Saxum/extern/bullet/Extras/CDTestFramework/AntTweakBar/src/TwDirect3D11.cpp
Fabian Klemp aeb6218d2d Renaming.
2014-10-24 11:49:46 +02:00

1654 lines
58 KiB
C++

// ---------------------------------------------------------------------------
//
// @file TwDirect3D11.cpp
// @author Philippe Decaudin - http://www.antisphere.com
// @license This file is part of the AntTweakBar library.
// For conditions of distribution and use, see License.txt
//
// ---------------------------------------------------------------------------
#include "TwPrecomp.h"
#include "TwDirect3D11.h"
#include "TwMgr.h"
#include "TwColors.h"
#include "d3d10vs2003.h" // Workaround to include D3D10.h and D3D11.h with VS2003
#define D3D11_IGNORE_SDK_LAYERS // d3d11sdklayers.h may not exist
#include <d3d11.h>
using namespace std;
const char *g_ErrCantLoadD3D11 = "Cannot load Direct3D11 library dynamically";
const char *g_ErrCreateVS11 = "Direct3D11 vertex shader creation failed";
const char *g_ErrCreatePS11 = "Direct3D11 pixel shader creation failed";
const char *g_ErrCreateLayout11 = "Direct3D11 vertex layout creation failed";
const char *g_ErrCreateBuffer11 = "Direct3D11 vertex buffer creation failed";
const char *g_ErrCreateSampler11 = "Direct3D11 sampler state creation failed";
// ---------------------------------------------------------------------------
// Shaders : In order to avoid linkage with D3DX11 or D3DCompile libraries,
// vertex and pixel shaders are compiled offline in a pre-build step using
// the fxc.exe compiler (from the DirectX SDK Aug'09 or later)
#ifdef _WIN64
# ifdef _DEBUG
# include "debug64\TwDirect3D11_LineRectVS.h"
# include "debug64\TwDirect3D11_LineRectCstColorVS.h"
# include "debug64\TwDirect3D11_LineRectPS.h"
# include "debug64\TwDirect3D11_TextVS.h"
# include "debug64\TwDirect3D11_TextCstColorVS.h"
# include "debug64\TwDirect3D11_TextPS.h"
# else
# include "release64\TwDirect3D11_LineRectVS.h"
# include "release64\TwDirect3D11_LineRectCstColorVS.h"
# include "release64\TwDirect3D11_LineRectPS.h"
# include "release64\TwDirect3D11_TextVS.h"
# include "release64\TwDirect3D11_TextCstColorVS.h"
# include "release64\TwDirect3D11_TextPS.h"
# endif
#else
# ifdef _DEBUG
# include "debug32\TwDirect3D11_LineRectVS.h"
# include "debug32\TwDirect3D11_LineRectCstColorVS.h"
# include "debug32\TwDirect3D11_LineRectPS.h"
# include "debug32\TwDirect3D11_TextVS.h"
# include "debug32\TwDirect3D11_TextCstColorVS.h"
# include "debug32\TwDirect3D11_TextPS.h"
# else
# include "release32\TwDirect3D11_LineRectVS.h"
# include "release32\TwDirect3D11_LineRectCstColorVS.h"
# include "release32\TwDirect3D11_LineRectPS.h"
# include "release32\TwDirect3D11_TextVS.h"
# include "release32\TwDirect3D11_TextCstColorVS.h"
# include "release32\TwDirect3D11_TextPS.h"
# endif
#endif
// ---------------------------------------------------------------------------
const RECT FullRect = {0, 0, 16000, 16000};
static bool RectIsFull(const RECT& r) { return r.left==FullRect.left && r.right==FullRect.right && r.top==FullRect.top && r.bottom==FullRect.bottom; }
// ---------------------------------------------------------------------------
static void BindFont(ID3D11Device *_Dev, const CTexFont *_Font, ID3D11Texture2D **_Tex, ID3D11ShaderResourceView **_TexRV)
{
assert(_Font!=NULL);
*_Tex = NULL;
*_TexRV = NULL;
int w = _Font->m_TexWidth;
int h = _Font->m_TexHeight;
color32 *font32 = new color32[w*h];
color32 *p = font32;
for( int i=0; i<w*h; ++i, ++p )
*p = 0x00ffffff | (((color32)(_Font->m_TexBytes[i]))<<24);
D3D11_TEXTURE2D_DESC desc;
desc.Width = w;
desc.Height = h;
desc.MipLevels = 1;
desc.ArraySize = 1;
desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
desc.SampleDesc.Count = 1;
desc.SampleDesc.Quality = 0;
desc.Usage = D3D11_USAGE_IMMUTABLE;
desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
desc.CPUAccessFlags = 0;
desc.MiscFlags = 0;
D3D11_SUBRESOURCE_DATA data;
data.pSysMem = font32;
data.SysMemPitch = w*sizeof(color32);
data.SysMemSlicePitch = 0;
if( SUCCEEDED(_Dev->CreateTexture2D(&desc, &data, _Tex)) )
_Dev->CreateShaderResourceView(*_Tex, NULL, _TexRV);
delete[] font32;
}
// ---------------------------------------------------------------------------
static void UnbindFont(ID3D11Device *_Dev, ID3D11Texture2D *_Tex, ID3D11ShaderResourceView *_TexRV)
{
(void)_Dev;
if( _TexRV )
{
ULONG rc = _TexRV->Release();
assert( rc==0 ); (void)rc;
}
if( _Tex )
{
ULONG rc = _Tex->Release();
assert( rc==0 ); (void)rc;
}
}
// ---------------------------------------------------------------------------
struct CState11
{
ID3D11ComputeShader * m_CSShader;
ID3D11ClassInstance ** m_CSClassInstances;
UINT m_CSNumClassInstances;
ID3D11DomainShader * m_DSShader;
ID3D11ClassInstance ** m_DSClassInstances;
UINT m_DSNumClassInstances;
ID3D11GeometryShader * m_GSShader;
ID3D11ClassInstance ** m_GSClassInstances;
UINT m_GSNumClassInstances;
ID3D11HullShader * m_HSShader;
ID3D11ClassInstance ** m_HSClassInstances;
UINT m_HSNumClassInstances;
ID3D11PixelShader * m_PSShader;
ID3D11ClassInstance ** m_PSClassInstances;
UINT m_PSNumClassInstances;
ID3D11Buffer * m_PSConstantBuffer; // backup the first constant buffer only
ID3D11SamplerState * m_PSSampler; // backup the first sampler only
ID3D11ShaderResourceView*m_PSShaderResourceView; // backup the first shader resource only
ID3D11VertexShader * m_VSShader;
ID3D11ClassInstance ** m_VSClassInstances;
UINT m_VSNumClassInstances;
ID3D11Buffer * m_VSConstantBuffer; // backup the first constant buffer only
ID3D11Buffer * m_IAIndexBuffer;
DXGI_FORMAT m_IAIndexBufferFormat;
UINT m_IAIndexBufferOffset;
ID3D11InputLayout * m_IAInputLayout;
D3D11_PRIMITIVE_TOPOLOGY m_IATopology;
ID3D11Buffer * m_IAVertexBuffer; // backup the first buffer only
UINT m_IAVertexBufferStride;
UINT m_IAVertexBufferOffset;
ID3D11BlendState * m_OMBlendState;
FLOAT m_OMBlendFactor[4];
UINT m_OMSampleMask;
ID3D11DepthStencilState*m_OMDepthStencilState;
UINT m_OMStencilRef;
UINT m_RSScissorNumRects;
D3D11_RECT m_RSScissorRects[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
ID3D11RasterizerState * m_RSRasterizerState;
UINT m_RSNumViewports;
D3D11_VIEWPORT m_RSViewports[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE];
void Save();
void Restore();
void Release();
CState11(ID3D11Device *_Dev, ID3D11DeviceContext *_ImmCtx);
~CState11();
private:
ID3D11Device * m_D3DDev;
ID3D11DeviceContext * m_D3DDevImmContext;
};
CState11::CState11(ID3D11Device *_Dev, ID3D11DeviceContext *_ImmCtx)
{
ZeroMemory(this, sizeof(CState11));
m_D3DDev = _Dev;
m_D3DDevImmContext = _ImmCtx;
}
CState11::~CState11()
{
Release();
m_D3DDev = NULL;
m_D3DDevImmContext = NULL;
}
void CState11::Save()
{
// Release previous state if needed
Release();
// Save shaders.
// Not sure how xxGetShader works, D3D11 doc is evasive... Attempt:
// First call GetShader with NULL ClassInstances to get the number of class instances.
// Second, if not zero allocate an array of class instances and call GetShader again
// with this array ptr to get the class instances and release the shader since its
// ref count has been incremented a second time.
m_CSShader = NULL;
m_CSClassInstances = NULL;
m_CSNumClassInstances = 0;
m_D3DDevImmContext->CSGetShader(&m_CSShader, NULL, &m_CSNumClassInstances);
if (m_CSNumClassInstances > 0)
{
m_CSClassInstances = new ID3D11ClassInstance*[m_CSNumClassInstances];
for (UINT i = 0; i < m_CSNumClassInstances; i++)
m_CSClassInstances[i] = NULL;
m_D3DDevImmContext->CSGetShader(&m_CSShader, m_CSClassInstances, &m_CSNumClassInstances);
if (m_CSShader != NULL)
m_CSShader->Release();
}
m_DSShader = NULL;
m_DSClassInstances = NULL;
m_DSNumClassInstances = 0;
m_D3DDevImmContext->DSGetShader(&m_DSShader, NULL, &m_DSNumClassInstances);
if (m_DSNumClassInstances > 0)
{
m_DSClassInstances = new ID3D11ClassInstance*[m_DSNumClassInstances];
for (UINT i = 0; i < m_DSNumClassInstances; i++)
m_DSClassInstances[i] = NULL;
m_D3DDevImmContext->DSGetShader(&m_DSShader, m_DSClassInstances, &m_DSNumClassInstances);
if (m_DSShader != NULL)
m_DSShader->Release();
}
m_GSShader = NULL;
m_GSClassInstances = NULL;
m_GSNumClassInstances = 0;
m_D3DDevImmContext->GSGetShader(&m_GSShader, NULL, &m_GSNumClassInstances);
if (m_GSNumClassInstances > 0)
{
m_GSClassInstances = new ID3D11ClassInstance*[m_GSNumClassInstances];
for (UINT i = 0; i < m_GSNumClassInstances; i++)
m_GSClassInstances[i] = NULL;
m_D3DDevImmContext->GSGetShader(&m_GSShader, m_GSClassInstances, &m_GSNumClassInstances);
if (m_GSShader != NULL)
m_GSShader->Release();
}
m_HSShader = NULL;
m_HSClassInstances = NULL;
m_HSNumClassInstances = 0;
m_D3DDevImmContext->HSGetShader(&m_HSShader, NULL, &m_HSNumClassInstances);
if (m_HSNumClassInstances > 0)
{
m_HSClassInstances = new ID3D11ClassInstance*[m_HSNumClassInstances];
for (UINT i = 0; i < m_HSNumClassInstances; i++)
m_HSClassInstances[i] = NULL;
m_D3DDevImmContext->HSGetShader(&m_HSShader, m_HSClassInstances, &m_HSNumClassInstances);
if (m_HSShader != NULL)
m_HSShader->Release();
}
m_PSShader = NULL;
m_PSClassInstances = NULL;
m_PSNumClassInstances = 0;
m_D3DDevImmContext->PSGetShader(&m_PSShader, NULL, &m_PSNumClassInstances);
if (m_PSNumClassInstances > 0)
{
m_PSClassInstances = new ID3D11ClassInstance*[m_PSNumClassInstances];
for (UINT i = 0; i < m_PSNumClassInstances; i++)
m_PSClassInstances[i] = NULL;
m_D3DDevImmContext->PSGetShader(&m_PSShader, m_PSClassInstances, &m_PSNumClassInstances);
if (m_PSShader != NULL)
m_PSShader->Release();
}
m_D3DDevImmContext->PSGetConstantBuffers(0, 1, &m_PSConstantBuffer);
m_D3DDevImmContext->PSGetSamplers(0, 1, &m_PSSampler);
m_D3DDevImmContext->PSGetShaderResources(0, 1, &m_PSShaderResourceView);
m_VSShader = NULL;
m_VSClassInstances = NULL;
m_VSNumClassInstances = 0;
m_D3DDevImmContext->VSGetShader(&m_VSShader, NULL, &m_VSNumClassInstances);
if (m_VSNumClassInstances > 0)
{
m_VSClassInstances = new ID3D11ClassInstance*[m_VSNumClassInstances];
for (UINT i = 0; i < m_VSNumClassInstances; i++)
m_VSClassInstances[i] = NULL;
m_D3DDevImmContext->VSGetShader(&m_VSShader, m_VSClassInstances, &m_VSNumClassInstances);
if (m_VSShader != NULL)
m_VSShader->Release();
}
m_D3DDevImmContext->VSGetConstantBuffers(0, 1, &m_VSConstantBuffer);
// Save Input-Assembler states
m_D3DDevImmContext->IAGetIndexBuffer(&m_IAIndexBuffer, &m_IAIndexBufferFormat, &m_IAIndexBufferOffset);
m_D3DDevImmContext->IAGetInputLayout(&m_IAInputLayout);
m_D3DDevImmContext->IAGetPrimitiveTopology(&m_IATopology);
m_D3DDevImmContext->IAGetVertexBuffers(0, 1, &m_IAVertexBuffer, &m_IAVertexBufferStride, &m_IAVertexBufferOffset);
// Save Ouput-Merger states
m_D3DDevImmContext->OMGetBlendState(&m_OMBlendState, m_OMBlendFactor, &m_OMSampleMask);
m_D3DDevImmContext->OMGetDepthStencilState(&m_OMDepthStencilState, &m_OMStencilRef);
// Save Rasterizer states
m_D3DDevImmContext->RSGetScissorRects(&m_RSScissorNumRects, NULL);
if (m_RSScissorNumRects > 0)
m_D3DDevImmContext->RSGetScissorRects(&m_RSScissorNumRects, m_RSScissorRects);
m_D3DDevImmContext->RSGetViewports(&m_RSNumViewports, NULL);
if (m_RSNumViewports > 0)
m_D3DDevImmContext->RSGetViewports(&m_RSNumViewports, m_RSViewports);
m_D3DDevImmContext->RSGetState(&m_RSRasterizerState);
}
void CState11::Restore()
{
// Restore shaders
m_D3DDevImmContext->CSSetShader(m_CSShader, m_CSClassInstances, m_CSNumClassInstances);
m_D3DDevImmContext->DSSetShader(m_DSShader, m_DSClassInstances, m_DSNumClassInstances);
m_D3DDevImmContext->GSSetShader(m_GSShader, m_GSClassInstances, m_GSNumClassInstances);
m_D3DDevImmContext->HSSetShader(m_HSShader, m_HSClassInstances, m_HSNumClassInstances);
m_D3DDevImmContext->PSSetShader(m_PSShader, m_PSClassInstances, m_PSNumClassInstances);
m_D3DDevImmContext->PSSetConstantBuffers(0, 1, &m_PSConstantBuffer);
m_D3DDevImmContext->PSSetSamplers(0, 1, &m_PSSampler);
m_D3DDevImmContext->PSSetShaderResources(0, 1, &m_PSShaderResourceView);
m_D3DDevImmContext->VSSetShader(m_VSShader, m_VSClassInstances, m_VSNumClassInstances);
m_D3DDevImmContext->VSSetConstantBuffers(0, 1, &m_VSConstantBuffer);
// Restore Input-Assembler
m_D3DDevImmContext->IASetIndexBuffer(m_IAIndexBuffer, m_IAIndexBufferFormat, m_IAIndexBufferOffset);
m_D3DDevImmContext->IASetInputLayout(m_IAInputLayout);
m_D3DDevImmContext->IASetPrimitiveTopology(m_IATopology);
m_D3DDevImmContext->IASetVertexBuffers(0, 1, &m_IAVertexBuffer, &m_IAVertexBufferStride, &m_IAVertexBufferOffset);
// Restore Ouput-Merger
m_D3DDevImmContext->OMSetBlendState(m_OMBlendState, m_OMBlendFactor, m_OMSampleMask);
m_D3DDevImmContext->OMSetDepthStencilState(m_OMDepthStencilState, m_OMStencilRef);
// Restore Rasterizer states
m_D3DDevImmContext->RSSetScissorRects(m_RSScissorNumRects, m_RSScissorRects);
m_D3DDevImmContext->RSSetViewports(m_RSNumViewports, m_RSViewports);
m_D3DDevImmContext->RSSetState(m_RSRasterizerState);
}
void CState11::Release()
{
// Release stored shaders
if (m_CSClassInstances != NULL)
{
for (UINT i = 0; i < m_CSNumClassInstances; i++)
if (m_CSClassInstances[i] != NULL)
m_CSClassInstances[i]->Release();
delete[] m_CSClassInstances;
m_CSClassInstances = NULL;
m_CSNumClassInstances = 0;
}
if (m_CSShader != NULL)
{
m_CSShader->Release();
m_CSShader = NULL;
}
if (m_DSClassInstances != NULL)
{
for (UINT i = 0; i < m_DSNumClassInstances; i++)
if (m_DSClassInstances[i] != NULL)
m_DSClassInstances[i]->Release();
delete[] m_DSClassInstances;
m_DSClassInstances = NULL;
m_DSNumClassInstances = 0;
}
if (m_DSShader != NULL)
{
m_DSShader->Release();
m_DSShader = NULL;
}
if (m_GSClassInstances != NULL)
{
for (UINT i = 0; i < m_GSNumClassInstances; i++)
if (m_GSClassInstances[i] != NULL)
m_GSClassInstances[i]->Release();
delete[] m_GSClassInstances;
m_GSClassInstances = NULL;
m_GSNumClassInstances = 0;
}
if (m_GSShader != NULL)
{
m_GSShader->Release();
m_GSShader = NULL;
}
if (m_HSClassInstances != NULL)
{
for (UINT i = 0; i < m_HSNumClassInstances; i++)
if (m_HSClassInstances[i] != NULL)
m_HSClassInstances[i]->Release();
delete[] m_HSClassInstances;
m_HSClassInstances = NULL;
m_HSNumClassInstances = 0;
}
if (m_HSShader != NULL)
{
m_HSShader->Release();
m_HSShader = NULL;
}
if (m_PSClassInstances != NULL)
{
for (UINT i = 0; i < m_PSNumClassInstances; i++)
if (m_PSClassInstances[i] != NULL)
m_PSClassInstances[i]->Release();
delete[] m_PSClassInstances;
m_PSClassInstances = NULL;
m_PSNumClassInstances = 0;
}
if (m_PSShader != NULL)
{
m_PSShader->Release();
m_PSShader = NULL;
}
if (m_PSConstantBuffer != NULL)
{
m_PSConstantBuffer->Release();
m_PSConstantBuffer = NULL;
}
if (m_PSSampler != NULL)
{
m_PSSampler->Release();
m_PSSampler = NULL;
}
if (m_PSShaderResourceView != NULL)
{
m_PSShaderResourceView->Release();
m_PSShaderResourceView = NULL;
}
if (m_VSClassInstances != NULL)
{
for (UINT i = 0; i < m_VSNumClassInstances; i++)
if (m_VSClassInstances[i] != NULL)
m_VSClassInstances[i]->Release();
delete[] m_VSClassInstances;
m_VSClassInstances = NULL;
m_VSNumClassInstances = 0;
}
if (m_VSShader != NULL)
{
m_VSShader->Release();
m_VSShader = NULL;
}
if (m_VSConstantBuffer != NULL)
{
m_VSConstantBuffer->Release();
m_VSConstantBuffer = NULL;
}
// Release Input-Assembler states
if (m_IAIndexBuffer != NULL)
{
m_IAIndexBuffer->Release();
m_IAIndexBuffer = NULL;
}
if (m_IAInputLayout != NULL)
{
m_IAInputLayout->Release();
m_IAInputLayout = 0;
}
if (m_IAVertexBuffer != NULL)
{
m_IAVertexBuffer->Release();
m_IAVertexBuffer = NULL;
}
// Release Output-Merger states
if (m_OMBlendState != NULL)
{
m_OMBlendState->Release();
m_OMBlendState = NULL;
}
if (m_OMDepthStencilState != NULL)
{
m_OMDepthStencilState->Release();
m_OMDepthStencilState = NULL;
}
// Release Rasterizer state
if (m_RSRasterizerState != 0)
{
m_RSRasterizerState->Release();
m_RSRasterizerState = NULL;
}
m_RSNumViewports = 0;
m_RSScissorNumRects = 0;
}
// ---------------------------------------------------------------------------
int CTwGraphDirect3D11::Init()
{
assert(g_TwMgr!=NULL);
assert(g_TwMgr->m_Device!=NULL);
m_D3DDev = static_cast<ID3D11Device *>(g_TwMgr->m_Device);
m_D3DDevInitialRefCount = m_D3DDev->AddRef() - 1;
m_D3DDev->GetImmediateContext(&m_D3DDevImmContext);
m_Drawing = false;
m_OffsetX = m_OffsetY = 0;
m_ViewportInit = new D3D11_VIEWPORT;
m_FontTex = NULL;
m_FontD3DTex = NULL;
m_FontD3DTexRV = NULL;
m_WndWidth = 0;
m_WndHeight = 0;
m_State = NULL;
m_DepthStencilState = NULL;
m_BlendState = NULL;
m_RasterState = NULL;
m_RasterStateAntialiased = NULL;
m_RasterStateMultisample = NULL;
m_RasterStateCullCW = NULL;
m_RasterStateCullCCW = NULL;
m_LineRectVS = NULL;
m_LineRectCstColorVS = NULL;
m_LineRectPS = NULL;
m_LineRectVertexLayout = NULL;
m_TextVS = NULL;
m_TextCstColorVS = NULL;
m_TextPS = NULL;
m_TextVertexLayout = NULL;
m_LineVertexBuffer = NULL;
m_RectVertexBuffer = NULL;
m_TrianglesVertexBuffer = NULL;
m_TrianglesVertexBufferCount = 0;
m_ConstantBuffer = NULL;
m_SamplerState = NULL;
// Allocate state object
m_State = new CState11(m_D3DDev, m_D3DDevImmContext);
// Disable client shaders
m_D3DDevImmContext->CSSetShader(NULL, NULL, 0);
m_D3DDevImmContext->DSSetShader(NULL, NULL, 0);
m_D3DDevImmContext->GSSetShader(NULL, NULL, 0);
m_D3DDevImmContext->HSSetShader(NULL, NULL, 0);
m_D3DDevImmContext->PSSetShader(NULL, NULL, 0);
m_D3DDevImmContext->VSSetShader(NULL, NULL, 0);
// Create shaders
HRESULT hr = m_D3DDev->CreateVertexShader(g_LineRectVS, sizeof(g_LineRectVS), NULL, &m_LineRectVS);
if( FAILED(hr) )
{
g_TwMgr->SetLastError(g_ErrCreateVS11);
Shut();
return 0;
}
hr = m_D3DDev->CreateVertexShader(g_LineRectCstColorVS, sizeof(g_LineRectCstColorVS), NULL, &m_LineRectCstColorVS);
if( FAILED(hr) )
{
g_TwMgr->SetLastError(g_ErrCreateVS11);
Shut();
return 0;
}
hr = m_D3DDev->CreatePixelShader(g_LineRectPS, sizeof(g_LineRectPS), NULL, &m_LineRectPS);
if( FAILED(hr) )
{
g_TwMgr->SetLastError(g_ErrCreatePS11);
Shut();
return 0;
}
hr = m_D3DDev->CreateVertexShader(g_TextVS, sizeof(g_TextVS), NULL, &m_TextVS);
if( FAILED(hr) )
{
g_TwMgr->SetLastError(g_ErrCreateVS11);
Shut();
return 0;
}
hr = m_D3DDev->CreateVertexShader(g_TextCstColorVS, sizeof(g_TextCstColorVS), NULL, &m_TextCstColorVS);
if( FAILED(hr) )
{
g_TwMgr->SetLastError(g_ErrCreateVS11);
Shut();
return 0;
}
hr = m_D3DDev->CreatePixelShader(g_TextPS, sizeof(g_TextPS), NULL, &m_TextPS);
if( FAILED(hr) )
{
g_TwMgr->SetLastError(g_ErrCreatePS11);
Shut();
return 0;
}
// Create input layout for lines & rect
D3D11_INPUT_ELEMENT_DESC lineRectLayout[] =
{
{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, offsetof(CLineRectVtx, m_Color), D3D11_INPUT_PER_VERTEX_DATA, 0 }
};
hr = m_D3DDev->CreateInputLayout(lineRectLayout, sizeof(lineRectLayout)/sizeof(lineRectLayout[0]), g_LineRectVS, sizeof(g_LineRectVS), &m_LineRectVertexLayout);
if( FAILED(hr) )
{
g_TwMgr->SetLastError(g_ErrCreateLayout11);
Shut();
return 0;
}
// Create line vertex buffer
D3D11_BUFFER_DESC bd;
bd.Usage = D3D11_USAGE_DYNAMIC;
bd.ByteWidth = 2 * sizeof(CLineRectVtx);
bd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
bd.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
bd.MiscFlags = 0;
bd.StructureByteStride = 0;
hr = m_D3DDev->CreateBuffer(&bd, NULL, &m_LineVertexBuffer);
if( FAILED(hr) )
{
g_TwMgr->SetLastError(g_ErrCreateBuffer11);
Shut();
return 0;
}
// Create rect vertex buffer
bd.ByteWidth = 4 * sizeof(CLineRectVtx);
hr = m_D3DDev->CreateBuffer(&bd, NULL, &m_RectVertexBuffer);
if( FAILED(hr) )
{
g_TwMgr->SetLastError(g_ErrCreateBuffer11);
Shut();
return 0;
}
// Create constant buffer
bd.ByteWidth = sizeof(CConstants);
bd.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
hr = m_D3DDev->CreateBuffer(&bd, NULL, &m_ConstantBuffer);
if( FAILED(hr) )
{
g_TwMgr->SetLastError(g_ErrCreateBuffer11);
Shut();
return 0;
}
// Create sampler
D3D11_SAMPLER_DESC sd;
sd.AddressU = sd.AddressV = sd.AddressW = D3D11_TEXTURE_ADDRESS_BORDER;
sd.BorderColor[0] = sd.BorderColor[1] = sd.BorderColor[2] = sd.BorderColor[3] = 0;
sd.ComparisonFunc = D3D11_COMPARISON_NEVER;
sd.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
sd.MaxAnisotropy = 1;
sd.MaxLOD = sd.MinLOD = 0;
sd.MipLODBias = 0;
hr = m_D3DDev->CreateSamplerState(&sd, &m_SamplerState);
if( FAILED(hr) )
{
g_TwMgr->SetLastError(g_ErrCreateSampler11);
Shut();
return 0;
}
// Create input layout for text
D3D11_INPUT_ELEMENT_DESC textLayout[] =
{
{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, offsetof(CTextVtx, m_Color), D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, offsetof(CTextVtx, m_UV), D3D11_INPUT_PER_VERTEX_DATA, 0 }
};
hr = m_D3DDev->CreateInputLayout(textLayout, sizeof(textLayout)/sizeof(textLayout[0]), g_TextVS, sizeof(g_TextVS), &m_TextVertexLayout);
if( FAILED(hr) )
{
g_TwMgr->SetLastError(g_ErrCreateLayout11);
Shut();
return 0;
}
// Create depth stencil state object
D3D11_DEPTH_STENCILOP_DESC od;
od.StencilFunc = D3D11_COMPARISON_ALWAYS;
od.StencilFailOp = D3D11_STENCIL_OP_KEEP;
od.StencilPassOp = D3D11_STENCIL_OP_KEEP;
od.StencilDepthFailOp = D3D11_STENCIL_OP_KEEP;
D3D11_DEPTH_STENCIL_DESC dsd;
dsd.DepthEnable = FALSE;
dsd.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ZERO;
dsd.DepthFunc = D3D11_COMPARISON_ALWAYS;
dsd.StencilEnable = FALSE;
dsd.StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK;
dsd.StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK;
dsd.FrontFace = od;
dsd.BackFace = od;
m_D3DDev->CreateDepthStencilState(&dsd, &m_DepthStencilState);
// Create blend state object
D3D11_BLEND_DESC bsd;
bsd.AlphaToCoverageEnable = FALSE;
bsd.IndependentBlendEnable = FALSE;
for(int i=0; i<8; ++i)
{
bsd.RenderTarget[i].BlendEnable = TRUE;
bsd.RenderTarget[i].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
bsd.RenderTarget[i].SrcBlend = D3D11_BLEND_SRC_ALPHA;
bsd.RenderTarget[i].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
bsd.RenderTarget[i].BlendOp = D3D11_BLEND_OP_ADD;
bsd.RenderTarget[i].SrcBlendAlpha = D3D11_BLEND_SRC_ALPHA;
bsd.RenderTarget[i].DestBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
bsd.RenderTarget[i].BlendOpAlpha = D3D11_BLEND_OP_ADD;
}
m_D3DDev->CreateBlendState(&bsd, &m_BlendState);
// Create rasterizer state object
D3D11_RASTERIZER_DESC rd;
rd.FillMode = D3D11_FILL_SOLID;
rd.CullMode = D3D11_CULL_NONE;
rd.FrontCounterClockwise = true;
rd.DepthBias = false;
rd.DepthBiasClamp = 0;
rd.SlopeScaledDepthBias = 0;
rd.DepthClipEnable = false;
rd.ScissorEnable = true;
rd.MultisampleEnable = false; // do not allow msaa (fonts would be degraded)
rd.AntialiasedLineEnable = false;
m_D3DDev->CreateRasterizerState(&rd, &m_RasterState);
rd.AntialiasedLineEnable = true;
m_D3DDev->CreateRasterizerState(&rd, &m_RasterStateAntialiased);
rd.AntialiasedLineEnable = false;
// the three following raster states allow msaa
rd.MultisampleEnable = true;
m_D3DDev->CreateRasterizerState(&rd, &m_RasterStateMultisample);
rd.CullMode = D3D11_CULL_BACK;
m_D3DDev->CreateRasterizerState(&rd, &m_RasterStateCullCW);
rd.CullMode = D3D11_CULL_FRONT;
m_D3DDev->CreateRasterizerState(&rd, &m_RasterStateCullCCW);
return 1;
}
// ---------------------------------------------------------------------------
int CTwGraphDirect3D11::Shut()
{
assert(m_Drawing==false);
UnbindFont(m_D3DDev, m_FontD3DTex, m_FontD3DTexRV);
m_FontD3DTex = NULL;
m_FontD3DTexRV = NULL;
if( m_State )
{
delete m_State;
m_State = NULL;
}
if( m_ViewportInit )
{
delete m_ViewportInit;
m_ViewportInit = NULL;
}
if( m_DepthStencilState )
{
ULONG rc = m_DepthStencilState->Release();
//assert( rc==0 ); // no assert: the client can use a similar (then shared) state
(void)rc;
m_DepthStencilState = NULL;
}
if( m_BlendState )
{
ULONG rc = m_BlendState->Release();
//assert( rc==0 ); // no assert: the client can use a similar (then shared) state
(void)rc;
m_BlendState = NULL;
}
if( m_RasterState )
{
ULONG rc = m_RasterState->Release();
//assert( rc==0 ); // no assert: the client can use a similar (then shared) state
(void)rc;
m_RasterState = NULL;
}
if( m_RasterStateAntialiased )
{
ULONG rc = m_RasterStateAntialiased->Release();
//assert( rc==0 ); // no assert: the client can use a similar (then shared) state
(void)rc;
m_RasterStateAntialiased = NULL;
}
if( m_RasterStateMultisample )
{
ULONG rc = m_RasterStateMultisample->Release();
//assert( rc==0 ); // no assert: the client can use a similar (then shared) state
(void)rc;
m_RasterStateMultisample = NULL;
}
if( m_RasterStateCullCW )
{
ULONG rc = m_RasterStateCullCW->Release();
//assert( rc==0 ); // no assert: the client can use a similar (then shared) state
(void)rc;
m_RasterStateCullCW = NULL;
}
if( m_RasterStateCullCCW )
{
ULONG rc = m_RasterStateCullCCW->Release();
//assert( rc==0 ); // no assert: the client can use a similar (then shared) state
(void)rc;
m_RasterStateCullCCW = NULL;
}
if( m_SamplerState )
{
ULONG rc = m_SamplerState->Release();
//assert( rc==0 ); // no assert: the client can use a similar (then shared) state
(void)rc;
m_SamplerState = NULL;
}
if( m_LineRectVS )
{
ULONG rc = m_LineRectVS->Release();
assert( rc==0 ); (void)rc;
m_LineRectVS = NULL;
}
if( m_LineRectCstColorVS )
{
ULONG rc = m_LineRectCstColorVS->Release();
assert( rc==0 ); (void)rc;
m_LineRectCstColorVS = NULL;
}
if( m_LineRectPS )
{
ULONG rc = m_LineRectPS->Release();
assert( rc==0 ); (void)rc;
m_LineRectPS = NULL;
}
if( m_TextVS )
{
ULONG rc = m_TextVS->Release();
assert( rc==0 ); (void)rc;
m_TextVS = NULL;
}
if( m_TextCstColorVS )
{
ULONG rc = m_TextCstColorVS->Release();
assert( rc==0 ); (void)rc;
m_TextCstColorVS = NULL;
}
if( m_TextPS )
{
ULONG rc = m_TextPS->Release();
assert( rc==0 ); (void)rc;
m_TextPS = NULL;
}
if( m_LineVertexBuffer )
{
ULONG rc = m_LineVertexBuffer->Release();
assert( rc==0 ); (void)rc;
m_LineVertexBuffer = NULL;
}
if( m_RectVertexBuffer )
{
ULONG rc = m_RectVertexBuffer->Release();
assert( rc==0 ); (void)rc;
m_RectVertexBuffer = NULL;
}
if( m_TrianglesVertexBuffer )
{
ULONG rc = m_TrianglesVertexBuffer->Release();
assert( rc==0 ); (void)rc;
m_TrianglesVertexBuffer = NULL;
m_TrianglesVertexBufferCount = 0;
}
if( m_ConstantBuffer )
{
ULONG rc = m_ConstantBuffer->Release();
assert( rc==0 ); (void)rc;
m_ConstantBuffer = NULL;
}
if( m_LineRectVertexLayout )
{
ULONG rc = m_LineRectVertexLayout->Release();
assert( rc==0 ); (void)rc;
m_LineRectVertexLayout = NULL;
}
if( m_TextVertexLayout )
{
ULONG rc = m_TextVertexLayout->Release();
assert( rc==0 ); (void)rc;
m_TextVertexLayout = NULL;
}
if( m_D3DDevImmContext )
{
m_D3DDevImmContext->Release();
m_D3DDevImmContext = NULL;
}
if( m_D3DDev )
{
//unsigned int rc = m_D3DDev->Release();
//assert( m_D3DDevInitialRefCount==rc ); (void)rc;
m_D3DDev->Release();
m_D3DDev = NULL;
}
return 1;
}
// ---------------------------------------------------------------------------
void CTwGraphDirect3D11::BeginDraw(int _WndWidth, int _WndHeight)
{
assert(m_Drawing==false && _WndWidth>0 && _WndHeight>0);
m_Drawing = true;
m_WndWidth = _WndWidth;
m_WndHeight = _WndHeight;
m_OffsetX = m_OffsetY = 0;
// save client context state
m_State->Save();
// Setup the viewport
D3D11_VIEWPORT vp;
vp.Width = (FLOAT)_WndWidth;
vp.Height = (FLOAT)_WndHeight;
vp.MinDepth = 0.0f;
vp.MaxDepth = 1.0f;
vp.TopLeftX = 0;
vp.TopLeftY = 0;
m_D3DDevImmContext->RSSetViewports(1, &vp);
*static_cast<D3D11_VIEWPORT *>(m_ViewportInit) = vp;
m_ViewportAndScissorRects[0] = FullRect;
m_ViewportAndScissorRects[1] = FullRect;
m_D3DDevImmContext->RSSetScissorRects(1, m_ViewportAndScissorRects);
m_D3DDevImmContext->RSSetState(m_RasterState);
m_D3DDevImmContext->OMSetDepthStencilState(m_DepthStencilState, 0);
float blendFactors[4] = { 1, 1, 1, 1 };
m_D3DDevImmContext->OMSetBlendState(m_BlendState, blendFactors, 0xffffffff);
m_D3DDevImmContext->CSSetShader(NULL, NULL, 0);
m_D3DDevImmContext->DSSetShader(NULL, NULL, 0);
m_D3DDevImmContext->GSSetShader(NULL, NULL, 0);
m_D3DDevImmContext->HSSetShader(NULL, NULL, 0);
}
// ---------------------------------------------------------------------------
void CTwGraphDirect3D11::EndDraw()
{
m_D3DDevImmContext->RSSetState(NULL);
m_D3DDevImmContext->OMSetDepthStencilState(NULL, 0);
m_D3DDevImmContext->OMSetBlendState(NULL, NULL, 0xffffffff);
assert(m_Drawing==true);
m_Drawing = false;
// restore and release client context state
m_State->Restore();
m_State->Release();
}
// ---------------------------------------------------------------------------
bool CTwGraphDirect3D11::IsDrawing()
{
return m_Drawing;
}
// ---------------------------------------------------------------------------
void CTwGraphDirect3D11::Restore()
{
if( m_State )
m_State->Release();
UnbindFont(m_D3DDev, m_FontD3DTex, m_FontD3DTexRV);
m_FontD3DTexRV = NULL;
m_FontD3DTex = NULL;
m_FontTex = NULL;
}
// ---------------------------------------------------------------------------
static inline float ToNormScreenX(int x, int wndWidth)
{
return 2.0f*((float)x-0.5f)/wndWidth - 1.0f;
}
static inline float ToNormScreenY(int y, int wndHeight)
{
return 1.0f - 2.0f*((float)y-0.5f)/wndHeight;
}
static inline color32 ToR8G8B8A8(color32 col)
{
return (col & 0xff00ff00) | ((col>>16) & 0xff) | ((col<<16) & 0xff0000);
}
// ---------------------------------------------------------------------------
void CTwGraphDirect3D11::DrawLine(int _X0, int _Y0, int _X1, int _Y1, color32 _Color0, color32 _Color1, bool _AntiAliased)
{
assert(m_Drawing==true);
float x0 = ToNormScreenX(_X0 + m_OffsetX, m_WndWidth);
float y0 = ToNormScreenY(_Y0 + m_OffsetY, m_WndHeight);
float x1 = ToNormScreenX(_X1 + m_OffsetX, m_WndWidth);
float y1 = ToNormScreenY(_Y1 + m_OffsetY, m_WndHeight);
D3D11_MAPPED_SUBRESOURCE mappedResource;
HRESULT hr = m_D3DDevImmContext->Map(m_LineVertexBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
if( SUCCEEDED(hr) )
{
CLineRectVtx *vertices = (CLineRectVtx *)mappedResource.pData;
// Fill vertex buffer
vertices[0].m_Pos[0] = x0;
vertices[0].m_Pos[1] = y0;
vertices[0].m_Pos[2] = 0;
vertices[0].m_Color = ToR8G8B8A8(_Color0);
vertices[1].m_Pos[0] = x1;
vertices[1].m_Pos[1] = y1;
vertices[1].m_Pos[2] = 0;
vertices[1].m_Color = ToR8G8B8A8(_Color1);
m_D3DDevImmContext->Unmap(m_LineVertexBuffer, 0);
if( _AntiAliased )
m_D3DDevImmContext->RSSetState(m_RasterStateAntialiased);
// Reset shader constants
hr = m_D3DDevImmContext->Map(m_ConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
if( SUCCEEDED(hr) )
{
CConstants *constants = (CConstants *)mappedResource.pData;
constants->m_Offset[0] = 0;
constants->m_Offset[1] = 0;
constants->m_Offset[2] = 0;
constants->m_Offset[3] = 0;
constants->m_CstColor[0] = 1;
constants->m_CstColor[1] = 1;
constants->m_CstColor[2] = 1;
constants->m_CstColor[3] = 1;
m_D3DDevImmContext->Unmap(m_ConstantBuffer, 0);
}
// Set the input layout
m_D3DDevImmContext->IASetInputLayout(m_LineRectVertexLayout);
// Set vertex buffer
UINT stride = sizeof(CLineRectVtx);
UINT offset = 0;
m_D3DDevImmContext->IASetVertexBuffers(0, 1, &m_LineVertexBuffer, &stride, &offset);
// Set primitive topology
m_D3DDevImmContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_LINELIST);
// Render the line
m_D3DDevImmContext->VSSetConstantBuffers(0, 1, &m_ConstantBuffer);
m_D3DDevImmContext->VSSetShader(m_LineRectVS, NULL, 0);
m_D3DDevImmContext->PSSetShader(m_LineRectPS, NULL, 0);
m_D3DDevImmContext->Draw(2, 0);
if( _AntiAliased )
m_D3DDevImmContext->RSSetState(m_RasterState); // restore default raster state
}
}
// ---------------------------------------------------------------------------
void CTwGraphDirect3D11::DrawRect(int _X0, int _Y0, int _X1, int _Y1, color32 _Color00, color32 _Color10, color32 _Color01, color32 _Color11)
{
assert(m_Drawing==true);
// border adjustment
if(_X0<_X1)
++_X1;
else if(_X0>_X1)
++_X0;
if(_Y0<_Y1)
++_Y1;
else if(_Y0>_Y1)
++_Y0;
float x0 = ToNormScreenX(_X0 + m_OffsetX, m_WndWidth);
float y0 = ToNormScreenY(_Y0 + m_OffsetY, m_WndHeight);
float x1 = ToNormScreenX(_X1 + m_OffsetX, m_WndWidth);
float y1 = ToNormScreenY(_Y1 + m_OffsetY, m_WndHeight);
D3D11_MAPPED_SUBRESOURCE mappedResource;
HRESULT hr = m_D3DDevImmContext->Map(m_RectVertexBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
if( SUCCEEDED(hr) )
{
CLineRectVtx *vertices = (CLineRectVtx *)mappedResource.pData;
// Fill vertex buffer
vertices[0].m_Pos[0] = x0;
vertices[0].m_Pos[1] = y0;
vertices[0].m_Pos[2] = 0;
vertices[0].m_Color = ToR8G8B8A8(_Color00);
vertices[1].m_Pos[0] = x1;
vertices[1].m_Pos[1] = y0;
vertices[1].m_Pos[2] = 0;
vertices[1].m_Color = ToR8G8B8A8(_Color10);
vertices[2].m_Pos[0] = x0;
vertices[2].m_Pos[1] = y1;
vertices[2].m_Pos[2] = 0;
vertices[2].m_Color = ToR8G8B8A8(_Color01);
vertices[3].m_Pos[0] = x1;
vertices[3].m_Pos[1] = y1;
vertices[3].m_Pos[2] = 0;
vertices[3].m_Color = ToR8G8B8A8(_Color11);
m_D3DDevImmContext->Unmap(m_RectVertexBuffer, 0);
// Reset shader constants
hr = m_D3DDevImmContext->Map(m_ConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
if( SUCCEEDED(hr) )
{
CConstants *constants = (CConstants *)mappedResource.pData;
constants->m_Offset[0] = 0;
constants->m_Offset[1] = 0;
constants->m_Offset[2] = 0;
constants->m_Offset[3] = 0;
constants->m_CstColor[0] = 1;
constants->m_CstColor[1] = 1;
constants->m_CstColor[2] = 1;
constants->m_CstColor[3] = 1;
m_D3DDevImmContext->Unmap(m_ConstantBuffer, 0);
}
// Set the input layout
m_D3DDevImmContext->IASetInputLayout(m_LineRectVertexLayout);
// Set vertex buffer
UINT stride = sizeof(CLineRectVtx);
UINT offset = 0;
m_D3DDevImmContext->IASetVertexBuffers(0, 1, &m_RectVertexBuffer, &stride, &offset);
// Set primitive topology
m_D3DDevImmContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
// Render the rect
m_D3DDevImmContext->VSSetConstantBuffers(0, 1, &m_ConstantBuffer);
m_D3DDevImmContext->VSSetShader(m_LineRectVS, NULL, 0);
m_D3DDevImmContext->PSSetShader(m_LineRectPS, NULL, 0);
m_D3DDevImmContext->Draw(4, 0);
}
}
// ---------------------------------------------------------------------------
void *CTwGraphDirect3D11::NewTextObj()
{
CTextObj *textObj = new CTextObj;
memset(textObj, 0, sizeof(CTextObj));
return textObj;
}
// ---------------------------------------------------------------------------
void CTwGraphDirect3D11::DeleteTextObj(void *_TextObj)
{
assert(_TextObj!=NULL);
CTextObj *textObj = static_cast<CTextObj *>(_TextObj);
if( textObj->m_TextVertexBuffer )
textObj->m_TextVertexBuffer->Release();
if( textObj->m_BgVertexBuffer )
textObj->m_BgVertexBuffer->Release();
memset(textObj, 0, sizeof(CTextObj));
delete textObj;
}
// ---------------------------------------------------------------------------
void CTwGraphDirect3D11::BuildText(void *_TextObj, const std::string *_TextLines, color32 *_LineColors, color32 *_LineBgColors, int _NbLines, const CTexFont *_Font, int _Sep, int _BgWidth)
{
assert(m_Drawing==true);
assert(_TextObj!=NULL);
assert(_Font!=NULL);
if( _Font != m_FontTex )
{
UnbindFont(m_D3DDev, m_FontD3DTex, m_FontD3DTexRV);
BindFont(m_D3DDev, _Font, &m_FontD3DTex, &m_FontD3DTexRV);
m_FontTex = _Font;
}
int nbTextVerts = 0;
int line;
for( line=0; line<_NbLines; ++line )
nbTextVerts += 6 * (int)_TextLines[line].length();
int nbBgVerts = 0;
if( _BgWidth>0 )
nbBgVerts = _NbLines*6;
CTextObj *textObj = static_cast<CTextObj *>(_TextObj);
textObj->m_LineColors = (_LineColors!=NULL);
textObj->m_LineBgColors = (_LineBgColors!=NULL);
// (re)create text vertex buffer if needed, and map it
CTextVtx *textVerts = NULL;
if( nbTextVerts>0 )
{
if( textObj->m_TextVertexBuffer==NULL || textObj->m_TextVertexBufferSize<nbTextVerts )
{
if( textObj->m_TextVertexBuffer!=NULL )
{
ULONG rc = textObj->m_TextVertexBuffer->Release();
assert( rc==0 ); (void)rc;
textObj->m_TextVertexBuffer = NULL;
}
textObj->m_TextVertexBufferSize = nbTextVerts + 6*256; // add a reserve of 256 characters
D3D11_BUFFER_DESC bd;
bd.Usage = D3D11_USAGE_DYNAMIC;
bd.ByteWidth = textObj->m_TextVertexBufferSize * sizeof(CTextVtx);
bd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
bd.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
bd.MiscFlags = 0;
bd.StructureByteStride = 0;
m_D3DDev->CreateBuffer(&bd, NULL, &textObj->m_TextVertexBuffer);
}
if( textObj->m_TextVertexBuffer!=NULL )
{
D3D11_MAPPED_SUBRESOURCE mappedResource;
m_D3DDevImmContext->Map(textObj->m_TextVertexBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
textVerts = (CTextVtx *)mappedResource.pData;
}
}
// (re)create bg vertex buffer if needed, and map it
CLineRectVtx *bgVerts = NULL;
if( nbBgVerts>0 )
{
if( textObj->m_BgVertexBuffer==NULL || textObj->m_BgVertexBufferSize<nbBgVerts )
{
if( textObj->m_BgVertexBuffer!=NULL )
{
ULONG rc = textObj->m_BgVertexBuffer->Release();
assert( rc==0 ); (void)rc;
textObj->m_BgVertexBuffer = NULL;
}
textObj->m_BgVertexBufferSize = nbBgVerts + 6*32; // add a reserve of 32 rects
D3D11_BUFFER_DESC bd;
bd.Usage = D3D11_USAGE_DYNAMIC;
bd.ByteWidth = textObj->m_BgVertexBufferSize * sizeof(CLineRectVtx);
bd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
bd.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
bd.MiscFlags = 0;
bd.StructureByteStride = 0;
m_D3DDev->CreateBuffer(&bd, NULL, &textObj->m_BgVertexBuffer);
}
if( textObj->m_BgVertexBuffer!=NULL )
{
D3D11_MAPPED_SUBRESOURCE mappedResource;
m_D3DDevImmContext->Map(textObj->m_BgVertexBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
bgVerts = (CLineRectVtx *)mappedResource.pData;
}
}
int x, x1, y, y1, i, len;
float px, px1, py, py1;
unsigned char ch;
const unsigned char *text;
color32 lineColor = COLOR32_RED;
CTextVtx vtx;
vtx.m_Pos[2] = 0;
CLineRectVtx bgVtx;
bgVtx.m_Pos[2] = 0;
int textVtxIndex = 0;
int bgVtxIndex = 0;
for( line=0; line<_NbLines; ++line )
{
x = 0;
y = line * (_Font->m_CharHeight+_Sep);
y1 = y+_Font->m_CharHeight;
len = (int)_TextLines[line].length();
text = (const unsigned char *)(_TextLines[line].c_str());
if( _LineColors!=NULL )
lineColor = ToR8G8B8A8(_LineColors[line]);
if( textVerts!=NULL )
for( i=0; i<len; ++i )
{
ch = text[i];
x1 = x + _Font->m_CharWidth[ch];
px = ToNormScreenX(x, m_WndWidth);
py = ToNormScreenY(y, m_WndHeight);
px1 = ToNormScreenX(x1, m_WndWidth);
py1 = ToNormScreenY(y1, m_WndHeight);
vtx.m_Color = lineColor;
vtx.m_Pos[0] = px;
vtx.m_Pos[1] = py;
vtx.m_UV [0] = _Font->m_CharU0[ch];
vtx.m_UV [1] = _Font->m_CharV0[ch];
textVerts[textVtxIndex++] = vtx;
vtx.m_Pos[0] = px1;
vtx.m_Pos[1] = py;
vtx.m_UV [0] = _Font->m_CharU1[ch];
vtx.m_UV [1] = _Font->m_CharV0[ch];
textVerts[textVtxIndex++] = vtx;
vtx.m_Pos[0] = px;
vtx.m_Pos[1] = py1;
vtx.m_UV [0] = _Font->m_CharU0[ch];
vtx.m_UV [1] = _Font->m_CharV1[ch];
textVerts[textVtxIndex++] = vtx;
vtx.m_Pos[0] = px1;
vtx.m_Pos[1] = py;
vtx.m_UV [0] = _Font->m_CharU1[ch];
vtx.m_UV [1] = _Font->m_CharV0[ch];
textVerts[textVtxIndex++] = vtx;
vtx.m_Pos[0] = px1;
vtx.m_Pos[1] = py1;
vtx.m_UV [0] = _Font->m_CharU1[ch];
vtx.m_UV [1] = _Font->m_CharV1[ch];
textVerts[textVtxIndex++] = vtx;
vtx.m_Pos[0] = px;
vtx.m_Pos[1] = py1;
vtx.m_UV [0] = _Font->m_CharU0[ch];
vtx.m_UV [1] = _Font->m_CharV1[ch];
textVerts[textVtxIndex++] = vtx;
x = x1;
}
if( _BgWidth>0 && bgVerts!=NULL )
{
if( _LineBgColors!=NULL )
bgVtx.m_Color = ToR8G8B8A8(_LineBgColors[line]);
else
bgVtx.m_Color = ToR8G8B8A8(COLOR32_BLACK);
px = ToNormScreenX(-1, m_WndWidth);
py = ToNormScreenY(y, m_WndHeight);
px1 = ToNormScreenX(_BgWidth+1, m_WndWidth);
py1 = ToNormScreenY(y1, m_WndHeight);
bgVtx.m_Pos[0] = px;
bgVtx.m_Pos[1] = py;
bgVerts[bgVtxIndex++] = bgVtx;
bgVtx.m_Pos[0] = px1;
bgVtx.m_Pos[1] = py;
bgVerts[bgVtxIndex++] = bgVtx;
bgVtx.m_Pos[0] = px;
bgVtx.m_Pos[1] = py1;
bgVerts[bgVtxIndex++] = bgVtx;
bgVtx.m_Pos[0] = px1;
bgVtx.m_Pos[1] = py;
bgVerts[bgVtxIndex++] = bgVtx;
bgVtx.m_Pos[0] = px1;
bgVtx.m_Pos[1] = py1;
bgVerts[bgVtxIndex++] = bgVtx;
bgVtx.m_Pos[0] = px;
bgVtx.m_Pos[1] = py1;
bgVerts[bgVtxIndex++] = bgVtx;
}
}
assert( textVtxIndex==nbTextVerts );
assert( bgVtxIndex==nbBgVerts );
textObj->m_NbTextVerts = nbTextVerts;
textObj->m_NbBgVerts = nbBgVerts;
if( textVerts!=NULL )
m_D3DDevImmContext->Unmap(textObj->m_TextVertexBuffer, 0);
if( bgVerts!=NULL )
m_D3DDevImmContext->Unmap(textObj->m_BgVertexBuffer, 0);
}
// ---------------------------------------------------------------------------
void CTwGraphDirect3D11::DrawText(void *_TextObj, int _X, int _Y, color32 _Color, color32 _BgColor)
{
assert(m_Drawing==true);
assert(_TextObj!=NULL);
CTextObj *textObj = static_cast<CTextObj *>(_TextObj);
float dx = 2.0f*(float)(_X + m_OffsetX)/m_WndWidth;
float dy = -2.0f*(float)(_Y + m_OffsetY)/m_WndHeight;
// Draw background
if( textObj->m_NbBgVerts>=4 && textObj->m_BgVertexBuffer!=NULL )
{
// Set offset and constant color
D3D11_MAPPED_SUBRESOURCE mappedResource;
HRESULT hr = m_D3DDevImmContext->Map(m_ConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
if( SUCCEEDED(hr) )
{
CConstants *constants = (CConstants *)mappedResource.pData;
constants->m_Offset[0] = dx;
constants->m_Offset[1] = dy;
constants->m_Offset[2] = 0;
constants->m_Offset[3] = 0;
Color32ToARGBf(_BgColor, constants->m_CstColor+3, constants->m_CstColor+0, constants->m_CstColor+1, constants->m_CstColor+2);
m_D3DDevImmContext->Unmap(m_ConstantBuffer, 0);
}
// Set the input layout
m_D3DDevImmContext->IASetInputLayout(m_LineRectVertexLayout);
// Set vertex buffer
UINT stride = sizeof(CLineRectVtx);
UINT offset = 0;
m_D3DDevImmContext->IASetVertexBuffers(0, 1, &textObj->m_BgVertexBuffer, &stride, &offset);
// Set primitive topology
m_D3DDevImmContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
// Render the bg rectangles
m_D3DDevImmContext->VSSetConstantBuffers(0, 1, &m_ConstantBuffer);
if( _BgColor!=0 || !textObj->m_LineBgColors ) // use a constant bg color
m_D3DDevImmContext->VSSetShader(m_LineRectCstColorVS, NULL, 0);
else
m_D3DDevImmContext->VSSetShader(m_LineRectVS, NULL, 0);
m_D3DDevImmContext->PSSetSamplers(0, 1, &m_SamplerState);
m_D3DDevImmContext->PSSetShader(m_LineRectPS, NULL, 0);
m_D3DDevImmContext->Draw(textObj->m_NbBgVerts, 0);
}
// Draw text
if( textObj->m_NbTextVerts>=4 && textObj->m_TextVertexBuffer!=NULL )
{
// Set offset and constant color
D3D11_MAPPED_SUBRESOURCE mappedResource;
HRESULT hr = m_D3DDevImmContext->Map(m_ConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
if( SUCCEEDED(hr) )
{
CConstants *constants = (CConstants *)mappedResource.pData;
constants->m_Offset[0] = dx;
constants->m_Offset[1] = dy;
constants->m_Offset[2] = 0;
constants->m_Offset[3] = 0;
Color32ToARGBf(_Color, constants->m_CstColor+3, constants->m_CstColor+0, constants->m_CstColor+1, constants->m_CstColor+2);
m_D3DDevImmContext->Unmap(m_ConstantBuffer, 0);
}
// Set the input layout
m_D3DDevImmContext->IASetInputLayout(m_TextVertexLayout);
// Set vertex buffer
UINT stride = sizeof(CTextVtx);
UINT offset = 0;
m_D3DDevImmContext->IASetVertexBuffers(0, 1, &textObj->m_TextVertexBuffer, &stride, &offset);
// Set primitive topology
m_D3DDevImmContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
// Render the text
m_D3DDevImmContext->VSSetConstantBuffers(0, 1, &m_ConstantBuffer);
if( _Color!=0 || !textObj->m_LineColors ) // use a constant color
m_D3DDevImmContext->VSSetShader(m_TextCstColorVS, NULL, 0);
else
m_D3DDevImmContext->VSSetShader(m_TextVS, NULL, 0);
m_D3DDevImmContext->PSSetShaderResources(0, 1, &m_FontD3DTexRV);
m_D3DDevImmContext->PSSetSamplers(0, 1, &m_SamplerState);
m_D3DDevImmContext->PSSetShader(m_TextPS, NULL, 0);
m_D3DDevImmContext->Draw(textObj->m_NbTextVerts, 0);
}
}
// ---------------------------------------------------------------------------
void CTwGraphDirect3D11::ChangeViewport(int _X0, int _Y0, int _Width, int _Height, int _OffsetX, int _OffsetY)
{
if( _Width>0 && _Height>0 )
{
/* viewport changes screen coordinates, use scissor instead
D3D11_VIEWPORT vp;
vp.TopLeftX = _X0;
vp.TopLeftY = _Y0;
vp.Width = _Width;
vp.Height = _Height;
vp.MinDepth = 0;
vp.MaxDepth = 1;
m_D3DDev->RSSetViewports(1, &vp);
*/
m_ViewportAndScissorRects[0].left = _X0;
m_ViewportAndScissorRects[0].right = _X0 + _Width - 1;
m_ViewportAndScissorRects[0].top = _Y0;
m_ViewportAndScissorRects[0].bottom = _Y0 + _Height - 1;
if( RectIsFull(m_ViewportAndScissorRects[1]) )
m_D3DDevImmContext->RSSetScissorRects(1, m_ViewportAndScissorRects); // viewport clipping only
else
m_D3DDevImmContext->RSSetScissorRects(2, m_ViewportAndScissorRects);
m_OffsetX = _X0 + _OffsetX;
m_OffsetY = _Y0 + _OffsetY;
}
}
// ---------------------------------------------------------------------------
void CTwGraphDirect3D11::RestoreViewport()
{
//m_D3DDevImmContext->RSSetViewports(1, static_cast<D3D11_VIEWPORT *>(m_ViewportInit));
m_ViewportAndScissorRects[0] = FullRect;
m_D3DDevImmContext->RSSetScissorRects(1, m_ViewportAndScissorRects+1); // scissor only
m_OffsetX = m_OffsetY = 0;
}
// ---------------------------------------------------------------------------
void CTwGraphDirect3D11::SetScissor(int _X0, int _Y0, int _Width, int _Height)
{
if( _Width>0 && _Height>0 )
{
m_ViewportAndScissorRects[1].left = _X0 - 2;
m_ViewportAndScissorRects[1].right = _X0 + _Width - 3;
m_ViewportAndScissorRects[1].top = _Y0 - 1;
m_ViewportAndScissorRects[1].bottom = _Y0 + _Height - 1;
if( RectIsFull(m_ViewportAndScissorRects[0]) )
m_D3DDevImmContext->RSSetScissorRects(1, m_ViewportAndScissorRects+1); // no viewport clipping
else
m_D3DDevImmContext->RSSetScissorRects(2, m_ViewportAndScissorRects);
}
else
{
m_ViewportAndScissorRects[1] = FullRect;
m_D3DDevImmContext->RSSetScissorRects(1, m_ViewportAndScissorRects); // apply viewport clipping only
}
}
// ---------------------------------------------------------------------------
void CTwGraphDirect3D11::DrawTriangles(int _NumTriangles, int *_Vertices, color32 *_Colors, Cull _CullMode)
{
assert(m_Drawing==true);
if( _NumTriangles<=0 )
return;
if( m_TrianglesVertexBufferCount<3*_NumTriangles ) // force re-creation
{
if( m_TrianglesVertexBuffer!=NULL )
m_TrianglesVertexBuffer->Release();
m_TrianglesVertexBuffer = NULL;
m_TrianglesVertexBufferCount = 0;
}
// DrawTriangles uses LineRect layout and shaders
if( m_TrianglesVertexBuffer==NULL )
{
// Create triangles vertex buffer
D3D11_BUFFER_DESC bd;
bd.Usage = D3D11_USAGE_DYNAMIC;
bd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
bd.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
bd.MiscFlags = 0;
bd.ByteWidth = 3*_NumTriangles * sizeof(CLineRectVtx);
bd.StructureByteStride = 0;
HRESULT hr = m_D3DDev->CreateBuffer(&bd, NULL, &m_TrianglesVertexBuffer);
if( SUCCEEDED(hr) )
m_TrianglesVertexBufferCount = 3*_NumTriangles;
else
{
m_TrianglesVertexBuffer = NULL;
m_TrianglesVertexBufferCount = 0;
return; // Problem: cannot create triangles VB
}
}
assert( m_TrianglesVertexBufferCount>=3*_NumTriangles );
assert( m_TrianglesVertexBuffer!=NULL );
D3D11_MAPPED_SUBRESOURCE mappedResource;
HRESULT hr = m_D3DDevImmContext->Map(m_TrianglesVertexBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
if( SUCCEEDED(hr) )
{
CLineRectVtx *vertices = (CLineRectVtx *)mappedResource.pData;
// Fill vertex buffer
for( int i=0; i<3*_NumTriangles; ++ i )
{
vertices[i].m_Pos[0] = ToNormScreenX(_Vertices[2*i+0] + m_OffsetX, m_WndWidth);
vertices[i].m_Pos[1] = ToNormScreenY(_Vertices[2*i+1] + m_OffsetY, m_WndHeight);
vertices[i].m_Pos[2] = 0;
vertices[i].m_Color = ToR8G8B8A8(_Colors[i]);
}
m_D3DDevImmContext->Unmap(m_TrianglesVertexBuffer, 0);
// Reset shader constants
hr = m_D3DDevImmContext->Map(m_ConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
if( SUCCEEDED(hr) )
{
CConstants *constants = (CConstants *)mappedResource.pData;
constants->m_Offset[0] = 0;
constants->m_Offset[1] = 0;
constants->m_Offset[2] = 0;
constants->m_Offset[3] = 0;
constants->m_CstColor[0] = 1;
constants->m_CstColor[1] = 1;
constants->m_CstColor[2] = 1;
constants->m_CstColor[3] = 1;
m_D3DDevImmContext->Unmap(m_ConstantBuffer, 0);
}
// Set the input layout
m_D3DDevImmContext->IASetInputLayout(m_LineRectVertexLayout);
// Set vertex buffer
UINT stride = sizeof(CLineRectVtx);
UINT offset = 0;
m_D3DDevImmContext->IASetVertexBuffers(0, 1, &m_TrianglesVertexBuffer, &stride, &offset);
// Set primitive topology
m_D3DDevImmContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
if( _CullMode==CULL_CW )
m_D3DDevImmContext->RSSetState(m_RasterStateCullCW);
else if( _CullMode==CULL_CCW )
m_D3DDevImmContext->RSSetState(m_RasterStateCullCCW);
else
m_D3DDevImmContext->RSSetState(m_RasterStateMultisample);
// Render the triangles
m_D3DDevImmContext->VSSetConstantBuffers(0, 1, &m_ConstantBuffer);
m_D3DDevImmContext->VSSetShader(m_LineRectVS, NULL, 0);
m_D3DDevImmContext->PSSetShader(m_LineRectPS, NULL, 0);
m_D3DDevImmContext->Draw(3*_NumTriangles, 0);
m_D3DDevImmContext->RSSetState(m_RasterState); // restore default raster state
}
}
// ---------------------------------------------------------------------------