1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
|
// Copyright 2014 Intel Corporation All Rights Reserved
//
// Intel makes no representations about the suitability of this software for any purpose.
// THIS SOFTWARE IS PROVIDED ""AS IS."" INTEL SPECIFICALLY DISCLAIMS ALL WARRANTIES,
// EXPRESS OR IMPLIED, AND ALL LIABILITY, INCLUDING CONSEQUENTIAL AND OTHER INDIRECT DAMAGES,
// FOR THE USE OF THIS SOFTWARE, INCLUDING LIABILITY FOR INFRINGEMENT OF ANY PROPRIETARY
// RIGHTS, AND INCLUDING THE WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
// Intel does not assume any responsibility for any errors which may appear in this software
// nor any responsibility to update it.
#include <d3dcompiler.h>
#include <directxmath.h>
#include <math.h>
#include <iostream>
#include <algorithm>
#include <vector>
#include <future>
#include <limits>
#include <random>
#include <locale>
#include <codecvt>
#include "asteroids_d3d11.h"
#include "util.h"
#include "mesh.h"
#include "noise.h"
#include "texture.h"
#include "DDSTextureLoader.h"
#include "asteroid_vs.h"
#include "asteroid_ps_d3d11.h"
#include "skybox_vs.h"
#include "skybox_ps.h"
#include "sprite_vs.h"
#include "sprite_ps.h"
#include "font_ps.h"
using namespace DirectX;
namespace AsteroidsD3D11 {
Asteroids::Asteroids(AsteroidsSimulation* asteroids, GUI* gui, bool warp)
: mAsteroids(asteroids)
, mGUI(gui)
, mSwapChain(nullptr)
, mDevice(nullptr)
, mDeviceCtxt(nullptr)
, mRenderTarget(nullptr)
, mRenderTargetView(nullptr)
, mDepthStencilView(nullptr)
, mDepthStencilState(nullptr)
, mInputLayout(nullptr)
, mIndexBuffer(nullptr)
, mVertexBuffer(nullptr)
, mVertexShader(nullptr)
, mPixelShader(nullptr)
, mDrawConstantBuffer(nullptr)
, mSkyboxVertexShader(nullptr)
, mSkyboxPixelShader(nullptr)
, mSkyboxConstantBuffer(nullptr)
, mSamplerState(nullptr)
, mD3D11Sprite( new GUISprite(5, 10, 140, 50, "directx11.dds") )
{
QueryPerformanceFrequency((LARGE_INTEGER*)&mPerfCounterFreq);
memset(&mViewPort, 0, sizeof(mViewPort));
memset(&mScissorRect, 0, sizeof(mScissorRect));
memset(mTextures, 0, sizeof(mTextures));
memset(mTextureSRVs, 0, sizeof(mTextureSRVs));
// Create device and swap chain
{
IDXGIAdapter* adapter = nullptr;
D3D_DRIVER_TYPE driverType = ( warp ) ? D3D_DRIVER_TYPE_WARP : D3D_DRIVER_TYPE_HARDWARE;
HMODULE swModule = NULL;
UINT flags = 0;
D3D_FEATURE_LEVEL featureLevels[] = { D3D_FEATURE_LEVEL_11_0 };
UINT numFeatureLevels = ARRAYSIZE(featureLevels);
UINT sdkVersion = D3D11_SDK_VERSION;
#ifdef _DEBUG
flags = flags | D3D11_CREATE_DEVICE_DEBUG;
#endif
auto hr = D3D11CreateDevice(adapter, driverType, swModule,
flags, featureLevels, numFeatureLevels, sdkVersion, &mDevice, nullptr, &mDeviceCtxt);
if (FAILED(hr)) {
// Try again without the debug flag...
flags = flags & ~D3D11_CREATE_DEVICE_DEBUG;
ThrowIfFailed(D3D11CreateDevice(adapter, driverType, swModule,
flags, featureLevels, numFeatureLevels, sdkVersion, &mDevice, nullptr, &mDeviceCtxt));
}
}
// create pipeline state
{
D3D11_INPUT_ELEMENT_DESC inputDesc[] = {
{ "ATTRIB", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "ATTRIB", 1, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
};
ThrowIfFailed(mDevice->CreateInputLayout(inputDesc, ARRAYSIZE(inputDesc),
g_asteroid_vs, sizeof(g_asteroid_vs), &mInputLayout));
{
D3D11_DEPTH_STENCIL_DESC desc = CD3D11_DEPTH_STENCIL_DESC(D3D11_DEFAULT);
desc.DepthFunc = D3D11_COMPARISON_GREATER_EQUAL;
ThrowIfFailed(mDevice->CreateDepthStencilState(&desc, &mDepthStencilState));
}
{
CD3D11_BLEND_DESC desc = CD3D11_BLEND_DESC(CD3D11_DEFAULT());
ThrowIfFailed(mDevice->CreateBlendState(&desc, &mBlendState));
// Premultiplied over blend
desc.RenderTarget[0].BlendEnable = TRUE;
desc.RenderTarget[0].SrcBlend = D3D11_BLEND_ONE;
desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
ThrowIfFailed(mDevice->CreateBlendState(&desc, &mSpriteBlendState));
}
ThrowIfFailed(mDevice->CreateVertexShader(g_asteroid_vs, sizeof(g_asteroid_vs), NULL, &mVertexShader));
ThrowIfFailed(mDevice->CreatePixelShader(g_asteroid_ps_d3d11, sizeof(g_asteroid_ps_d3d11), NULL, &mPixelShader));
}
// create skybox pipeline state
{
D3D11_INPUT_ELEMENT_DESC inputDesc[] = {
{ "ATTRIB", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "ATTRIB", 1, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
};
ThrowIfFailed(mDevice->CreateInputLayout(inputDesc, ARRAYSIZE(inputDesc),
g_skybox_vs, sizeof(g_skybox_vs), &mSkyboxInputLayout));
ThrowIfFailed(mDevice->CreateVertexShader(g_skybox_vs, sizeof(g_skybox_vs), NULL, &mSkyboxVertexShader));
ThrowIfFailed(mDevice->CreatePixelShader(g_skybox_ps, sizeof(g_skybox_ps), NULL, &mSkyboxPixelShader));
}
// Sprites and fonts
{
D3D11_INPUT_ELEMENT_DESC inputDesc[] = {
{ "ATTRIB", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "ATTRIB", 1, DXGI_FORMAT_R32G32_FLOAT, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0 },
};
ThrowIfFailed(mDevice->CreateInputLayout(inputDesc, ARRAYSIZE(inputDesc),
g_sprite_vs, sizeof(g_sprite_vs), &mSpriteInputLayout));
ThrowIfFailed(mDevice->CreateVertexShader(g_sprite_vs, sizeof(g_sprite_vs), NULL, &mSpriteVertexShader));
ThrowIfFailed(mDevice->CreatePixelShader(g_sprite_ps, sizeof(g_sprite_ps), NULL, &mSpritePixelShader));
ThrowIfFailed(mDevice->CreatePixelShader(g_font_ps, sizeof(g_font_ps), NULL, &mFontPixelShader));
}
// Create draw constant buffer
{
D3D11_BUFFER_DESC desc = {};
desc.Usage = D3D11_USAGE_DYNAMIC;
desc.ByteWidth = sizeof(DrawConstantBuffer);
desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
ThrowIfFailed(mDevice->CreateBuffer(&desc, nullptr, &mDrawConstantBuffer));
}
// Create skybox constant buffer
{
D3D11_BUFFER_DESC desc = {};
desc.Usage = D3D11_USAGE_DYNAMIC;
desc.ByteWidth = sizeof(SkyboxConstantBuffer);
desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
ThrowIfFailed(mDevice->CreateBuffer(&desc, nullptr, &mSkyboxConstantBuffer));
}
// Create sampler
{
D3D11_SAMPLER_DESC desc = {};
desc.Filter = D3D11_FILTER_ANISOTROPIC;
desc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
desc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
desc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
desc.MinLOD = -D3D11_FLOAT32_MAX;
desc.MaxLOD = D3D11_FLOAT32_MAX;
desc.MipLODBias = 0.0f;
desc.MaxAnisotropy = TEXTURE_ANISO;
desc.ComparisonFunc = D3D11_COMPARISON_NEVER;
ThrowIfFailed(mDevice->CreateSamplerState(&desc, &mSamplerState));
}
CreateMeshes();
InitializeTextureData();
CreateGUIResources();
// Load textures
ThrowIfFailed(CreateDDSTextureFromFile(mDevice, L"starbox_1024.dds", &mSkyboxSRV, true));
}
Asteroids::~Asteroids()
{
ReleaseSwapChain();
SafeRelease(&mDepthStencilState);
SafeRelease(&mInputLayout);
SafeRelease(&mIndexBuffer);
SafeRelease(&mVertexBuffer);
SafeRelease(&mVertexShader);
SafeRelease(&mPixelShader);
SafeRelease(&mDrawConstantBuffer);
SafeRelease(&mSamplerState);
SafeRelease(&mBlendState);
SafeRelease(&mSpriteBlendState);
for (auto i : mSpriteTextures) {
i.second->Release();
}
SafeRelease(&mSpriteInputLayout);
SafeRelease(&mSpriteVertexShader);
SafeRelease(&mSpritePixelShader);
SafeRelease(&mSpriteVertexBuffer);
SafeRelease(&mFontPixelShader);
SafeRelease(&mFontTextureSRV);
SafeRelease(&mSkyboxVertexShader);
SafeRelease(&mSkyboxPixelShader);
SafeRelease(&mSkyboxConstantBuffer);
SafeRelease(&mSkyboxVertexBuffer);
SafeRelease(&mSkyboxInputLayout);
SafeRelease(&mSkyboxSRV);
for (auto& texture : mTextures) SafeRelease(&texture);
for (auto& srv : mTextureSRVs) SafeRelease(&srv);
if (mSwapChain != nullptr) {
mSwapChain->Release();
mSwapChain = nullptr;
}
SafeRelease(&mDeviceCtxt);
SafeRelease(&mDevice);
delete mD3D11Sprite;
}
void Asteroids::ReleaseSwapChain()
{
// Cleanup any references...
SafeRelease(&mRenderTarget);
SafeRelease(&mRenderTargetView);
SafeRelease(&mDepthStencilView);
SafeRelease(&mSwapChain);
mDeviceCtxt->ClearState();
mDeviceCtxt->Flush();
}
inline void DisableDXGIWindowChanges(IUnknown* device, HWND window)
{
IDXGIDevice * pDXGIDevice;
ThrowIfFailed(device->QueryInterface(IID_PPV_ARGS(&pDXGIDevice)));
IDXGIAdapter * pDXGIAdapter;
ThrowIfFailed(pDXGIDevice->GetParent(IID_PPV_ARGS(&pDXGIAdapter)));
IDXGIFactory * pIDXGIFactory;
ThrowIfFailed(pDXGIAdapter->GetParent(IID_PPV_ARGS(&pIDXGIFactory)));
ThrowIfFailed(pIDXGIFactory->MakeWindowAssociation(window, DXGI_MWA_NO_WINDOW_CHANGES | DXGI_MWA_NO_ALT_ENTER));
pIDXGIFactory->Release();
pDXGIAdapter->Release();
pDXGIDevice->Release();
}
void Asteroids::ResizeSwapChain(IDXGIFactory2* dxgiFactory, HWND outputWindow, unsigned int width, unsigned int height)
{
ReleaseSwapChain();
// Create swap chain
{
DXGI_SWAP_CHAIN_DESC1 swapChainDesc = {};
swapChainDesc.Width = width;
swapChainDesc.Height = height;
swapChainDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM; // Can create an SRGB render target view on the swap chain buffer
swapChainDesc.Stereo = FALSE;
swapChainDesc.SampleDesc.Count = 1;
swapChainDesc.SampleDesc.Quality = 0;
swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
swapChainDesc.BufferCount = NUM_SWAP_CHAIN_BUFFERS;
swapChainDesc.Scaling = DXGI_SCALING_STRETCH;
swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL;
swapChainDesc.AlphaMode = DXGI_ALPHA_MODE_UNSPECIFIED; // Not used
swapChainDesc.Flags = 0;
ThrowIfFailed(dxgiFactory->CreateSwapChainForHwnd(
mDevice, outputWindow, &swapChainDesc, nullptr, nullptr, &mSwapChain));
// MakeWindowAssociation must be called after CreateSwapChain
DisableDXGIWindowChanges(mDevice, outputWindow);
}
// create render target view
{
ThrowIfFailed(mSwapChain->GetBuffer(0, IID_PPV_ARGS(&mRenderTarget)));
D3D11_RENDER_TARGET_VIEW_DESC desc = {};
desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
desc.Format = DXGI_FORMAT_B8G8R8A8_UNORM_SRGB;
desc.Texture2D.MipSlice = 0;
ThrowIfFailed(mDevice->CreateRenderTargetView(mRenderTarget, &desc, &mRenderTargetView));
}
// create depth stencil view
{
CD3D11_TEXTURE2D_DESC desc = CD3D11_TEXTURE2D_DESC(
DXGI_FORMAT_D32_FLOAT, width, height, 1, 1, D3D11_BIND_DEPTH_STENCIL);
ID3D11Texture2D* depthStencil = nullptr;
ThrowIfFailed(mDevice->CreateTexture2D(&desc, nullptr, &depthStencil));
ThrowIfFailed(mDevice->CreateDepthStencilView(depthStencil, nullptr, &mDepthStencilView));
depthStencil->Release();
}
// update the viewport and scissor
ZeroMemory(&mViewPort, sizeof(D3D11_VIEWPORT));
mViewPort.TopLeftX = 0;
mViewPort.TopLeftY = 0;
mViewPort.Width = (float)width;
mViewPort.Height = (float)height;
mViewPort.MinDepth = 0.0f;
mViewPort.MaxDepth = 1.0f;
mScissorRect.left = 0;
mScissorRect.top = 0;
mScissorRect.right = width;
mScissorRect.bottom = height;
}
void Asteroids::CreateMeshes()
{
auto asteroidMeshes = mAsteroids->Meshes();
// create vertex buffer
{
CD3D11_BUFFER_DESC desc(
(UINT)asteroidMeshes->vertices.size() * sizeof(asteroidMeshes->vertices[0]),
D3D11_BIND_VERTEX_BUFFER,
D3D11_USAGE_DEFAULT);
D3D11_SUBRESOURCE_DATA data = {};
data.pSysMem = asteroidMeshes->vertices.data();
ThrowIfFailed(mDevice->CreateBuffer(&desc, &data, &mVertexBuffer));
}
// create index buffer
{
CD3D11_BUFFER_DESC desc(
(UINT)asteroidMeshes->indices.size() * sizeof(asteroidMeshes->indices[0]),
D3D11_BIND_INDEX_BUFFER,
D3D11_USAGE_DEFAULT);
D3D11_SUBRESOURCE_DATA data = {};
data.pSysMem = asteroidMeshes->indices.data();
ThrowIfFailed(mDevice->CreateBuffer(&desc, &data, &mIndexBuffer));
}
std::vector<SkyboxVertex> skyboxVertices;
CreateSkyboxMesh(&skyboxVertices);
// create skybox vertex buffer
{
CD3D11_BUFFER_DESC desc(
(UINT)skyboxVertices.size() * sizeof(skyboxVertices[0]),
D3D11_BIND_VERTEX_BUFFER,
D3D11_USAGE_DEFAULT);
D3D11_SUBRESOURCE_DATA data = {};
data.pSysMem = skyboxVertices.data();
ThrowIfFailed(mDevice->CreateBuffer(&desc, &data, &mSkyboxVertexBuffer));
}
// create sprite vertex buffer (dynamic)
{
CD3D11_BUFFER_DESC desc(
MAX_SPRITE_VERTICES_PER_FRAME * sizeof(SpriteVertex),
D3D11_BIND_VERTEX_BUFFER,
D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
ThrowIfFailed(mDevice->CreateBuffer(&desc, nullptr, &mSpriteVertexBuffer));
}
}
void Asteroids::InitializeTextureData()
{
D3D11_TEXTURE2D_DESC textureDesc = {};
textureDesc.Width = TEXTURE_DIM;
textureDesc.Height = TEXTURE_DIM;
textureDesc.ArraySize = 3;
textureDesc.MipLevels = 0; // Full chain
textureDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM_SRGB;
textureDesc.SampleDesc.Count = 1;
textureDesc.Usage = D3D11_USAGE_DEFAULT;
textureDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
for (UINT t = 0; t < NUM_UNIQUE_TEXTURES; ++t) {
ThrowIfFailed(mDevice->CreateTexture2D(&textureDesc, mAsteroids->TextureData(t), &mTextures[t]));
ThrowIfFailed(mDevice->CreateShaderResourceView(mTextures[t], nullptr, &mTextureSRVs[t]));
}
}
void Asteroids::CreateGUIResources()
{
auto font = mGUI->Font();
D3D11_TEXTURE2D_DESC textureDesc = CD3D11_TEXTURE2D_DESC(DXGI_FORMAT_R8_UNORM, font->BitmapWidth(), font->BitmapHeight(), 1, 1);
D3D11_SUBRESOURCE_DATA initialData = {};
initialData.pSysMem = font->Pixels();
initialData.SysMemPitch = font->BitmapWidth();
ID3D11Texture2D* texture = nullptr;
ThrowIfFailed(mDevice->CreateTexture2D(&textureDesc, &initialData, &texture));
ThrowIfFailed(mDevice->CreateShaderResourceView(texture, nullptr, &mFontTextureSRV));
SafeRelease(&texture);
// Load any GUI sprite textures
for (int i = -1; i < (int)mGUI->size(); ++i) {
auto control = i >= 0 ? (*mGUI)[i] : mD3D11Sprite;
if (control->TextureFile().length() > 0 && mSpriteTextures.find(control->TextureFile()) == mSpriteTextures.end()) {
std::wstring_convert<std::codecvt_utf8_utf16<wchar_t>> converter;
ID3D11ShaderResourceView* textureSRV = nullptr;
ThrowIfFailed(CreateDDSTextureFromFile(mDevice, converter.from_bytes(control->TextureFile()).c_str(), &textureSRV, true));
mSpriteTextures[control->TextureFile()] = textureSRV;
}
}
}
static_assert(sizeof(IndexType) == 2, "Expecting 16-bit index buffer");
void Asteroids::Render(float frameTime, const OrbitCamera& camera, const Settings& settings)
{
LONG64 currCounter = 0;
QueryPerformanceCounter((LARGE_INTEGER*)&currCounter);
// Frame data
mAsteroids->Update(frameTime, camera.Eye(), settings);
mTotalUpdateTicks = currCounter;
QueryPerformanceCounter((LARGE_INTEGER*)&currCounter);
mTotalUpdateTicks = currCounter - mTotalUpdateTicks;
auto staticAsteroidData = mAsteroids->StaticData();
auto dynamicAsteroidData = mAsteroids->DynamicData();
// Clear the render target
float clearcol[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
mDeviceCtxt->ClearRenderTargetView(mRenderTargetView, clearcol);
mDeviceCtxt->ClearDepthStencilView(mDepthStencilView, D3D11_CLEAR_DEPTH, 0.0f, 0);
QueryPerformanceCounter((LARGE_INTEGER*)&currCounter);
{
ID3D11Buffer* ia_buffers[] = { mVertexBuffer };
UINT ia_strides[] = { sizeof(Vertex) };
UINT ia_offsets[] = { 0 };
mDeviceCtxt->IASetInputLayout(mInputLayout);
mDeviceCtxt->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
mDeviceCtxt->IASetVertexBuffers(0, 1, ia_buffers, ia_strides, ia_offsets);
mDeviceCtxt->IASetIndexBuffer(mIndexBuffer, DXGI_FORMAT_R16_UINT, 0);
}
mDeviceCtxt->VSSetShader(mVertexShader, nullptr, 0);
mDeviceCtxt->VSSetConstantBuffers(0, 1, &mDrawConstantBuffer);
mDeviceCtxt->RSSetViewports(1, &mViewPort);
mDeviceCtxt->RSSetScissorRects(1, &mScissorRect);
mDeviceCtxt->PSSetShader(mPixelShader, nullptr, 0);
mDeviceCtxt->PSSetSamplers(0, 1, &mSamplerState);
mDeviceCtxt->OMSetRenderTargets(1, &mRenderTargetView, mDepthStencilView);
mDeviceCtxt->OMSetDepthStencilState(mDepthStencilState, 0);
mDeviceCtxt->OMSetBlendState(mBlendState, nullptr, 0xFFFFFFFF);
auto viewProjection = camera.ViewProjection();
for (UINT drawIdx = 0; drawIdx < NUM_ASTEROIDS; ++drawIdx)
{
auto staticData = &staticAsteroidData[drawIdx];
auto dynamicData = &dynamicAsteroidData[drawIdx];
D3D11_MAPPED_SUBRESOURCE mapped = {};
ThrowIfFailed(mDeviceCtxt->Map(mDrawConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped));
auto drawConstants = (DrawConstantBuffer*) mapped.pData;
XMStoreFloat4x4(&drawConstants->mWorld, dynamicData->world);
XMStoreFloat4x4(&drawConstants->mViewProjection, viewProjection);
drawConstants->mSurfaceColor = staticData->surfaceColor;
drawConstants->mDeepColor = staticData->deepColor;
mDeviceCtxt->Unmap(mDrawConstantBuffer, 0);
mDeviceCtxt->PSSetShaderResources(0, 1, &mTextureSRVs[staticData->textureIndex]);
mDeviceCtxt->DrawIndexedInstanced(dynamicData->indexCount, 1, dynamicData->indexStart, staticData->vertexStart, 0);
}
mTotalRenderTicks = currCounter;
QueryPerformanceCounter((LARGE_INTEGER*)&currCounter);
mTotalRenderTicks = currCounter - mTotalRenderTicks;
// Draw skybox
{
D3D11_MAPPED_SUBRESOURCE mapped = {};
ThrowIfFailed(mDeviceCtxt->Map(mSkyboxConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped));
auto skyboxConstants = (SkyboxConstantBuffer*) mapped.pData;
XMStoreFloat4x4(&skyboxConstants->mViewProjection, camera.ViewProjection());
mDeviceCtxt->Unmap(mSkyboxConstantBuffer, 0);
ID3D11Buffer* ia_buffers[] = { mSkyboxVertexBuffer };
UINT ia_strides[] = { sizeof(SkyboxVertex) };
UINT ia_offsets[] = { 0 };
mDeviceCtxt->IASetInputLayout(mSkyboxInputLayout);
mDeviceCtxt->IASetVertexBuffers(0, 1, ia_buffers, ia_strides, ia_offsets);
mDeviceCtxt->VSSetShader(mSkyboxVertexShader, nullptr, 0);
mDeviceCtxt->VSSetConstantBuffers(0, 1, &mSkyboxConstantBuffer);
mDeviceCtxt->PSSetShader(mSkyboxPixelShader, nullptr, 0);
mDeviceCtxt->PSSetSamplers(0, 1, &mSamplerState);
mDeviceCtxt->PSSetShaderResources(0, 1, &mSkyboxSRV);
mDeviceCtxt->Draw(6*6, 0);
}
mDeviceCtxt->OMSetRenderTargets(1, &mRenderTargetView, 0); // No more depth buffer
// Draw sprites and fonts
{
// Fill in vertices (TODO: could move this vector to be a member - not a big deal)
std::vector<UINT> controlVertices;
controlVertices.reserve(mGUI->size());
{
D3D11_MAPPED_SUBRESOURCE mapped = {};
ThrowIfFailed(mDeviceCtxt->Map(mSpriteVertexBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped));
auto vertexBase = (SpriteVertex*)mapped.pData;
auto vertexEnd = vertexBase;
for (int i = -1; i < (int)mGUI->size(); ++i) {
auto control = i >= 0 ? (*mGUI)[i] : mD3D11Sprite;
controlVertices.push_back((UINT)(control->Draw(mViewPort.Width, mViewPort.Height, vertexEnd) - vertexEnd));
vertexEnd += controlVertices.back();
}
mDeviceCtxt->Unmap(mSpriteVertexBuffer, 0);
}
ID3D11Buffer* ia_buffers[] = { mSpriteVertexBuffer };
UINT ia_strides[] = { sizeof(SpriteVertex) };
UINT ia_offsets[] = { 0 };
mDeviceCtxt->IASetInputLayout(mSpriteInputLayout);
mDeviceCtxt->IASetVertexBuffers(0, 1, ia_buffers, ia_strides, ia_offsets);
mDeviceCtxt->VSSetShader(mSpriteVertexShader, 0, 0);
mDeviceCtxt->OMSetBlendState(mSpriteBlendState, nullptr, 0xFFFFFFFF);
// Draw
UINT vertexStart = 0;
for (int i = -1; i < (int)mGUI->size(); ++i) {
auto control = i >= 0 ? (*mGUI)[i] : mD3D11Sprite;
if (control->Visible()) {
if (control->TextureFile().length() == 0) { // Font
mDeviceCtxt->PSSetShader(mFontPixelShader, 0, 0);
mDeviceCtxt->PSSetShaderResources(0, 1, &mFontTextureSRV);
} else { // Sprite
auto textureSRV = mSpriteTextures[control->TextureFile()];
mDeviceCtxt->PSSetShader(mSpritePixelShader, 0, 0);
mDeviceCtxt->PSSetShaderResources(0, 1, &textureSRV);
}
mDeviceCtxt->Draw(controlVertices[1+i], vertexStart);
}
vertexStart += controlVertices[1+i];
}
}
mSwapChain->Present(settings.vsync ? 1 : 0, 0);
}
void Asteroids::GetPerfCounters(float &UpdateTime, float &RenderTime)
{
UpdateTime = (float)mTotalUpdateTicks/(float)mPerfCounterFreq;
RenderTime = (float)mTotalRenderTicks/(float)mPerfCounterFreq;
}
} // namespace AsteroidsD3D11
|