aboutsummaryrefslogtreecommitdiff
path: root/demo/d3d11/debugLineRender.h
diff options
context:
space:
mode:
Diffstat (limited to 'demo/d3d11/debugLineRender.h')
-rw-r--r--demo/d3d11/debugLineRender.h199
1 files changed, 0 insertions, 199 deletions
diff --git a/demo/d3d11/debugLineRender.h b/demo/d3d11/debugLineRender.h
deleted file mode 100644
index 6132935..0000000
--- a/demo/d3d11/debugLineRender.h
+++ /dev/null
@@ -1,199 +0,0 @@
-#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;
-
-}; \ No newline at end of file