Exemplo n.º 1
0
	bool D3D11DepthStencilBuffer::Create(int w, int h, G_FORMAT format)
	{

		D3D11_TEXTURE2D_DESC td;
		ZeroMemory(&td, sizeof(td));

		td.ArraySize = 1;
		td.BindFlags = D3D11_BIND_DEPTH_STENCIL;
		
		td.CPUAccessFlags = 0;
		td.Format = D3D11Format::Convert(format);
		td.Width = w;
		td.Height = h;
		td.MipLevels = 1;
		td.ArraySize = 1;
		td.MiscFlags = 0;
		td.SampleDesc.Count = 1;
		td.SampleDesc.Quality = 0;
		td.Usage = D3D11_USAGE_DEFAULT;
				
		ID3D11Device* pDevice = NULL;

		m_pContext->GetDevice(&pDevice);

		if(FAILED(pDevice->CreateTexture2D(&td, NULL, &m_pBuffer)))
		{
			pDevice->Release();
			return DepthStencilBufferPtr();
		}

		D3D11_DEPTH_STENCIL_VIEW_DESC d;
		ZeroMemory(&d, sizeof(d));

		d.Format = D3D11Format::Convert(format);
		d.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
		d.Flags = 0;
		d.Texture2D.MipSlice = 0;

		if(FAILED(pDevice->CreateDepthStencilView( m_pBuffer, &d, &m_pDepthStencilView)))
		{
			pDevice->Release();
			return false;
		}

		pDevice->Release();

		return true;
	}
Exemplo n.º 2
0
HRESULT DxAssist::CreateRTDevice(ID3D11Texture2D* texture, DxRTDevice* RTDevice)
{
    HRESULT hr = E_FAIL;
    HRESULT hresult = E_FAIL;

    ID3D11Device* device = m_device;
    ID3D11DeviceContext* deviceContext = m_deviceContext;
    D3D11_TEXTURE2D_DESC texdesc;

    ASSERT(device);
    ASSERT(deviceContext);

    hr = device->CreateRenderTargetView(texture, NULL, &RTDevice->RTView);
    KGLOG_COM_PROCESS_ERROR(hr);

    // Create the depth/stencil buffer that is used when rendering the cube. Most parameters remain the same,
    // except the format, and bind flags.

    texture->GetDesc(&texdesc);
    texdesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
    texdesc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
    
    hr = device->CreateTexture2D(&texdesc, NULL, &RTDevice->RTDepthStencilBuf);
    KGLOG_COM_PROCESS_ERROR(hr);
    
    hr = device->CreateDepthStencilView( RTDevice->RTDepthStencilBuf, NULL, &RTDevice->RTDepthStencil);
    KGLOG_COM_PROCESS_ERROR(hr);

    hresult = S_OK;
Exit0:
    if ( FAILED(hresult) )
    {
        ReleaseRTDevice(RTDevice);
    }
    return hresult;
}
Exemplo n.º 3
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;
}
Exemplo n.º 4
0
    void init_for_dimensions(unsigned width, unsigned height)
    {
        if(zsv)
            zsv->Release();
        ID3D11Texture2D* zsbuf;
        D3D11_TEXTURE2D_DESC zsbufd;
        memset(&zsbufd, 0, sizeof(zsbufd));
        zsbufd.Width = width;
        zsbufd.Height = height;
        zsbufd.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
        zsbufd.ArraySize = 1;
        zsbufd.MipLevels = 1;
        zsbufd.SampleDesc.Count = 1;
        zsbufd.BindFlags = D3D11_BIND_DEPTH_STENCIL;
        ensure(dev->CreateTexture2D(&zsbufd, 0, &zsbuf));
        ensure(dev->CreateDepthStencilView(zsbuf, 0, &zsv));
        zsbuf->Release();

        ID3D11Texture2D* offscreen;
        if(offscreen_rtv)
        {
            offscreen_rtv->Release();
            offscreen_srv->Release();
            offscreen_rtv = 0;
            offscreen_srv = 0;
        }

        if(impressions > 1)
        {
            DXGI_FORMAT formats[] = {
                DXGI_FORMAT_R32G32B32A32_FLOAT,
                DXGI_FORMAT_R16G16B16A16_UNORM,
                DXGI_FORMAT_R16G16B16A16_FLOAT,
                DXGI_FORMAT_R10G10B10A2_UNORM,
            };
            DXGI_FORMAT format = DXGI_FORMAT_R8G8B8A8_UNORM; // this won't work well at all
            unsigned needed_support = D3D11_FORMAT_SUPPORT_RENDER_TARGET | D3D11_FORMAT_SUPPORT_BLENDABLE | D3D11_FORMAT_SUPPORT_SHADER_SAMPLE;
            for(unsigned i = 0; i < sizeof(formats); ++i)
            {
                unsigned support;
                dev->CheckFormatSupport(DXGI_FORMAT_R32G32B32A32_FLOAT, &support);
                if((support & needed_support) == needed_support)
                {
                    format = formats[i];
                    break;
                }
            }


            D3D11_TEXTURE2D_DESC offscreend;
            memset(&offscreend, 0, sizeof(offscreend));
            offscreend.Width = width;
            offscreend.Height = height;

            offscreend.Format = format;
            offscreend.MipLevels = 1;
            offscreend.ArraySize = 1;
            offscreend.SampleDesc.Count = 1;
            offscreend.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET;
            ensure(dev->CreateTexture2D(&offscreend, 0, &offscreen));
            ensure(dev->CreateRenderTargetView(offscreen, 0, &offscreen_rtv));
            ensure(dev->CreateShaderResourceView(offscreen, 0, &offscreen_srv));
            offscreen->Release();
        }

        cur_width = width;
        cur_height = height;
    }
	void MultiRenderTarget::Initialise( u32 count, u32 width, u32 height )
	{
		// Store the width and height of the render texture.
		mWidth = width;
		mHeight = height;

		// Initialize the render target texture description.
		D3D11_TEXTURE2D_DESC textureDesc;
		ZeroMemory( &textureDesc, sizeof( textureDesc ) );

		// Setup the render target texture description.
		textureDesc.Width = width;
		textureDesc.Height = height;
		textureDesc.MipLevels = 1;
		textureDesc.ArraySize = 1;
		textureDesc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
		textureDesc.SampleDesc.Count = 1;
		textureDesc.Usage = D3D11_USAGE_DEFAULT;
		textureDesc.BindFlags = D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE;
		textureDesc.CPUAccessFlags = 0;
		textureDesc.MiscFlags = 0;

		// Create the render target textures.
		ID3D11Device * device = GRAPHICS.GetPipeline()->GetDevice();
		mRenderTargetTextures.resize( count, nullptr );
		for( u32 i = 0; i < count; ++i )
		{
			HRESULT result = device->CreateTexture2D( &textureDesc, nullptr, mRenderTargetTextures.data() + i );
			if( FAILED( result ) )
			{
				return;
			}
		}

		// Setup the description of the render target view.
		D3D11_RENDER_TARGET_VIEW_DESC renderTargetViewDesc;
		renderTargetViewDesc.Format = textureDesc.Format;
		renderTargetViewDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
		renderTargetViewDesc.Texture2D.MipSlice = 0;

		// Create the render target views.
		mRenderTargetViews.resize( count, nullptr );
		for( u32 i = 0; i < count; ++i )
		{
			HRESULT result = device->CreateRenderTargetView( mRenderTargetTextures[i], &renderTargetViewDesc, mRenderTargetViews.data() + i );
			if( FAILED( result ) )
			{
				return;
			}
		}

		// Setup the description of the shader resource view.
		D3D11_SHADER_RESOURCE_VIEW_DESC shaderResourceViewDesc;
		shaderResourceViewDesc.Format = textureDesc.Format;
		shaderResourceViewDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
		shaderResourceViewDesc.Texture2D.MostDetailedMip = 0;
		shaderResourceViewDesc.Texture2D.MipLevels = 1;

		// Create the shader resource views.
		mShaderResourceViews.resize( count, nullptr );
		for( u32 i = 0; i < count; ++i )
		{
			HRESULT result = device->CreateShaderResourceView( mRenderTargetTextures[i], &shaderResourceViewDesc, mShaderResourceViews.data() + i );
			if( FAILED( result ) )
			{
				return;
			}
		}

		// Initialize the description of the depth buffer.
		D3D11_TEXTURE2D_DESC depthBufferDesc;
		ZeroMemory( &depthBufferDesc, sizeof( depthBufferDesc ) );

		// Set up the description of the depth buffer.
		depthBufferDesc.Width = width;
		depthBufferDesc.Height = height;
		depthBufferDesc.MipLevels = 1;
		depthBufferDesc.ArraySize = 1;
		depthBufferDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
		depthBufferDesc.SampleDesc.Count = 1;
		depthBufferDesc.SampleDesc.Quality = 0;
		depthBufferDesc.Usage = D3D11_USAGE_DEFAULT;
		depthBufferDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
		depthBufferDesc.CPUAccessFlags = 0;
		depthBufferDesc.MiscFlags = 0;

		// Create the texture for the depth buffer using the filled out description.
		HRESULT result = device->CreateTexture2D( &depthBufferDesc, NULL, &mDepthStencilBuffer );
		if( FAILED( result ) )
		{
			return;
		}

		// Initailze the depth stencil view description.
		D3D11_DEPTH_STENCIL_VIEW_DESC depthStencilViewDesc;
		ZeroMemory( &depthStencilViewDesc, sizeof( depthStencilViewDesc ) );

		// Set up the depth stencil view description.
		depthStencilViewDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
		depthStencilViewDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
		depthStencilViewDesc.Texture2D.MipSlice = 0;

		// Create the depth stencil view.
		result = device->CreateDepthStencilView( mDepthStencilBuffer, &depthStencilViewDesc, &mDepthStencilView );
		if( FAILED( result ) )
		{
			return;
		}

		// Setup the viewport for rendering.
		mViewport.Width = static_cast<float>( width );
		mViewport.Height = static_cast<float>( height );
		mViewport.MinDepth = 0.0f;
		mViewport.MaxDepth = 1.0f;
		mViewport.TopLeftX = 0.0f;
		mViewport.TopLeftY = 0.0f;
	}
Exemplo n.º 6
0
/**
* Handle Stereo Drawing.
***/
void* StereoPresenter::Provoke(void* pThis, int eD3D, int eD3DInterface, int eD3DMethod, DWORD dwNumberConnected, int& nProvokerIndex)
{
#ifdef _DEBUG_STP
	{ wchar_t buf[128]; wsprintf(buf, L"[STP] ifc %u mtd %u", eD3DInterface, eD3DMethod); OutputDebugString(buf); }
#endif

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

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

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

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

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

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

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

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

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

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

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

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

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

			}
		}
	}

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

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

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

					m_apsSubMenues[unIx]->bOnBack = false;
				}

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

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

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

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

			// update
			UpdateMenu(fGlobalTime);

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

				// create all bool
				bool bAllCreated = true;

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

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

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

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

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

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

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

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

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

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

	return nullptr;
}
RenderTarget11::RenderTarget11(Renderer *renderer, GLsizei width, GLsizei height, GLenum format, GLsizei samples, bool depth)
{
    mRenderer = Renderer11::makeRenderer11(renderer);
    mTexture = NULL;
    mRenderTarget = NULL;
    mDepthStencil = NULL;
    mShaderResource = NULL;

    DXGI_FORMAT requestedFormat = gl_d3d11::ConvertRenderbufferFormat(format);

    int supportedSamples = mRenderer->getNearestSupportedSamples(requestedFormat, samples);
    if (supportedSamples < 0)
    {
        gl::error(GL_OUT_OF_MEMORY);
        return;
    }

    if (width > 0 && height > 0)
    {
        // Create texture resource
        D3D11_TEXTURE2D_DESC desc;
        desc.Width = width; 
        desc.Height = height;
        desc.MipLevels = 1;
        desc.ArraySize = 1;
        desc.Format = requestedFormat;
        desc.SampleDesc.Count = (supportedSamples == 0) ? 1 : supportedSamples;
        desc.SampleDesc.Quality = 0;
        desc.Usage = D3D11_USAGE_DEFAULT;
        desc.CPUAccessFlags = 0;
        desc.MiscFlags = 0;
        desc.BindFlags = (depth ? D3D11_BIND_DEPTH_STENCIL : (D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE));

        ID3D11Device *device = mRenderer->getDevice();
        HRESULT result = device->CreateTexture2D(&desc, NULL, &mTexture);

        if (result == E_OUTOFMEMORY)
        {
            gl::error(GL_OUT_OF_MEMORY);
            return;
        }
        ASSERT(SUCCEEDED(result));

        if (depth)
        {
            D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
            dsvDesc.Format = requestedFormat;
            dsvDesc.ViewDimension = (supportedSamples == 0) ? D3D11_DSV_DIMENSION_TEXTURE2D : D3D11_DSV_DIMENSION_TEXTURE2DMS;
            dsvDesc.Texture2D.MipSlice = 0;
            dsvDesc.Flags = 0;
            result = device->CreateDepthStencilView(mTexture, &dsvDesc, &mDepthStencil);

            if (result == E_OUTOFMEMORY)
            {
                mTexture->Release();
                mTexture = NULL;
                gl::error(GL_OUT_OF_MEMORY);
            }
            ASSERT(SUCCEEDED(result));
        }
        else
        {
            D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
            rtvDesc.Format = requestedFormat;
            rtvDesc.ViewDimension = (supportedSamples == 0) ? D3D11_RTV_DIMENSION_TEXTURE2D : D3D11_RTV_DIMENSION_TEXTURE2DMS;
            rtvDesc.Texture2D.MipSlice = 0;
            result = device->CreateRenderTargetView(mTexture, &rtvDesc, &mRenderTarget);

            if (result == E_OUTOFMEMORY)
            {
                mTexture->Release();
                mTexture = NULL;
                gl::error(GL_OUT_OF_MEMORY);
                return;
            }
            ASSERT(SUCCEEDED(result));

            D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
            srvDesc.Format = requestedFormat;
            srvDesc.ViewDimension = (supportedSamples == 0) ? D3D11_SRV_DIMENSION_TEXTURE2D : D3D11_SRV_DIMENSION_TEXTURE2DMS;
            srvDesc.Texture2D.MostDetailedMip = 0;
            srvDesc.Texture2D.MipLevels = 1;
            result = device->CreateShaderResourceView(mTexture, &srvDesc, &mShaderResource);

            if (result == E_OUTOFMEMORY)
            {
                mTexture->Release();
                mTexture = NULL;
                mRenderTarget->Release();
                mRenderTarget = NULL;
                gl::error(GL_OUT_OF_MEMORY);
                return;
            }
            ASSERT(SUCCEEDED(result));
        }
    }

    mWidth = width;
    mHeight = height;
    mInternalFormat = format;
    mSamples = supportedSamples;
    mActualFormat = d3d11_gl::ConvertTextureInternalFormat(requestedFormat);
    mSubresourceIndex = D3D11CalcSubresource(0, 0, 1);
}
Exemplo n.º 8
0
EGLint SwapChain11::resetOffscreenTexture(int backbufferWidth, int backbufferHeight)
{
    ID3D11Device *device = mRenderer->getDevice();

    ASSERT(device != NULL);

    // D3D11 does not allow zero size textures
    ASSERT(backbufferWidth >= 1);
    ASSERT(backbufferHeight >= 1);

    // Preserve the render target content
    ID3D11Texture2D *previousOffscreenTexture = mOffscreenTexture;
    if (previousOffscreenTexture)
    {
        previousOffscreenTexture->AddRef();
    }
    const int previousWidth = mWidth;
    const int previousHeight = mHeight;

    releaseOffscreenTexture();

    // If the app passed in a share handle, open the resource
    // See EGL_ANGLE_d3d_share_handle_client_buffer
    if (mAppCreatedShareHandle)
    {
        ID3D11Resource *tempResource11;
        HRESULT result = device->OpenSharedResource(mShareHandle, __uuidof(ID3D11Resource), (void**)&tempResource11);

        if (FAILED(result))
        {
            ERR("Failed to open the swap chain pbuffer share handle: %08lX", result);
            release();
            return EGL_BAD_PARAMETER;
        }

        result = tempResource11->QueryInterface(__uuidof(ID3D11Texture2D), (void**)&mOffscreenTexture);
        tempResource11->Release();

        if (FAILED(result))
        {
            ERR("Failed to query texture2d interface in pbuffer share handle: %08lX", result);
            release();
            return EGL_BAD_PARAMETER;
        }

        // Validate offscreen texture parameters
        D3D11_TEXTURE2D_DESC offscreenTextureDesc = {0};
        mOffscreenTexture->GetDesc(&offscreenTextureDesc);

        if (offscreenTextureDesc.Width != (UINT)backbufferWidth
            || offscreenTextureDesc.Height != (UINT)backbufferHeight
            || offscreenTextureDesc.Format != gl_d3d11::ConvertRenderbufferFormat(mBackBufferFormat)
            || offscreenTextureDesc.MipLevels != 1
            || offscreenTextureDesc.ArraySize != 1)
        {
            ERR("Invalid texture parameters in the shared offscreen texture pbuffer");
            release();
            return EGL_BAD_PARAMETER;
        }
    }
    else
    {
        const bool useSharedResource = !mWindow && mRenderer->getShareHandleSupport();

        D3D11_TEXTURE2D_DESC offscreenTextureDesc = {0};
        offscreenTextureDesc.Width = backbufferWidth;
        offscreenTextureDesc.Height = backbufferHeight;
        offscreenTextureDesc.Format = gl_d3d11::ConvertRenderbufferFormat(mBackBufferFormat);
        offscreenTextureDesc.MipLevels = 1;
        offscreenTextureDesc.ArraySize = 1;
        offscreenTextureDesc.SampleDesc.Count = 1;
        offscreenTextureDesc.SampleDesc.Quality = 0;
        offscreenTextureDesc.Usage = D3D11_USAGE_DEFAULT;
        offscreenTextureDesc.BindFlags = D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE;
        offscreenTextureDesc.CPUAccessFlags = 0;
        offscreenTextureDesc.MiscFlags = useSharedResource ? D3D11_RESOURCE_MISC_SHARED : 0;

        HRESULT result = device->CreateTexture2D(&offscreenTextureDesc, NULL, &mOffscreenTexture);

        if (FAILED(result))
        {
            ERR("Could not create offscreen texture: %08lX", result);
            release();

            if (d3d11::isDeviceLostError(result))
            {
                return EGL_CONTEXT_LOST;
            }
            else
            {
                return EGL_BAD_ALLOC;
            }
        }

        d3d11::SetDebugName(mOffscreenTexture, "Offscreen texture");

        // EGL_ANGLE_surface_d3d_texture_2d_share_handle requires that we store a share handle for the client
        if (useSharedResource)
        {
            IDXGIResource *offscreenTextureResource = NULL;
            result = mOffscreenTexture->QueryInterface(__uuidof(IDXGIResource), (void**)&offscreenTextureResource);

            // Fall back to no share handle on failure
            if (FAILED(result))
            {
                ERR("Could not query offscreen texture resource: %08lX", result);
            }
            else
            {
                result = offscreenTextureResource->GetSharedHandle(&mShareHandle);
                offscreenTextureResource->Release();

                if (FAILED(result))
                {
                    mShareHandle = NULL;
                    ERR("Could not get offscreen texture shared handle: %08lX", result);
                }
            }
        }
    }
        
    HRESULT result = device->CreateRenderTargetView(mOffscreenTexture, NULL, &mOffscreenRTView);

    ASSERT(SUCCEEDED(result));
    d3d11::SetDebugName(mOffscreenRTView, "Offscreen render target");

    result = device->CreateShaderResourceView(mOffscreenTexture, NULL, &mOffscreenSRView);
    ASSERT(SUCCEEDED(result));
    d3d11::SetDebugName(mOffscreenSRView, "Offscreen shader resource");

    if (mDepthBufferFormat != GL_NONE)
    {
        D3D11_TEXTURE2D_DESC depthStencilDesc = {0};
        depthStencilDesc.Width = backbufferWidth;
        depthStencilDesc.Height = backbufferHeight;
        depthStencilDesc.Format = gl_d3d11::ConvertRenderbufferFormat(mDepthBufferFormat);
        depthStencilDesc.MipLevels = 1;
        depthStencilDesc.ArraySize = 1;
        depthStencilDesc.SampleDesc.Count = 1;
        depthStencilDesc.SampleDesc.Quality = 0;
        depthStencilDesc.Usage = D3D11_USAGE_DEFAULT;
        depthStencilDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
        depthStencilDesc.CPUAccessFlags = 0;
        depthStencilDesc.MiscFlags = 0;

        result = device->CreateTexture2D(&depthStencilDesc, NULL, &mDepthStencilTexture);
        if (FAILED(result))
        {
            ERR("Could not create depthstencil surface for new swap chain: 0x%08X", result);
            release();

            if (d3d11::isDeviceLostError(result))
            {
                return EGL_CONTEXT_LOST;
            }
            else
            {
                return EGL_BAD_ALLOC;
            }
        }
        d3d11::SetDebugName(mDepthStencilTexture, "Depth stencil texture");

        result = device->CreateDepthStencilView(mDepthStencilTexture, NULL, &mDepthStencilDSView);
        ASSERT(SUCCEEDED(result));
        d3d11::SetDebugName(mDepthStencilDSView, "Depth stencil view");
    }

    mWidth = backbufferWidth;
    mHeight = backbufferHeight;

    if (previousOffscreenTexture != NULL)
    {
        D3D11_BOX sourceBox = {0};
        sourceBox.left = 0;
        sourceBox.right = std::min(previousWidth, mWidth);
        sourceBox.top = std::max(previousHeight - mHeight, 0);
        sourceBox.bottom = previousHeight;
        sourceBox.front = 0;
        sourceBox.back = 1;

        ID3D11DeviceContext *deviceContext = mRenderer->getDeviceContext();
        const int yoffset = std::max(mHeight - previousHeight, 0);
        deviceContext->CopySubresourceRegion(mOffscreenTexture, 0, 0, yoffset, 0, previousOffscreenTexture, 0, &sourceBox);

        previousOffscreenTexture->Release();

        if (mSwapChain)
        {
            swapRect(0, 0, mWidth, mHeight);
        }
    }

    return EGL_SUCCESS;
}
Exemplo n.º 9
0
EGLint SwapChain11::resetOffscreenDepthBuffer(int backbufferWidth, int backbufferHeight)
{
    releaseOffscreenDepthBuffer();

    if (mDepthBufferFormat != GL_NONE)
    {
        const d3d11::Format &depthBufferFormatInfo =
            d3d11::Format::Get(mDepthBufferFormat, mRenderer->getRenderer11DeviceCaps());

        D3D11_TEXTURE2D_DESC depthStencilTextureDesc;
        depthStencilTextureDesc.Width = backbufferWidth;
        depthStencilTextureDesc.Height = backbufferHeight;
        depthStencilTextureDesc.Format             = depthBufferFormatInfo.texFormat;
        depthStencilTextureDesc.MipLevels = 1;
        depthStencilTextureDesc.ArraySize = 1;
        depthStencilTextureDesc.SampleDesc.Count = 1;
        depthStencilTextureDesc.SampleDesc.Quality = 0;
        depthStencilTextureDesc.Usage = D3D11_USAGE_DEFAULT;
        depthStencilTextureDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL;

        if (depthBufferFormatInfo.srvFormat != DXGI_FORMAT_UNKNOWN)
        {
            depthStencilTextureDesc.BindFlags |= D3D11_BIND_SHADER_RESOURCE;
        }

        depthStencilTextureDesc.CPUAccessFlags = 0;
        depthStencilTextureDesc.MiscFlags = 0;

        ID3D11Device *device = mRenderer->getDevice();
        HRESULT result =
            device->CreateTexture2D(&depthStencilTextureDesc, NULL, &mDepthStencilTexture);
        if (FAILED(result))
        {
            ERR("Could not create depthstencil surface for new swap chain: 0x%08X", result);
            release();

            if (d3d11::isDeviceLostError(result))
            {
                return EGL_CONTEXT_LOST;
            }
            else
            {
                return EGL_BAD_ALLOC;
            }
        }
        d3d11::SetDebugName(mDepthStencilTexture, "Offscreen depth stencil texture");

        D3D11_DEPTH_STENCIL_VIEW_DESC depthStencilDesc;
        depthStencilDesc.Format             = depthBufferFormatInfo.dsvFormat;
        depthStencilDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
        depthStencilDesc.Flags = 0;
        depthStencilDesc.Texture2D.MipSlice = 0;

        result = device->CreateDepthStencilView(mDepthStencilTexture, &depthStencilDesc, &mDepthStencilDSView);
        ASSERT(SUCCEEDED(result));
        d3d11::SetDebugName(mDepthStencilDSView, "Offscreen depth stencil view");

        if (depthBufferFormatInfo.srvFormat != DXGI_FORMAT_UNKNOWN)
        {
            D3D11_SHADER_RESOURCE_VIEW_DESC depthStencilSRVDesc;
            depthStencilSRVDesc.Format                    = depthBufferFormatInfo.srvFormat;
            depthStencilSRVDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
            depthStencilSRVDesc.Texture2D.MostDetailedMip = 0;
            depthStencilSRVDesc.Texture2D.MipLevels = static_cast<UINT>(-1);

            result = device->CreateShaderResourceView(mDepthStencilTexture, &depthStencilSRVDesc, &mDepthStencilSRView);
            ASSERT(SUCCEEDED(result));
            d3d11::SetDebugName(mDepthStencilSRView, "Offscreen depth stencil shader resource");
        }
    }

    return EGL_SUCCESS;
}
Exemplo n.º 10
0
// |----------------------------------------------------------------------------|
// |						      Initialize									|
// |----------------------------------------------------------------------------|
bool Texture::Initialize(int textureWidth, int textureHeight)
{
	DebugLog ("Texture::Initialize() called.", DB_GRAPHICS, 1);

	D3D11_TEXTURE2D_DESC textureDesc;
	HRESULT result;
	D3D11_RENDER_TARGET_VIEW_DESC renderTargetViewDesc;
	D3D11_SHADER_RESOURCE_VIEW_DESC shaderResourceViewDesc;
	D3D11_TEXTURE2D_DESC depthBufferDesc;
	D3D11_DEPTH_STENCIL_VIEW_DESC depthStencilViewDesc;

    // Get D3D infor
    ID3D11Device* device = D3DManager::GetRef()->GetDevice();

	// Store the width and height of the render texture.
	m_width = textureWidth;
	m_height = textureHeight;

	// Initialize the render target texture description.
	ZeroMemory(&textureDesc, sizeof(textureDesc));

	// Setup the render target texture description.
	textureDesc.Width = textureWidth;
	textureDesc.Height = textureHeight;
	textureDesc.MipLevels = 1;
	textureDesc.ArraySize = 1;
	textureDesc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
	textureDesc.SampleDesc.Count = 1;
	textureDesc.Usage = D3D11_USAGE_DEFAULT;
	textureDesc.BindFlags = D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE;
	textureDesc.CPUAccessFlags = 0;
    textureDesc.MiscFlags = 0;

	// Create the render target texture.
	result = device->CreateTexture2D(&textureDesc, NULL, &m_renderTargetTexture);
	if(FAILED(result))
	{
		return false;
	}

	// Setup the description of the render target view.
	renderTargetViewDesc.Format = textureDesc.Format;
	renderTargetViewDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
	renderTargetViewDesc.Texture2D.MipSlice = 0;

	// Create the render target view.
	result = device->CreateRenderTargetView(m_renderTargetTexture, &renderTargetViewDesc, &m_renderTargetView);
	if(FAILED(result))
	{
		return false;
	}

	// Setup the description of the shader resource view.
	shaderResourceViewDesc.Format = textureDesc.Format;
	shaderResourceViewDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
	shaderResourceViewDesc.Texture2D.MostDetailedMip = 0;
	shaderResourceViewDesc.Texture2D.MipLevels = 1;

	// Create the shader resource view.
	result = device->CreateShaderResourceView(m_renderTargetTexture, &shaderResourceViewDesc, &m_shaderResourceView);
	if(FAILED(result))
	{
		return false;
	}

	// Initialize the description of the depth buffer.
	ZeroMemory(&depthBufferDesc, sizeof(depthBufferDesc));

	// Set up the description of the depth buffer.
	depthBufferDesc.Width = textureWidth;
	depthBufferDesc.Height = textureHeight;
	depthBufferDesc.MipLevels = 1;
	depthBufferDesc.ArraySize = 1;
	depthBufferDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
	depthBufferDesc.SampleDesc.Count = 1;
	depthBufferDesc.SampleDesc.Quality = 0;
	depthBufferDesc.Usage = D3D11_USAGE_DEFAULT;
	depthBufferDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
	depthBufferDesc.CPUAccessFlags = 0;
	depthBufferDesc.MiscFlags = 0;

	// Create the texture for the depth buffer using the filled out description.
	result = device->CreateTexture2D(&depthBufferDesc, NULL, &m_depthStencilBuffer);
	if(FAILED(result))
	{
		return false;
	}

	// Initialize the depth stencil view.
	ZeroMemory(&depthStencilViewDesc, sizeof(depthStencilViewDesc));

	// Set up the depth stencil view description.
	depthStencilViewDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
	depthStencilViewDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
	depthStencilViewDesc.Texture2D.MipSlice = 0;

	// Create the depth stencil view.
	result = device->CreateDepthStencilView(m_depthStencilBuffer, &depthStencilViewDesc, &m_depthStencilView);
	if(FAILED(result))
	{
		return false;
	}

	// Setup the viewport for rendering.
    m_viewport.Width = (float)textureWidth;
    m_viewport.Height = (float)textureHeight;
    m_viewport.MinDepth = 0.0f;
    m_viewport.MaxDepth = 1.0f;
    m_viewport.TopLeftX = 0.0f;
    m_viewport.TopLeftY = 0.0f;

	// Setup the projection matrix.
	D3DXMatrixPerspectiveFovLH(&m_projectionMatrix, ((float)D3DX_PI / 4.0f), ((float)textureWidth / (float)textureHeight), SCREEN_NEAR, SCREEN_DEPTH);

	// Create an orthographic projection matrix for 2D rendering.
	D3DXMatrixOrthoLH(&m_orthoMatrix, (float)textureWidth, (float)textureHeight, SCREEN_NEAR, SCREEN_DEPTH);


	return true;
}
Exemplo n.º 11
0
	void draw(ID3D11DeviceContext* ctx, ID3D11RenderTargetView* rtv, unsigned width, unsigned height, double time)
	{
		D3D11_VIEWPORT vp;
		memset(&vp, 0, sizeof(vp));
		vp.Width = (float)width;
		vp.Height = (float)height;
		vp.MaxDepth = 1.0f;

		if(width != cur_width || height != cur_height)
		{
			if(zsv)
				zsv->Release();
			ID3D11Texture2D* zsbuf;
			D3D11_TEXTURE2D_DESC zsbufd;
			memset(&zsbufd, 0, sizeof(zsbufd));
			zsbufd.Width = width;
			zsbufd.Height = height;
			zsbufd.Format = DXGI_FORMAT_D32_FLOAT;
			zsbufd.ArraySize = 1;
			zsbufd.MipLevels = 1;
			zsbufd.SampleDesc.Count = 1;
			zsbufd.BindFlags = D3D11_BIND_DEPTH_STENCIL;
			ensure(dev->CreateTexture2D(&zsbufd, 0, &zsbuf));
			ensure(dev->CreateDepthStencilView(zsbuf, 0, &zsv));
			zsbuf->Release();
		}

		float black[4] = {0, 0, 0, 0};

		D3D11_MAPPED_SUBRESOURCE map;
		ensure(ctx->Map(cb_frame, 0, D3D11_MAP_WRITE_DISCARD, 0, &map));
		cb_frame_t* cb_frame_data = (cb_frame_t*)map.pData;
		D3DXMatrixIdentity(&cb_frame_data->model);

		D3DXMATRIX view;
		D3DXVECTOR3 eye(2.0f * (float)sin(time), 0.0f, 2.0f * (float)cos(time));
		D3DXVECTOR3 at(0, 0, 0);
		D3DXVECTOR3 up(0, 1, 0);
		D3DXMatrixLookAtLH(&view, &eye, &at, &up);
		D3DXMATRIX proj;
		D3DXMatrixPerspectiveLH(&proj, 1.1f, 1.1f, 1.0f, 3.0f);

		cb_frame_data->view_proj = view * proj;
		float min_tess_factor = 1.0f;
		cb_frame_data->tess_factor = (1.0f - (float)cos(time)) * ((64.0f - min_tess_factor) / 2.0f) + min_tess_factor;
		cb_frame_data->disp_scale = 0.9f;
		//cb_frame_data->disp_scale = (sin(time) + 1.0) / 2.0;
		cb_frame_data->disp_freq = 5.0f * (float)M_PI;
		//cb_frame_data->disp_freq = (4.0 + 4.0 * cos(time / 5.0)) * PI;
		ctx->Unmap(cb_frame, 0);

		ctx->HSSetConstantBuffers(0, 1, &cb_frame);
		ctx->DSSetConstantBuffers(0, 1, &cb_frame);
		
		//ctx->OMSetBlendState(bs, black, ~0);
		//ctx->OMSetDepthStencilState(dss, 0);
		ctx->OMSetRenderTargets(1, &rtv, zsv);
		//ctx->RSSetState(rs);
		ctx->RSSetViewports(1, &vp);

		ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_3_CONTROL_POINT_PATCHLIST);
		ctx->IASetInputLayout(layout);
		unsigned stride = 3 * 4;
		unsigned offset = 0;
		ctx->IASetVertexBuffers(0, 1, &vb, &stride, &offset);

		ctx->VSSetShader(vs, NULL, 0);
		ctx->HSSetShader(hs, NULL, 0);
		ctx->DSSetShader(ds, NULL, 0);
		ctx->GSSetShader(NULL, NULL, 0);
		ctx->PSSetShader(ps, NULL, 0);	

		ctx->ClearRenderTargetView(rtv, black);
		ctx->ClearDepthStencilView(zsv, D3D11_CLEAR_DEPTH, 1.0f, 0);

		ctx->Draw(3 * 8, 0);
	}
Exemplo n.º 12
0
void CoherentGT::CoherentGTGem::Init()
{

	ID3D11Device* pDevice = static_cast<ID3D11Device*>(gEnv->pRenderer->GetRendDevice());

	//Init d3d stuff
	m_SwapChain = static_cast<IDXGISwapChain*>(gEnv->pRenderer->GetSwapChain());
	HRESULT hr;

	m_width = gEnv->pRenderer->GetWidth();
	m_height = gEnv->pRenderer->GetHeight();

	pDevice->GetImmediateContext(&m_ImmediateContext);

	CryLogAlways("INIT COHERENT GT GEM");
	Coherent::UIGT::SystemSettings settings;
	settings.DebuggerPort = 9999;
	m_UISystem = InitializeUIGTSystem(COHERENT_UI_GT_LICENSE, settings, Coherent::LoggingGT::Trace,
		&m_LogHandler);

	FileResourceHandler fileHandler;
	Coherent::UIGT::ViewInfo info;
	info.Width = m_width;
	info.Height = m_height;
	info.IsTransparent = true;
	info.ResourceHandlerInstance = &fileHandler;
	info.ViewListenerInstance = new SimpleViewListener();

	m_Backend.reset(new renoir::Dx11Backend(static_cast<ID3D11Device*>(gEnv->pRenderer->GetRendDevice()), true));

	string path;
	AZ::IO::FileIOBase* fileIO = AZ::IO::FileIOBase::GetInstance();
	if (fileIO)
	{
		const char* aliasPath = fileIO->GetAlias("@assets@");
		if (aliasPath && aliasPath[0] != '\0')
		{
			path += aliasPath;
		}
	}
	path += "\\Shaders";
	const char* dx11ShadersPath = path;
	static_cast<renoir::Dx11Backend*>(m_Backend.get())->InitializeStaticResources(dx11ShadersPath);

	uint32 flags = FT_DONT_STREAM | FT_USAGE_RENDERTARGET | FT_DONT_RELEASE | FT_DONT_RESIZE;
	m_crytex = gEnv->pRenderer->EF_CreateTexture(m_width, m_height, 1, 0, eTF_R8G8B8A8, flags);

	m_UISystemRenderer = m_UISystem->CreateRenderer(m_Backend.get());
	m_CurrentView = m_UISystem->CreateView(info, "http://www.liminalgames.com/ui/index.html");

	int sampleCount = 1;

	auto tex = gEnv->pRenderer->EF_GetTextureByID(m_crytex);
	auto rtv = static_cast<ID3D11RenderTargetView*>(tex->GetTextureRTV());

	m_stencilTexture = nullptr;
	m_stencilView = nullptr;

	D3D11_TEXTURE2D_DESC descDepth;
	std::memset(&descDepth, 0, sizeof(descDepth));
	descDepth.Width = m_width;
	descDepth.Height = m_height;
	descDepth.MipLevels = 1;
	descDepth.ArraySize = 1;
	descDepth.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
	descDepth.SampleDesc.Count = sampleCount;
	descDepth.SampleDesc.Quality = 0;
	descDepth.Usage = D3D11_USAGE_DEFAULT;
	descDepth.BindFlags = D3D11_BIND_DEPTH_STENCIL;

	ID3D11Texture2D *texture;
	if (FAILED(pDevice->CreateTexture2D(&descDepth,
		nullptr,
		&texture)))
	{
		CryLogAlways("FAILED TO CREATE TEX");
	}

	D3D11_DEPTH_STENCIL_VIEW_DESC descDSV;
	std::memset(&descDSV, 0, sizeof(descDSV));
	descDSV.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
	descDSV.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
	descDSV.Texture2D.MipSlice = 0;

	ID3D11DepthStencilView *dsv;
	if (FAILED(pDevice->CreateDepthStencilView(
		texture,
		&descDSV,
		&dsv)))
	{
		CryLogAlways("FAILED TO CREATE STENCIL VIEW");
	}

	Coherent::UIGT::NativeRenderTarget rt = { nullptr, nullptr };
	// Get a pointer to the native texture
	rt.Texture = (void*)rtv;
	rt.DepthStencilTexture = (void*)dsv;

	m_viewRenderer = m_UISystemRenderer->CreateViewRenderer(
		m_CurrentView,
		rt,
		m_width,
		m_height, sampleCount);

	gEnv->pGame->GetIGameFramework()->RegisterListener(this, "CoherentGT", FRAMEWORKLISTENERPRIORITY_HUD);

}
Exemplo n.º 13
0
	//------------------------------------------------------------------------------------
	bool AmbientCube::GenerateHDRCubeMap(const VEC3& pos, const STRING& filename, Scene* pScene)
	{
		const uint32 ENV_MAP_SIZE = 256;
		ID3D11DeviceContext* pDeviceContext = g_pRenderSys->GetDeviceContext();
		ID3D11Device* pDevice = g_pRenderSys->GetDevice();
		ID3D11Texture2D* pCubeMap = nullptr;
		ID3D11Texture2D* pDepthTex = nullptr;
		ID3D11DepthStencilView* pDSV = nullptr;
		HRESULT hr = S_OK;

		// Create cube texture
		{
			CD3D11_TEXTURE2D_DESC desc(DXGI_FORMAT_R16G16B16A16_FLOAT, ENV_MAP_SIZE, ENV_MAP_SIZE);
			desc.ArraySize = 6;
			desc.MipLevels = 1;
			desc.BindFlags = D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE;
			desc.MiscFlags |= D3D11_RESOURCE_MISC_TEXTURECUBE;

			V(pDevice->CreateTexture2D(&desc, nullptr, &pCubeMap));
		}

		{
			CD3D11_TEXTURE2D_DESC desc(DXGI_FORMAT_R32_TYPELESS, ENV_MAP_SIZE, ENV_MAP_SIZE);
			desc.Usage = D3D11_USAGE_DEFAULT;
			desc.BindFlags = D3D11_BIND_DEPTH_STENCIL;

			V(pDevice->CreateTexture2D(&desc, nullptr, &pDepthTex));

			D3D11_DEPTH_STENCIL_VIEW_DESC descDSV;
			ZeroMemory(&descDSV, sizeof(descDSV));
			descDSV.Format = DXGI_FORMAT_D32_FLOAT;
			descDSV.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
			descDSV.Flags = 0;
			descDSV.Texture2D.MipSlice = 0;

			HRESULT hr = S_OK;
			V(pDevice->CreateDepthStencilView(pDepthTex, &descDSV, &pDSV));
		}

		// Setup camera for cube map rendering
		Camera* pSceneCam = g_env.pSceneMgr->GetCamera();
		Camera camCube(pSceneCam->GetNearClip(), pSceneCam->GetFarClip(), 90, 1, false);
		camCube._BuildProjMatrix();
		camCube.SetPosition(pos);
		VEC3 vLookDirection[6] = { VEC3::UNIT_X, VEC3::NEG_UNIT_X, VEC3::UNIT_Y, VEC3::NEG_UNIT_Y, VEC3::UNIT_Z, VEC3::NEG_UNIT_Z };
		VEC3 vUp[6] = { VEC3::UNIT_Y, VEC3::UNIT_Y, VEC3::NEG_UNIT_Z, VEC3::UNIT_Z, VEC3::UNIT_Y, VEC3::UNIT_Y };
		g_env.pSceneMgr->SetCamera(&camCube);

		g_env.pSceneMgr->SetCurRenderPhase(eRenderPhase_Forward);

		// Viewport
		D3D11_VIEWPORT vp = { 0, 0, ENV_MAP_SIZE, ENV_MAP_SIZE, 0, 1 };
		pDeviceContext->RSSetViewports(1, &vp);

		// For each face
		for (int i = 0; i < 6; ++i)
		{
			ID3D11RenderTargetView* pRTV = nullptr;
			D3D11_RENDER_TARGET_VIEW_DESC descRTV;
			descRTV.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DARRAY;
			descRTV.Format = DXGI_FORMAT_R16G16B16A16_FLOAT;
			descRTV.Texture2DArray.MipSlice = 0;
			descRTV.Texture2DArray.ArraySize = 1;
			descRTV.Texture2DArray.FirstArraySlice = i;

			V(pDevice->CreateRenderTargetView(pCubeMap, &descRTV, &pRTV));

			pDeviceContext->OMSetRenderTargets(1, &pRTV, pDSV);

			FLOAT color[4] = { 0 };
			pDeviceContext->ClearRenderTargetView(pRTV, color);
			pDeviceContext->ClearDepthStencilView(pDSV, D3D11_CLEAR_DEPTH, 1.0f, 0);

			camCube.SetUp(vUp[i]);
			camCube.SetDirection(vLookDirection[i]);
			camCube._BuildViewMatrix();
			g_env.pRenderer->Update(0);

			pScene->RenderOpaque();

			Sky* pSky = g_env.pSceneMgr->GetSky();

			if (pSky)
			{
				pSky->Render();
			}
		}

		g_pRenderSys->SwapBuffer();
		V(D3DX11SaveTextureToFileA(pDeviceContext, pCubeMap, D3DX11_IFF_DDS, filename.c_str()));

		// Restore
		g_env.pSceneMgr->SetCurRenderPhase(eRenderPhase_None);
		g_env.pSceneMgr->SetCamera(pSceneCam);
		g_pRenderSys->SetRenderTarget(nullptr, g_pRenderSys->GetDepthBuffer(), 1, false, false);
		g_env.pRenderer->RestoreViewport();
		SAFE_RELEASE(pCubeMap);

		return true;
	}