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-rw-r--r--demo/d3d11/debugLineRender.h199
1 files changed, 199 insertions, 0 deletions
diff --git a/demo/d3d11/debugLineRender.h b/demo/d3d11/debugLineRender.h
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+++ b/demo/d3d11/debugLineRender.h
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+#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