aboutsummaryrefslogtreecommitdiff
path: root/demo/d3d11/debugLineRenderD3D11.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'demo/d3d11/debugLineRenderD3D11.cpp')
-rw-r--r--demo/d3d11/debugLineRenderD3D11.cpp170
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);
+
+}