( m_pInputLayout );

                for ( UINT i = 0; i < D3D11_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT; ++i )
                {
                    SAFE_RELEASE( m_pVertexBuffers[i] );
                }

                SAFE_RELEASE( m_pVertexShader );

                for ( UINT i = 0; i < m_VertexShaderClassInstancesCount; ++i )
                {
                    SAFE_RELEASE( m_ppVertexShaderClassInstances[i] );
                }

                SAFE_RELEASE( m_pPixelShader );

                for ( UINT i = 0; i < m_PixelShaderClassInstancesCount; ++i )
                {
                    SAFE_RELEASE( m_ppPixelShaderClassInstances[i] );
                }

                for ( UINT i = 0; i < D3D11_COMMONSHADER_SAMPLER_SLOT_COUNT; ++i )
                {
                    SAFE_RELEASE( m_ppPixelShaderSamplers[i] );
                }

                for ( UINT i = 0; i < D3D11_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT; ++i )
                {
                    SAFE_RELEASE( m_ppPixelShaderResources[i] );
                }
            }
static void SetDefaultGraphicsState ()
{
    #if SUPPORT_D3D11
    // D3D11 case
    if (s_DeviceType == kUnityGfxRendererD3D11)
    {
        ID3D11DeviceContext* ctx = NULL;
        g_D3D11Device->GetImmediateContext (&ctx);
        ctx->OMSetDepthStencilState (g_D3D11DepthState, 0);
        ctx->RSSetState (g_D3D11RasterState);
        ctx->OMSetBlendState (g_D3D11BlendState, NULL, 0xFFFFFFFF);
        ctx->Release();
    }
    #endif
}
void SkyObject::Render(const ICamera &camera) {
	camera.GetPosition(transform->position);
	Matrix objectMatrix;
	transform->GetTransformMatrixQuaternion(objectMatrix);

	Matrix wvpMatrix = objectMatrix*camera.GetViewProjectionMatrix();
	mSkyShader->SetVertexBufferValues(wvpMatrix, objectMatrix);

	ID3D11DeviceContext *context = pD3dGraphicsObj->GetDeviceContext();
	primitive->Draw(mSkyShader.get(), mSkyShader->GetInputLayout(), false, false, [=] 
	{
		ID3D11RasterizerState* rasterizeState = pCommonStates->CullNone();
		context->RSSetState(rasterizeState);
	}
	);
}
Ejemplo n.º 9
0
/*
	Renders entity
*/
void CEntity::Render(unsigned int &prevMeshID) const 
{
	if (mRenderEntity)
	{
		CRenderManager* rm = CRenderManager::GetInstance();
		ID3D11DeviceContext* deviceContext = rm->GetDeviceContext();
		geom::CMesh* mesh = mTemplate->mMesh;

		if (mesh != NULL)
		{
			if (mesh->GetUID() != prevMeshID)
			{		
				/* Sets the buffers */
				ID3D11Buffer* vertexBuffer = mesh->GetVertexBuffer();
				ID3D11Buffer* indexBuffer = mesh->GetIndexBuffer();

				UINT stride = mesh->GetVertexSize();
				UINT offset = 0;

				deviceContext->IASetVertexBuffers( 0, 1, &vertexBuffer, &stride, &offset );
				deviceContext->IASetIndexBuffer( indexBuffer, DXGI_FORMAT_R16_UINT, 0 );

				deviceContext->IASetPrimitiveTopology( mesh->GetTopology() );

				/* Sets texture */
				ID3D11ShaderResourceView* texture = mesh->GetTexture();
				if (texture != NULL)
				{
					ID3D11SamplerState* sample = mesh->GetSample();
					int startSlot = mesh->GetStartSlot();

					deviceContext->PSSetShaderResources( startSlot, 1, &texture );
					deviceContext->PSSetSamplers( startSlot, 1, &sample );

					deviceContext->RSSetState( mTemplate->mRasterState );
				}
			}

			deviceContext->DrawIndexed( mesh->GetNumberOfIndices(), 0, 0 );

			prevMeshID = mesh->GetUID();
		}
	}
}
Ejemplo n.º 10
0
void Draw()
{
	ID3D11DeviceContext* context = g_d3d.context_.get();
	
	// Clear
	float clearColor[] = { 0.3f, 0.3f, 0.3f, 1.0f };
	context->ClearRenderTargetView( g_d3d.backBufferRTV_.get(), clearColor );

	auto* rtv = g_d3d.backBufferRTV_.get();
	context->OMSetRenderTargets( 1, &rtv, nullptr );
	
	// Draw body

	auto cbModelWVP = DirectX::XMMatrixIdentity();
	auto matWorld = DirectX::XMMatrixIdentity();
	matWorld = DirectX::XMMatrixRotationRollPitchYaw( g_d3d.jointRot_[ 0 ], g_d3d.jointRot_[ 1 ], g_d3d.jointRot_[ 2 ] );
	auto matView =  DirectX::XMMatrixLookAtLH(
		DirectX::XMVectorSet( 0, 0, -3, 0 ), DirectX::XMVectorSet( 0, 0, 5, 0 ), DirectX::XMVectorSet( 0, 1, 0, 0 )
		);
	auto matProj = DirectX::XMMatrixPerspectiveFovLH(
		DirectX::XMConvertToRadians( 50 ), (float)g_windowWidth / (float)g_windowHeight, 0.01f, 1000.0f
		);
	cbModelWVP = matWorld * matView * matProj;
	cbModelWVP = DirectX::XMMatrixTranspose( cbModelWVP );
	g_d3d.context_->UpdateSubresource( g_d3d.modelCB_.get(), 0, nullptr, &cbModelWVP, 0, 0 );

	auto* vb = g_d3d.modelVB_.get();
	unsigned int stride = sizeof( D3D::MeshFormat );
	unsigned int offset = 0;
	auto* cb = g_d3d.modelCB_.get();
	D3D11_VIEWPORT viewport = { 0, 0, g_windowWidth, g_windowHeight, 0, 1 };
	context->IASetPrimitiveTopology( D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST );
	context->IASetInputLayout( g_d3d.modelIL_.get() );
	context->IASetVertexBuffers( 0, 1, &vb, &stride, &offset );
	context->VSSetShader( g_d3d.modelVS_.get(), nullptr, 0 );
	context->VSSetConstantBuffers( 0, 1, &cb );
	context->RSSetState( g_d3d.rasterState_.get() );
	context->PSSetShader( g_d3d.modelPS_.get(), nullptr, 0 );
	context->RSSetViewports( 1, &viewport );
	context->Draw( 18, 0 );

	g_d3d.swapChain_->Present( 1, 0 );
}
Ejemplo n.º 11
0
//---------------------------------------------------------------------------
void ShadowMapGen::Begin(RenderContext* rc, RenderSurface* pSurface, const AABB& bounds )
{
    m_rc = rc;
    m_pSurface = pSurface;
    ID3D11DeviceContext*  dc = m_rc->Context();

    // set depth-stencil state to default.
    dc->OMSetDepthStencilState(NULL,0);
    
    ShadowMaps::Inst()->UpdateLightCamera(dc, LightingState::Inst()->ProminentDirLight(), bounds);
    ShadowMaps::Inst()->SetAndClear(dc);
        
    dc->RSSetState( m_rasterStateShadow );
    
    const Camera& lightCam = ShadowMaps::Inst()->GetCamera();    

    // update per frame cb    
    ConstantBufferShadowMapGenPerFrame constBuffer;
    Matrix::Transpose(lightCam.View() ,constBuffer.view);
    Matrix::Transpose(lightCam.Proj(),constBuffer.proj);
    UpdateConstantBuffer(dc,m_pConstantBufferPerFrame,&constBuffer,sizeof(constBuffer));
    
    // set imput layout.
    dc->IASetInputLayout( m_pVertexLayoutMesh );

    // set shaders
    dc->VSSetShader( m_shaderShadowMapsVS, NULL, 0 );
    dc->PSSetShader( NULL, NULL, 0 );
    dc->GSSetShader( NULL, NULL, 0 );

    ID3D11Buffer* constantBuffers[] = {
        m_pConstantBufferPerFrame,
        m_pConstantBufferPerDraw
    };

    // set const buffers for vertex shader.
    dc->VSSetConstantBuffers( 0, ARRAY_SIZE(constantBuffers), constantBuffers );

}
Ejemplo n.º 12
0
// 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;
}
Ejemplo n.º 13
0
void FBXObject::SetupDrawRasterizeShader()
{
	ID3D11DeviceContext* pImmediateContext = DX11App::getInstance()->direct3d.pImmediateContext;

	pImmediateContext->RSSetState( this->pRastersizerState.second );
}
Ejemplo n.º 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;
}
void VegetationRendering::draw(ID3D11Device* device, const GameTime& gameTime)
{
	ID3D11DeviceContext* deviceContext;
	device->GetImmediateContext(&deviceContext);

	D3D11_VIEWPORT viewport;
	unsigned numViewports = 1;
	deviceContext->RSGetViewports(&numViewports, &viewport);

	camera->setAspectRatio(viewport.Width / viewport.Height);

	deviceContext->RSSetState(rsCullBack);
	deviceContext->OMSetBlendState(bsDefault, Vector4(0,0,0,0), 0xFFFFFFFF);
	terrain->draw(device, gameTime);
	//tessellationTerrain->draw(device, gameTime);
	if (complexTreesEnabled) trunk->draw(device, gameTime);

	deviceContext->RSSetState(rsCullNone);
	if(treeModelsEnabled)
	{
		separateLeafModel->draw(device, gameTime);
		billboardLeafModel->draw(device, gameTime);
	}

	if (defaultTreesEnabled)
	{
		for(int i = 0; i < trunk->getDrawInstanceCount(); ++i)
		{
			Matrix trunkWorld = Matrix::createTranslation(trunk->getTreePositions()[i]);
			/*if(defaultDetailedEnabled)
			{
				defaultTrunkDetailedModel->setWorld(trunkWorld);
				defaultTrunkDetailedModel->draw(device, gameTime);
			}
			else
			{*/
			defaultTrunkModel->setWorld(trunkWorld);
			defaultTrunkModel->draw(device, gameTime);
			//}
		}
	}
	
	if (complexGrassEnabled) complexGrass->draw(device, gameTime);

	if (defaultGrassEnabled)
	{
		for(int i = 0; i < complexGrass->getDrawInstanceCount(); ++i)
		{
			Matrix grassWorld = Matrix::createScale(complexGrass->getScale()) * Matrix::createTranslation(complexGrass->getGrassPatchPositions()[i]);
			if(defaultDetailedEnabled)
			{
				defaultGrassDetailedModel->setWorld(grassWorld);
				defaultGrassDetailedModel->draw(device, gameTime);
			}
			else
			{
				defaultGrassModel->setWorld(grassWorld);
				defaultGrassModel->draw(device, gameTime);
			}
		}
	}

	deviceContext->OMSetBlendState(bsAlphaToCoverage, Vector4(0,0,0,0), 0xFFFFFFFF);
	if (gsGrassEnabled) gsGrass->draw(device, gameTime);

	deviceContext->Release();
}
Ejemplo n.º 16
0
/// Called by D3D11 device to active this state block.
/// @param oldState  The current state, used to make sure we don't set redundant states on the device.  Pass NULL to reset all states.
void GFXD3D11StateBlock::activate(GFXD3D11StateBlock* oldState)
{
	PROFILE_SCOPE( GFXD3D11StateBlock_Activate );

   ID3D11DeviceContext* pDevCxt = D3D11DEVICECONTEXT;

	mBlendDesc.AlphaToCoverageEnable = false;
	mBlendDesc.IndependentBlendEnable = mDesc.separateAlphaBlendEnable;

	mBlendDesc.RenderTarget[0].BlendEnable = mDesc.blendEnable;
	mBlendDesc.RenderTarget[0].BlendOp = GFXD3D11BlendOp[mDesc.blendOp];
	mBlendDesc.RenderTarget[0].BlendOpAlpha = GFXD3D11BlendOp[mDesc.separateAlphaBlendOp];
	mBlendDesc.RenderTarget[0].DestBlend = GFXD3D11Blend[mDesc.blendDest];
	mBlendDesc.RenderTarget[0].DestBlendAlpha = GFXD3D11Blend[mDesc.separateAlphaBlendDest];
	mBlendDesc.RenderTarget[0].SrcBlend = GFXD3D11Blend[mDesc.blendSrc];
	mBlendDesc.RenderTarget[0].SrcBlendAlpha = GFXD3D11Blend[mDesc.separateAlphaBlendSrc];
	mBlendDesc.RenderTarget[0].RenderTargetWriteMask = mColorMask;

	float blendFactor[] = { 1.0f, 1.0f, 1.0f, 1.0f };

   pDevCxt->OMSetBlendState(mBlendState, blendFactor, 0xFFFFFFFF);
   
	mDepthStencilDesc.DepthWriteMask = mDesc.zWriteEnable ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO;
	mDepthStencilDesc.DepthEnable = mDesc.zEnable;
	mDepthStencilDesc.DepthFunc = GFXD3D11CmpFunc[mDesc.zFunc];
	mDepthStencilDesc.StencilWriteMask = mDesc.stencilWriteMask;
	mDepthStencilDesc.StencilReadMask = mDesc.stencilMask;
	mDepthStencilDesc.StencilEnable = mDesc.stencilEnable;

	mDepthStencilDesc.FrontFace.StencilFunc = GFXD3D11CmpFunc[mDesc.stencilFunc];
	mDepthStencilDesc.FrontFace.StencilFailOp = GFXD3D11StencilOp[mDesc.stencilFailOp];
	mDepthStencilDesc.FrontFace.StencilDepthFailOp = GFXD3D11StencilOp[mDesc.stencilZFailOp];
	mDepthStencilDesc.FrontFace.StencilPassOp = GFXD3D11StencilOp[mDesc.stencilPassOp];

	if (mDesc.stencilEnable)
		mDepthStencilDesc.BackFace = mDepthStencilDesc.FrontFace;
	else
	{
		mDepthStencilDesc.BackFace.StencilFunc = GFXD3D11CmpFunc[GFXCmpAlways];
		mDepthStencilDesc.BackFace.StencilFailOp = GFXD3D11StencilOp[GFXStencilOpKeep];
		mDepthStencilDesc.BackFace.StencilDepthFailOp = GFXD3D11StencilOp[GFXStencilOpKeep];
		mDepthStencilDesc.BackFace.StencilPassOp = GFXD3D11StencilOp[GFXStencilOpKeep];
	}

   pDevCxt->OMSetDepthStencilState(mDepthStencilState, mDesc.stencilRef);

	mRasterizerDesc.CullMode = GFXD3D11CullMode[mDesc.cullMode];
	mRasterizerDesc.FillMode = GFXD3D11FillMode[mDesc.fillMode];
	mRasterizerDesc.DepthBias = mDesc.zBias;
	mRasterizerDesc.SlopeScaledDepthBias = mDesc.zSlopeBias;
	mRasterizerDesc.AntialiasedLineEnable = FALSE;
	mRasterizerDesc.MultisampleEnable = FALSE;
	mRasterizerDesc.ScissorEnable = FALSE;
   
	if (mDesc.zEnable)
		mRasterizerDesc.DepthClipEnable = true;
	else
		mRasterizerDesc.DepthClipEnable = false;
  
	mRasterizerDesc.FrontCounterClockwise = FALSE;
	mRasterizerDesc.DepthBiasClamp = 0.0f;

   pDevCxt->RSSetState(mRasterizerState);

   U32 numSamplers = GFX->getNumSamplers();
   for (U32 i = 0; i < numSamplers; i++)
	{
		mSamplerDesc[i].AddressU = GFXD3D11TextureAddress[mDesc.samplers[i].addressModeU];
		mSamplerDesc[i].AddressV = GFXD3D11TextureAddress[mDesc.samplers[i].addressModeV];
		mSamplerDesc[i].AddressW = GFXD3D11TextureAddress[mDesc.samplers[i].addressModeW];
		mSamplerDesc[i].MaxAnisotropy = mDesc.samplers[i].maxAnisotropy;

		mSamplerDesc[i].MipLODBias = mDesc.samplers[i].mipLODBias;
		mSamplerDesc[i].MinLOD = 0;
		mSamplerDesc[i].MaxLOD = FLT_MAX;
		
		if(mDesc.samplers[i].magFilter == GFXTextureFilterPoint && mDesc.samplers[i].minFilter == GFXTextureFilterPoint && mDesc.samplers[i].mipFilter == GFXTextureFilterPoint)
			mSamplerDesc[i].Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
		else if(mDesc.samplers[i].magFilter == GFXTextureFilterPoint && mDesc.samplers[i].minFilter == GFXTextureFilterPoint && mDesc.samplers[i].mipFilter == GFXTextureFilterLinear)
			mSamplerDesc[i].Filter = D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR;
		else if(mDesc.samplers[i].magFilter == GFXTextureFilterLinear && mDesc.samplers[i].minFilter == GFXTextureFilterPoint && mDesc.samplers[i].mipFilter == GFXTextureFilterPoint)
			mSamplerDesc[i].Filter = D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT;
		else if(mDesc.samplers[i].magFilter == GFXTextureFilterLinear && mDesc.samplers[i].minFilter == GFXTextureFilterPoint && mDesc.samplers[i].mipFilter == GFXTextureFilterLinear)
			mSamplerDesc[i].Filter = D3D11_FILTER_MIN_POINT_MAG_MIP_LINEAR;
		else if(mDesc.samplers[i].magFilter == GFXTextureFilterPoint && mDesc.samplers[i].minFilter == GFXTextureFilterLinear && mDesc.samplers[i].mipFilter == GFXTextureFilterPoint)
			mSamplerDesc[i].Filter =  D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT;
		else if(mDesc.samplers[i].magFilter == GFXTextureFilterPoint && mDesc.samplers[i].minFilter == GFXTextureFilterLinear && mDesc.samplers[i].mipFilter == GFXTextureFilterLinear)
			mSamplerDesc[i].Filter =  D3D11_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR;
		else if(mDesc.samplers[i].magFilter == GFXTextureFilterLinear && mDesc.samplers[i].minFilter == GFXTextureFilterLinear && mDesc.samplers[i].mipFilter == GFXTextureFilterPoint)
			mSamplerDesc[i].Filter =  D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT;
		else if(mDesc.samplers[i].magFilter == GFXTextureFilterLinear && mDesc.samplers[i].minFilter == GFXTextureFilterLinear && mDesc.samplers[i].mipFilter == GFXTextureFilterLinear)
			mSamplerDesc[i].Filter =  D3D11_FILTER_MIN_MAG_MIP_LINEAR;
		else 
			mSamplerDesc[i].Filter = D3D11_FILTER_ANISOTROPIC;

		mSamplerDesc[i].BorderColor[0] = 0.0f;
		mSamplerDesc[i].BorderColor[1] = 0.0f;
		mSamplerDesc[i].BorderColor[2] = 0.0f;
		mSamplerDesc[i].BorderColor[3] = 0.0f;
		mSamplerDesc[i].ComparisonFunc = D3D11_COMPARISON_NEVER;
	}
   
   //TODO samplers for vertex shader
   // Set all the samplers with one call
   //pDevCxt->VSSetSamplers(0, numSamplers, &mSamplerStates[0]);
   pDevCxt->PSSetSamplers(0, numSamplers, &mSamplerStates[0]);
}
Ejemplo n.º 17
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();
    }
}
Ejemplo n.º 18
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);
}
Ejemplo n.º 19
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();
	}
}
Ejemplo n.º 20
0
/** 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;
}
Ejemplo n.º 21
0
///////////////////////////////////////////////////////////////////////////////////////////////////
/// CelShadeApp::CelShadeD3D
///
/// @brief
///     Render a cel-shading demo using Direct3D
/// @return
///     N/A
///////////////////////////////////////////////////////////////////////////////////////////////////
void CelShadeApp::CelShadeD3D()
{
    ID3D11DeviceContext* pContext = m_pDxData->pD3D11Context;
    ID3D11Device* pDevice = m_pDxData->pD3D11Device;

    D3DX11_IMAGE_LOAD_INFO imageLoadInfo;
    memset( &imageLoadInfo, 0, sizeof(D3DX11_IMAGE_LOAD_INFO) );
    imageLoadInfo.BindFlags = D3D11_BIND_SHADER_RESOURCE;
    imageLoadInfo.Format = DXGI_FORMAT_R8G8B8A8_UNORM;

    DxTextureCreateInfo shadeTexInfo;
    memset(&shadeTexInfo, 0, sizeof(DxTextureCreateInfo));
    shadeTexInfo.flags.RenderTarget = TRUE;
    shadeTexInfo.flags.ShaderInput = TRUE;
    shadeTexInfo.format = DXGI_FORMAT_R8G8B8A8_UNORM;
    shadeTexInfo.width = m_screenWidth;
    shadeTexInfo.height = m_screenHeight;
    DxTexture* pShadeTex = DxTexture::Create(pDevice, &shadeTexInfo);

    DxTextureCreateInfo edgeTexInfo;
    memset(&edgeTexInfo, 0, sizeof(DxTextureCreateInfo));
    edgeTexInfo.flags.RenderTarget = TRUE;
    edgeTexInfo.flags.ShaderInput = TRUE;
    edgeTexInfo.format = DXGI_FORMAT_R8G8B8A8_UNORM;
    edgeTexInfo.width = m_screenWidth;
    edgeTexInfo.height = m_screenHeight;
    DxTexture* pEdgeTex = DxTexture::Create(pDevice, &edgeTexInfo);

    // Samplers  /////////////////////////////////////////////////////////////////////////////

    // SamplerState PointSampler : register(s0);

    D3D11_SAMPLER_DESC pointSamplerDesc;
    memset(&pointSamplerDesc, 0, sizeof(D3D11_SAMPLER_DESC));
    pointSamplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
    pointSamplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
    pointSamplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
    pointSamplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
    pointSamplerDesc.MinLOD = -FLT_MAX;
    pointSamplerDesc.MaxLOD = FLT_MAX;
    pointSamplerDesc.MipLODBias = 0.0f;
    pointSamplerDesc.MaxAnisotropy = 16;

    ID3D11SamplerState* pPointSampler = NULL;
    pDevice->CreateSamplerState(&pointSamplerDesc, &pPointSampler);

    //
    UINT numVertices = 0, numIndices = 0;
    VertexPTN* pVB = NULL;
    UINT* pIB = NULL;
    ImportPly("Content/dragon_vrip_res3.ply", numVertices, &pVB, numIndices, &pIB);
    //ImportPly("Content/bun_zipper_res4.ply", numVertices, &pVB, numIndices, &pIB);
    DxMeshCreateInfo meshCreateInfo = {0};
    meshCreateInfo.indexCount = numIndices;
    meshCreateInfo.pIndexArray = pIB;
    meshCreateInfo.indexFormat = DXGI_FORMAT_R32_UINT;
    meshCreateInfo.pVertexArray = pVB;
    meshCreateInfo.vertexCount = numVertices;
    meshCreateInfo.vertexElementSize = sizeof(VertexPTN);
    DxMesh* pMesh = DxMesh::Create(pDevice, &meshCreateInfo);

    Plane p;
    DxMeshCreateInfo planeMeshInfo;
    memset(&planeMeshInfo, 0, sizeof(planeMeshInfo));
    planeMeshInfo.pVertexArray = p.GetVB();
    planeMeshInfo.vertexCount = p.NumVertices();
    planeMeshInfo.vertexElementSize = sizeof(VertexPTN);

    DxMesh* pPlaneMesh = DxMesh::Create(pDevice, &planeMeshInfo);

    Cube c;
    DxMeshCreateInfo cubeMeshInfo;
    memset(&cubeMeshInfo, 0, sizeof(cubeMeshInfo));
    cubeMeshInfo.pVertexArray = c.GetVB();
    cubeMeshInfo.vertexCount = c.NumVertices();
    cubeMeshInfo.vertexElementSize = sizeof(VertexPT);

    DxMesh* pCubeMesh = DxMesh::Create(pDevice, &cubeMeshInfo);

    D3D11_SUBRESOURCE_DATA cbInitData;
    memset(&cbInitData, 0, sizeof(D3D11_SUBRESOURCE_DATA));	

    // Camera Buffer
    CameraBufferData cameraData;
    memset(&cameraData, 0, sizeof(CameraBufferData));

    DxBufferCreateInfo cameraBufferCreateInfo = {0};
    cameraBufferCreateInfo.flags.cpuWriteable = TRUE;
    cameraBufferCreateInfo.elemSizeBytes = sizeof(CameraBufferData);
    cameraBufferCreateInfo.pInitialData = &cameraData;
    DxBuffer* pCameraBuffer = DxBuffer::Create(pDevice, &cameraBufferCreateInfo);

    // Shaders ////////////////////////////////////////////////////////////////////////////////////

    m_pPosTexTriVS = DxShader::CreateFromFile(pDevice, "PosTexTri", "Content/shaders/CelShade.hlsl", PosTexVertexDesc, PosTexElements);
    m_pPosTexNormVS = DxShader::CreateFromFile(pDevice, "PosTexNorm", "Content/shaders/CelShade.hlsl", PosTexNormVertexDesc, PosTexNormElements);

    m_pCelShadePS = DxShader::CreateFromFile(pDevice, "CelShade", "Content/shaders/CelShade.hlsl");
    DxShader* pDetectEdges = DxShader::CreateFromFile(pDevice, "DetectEdges", "Content/shaders/CelShade.hlsl");
    DxShader* pApplyTexPS = DxShader::CreateFromFile(pDevice, "ApplyTex", "Content/shaders/CelShade.hlsl");

    DxShader* pCubeVS = DxShader::CreateFromFile(pDevice, "PosTex", "Content/shaders/CelShade.hlsl", PosTexVertexDesc, PosTexElements);
    DxShader* pCubePS = DxShader::CreateFromFile(pDevice, "CubePS", "Content/shaders/CelShade.hlsl");


    ////////////////////////////////////////////////////////////////////////////////////////

    pContext->ClearState();

    // SET RENDER STATE

    FLOAT clearColor[4];
    clearColor[0] = 0.2f;
    clearColor[1] = 0.2f;
    clearColor[2] = 0.2f; 
    clearColor[3] = 1.0f;

    D3D11_RASTERIZER_DESC shadeDesc;
    shadeDesc.FillMode = D3D11_FILL_SOLID;
    shadeDesc.CullMode = D3D11_CULL_BACK;
    shadeDesc.FrontCounterClockwise = FALSE;
    shadeDesc.DepthBias = 0;
    shadeDesc.DepthBiasClamp = 0.0f;
    shadeDesc.SlopeScaledDepthBias = 0;
    shadeDesc.DepthClipEnable = false;
    shadeDesc.ScissorEnable = false;
    shadeDesc.MultisampleEnable = false;
    shadeDesc.AntialiasedLineEnable = false;

    ID3D11RasterizerState* pShadeRS = NULL;
    pDevice->CreateRasterizerState(&shadeDesc, &pShadeRS);

    pContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);

    m_pWindow->Show();

    BOOL quit = false;
    FLOAT yRotationAngle = 0.0f;
    while (!quit)
    {
        ProcessUpdates();

        BeginFrame();

        CameraBufferData* pCameraData = NULL;

        // new frame, clear state
        pContext->ClearState();

        pContext->RSSetViewports(1, &m_pDxData->viewport);
        pContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);

        pContext->RSSetState(pShadeRS);
        pContext->PSSetSamplers(0, 1, &pPointSampler);

        pContext->OMSetRenderTargets(1,
                                       &m_pDxData->pAppRenderTargetView,
                                       m_pDxData->pAppDepthStencilTex->GetDepthStencilView());
        pContext->ClearRenderTargetView(m_pDxData->pAppRenderTargetView, clearColor);
        pContext->ClearDepthStencilView(m_pDxData->pAppDepthStencilTex->GetDepthStencilView(),
                                          D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL,
                                          1.0,
                                          0);

        ///// Draw Mesh ///////////////////////////////////////////////////////////////////////////

        FLOAT viewRotationY = (GetMousePos().x - (m_screenWidth / 2.0f)) /(m_screenWidth / 2.0f);
        viewRotationY *= (3.14159f / 4.0f);

        FLOAT viewRotationZ = (GetMousePos().y - (m_screenHeight / 2.0f)) /(m_screenHeight / 2.0f);
        viewRotationZ *= (3.14159f / 4.0f);

        pCameraData = reinterpret_cast<CameraBufferData*>(pCameraBuffer->Map(pContext));
        pCameraData->worldMatrix = XMMatrixScaling(25, 25, 25) * XMMatrixRotationY(yRotationAngle) *
                                   XMMatrixTranslation(m_pCamera->Position().x,
                                                       m_pCamera->Position().y,
                                                       m_pCamera->Position().z) ;
        // translate world +6 in Z to position camera -9 from world origin
        pCameraData->viewMatrix = m_pCamera->W2C();
        pCameraData->projectionMatrix = m_pCamera->C2S();

        pCameraBuffer->Unmap(pContext);

        pCameraBuffer->BindVS(pContext, 0);

        pMesh->Bind(pContext);

        m_pPosTexNormVS->Bind(pContext);
        m_pCelShadePS->Bind(pContext);
        pMesh->Draw(pContext);

        ///// Detect Edges ///////////////////////////////////////////////////////////////////////////


        ///// Draw Light Position ////////////////////////////////////////////////////////////////////

        //yRotationAngle = 0;
        pCameraData = reinterpret_cast<CameraBufferData*>(pCameraBuffer->Map(pContext));
        pCameraData->worldMatrix = XMMatrixScaling(1, 1, 1);
                                 //  XMMatrixRotationY(yRotationAngle);
                                  // XMMatrixTranslation(-10, 10, 10);
        // translate world +6 in Z to position camera -9 from world origin
        pCameraData->viewMatrix = XMMatrixTranslation(0, 0, 10) * m_pCamera->W2C();
        pCameraData->projectionMatrix = m_pCamera->C2S();

        pCameraBuffer->Unmap(pContext);
        pCameraBuffer->BindVS(pContext, 0);

        pCubeVS->Bind(pContext);

        pCubePS->Bind(pContext);

        pCubeMesh->Bind(pContext);
        pCubeMesh->Draw(pContext);

        ///// Draw UI ////////////////////////////////////////////////////////////////////////////////

        ///@todo Consider moving the following UI drawing to Draw2D()
        m_pUI->Begin();
        // Draw UI stuff
        m_pUI->RenderRect();
        m_pUI->RenderText();
        m_pUI->End();

        /// Blend UI onto final image
        DrawUI();

        m_pDxData->pDXGISwapChain->Present(0,0);

        EndFrame();

        Sleep(50);
        yRotationAngle += 3.14159f / 60.0f;
    }

    // Shader Resource Views

    pCameraBuffer->Destroy();

    // Shaders
    m_pCelShadePS->Destroy();
    m_pCelShadePS = NULL;

    m_pPosTexTriVS->Destroy();
    m_pPosTexTriVS = NULL;

    m_pPosTexNormVS->Destroy();
    m_pPosTexNormVS = NULL;

    pApplyTexPS->Destroy();
    pApplyTexPS = NULL;

    pPlaneMesh->Destroy();
    pPlaneMesh = NULL;

    // Samplers
    pPointSampler->Release();

    // Rasterizer State
    pShadeRS->Release();

    m_pDxData->pD3D11Context->ClearState();
    m_pDxData->pD3D11Context->Flush(); 
}
Ejemplo n.º 22
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;
}
Ejemplo n.º 23
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;
}
Ejemplo n.º 24
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)
{
    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();
}
Ejemplo n.º 25
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();
}
Ejemplo n.º 26
0
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::Format &sourceFormatInfo =
        d3d11::Format::Get(sourceFormat, mRenderer->getRenderer11DeviceCaps());
    DXGI_FORMAT srvFormat = sourceFormatInfo.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();
}
Ejemplo n.º 27
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 );
}