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Beef/BeefySysLib/platform/win/DXRenderDevice.cpp
2019-08-23 11:56:54 -07:00

1756 lines
52 KiB
C++

#include "Common.h"
#include "DXRenderDevice.h"
#include "WinBFApp.h"
#include "BFWindow.h"
#include "img/ImageData.h"
#include "util/PerfTimer.h"
#include "util/BeefPerf.h"
#include <D3Dcompiler.h>
#pragma warning (push)
#pragma warning (disable:4005)
//#include <d2d1.h>
//#include <D3DX11async.h>
//#include <D3DX10math.h>
//#include <DxErr.h>
#pragma warning(pop)
#include "util/AllocDebug.h"
USING_NS_BF;
#pragma comment(lib, "d3d11.lib")
//#pragma comment(lib, "d3d11_1.lib")
//#pragma comment(lib, "d3dx11.lib")
#pragma comment(lib, "d2d1.lib")
//#pragma comment(lib, "dxerr.lib")
#pragma comment(lib, "dxgi.lib")
#pragma comment(lib, "D3DCompiler.lib")
///
#define DXFAILED(check) ((hr = (check)) != 0)
#define DXCHECK(check) if ((check) != 0) BF_FATAL("DX call failed")
DXShaderParam::DXShaderParam()
{
mD3DVariable = NULL;
}
DXShaderParam::~DXShaderParam()
{
}
void DXShaderParam::SetTexture(Texture* texture)
{
DXTexture* dxTexture = (DXTexture*) texture;
//? DXCHECK(mD3DVariable->AsShaderResource()->SetResource(dXTexture->mD3DTexture));
}
void DXShaderParam::SetFloat4(float x, float y, float z, float w)
{
float v[4] = {x, y, z, w};
DXCHECK(mD3DVariable->AsVector()->SetFloatVector(v));
}
///
DXShader::DXShader()
{
//? mD3DEffect = NULL;
mD3DPixelShader = NULL;
mD3DVertexShader = NULL;
mD3DLayout = NULL;
mConstBuffer = NULL;
mHas2DPosition = false;
}
DXShader::~DXShader()
{
DXShaderParamMap::iterator itr = mParamsMap.begin();
while (itr != mParamsMap.end())
{
delete itr->second;
++itr;
}
if (mD3DLayout != NULL)
mD3DLayout->Release();
if (mD3DVertexShader != NULL)
mD3DVertexShader->Release();
if (mD3DPixelShader != NULL)
mD3DPixelShader->Release();
if (mConstBuffer != NULL)
mConstBuffer->Release();
//? if (mD3DEffect != NULL)
//? mD3DEffect->Release();
}
ShaderParam* DXShader::GetShaderParam(const StringImpl& name)
{
DXShaderParamMap::iterator itr = mParamsMap.find(name);
if (itr != mParamsMap.end())
return itr->second;
return NULL;
/*ID3D11EffectVariable* d3DVariable = mD3DEffect->GetVariableByName(ToString(name).c_str());
if (d3DVariable == NULL)
return NULL;
DXShaderParam* shaderParam = new DXShaderParam();
shaderParam->mD3DVariable = d3DVariable;
mParamsMap[name] = shaderParam;
return shaderParam;*/
}
///
DXTexture::DXTexture()
{
mD3DTexture = NULL;
mD3DResourceView = NULL;
mD3DRenderTargetView = NULL;
mRenderDevice = NULL;
mD3DDepthBuffer = NULL;
mD3DDepthStencilView = NULL;
mImageData = NULL;
}
DXTexture::~DXTexture()
{
//OutputDebugStrF("DXTexture::~DXTexture %@\n", this);
delete mImageData;
if (mD3DResourceView != NULL)
mD3DResourceView->Release();
if (mD3DDepthStencilView != NULL)
mD3DDepthStencilView->Release();
if (mD3DDepthBuffer != NULL)
mD3DDepthBuffer->Release();
if (mD3DTexture != NULL)
mD3DTexture->Release();
}
void DXTexture::ReleaseNative()
{
//mRenderDevice->mD3DDeviceContext->CopyResource(newResource, mD3DTexture)
if (mD3DResourceView != NULL)
{
mD3DResourceView->Release();
mD3DResourceView = NULL;
}
if (mD3DDepthStencilView != NULL)
{
mD3DDepthStencilView->Release();
mD3DDepthStencilView = NULL;
}
if (mD3DDepthBuffer != NULL)
{
mD3DDepthBuffer->Release();
mD3DDepthBuffer = NULL;
}
if (mD3DTexture != NULL)
{
mD3DTexture->Release();
mD3DTexture = NULL;
}
}
void DXTexture::ReinitNative()
{
}
void DXTexture::PhysSetAsTarget()
{
{
D3D11_VIEWPORT viewPort;
viewPort.Width = (float)mWidth;
viewPort.Height = (float)mHeight;
viewPort.MinDepth = 0.0f;
viewPort.MaxDepth = 1.0f;
viewPort.TopLeftX = 0;
viewPort.TopLeftY = 0;
mRenderDevice->mD3DDeviceContext->OMSetRenderTargets(1, &mD3DRenderTargetView, mD3DDepthStencilView);
//mRenderDevice->mD3DDeviceContext->OMSetRenderTargets(1, &mD3DRenderTargetView, ((rand() % 2) != 0) ? NULL : mD3DDepthStencilView);
//mRenderDevice->mD3DDeviceContext->OMSetRenderTargets(1, &mD3DRenderTargetView, NULL);
mRenderDevice->mD3DDeviceContext->RSSetViewports(1, &viewPort);
}
//if (!mHasBeenDrawnTo)
{
float bgColor[4] = {1, (rand() % 256) / 256.0f, 0.5, 1};
mRenderDevice->mD3DDeviceContext->ClearRenderTargetView(mD3DRenderTargetView, bgColor);
if (mD3DDepthStencilView != NULL)
mRenderDevice->mD3DDeviceContext->ClearDepthStencilView(mD3DDepthStencilView, D3D11_CLEAR_DEPTH/*|D3D11_CLEAR_STENCIL*/, 1.0f, 0);
//mRenderDevice->mD3DDevice->ClearRenderTargetView(mD3DRenderTargetView, D3DXVECTOR4(1, 0.5, 0.5, 1));
mHasBeenDrawnTo = true;
}
}
void DXTexture::Blt(ImageData* imageData, int x, int y)
{
D3D11_BOX box;
box.left = x;
box.right = x + imageData->mWidth;
box.top = y;
box.bottom = y + imageData->mHeight;
box.front = 0;
box.back = 1;
mRenderDevice->mD3DDeviceContext->UpdateSubresource(mD3DTexture, 0, &box, imageData->mBits, imageData->mWidth * sizeof(uint32), 0);
}
void DXTexture::SetBits(int destX, int destY, int destWidth, int destHeight, int srcPitch, uint32* bits)
{
D3D11_BOX box = { (UINT)destX, (UINT)destY, (UINT)0, (UINT)(destX + destWidth), (UINT)(destY + destHeight), 1 };
mRenderDevice->mD3DDeviceContext->UpdateSubresource(mD3DTexture, 0, &box, bits, srcPitch * sizeof(uint32), 0);
}
///
static int GetPowerOfTwo(int input)
{
int value = 1;
while (value < input)
value <<= 1;
return value;
}
DXDrawBatch::DXDrawBatch()
{
}
DXDrawBatch::~DXDrawBatch()
{
}
void DXDrawBatch::Render(RenderDevice* renderDevice, RenderWindow* renderWindow)
{
if (mVtxIdx == 0)
return;
if ((mRenderState->mClipped) &&
((mRenderState->mClipRect.mWidth == 0) || (mRenderState->mClipRect.mHeight == 0)))
return;
if (mRenderState->mClipped)
BF_ASSERT((mRenderState->mClipRect.mWidth > 0) && (mRenderState->mClipRect.mHeight > 0));
DXRenderDevice* aRenderDevice = (DXRenderDevice*)renderDevice;
/*if ((mDrawLayer->mRenderWindow != NULL) && (aRenderDevice->mPhysRenderWindow != mDrawLayer->mRenderWindow))
aRenderDevice->PhysSetRenderWindow(mDrawLayer->mRenderWindow);*/
D3D11_MAP idxMapType = D3D11_MAP_WRITE_NO_OVERWRITE;
D3D11_MAP vtxMapType = D3D11_MAP_WRITE_NO_OVERWRITE;
int idxByteStart = aRenderDevice->mIdxByteIdx;
int idxDataSize = sizeof(uint16) * mIdxIdx;
aRenderDevice->mIdxByteIdx += idxDataSize;
if (aRenderDevice->mIdxByteIdx >= DX_IDXBUFFER_SIZE)
{
idxMapType = D3D11_MAP_WRITE_DISCARD;
idxByteStart = 0;
aRenderDevice->mIdxByteIdx = idxDataSize;
}
int vtxByteStart = aRenderDevice->mVtxByteIdx;
int vtxDataSize = mVtxIdx * mVtxSize;
//int vtxStartIdx = ((vtxByteStart + mVtxSize - 1) / mVtxSize);
int vtxStartIdx = vtxByteStart / mVtxSize;
int vtxOffset = vtxByteStart % mVtxSize;
//vtxByteStart = vtxStartIdx * mVtxSize;
//aRenderDevice->mVtxByteIdx += vtxDataSize;
aRenderDevice->mVtxByteIdx = vtxByteStart + vtxDataSize;
if (aRenderDevice->mVtxByteIdx >= DX_VTXBUFFER_SIZE)
{
vtxMapType = D3D11_MAP_WRITE_DISCARD;
vtxByteStart = 0;
vtxOffset = 0;
vtxStartIdx = 0;
aRenderDevice->mVtxByteIdx = vtxDataSize;
}
//TODO: Round up for various vertex formats, manage stride properly, etc
D3D11_MAPPED_SUBRESOURCE mappedSubResource;
DXCHECK(aRenderDevice->mD3DDeviceContext->Map(aRenderDevice->mD3DIndexBuffer, 0, idxMapType, 0, &mappedSubResource));
void* dxIdxData = mappedSubResource.pData;
DXCHECK(aRenderDevice->mD3DDeviceContext->Map(aRenderDevice->mD3DVertexBuffer, 0, vtxMapType, 0, &mappedSubResource));
void* dxVtxData = mappedSubResource.pData;
//mVtxByteIdx = ((mVtxByteIdx + vtxSize - 1) / vtxSize) * vtxSize;
memcpy((uint8*)dxIdxData + idxByteStart, mIndices, idxDataSize);
memcpy((uint8*)dxVtxData + vtxByteStart, mVertices, vtxDataSize);
aRenderDevice->mD3DDeviceContext->Unmap(aRenderDevice->mD3DVertexBuffer, 0);
aRenderDevice->mD3DDeviceContext->Unmap(aRenderDevice->mD3DIndexBuffer, 0);
//DXTexture* dxTexture = (DXTexture*)mCurTexture;
//aRenderDevice->mD3DDeviceContext->PSSetShaderResources(0, 1, &dxTexture->mD3DTexture);
if (mRenderState != aRenderDevice->mPhysRenderState)
aRenderDevice->PhysSetRenderState(mRenderState);
// Set vertex buffer
UINT stride = mVtxSize;
UINT offset = vtxOffset;
aRenderDevice->mD3DDeviceContext->IASetVertexBuffers(0, 1, &aRenderDevice->mD3DVertexBuffer, &stride, &offset);
aRenderDevice->mD3DDeviceContext->IASetIndexBuffer(aRenderDevice->mD3DIndexBuffer, DXGI_FORMAT_R16_UINT, 0);
aRenderDevice->mD3DDeviceContext->DrawIndexed(mIdxIdx, idxByteStart / sizeof(uint16), vtxStartIdx/*vtxByteStart / mVtxSize*/);
}
DXDrawLayer::DXDrawLayer()
{
}
DXDrawLayer::~DXDrawLayer()
{
}
DrawBatch* DXDrawLayer::CreateDrawBatch()
{
return new DXDrawBatch();
}
RenderCmd* Beefy::DXDrawLayer::CreateSetTextureCmd(int textureIdx, Texture* texture)
{
DXSetTextureCmd* setTextureCmd = AllocRenderCmd<DXSetTextureCmd>();
setTextureCmd->mTextureIdx = textureIdx;
setTextureCmd->mTexture = texture;
return setTextureCmd;
}
void DXRenderDevice::PhysSetRenderState(RenderState* renderState)
{
DXRenderState* dxRenderState = (DXRenderState*)renderState;
DXShader* dxShader = (DXShader*)renderState->mShader;
if ((renderState->mShader != mPhysRenderState->mShader) && (renderState->mShader != NULL))
{
mD3DDeviceContext->PSSetSamplers(0, 1, &mD3DDefaultSamplerState);
mD3DDeviceContext->IASetInputLayout(dxShader->mD3DLayout);
mD3DDeviceContext->VSSetShader(dxShader->mD3DVertexShader, NULL, 0);
mD3DDeviceContext->PSSetShader(dxShader->mD3DPixelShader, NULL, 0);
if (dxShader->mHas2DPosition)
{
HRESULT result = NULL;
D3D11_BUFFER_DESC matrixBufferDesc;
matrixBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
matrixBufferDesc.ByteWidth = sizeof(float[4]);
matrixBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
matrixBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
matrixBufferDesc.MiscFlags = 0;
matrixBufferDesc.StructureByteStride = 0;
static ID3D11Buffer* matrixBuffer = NULL;
if (matrixBuffer == NULL)
{
// Create the constant buffer pointer so we can access the vertex shader constant buffer from within this class.
result = mD3DDevice->CreateBuffer(&matrixBufferDesc, NULL, &matrixBuffer);
if (FAILED(result))
{
return;
}
}
// Lock the constant buffer so it can be written to.
D3D11_MAPPED_SUBRESOURCE mappedResource;
result = mD3DDeviceContext->Map(matrixBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
if (FAILED(result))
{
return;
}
// Get a pointer to the data in the constant buffer.
float* dataPtr = (float*) mappedResource.pData;
dataPtr[0] = (float) mCurRenderTarget->mWidth;
dataPtr[1] = (float) mCurRenderTarget->mHeight;
dataPtr[2] = 0;
dataPtr[3] = 0;
// Unlock the constant buffer.
mD3DDeviceContext->Unmap(matrixBuffer, 0);
//float params[4] = {mCurRenderTarget->mWidth, mCurRenderTarget->mHeight, 0, 0};
mD3DDeviceContext->VSSetConstantBuffers(0, 1, &matrixBuffer);
}
}
bool setRasterizerState = false;
bool setDepthFuncState = false;
if ((renderState->mClipped != mPhysRenderState->mClipped) ||
((renderState->mClipped) && (renderState->mClipRect != mPhysRenderState->mClipRect)))
{
if (renderState->mClipped)
{
D3D11_RECT rects[1];
rects[0].left = (int)renderState->mClipRect.mX;
rects[0].right = (int) (renderState->mClipRect.mX + renderState->mClipRect.mWidth);
rects[0].top = (int) renderState->mClipRect.mY;
rects[0].bottom = (int) (renderState->mClipRect.mY + renderState->mClipRect.mHeight);
mD3DDeviceContext->RSSetScissorRects(1, rects);
}
setRasterizerState = true;
}
if (renderState->mWriteDepthBuffer != mPhysRenderState->mWriteDepthBuffer)
setDepthFuncState = true;
if (renderState->mDepthFunc != mPhysRenderState->mDepthFunc)
{
setDepthFuncState = true;
setRasterizerState = true;
}
if (setRasterizerState)
{
if (dxRenderState->mD3DRasterizerState == NULL)
{
static const D3D11_CULL_MODE cullModes[] =
{
D3D11_CULL_NONE,
D3D11_CULL_FRONT,
D3D11_CULL_BACK
};
D3D11_RASTERIZER_DESC rasterizerState;
rasterizerState.CullMode = cullModes[dxRenderState->mCullMode];
//rasterizerState.CullMode = D3D11_CULL_BACK;
rasterizerState.FillMode = D3D11_FILL_SOLID;
rasterizerState.FrontCounterClockwise = false;
rasterizerState.DepthBias = 0;
rasterizerState.DepthBiasClamp = 0;
rasterizerState.SlopeScaledDepthBias = 0;
rasterizerState.DepthClipEnable = renderState->mDepthFunc != DepthFunc_Always;
rasterizerState.ScissorEnable = renderState->mClipped;
rasterizerState.MultisampleEnable = false;
rasterizerState.AntialiasedLineEnable = false;
mD3DDevice->CreateRasterizerState(&rasterizerState, &dxRenderState->mD3DRasterizerState);
}
mD3DDeviceContext->RSSetState(dxRenderState->mD3DRasterizerState);
}
if (setDepthFuncState)
{
if (dxRenderState->mD3DDepthStencilState == NULL)
{
static const D3D11_COMPARISON_FUNC comparisonArray[] =
{
D3D11_COMPARISON_NEVER,
D3D11_COMPARISON_LESS,
D3D11_COMPARISON_LESS_EQUAL,
D3D11_COMPARISON_EQUAL,
D3D11_COMPARISON_GREATER,
D3D11_COMPARISON_NOT_EQUAL,
D3D11_COMPARISON_GREATER_EQUAL,
D3D11_COMPARISON_ALWAYS
};
D3D11_DEPTH_STENCIL_DESC depthStencilDesc;
depthStencilDesc.DepthEnable = (dxRenderState->mDepthFunc != DepthFunc_Always) || (dxRenderState->mWriteDepthBuffer);
depthStencilDesc.DepthWriteMask = dxRenderState->mWriteDepthBuffer ? D3D11_DEPTH_WRITE_MASK_ALL : D3D11_DEPTH_WRITE_MASK_ZERO;
depthStencilDesc.DepthFunc = comparisonArray[dxRenderState->mDepthFunc];
depthStencilDesc.StencilEnable = FALSE;
depthStencilDesc.StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK;
depthStencilDesc.StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK;
depthStencilDesc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
depthStencilDesc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_INCR;
depthStencilDesc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
depthStencilDesc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
depthStencilDesc.BackFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
depthStencilDesc.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_DECR;
depthStencilDesc.BackFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
depthStencilDesc.BackFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
mD3DDevice->CreateDepthStencilState(&depthStencilDesc, &dxRenderState->mD3DDepthStencilState);
}
mD3DDeviceContext->OMSetDepthStencilState(dxRenderState->mD3DDepthStencilState, 1);
}
mPhysRenderState = renderState;
}
void DXRenderDevice::PhysSetRenderWindow(RenderWindow* renderWindow)
{
mPhysRenderWindow = renderWindow;
mCurRenderTarget = renderWindow;
((DXRenderWindow*)renderWindow)->PhysSetAsTarget();
}
void DXRenderDevice::PhysSetRenderTarget(Texture* renderTarget)
{
mCurRenderTarget = renderTarget;
renderTarget->PhysSetAsTarget();
}
RenderState* DXRenderDevice::CreateRenderState(RenderState* srcRenderState)
{
DXRenderState* renderState = new DXRenderState();
if (srcRenderState != NULL)
{
*renderState = *(DXRenderState*)srcRenderState;
if (renderState->mD3DRasterizerState != NULL)
renderState->mD3DRasterizerState->AddRef();
if (renderState->mD3DDepthStencilState != NULL)
renderState->mD3DDepthStencilState->AddRef();
}
mRenderStates.Add(renderState);
return renderState;
}
struct DXModelVertex
{
Vector3 mPosition;
uint32 mColor;
TexCoords mTexCoords;
Vector3 mNormal;
TexCoords mBumpTexCoords;
Vector3 mTangent;
};
ModelInstance* DXRenderDevice::CreateModelInstance(ModelDef* modelDef)
{
DXModelInstance* dxModelInstance = new DXModelInstance(modelDef);
////
VertexDefData vertexDefData[] =
{
{VertexElementUsage_Position3D, 0, VertexElementFormat_Vector3},
{VertexElementUsage_Color, 0, VertexElementFormat_Color},
{VertexElementUsage_TextureCoordinate, 0, VertexElementFormat_Vector2},
{VertexElementUsage_Normal, 0, VertexElementFormat_Vector3},
{VertexElementUsage_TextureCoordinate, 1, VertexElementFormat_Vector2},
{VertexElementUsage_Tangent, 0, VertexElementFormat_Vector3}
};
auto vertexDefinition = CreateVertexDefinition(vertexDefData, sizeof(vertexDefData) / sizeof(vertexDefData[0]));
auto renderState = CreateRenderState(mDefaultRenderState);
renderState->mShader = LoadShader(gBFApp->mInstallDir + "/shaders/ModelStd", vertexDefinition);
delete vertexDefinition;
//renderState->mCullMode = CullMode_Front;
renderState->mDepthFunc = DepthFunc_LessEqual;
renderState->mWriteDepthBuffer = true;
dxModelInstance->mRenderState = renderState;
////
dxModelInstance->mD3DRenderDevice = this;
dxModelInstance->mDXModelMeshs.resize(modelDef->mMeshes.size());
for (int meshIdx = 0; meshIdx < (int)modelDef->mMeshes.size(); meshIdx++)
{
ModelMesh* mesh = &modelDef->mMeshes[meshIdx];
DXModelMesh* dxMesh = &dxModelInstance->mDXModelMeshs[meshIdx];
String texPath = mesh->mTexFileName;
if ((int)texPath.IndexOf(':') == -1)
texPath = modelDef->mLoadDir + "Textures/" + texPath;
//texPath = gBFApp->mInstallDir + L"models/Textures/" + texPath;
dxMesh->mTexture = (DXTexture*)((RenderDevice*)this)->LoadTexture(texPath, TextureFlag_NoPremult);
dxMesh->mNumIndices = (int)mesh->mIndices.size();
dxMesh->mNumVertices = (int)mesh->mVertices.size();
D3D11_BUFFER_DESC bd;
bd.Usage = D3D11_USAGE_DYNAMIC;
bd.ByteWidth = (int)mesh->mIndices.size() * sizeof(uint16);
bd.BindFlags = D3D11_BIND_INDEX_BUFFER;
bd.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
bd.MiscFlags = 0;
bd.StructureByteStride = 0;
mD3DDevice->CreateBuffer(&bd, NULL, &dxMesh->mD3DIndexBuffer);
D3D11_MAPPED_SUBRESOURCE mappedSubResource;
DXCHECK(mD3DDeviceContext->Map(dxMesh->mD3DIndexBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedSubResource));
uint16* dxIdxData = (uint16*)mappedSubResource.pData;
for (int idxIdx = 0; idxIdx < dxMesh->mNumIndices; idxIdx++)
dxIdxData[idxIdx] = (uint16)mesh->mIndices[idxIdx];
mD3DDeviceContext->Unmap(dxMesh->mD3DIndexBuffer, 0);
//
bd.Usage = D3D11_USAGE_DYNAMIC;
bd.ByteWidth = (int)mesh->mVertices.size() * sizeof(DXModelVertex);
bd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
bd.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
bd.MiscFlags = 0;
bd.StructureByteStride = 0;
mD3DDevice->CreateBuffer(&bd, NULL, &dxMesh->mD3DVertexBuffer);
/*DXCHECK(mD3DDeviceContext->Map(dxMesh->mD3DVertexBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedSubResource));
DXModelVertex* dxVtxData = (DXModelVertex*)mappedSubResource.pData;
for (int vtxIdx = 0; vtxIdx < (int)mesh->mVertexData.size(); vtxIdx++)
{
VertexData* srcVtxData = &mesh->mVertexData[vtxIdx];
DXModelVertex* destVtx = dxVtxData + vtxIdx;
destVtx->mPosition = srcVtxData->mCoords;
destVtx->mTexCoords = srcVtxData->mTexCoords[0];
destVtx->mTexCoords.mV = 1.0f - destVtx->mTexCoords.mV;
destVtx->mBumpTexCoords = srcVtxData->mTexCoords[0];
destVtx->mColor = 0xFFFFFFFF;
destVtx->mTangent = srcVtxData->mTangent;
}
mD3DDeviceContext->Unmap(dxMesh->mD3DVertexBuffer, 0);*/
}
return dxModelInstance;
}
void DXDrawLayer::SetShaderConstantData(int slotIdx, void* constData, int size)
{
DXSetConstantData* dxSetConstantData = AllocRenderCmd<DXSetConstantData>(size);
dxSetConstantData->mRenderState = mRenderDevice->mCurRenderState;
dxSetConstantData->mSlotIdx = slotIdx;
dxSetConstantData->mSize = size;
if (size == 64) // Transpose for shader
*((Matrix4*)dxSetConstantData->mData) = Matrix4::Transpose(*((Matrix4*)constData));
else
memcpy(dxSetConstantData->mData, constData, size);
QueueRenderCmd(dxSetConstantData);
}
void DXDrawLayer::SetShaderConstantDataTyped(int slotIdx, void* constData, int size, int* typeData, int typeCount)
{
for (int usageIdx = 0; usageIdx < 2; usageIdx++)
{
uint8 destData[1024];
uint8* destDataPtr = destData;
float* floatData = (float*) destDataPtr;
uint8* srcDataPtr = (uint8*) constData;
for (int typeIdx = 0; typeIdx < typeCount; typeIdx++)
{
int typeNum = typeData[typeIdx] & 0xF;
int dataUsage = typeData[typeIdx] >> 8;
bool want = (dataUsage & (1 << usageIdx)) != 0;
if (want)
{
switch (typeNum)
{
case ConstantDataType_Single:
memcpy(destDataPtr, srcDataPtr, sizeof(float));
srcDataPtr += sizeof(float);
destDataPtr += sizeof(float) * 4;
break;
case ConstantDataType_Vector2:
memcpy(destDataPtr, srcDataPtr, sizeof(float) * 2);
srcDataPtr += sizeof(float) * 2;
destDataPtr += sizeof(float) * 4;
break;
case ConstantDataType_Vector3:
memcpy(destDataPtr, srcDataPtr, sizeof(float) * 3);
srcDataPtr += sizeof(float) * 3;
destDataPtr += sizeof(float) * 4;
break;
case ConstantDataType_Vector4:
memcpy(destDataPtr, srcDataPtr, sizeof(float) * 4);
srcDataPtr += sizeof(float) * 4;
destDataPtr += sizeof(float) * 4;
break;
case ConstantDataType_Matrix:
*((Matrix4*) destDataPtr) = Matrix4::Transpose(*((Matrix4*) srcDataPtr));
srcDataPtr += sizeof(Matrix4);
destDataPtr += sizeof(Matrix4);
break;
}
}
switch (typeNum)
{
case ConstantDataType_Single:
srcDataPtr += sizeof(float);
break;
case ConstantDataType_Vector2:
srcDataPtr += sizeof(float) * 2;
break;
case ConstantDataType_Vector3:
srcDataPtr += sizeof(float) * 3;
break;
case ConstantDataType_Vector4:
srcDataPtr += sizeof(float) * 4;
break;
case ConstantDataType_Matrix:
srcDataPtr += sizeof(Matrix4);
break;
}
}
int destDataSize = (int)(destDataPtr - destData);
if (destDataSize > 0)
{
DXSetConstantData* dxSetConstantData = AllocRenderCmd<DXSetConstantData>(destDataSize);
dxSetConstantData->mUsageIdx = usageIdx;
dxSetConstantData->mRenderState = mRenderDevice->mCurRenderState;
dxSetConstantData->mSlotIdx = slotIdx;
dxSetConstantData->mSize = destDataSize;
memcpy(dxSetConstantData->mData, destData, destDataSize);
QueueRenderCmd(dxSetConstantData);
}
}
}
///
DXModelMesh::DXModelMesh()
{
mD3DIndexBuffer = NULL;
mD3DVertexBuffer = NULL;
}
DXModelMesh::~DXModelMesh()
{
if (mD3DIndexBuffer != NULL)
mD3DIndexBuffer->Release();
if (mD3DVertexBuffer != NULL)
mD3DVertexBuffer->Release();
}
//////////////////////////////////////////////////////////////////////////
DXRenderState::DXRenderState()
{
mD3DRasterizerState = NULL;
mD3DDepthStencilState = NULL;
}
DXRenderState::~DXRenderState()
{
if (mD3DRasterizerState != NULL)
mD3DRasterizerState->Release();
if (mD3DDepthStencilState != NULL)
mD3DDepthStencilState->Release();
}
void DXRenderState::ReleaseNative()
{
if (mD3DRasterizerState != NULL)
mD3DRasterizerState->Release();
mD3DRasterizerState = NULL;
if (mD3DDepthStencilState != NULL)
mD3DDepthStencilState->Release();
mD3DDepthStencilState = NULL;
}
void DXRenderState::ReinitNative()
{
}
void DXRenderState::InvalidateRasterizerState()
{
if (mD3DRasterizerState != NULL)
{
mD3DRasterizerState->Release();
mD3DRasterizerState = NULL;
}
}
void DXRenderState::IndalidateDepthStencilState()
{
if (mD3DDepthStencilState != NULL)
{
mD3DDepthStencilState->Release();
mD3DDepthStencilState = NULL;
}
}
void DXRenderState::SetClipped(bool clipped)
{
mClipped = clipped;
InvalidateRasterizerState();
}
void DXRenderState::SetClipRect(const Rect& rect)
{
BF_ASSERT((rect.mWidth >= 0) && (rect.mHeight >= 0));
mClipRect = rect;
InvalidateRasterizerState();
}
void DXRenderState::SetWriteDepthBuffer(bool writeDepthBuffer)
{
mWriteDepthBuffer = writeDepthBuffer;
IndalidateDepthStencilState();
}
void DXRenderState::SetDepthFunc(DepthFunc depthFunc)
{
mDepthFunc = depthFunc;
IndalidateDepthStencilState();
}
///
DXModelInstance::DXModelInstance(ModelDef* modelDef) : ModelInstance(modelDef)
{
}
DXModelInstance::~DXModelInstance()
{
}
void DXModelInstance::Render(RenderDevice* renderDevice, RenderWindow* renderWindow)
{
SetRenderState();
for (int meshIdx = 0; meshIdx < (int)mDXModelMeshs.size(); meshIdx++)
{
if (!mMeshesVisible[meshIdx])
continue;
DXModelMesh* dxMesh = &mDXModelMeshs[meshIdx];
mD3DRenderDevice->mD3DDeviceContext->PSSetShaderResources(0, 1, &dxMesh->mTexture->mD3DResourceView);
// Set vertex buffer
UINT stride = sizeof(DXModelVertex);
UINT offset = 0;
mD3DRenderDevice->mD3DDeviceContext->IASetVertexBuffers(0, 1, &dxMesh->mD3DVertexBuffer, &stride, &offset);
mD3DRenderDevice->mD3DDeviceContext->IASetIndexBuffer(dxMesh->mD3DIndexBuffer, DXGI_FORMAT_R16_UINT, 0);
mD3DRenderDevice->mD3DDeviceContext->DrawIndexed(dxMesh->mNumIndices, 0, 0);
}
}
void Beefy::DXModelInstance::CommandQueued(DrawLayer* drawLayer)
{
#ifndef BF_NO_FBX
mRenderState = drawLayer->mRenderDevice->mCurRenderState;
BF_ASSERT(mRenderState->mShader->mVertexSize == sizeof(DXModelVertex));
drawLayer->mCurTextures[0] = NULL;
ModelAnimation* fbxAnim = &mModelDef->mAnims[0];
Matrix4 jointsMatrices[BF_MAX_NUM_BONES];
for (int jointIdx = 0; jointIdx < (int)mJointTranslations.size(); jointIdx++)
{
ModelJoint* joint = &mModelDef->mJoints[jointIdx];
BF_ASSERT(joint->mParentIdx < jointIdx);
ModelJointTranslation* jointPosition = &mJointTranslations[jointIdx];
Matrix4* mtx = &jointsMatrices[jointIdx];
*mtx = Matrix4::CreateTransform(jointPosition->mTrans, jointPosition->mScale, jointPosition->mQuat);
if (joint->mParentIdx >= 0)
{
Matrix4* parentMatrix = &jointsMatrices[joint->mParentIdx];
*mtx = Matrix4::Multiply(*parentMatrix, *mtx);
}
}
for (int jointIdx = 0; jointIdx < (int)mModelDef->mJoints.size(); jointIdx++)
{
ModelJoint* joint = &mModelDef->mJoints[jointIdx];
Matrix4* mtx = &jointsMatrices[jointIdx];
*mtx = Matrix4::Multiply(*mtx, joint->mPoseInvMatrix);
}
for (int meshIdx = 0; meshIdx < (int) mModelDef->mMeshes.size(); meshIdx++)
{
if (!mMeshesVisible[meshIdx])
continue;
ModelMesh* mesh = &mModelDef->mMeshes[meshIdx];
DXModelMesh* dxMesh = &mDXModelMeshs[meshIdx];
D3D11_MAPPED_SUBRESOURCE mappedSubResource;
DXRenderDevice* dxRenderDevice = (DXRenderDevice*)drawLayer->mRenderDevice;
DXCHECK(dxRenderDevice->mD3DDeviceContext->Map(dxMesh->mD3DVertexBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedSubResource));
DXModelVertex* dxVtxData = (DXModelVertex*)mappedSubResource.pData;
for (int vtxIdx = 0; vtxIdx < (int) mesh->mVertices.size(); vtxIdx++)
{
ModelVertex* srcVtxData = &mesh->mVertices[vtxIdx];
Vector3 vtx(0, 0, 0);
float totalWeight = 0;
for (int weightIdx = 0; weightIdx < srcVtxData->mNumBoneWeights; weightIdx++)
{
int jointIdx = srcVtxData->mBoneIndices[weightIdx];
float boneWeight = srcVtxData->mBoneWeights[weightIdx];
Matrix4* mtx = &jointsMatrices[jointIdx];
Vector3 origVec = srcVtxData->mPosition;
Vector3 transVec = Vector3::Transform(origVec, *mtx);
transVec = transVec * boneWeight;
vtx = vtx + transVec;
totalWeight += boneWeight;
}
BF_ASSERT(fabs(totalWeight - 1.0) < 0.1f);
DXModelVertex* destVtx = dxVtxData + vtxIdx;
//destVtx->mPosition = srcVtxData->mPosition;
destVtx->mPosition = vtx;
destVtx->mTexCoords = srcVtxData->mTexCoords;
destVtx->mBumpTexCoords = srcVtxData->mTexCoords;
destVtx->mColor = 0xFFFFFFFF; //TODO: Color
destVtx->mTangent = srcVtxData->mTangent;
}
dxRenderDevice->mD3DDeviceContext->Unmap(dxMesh->mD3DVertexBuffer, 0);
}
#endif
}
///
void DXSetTextureCmd::Render(RenderDevice* renderDevice, RenderWindow* renderWindow)
{
DXRenderDevice* dxRenderDevice = (DXRenderDevice*)renderDevice;
dxRenderDevice->mD3DDeviceContext->PSSetShaderResources(mTextureIdx, 1, &((DXTexture*)mTexture)->mD3DResourceView);
}
///
void DXSetConstantData::Render(RenderDevice* renderDevice, RenderWindow* renderWindow)
{
SetRenderState();
DXShader* dxShader = (DXShader*)renderDevice->mCurRenderState->mShader;
DXRenderDevice* dxRenderDevice = (DXRenderDevice*)renderDevice;
HRESULT result = 0;
int numBlocks = (mSize + 16 - 1) / 16;
int mtxBufferNum = mSlotIdx * 32 + (numBlocks - 1) * 2 + mUsageIdx;
static ID3D11Buffer* matrixBuffers[32 * 32 * 2] = {NULL};
if (matrixBuffers[mtxBufferNum] == NULL)
{
D3D11_BUFFER_DESC matrixBufferDesc;
matrixBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
matrixBufferDesc.ByteWidth = sizeof(float[4]) * numBlocks;
matrixBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
matrixBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
matrixBufferDesc.MiscFlags = 0;
matrixBufferDesc.StructureByteStride = 0;
result = dxRenderDevice->mD3DDevice->CreateBuffer(&matrixBufferDesc, NULL, &matrixBuffers[mtxBufferNum]);
if (FAILED(result))
return;
}
D3D11_MAPPED_SUBRESOURCE mappedResource;
result = dxRenderDevice->mD3DDeviceContext->Map(matrixBuffers[mtxBufferNum], 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
if (FAILED(result))
return;
float* dataPtr = (float*) mappedResource.pData;
memset(dataPtr, 0, numBlocks * 16);
memcpy(mappedResource.pData, mData, mSize);
dxRenderDevice->mD3DDeviceContext->Unmap(matrixBuffers[mtxBufferNum], 0);
if (mUsageIdx == 0)
dxRenderDevice->mD3DDeviceContext->VSSetConstantBuffers(mSlotIdx, 1, &matrixBuffers[mtxBufferNum]);
else
dxRenderDevice->mD3DDeviceContext->PSSetConstantBuffers(mSlotIdx, 1, &matrixBuffers[mtxBufferNum]);
}
///
DXRenderWindow::DXRenderWindow(DXRenderDevice* renderDevice, HWND hWnd, bool windowed)
{
BP_ZONE("DXRenderWindow::DXRenderWindow");
mWindowed = windowed;
mDXSwapChain = NULL;
mD3DBackBuffer = NULL;
mD3DRenderTargetView = NULL;
mD3DDepthBuffer = NULL;
mD3DDepthStencilView = NULL;
mRenderDevice = renderDevice;
mDXRenderDevice = renderDevice;
mHWnd = hWnd;
Resized();
ReinitNative();
}
DXRenderWindow::~DXRenderWindow()
{
ReleaseNative();
}
void DXRenderWindow::ReleaseNative()
{
if (mD3DRenderTargetView != NULL)
{
mD3DRenderTargetView->Release();
mD3DRenderTargetView = NULL;
}
if (mD3DBackBuffer != NULL)
{
mD3DBackBuffer->Release();
mD3DBackBuffer = NULL;
}
if (mDXSwapChain != NULL)
{
mDXSwapChain->Release();
mDXSwapChain = NULL;
}
}
void DXRenderWindow::ReinitNative()
{
DXGI_SWAP_CHAIN_DESC swapChainDesc;
ZeroMemory(&swapChainDesc, sizeof(swapChainDesc));
swapChainDesc.BufferCount = 1;
swapChainDesc.BufferDesc.Width = mWidth;
swapChainDesc.BufferDesc.Height = mHeight;
swapChainDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
swapChainDesc.OutputWindow = mHWnd;
swapChainDesc.SampleDesc.Count = 1;
swapChainDesc.SampleDesc.Quality = 0;
swapChainDesc.Windowed = mWindowed ? TRUE : FALSE;
swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
swapChainDesc.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
IDXGIDevice* pDXGIDevice = NULL;
mDXRenderDevice->mD3DDevice->QueryInterface(__uuidof(IDXGIDevice), (void**)&pDXGIDevice);
DXCHECK(mDXRenderDevice->mDXGIFactory->CreateSwapChain(pDXGIDevice, &swapChainDesc, &mDXSwapChain));
pDXGIDevice->Release();
pDXGIDevice = NULL;
DXCHECK(mDXSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&mD3DBackBuffer));
DXCHECK(mDXRenderDevice->mD3DDevice->CreateRenderTargetView(mD3DBackBuffer, NULL, &mD3DRenderTargetView));
// Create depth stencil texture
D3D11_TEXTURE2D_DESC descDepth;
ZeroMemory(&descDepth, sizeof(descDepth));
descDepth.Width = mWidth;
descDepth.Height = mHeight;
descDepth.MipLevels = 1;
descDepth.ArraySize = 1;
descDepth.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
descDepth.SampleDesc.Count = 1;
descDepth.SampleDesc.Quality = 0;
descDepth.Usage = D3D11_USAGE_DEFAULT;
descDepth.BindFlags = D3D11_BIND_DEPTH_STENCIL;
descDepth.CPUAccessFlags = 0;
descDepth.MiscFlags = 0;
mDXRenderDevice->mD3DDevice->CreateTexture2D(&descDepth, NULL, &mD3DDepthBuffer);
DXCHECK(mDXRenderDevice->mD3DDevice->CreateDepthStencilView(mD3DDepthBuffer, NULL, &mD3DDepthStencilView));
}
void DXRenderWindow::PhysSetAsTarget()
{
//if (mRenderDevice->mCurRenderTarget != this)
{
D3D11_VIEWPORT viewPort;
viewPort.Width = (float)mWidth;
viewPort.Height = (float)mHeight;
viewPort.MinDepth = 0.0f;
viewPort.MaxDepth = 1.0f;
viewPort.TopLeftX = 0;
viewPort.TopLeftY = 0;
mDXRenderDevice->mD3DDeviceContext->OMSetRenderTargets(1, &mD3DRenderTargetView, mD3DDepthStencilView);
mDXRenderDevice->mD3DDeviceContext->RSSetViewports(1, &viewPort);
}
if (!mHasBeenDrawnTo)
{
//mRenderDevice->mD3DDevice->ClearRenderTargetView(mD3DRenderTargetView, D3DXVECTOR4(rand() / (float) RAND_MAX, 0, 1, 0));
float bgColor[4] = {0, 0, 0, 0};
mDXRenderDevice->mD3DDeviceContext->ClearRenderTargetView(mD3DRenderTargetView, bgColor);
mDXRenderDevice->mD3DDeviceContext->ClearDepthStencilView(mD3DDepthStencilView, D3D11_CLEAR_DEPTH/*|D3D11_CLEAR_STENCIL*/, 1.0f, 0);
}
mHasBeenDrawnTo = true;
}
void DXRenderWindow::SetAsTarget()
{
//TODO: Handle this more elegantly when we actually handle draw layers properly...
//if (mRenderDevice->mCurRenderTarget != NULL)
//mRenderDevice->mCurDrawLayer->Flush();
mHasBeenTargeted = true;
mRenderDevice->mCurRenderTarget = this;
}
void DXRenderWindow::Resized()
{
mRenderDevice->mResizeCount++;
mResizeNum = mRenderDevice->mResizeCount;
RECT rect;
GetClientRect(mHWnd, &rect);
if (rect.right <= rect.left)
return;
mWidth = rect.right - rect.left;
mHeight = rect.bottom - rect.top;
if (mDXSwapChain != NULL)
{
mD3DBackBuffer->Release();
mD3DDepthBuffer->Release();
mD3DRenderTargetView->Release();
mD3DDepthStencilView->Release();
DXCHECK(mDXSwapChain->ResizeBuffers(0, mWidth, mHeight, DXGI_FORMAT_UNKNOWN, 0));
D3D11_TEXTURE2D_DESC descDepth;
ZeroMemory(&descDepth, sizeof(descDepth));
descDepth.Width = mWidth;
descDepth.Height = mHeight;
descDepth.MipLevels = 1;
descDepth.ArraySize = 1;
descDepth.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
descDepth.SampleDesc.Count = 1;
descDepth.SampleDesc.Quality = 0;
descDepth.Usage = D3D11_USAGE_DEFAULT;
descDepth.BindFlags = D3D11_BIND_DEPTH_STENCIL;
descDepth.CPUAccessFlags = 0;
descDepth.MiscFlags = 0;
mDXRenderDevice->mD3DDevice->CreateTexture2D(&descDepth, NULL, &mD3DDepthBuffer);
DXCHECK(mDXSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&mD3DBackBuffer));
DXCHECK(mDXRenderDevice->mD3DDevice->CreateRenderTargetView(mD3DBackBuffer, NULL, &mD3DRenderTargetView));
DXCHECK(mDXRenderDevice->mD3DDevice->CreateDepthStencilView(mD3DDepthBuffer, NULL, &mD3DDepthStencilView));
/*if (mRenderDevice->mCurRenderTarget == this)
mRenderDevice->mCurRenderTarget = NULL;
PhysSetAsTarget();*/
}
}
void DXRenderWindow::Present()
{
mDXSwapChain->Present((mWindow->mFlags & BFWINDOW_VSYNC) ? 1 : 0, 0);
//DXCHECK();
}
void DXRenderWindow::CopyBitsTo(uint32* dest, int width, int height)
{
mCurDrawLayer->Flush();
D3D11_TEXTURE2D_DESC texDesc;
texDesc.ArraySize = 1;
texDesc.BindFlags = 0;
texDesc.CPUAccessFlags = 0;
texDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
texDesc.Width = width;
texDesc.Height = height;
texDesc.MipLevels = 1;
texDesc.MiscFlags = 0;
texDesc.SampleDesc.Count = 1;
texDesc.SampleDesc.Quality = 0;
texDesc.Usage = D3D11_USAGE_STAGING;
texDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
ID3D11Texture2D *texture;
DXCHECK(mDXRenderDevice->mD3DDevice->CreateTexture2D(&texDesc, 0, &texture));
mDXRenderDevice->mD3DDeviceContext->CopyResource(texture, mD3DBackBuffer);
/*? D3D11_MAPPED_TEXTURE2D mapTex;
DXCHECK(texture->Map(D3D11CalcSubresource(0, 0, 1), D3D11_MAP_READ, 0, &mapTex));
uint8* srcPtr = (uint8*) mapTex.pData;
uint8* destPtr = (uint8*) dest;
for (int y = 0; y < height; y++)
{
memcpy(destPtr, srcPtr, width*sizeof(uint32));
srcPtr += mapTex.RowPitch;
destPtr += width * 4;
}
texture->Unmap(0);*/
texture->Release();
}
///
DXRenderDevice::DXRenderDevice()
{
mD3DDevice = NULL;
}
DXRenderDevice::~DXRenderDevice()
{
mD3DVertexBuffer->Release();
mD3DIndexBuffer->Release();
delete mDefaultRenderState;
}
bool DXRenderDevice::Init(BFApp* app)
{
BP_ZONE("DXRenderDevice::Init");
WinBFApp* winApp = (WinBFApp*) app;
D3D_FEATURE_LEVEL d3dFeatureLevel;
int flags = 0;
//flags = D3D11_CREATE_DEVICE_DEBUG;
DXCHECK(D3D11CreateDevice(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, flags, NULL, 0, D3D11_SDK_VERSION, &mD3DDevice, &d3dFeatureLevel, &mD3DDeviceContext));
IDXGIDevice* pDXGIDevice = NULL;
DXCHECK(mD3DDevice->QueryInterface(__uuidof(IDXGIDevice), reinterpret_cast<void**>(&pDXGIDevice)));
IDXGIAdapter* pDXGIAdapter = NULL;
DXCHECK(pDXGIDevice->GetParent(__uuidof(IDXGIAdapter), reinterpret_cast<void**>(&pDXGIAdapter)));
IDXGIFactory* pDXGIFactory = NULL;
DXCHECK(pDXGIAdapter->GetParent(__uuidof(IDXGIFactory), reinterpret_cast<void**>(&mDXGIFactory)));
DXRenderState* dxRenderState;
if (mDefaultRenderState == NULL)
{
dxRenderState = (DXRenderState*)CreateRenderState(NULL);
mDefaultRenderState = dxRenderState;
mDefaultRenderState->mDepthFunc = DepthFunc_Less;
mDefaultRenderState->mWriteDepthBuffer = true;
mPhysRenderState = mDefaultRenderState;
}
else
{
dxRenderState = (DXRenderState*)mDefaultRenderState;
dxRenderState->ReinitNative();
}
D3D11_RASTERIZER_DESC rasterizerState;
rasterizerState.CullMode = D3D11_CULL_NONE;
rasterizerState.FillMode = D3D11_FILL_SOLID;
rasterizerState.FrontCounterClockwise = false;
rasterizerState.DepthBias = false;
rasterizerState.DepthBiasClamp = 0;
rasterizerState.SlopeScaledDepthBias = 0;
rasterizerState.DepthClipEnable = false;
rasterizerState.ScissorEnable = false;
rasterizerState.MultisampleEnable = false;
rasterizerState.AntialiasedLineEnable = false;
mD3DDevice->CreateRasterizerState(&rasterizerState, &dxRenderState->mD3DRasterizerState);
mD3DDeviceContext->RSSetState(dxRenderState->mD3DRasterizerState);
mD3DDeviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
ID3D11BlendState* g_pBlendState = NULL;
D3D11_BLEND_DESC BlendState;
ZeroMemory(&BlendState, sizeof(D3D11_BLEND_DESC));
BlendState.RenderTarget[0].BlendEnable = TRUE;
BlendState.RenderTarget[0].SrcBlend = D3D11_BLEND_ONE;
BlendState.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
BlendState.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
BlendState.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
BlendState.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ONE;
BlendState.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
BlendState.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
mD3DDevice->CreateBlendState(&BlendState, &mD3DNormalBlendState);
mD3DDeviceContext->OMSetBlendState(mD3DNormalBlendState, NULL, 0xffffffff);
D3D11_SAMPLER_DESC sampDesc;
ZeroMemory(&sampDesc, sizeof(sampDesc));
sampDesc.Filter = D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT;
sampDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
sampDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
sampDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
sampDesc.ComparisonFunc = D3D11_COMPARISON_NEVER;
sampDesc.MinLOD = 0;
sampDesc.MaxLOD = D3D11_FLOAT32_MAX;
DXCHECK(mD3DDevice->CreateSamplerState(&sampDesc, &mD3DDefaultSamplerState));
D3D11_BUFFER_DESC bd;
bd.Usage = D3D11_USAGE_DYNAMIC;
bd.ByteWidth = DX_VTXBUFFER_SIZE;
bd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
bd.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
bd.MiscFlags = 0;
bd.StructureByteStride = 0;
mD3DDevice->CreateBuffer(&bd, NULL, &mD3DVertexBuffer);
bd.Usage = D3D11_USAGE_DYNAMIC;
bd.ByteWidth = DX_IDXBUFFER_SIZE;
bd.BindFlags = D3D11_BIND_INDEX_BUFFER;
bd.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
bd.MiscFlags = 0;
bd.StructureByteStride = 0;
mD3DDevice->CreateBuffer(&bd, NULL, &mD3DIndexBuffer);
mVtxByteIdx = 0;
mIdxByteIdx = 0;
return true;
}
void DXRenderDevice::ReleaseNative()
{
mD3DVertexBuffer->Release();
mD3DVertexBuffer = NULL;
mD3DIndexBuffer->Release();
mD3DIndexBuffer = NULL;
mD3DNormalBlendState->Release();
mD3DNormalBlendState = NULL;
mD3DDefaultSamplerState->Release();
mD3DDefaultSamplerState = NULL;
mD3DDeviceContext->Release();
mD3DDeviceContext = NULL;
mD3DDevice->Release();
mD3DDevice = NULL;
}
void DXRenderDevice::ReinitNative()
{
Init(NULL);
for (auto window : mRenderWindowList)
((DXRenderWindow*)window)->ReinitNative();
for (auto kv : mRenderStates)
kv->ReinitNative();
for (auto kv : mRenderStates)
kv->ReinitNative();
}
void DXRenderDevice::FrameStart()
{
mCurRenderTarget = NULL;
mPhysRenderWindow = NULL;
for (auto renderWindow : mRenderWindowList)
{
renderWindow->mHasBeenDrawnTo = false;
renderWindow->mHasBeenTargeted = false;
}
}
void DXRenderDevice::FrameEnd()
{
for (int renderWindowIdx = 0; renderWindowIdx < (int)mRenderWindowList.size(); renderWindowIdx++)
{
RenderWindow* aRenderWindow = mRenderWindowList[renderWindowIdx];
if (aRenderWindow->mHasBeenTargeted)
{
PhysSetRenderState(mDefaultRenderState);
PhysSetRenderWindow(aRenderWindow);
for (int drawLayerIdx = 0; drawLayerIdx < (int)aRenderWindow->mDrawLayerList.size(); drawLayerIdx++)
{
DrawLayer* drawLayer = aRenderWindow->mDrawLayerList[drawLayerIdx];
drawLayer->Draw();
}
aRenderWindow->Present();
}
}
RenderDevice::FrameEnd();
// Do 'clear' after frame end so we allocate new (and valid) vtx/idx draw buffers
for (int renderWindowIdx = 0; renderWindowIdx < (int)mRenderWindowList.size(); renderWindowIdx++)
{
RenderWindow* aRenderWindow = mRenderWindowList[renderWindowIdx];
if (aRenderWindow->mHasBeenTargeted)
{
for (int drawLayerIdx = 0; drawLayerIdx < (int)aRenderWindow->mDrawLayerList.size(); drawLayerIdx++)
{
DrawLayer* drawLayer = aRenderWindow->mDrawLayerList[drawLayerIdx];
drawLayer->Clear();
}
}
}
}
Texture* DXRenderDevice::LoadTexture(ImageData* imageData, int flags)
{
ID3D11ShaderResourceView* d3DShaderResourceView = NULL;
imageData->mIsAdditive = (flags & TextureFlag_Additive) != 0;
if ((flags & TextureFlag_NoPremult) == 0)
imageData->PremultiplyAlpha();
int aWidth = 0;
int aHeight = 0;
D3D11_SUBRESOURCE_DATA resData;
resData.pSysMem = imageData->mBits;
resData.SysMemPitch = imageData->mWidth * 4;
resData.SysMemSlicePitch = imageData->mWidth * imageData->mHeight * 4;
// Create the target texture
D3D11_TEXTURE2D_DESC desc;
ZeroMemory(&desc, sizeof(desc));
desc.Width = imageData->mWidth;
desc.Height = imageData->mHeight;
desc.MipLevels = 1;
desc.ArraySize = 1;
desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
desc.SampleDesc.Count = 1;
//desc.Usage = D3D11_USAGE_DYNAMIC;
desc.Usage = D3D11_USAGE_DEFAULT;
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
ID3D11Texture2D* d3DTexture = NULL;
DXCHECK(mD3DDevice->CreateTexture2D(&desc, &resData, &d3DTexture));
aWidth = imageData->mWidth;
aHeight = imageData->mHeight;
D3D11_SHADER_RESOURCE_VIEW_DESC srDesc;
srDesc.Format = desc.Format;
srDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
srDesc.Texture2D.MostDetailedMip = 0;
srDesc.Texture2D.MipLevels = 1;
DXCHECK(mD3DDevice->CreateShaderResourceView(d3DTexture, &srDesc, &d3DShaderResourceView));
DXTexture* aTexture = new DXTexture();
aTexture->mRenderDevice = this;
aTexture->mWidth = aWidth;
aTexture->mHeight = aHeight;
aTexture->mD3DTexture = d3DTexture;
aTexture->mD3DResourceView = d3DShaderResourceView;
aTexture->AddRef();
mTextures.Add(aTexture);
//OutputDebugStrF("gTextureIdx=%d %@\n", gTextureIdx, aTexture);
return aTexture;
}
Texture* DXRenderDevice::CreateDynTexture(int width, int height)
{
ID3D11ShaderResourceView* d3DShaderResourceView = NULL;
// Create the target texture
D3D11_TEXTURE2D_DESC desc;
ZeroMemory(&desc, sizeof(desc));
desc.Width = width;
desc.Height = height;
desc.MipLevels = 1;
desc.ArraySize = 1;
desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
desc.SampleDesc.Count = 1;
//desc.Usage = D3D11_USAGE_DYNAMIC;
desc.Usage = D3D11_USAGE_DEFAULT;
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
ID3D11Texture2D* d3DTexture = NULL;
DXCHECK(mD3DDevice->CreateTexture2D(&desc, NULL, &d3DTexture));
D3D11_SHADER_RESOURCE_VIEW_DESC srDesc;
srDesc.Format = desc.Format;
srDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
srDesc.Texture2D.MostDetailedMip = 0;
srDesc.Texture2D.MipLevels = 1;
DXCHECK(mD3DDevice->CreateShaderResourceView(d3DTexture, &srDesc, &d3DShaderResourceView));
DXTexture* aTexture = new DXTexture();
aTexture->mRenderDevice = this;
aTexture->mWidth = width;
aTexture->mHeight = height;
aTexture->mD3DTexture = d3DTexture;
aTexture->mD3DResourceView = d3DShaderResourceView;
aTexture->AddRef();
mTextures.Add(aTexture);
//OutputDebugStrF("gTextureIdx=%d %@\n", gTextureIdx, aTexture);
return aTexture;
}
class ID3DX11ThreadPump;
extern "C"
typedef HRESULT (WINAPI* Func_D3DX11CompileFromFileA)(LPCSTR pSrcFile, CONST D3D10_SHADER_MACRO* pDefines, LPD3D10INCLUDE pInclude,
LPCSTR pFunctionName, LPCSTR pProfile, UINT Flags1, UINT Flags2, ID3DX11ThreadPump* pPump, ID3D10Blob** ppShader, ID3D10Blob** ppErrorMsgs, HRESULT* pHResult);
Shader* DXRenderDevice::LoadShader(const StringImpl& fileName, VertexDefinition* vertexDefinition)
{
BP_ZONE("DXRenderDevice::LoadShader");
HRESULT hr;
ID3D10Blob* errorMessage = NULL;
ID3D10Blob* vertexShaderBuffer = NULL;
ID3D10Blob* pixelShaderBuffer = NULL;
auto dxResult = D3DCompileFromFile(UTF8Decode(fileName + ".fx").c_str(),
NULL, NULL,
"VS",
"vs_4_0",
D3D10_SHADER_DEBUG | D3D10_SHADER_ENABLE_STRICTNESS,
0,
&vertexShaderBuffer,
&errorMessage);
if (DXFAILED(dxResult))
{
if (errorMessage != NULL)
{
BF_FATAL(StrFormat("Vertex shader load failed: %s", (char*)errorMessage->GetBufferPointer()).c_str());
errorMessage->Release();
}
else
BF_FATAL("Vertex load failed");
return NULL;
}
if (DXFAILED(D3DCompileFromFile(UTF8Decode(fileName + ".fx").c_str(),
NULL, NULL,
"PS",
"ps_4_0",
D3D10_SHADER_DEBUG | D3D10_SHADER_ENABLE_STRICTNESS,
0,
&pixelShaderBuffer,
&errorMessage)))
{
if (errorMessage != NULL)
{
BF_FATAL(StrFormat("Pixel shader load failed: %s", (char*) errorMessage->GetBufferPointer()).c_str());
errorMessage->Release();
}
else
BF_FATAL("Vertex load failed");
return NULL;
}
DXShader* dxShader = new DXShader();
dxShader->mVertexSize = 0;
dxShader->mD3DLayout = NULL;
static const char* semanticNames[] = {
"POSITION",
"POSITION",
"COLOR",
"TEXCOORD",
"NORMAL",
"BINORMAL",
"TANGENT",
"BLENDINDICES",
"BLENDWEIGHT",
"DEPTH",
"FOG",
"POINTSIZE",
"SAMPLE",
"TESSELLATEFACTOR"};
static const DXGI_FORMAT dxgiFormat[] = {
DXGI_FORMAT_R32_FLOAT/*VertexElementFormat_Single*/,
DXGI_FORMAT_R32G32_FLOAT/*VertexElementFormat_Vector2*/,
DXGI_FORMAT_R32G32B32_FLOAT/*VertexElementFormat_Vector3*/,
DXGI_FORMAT_R32G32B32A32_FLOAT/*VertexElementFormat_Vector4*/,
DXGI_FORMAT_R8G8B8A8_UNORM/*VertexElementFormat_Color*/,
DXGI_FORMAT_R8G8B8A8_UINT/*VertexElementFormat_Byte4*/,
DXGI_FORMAT_R16G16_UINT/*VertexElementFormat_Short2*/,
DXGI_FORMAT_R16G16B16A16_UINT/*VertexElementFormat_Short4*/,
DXGI_FORMAT_R16G16_UNORM/*VertexElementFormat_NormalizedShort2*/,
DXGI_FORMAT_R16G16B16A16_UNORM/*VertexElementFormat_NormalizedShort4*/,
DXGI_FORMAT_R16G16_FLOAT/*VertexElementFormat_HalfVector2*/,
DXGI_FORMAT_R16G16B16A16_FLOAT/*VertexElementFormat_HalfVector4*/
};
static const int dxgiSize[] = {
sizeof(float) * 1/*VertexElementFormat_Single*/,
sizeof(float) * 2/*VertexElementFormat_Vector2*/,
sizeof(float) * 3/*VertexElementFormat_Vector3*/,
sizeof(float) * 4/*VertexElementFormat_Vector4*/,
sizeof(uint32)/*VertexElementFormat_Color*/,
sizeof(uint8) * 4/*VertexElementFormat_Byte4*/,
sizeof(uint16) * 2/*VertexElementFormat_Short2*/,
sizeof(uint16) * 4/*VertexElementFormat_Short4*/,
sizeof(uint16) * 2/*VertexElementFormat_NormalizedShort2*/,
sizeof(uint16) * 4/*VertexElementFormat_NormalizedShort4*/,
sizeof(uint16) * 2/*VertexElementFormat_HalfVector2*/,
sizeof(uint16) * 4/*VertexElementFormat_HalfVector4*/
};
D3D11_INPUT_ELEMENT_DESC layout[64];
for (int elementIdx = 0; elementIdx < vertexDefinition->mNumElements; elementIdx++)
{
VertexDefData* vertexDefData = &vertexDefinition->mElementData[elementIdx];
if (vertexDefData->mUsage == VertexElementUsage_Position2D)
dxShader->mHas2DPosition = true;
D3D11_INPUT_ELEMENT_DESC* elementDesc = &layout[elementIdx];
elementDesc->SemanticName = semanticNames[vertexDefData->mUsage];
elementDesc->SemanticIndex = vertexDefData->mUsageIndex;
elementDesc->Format = dxgiFormat[vertexDefData->mFormat];
elementDesc->InputSlot = 0;
elementDesc->AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
elementDesc->InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
elementDesc->InstanceDataStepRate = 0;
dxShader->mVertexSize += dxgiSize[vertexDefData->mFormat];
}
/* =
{
{ "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 },
{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, 20, D3D11_INPUT_PER_VERTEX_DATA, 0 },
};
UINT numElements = sizeof(layout) / sizeof(layout[0]);*/
HRESULT result = mD3DDevice->CreateInputLayout(layout, vertexDefinition->mNumElements, vertexShaderBuffer->GetBufferPointer(),
vertexShaderBuffer->GetBufferSize(), &dxShader->mD3DLayout);
DXCHECK(result);
if (FAILED(result))
return NULL;
// Create the vertex shader from the buffer.
result = mD3DDevice->CreateVertexShader(vertexShaderBuffer->GetBufferPointer(), vertexShaderBuffer->GetBufferSize(), NULL, &dxShader->mD3DVertexShader);
DXCHECK(result);
if (FAILED(result))
return NULL;
// Create the pixel shader from the buffer.
result = mD3DDevice->CreatePixelShader(pixelShaderBuffer->GetBufferPointer(), pixelShaderBuffer->GetBufferSize(), NULL, &dxShader->mD3DPixelShader);
DXCHECK(result);
if (FAILED(result))
return NULL;
vertexShaderBuffer->Release();
pixelShaderBuffer->Release();
dxShader->Init();
return dxShader;
}
void DXRenderDevice::SetRenderState(RenderState* renderState)
{
mCurRenderState = renderState;
}
Texture* DXRenderDevice::CreateRenderTarget(int width, int height, bool destAlpha)
{
ID3D11ShaderResourceView* d3DShaderResourceView = NULL;
int aWidth = 0;
int aHeight = 0;
int sampleQuality = 0;
// Create the render target texture
D3D11_TEXTURE2D_DESC desc;
ZeroMemory(&desc, sizeof(desc));
desc.Width = width;
desc.Height = height;
desc.MipLevels = 1;
desc.ArraySize = 1;
desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
desc.SampleDesc.Count = 1;
UINT qualityLevels = 0;
int samples = 1;
//DXCHECK(mD3DDevice->CheckMultisampleQualityLevels(DXGI_FORMAT_R8G8B8A8_UNORM, samples, &qualityLevels));
desc.SampleDesc.Count = samples;
desc.SampleDesc.Quality = sampleQuality;
desc.Usage = D3D11_USAGE_DEFAULT;
desc.CPUAccessFlags = 0; //D3D11_CPU_ACCESS_WRITE;
desc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET;
ID3D11Texture2D* d3DTexture = NULL;
DXCHECK(mD3DDevice->CreateTexture2D(&desc, NULL, &d3DTexture));
aWidth = width;
aHeight = height;
D3D11_SHADER_RESOURCE_VIEW_DESC srDesc;
srDesc.Format = desc.Format;
srDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
srDesc.Texture2D.MostDetailedMip = 0;
srDesc.Texture2D.MipLevels = 1;
if (qualityLevels != 0)
{
srDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DMS;
}
DXCHECK(mD3DDevice->CreateShaderResourceView(d3DTexture, &srDesc, &d3DShaderResourceView));
ID3D11RenderTargetView* d3DRenderTargetView;
DXCHECK(mD3DDevice->CreateRenderTargetView(d3DTexture, NULL, &d3DRenderTargetView));
DXTexture* aRenderTarget = new DXTexture();
aRenderTarget->mWidth = width;
aRenderTarget->mHeight = height;
aRenderTarget->mRenderDevice = this;
aRenderTarget->mD3DResourceView = d3DShaderResourceView;
aRenderTarget->mD3DRenderTargetView = d3DRenderTargetView;
aRenderTarget->AddRef();
D3D11_TEXTURE2D_DESC descDepth;
ZeroMemory(&descDepth, sizeof(descDepth));
descDepth.Width = width;
descDepth.Height = height;
descDepth.MipLevels = 1;
descDepth.ArraySize = 1;
descDepth.SampleDesc.Quality = sampleQuality;
descDepth.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
descDepth.SampleDesc.Count = 1;
descDepth.SampleDesc.Quality = 0;
descDepth.Usage = D3D11_USAGE_DEFAULT;
descDepth.BindFlags = D3D11_BIND_DEPTH_STENCIL;
descDepth.CPUAccessFlags = 0;
descDepth.MiscFlags = 0;
mD3DDevice->CreateTexture2D(&descDepth, NULL, &aRenderTarget->mD3DDepthBuffer);
DXCHECK(mD3DDevice->CreateDepthStencilView(aRenderTarget->mD3DDepthBuffer, NULL, &aRenderTarget->mD3DDepthStencilView));
return aRenderTarget;
}