/************************************************************************** * * 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 #include #include #include #include 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(); }