예제 #1
0
//----------------------------------------------------------------------------
bool WireMeshWindow::CreateScene()
{
    std::string path = mEnvironment.GetPath("WireMesh.hlsl");
    std::shared_ptr<VertexShader> vshader(ShaderFactory::CreateVertex(path));
    if (!vshader)
    {
        return false;
    }

    std::shared_ptr<GeometryShader> gshader(ShaderFactory::CreateGeometry(
        path));
    if (!gshader)
    {
        return false;
    }

    std::shared_ptr<PixelShader> pshader(ShaderFactory::CreatePixel(path));
    if (!pshader)
    {
        return false;
    }

    std::shared_ptr<ConstantBuffer> parameters(
        new ConstantBuffer(3 * sizeof(Vector4<float>), false));
    Vector4<float>* data = parameters->Get<Vector4<float>>();
    data[0] = Vector4<float>(0.0f, 0.0f, 1.0f, 1.0f);  // mesh color
    data[1] = Vector4<float>(0.0f, 0.0f, 0.0f, 1.0f);  // edge color
    data[2] = Vector4<float>((float)mXSize, (float)mYSize, 0.0f, 0.0f);
    vshader->Set("WireParameters", parameters);
    gshader->Set("WireParameters", parameters);
    pshader->Set("WireParameters", parameters);

    std::shared_ptr<ConstantBuffer> cbuffer(
        new ConstantBuffer(sizeof(Matrix4x4<float>), true));
    vshader->Set("PVWMatrix", cbuffer);

    std::shared_ptr<VisualEffect> effect(new VisualEffect(vshader, pshader,
        gshader));

    VertexFormat vformat;
    vformat.Bind(VA_POSITION, DF_R32G32B32_FLOAT, 0);
    MeshFactory mf;
    mf.SetVertexFormat(vformat);
    mMesh = mf.CreateSphere(16, 16, 1.0f);
    mMesh->SetEffect(effect);
    mMesh->Update();

    SubscribeCW(mMesh, cbuffer);
    return true;
}
bool MultipleRenderTargetsWindow::CreateScene()
{
    // Create a visual effect that populates the draw target.
    std::string filename = mEnvironment.GetPath("MultipleRenderTargets.hlsl");
    std::shared_ptr<VisualProgram> program =
        mProgramFactory.CreateFromFiles(filename, filename, "");
    if (!program)
    {
        return false;
    }

    std::shared_ptr<ConstantBuffer> cbuffer(new ConstantBuffer(
        sizeof(Matrix4x4<float>), true));
    program->GetVShader()->Set("PVWMatrix", cbuffer);

    std::shared_ptr<PixelShader> pshader = program->GetPShader();
    std::shared_ptr<ConstantBuffer> farNearRatio(new ConstantBuffer(
        sizeof(float), false));
    pshader->Set("FarNearRatio", farNearRatio);
    farNearRatio->SetMember("farNearRatio",
        mCamera->GetDMax() / mCamera->GetDMin());

    std::string path = mEnvironment.GetPath("StoneWall.png");
    std::shared_ptr<Texture2> baseTexture(WICFileIO::Load(path, true));
    baseTexture->AutogenerateMipmaps();
    pshader->Set("baseTexture", baseTexture);

    std::shared_ptr<SamplerState> baseSampler(new SamplerState());
    baseSampler->filter = SamplerState::MIN_L_MAG_L_MIP_L;
    baseSampler->mode[0] = SamplerState::CLAMP;
    baseSampler->mode[1] = SamplerState::CLAMP;
    pshader->Set("baseSampler", baseSampler);

    std::shared_ptr<VisualEffect> effect =
        std::make_shared<VisualEffect>(program);

    // Create a vertex buffer for a two-triangle square.  The PNG is stored
    // in left-handed coordinates.  The texture coordinates are chosen to
    // reflect the texture in the y-direction.
    struct Vertex
    {
        Vector3<float> position;
        Vector2<float> tcoord;
    };
    VertexFormat vformat;
    vformat.Bind(VA_POSITION, DF_R32G32B32_FLOAT, 0);
    vformat.Bind(VA_TEXCOORD, DF_R32G32_FLOAT, 0);
    std::shared_ptr<VertexBuffer> vbuffer(new VertexBuffer(vformat, 4));
    Vertex* vertex = vbuffer->Get<Vertex>();
    vertex[0].position = { -1.0f, -1.0f, 0.0f };
    vertex[0].tcoord = { 0.0f, 1.0f };
    vertex[1].position = { 1.0f, -1.0f, 0.0f };
    vertex[1].tcoord = { 1.0f, 1.0f };
    vertex[2].position = { -1.0f, 1.0f, 0.0f };
    vertex[2].tcoord = { 0.0f, 0.0f };
    vertex[3].position = { 1.0f, 1.0f, 0.0f };
    vertex[3].tcoord = { 1.0f, 0.0f };

    // Create an indexless buffer for a triangle mesh with two triangles.
    std::shared_ptr<IndexBuffer> ibuffer(new IndexBuffer(IP_TRISTRIP, 2));

    // Create the geometric object for drawing and enable automatic updates
    // of pvw-matrices and w-matrices.
    mSquare = std::make_shared<Visual>(vbuffer, ibuffer, effect);
    mTrackball.Attach(mSquare);
    mTrackball.Update();
    mCameraRig.Subscribe(mSquare->worldTransform, cbuffer);
    return true;
}
예제 #3
0
파일: message.hpp 프로젝트: zhangf911/azmq
 operator boost::asio::const_buffer() const {
     return cbuffer();
 }
//----------------------------------------------------------------------------
bool StructuredBuffersWindow::CreateScene()
{
    // Create the shaders and associated resources
    HLSLDefiner definer;
    definer.SetInt("WINDOW_WIDTH", mXSize);
    std::shared_ptr<VertexShader> vshader(ShaderFactory::CreateVertex(
        mEnvironment.GetPath("StructuredBuffers.hlsl"), definer));
    if (!vshader)
    {
        return false;
    }

    std::shared_ptr<PixelShader> pshader(ShaderFactory::CreatePixel(
        mEnvironment.GetPath("StructuredBuffers.hlsl"), definer));
    if (!pshader)
    {
        return false;
    }

    std::shared_ptr<ConstantBuffer> cbuffer(new ConstantBuffer(
        sizeof(Matrix4x4<float>), true));
    vshader->Set("PVWMatrix", cbuffer);

    // Create the pixel shader and associated resources.
    std::string path = mEnvironment.GetPath("StoneWall.png");
    std::shared_ptr<Texture2> baseTexture(WICFileIO::Load(path, false));
    pshader->Set("baseTexture", baseTexture);

    std::shared_ptr<SamplerState> baseSampler(new SamplerState());
    baseSampler->filter = SamplerState::MIN_L_MAG_L_MIP_P;
    baseSampler->mode[0] = SamplerState::CLAMP;
    baseSampler->mode[1] = SamplerState::CLAMP;
    pshader->Set("baseSampler", baseSampler);

    mDrawnPixels.reset(new StructuredBuffer(mXSize*mYSize,
        sizeof(Vector4<float>)));
    mDrawnPixels->SetUsage(Resource::SHADER_OUTPUT);
    mDrawnPixels->SetCopyType(Resource::COPY_BIDIRECTIONAL);
    memset(mDrawnPixels->GetData(), 0, mDrawnPixels->GetNumBytes());
    pshader->Set("drawnPixels", mDrawnPixels);

    // Create the visual effect for the square.
    std::shared_ptr<VisualEffect> effect(new VisualEffect(vshader, pshader));

    // Create a vertex buffer for a single triangle.  The PNG is stored in
    // left-handed coordinates.  The texture coordinates are chosen to reflect
    // the texture in the y-direction.
    struct Vertex
    {
        Vector3<float> position;
        Vector2<float> tcoord;
    };
    VertexFormat vformat;
    vformat.Bind(VA_POSITION, DF_R32G32B32_FLOAT, 0);
    vformat.Bind(VA_TEXCOORD, DF_R32G32_FLOAT, 0);
    std::shared_ptr<VertexBuffer> vbuffer(new VertexBuffer(vformat, 4));
    Vertex* vertex = vbuffer->Get<Vertex>();
    vertex[0].position = Vector3<float>(0.0f, 0.0f, 0.0f);
    vertex[0].tcoord = Vector2<float>(0.0f, 1.0f);
    vertex[1].position = Vector3<float>(1.0f, 0.0f, 0.0f);
    vertex[1].tcoord = Vector2<float>(1.0f, 1.0f);
    vertex[2].position = Vector3<float>(0.0f, 1.0f, 0.0f);
    vertex[2].tcoord = Vector2<float>(0.0f, 0.0f);
    vertex[3].position = Vector3<float>(1.0f, 1.0f, 0.0f);
    vertex[3].tcoord = Vector2<float>(1.0f, 0.0f);

    // Create an indexless buffer for a triangle mesh with two triangles.
    std::shared_ptr<IndexBuffer> ibuffer(new IndexBuffer(IP_TRISTRIP, 2));

    // Create the geometric object for drawing.  Translate it so that its
    // center of mass is at the origin.  This supports virtual trackball
    // motion about the object "center".
    mSquare.reset(new Visual(vbuffer, ibuffer, effect));
    mSquare->localTransform.SetTranslation(-0.5f, -0.5f, 0.0f);
    mSquare->Update();

    // Enable automatic updates of pvw-matrices and w-matrices.
    SubscribeCW(mSquare, cbuffer);

    // The structured buffer is written in the pixel shader.  This texture
    // will receive a copy of it so that we can write the results to disk
    // as a PNG file.
    mDrawnPixelsTexture = new Texture2(DF_R8G8B8A8_UNORM, mXSize, mYSize);
    return true;
}
예제 #5
0
int Layer_D3D::renderAllProps(int layerIndex)
{
	assertmsg( viewport != nullptr, "no viewport in a layer id:%d setViewport missed?", id );

	m_layerIndex = layerIndex;

	if( viewport->dimension == DIMENSION_2D ) 
	{
		XMMATRIX orthoProjMatrix = XMMatrixOrthographicLH(viewport->scl.x, viewport->scl.y, 0.0f, 1000.0f);
		XMMATRIX identityMatrix = XMMatrixIdentity();
		CBufferMVP cbuffer(identityMatrix, orthoProjMatrix);

		D3D11_MAPPED_SUBRESOURCE map;
		g_context.m_pDeviceContext->Map(m_pMatrixConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
		memcpy(map.pData, &cbuffer, sizeof(CBufferMVP));
		g_context.m_pDeviceContext->Unmap(m_pMatrixConstantBuffer, 0);

		g_context.m_pDeviceContext->VSSetConstantBuffers(0, 1, &m_pMatrixConstantBuffer);
		g_context.m_pDeviceContext->PSSetConstantBuffers(0, 1, &m_pMatrixConstantBuffer);

		static SorterEntry tosort[1024*32];

		int cnt = 0;
		Prop *cur = prop_top;

		Vec2 minv, maxv;
		viewport->getMinMax(&minv, &maxv);

		while(cur)
		{
			Prop2D_D3D *cur2d = (Prop2D_D3D*)cur;

			assert( cur2d->dimension == viewport->dimension );

			// culling
			float camx=0,camy=0;
			if(camera)
			{
				camx = camera->loc.x;
				camy = camera->loc.y;
			}

			float scr_maxx = cur2d->loc.x - camx + cur2d->scl.x/2 + cur2d->max_rt_cache.x;
			float scr_minx = cur2d->loc.x - camx - cur2d->scl.x/2 + cur2d->min_lb_cache.x;
			float scr_maxy = cur2d->loc.y - camy + cur2d->scl.y/2 + cur2d->max_rt_cache.y;
			float scr_miny = cur2d->loc.y - camy - cur2d->scl.y/2 + cur2d->min_lb_cache.y;

			if( scr_maxx >= minv.x && scr_minx <= maxv.x && scr_maxy >= minv.y && scr_miny <= maxv.y )
			{
				tosort[cnt].val = cur2d->priority;
				tosort[cnt].ptr = cur2d;
				cnt++;

				if(cnt>= elementof(tosort))
				{
					print("WARNING: too many props in a layer : %d", cnt );
					break;
				}
			} 

			cur = cur->next;
		}

		quickSortF( tosort, 0, cnt-1 );
		for(int i=0;i<cnt;i++) 
		{
			Prop2D_D3D *p = (Prop2D_D3D*) tosort[i].ptr;
			if(p->visible)
			{
				p->render(camera);
			}
		}

		return sendDrawCalls();
	} 
	else // 3D
	{ 
		return 0;
	}
}
예제 #6
0
bool TextureArraysWindow::CreateScene()
{
    // Create the shaders and associated resources.
    std::string filename = mEnvironment.GetPath("TextureArrays.hlsl");
    std::shared_ptr<VisualProgram> program =
        mProgramFactory.CreateFromFiles(filename, filename, "");
    if (!program)
    {
        return false;
    }

    // Create a vertex buffer for a single triangle.  The PNG is stored in
    // left-handed coordinates.  The texture coordinates are chosen to reflect
    // the texture in the y-direction.
    struct Vertex
    {
        Vector3<float> position;
        Vector2<float> tcoord;
    };
    VertexFormat vformat;
    vformat.Bind(VA_POSITION, DF_R32G32B32_FLOAT, 0);
    vformat.Bind(VA_TEXCOORD, DF_R32G32_FLOAT, 0);
    std::shared_ptr<VertexBuffer> vbuffer(new VertexBuffer(vformat, 4));
    Vertex* vertex = vbuffer->Get<Vertex>();
    vertex[0].position = { 0.0f, 0.0f, 0.0f };
    vertex[0].tcoord = { 0.0f, 1.0f };
    vertex[1].position = { 1.0f, 0.0f, 0.0f };
    vertex[1].tcoord = { 1.0f, 1.0f };
    vertex[2].position = { 0.0f, 1.0f, 0.0f };
    vertex[2].tcoord = { 0.0f, 0.0f };
    vertex[3].position = { 1.0f, 1.0f, 0.0f };
    vertex[3].tcoord = { 1.0f, 0.0f };

    // Create an indexless buffer for a triangle mesh with two triangles.
    std::shared_ptr<IndexBuffer> ibuffer(new IndexBuffer(IP_TRISTRIP, 2));

    // Create an effect for the vertex and pixel shaders.  The texture is
    // bilinearly filtered and the texture coordinates are clamped to [0,1]^2.
    std::shared_ptr<ConstantBuffer> cbuffer(new ConstantBuffer(
        sizeof(Matrix4x4<float>), true));
    program->GetVShader()->Set("PVWMatrix", cbuffer);

    std::shared_ptr<PixelShader> pshader = program->GetPShader();
    std::shared_ptr<Texture1Array> t1array(new Texture1Array(2,
        DF_R8G8B8A8_UNORM, 2));
    unsigned int* t1data = t1array->Get<unsigned int>();
    t1data[0] = 0xFF000000;
    t1data[1] = 0xFFFFFFFF;
    pshader->Set("myTexture1", t1array);

    Texture2* stoneTexture = WICFileIO::Load(
        mEnvironment.GetPath("StoneWall.png"), false);
    std::shared_ptr<Texture2Array> t2array(new Texture2Array(2,
        DF_R8G8B8A8_UNORM, 256, 256));
    unsigned char* t2data = t2array->Get<unsigned char>();
    size_t const numBytes = stoneTexture->GetNumBytes();
    Memcpy(t2data, stoneTexture->GetData(), numBytes);
    t2data += numBytes;
    delete stoneTexture;
    for (size_t i = 0; i < numBytes; ++i)
    {
        *t2data++ = static_cast<unsigned char>(rand() % 256);
    }
    pshader->Set("myTexture2", t2array);

    std::shared_ptr<SamplerState> samplerState(new SamplerState());
    samplerState->filter = SamplerState::MIN_L_MAG_L_MIP_P;
    samplerState->mode[0] = SamplerState::CLAMP;
    samplerState->mode[1] = SamplerState::CLAMP;
    pshader->Set("mySampler", samplerState);

    std::shared_ptr<VisualEffect> effect =
        std::make_shared<VisualEffect>(program);

    // Create the geometric object for drawing.  Translate it so that its
    // center of mass is at the origin.  This supports virtual trackball
    // motion about the object "center".
    mSquare = std::make_shared<Visual>(vbuffer, ibuffer, effect);
    mSquare->localTransform.SetTranslation(-0.5f, -0.5f, 0.0f);

    // Enable automatic updates of pvw-matrices and w-matrices.
    mCameraRig.Subscribe(mSquare->worldTransform, cbuffer);

    mTrackball.Attach(mSquare);
    mTrackball.Update();
    return true;
}