diff options
Diffstat (limited to 'src/gallium/state_trackers/d3d1x/progs/d3d11spikysphere/d3d11spikysphere.cpp')
-rwxr-xr-x | src/gallium/state_trackers/d3d1x/progs/d3d11spikysphere/d3d11spikysphere.cpp | 227 |
1 files changed, 227 insertions, 0 deletions
diff --git a/src/gallium/state_trackers/d3d1x/progs/d3d11spikysphere/d3d11spikysphere.cpp b/src/gallium/state_trackers/d3d1x/progs/d3d11spikysphere/d3d11spikysphere.cpp new file mode 100755 index 0000000000..31af95ca2c --- /dev/null +++ b/src/gallium/state_trackers/d3d1x/progs/d3d11spikysphere/d3d11spikysphere.cpp @@ -0,0 +1,227 @@ +/**************************************************************************
+ *
+ * Copyright 2010 Luca Barbieri
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining
+ * a copy of this software and associated documentation files (the
+ * "Software"), to deal in the Software without restriction, including
+ * without limitation the rights to use, copy, modify, merge, publish,
+ * distribute, sublicense, and/or sell copies of the Software, and to
+ * permit persons to whom the Software is furnished to do so, subject to
+ * the following conditions:
+ *
+ * The above copyright notice and this permission notice (including the
+ * next paragraph) shall be included in all copies or substantial
+ * portions of the Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
+ * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
+ * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
+ * IN NO EVENT SHALL THE COPYRIGHT OWNER(S) AND/OR ITS SUPPLIERS BE
+ * LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
+ * OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
+ * WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+ *
+ **************************************************************************/
+
+#define _USE_MATH_DEFINES
+#include "d3d11app.h"
+#include "d3d11spikysphere.hlsl.vs.h"
+#include "d3d11spikysphere.hlsl.hs.h"
+#include "d3d11spikysphere.hlsl.ds.h"
+#include "d3d11spikysphere.hlsl.ps.h"
+
+#include <stdlib.h>
+#include <stdio.h>
+#include <math.h>
+#include <float.h>
+#include <D3DX10math.h>
+
+struct cb_frame_t
+{
+ D3DXMATRIX model;
+ D3DXMATRIX view_proj;
+ float disp_scale;
+ float disp_freq;
+ float tess_factor;
+};
+
+static float vertex_data[] =
+{
+ 1.0, 0.0, 0.0,
+ 0.0, 1.0, 0.0,
+ 0.0, 0.0, 1.0,
+
+ 0.0, 1.0, 0.0,
+ -1.0, 0.0, 0.0,
+ 0.0, 0.0, 1.0,
+
+ 0.0, -1.0, 0.0,
+ 1.0, 0.0, 0.0,
+ 0.0, 0.0, 1.0,
+
+ -1.0, 0.0, 0.0,
+ 0.0, -1.0, 0.0,
+ 0.0, 0.0, 1.0,
+
+ 0.0, 1.0, 0.0,
+ 1.0, 0.0, 0.0,
+ 0.0, 0.0, -1.0,
+
+ -1.0, 0.0, 0.0,
+ 0.0, 1.0, 0.0,
+ 0.0, 0.0, -1.0,
+
+ 1.0, 0.0, 0.0,
+ 0.0, -1.0, 0.0,
+ 0.0, 0.0, -1.0,
+
+ 0.0, -1.0, 0.0,
+ -1.0, 0.0, 0.0,
+ 0.0, 0.0, -1.0,
+};
+
+struct d3d11spikysphere : public d3d11_application
+{
+ ID3D11Device* dev;
+ ID3D11PixelShader* ps;
+ ID3D11DomainShader* ds;
+ ID3D11HullShader* hs;
+ ID3D11VertexShader* vs;
+ ID3D11InputLayout* layout;
+ ID3D11Buffer* vb;
+ ID3D11RenderTargetView* rtv;
+ ID3D11DepthStencilView* zsv;
+ ID3D11Buffer* cb_frame;
+
+ int cur_width;
+ int cur_height;
+
+ d3d11spikysphere()
+ : cur_width(-1), cur_height(-1), zsv(0)
+ {}
+
+ bool init(ID3D11Device* dev, int argc, char** argv)
+ {
+ this->dev = dev;
+ ensure(dev->CreateVertexShader(g_vs, sizeof(g_vs), NULL, &vs));
+ ensure(dev->CreateHullShader(g_hs, sizeof(g_hs), NULL, &hs));
+ ensure(dev->CreateDomainShader(g_ds, sizeof(g_ds), NULL, &ds));
+ ensure(dev->CreatePixelShader(g_ps, sizeof(g_ps), NULL, &ps));
+
+ D3D11_INPUT_ELEMENT_DESC elements[1] =
+ {
+ {"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0,
+ 0, D3D11_INPUT_PER_VERTEX_DATA, 0},
+ };
+
+ ensure(dev->CreateInputLayout(elements, 1, g_vs, sizeof(g_vs), &layout));
+
+ D3D11_BUFFER_DESC bufferd;
+ bufferd.ByteWidth = sizeof(vertex_data);
+ bufferd.Usage = D3D11_USAGE_IMMUTABLE;
+ bufferd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
+ bufferd.CPUAccessFlags = 0;
+ bufferd.MiscFlags = 0;
+ bufferd.StructureByteStride = 0;
+
+ D3D11_SUBRESOURCE_DATA buffersd;
+ buffersd.pSysMem = vertex_data;
+
+ ensure(dev->CreateBuffer(&bufferd, &buffersd, &vb));
+
+ D3D11_BUFFER_DESC cbd;
+ cbd.ByteWidth = (sizeof(cb_frame_t) + 15) & ~15;
+ cbd.Usage = D3D11_USAGE_DYNAMIC;
+ cbd.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
+ cbd.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
+ cbd.MiscFlags = 0;
+ cbd.StructureByteStride = 0;
+
+ ensure(dev->CreateBuffer(&cbd, NULL, &cb_frame));
+ return true;
+ }
+
+ void draw(ID3D11DeviceContext* ctx, ID3D11RenderTargetView* rtv, unsigned width, unsigned height, double time)
+ {
+ D3D11_VIEWPORT vp;
+ memset(&vp, 0, sizeof(vp));
+ vp.Width = (float)width;
+ vp.Height = (float)height;
+ vp.MaxDepth = 1.0f;
+
+ if(width != cur_width || height != cur_height)
+ {
+ if(zsv)
+ zsv->Release();
+ ID3D11Texture2D* zsbuf;
+ D3D11_TEXTURE2D_DESC zsbufd;
+ memset(&zsbufd, 0, sizeof(zsbufd));
+ zsbufd.Width = width;
+ zsbufd.Height = height;
+ zsbufd.Format = DXGI_FORMAT_D32_FLOAT;
+ zsbufd.ArraySize = 1;
+ zsbufd.MipLevels = 1;
+ zsbufd.SampleDesc.Count = 1;
+ zsbufd.BindFlags = D3D11_BIND_DEPTH_STENCIL;
+ ensure(dev->CreateTexture2D(&zsbufd, 0, &zsbuf));
+ ensure(dev->CreateDepthStencilView(zsbuf, 0, &zsv));
+ zsbuf->Release();
+ }
+
+ float black[4] = {0, 0, 0, 0};
+
+ D3D11_MAPPED_SUBRESOURCE map;
+ ensure(ctx->Map(cb_frame, 0, D3D11_MAP_WRITE_DISCARD, 0, &map));
+ cb_frame_t* cb_frame_data = (cb_frame_t*)map.pData;
+ D3DXMatrixIdentity(&cb_frame_data->model);
+
+ D3DXMATRIX view;
+ D3DXVECTOR3 eye(2.0f * (float)sin(time), 0.0f, 2.0f * (float)cos(time));
+ D3DXVECTOR3 at(0, 0, 0);
+ D3DXVECTOR3 up(0, 1, 0);
+ D3DXMatrixLookAtLH(&view, &eye, &at, &up);
+ D3DXMATRIX proj;
+ D3DXMatrixPerspectiveLH(&proj, 1.1f, 1.1f, 1.0f, 3.0f);
+
+ cb_frame_data->view_proj = view * proj;
+ float min_tess_factor = 1.0f;
+ cb_frame_data->tess_factor = (1.0f - (float)cos(time)) * ((64.0f - min_tess_factor) / 2.0f) + min_tess_factor;
+ cb_frame_data->disp_scale = 0.9f;
+ //cb_frame_data->disp_scale = (sin(time) + 1.0) / 2.0;
+ cb_frame_data->disp_freq = 5.0f * (float)M_PI;
+ //cb_frame_data->disp_freq = (4.0 + 4.0 * cos(time / 5.0)) * PI;
+ ctx->Unmap(cb_frame, 0);
+
+ ctx->HSSetConstantBuffers(0, 1, &cb_frame);
+ ctx->DSSetConstantBuffers(0, 1, &cb_frame);
+
+ //ctx->OMSetBlendState(bs, black, ~0);
+ //ctx->OMSetDepthStencilState(dss, 0);
+ ctx->OMSetRenderTargets(1, &rtv, zsv);
+ //ctx->RSSetState(rs);
+ ctx->RSSetViewports(1, &vp);
+
+ ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_3_CONTROL_POINT_PATCHLIST);
+ ctx->IASetInputLayout(layout);
+ unsigned stride = 3 * 4;
+ unsigned offset = 0;
+ ctx->IASetVertexBuffers(0, 1, &vb, &stride, &offset);
+
+ ctx->VSSetShader(vs, NULL, 0);
+ ctx->HSSetShader(hs, NULL, 0);
+ ctx->DSSetShader(ds, NULL, 0);
+ ctx->GSSetShader(NULL, NULL, 0);
+ ctx->PSSetShader(ps, NULL, 0);
+
+ ctx->ClearRenderTargetView(rtv, black);
+ ctx->ClearDepthStencilView(zsv, D3D11_CLEAR_DEPTH, 1.0f, 0);
+
+ ctx->Draw(3 * 8, 0);
+ }
+};
+
+d3d11_application* d3d11_application_create()
+{
+ return new d3d11spikysphere();
+}
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