//----------------------------------------------------------------------------//
Direct3D11Texture::Direct3D11Texture(IDevice11& device, const Size& sz) :
    d_device(device),
    d_texture(0),
    d_resourceView(0),
    d_size(0, 0),
    d_dataSize(0, 0),
    d_texelScaling(0, 0)
{
    D3D11_TEXTURE2D_DESC tex_desc;
    ZeroMemory(&tex_desc, sizeof(tex_desc));
    tex_desc.Width = static_cast<UINT>(sz.d_width);
    tex_desc.Height = static_cast<UINT>(sz.d_height);
    tex_desc.ArraySize = 1;
    tex_desc.SampleDesc.Count = 1;
    tex_desc.SampleDesc.Quality = 0;
    tex_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
    tex_desc.Usage = D3D11_USAGE_DEFAULT;
    tex_desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
    tex_desc.CPUAccessFlags = 0;
    tex_desc.MiscFlags = 0;
    tex_desc.MipLevels = 1;

    if (FAILED(d_device.d_device->CreateTexture2D(&tex_desc, 0, &d_texture)))
        CEGUI_THROW(RendererException(
            "Direct3D11Texture: Failed to create texture with specified size."));

    initialiseShaderResourceView();

    d_dataSize = sz;
    updateTextureSize();
    updateCachedScaleValues();
}
//----------------------------------------------------------------------------//
void Direct3D11Texture::loadFromMemory(const void* buffer,
                                       const Size& buffer_size,
                                       PixelFormat pixel_format)
{
    cleanupDirect3D11Texture();

    const void* img_src = buffer;
    if (pixel_format == PF_RGB)
    {
        const char* src = static_cast<const char*>(buffer);
        char* dest = new char[buffer_size.d_width * buffer_size.d_height * 4];

        for (int i = 0; i < buffer_size.d_width * buffer_size.d_height; ++i)
        {
            dest[i * 4 + 0] = src[i * 3 + 0];
            dest[i * 4 + 1] = src[i * 3 + 1];
            dest[i * 4 + 2] = src[i * 3 + 2];
            dest[i * 4 + 3] = 0xFF;
        }

        img_src = dest;
    }

    D3D11_TEXTURE2D_DESC tex_desc;
    ZeroMemory(&tex_desc, sizeof(tex_desc));
    tex_desc.Width = static_cast<UINT>(buffer_size.d_width);
    tex_desc.Height = static_cast<UINT>(buffer_size.d_height);
    tex_desc.ArraySize = 1;
    tex_desc.SampleDesc.Count = 1;
    tex_desc.SampleDesc.Quality = 0;
    tex_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
    tex_desc.Usage = D3D11_USAGE_DEFAULT;
    tex_desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
    tex_desc.CPUAccessFlags = 0;
    tex_desc.MiscFlags = 0;
    tex_desc.MipLevels = 1;

    D3D11_SUBRESOURCE_DATA data;
    ZeroMemory(&data, sizeof(D3D11_SUBRESOURCE_DATA));
    data.pSysMem = img_src;
    data.SysMemPitch = 4 * tex_desc.Width;

    HRESULT hr = d_device.d_device->CreateTexture2D(&tex_desc, &data, &d_texture);

    if (pixel_format == PF_RGB)
        delete[] img_src;

    if (FAILED(hr))
        CEGUI_THROW(RendererException(
            "Direct3D11Texture::loadFromMemory: Failed to "
            "create texture from memory buffer."));

    initialiseShaderResourceView();

    d_dataSize = buffer_size;
    updateTextureSize();
    updateCachedScaleValues();
}
//----------------------------------------------------------------------------//
void Direct3D10Texture::setDirect3DTexture(ID3D10Texture2D* tex)
{
    if (d_texture != tex)
    {
        cleanupDirect3D10Texture();
        d_dataSize.d_width = d_dataSize.d_height = 0;

        d_texture = tex;
        if (d_texture)
            d_texture->AddRef();
    }

    initialiseShaderResourceView();

    updateTextureSize();
    d_dataSize = d_size;
    updateCachedScaleValues();
}
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//----------------------------------------------------------------------------//
void Direct3D9Texture::createDirect3D9Texture(const Sizef sz, D3DFORMAT format)
{
    cleanupDirect3D9Texture();

    const Sizef tex_sz(d_owner.getAdjustedSize(sz));

    HRESULT hr = D3DXCreateTexture(d_owner.getDevice(),
                                   static_cast<UINT>(tex_sz.d_width),
                                   static_cast<UINT>(tex_sz.d_height),
                                   1, 0, format, D3DPOOL_MANAGED, &d_texture);

    if (FAILED(hr))
        CEGUI_THROW(RendererException("D3DXCreateTexture failed."));

    d_dataSize = sz;
    updateTextureSize();
    updateCachedScaleValues();
}
//----------------------------------------------------------------------------//
void Direct3D11Texture::loadFromMemory(const void* buffer,
                                       const Sizef& buffer_size,
                                       PixelFormat pixel_format)
{
    if (!isPixelFormatSupported(pixel_format))
        CEGUI_THROW(InvalidRequestException(
            "Data was supplied in an unsupported pixel format."));

    cleanupDirect3D11Texture();

    const void* img_src = buffer;
    if (pixel_format == PF_RGB)
    {
        const unsigned char* src = static_cast<const unsigned char*>(buffer);
        unsigned char* dest = new unsigned char[static_cast<unsigned int>( buffer_size.d_width * buffer_size.d_height * 4 )];

        for (int i = 0; i < buffer_size.d_width * buffer_size.d_height; ++i)
        {
            dest[i * 4 + 0] = src[i * 3 + 0];
            dest[i * 4 + 1] = src[i * 3 + 1];
            dest[i * 4 + 2] = src[i * 3 + 2];
            dest[i * 4 + 3] = 0xFF;
        }

        img_src = dest;
    }

    D3D11_TEXTURE2D_DESC tex_desc;
    ZeroMemory(&tex_desc, sizeof(tex_desc));
    tex_desc.Width = static_cast<UINT>(buffer_size.d_width);
    tex_desc.Height = static_cast<UINT>(buffer_size.d_height);
    tex_desc.ArraySize = 1;
    tex_desc.SampleDesc.Count = 1;
    tex_desc.SampleDesc.Quality = 0;
    tex_desc.Format = toD3DPixelFormat(pixel_format);
    tex_desc.Usage = D3D11_USAGE_DEFAULT;
    tex_desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
    tex_desc.CPUAccessFlags = 0;
    tex_desc.MiscFlags = 0;
    tex_desc.MipLevels = 1;

    D3D11_SUBRESOURCE_DATA data;
    ZeroMemory(&data, sizeof(D3D11_SUBRESOURCE_DATA));
    data.pSysMem = img_src;
    data.SysMemPitch = calculateDataWidth(tex_desc.Width, pixel_format);

    HRESULT hr = d_device.d_device->CreateTexture2D(&tex_desc, &data, &d_texture);

    if (pixel_format == PF_RGB)
        delete[] img_src;

    if (FAILED(hr))
        CEGUI_THROW(RendererException(
            "Failed to create texture from memory buffer."));

    initialiseShaderResourceView();

    d_dataSize = buffer_size;
    updateTextureSize();
    updateCachedScaleValues();
}
Exemple #6
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vrpn_HapticBoolean TexturePlane::collisionDetect(gstPHANToM *PHANToM)
{ 
	vrpn_HapticPosition phantomPos, lastPhantPos, intersectionPoint;
	
	double depth = 0;
	vrpn_HapticPosition SCP;
	vrpn_HapticVector SCPnormal;
	double deltaT;
	static double deltaDist;
	vrpn_HapticPosition diff;
	deltaT = PHANToM->getDeltaT();

	if (fadeActive)
		incrementFade(deltaT);

	vrpn_HapticVector phantomForce = PHANToM->getReactionForce_WC();
	PHANToM->getLastPosition_WC(lastPhantPos);
	PHANToM->getPosition_WC(phantomPos);
	diff = lastPhantPos - phantomPos;
	deltaDist = diff.distToOrigin();

	if (dataCB){
		dataCB(data_time, lastPhantPos, phantomForce, userdata);
		data_time += deltaT;
	}

	//if the plane node is not in effect
	if(inEffect == FALSE){
		safety_ineffect = TRUE;
		return FALSE;
	}

	inContact = getStateForPHANToM(PHANToM);

#ifdef VRPN_USE_GHOST_31
	if(!_touchableByPHANToM || _resetPHANToMContacts) {
#else // Ghost 4.0 (and the default case)
	if(!isTouchableByPHANToM() || _resetPHANToMContacts) {
#endif
		_resetPHANToMContacts = FALSE;
		
		inContact = FALSE;
		(void) updateStateForPHANToM(PHANToM,inContact);
		//printf("in if incontact is false\n");

		return inContact;
	}

	phantomPos = fromWorld(phantomPos);

	//project the current phantomPosition onto the plane to get the SCP
	
	// if we don't have the constant plane assumed by texture computing
	// functions
	if (!usingTexture || !usingAssumedTextureBasePlane(plane) || 
			!dynamicParent){
		depth = -(phantomPos[0]*plane.a() + phantomPos[1]*plane.b() +
			phantomPos[2]*plane.c() + plane.d());
		SCP = plane.projectPoint(phantomPos);
		//set the SCPnormal to be the normal of the plane
		SCPnormal = plane.normal();
		texAmp = 0;	// extra precaution in case plane happens to 
					// become (0,1,0,0) we don't want to suddenly add
					// texture
	} else {

		// adjust things so plane update for parent node preserves 
		// projection of phantom position in our coordinate system
		// 
		if (dynamicParent){
			if (newCoordinates){
				t_elapsed = 0;
				newCoordinates = FALSE;
			} else {
				t_elapsed += deltaT;
			}
			vrpn_HapticPosition posInPreviousCoordinates;
			PHANToM->getPosition_WC(posInPreviousCoordinates);
			posInPreviousCoordinates = dynamicParent->fromWorldLast(posInPreviousCoordinates);
			posInPreviousCoordinates = fromParent(posInPreviousCoordinates);

			if (posInPreviousCoordinates != phantomPos){

//				if (t_elapsed > 0.0){
//					printf("big t_elapsed: %f\n", t_elapsed);
//				}
				vrpn_HapticPosition currProj = plane.projectPoint(phantomPos);
				vrpn_HapticPosition prevProj = 
					plane.projectPoint(posInPreviousCoordinates); 
					// this is the projection of the
					// current position onto the
					// previous plane (as defined by
					// the parent transformation)
				if (!dynamicParent->dynamicMoveThisServoLoop())
					printf("error: dynamicParent move not detected\n");

				textureOrigin[0] = textureOrigin[0] - prevProj[0] + currProj[0];
				textureOrigin[1] = 0;
				textureOrigin[2] = textureOrigin[2] - prevProj[2] + currProj[2];
			}
		}

		// move textureOrigin from its current location towards current
		// position in steps of length texWL until it is within texWL of
		// the current position
		updateTextureOrigin(phantomPos[0], phantomPos[2]);

		// translate to texture coordinates - note: this is a translation in the plane of
		// the phantom position
		vrpn_HapticPosition texturePos = phantomPos - textureOrigin;

		SCP = computeSCPfromGradient(texturePos);
		vrpn_HapticPlane texPlane;
		texPlane = computeTangentPlaneAt(texturePos);
		depth = -(texturePos.x()*texPlane.a() + texturePos.y()*texPlane.b() +
			texturePos.z()*texPlane.c() + texPlane.d());

		// go back to untranslated (non-texture) plane coordinates
		SCP = SCP + textureOrigin;
		SCPnormal = texPlane.normal();

		// if (|texturePos| is close to 0.25*texWL or 0.75*texWL then we
		//  are near a zero crossing so its relatively safe to
		//  update texture shape
		double old_wl = texWL;
		double radius = sqrt(texturePos[0]*texturePos[0] + texturePos[2]*texturePos[2]);// this is between 0 and texWL
		if (fabs(radius - 0.25*texWL) < deltaDist ||
			fabs(radius - 0.75*texWL) < deltaDist){
			if (texWN_needs_update) updateTextureWavelength();
			if (texAmp_needs_update) updateTextureAmplitude();
			if (texSize_needs_update) updateTextureSize();
			if (texAspect_needs_update) updateTextureAspectRatio();

			if (old_wl != texWL && old_wl != 0){	// adjust to maintain phase continuity
				textureOrigin[0] = -texWL*texturePos[0]/old_wl + phantomPos[0];
				textureOrigin[2] = -texWL*texturePos[2]/old_wl + phantomPos[2];
			}
		}
	}

	if (depth <= 0) {	// positive depth is below surface
	    inContact = FALSE;
		lastDepth = 0;
		safety_ineffect = FALSE;
	    (void) updateStateForPHANToM(PHANToM,inContact);
	    return inContact;
	}
	// if we suddenly get a new plane that causes the depth in the
	// plane to be large then we don't want to let the phantom force
	// get large
	else if (safety_ineffect) {
		inContact = FALSE;
		lastDepth = 0;
		(void) updateStateForPHANToM(PHANToM,inContact);
		return inContact;
	}
	else if ((depth - lastDepth)*getSurfaceKspring() > MAX_FORCE){
		inContact = FALSE;
		lastDepth = 0;
		fprintf(stderr, "Warning: exceeded max force change\n");
		fprintf(stderr, "  move out of surface to re-enable forces\n");
		safety_ineffect = TRUE;
		(void) updateStateForPHANToM(PHANToM,inContact);
		return inContact;
	}
	else {	// In contact
	    inContact = TRUE;
	    (void)updateStateForPHANToM(PHANToM, inContact);
	    addCollision(PHANToM,SCP,SCPnormal);  
	}	

	// this value is important for safety checks
	lastDepth = depth;

	return inContact;
}
#endif

void TexturePlane::incrementFade(double dT){
	double curr_spr = getSurfaceKspring();
	double next_spr = curr_spr - dT*dSpring_dt;

	if (next_spr > 0)
		setSurfaceKspring(next_spr);
	else{
		inEffect = FALSE;
		fadeActive = FALSE;
		setSurfaceKspring(fadeOldKspring);
	}
}