opencv/samples/wp8/OcvImageManipulation/PhoneXamlDirect3DApp1/PhoneXamlDirect3DApp1Comp/QuadRenderer.cpp
Maxim Kostin 530c8dc0c0 Fixing 'doc' buildbot job: removing trailing whitespaces and tab indents
Signed-off-by: Maxim Kostin <v-maxkos@microsoft.com>
2015-03-02 22:26:45 +03:00

340 lines
9.7 KiB
C++

#include "pch.h"
#include "QuadRenderer.h"
using namespace DirectX;
using namespace Microsoft::WRL;
using namespace Windows::Foundation;
using namespace Windows::UI::Core;
QuadRenderer::QuadRenderer() :
m_loadingComplete(false),
m_indexCount(0)
{
}
void QuadRenderer::CreateTextureFromByte(byte* buffer,int width,int height)
{
int pixelSize = 4;
if (m_Texture.Get() == nullptr)
{
CD3D11_TEXTURE2D_DESC textureDesc(
DXGI_FORMAT_B8G8R8A8_UNORM, // format
static_cast<UINT>(width), // width
static_cast<UINT>(height), // height
1, // arraySize
1, // mipLevels
D3D11_BIND_SHADER_RESOURCE, // bindFlags
D3D11_USAGE_DYNAMIC, // usage
D3D11_CPU_ACCESS_WRITE, // cpuaccessFlags
1, // sampleCount
0, // sampleQuality
0 // miscFlags
);
D3D11_SUBRESOURCE_DATA data;
data.pSysMem = buffer;
data.SysMemPitch = pixelSize*width;
data.SysMemSlicePitch = pixelSize*width*height;
DX::ThrowIfFailed(
m_d3dDevice->CreateTexture2D(
&textureDesc,
&data,
m_Texture.ReleaseAndGetAddressOf()
)
);
m_d3dDevice->CreateShaderResourceView(m_Texture.Get(), NULL, m_SRV.ReleaseAndGetAddressOf());
D3D11_SAMPLER_DESC sampDesc;
ZeroMemory(&sampDesc, sizeof(sampDesc));
sampDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
sampDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
sampDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
sampDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
sampDesc.ComparisonFunc = D3D11_COMPARISON_NEVER;
sampDesc.MinLOD = 0;
sampDesc.MaxLOD = D3D11_FLOAT32_MAX;
m_d3dDevice->CreateSamplerState(&sampDesc, m_QuadsTexSamplerState.ReleaseAndGetAddressOf());
}
else
{
int nRowSpan = width * pixelSize;
D3D11_MAPPED_SUBRESOURCE mappedResource;
HRESULT hr = m_d3dContext->Map(m_Texture.Get(), 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
BYTE* mappedData = static_cast<BYTE*>(mappedResource.pData);
for (int i = 0; i < height; ++i)
{
memcpy(mappedData + (i*mappedResource.RowPitch), buffer + (i*nRowSpan), nRowSpan);
}
m_d3dContext->Unmap(m_Texture.Get(), 0);
}
}
void QuadRenderer::CreateDeviceResources()
{
Direct3DBase::CreateDeviceResources();
D3D11_BLEND_DESC blendDesc;
ZeroMemory( &blendDesc, sizeof(blendDesc) );
D3D11_RENDER_TARGET_BLEND_DESC rtbd;
ZeroMemory( &rtbd, sizeof(rtbd) );
rtbd.BlendEnable = TRUE;
rtbd.SrcBlend = D3D11_BLEND_SRC_ALPHA;
rtbd.DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
rtbd.BlendOp = D3D11_BLEND_OP_ADD;
rtbd.SrcBlendAlpha = D3D11_BLEND_ONE;
rtbd.DestBlendAlpha = D3D11_BLEND_ZERO;
rtbd.BlendOpAlpha = D3D11_BLEND_OP_ADD;
rtbd.RenderTargetWriteMask = 0x0f;
blendDesc.AlphaToCoverageEnable = false;
blendDesc.RenderTarget[0] = rtbd;
m_d3dDevice->CreateBlendState(&blendDesc, &m_Transparency);
D3D11_RASTERIZER_DESC cmdesc;
ZeroMemory(&cmdesc, sizeof(D3D11_RASTERIZER_DESC));
cmdesc.FillMode = D3D11_FILL_SOLID;
cmdesc.CullMode = D3D11_CULL_BACK;
cmdesc.DepthClipEnable = TRUE;
cmdesc.FrontCounterClockwise = true;
m_d3dDevice->CreateRasterizerState(&cmdesc, &CCWcullMode);
cmdesc.FrontCounterClockwise = false;
m_d3dDevice->CreateRasterizerState(&cmdesc, &CWcullMode);
auto loadVSTask = DX::ReadDataAsync("SimpleVertexShader.cso");
auto loadPSTask = DX::ReadDataAsync("SimplePixelShader.cso");
auto createVSTask = loadVSTask.then([this](Platform::Array<byte>^ fileData)
{
DX::ThrowIfFailed(
m_d3dDevice->CreateVertexShader(
fileData->Data,
fileData->Length,
nullptr,
&m_vertexShader
)
);
const D3D11_INPUT_ELEMENT_DESC vertexDesc[] =
{
{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
};
DX::ThrowIfFailed(
m_d3dDevice->CreateInputLayout(
vertexDesc,
ARRAYSIZE(vertexDesc),
fileData->Data,
fileData->Length,
&m_inputLayout
)
);
});
auto createPSTask = loadPSTask.then([this](Platform::Array<byte>^ fileData)
{
DX::ThrowIfFailed(
m_d3dDevice->CreatePixelShader(
fileData->Data,
fileData->Length,
nullptr,
&m_pixelShader
)
);
CD3D11_BUFFER_DESC constantBufferDesc(sizeof(ModelViewProjectionConstantBuffer), D3D11_BIND_CONSTANT_BUFFER);
DX::ThrowIfFailed(
m_d3dDevice->CreateBuffer(
&constantBufferDesc,
nullptr,
&m_constantBuffer
)
);
});
auto createCubeTask = (createPSTask && createVSTask).then([this] ()
{
Vertex v[] =
{
Vertex(-1.0f, -1.0f, 1.0f, 1.0f, 1.0f),
Vertex(1.0f, -1.0f, 1.0f, 0.0f, 1.0f),
Vertex(1.0f, 1.0f, 1.0f, 0.0f, 0.0f),
Vertex(-1.0f, 1.0f, 1.0f, 1.0f, 0.0f)
};
D3D11_SUBRESOURCE_DATA vertexBufferData = {0};
vertexBufferData.pSysMem = v;
vertexBufferData.SysMemPitch = 0;
vertexBufferData.SysMemSlicePitch = 0;
CD3D11_BUFFER_DESC vertexBufferDesc(sizeof(v), D3D11_BIND_VERTEX_BUFFER);
DX::ThrowIfFailed(
m_d3dDevice->CreateBuffer(
&vertexBufferDesc,
&vertexBufferData,
&m_vertexBuffer
)
);
DWORD indices[] =
{
// Front Face
0, 2, 1,
0, 3, 2,
};
m_indexCount = ARRAYSIZE(indices);
D3D11_SUBRESOURCE_DATA indexBufferData = {0};
indexBufferData.pSysMem = indices;
indexBufferData.SysMemPitch = 0;
indexBufferData.SysMemSlicePitch = 0;
CD3D11_BUFFER_DESC indexBufferDesc(sizeof(indices), D3D11_BIND_INDEX_BUFFER);
DX::ThrowIfFailed(
m_d3dDevice->CreateBuffer(
&indexBufferDesc,
&indexBufferData,
&m_indexBuffer
)
);
});
createCubeTask.then([this] ()
{
m_loadingComplete = true;
});
}
void QuadRenderer::CreateWindowSizeDependentResources()
{
Direct3DBase::CreateWindowSizeDependentResources();
float aspectRatio = m_windowBounds.Width / m_windowBounds.Height;
float fovAngleY = 60.0f * (XM_PI / 180.0f);
if (aspectRatio < 1.0f)
{
fovAngleY /= aspectRatio;
}
XMStoreFloat4x4(
&m_constantBufferData.projection,
XMMatrixTranspose(
XMMatrixPerspectiveFovRH(
fovAngleY,
aspectRatio,
0.01f,
100.0f
)
)
);
}
void QuadRenderer::Update(float timeTotal, float timeDelta)
{
(void) timeDelta; // Unused parameter.
XMVECTOR X = XMVectorSet(0.0f, 0.0f, .3f, 0.0f);
XMVECTOR Y = XMVectorSet(0.0f, 0.0f, 0.0f, 0.0f);
XMVECTOR Z = XMVectorSet(1.0f, 0.0f, 0.0f, 0.0f);
XMStoreFloat4x4(&m_constantBufferData.view, XMMatrixTranspose(XMMatrixLookAtLH(X, Y, Z)));
XMStoreFloat4x4(&m_constantBufferData.model, XMMatrixTranspose(XMMatrixRotationY(timeTotal * XM_PIDIV4)));
}
void QuadRenderer::Render()
{
Render(m_renderTargetView, m_depthStencilView);
}
void QuadRenderer::Render(Microsoft::WRL::ComPtr<ID3D11RenderTargetView> renderTargetView, Microsoft::WRL::ComPtr<ID3D11DepthStencilView> depthStencilView)
{
const float black[] = {0, 0, 0, 1.0 };
m_d3dContext->ClearRenderTargetView(
renderTargetView.Get(),
black
);
m_d3dContext->ClearDepthStencilView(
depthStencilView.Get(),
D3D11_CLEAR_DEPTH,
1.0f,
0
);
if (m_SRV && m_loadingComplete) // Only draw the cube once it is loaded (loading is asynchronous).
{
m_d3dContext->OMSetRenderTargets(
1,
renderTargetView.GetAddressOf(),
depthStencilView.Get()
);
m_d3dContext->UpdateSubresource(
m_constantBuffer.Get(),
0,
NULL,
&m_constantBufferData,
0,
0
);
UINT stride = sizeof(Vertex);
UINT offset = 0;
m_d3dContext->IASetVertexBuffers(
0,
1,
m_vertexBuffer.GetAddressOf(),
&stride,
&offset
);
m_d3dContext->IASetIndexBuffer(
m_indexBuffer.Get(),
DXGI_FORMAT_R32_UINT,
0
);
m_d3dContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
m_d3dContext->IASetInputLayout(m_inputLayout.Get());
m_d3dContext->VSSetShader(
m_vertexShader.Get(),
nullptr,
0
);
m_d3dContext->VSSetConstantBuffers(
0,
1,
m_constantBuffer.GetAddressOf()
);
m_d3dContext->PSSetShader(
m_pixelShader.Get(),
nullptr,
0
);
m_d3dContext->PSSetShaderResources(0, 1, m_SRV.GetAddressOf());
m_d3dContext->PSSetSamplers(0, 1, m_QuadsTexSamplerState.GetAddressOf());
m_d3dContext->OMSetBlendState(m_Transparency.Get(), nullptr, 0xffffffff);
m_d3dContext->RSSetState(CCWcullMode.Get());
m_d3dContext->DrawIndexed(
m_indexCount,
0,
0
);
}
}