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| author | Miles Macklin <[email protected]> | 2017-03-10 14:51:31 +1300 |
|---|---|---|
| committer | Miles Macklin <[email protected]> | 2017-03-10 14:51:31 +1300 |
| commit | ad3d90fafe5ee79964bdfe1f1e0704c3ffcdfd5f (patch) | |
| tree | 4cc6f3288363889d7342f7f8407c0251e6904819 /demo/d3d11/debugLineRender.h | |
| download | flex-ad3d90fafe5ee79964bdfe1f1e0704c3ffcdfd5f.tar.xz flex-ad3d90fafe5ee79964bdfe1f1e0704c3ffcdfd5f.zip | |
Initial 1.1.0 binary release
Diffstat (limited to 'demo/d3d11/debugLineRender.h')
| -rw-r--r-- | demo/d3d11/debugLineRender.h | 199 |
1 files changed, 199 insertions, 0 deletions
diff --git a/demo/d3d11/debugLineRender.h b/demo/d3d11/debugLineRender.h new file mode 100644 index 0000000..6132935 --- /dev/null +++ b/demo/d3d11/debugLineRender.h @@ -0,0 +1,199 @@ +#pragma once + + +#include "shaders/debugLineVS.hlsl.h" +#include "shaders/debugLinePS.hlsl.h" + + +struct DebugVertex +{ + Vec3 position; + Vec4 color; +}; + +struct DebugLineRender +{ + + void Init(ID3D11Device* d, ID3D11DeviceContext* c) + { + device = d; + 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; + + device->CreateRasterizerState(&desc, &rasterizerState); + } + + { + D3D11_DEPTH_STENCIL_DESC depthStateDesc = {}; + depthStateDesc.DepthEnable = FALSE; // disable depth test + depthStateDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL; + depthStateDesc.DepthFunc = D3D11_COMPARISON_LESS_EQUAL; + + device->CreateDepthStencilState(&depthStateDesc, &depthStencilState); + } + + // 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 }, + }; + + device->CreateInputLayout(inputElementDescs, 2, g_debugLineVS, sizeof(g_debugLineVS), &inputLayout); + } + + // 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; + + device->CreateBlendState(&blendDesc, &blendState); + } + + // create the shaders + device->CreateVertexShader(g_debugLineVS, sizeof(g_debugLineVS), nullptr, &vertexShader); + device->CreatePixelShader(g_debugLinePS, sizeof(g_debugLinePS), nullptr, &pixelShader); + + // 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; + + device->CreateBuffer(&bufDesc, NULL, &constantBuffer); + } + } + + void Destroy() + { + COMRelease(depthStencilState); + COMRelease(rasterizerState); + COMRelease(inputLayout); + COMRelease(blendState); + COMRelease(vertexShader); + COMRelease(pixelShader); + COMRelease(constantBuffer); + COMRelease(vertexBuffer); + } + + void AddLine(const Vec3& p, const Vec3& q, const Vec4& color) + { + DebugVertex v = { p, color }; + DebugVertex w = { q, color }; + + queued.push_back(v); + queued.push_back(w); + } + + void FlushLines(const Matrix44& viewProj) + { + if (queued.empty()) + return; + + // recreate vertex buffer if not big enough for queued lines + if (vertexBufferSize < int(queued.size())) + { + if (vertexBuffer) + vertexBuffer->Release(); + + D3D11_BUFFER_DESC bufferDesc; + bufferDesc.Usage = D3D11_USAGE_DYNAMIC; + bufferDesc.ByteWidth = UINT(sizeof(DebugVertex)*queued.size()); + bufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER; + bufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; + bufferDesc.MiscFlags = 0; + + device->CreateBuffer(&bufferDesc, 0, &vertexBuffer); + + vertexBufferSize = int(queued.size()); + } + + // update vertex buffer + D3D11_MAPPED_SUBRESOURCE res; + context->Map(vertexBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &res); + memcpy(res.pData, &queued[0], sizeof(DebugVertex)*queued.size()); + context->Unmap(vertexBuffer, 0); + + // update constant buffer + { + D3D11_MAPPED_SUBRESOURCE mappedResource = {}; + if (S_OK == context->Map(constantBuffer, 0u, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource)) + { + memcpy(mappedResource.pData, &viewProj, sizeof(viewProj)); + + context->Unmap(constantBuffer, 0u); + } + } + + // configure for line renderering + context->VSSetShader(vertexShader, nullptr, 0u); + context->GSSetShader(nullptr, nullptr, 0u); + context->PSSetShader(pixelShader, nullptr, 0u); + + context->IASetInputLayout(inputLayout); + context->OMSetBlendState(blendState, nullptr, 0xFFFFFFFF); + + context->VSSetConstantBuffers(0, 1, &constantBuffer); + + context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_LINELIST); + + context->RSSetState(rasterizerState); + + UINT vertexStride = sizeof(DebugVertex); + UINT offset = 0u; + context->IASetVertexBuffers(0, 1, &vertexBuffer, &vertexStride, &offset); + + + // kick + context->Draw(UINT(queued.size()), 0); + + // empty queue + queued.resize(0); + + } + + + std::vector<DebugVertex> queued; + + ID3D11Buffer* vertexBuffer = nullptr; + int vertexBufferSize = 0; + + ID3D11DepthStencilState* depthStencilState = nullptr; + ID3D11RasterizerState* rasterizerState = nullptr; + ID3D11InputLayout* inputLayout = nullptr; + ID3D11BlendState* blendState = nullptr; + ID3D11VertexShader* vertexShader = nullptr; + ID3D11PixelShader* pixelShader = nullptr; + ID3D11Buffer* constantBuffer = nullptr; + + ID3D11Device* device = nullptr; + ID3D11DeviceContext* context = nullptr; + +};
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