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/*
* Copyright (c) 2008-2017, NVIDIA CORPORATION. All rights reserved.
*
* NVIDIA CORPORATION and its licensors retain all intellectual property
* and proprietary rights in and to this software, related documentation
* and any modifications thereto. Any use, reproduction, disclosure or
* distribution of this software and related documentation without an express
* license agreement from NVIDIA CORPORATION is strictly prohibited.
*/
#define NOMINMAX
#include <d3d11.h>
#include <math.h>
#include "../d3d/shaders/debugLineVS.hlsl.h"
#include "../d3d/shaders/debugLinePS.hlsl.h"
// this
#include "debugLineRenderD3D11.h"
void DebugLineRenderD3D11::init(ID3D11Device* d, ID3D11DeviceContext* c)
{
m_device = d;
m_context = c;
// create the rasterizer state
{
D3D11_RASTERIZER_DESC desc = {};
desc.FillMode = D3D11_FILL_SOLID;
desc.CullMode = D3D11_CULL_BACK;
desc.FrontCounterClockwise = TRUE; // This is non-default
desc.DepthBias = 0;
desc.DepthBiasClamp = 0.f;
desc.SlopeScaledDepthBias = 0.f;
desc.DepthClipEnable = TRUE;
desc.ScissorEnable = FALSE; // This is non-default
desc.MultisampleEnable = TRUE;
desc.AntialiasedLineEnable = FALSE;
m_device->CreateRasterizerState(&desc, m_rasterizerState.GetAddressOf());
}
{
D3D11_DEPTH_STENCIL_DESC depthStateDesc = {};
depthStateDesc.DepthEnable = FALSE; // disable depth test
depthStateDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
depthStateDesc.DepthFunc = D3D11_COMPARISON_LESS_EQUAL;
m_device->CreateDepthStencilState(&depthStateDesc, m_depthStencilState.GetAddressOf());
}
// create the input layout
{
D3D11_INPUT_ELEMENT_DESC inputElementDescs[] =
{
{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
};
m_device->CreateInputLayout(inputElementDescs, 2, g_debugLineVS, sizeof(g_debugLineVS), m_inputLayout.GetAddressOf());
}
// create the blend state
{
D3D11_BLEND_DESC blendDesc = {};
blendDesc.AlphaToCoverageEnable = false;
blendDesc.IndependentBlendEnable = false;
blendDesc.RenderTarget[0].BlendEnable = false;
blendDesc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
blendDesc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
blendDesc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
blendDesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_SRC_ALPHA;
blendDesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
blendDesc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
blendDesc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
m_device->CreateBlendState(&blendDesc, m_blendState.GetAddressOf());
}
// create the shaders
m_device->CreateVertexShader(g_debugLineVS, sizeof(g_debugLineVS), nullptr, m_vertexShader.GetAddressOf());
m_device->CreatePixelShader(g_debugLinePS, sizeof(g_debugLinePS), nullptr, m_pixelShader.GetAddressOf());
// create a constant buffer
{
D3D11_BUFFER_DESC bufDesc;
bufDesc.ByteWidth = sizeof(Matrix44);
bufDesc.Usage = D3D11_USAGE_DYNAMIC;
bufDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
bufDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
bufDesc.MiscFlags = 0;
m_device->CreateBuffer(&bufDesc, NULL, m_constantBuffer.GetAddressOf());
}
}
void DebugLineRenderD3D11::addLine(const Vec3& p, const Vec3& q, const Vec4& color)
{
Vertex v = { p, color };
Vertex w = { q, color };
m_queued.push_back(v);
m_queued.push_back(w);
}
void DebugLineRenderD3D11::flush(const Matrix44& viewProj)
{
if (m_queued.empty())
return;
// recreate vertex buffer if not big enough for queued lines
if (m_vertexBufferSize < int(m_queued.size()))
{
m_vertexBuffer = nullptr;
D3D11_BUFFER_DESC bufferDesc;
bufferDesc.Usage = D3D11_USAGE_DYNAMIC;
bufferDesc.ByteWidth = UINT(sizeof(Vertex)*m_queued.size());
bufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
bufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
bufferDesc.MiscFlags = 0;
m_device->CreateBuffer(&bufferDesc, 0, &m_vertexBuffer);
m_vertexBufferSize = int(m_queued.size());
}
// update vertex buffer
D3D11_MAPPED_SUBRESOURCE res;
m_context->Map(m_vertexBuffer.Get(), 0, D3D11_MAP_WRITE_DISCARD, 0, &res);
memcpy(res.pData, &m_queued[0], sizeof(Vertex)*m_queued.size());
m_context->Unmap(m_vertexBuffer.Get(), 0);
// update constant buffer
{
D3D11_MAPPED_SUBRESOURCE mappedResource = {};
if (SUCCEEDED(m_context->Map(m_constantBuffer.Get(), 0u, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource)))
{
memcpy(mappedResource.pData, &viewProj, sizeof(viewProj));
m_context->Unmap(m_constantBuffer.Get(), 0u);
}
}
// configure for line renderering
m_context->VSSetShader(m_vertexShader.Get(), nullptr, 0u);
m_context->GSSetShader(nullptr, nullptr, 0u);
m_context->PSSetShader(m_pixelShader.Get(), nullptr, 0u);
m_context->IASetInputLayout(m_inputLayout.Get());
m_context->OMSetBlendState(m_blendState.Get(), nullptr, 0xFFFFFFFF);
m_context->VSSetConstantBuffers(0, 1, m_constantBuffer.GetAddressOf());
m_context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_LINELIST);
m_context->RSSetState(m_rasterizerState.Get());
UINT vertexStride = sizeof(Vertex);
UINT offset = 0u;
m_context->IASetVertexBuffers(0, 1, m_vertexBuffer.GetAddressOf(), &vertexStride, &offset);
// kick
m_context->Draw(UINT(m_queued.size()), 0);
// empty queue
m_queued.resize(0);
}
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