mirror of
https://github.com/beefytech/Beef.git
synced 2025-06-08 11:38:21 +02:00
1812 lines
53 KiB
C++
1812 lines
53 KiB
C++
#include "Common.h"
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#include "DXRenderDevice.h"
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#include "WinBFApp.h"
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#include "BFWindow.h"
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#include "img/ImageData.h"
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#include "util/PerfTimer.h"
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#include "util/BeefPerf.h"
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#include <D3Dcompiler.h>
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#pragma warning (push)
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#pragma warning (disable:4005)
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//#include <d2d1.h>
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//#include <D3DX11async.h>
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//#include <D3DX10math.h>
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//#include <DxErr.h>
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#pragma warning(pop)
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#include "util/AllocDebug.h"
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USING_NS_BF;
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#pragma comment(lib, "d3d11.lib")
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//#pragma comment(lib, "d3d11_1.lib")
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//#pragma comment(lib, "d3dx11.lib")
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#pragma comment(lib, "d2d1.lib")
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//#pragma comment(lib, "dxerr.lib")
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#pragma comment(lib, "dxgi.lib")
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#pragma comment(lib, "D3DCompiler.lib")
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///
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#define DXFAILED(check) ((hr = (check)) != 0)
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#define DXCHECK(check) if ((check) != 0) BF_FATAL(StrFormat("DirectX call failed with result 0x%X", check).c_str());
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DXShaderParam::DXShaderParam()
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{
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mD3DVariable = NULL;
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}
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DXShaderParam::~DXShaderParam()
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{
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}
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void DXShaderParam::SetTexture(Texture* texture)
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{
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DXTexture* dxTexture = (DXTexture*) texture;
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//? DXCHECK(mD3DVariable->AsShaderResource()->SetResource(dXTexture->mD3DTexture));
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}
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void DXShaderParam::SetFloat4(float x, float y, float z, float w)
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{
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float v[4] = {x, y, z, w};
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DXCHECK(mD3DVariable->AsVector()->SetFloatVector(v));
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}
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///
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DXShader::DXShader()
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{
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//? mD3DEffect = NULL;
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mD3DPixelShader = NULL;
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mD3DVertexShader = NULL;
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mD3DLayout = NULL;
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mConstBuffer = NULL;
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mHas2DPosition = false;
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}
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DXShader::~DXShader()
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{
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DXShaderParamMap::iterator itr = mParamsMap.begin();
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while (itr != mParamsMap.end())
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{
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delete itr->second;
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++itr;
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}
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if (mD3DLayout != NULL)
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mD3DLayout->Release();
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if (mD3DVertexShader != NULL)
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mD3DVertexShader->Release();
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if (mD3DPixelShader != NULL)
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mD3DPixelShader->Release();
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if (mConstBuffer != NULL)
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mConstBuffer->Release();
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//? if (mD3DEffect != NULL)
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//? mD3DEffect->Release();
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}
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ShaderParam* DXShader::GetShaderParam(const StringImpl& name)
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{
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DXShaderParamMap::iterator itr = mParamsMap.find(name);
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if (itr != mParamsMap.end())
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return itr->second;
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return NULL;
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/*ID3D11EffectVariable* d3DVariable = mD3DEffect->GetVariableByName(ToString(name).c_str());
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if (d3DVariable == NULL)
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return NULL;
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DXShaderParam* shaderParam = new DXShaderParam();
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shaderParam->mD3DVariable = d3DVariable;
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mParamsMap[name] = shaderParam;
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return shaderParam;*/
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}
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///
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DXTexture::DXTexture()
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{
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mD3DTexture = NULL;
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mD3DResourceView = NULL;
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mD3DRenderTargetView = NULL;
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mRenderDevice = NULL;
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mD3DDepthBuffer = NULL;
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mD3DDepthStencilView = NULL;
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mImageData = NULL;
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}
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DXTexture::~DXTexture()
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{
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//OutputDebugStrF("DXTexture::~DXTexture %@\n", this);
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delete mImageData;
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if (mD3DResourceView != NULL)
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mD3DResourceView->Release();
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if (mD3DDepthStencilView != NULL)
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mD3DDepthStencilView->Release();
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if (mD3DDepthBuffer != NULL)
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mD3DDepthBuffer->Release();
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if (mD3DTexture != NULL)
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mD3DTexture->Release();
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}
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void DXTexture::ReleaseNative()
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{
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//mRenderDevice->mD3DDeviceContext->CopyResource(newResource, mD3DTexture)
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if (mD3DResourceView != NULL)
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{
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mD3DResourceView->Release();
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mD3DResourceView = NULL;
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}
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if (mD3DDepthStencilView != NULL)
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{
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mD3DDepthStencilView->Release();
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mD3DDepthStencilView = NULL;
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}
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if (mD3DDepthBuffer != NULL)
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{
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mD3DDepthBuffer->Release();
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mD3DDepthBuffer = NULL;
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}
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if (mD3DTexture != NULL)
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{
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mD3DTexture->Release();
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mD3DTexture = NULL;
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}
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}
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void DXTexture::ReinitNative()
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{
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}
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void DXTexture::PhysSetAsTarget()
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{
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{
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D3D11_VIEWPORT viewPort;
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viewPort.Width = (float)mWidth;
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viewPort.Height = (float)mHeight;
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viewPort.MinDepth = 0.0f;
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viewPort.MaxDepth = 1.0f;
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viewPort.TopLeftX = 0;
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viewPort.TopLeftY = 0;
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mRenderDevice->mD3DDeviceContext->OMSetRenderTargets(1, &mD3DRenderTargetView, mD3DDepthStencilView);
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//mRenderDevice->mD3DDeviceContext->OMSetRenderTargets(1, &mD3DRenderTargetView, ((rand() % 2) != 0) ? NULL : mD3DDepthStencilView);
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//mRenderDevice->mD3DDeviceContext->OMSetRenderTargets(1, &mD3DRenderTargetView, NULL);
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mRenderDevice->mD3DDeviceContext->RSSetViewports(1, &viewPort);
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}
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//if (!mHasBeenDrawnTo)
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{
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float bgColor[4] = {1, (rand() % 256) / 256.0f, 0.5, 1};
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mRenderDevice->mD3DDeviceContext->ClearRenderTargetView(mD3DRenderTargetView, bgColor);
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if (mD3DDepthStencilView != NULL)
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mRenderDevice->mD3DDeviceContext->ClearDepthStencilView(mD3DDepthStencilView, D3D11_CLEAR_DEPTH/*|D3D11_CLEAR_STENCIL*/, 1.0f, 0);
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//mRenderDevice->mD3DDevice->ClearRenderTargetView(mD3DRenderTargetView, D3DXVECTOR4(1, 0.5, 0.5, 1));
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mHasBeenDrawnTo = true;
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}
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}
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void DXTexture::Blt(ImageData* imageData, int x, int y)
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{
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D3D11_BOX box;
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box.left = x;
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box.right = x + imageData->mWidth;
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box.top = y;
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box.bottom = y + imageData->mHeight;
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box.front = 0;
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box.back = 1;
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mRenderDevice->mD3DDeviceContext->UpdateSubresource(mD3DTexture, 0, &box, imageData->mBits, imageData->mWidth * sizeof(uint32), 0);
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}
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void DXTexture::SetBits(int destX, int destY, int destWidth, int destHeight, int srcPitch, uint32* bits)
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{
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D3D11_BOX box = { (UINT)destX, (UINT)destY, (UINT)0, (UINT)(destX + destWidth), (UINT)(destY + destHeight), 1 };
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mRenderDevice->mD3DDeviceContext->UpdateSubresource(mD3DTexture, 0, &box, bits, srcPitch * sizeof(uint32), 0);
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}
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void DXTexture::GetBits(int srcX, int srcY, int srcWidth, int srcHeight, int destPitch, uint32* bits)
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{
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D3D11_TEXTURE2D_DESC texDesc;
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texDesc.ArraySize = 1;
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texDesc.BindFlags = 0;
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texDesc.CPUAccessFlags = 0;
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texDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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texDesc.Width = srcWidth;
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texDesc.Height = srcHeight;
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texDesc.MipLevels = 1;
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texDesc.MiscFlags = 0;
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texDesc.SampleDesc.Count = 1;
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texDesc.SampleDesc.Quality = 0;
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texDesc.Usage = D3D11_USAGE_STAGING;
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texDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
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D3D11_BOX srcBox = { 0 };
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srcBox.left = srcX;
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srcBox.top = srcY;
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srcBox.right = srcX + srcWidth;
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srcBox.bottom = srcY + srcHeight;
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srcBox.back = 1;
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ID3D11Texture2D *texture;
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DXCHECK(mRenderDevice->mD3DDevice->CreateTexture2D(&texDesc, 0, &texture));
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mRenderDevice->mD3DDeviceContext->CopySubresourceRegion(texture, 0, 0, 0, 0, mD3DTexture, 0, &srcBox);
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D3D11_MAPPED_SUBRESOURCE mapTex;
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DXCHECK(mRenderDevice->mD3DDeviceContext->Map(texture, 0, D3D11_MAP_READ, NULL, &mapTex));
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uint8* srcPtr = (uint8*) mapTex.pData;
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uint8* destPtr = (uint8*) bits;
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for (int y = 0; y < srcHeight; y++)
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{
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memcpy(destPtr, srcPtr, srcWidth*sizeof(uint32));
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srcPtr += mapTex.RowPitch;
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destPtr += destPitch * 4;
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}
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mRenderDevice->mD3DDeviceContext->Unmap(texture, 0);
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texture->Release();
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}
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///
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static int GetPowerOfTwo(int input)
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{
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int value = 1;
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while (value < input)
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value <<= 1;
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return value;
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}
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DXDrawBatch::DXDrawBatch()
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{
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}
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DXDrawBatch::~DXDrawBatch()
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{
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}
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void DXDrawBatch::Render(RenderDevice* renderDevice, RenderWindow* renderWindow)
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{
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if (mVtxIdx == 0)
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return;
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if ((mRenderState->mClipped) &&
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((mRenderState->mClipRect.mWidth == 0) || (mRenderState->mClipRect.mHeight == 0)))
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return;
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if (mRenderState->mClipped)
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BF_ASSERT((mRenderState->mClipRect.mWidth > 0) && (mRenderState->mClipRect.mHeight > 0));
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DXRenderDevice* aRenderDevice = (DXRenderDevice*)renderDevice;
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/*if ((mDrawLayer->mRenderWindow != NULL) && (aRenderDevice->mPhysRenderWindow != mDrawLayer->mRenderWindow))
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aRenderDevice->PhysSetRenderWindow(mDrawLayer->mRenderWindow);*/
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D3D11_MAP idxMapType = D3D11_MAP_WRITE_NO_OVERWRITE;
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D3D11_MAP vtxMapType = D3D11_MAP_WRITE_NO_OVERWRITE;
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int idxByteStart = aRenderDevice->mIdxByteIdx;
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int idxDataSize = sizeof(uint16) * mIdxIdx;
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aRenderDevice->mIdxByteIdx += idxDataSize;
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if (aRenderDevice->mIdxByteIdx >= DX_IDXBUFFER_SIZE)
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{
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idxMapType = D3D11_MAP_WRITE_DISCARD;
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idxByteStart = 0;
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aRenderDevice->mIdxByteIdx = idxDataSize;
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}
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int vtxByteStart = aRenderDevice->mVtxByteIdx;
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int vtxDataSize = mVtxIdx * mVtxSize;
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//int vtxStartIdx = ((vtxByteStart + mVtxSize - 1) / mVtxSize);
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int vtxStartIdx = vtxByteStart / mVtxSize;
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int vtxOffset = vtxByteStart % mVtxSize;
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//vtxByteStart = vtxStartIdx * mVtxSize;
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//aRenderDevice->mVtxByteIdx += vtxDataSize;
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aRenderDevice->mVtxByteIdx = vtxByteStart + vtxDataSize;
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if (aRenderDevice->mVtxByteIdx >= DX_VTXBUFFER_SIZE)
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{
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vtxMapType = D3D11_MAP_WRITE_DISCARD;
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vtxByteStart = 0;
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vtxOffset = 0;
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vtxStartIdx = 0;
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aRenderDevice->mVtxByteIdx = vtxDataSize;
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}
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//TODO: Round up for various vertex formats, manage stride properly, etc
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D3D11_MAPPED_SUBRESOURCE mappedSubResource;
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DXCHECK(aRenderDevice->mD3DDeviceContext->Map(aRenderDevice->mD3DIndexBuffer, 0, idxMapType, 0, &mappedSubResource));
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void* dxIdxData = mappedSubResource.pData;
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DXCHECK(aRenderDevice->mD3DDeviceContext->Map(aRenderDevice->mD3DVertexBuffer, 0, vtxMapType, 0, &mappedSubResource));
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void* dxVtxData = mappedSubResource.pData;
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//mVtxByteIdx = ((mVtxByteIdx + vtxSize - 1) / vtxSize) * vtxSize;
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memcpy((uint8*)dxIdxData + idxByteStart, mIndices, idxDataSize);
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memcpy((uint8*)dxVtxData + vtxByteStart, mVertices, vtxDataSize);
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aRenderDevice->mD3DDeviceContext->Unmap(aRenderDevice->mD3DVertexBuffer, 0);
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aRenderDevice->mD3DDeviceContext->Unmap(aRenderDevice->mD3DIndexBuffer, 0);
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//DXTexture* dxTexture = (DXTexture*)mCurTexture;
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//aRenderDevice->mD3DDeviceContext->PSSetShaderResources(0, 1, &dxTexture->mD3DTexture);
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if (mRenderState != aRenderDevice->mPhysRenderState)
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aRenderDevice->PhysSetRenderState(mRenderState);
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// Set vertex buffer
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UINT stride = mVtxSize;
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UINT offset = vtxOffset;
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aRenderDevice->mD3DDeviceContext->IASetVertexBuffers(0, 1, &aRenderDevice->mD3DVertexBuffer, &stride, &offset);
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aRenderDevice->mD3DDeviceContext->IASetIndexBuffer(aRenderDevice->mD3DIndexBuffer, DXGI_FORMAT_R16_UINT, 0);
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aRenderDevice->mD3DDeviceContext->DrawIndexed(mIdxIdx, idxByteStart / sizeof(uint16), vtxStartIdx/*vtxByteStart / mVtxSize*/);
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}
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DXDrawLayer::DXDrawLayer()
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{
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}
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DXDrawLayer::~DXDrawLayer()
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{
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}
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DrawBatch* DXDrawLayer::CreateDrawBatch()
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{
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return new DXDrawBatch();
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}
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RenderCmd* Beefy::DXDrawLayer::CreateSetTextureCmd(int textureIdx, Texture* texture)
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{
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DXSetTextureCmd* setTextureCmd = AllocRenderCmd<DXSetTextureCmd>();
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setTextureCmd->mTextureIdx = textureIdx;
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setTextureCmd->mTexture = texture;
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return setTextureCmd;
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}
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void DXRenderDevice::PhysSetRenderState(RenderState* renderState)
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{
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DXRenderState* dxRenderState = (DXRenderState*)renderState;
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DXShader* dxShader = (DXShader*)renderState->mShader;
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if ((renderState->mShader != mPhysRenderState->mShader) && (renderState->mShader != NULL))
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{
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mD3DDeviceContext->PSSetSamplers(0, 1, &mD3DDefaultSamplerState);
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mD3DDeviceContext->IASetInputLayout(dxShader->mD3DLayout);
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mD3DDeviceContext->VSSetShader(dxShader->mD3DVertexShader, NULL, 0);
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mD3DDeviceContext->PSSetShader(dxShader->mD3DPixelShader, NULL, 0);
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if (dxShader->mHas2DPosition)
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{
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HRESULT result = NULL;
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D3D11_BUFFER_DESC matrixBufferDesc;
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matrixBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
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matrixBufferDesc.ByteWidth = sizeof(float[4]);
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matrixBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
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matrixBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
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matrixBufferDesc.MiscFlags = 0;
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matrixBufferDesc.StructureByteStride = 0;
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static ID3D11Buffer* matrixBuffer = NULL;
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if (matrixBuffer == NULL)
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{
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// Create the constant buffer pointer so we can access the vertex shader constant buffer from within this class.
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result = mD3DDevice->CreateBuffer(&matrixBufferDesc, NULL, &matrixBuffer);
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if (FAILED(result))
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{
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return;
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}
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}
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// Lock the constant buffer so it can be written to.
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D3D11_MAPPED_SUBRESOURCE mappedResource;
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result = mD3DDeviceContext->Map(matrixBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
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if (FAILED(result))
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{
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return;
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}
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// Get a pointer to the data in the constant buffer.
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float* dataPtr = (float*) mappedResource.pData;
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dataPtr[0] = (float) mCurRenderTarget->mWidth;
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dataPtr[1] = (float) mCurRenderTarget->mHeight;
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dataPtr[2] = 0;
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dataPtr[3] = 0;
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// Unlock the constant buffer.
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mD3DDeviceContext->Unmap(matrixBuffer, 0);
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//float params[4] = {mCurRenderTarget->mWidth, mCurRenderTarget->mHeight, 0, 0};
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mD3DDeviceContext->VSSetConstantBuffers(0, 1, &matrixBuffer);
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}
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}
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bool setRasterizerState = false;
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bool setDepthFuncState = false;
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if ((renderState->mClipped != mPhysRenderState->mClipped) ||
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((renderState->mClipped) && (renderState->mClipRect != mPhysRenderState->mClipRect)))
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{
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if (renderState->mClipped)
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{
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D3D11_RECT rects[1];
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rects[0].left = (int)renderState->mClipRect.mX;
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rects[0].right = (int) (renderState->mClipRect.mX + renderState->mClipRect.mWidth);
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rects[0].top = (int) renderState->mClipRect.mY;
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rects[0].bottom = (int) (renderState->mClipRect.mY + renderState->mClipRect.mHeight);
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mD3DDeviceContext->RSSetScissorRects(1, rects);
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}
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setRasterizerState = true;
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}
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if (renderState->mWriteDepthBuffer != mPhysRenderState->mWriteDepthBuffer)
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setDepthFuncState = true;
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if (renderState->mDepthFunc != mPhysRenderState->mDepthFunc)
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{
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setDepthFuncState = true;
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setRasterizerState = true;
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}
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if (setRasterizerState)
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{
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if (dxRenderState->mD3DRasterizerState == NULL)
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{
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static const D3D11_CULL_MODE cullModes[] =
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{
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D3D11_CULL_NONE,
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D3D11_CULL_FRONT,
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D3D11_CULL_BACK
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};
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D3D11_RASTERIZER_DESC rasterizerState;
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rasterizerState.CullMode = cullModes[dxRenderState->mCullMode];
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//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 featureLevelArr[] =
|
|
{
|
|
D3D_FEATURE_LEVEL_11_0,
|
|
D3D_FEATURE_LEVEL_10_1,
|
|
D3D_FEATURE_LEVEL_10_0,
|
|
D3D_FEATURE_LEVEL_9_3,
|
|
D3D_FEATURE_LEVEL_9_2,
|
|
D3D_FEATURE_LEVEL_9_1,
|
|
};;
|
|
|
|
D3D_FEATURE_LEVEL d3dFeatureLevel = (D3D_FEATURE_LEVEL)0;
|
|
int flags = 0;
|
|
//flags = D3D11_CREATE_DEVICE_DEBUG;
|
|
DXCHECK(D3D11CreateDevice(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, flags, featureLevelArr, 6, D3D11_SDK_VERSION, &mD3DDevice, &d3dFeatureLevel, &mD3DDeviceContext));
|
|
OutputDebugStrF("D3D Feature Level: %X\n", d3dFeatureLevel);
|
|
|
|
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;
|
|
|
|
//OutputDebugStrF("Creating texture\n");
|
|
|
|
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.SampleDesc.Quality = 0;
|
|
//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;
|
|
}
|
|
|
|
|