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Diffstat (limited to 'demo/d3d11/debugLineRender.h')
| -rw-r--r-- | demo/d3d11/debugLineRender.h | 199 |
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; - -};
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