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authorAndrew Reidmeyer <[email protected]>2017-03-15 09:28:59 -0600
committerAndrew Reidmeyer <[email protected]>2017-03-15 09:28:59 -0600
commitf5f6a899903a309f1fc93b31c0297fc7b3b5cf46 (patch)
treeed3dece338b579d5b51af494b2d543fb46c43fa3 /demo/DemoAppD3D11/meshD3D11.cpp
downloadflow-1.0.0.tar.xz
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Initial 1.0.0 binary releasev1.0.0
Diffstat (limited to 'demo/DemoAppD3D11/meshD3D11.cpp')
-rw-r--r--demo/DemoAppD3D11/meshD3D11.cpp260
1 files changed, 260 insertions, 0 deletions
diff --git a/demo/DemoAppD3D11/meshD3D11.cpp b/demo/DemoAppD3D11/meshD3D11.cpp
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+++ b/demo/DemoAppD3D11/meshD3D11.cpp
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+/*
+ * Copyright (c) 2014-2017, 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.
+ */
+
+//direct3d headers
+#include <d3d11.h>
+
+// include the Direct3D Library file
+#pragma comment (lib, "d3d11.lib")
+
+#include <math.h>
+
+#include "meshD3D11.h"
+
+#include "meshVS.hlsl.h"
+#include "meshPS.hlsl.h"
+
+namespace
+{
+ template <class T>
+ void inline COMRelease(T& t)
+ {
+ if (t) t->Release();
+ t = nullptr;
+ }
+}
+
+struct MeshContext
+{
+ ID3D11Device* m_device = nullptr;
+ ID3D11DeviceContext* m_deviceContext = nullptr;
+
+ ID3D11InputLayout* m_inputLayout = nullptr;
+ ID3D11VertexShader* m_meshVS = nullptr;
+ ID3D11PixelShader* m_meshPS = nullptr;
+ ID3D11Buffer* m_constantBuffer = nullptr;
+ ID3D11RasterizerState* m_rasterizerStateRH = nullptr;
+
+ MeshContext() {}
+ ~MeshContext()
+ {
+ COMRelease(m_inputLayout);
+ COMRelease(m_meshVS);
+ COMRelease(m_meshPS);
+ COMRelease(m_constantBuffer);
+ COMRelease(m_rasterizerStateRH);
+ }
+};
+
+struct MeshIndexBuffer
+{
+ ID3D11Buffer* m_buffer = nullptr;
+ MeshUint m_numElements = 0u;
+
+ MeshIndexBuffer() {}
+ ~MeshIndexBuffer()
+ {
+ COMRelease(m_buffer);
+ }
+};
+
+struct MeshVertexBuffer
+{
+ ID3D11Buffer* m_buffer = nullptr;
+ MeshUint m_numElements = 0u;
+
+ MeshVertexBuffer() {}
+ ~MeshVertexBuffer()
+ {
+ COMRelease(m_buffer);
+ }
+};
+
+MeshContext* MeshContextCreate(const MeshContextDesc* desc)
+{
+ MeshContext* context = new MeshContext;
+
+ context->m_device = desc->device;
+ context->m_deviceContext = desc->context;
+
+ // create the input layout
+ {
+ D3D11_INPUT_ELEMENT_DESC inputElementDescs[] =
+ {
+ { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
+ { "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 }
+ };
+
+ context->m_device->CreateInputLayout(inputElementDescs, 2, g_meshVS, sizeof(g_meshVS), &context->m_inputLayout);
+ }
+
+ // create the shaders
+ context->m_device->CreateVertexShader(g_meshVS, sizeof(g_meshVS), nullptr, &context->m_meshVS);
+ context->m_device->CreatePixelShader(g_meshPS, sizeof(g_meshPS), nullptr, &context->m_meshPS);
+
+ // create a constant buffer
+ {
+ D3D11_BUFFER_DESC bufDesc;
+ bufDesc.ByteWidth = 64 * sizeof(float);
+ bufDesc.Usage = D3D11_USAGE_DYNAMIC;
+ bufDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
+ bufDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
+ bufDesc.MiscFlags = 0;
+
+ context->m_device->CreateBuffer(&bufDesc, nullptr, &context->m_constantBuffer);
+ }
+
+ // create the rastersizer 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;
+ desc.MultisampleEnable = FALSE;
+ desc.AntialiasedLineEnable = FALSE;
+
+ context->m_device->CreateRasterizerState(&desc, &context->m_rasterizerStateRH);
+ }
+
+ return context;
+}
+
+void MeshContextUpdate(MeshContext* context, const MeshContextDesc* desc)
+{
+ context->m_device = desc->device;
+ context->m_deviceContext = desc->context;
+}
+
+void MeshContextRelease(MeshContext* context)
+{
+ if (context == nullptr) return;
+
+ delete context;
+}
+
+MeshIndexBuffer* MeshIndexBufferCreate(MeshContext* context, MeshUint* indices, MeshUint numIndices)
+{
+ MeshIndexBuffer* buffer = new MeshIndexBuffer;
+
+ buffer->m_numElements = numIndices;
+ // create an index buffer
+ {
+ UINT bufferSize = (UINT)(numIndices) * sizeof(UINT);
+
+ D3D11_BUFFER_DESC bufDesc;
+ bufDesc.ByteWidth = bufferSize;
+ bufDesc.Usage = D3D11_USAGE_IMMUTABLE;
+ bufDesc.BindFlags = D3D11_BIND_INDEX_BUFFER;
+ bufDesc.CPUAccessFlags = DXGI_CPU_ACCESS_NONE;
+ bufDesc.MiscFlags = 0;
+
+ D3D11_SUBRESOURCE_DATA data = {};
+ data.pSysMem = indices;
+
+ context->m_device->CreateBuffer(&bufDesc, &data, &buffer->m_buffer);
+ }
+
+ return buffer;
+}
+
+void MeshIndexBufferRelease(MeshIndexBuffer* buffer)
+{
+ if (buffer == nullptr) return;
+
+ delete buffer;
+}
+
+MeshVertexBuffer* MeshVertexBufferCreate(MeshContext* context, MeshVertex* vertices, MeshUint numVertices)
+{
+ MeshVertexBuffer* buffer = new MeshVertexBuffer;
+
+ buffer->m_numElements = numVertices;
+ // create a vertex buffer
+ {
+ UINT bufferSize = (UINT)(numVertices * sizeof(MeshVertex));
+
+ D3D11_BUFFER_DESC bufDesc;
+ bufDesc.ByteWidth = bufferSize;
+ bufDesc.Usage = D3D11_USAGE_IMMUTABLE;
+ bufDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
+ bufDesc.CPUAccessFlags = DXGI_CPU_ACCESS_NONE;
+ bufDesc.MiscFlags = 0;
+
+ D3D11_SUBRESOURCE_DATA data = {};
+ data.pSysMem = vertices;
+
+ context->m_device->CreateBuffer(&bufDesc, &data, &buffer->m_buffer);
+ }
+
+ return buffer;
+}
+
+void MeshVertexBufferRelease(MeshVertexBuffer* buffer)
+{
+ if (buffer == nullptr) return;
+
+ delete buffer;
+}
+
+void MeshContextDraw(MeshContext* context, const MeshContextDrawParams* params)
+{
+ using namespace DirectX;
+
+ XMMATRIX matrix = XMMatrixTranspose(XMMatrixMultiply(XMMatrixMultiply(
+ params->params->model,
+ params->params->view),
+ params->params->projection)
+ );
+
+ ID3D11DeviceContext* deviceContext = context->m_deviceContext;
+
+ // update constant buffer
+ {
+ D3D11_MAPPED_SUBRESOURCE mappedResource = {};
+ if (S_OK == deviceContext->Map(context->m_constantBuffer, 0u, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource))
+ {
+ XMStoreFloat4x4((XMFLOAT4X4*)(mappedResource.pData), matrix);
+
+ deviceContext->Unmap(context->m_constantBuffer, 0u);
+ }
+ }
+
+ deviceContext->VSSetShader(context->m_meshVS, nullptr, 0u);
+ deviceContext->PSSetShader(context->m_meshPS, nullptr, 0u);
+
+ deviceContext->IASetInputLayout(context->m_inputLayout);
+
+ deviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
+
+ deviceContext->VSSetConstantBuffers(0, 1, &context->m_constantBuffer);
+
+ UINT vertexStride = sizeof(MeshVertex);
+ UINT offset = 0u;
+ deviceContext->IASetVertexBuffers(0, 1, &params->vertexBuffer->m_buffer, &vertexStride, &offset);
+ deviceContext->IASetIndexBuffer(params->indexBuffer->m_buffer, DXGI_FORMAT_R32_UINT, 0u);
+
+ float depthSign = DirectX::XMVectorGetW(params->params->projection.r[2]);
+ if (depthSign < 0.f)
+ {
+ deviceContext->RSSetState(context->m_rasterizerStateRH);
+ }
+
+ deviceContext->DrawIndexed((UINT)params->indexBuffer->m_numElements, 0, 0);
+
+ if (depthSign < 0.f)
+ {
+ deviceContext->RSSetState(nullptr);
+ }
+} \ No newline at end of file