/* * Copyright (C) 1999-2001 Brian Paul All Rights Reserved. * Copyright (C) 2009-2010 Luca Barbieri All Rights Reserved. * * 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 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 * BRIAN PAUL 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. */ /* * This is a port of the infamous "glxgears" demo to straight EGL * Port by Dane Rushton 10 July 2005 * * This a rewrite of the 'eglgears' demo in straight Gallium * Port by Luca Barbieri * * This a port of the 'galliumgears' demo to Direct3D 11 * Port by Luca Barbieri */ #define _USE_MATH_DEFINES #include "d3d11app.h" #include "d3d11u.h" #include "d3d11gears.hlsl.ps.h" #include "d3d11gears.hlsl.vs.h" #include #include #include #include struct gear { struct mesh* mesh; float x; float y; float t0; float wmul; float4 color; }; struct cbuf_t { float4x4 projection; float4x4 modelview; float4 light; float4 diffuse; float4 specular; float specular_power; float padding[3]; }; struct gear gears[3]; struct vertex { float position[3]; float normal[3]; vertex(float x, float y, float z, float nx, float ny, float nz) { position[0] = x; position[1] = y; position[2] = z; normal[0] = nx; normal[1] = ny; normal[2] = nz; } }; #define VERT(x, y, z) vertices.push_back(vertex((x), (y), (z), (nx), (ny), (nz))) static mesh* build_gear(ID3D11Device* dev, int triangle_budget, float inner_radius, float outer_radius, float width, int teeth, float tooth_depth) { int i, j, k; float r0, r1, r2; float da; float nx, ny, nz; int face; int segs = 4; int base_triangles = teeth * segs * 2 * 2; int divs0 = (triangle_budget / base_triangles) - 1; int divs = (divs0 > 0) ? divs0 : 1; float* c = (float*)malloc(teeth * segs * sizeof(float)); float* s = (float*)malloc(teeth * segs * sizeof(float)); float* dc = (float*)malloc(teeth * segs * divs * sizeof(float)); float* ds = (float*)malloc(teeth * segs * divs * sizeof(float)); int num_vertices = teeth * segs * 2 * (3 + 2 * divs); int num_triangles = base_triangles * (1 + divs); printf("Creating gear with %i teeth using %i vertices used in %i triangles\n", teeth, num_vertices, num_triangles); triangle_list_indices<> indices; std::vector vertices; r0 = inner_radius; r1 = outer_radius - tooth_depth / 2.0f; r2 = outer_radius + tooth_depth / 2.0f; da = (float)(2.0 * M_PI / (teeth * segs * divs)); for(i = 0; i < teeth * segs * divs; ++i) { float angle = da * i; ds[i] = sin(angle); dc[i] = cos(angle); } for(i = 0; i < teeth * segs; ++i) { s[i] = ds[i * divs]; c[i] = dc[i * divs]; } /* faces */ for(face = -1; face <= 1; face += 2) { float z = width * face * 0.5f; nx = 0.0f; ny = 0.0f; nz = (float)face; indices.flip = face > 0; assert(segs == 4); for(i = 0; i < teeth; ++i) { VERT(r1 * c[segs * i], r1 * s[segs * i], z); VERT(r2 * c[segs * i + 1], r2 * s[segs * i + 1], z); VERT(r2 * c[segs * i + 2], r2 * s[segs * i + 2], z); VERT(r1 * c[segs * i + 3], r1 * s[segs * i + 3], z); } for(i = 0; i < teeth * segs * divs; ++i) { VERT(r0 * dc[i], r0 * ds[i], z); } for(i = 0; i < teeth; ++i) { for(j = i * segs; j < (i + 1) * segs; ++j) { int nextj = j + 1; if(nextj == teeth * segs) nextj = 0; for(k = j * divs; k < (j + 1) * divs; ++k) { int nextk = k + 1; if(nextk == teeth * segs * divs) nextk = 0; indices.poly(teeth * segs + k, j, teeth * segs + nextk); } indices.poly(teeth * segs + nextj * divs, j, nextj); } } indices.base += teeth * segs * (1 + divs); } /* teeth faces */ indices.flip = true; float z = width * 0.5f; float* coords = (float*)malloc((segs + 1) * 2 * sizeof(float)); nz = 0; for(i = 0; i < teeth; i++) { int next = i + 1; if(next == teeth) next = 0; coords[0] = r1 * c[segs * i]; coords[1] = r1 * s[segs * i]; coords[2] = r2 * c[segs * i + 1]; coords[3] = r2 * s[segs * i + 1]; coords[4] = r2 * c[segs * i + 2]; coords[5] = r2 * s[segs * i + 2]; coords[6] = r1 * c[segs * i + 3]; coords[7] = r1 * s[segs * i + 3]; coords[8] = r1 * c[segs * next]; coords[9] = r1 * s[segs * next]; for(int j = 0; j < segs; ++j) { float dx = coords[j * 2] - coords[j * 2 + 2]; float dy = coords[j * 2 + 1] - coords[j * 2 + 3]; float len = hypotf(dx, dy); nx = -dy / len; ny = dx / len; VERT(coords[j * 2], coords[j * 2 + 1], z); VERT(coords[j * 2], coords[j * 2 + 1], -z); VERT(coords[j * 2 + 2], coords[j * 2 + 3], z); VERT(coords[j * 2 + 2], coords[j * 2 + 3], -z); indices.poly(0, 1, 3, 2); indices.base += 4; } } free(coords); /* inner part - simulate a cylinder */ indices.flip = true; for(i = 0; i < teeth * segs * divs; i++) { int next = i + 1; if(next == teeth * segs * divs) next = 0; nx = -dc[i]; ny = -ds[i]; VERT(r0 * dc[i], r0 * ds[i], -width * 0.5f); VERT(r0 * dc[i], r0 * ds[i], width * 0.5f); indices.poly(i * 2, i * 2 + 1, next * 2 + 1, next * 2); } indices.base += teeth * segs * divs * 2; free(c); free(s); free(dc); free(ds); D3D11_INPUT_ELEMENT_DESC elements[2] = { {"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0}, {"NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0}, }; return new mesh(dev, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST, elements, 2, g_vs, sizeof(g_vs), &vertices[0], sizeof(vertices[0]), vertices.size(), &indices[0], sizeof(indices[0]), indices.size()); } struct d3d11gears : public d3d11_application { float view_rotx; float view_roty; float view_rotz; int wireframe; int triangles; float speed; float period; unsigned impressions; bool blue_only; float last_time; int cur_width; int cur_height; ID3D11DepthStencilView* zsv; ID3D11RenderTargetView* offscreen_rtv; ID3D11ShaderResourceView* offscreen_srv; ID3D11Device* dev; ID3D11BlendState* blend; ID3D11DepthStencilState* zsa; ID3D11PixelShader* ps; ID3D11VertexShader* vs; ID3D11Buffer* cb; d3d11_blitter* blitter; d3d11gears() : cur_width(-1), cur_height(-1), zsv(0), offscreen_rtv(0), offscreen_srv(0) { view_rotx = (float)(M_PI / 9.0); view_roty = (float)(M_PI / 6.0); view_rotz = 0.0f; wireframe = 0; triangles = 3200; speed = 1.0f; period = -1.0f; impressions = 1; blue_only = false; } void draw_one(ID3D11DeviceContext* ctx, cbuf_t& cbd, const float4x4& modelview, float angle) { for(unsigned i = blue_only ? 2 : 0; i < 3; ++i) { float4x4 m2 = modelview; m2 = mat_push_translate(m2, gears[i].x, gears[i].y, 0.0f); m2 = mat_push_rotate(m2, 2, angle * gears[i].wmul + gears[i].t0); cbd.modelview = m2; cbd.diffuse = gears[i].color; cbd.specular = gears[i].color; cbd.specular_power = 5.0f; ctx->UpdateSubresource(cb, 0, 0, &cbd, 0, 0); gears[i].mesh->bind_and_draw(ctx); } } float get_angle(double time) { // designed so that 1 = original glxgears speed float mod_speed = M_PI * 70.0f / 180.0f * speed; if(period < 0) return (float)(time * mod_speed); else return (float)(cos(time / period) * period * mod_speed); } void init_for_dimensions(unsigned width, unsigned 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_D24_UNORM_S8_UINT; 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(); ID3D11Texture2D* offscreen; if(offscreen_rtv) { offscreen_rtv->Release(); offscreen_srv->Release(); offscreen_rtv = 0; offscreen_srv = 0; } if(impressions > 1) { DXGI_FORMAT formats[] = { DXGI_FORMAT_R32G32B32A32_FLOAT, DXGI_FORMAT_R16G16B16A16_UNORM, DXGI_FORMAT_R16G16B16A16_FLOAT, DXGI_FORMAT_R10G10B10A2_UNORM, }; DXGI_FORMAT format = DXGI_FORMAT_R8G8B8A8_UNORM; // this won't work well at all unsigned needed_support = D3D11_FORMAT_SUPPORT_RENDER_TARGET | D3D11_FORMAT_SUPPORT_BLENDABLE | D3D11_FORMAT_SUPPORT_SHADER_SAMPLE; for(unsigned i = 0; i < sizeof(formats); ++i) { unsigned support; dev->CheckFormatSupport(DXGI_FORMAT_R32G32B32A32_FLOAT, &support); if((support & needed_support) == needed_support) { format = formats[i]; break; } } D3D11_TEXTURE2D_DESC offscreend; memset(&offscreend, 0, sizeof(offscreend)); offscreend.Width = width; offscreend.Height = height; offscreend.Format = format; offscreend.MipLevels = 1; offscreend.ArraySize = 1; offscreend.SampleDesc.Count = 1; offscreend.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET; ensure(dev->CreateTexture2D(&offscreend, 0, &offscreen)); ensure(dev->CreateRenderTargetView(offscreen, 0, &offscreen_rtv)); ensure(dev->CreateShaderResourceView(offscreen, 0, &offscreen_srv)); offscreen->Release(); } cur_width = width; cur_height = height; } 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((int)width != cur_width || (int)height != cur_height) init_for_dimensions(width, height); float4 lightpos = vec(5.0f, 5.0f, 10.0f, 0.0f); float black[4] = {0.0, 0.0, 0.0, 0}; float4x4 proj; float4x4 m; float xr = (float)width / (float)height; float yr = 1.0f; if(xr < 1.0f) { yr /= xr; xr = 1.0f; } proj = mat4x4_frustum(-xr, xr, -yr, yr, 5.0f, 60.0f); m = mat4x4_diag(1.0f); m = mat_push_translate(m, 0.0f, 0.0f, -40.0f); m = mat_push_rotate(m, 0, view_rotx); m = mat_push_rotate(m, 1, view_roty); m = mat_push_rotate(m, 2, view_rotz); cbuf_t cbd; cbd.projection = proj; cbd.light = lightpos; float blend_factor[4] = {1.0f / (float)impressions, 1.0f / (float)impressions, 1.0f / (float)impressions, 1.0f / (float)impressions}; ID3D11RenderTargetView* render_rtv; if(impressions == 1) render_rtv = rtv; else render_rtv = offscreen_rtv; ctx->RSSetViewports(1, &vp); ctx->ClearRenderTargetView(render_rtv, black); ctx->PSSetShader(ps, 0, 0); ctx->VSSetShader(vs, 0, 0); ctx->PSSetConstantBuffers(0, 1, &cb); ctx->VSSetConstantBuffers(0, 1, &cb); if(impressions == 1) { ctx->OMSetBlendState(0, 0, ~0); ctx->OMSetDepthStencilState(0, 0); ctx->OMSetRenderTargets(1, &rtv, zsv); ctx->ClearDepthStencilView(zsv, D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL, 1.0, 0); draw_one(ctx, cbd, m, get_angle(time)); } else { ctx->OMSetBlendState(blend, blend_factor, ~0); float time_delta = (float)time - last_time; float time_delta_per_impression = time_delta / impressions; float base_time = last_time + time_delta_per_impression / 2; for(unsigned impression = 0; impression < impressions; ++impression) { float impression_time = base_time + time_delta_per_impression * impression; ctx->ClearDepthStencilView(zsv, D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL, 1.0, 0); // do early z-pass since we must not write any pixel more than once due to blending for(unsigned pass = 0; pass < 2; ++pass) { if(pass == 0) { ctx->OMSetRenderTargets(0, 0, zsv); ctx->OMSetDepthStencilState(0, 0); } else { ctx->OMSetRenderTargets(1, &render_rtv, zsv); ctx->OMSetDepthStencilState(zsa, 0); } draw_one(ctx, cbd, m, get_angle(impression_time)); } } blitter->bind_draw_and_unbind(ctx, offscreen_srv, rtv, 0, 0, (float)width, (float)height, false); } last_time = (float)time; } bool init(ID3D11Device* dev, int argc, char** argv) { this->dev = dev; for(char** p = argv + 1; *p; ++p) { if(!strcmp(*p, "-w")) wireframe = 1; else if(!strcmp(*p, "-b")) blue_only = true; else if(!strcmp(*p, "-t")) triangles = atoi(*++p); else if(!strcmp(*p, "-m")) impressions = (float)atof(*++p); else if(!strcmp(*p, "-p")) period = (float)atof(*++p); else if(!strcmp(*p, "-s")) speed = (float)atof(*++p); else { fprintf(stderr, "Usage: d3d11gears [-v|-w] [-t TRIANGLES]\n"); fprintf(stderr, "d3d11gears is an enhanced port of glxgears to Direct3D 11\n"); fprintf(stderr, "\n"); //fprintf(stderr, "-v\t\tuse per-vertex diffuse-only lighting (classic glxgears look)\n"); fprintf(stderr, "-w\t\twireframe mode\n"); fprintf(stderr, "-t TRIANGLES\ttriangle budget (default is 3200)\n"); fprintf(stderr, "-m IMPRESSIONS\tmotion blur impressions (default is 1)\n"); fprintf(stderr, "-p PERIOD\tspeed reversal period (default is infinite)\n"); fprintf(stderr, "-s SPEED\tgear speed (default is 1.0)\n"); fprintf(stderr, "-b\tonly show blue gear (for faster motion blur)\n"); return false; } } ensure(dev->CreatePixelShader(g_ps, sizeof(g_ps), NULL, &ps)); ensure(dev->CreateVertexShader(g_vs, sizeof(g_vs), NULL, &vs)); gears[0].color = vec(0.8f, 0.1f, 0.0f, 1.0f); gears[1].color = vec(0.0f, 0.8f, 0.2f, 1.0f); gears[2].color = vec(0.2f, 0.2f, 1.0f, 1.0f); gears[0].mesh = build_gear(dev, triangles / 2, 1.0f, 4.0f, 1.0f, 20, 0.7f); gears[1].mesh = build_gear(dev, triangles / 4, 0.5f, 2.0f, 2.0f, 10, 0.7f); gears[2].mesh = build_gear(dev, triangles / 4, 1.3f, 2.0f, 0.5f, 10, 0.7f); gears[0].x = -3.0f; gears[0].y = -2.0f; gears[0].wmul = 1.0f; gears[0].t0 = 0.0 * M_PI / 180.0f; gears[1].x = 3.1f; gears[1].y = -2.0f; gears[1].wmul = -2.0f; gears[1].t0 = -9.0f * (float)M_PI / 180.0f; gears[2].x = -3.1f; gears[2].y = 4.2f; gears[2].wmul = -2.0f; gears[2].t0 = -25.0f * (float)M_PI / 180.0f; D3D11_BUFFER_DESC bufferd; memset(&bufferd, 0, sizeof(bufferd)); bufferd.ByteWidth = sizeof(cbuf_t); bufferd.Usage = D3D11_USAGE_DEFAULT; bufferd.BindFlags = D3D11_BIND_CONSTANT_BUFFER; ensure(dev->CreateBuffer(&bufferd, 0, &cb)); if(impressions > 1) { D3D11_BLEND_DESC blendd; memset(&blendd, 0, sizeof(blendd)); blendd.RenderTarget[0].BlendEnable = TRUE; blendd.RenderTarget[0].BlendOp = blendd.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD; blendd.RenderTarget[0].SrcBlend = blendd.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_BLEND_FACTOR; blendd.RenderTarget[0].DestBlend = blendd.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ONE; blendd.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL; ensure(dev->CreateBlendState(&blendd, &blend)); D3D11_DEPTH_STENCIL_DESC zsad; memset(&zsad, 0, sizeof(zsad)); zsad.DepthEnable = TRUE; zsad.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ZERO; zsad.DepthFunc = D3D11_COMPARISON_EQUAL; ensure(dev->CreateDepthStencilState(&zsad, &zsa)); blitter = new d3d11_blitter(dev); } return true; } }; d3d11_application* d3d11_application_create() { return new d3d11gears(); }