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/* Copyright 2015-2017 Egor Yusov
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* 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 OF ANY PROPRIETARY RIGHTS.
*
* In no event and under no legal theory, whether in tort (including negligence),
* contract, or otherwise, unless required by applicable law (such as deliberate
* and grossly negligent acts) or agreed to in writing, shall any Contributor be
* liable for any damages, including any direct, indirect, special, incidental,
* or consequential damages of any character arising as a result of this License or
* out of the use or inability to use the software (including but not limited to damages
* for loss of goodwill, work stoppage, computer failure or malfunction, or any and
* all other commercial damages or losses), even if such Contributor has been advised
* of the possibility of such damages.
*/
// EngineSandbox.cpp : Defines the entry point for the application.
//
#include "pch.h"
#include "TestTessellation.h"
#include "MapHelper.h"
#include "BasicShaderSourceStreamFactory.h"
using namespace Diligent;
void TestTessellation::Init( IRenderDevice *pDevice, IDeviceContext *pDeviceContext)
{
m_pDeviceContext = pDeviceContext;
ShaderCreationAttribs CreationAttrs;
BasicShaderSourceStreamFactory BasicSSSFactory;
CreationAttrs.pShaderSourceStreamFactory = &BasicSSSFactory;
CreationAttrs.SourceLanguage = SHADER_SOURCE_LANGUAGE_HLSL;
RefCntAutoPtr<Diligent::IShader> pVS, pHS, pDS, pPS;
{
CreationAttrs.FilePath = "Shaders\\TessTestQuadDX.vsh";
CreationAttrs.Desc.ShaderType = SHADER_TYPE_VERTEX;
pDevice->CreateShader( CreationAttrs, &pVS );
}
{
CreationAttrs.FilePath = "Shaders\\TessTestQuadDX.hsh";
CreationAttrs.Desc.ShaderType = SHADER_TYPE_HULL;
pDevice->CreateShader( CreationAttrs, &pHS );
}
{
CreationAttrs.FilePath = "Shaders\\TessTestQuadDX.dsh";
CreationAttrs.Desc.ShaderType = SHADER_TYPE_DOMAIN;
pDevice->CreateShader( CreationAttrs, &pDS );
}
{
CreationAttrs.FilePath = "Shaders\\GSTestDX.psh";
CreationAttrs.Desc.ShaderType = SHADER_TYPE_PIXEL;
pDevice->CreateShader( CreationAttrs, &pPS );
}
PipelineStateDesc PSODesc;
PSODesc.GraphicsPipeline.DepthStencilDesc.DepthEnable = False;
PSODesc.GraphicsPipeline.RasterizerDesc.CullMode = CULL_MODE_NONE;
PSODesc.GraphicsPipeline.RasterizerDesc.FillMode = FILL_MODE_WIREFRAME;
PSODesc.GraphicsPipeline.BlendDesc.IndependentBlendEnable = False;
PSODesc.GraphicsPipeline.BlendDesc.RenderTargets[0].BlendEnable = False;
PSODesc.GraphicsPipeline.RTVFormats[0] = TEX_FORMAT_RGBA8_UNORM_SRGB;
PSODesc.GraphicsPipeline.NumRenderTargets = 1;
PSODesc.GraphicsPipeline.pPS = pPS;
PSODesc.GraphicsPipeline.pVS = pVS;
PSODesc.GraphicsPipeline.pHS = pHS;
PSODesc.GraphicsPipeline.pDS = pDS;
PSODesc.GraphicsPipeline.PrimitiveTopologyType = PRIMITIVE_TOPOLOGY_TYPE_PATCH;
pDevice->CreatePipelineState( PSODesc, &m_pQuadPSO );
{
pVS.Release();
CreationAttrs.FilePath = "Shaders\\TessTestTriDX.vsh";
CreationAttrs.Desc.ShaderType = SHADER_TYPE_VERTEX;
pDevice->CreateShader( CreationAttrs, &pVS );
}
{
pHS.Release();
CreationAttrs.FilePath = "Shaders\\TessTestTriDX.hsh";
CreationAttrs.Desc.ShaderType = SHADER_TYPE_HULL;
pDevice->CreateShader( CreationAttrs, &pHS );
}
{
pDS.Release();
CreationAttrs.FilePath = "Shaders\\TessTestTriDX.dsh";
CreationAttrs.Desc.ShaderType = SHADER_TYPE_DOMAIN;
pDevice->CreateShader( CreationAttrs, &pDS );
}
PSODesc.GraphicsPipeline.pPS = pPS;
PSODesc.GraphicsPipeline.pVS = pVS;
PSODesc.GraphicsPipeline.pHS = pHS;
PSODesc.GraphicsPipeline.pDS = pDS;
pDevice->CreatePipelineState( PSODesc, &m_pTriPSO );
}
void TestTessellation::Draw()
{
m_pDeviceContext->SetPipelineState(m_pQuadPSO);
m_pDeviceContext->CommitShaderResources(nullptr, COMMIT_SHADER_RESOURCES_FLAG_TRANSITION_RESOURCES);
Diligent::DrawAttribs DrawAttrs;
DrawAttrs.Topology = Diligent::PRIMITIVE_TOPOLOGY_1_CONTROL_POINT_PATCHLIST;
DrawAttrs.NumVertices = 2; // Draw 2 quad patches
m_pDeviceContext->Draw(DrawAttrs);
m_pDeviceContext->SetPipelineState(m_pTriPSO);
m_pDeviceContext->CommitShaderResources(nullptr, COMMIT_SHADER_RESOURCES_FLAG_TRANSITION_RESOURCES);
DrawAttrs.NumVertices = 1; // Draw 1 tri patch
m_pDeviceContext->Draw(DrawAttrs);
}
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