void RenderDevice::Clear(float r, float g, float b, float a, float depth) { const float color[] = {r, g, b, a}; // Needed for each eye to do its own clear, since ClearRenderTargetView doesn't honor viewport. // Save state that is affected by clearing this way ID3D11DepthStencilState* oldDepthState = CurDepthState; StandardUniformData clearUniforms; SetDepthMode(true, true, Compare_Always); Context->IASetInputLayout(ModelVertexIL); Context->GSSetShader(NULL, NULL, 0); ID3D11ShaderResourceView* sv[8] = {0, 0, 0, 0, 0, 0, 0, 0}; if (MaxTextureSet[Shader_Fragment]) { Context->PSSetShaderResources(0, MaxTextureSet[Shader_Fragment], sv); } ID3D11Buffer* vertexBuffer = QuadVertexBuffer->GetBuffer(); UINT vertexStride = sizeof(Vertex); UINT vertexOffset = 0; Context->IASetVertexBuffers(0, 1, &vertexBuffer, &vertexStride, &vertexOffset); clearUniforms.View = Matrix4f(2, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, -1, -1, depth, 1); UniformBuffers[Shader_Vertex]->Data(Buffer_Uniform, &clearUniforms, sizeof(clearUniforms)); ID3D11Buffer* vertexConstants = UniformBuffers[Shader_Vertex]->GetBuffer(); Context->VSSetConstantBuffers(0, 1, &vertexConstants); Context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); VertexShaders[VShader_MV]->Set(Prim_TriangleStrip); PixelShaders[FShader_Solid]->Set(Prim_TriangleStrip); UniformBuffers[Shader_Pixel]->Data(Buffer_Uniform, color, sizeof(color)); PixelShaders[FShader_Solid]->SetUniformBuffer(UniformBuffers[Shader_Pixel]); // Clear Viewport Context->OMSetBlendState(NULL, NULL, 0xffffffff); Context->Draw(4, 0); // reset CurDepthState = oldDepthState; Context->OMSetDepthStencilState(CurDepthState, 0); }
// Constructor helper void RenderDevice::initShadersAndStates() { CurRenderTarget = NULL; for(int i = 0; i < Shader_Count; i++) { UniformBuffers[i] = *CreateBuffer(); MaxTextureSet[i] = 0; } ID3D10Blob* vsData = CompileShader("vs_4_0", DirectVertexShaderSrc); VertexShaders[VShader_MV] = *new VertexShader(this, vsData); for(int i = 1; i < VShader_Count; i++) { VertexShaders[i] = *new VertexShader(this, CompileShader("vs_4_0", VShaderSrcs[i])); } for(int i = 0; i < FShader_Count; i++) { PixelShaders[i] = *new PixelShader(this, CompileShader("ps_4_0", FShaderSrcs[i])); } intptr_t bufferSize = vsData->GetBufferSize(); const void* buffer = vsData->GetBufferPointer(); ModelVertexIL = NULL; ID3D11InputLayout** objRef = &ModelVertexIL.GetRawRef(); HRESULT validate = Device->CreateInputLayout(ModelVertexDesc, sizeof(ModelVertexDesc)/sizeof(D3D11_INPUT_ELEMENT_DESC), buffer, bufferSize, objRef); OVR_UNUSED(validate); Ptr<ShaderSet> gouraudShaders = *new ShaderSet(); gouraudShaders->SetShader(VertexShaders[VShader_MVP]); gouraudShaders->SetShader(PixelShaders[FShader_Gouraud]); DefaultFill = *new ShaderFill(gouraudShaders); D3D11_BLEND_DESC bm; memset(&bm, 0, sizeof(bm)); bm.RenderTarget[0].BlendEnable = true; bm.RenderTarget[0].BlendOp = bm.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD; bm.RenderTarget[0].SrcBlend = bm.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_SRC_ALPHA; bm.RenderTarget[0].DestBlend = bm.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA; bm.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL; BlendState = NULL; Device->CreateBlendState(&bm, &BlendState.GetRawRef()); D3D11_RASTERIZER_DESC rs; memset(&rs, 0, sizeof(rs)); rs.AntialiasedLineEnable = true; rs.CullMode = D3D11_CULL_BACK; rs.DepthClipEnable = true; rs.FillMode = D3D11_FILL_SOLID; Rasterizer = NULL; Device->CreateRasterizerState(&rs, &Rasterizer.GetRawRef()); QuadVertexBuffer = *CreateBuffer(); const Vertex QuadVertices[] = { Vertex(Vector3f(0, 1, 0)), Vertex(Vector3f(1, 1, 0)), Vertex(Vector3f(0, 0, 0)), Vertex(Vector3f(1, 0, 0)) }; QuadVertexBuffer->Data(Buffer_Vertex, QuadVertices, sizeof(QuadVertices)); SetDepthMode(0, 0); }
RenderDevice::RenderDevice(const RendererParams& p, HWND window) { RECT rc; GetClientRect(window, &rc); UINT width = rc.right - rc.left; UINT height = rc.bottom - rc.top; WindowWidth = width; WindowHeight = height; Window = window; Params = p; memset(UniformBuffers, 0, sizeof(UniformBuffers)); memset(CommonUniforms, 0, sizeof(CommonUniforms)); QuadVertexBuffer = NULL; HRESULT hr = CreateDXGIFactory(__uuidof(IDXGIFactory), (void**)(&DXGIFactory.GetRawRef())); if (FAILED(hr)) return; // Find the adapter & output (monitor) to use for fullscreen, based on the reported name of the HMD's monitor. if (Params.MonitorName.GetLength() > 0) { for(UINT AdapterIndex = 0; ; AdapterIndex++) { HRESULT hr = DXGIFactory->EnumAdapters(AdapterIndex, &Adapter.GetRawRef()); if (hr == DXGI_ERROR_NOT_FOUND) break; DXGI_ADAPTER_DESC Desc; Adapter->GetDesc(&Desc); UpdateMonitorOutputs(); if (FullscreenOutput) break; } if (!FullscreenOutput) Adapter = NULL; } if (!Adapter) { DXGIFactory->EnumAdapters(0, &Adapter.GetRawRef()); } int flags = 0; hr = D3D10CreateDevice(Adapter, D3D10_DRIVER_TYPE_HARDWARE, NULL, flags, D3D1x_(SDK_VERSION), &Device.GetRawRef()); Context = Device; Context->AddRef(); if (FAILED(hr)) return; if (!RecreateSwapChain()) return; if (Params.Fullscreen) SwapChain->SetFullscreenState(1, FullscreenOutput); CurRenderTarget = NULL; for(int i = 0; i < Shader_Count; i++) { UniformBuffers[i] = CreateBuffer(); MaxTextureSet[i] = 0; } ID3D10Blob* vsData = CompileShader("vs_4_0", DirectVertexShaderSrc); VertexShaders[VShader_MV] = *new VertexShader(this, vsData); for(int i = 1; i < VShader_Count; i++) { VertexShaders[i] = *new VertexShader(this, CompileShader("vs_4_0", VShaderSrcs[i])); } for(int i = 0; i < FShader_Count; i++) { PixelShaders[i] = *new PixelShader(this, CompileShader("ps_4_0", FShaderSrcs[i])); } SPInt bufferSize = vsData->GetBufferSize(); const void* buffer = vsData->GetBufferPointer(); ID3D1xInputLayout** objRef = &ModelVertexIL.GetRawRef(); HRESULT validate = Device->CreateInputLayout(ModelVertexDesc, sizeof(ModelVertexDesc)/sizeof(D3D1x_(INPUT_ELEMENT_DESC)), buffer, bufferSize, objRef); OVR_UNUSED(validate); Ptr<ShaderSet> gouraudShaders = *new ShaderSet(); gouraudShaders->SetShader(VertexShaders[VShader_MVP]); gouraudShaders->SetShader(PixelShaders[FShader_Gouraud]); DefaultFill = *new ShaderFill(gouraudShaders); D3D1x_(BLEND_DESC) bm; memset(&bm, 0, sizeof(bm)); bm.BlendEnable[0] = true; bm.BlendOp = bm.BlendOpAlpha = D3D1x_(BLEND_OP_ADD); bm.SrcBlend = bm.SrcBlendAlpha = D3D1x_(BLEND_SRC_ALPHA); bm.DestBlend = bm.DestBlendAlpha = D3D1x_(BLEND_INV_SRC_ALPHA); bm.RenderTargetWriteMask[0] = D3D1x_(COLOR_WRITE_ENABLE_ALL); Device->CreateBlendState(&bm, &BlendState.GetRawRef()); D3D1x_(RASTERIZER_DESC) rs; memset(&rs, 0, sizeof(rs)); rs.AntialiasedLineEnable = true; rs.CullMode = D3D1x_(CULL_BACK); rs.DepthClipEnable = true; rs.FillMode = D3D1x_(FILL_SOLID); Device->CreateRasterizerState(&rs, &Rasterizer.GetRawRef()); QuadVertexBuffer = CreateBuffer(); const RenderTiny::Vertex QuadVertices[] = { Vertex(Vector3f(0, 1, 0)), Vertex(Vector3f(1, 1, 0)), Vertex(Vector3f(0, 0, 0)), Vertex(Vector3f(1, 0, 0)) }; QuadVertexBuffer->Data(Buffer_Vertex, QuadVertices, sizeof(QuadVertices)); SetDepthMode(0, 0); }