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Diffstat (limited to 'demo/d3d11/debugLineRenderD3D11.cpp')
| -rw-r--r-- | demo/d3d11/debugLineRenderD3D11.cpp | 170 |
1 files changed, 170 insertions, 0 deletions
diff --git a/demo/d3d11/debugLineRenderD3D11.cpp b/demo/d3d11/debugLineRenderD3D11.cpp new file mode 100644 index 0000000..2b0b432 --- /dev/null +++ b/demo/d3d11/debugLineRenderD3D11.cpp @@ -0,0 +1,170 @@ +/* +* 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); + +} |