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Open Source Computer Vision Library
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416 lines
11 KiB
416 lines
11 KiB
#include "pch.h" |
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#include "CubeRenderer.h" |
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using namespace DirectX; |
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using namespace Microsoft::WRL; |
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using namespace Windows::Foundation; |
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using namespace Windows::UI::Core; |
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CubeRenderer::CubeRenderer() : |
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m_loadingComplete(false), |
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m_indexCount(0) |
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{ |
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} |
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void CubeRenderer::CreateTextureFromByte(byte* buffer, int width, int height) |
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{ |
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int pixelSize = 4; |
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if (m_texture.Get() == nullptr) |
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{ |
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CD3D11_TEXTURE2D_DESC textureDesc( |
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DXGI_FORMAT_B8G8R8A8_UNORM, // format |
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static_cast<UINT>(width), // width |
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static_cast<UINT>(height), // height |
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1, // arraySize |
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1, // mipLevels |
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D3D11_BIND_SHADER_RESOURCE, // bindFlags |
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D3D11_USAGE_DYNAMIC, // usage |
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D3D11_CPU_ACCESS_WRITE, // cpuaccessFlags |
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1, // sampleCount |
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0, // sampleQuality |
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0 // miscFlags |
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); |
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D3D11_SUBRESOURCE_DATA data; |
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data.pSysMem = buffer; |
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data.SysMemPitch = pixelSize*width; |
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data.SysMemSlicePitch = pixelSize*width*height; |
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DX::ThrowIfFailed( |
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m_d3dDevice->CreateTexture2D( |
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&textureDesc, |
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&data, |
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m_texture.ReleaseAndGetAddressOf() |
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) |
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); |
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m_d3dDevice->CreateShaderResourceView(m_texture.Get(), NULL, m_SRV.ReleaseAndGetAddressOf()); |
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D3D11_SAMPLER_DESC sampDesc; |
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ZeroMemory(&sampDesc, sizeof(sampDesc)); |
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sampDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR; |
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sampDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP; |
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sampDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP; |
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sampDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP; |
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sampDesc.ComparisonFunc = D3D11_COMPARISON_NEVER; |
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sampDesc.MinLOD = 0; |
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sampDesc.MaxLOD = D3D11_FLOAT32_MAX; |
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m_d3dDevice->CreateSamplerState(&sampDesc, m_cubesTexSamplerState.ReleaseAndGetAddressOf()); |
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} |
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else |
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{ |
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int nRowSpan = width * pixelSize; |
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D3D11_MAPPED_SUBRESOURCE mappedResource; |
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HRESULT hr = m_d3dContext->Map(m_texture.Get(), 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource); |
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BYTE* mappedData = static_cast<BYTE*>(mappedResource.pData); |
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for (int i = 0; i < height; ++i) |
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{ |
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memcpy(mappedData + (i*mappedResource.RowPitch), buffer + (i*nRowSpan), nRowSpan); |
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} |
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m_d3dContext->Unmap(m_texture.Get(), 0); |
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} |
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} |
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void CubeRenderer::CreateDeviceResources() |
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{ |
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Direct3DBase::CreateDeviceResources(); |
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D3D11_BLEND_DESC blendDesc; |
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ZeroMemory( &blendDesc, sizeof(blendDesc) ); |
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D3D11_RENDER_TARGET_BLEND_DESC rtbd; |
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ZeroMemory( &rtbd, sizeof(rtbd) ); |
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rtbd.BlendEnable = TRUE; |
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rtbd.SrcBlend = D3D11_BLEND_SRC_ALPHA; |
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rtbd.DestBlend = D3D11_BLEND_INV_SRC_ALPHA; |
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rtbd.BlendOp = D3D11_BLEND_OP_ADD; |
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rtbd.SrcBlendAlpha = D3D11_BLEND_ONE; |
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rtbd.DestBlendAlpha = D3D11_BLEND_ZERO; |
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rtbd.BlendOpAlpha = D3D11_BLEND_OP_ADD; |
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rtbd.RenderTargetWriteMask = 0x0f; |
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blendDesc.AlphaToCoverageEnable = false; |
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blendDesc.RenderTarget[0] = rtbd; |
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m_d3dDevice->CreateBlendState(&blendDesc, &m_transparency); |
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D3D11_RASTERIZER_DESC cmdesc; |
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ZeroMemory(&cmdesc, sizeof(D3D11_RASTERIZER_DESC)); |
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cmdesc.FillMode = D3D11_FILL_SOLID; |
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cmdesc.CullMode = D3D11_CULL_BACK; |
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cmdesc.DepthClipEnable = TRUE; |
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cmdesc.FrontCounterClockwise = true; |
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m_d3dDevice->CreateRasterizerState(&cmdesc, &m_CCWcullMode); |
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cmdesc.FrontCounterClockwise = false; |
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m_d3dDevice->CreateRasterizerState(&cmdesc, &m_CWcullMode); |
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auto loadVSTask = DX::ReadDataAsync("SimpleVertexShader.cso"); |
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auto loadPSTask = DX::ReadDataAsync("SimplePixelShader.cso"); |
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auto createVSTask = loadVSTask.then([this](Platform::Array<byte>^ fileData) { |
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DX::ThrowIfFailed( |
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m_d3dDevice->CreateVertexShader( |
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fileData->Data, |
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fileData->Length, |
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nullptr, |
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&m_vertexShader |
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) |
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); |
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const D3D11_INPUT_ELEMENT_DESC vertexDesc[] = |
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{ |
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{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }, |
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{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 }, |
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}; |
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DX::ThrowIfFailed( |
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m_d3dDevice->CreateInputLayout( |
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vertexDesc, |
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ARRAYSIZE(vertexDesc), |
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fileData->Data, |
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fileData->Length, |
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&m_inputLayout |
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) |
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); |
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}); |
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auto createPSTask = loadPSTask.then([this](Platform::Array<byte>^ fileData) { |
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DX::ThrowIfFailed( |
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m_d3dDevice->CreatePixelShader( |
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fileData->Data, |
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fileData->Length, |
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nullptr, |
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&m_pixelShader |
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) |
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); |
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CD3D11_BUFFER_DESC constantBufferDesc(sizeof(ModelViewProjectionConstantBuffer), D3D11_BIND_CONSTANT_BUFFER); |
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DX::ThrowIfFailed( |
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m_d3dDevice->CreateBuffer( |
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&constantBufferDesc, |
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nullptr, |
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&m_constantBuffer |
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) |
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); |
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}); |
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auto createCubeTask = (createPSTask && createVSTask).then([this] () { |
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Vertex v[] = |
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{ |
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// Front Face |
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Vertex(-1.0f, -1.0f, -1.0f, 0.0f, 1.0f), |
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Vertex(-1.0f, 1.0f, -1.0f, 0.0f, 0.0f), |
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Vertex( 1.0f, 1.0f, -1.0f, 1.0f, 0.0f), |
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Vertex( 1.0f, -1.0f, -1.0f, 1.0f, 1.0f), |
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// Back Face |
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Vertex(-1.0f, -1.0f, 1.0f, 1.0f, 1.0f), |
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Vertex( 1.0f, -1.0f, 1.0f, 0.0f, 1.0f), |
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Vertex( 1.0f, 1.0f, 1.0f, 0.0f, 0.0f), |
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Vertex(-1.0f, 1.0f, 1.0f, 1.0f, 0.0f), |
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// Top Face |
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Vertex(-1.0f, 1.0f, -1.0f, 0.0f, 1.0f), |
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Vertex(-1.0f, 1.0f, 1.0f, 0.0f, 0.0f), |
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Vertex( 1.0f, 1.0f, 1.0f, 1.0f, 0.0f), |
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Vertex( 1.0f, 1.0f, -1.0f, 1.0f, 1.0f), |
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// Bottom Face |
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Vertex(-1.0f, -1.0f, -1.0f, 1.0f, 1.0f), |
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Vertex( 1.0f, -1.0f, -1.0f, 0.0f, 1.0f), |
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Vertex( 1.0f, -1.0f, 1.0f, 0.0f, 0.0f), |
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Vertex(-1.0f, -1.0f, 1.0f, 1.0f, 0.0f), |
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// Left Face |
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Vertex(-1.0f, -1.0f, 1.0f, 0.0f, 1.0f), |
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Vertex(-1.0f, 1.0f, 1.0f, 0.0f, 0.0f), |
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Vertex(-1.0f, 1.0f, -1.0f, 1.0f, 0.0f), |
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Vertex(-1.0f, -1.0f, -1.0f, 1.0f, 1.0f), |
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// Right Face |
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Vertex( 1.0f, -1.0f, -1.0f, 0.0f, 1.0f), |
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Vertex( 1.0f, 1.0f, -1.0f, 0.0f, 0.0f), |
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Vertex( 1.0f, 1.0f, 1.0f, 1.0f, 0.0f), |
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Vertex( 1.0f, -1.0f, 1.0f, 1.0f, 1.0f), |
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}; |
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D3D11_SUBRESOURCE_DATA vertexBufferData = {0}; |
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vertexBufferData.pSysMem = v; |
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vertexBufferData.SysMemPitch = 0; |
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vertexBufferData.SysMemSlicePitch = 0; |
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CD3D11_BUFFER_DESC vertexBufferDesc(sizeof(v), D3D11_BIND_VERTEX_BUFFER); |
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DX::ThrowIfFailed( |
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m_d3dDevice->CreateBuffer( |
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&vertexBufferDesc, |
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&vertexBufferData, |
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&m_vertexBuffer |
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) |
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); |
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DWORD indices[] = { |
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// Front Face |
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0, 2, 1, |
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0, 3, 2, |
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// Back Face |
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4, 6, 5, |
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4, 7, 6, |
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// Top Face |
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8, 10, 9, |
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8, 11, 10, |
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// Bottom Face |
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12, 14, 13, |
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12, 15, 14, |
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// Left Face |
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16, 18, 17, |
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16, 19, 18, |
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// Right Face |
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20, 22, 21, |
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20, 23, 22 |
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}; |
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m_indexCount = ARRAYSIZE(indices); |
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D3D11_SUBRESOURCE_DATA indexBufferData = {0}; |
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indexBufferData.pSysMem = indices; |
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indexBufferData.SysMemPitch = 0; |
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indexBufferData.SysMemSlicePitch = 0; |
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CD3D11_BUFFER_DESC indexBufferDesc(sizeof(indices), D3D11_BIND_INDEX_BUFFER); |
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DX::ThrowIfFailed( |
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m_d3dDevice->CreateBuffer( |
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&indexBufferDesc, |
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&indexBufferData, |
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&m_indexBuffer |
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) |
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); |
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}); |
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createCubeTask.then([this] () { |
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m_loadingComplete = true; |
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}); |
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} |
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void CubeRenderer::CreateWindowSizeDependentResources() |
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{ |
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Direct3DBase::CreateWindowSizeDependentResources(); |
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float aspectRatio = m_windowBounds.Width / m_windowBounds.Height; |
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float fovAngleY = 70.0f * XM_PI / 180.0f; |
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if (aspectRatio < 1.0f) |
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{ |
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fovAngleY /= aspectRatio; |
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} |
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XMStoreFloat4x4( |
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&m_constantBufferData.projection, |
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XMMatrixTranspose( |
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XMMatrixPerspectiveFovRH( |
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fovAngleY, |
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aspectRatio, |
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0.01f, |
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100.0f |
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) |
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) |
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); |
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} |
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void CubeRenderer::Update(float timeTotal, float timeDelta) |
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{ |
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(void) timeDelta; // Unused parameter. |
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XMVECTOR eye = XMVectorSet(0.0f, 0.0f, 3.f, 0.0f); |
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XMVECTOR at = XMVectorSet(0.0f, 0.0f, 0.0f, 0.0f); |
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XMVECTOR up = XMVectorSet(0.0f, 1.0f, 0.0f, 0.0f); |
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XMStoreFloat4x4(&m_constantBufferData.view, XMMatrixTranspose(XMMatrixLookAtRH(eye, at, up))); |
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XMStoreFloat4x4(&m_constantBufferData.model, XMMatrixTranspose(XMMatrixRotationY(timeTotal * XM_PIDIV4))); |
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} |
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void CubeRenderer::Render() |
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{ |
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std::lock_guard<std::mutex> lock(m_mutex); |
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Render(m_renderTargetView, m_depthStencilView); |
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} |
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void CubeRenderer::Render(Microsoft::WRL::ComPtr<ID3D11RenderTargetView> renderTargetView, Microsoft::WRL::ComPtr<ID3D11DepthStencilView> depthStencilView) |
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{ |
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const float black[] = {0, 0, 0, 1.0 }; |
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m_d3dContext->ClearRenderTargetView( |
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renderTargetView.Get(), |
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black |
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); |
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m_d3dContext->ClearDepthStencilView( |
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depthStencilView.Get(), |
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D3D11_CLEAR_DEPTH, |
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1.0f, |
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0 |
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); |
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// Only draw the cube once it is loaded (loading is asynchronous). |
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if (!m_SRV || !m_loadingComplete) |
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{ |
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return; |
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} |
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m_d3dContext->OMSetRenderTargets( |
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1, |
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renderTargetView.GetAddressOf(), |
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depthStencilView.Get() |
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); |
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m_d3dContext->UpdateSubresource( |
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m_constantBuffer.Get(), |
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0, |
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NULL, |
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&m_constantBufferData, |
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0, |
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0 |
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); |
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UINT stride = sizeof(Vertex); |
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UINT offset = 0; |
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m_d3dContext->IASetVertexBuffers( |
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0, |
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1, |
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m_vertexBuffer.GetAddressOf(), |
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&stride, |
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&offset |
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); |
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m_d3dContext->IASetIndexBuffer( |
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m_indexBuffer.Get(), |
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DXGI_FORMAT_R32_UINT, |
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0 |
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); |
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m_d3dContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); |
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m_d3dContext->IASetInputLayout(m_inputLayout.Get()); |
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m_d3dContext->VSSetShader( |
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m_vertexShader.Get(), |
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nullptr, |
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0 |
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); |
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m_d3dContext->VSSetConstantBuffers( |
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0, |
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1, |
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m_constantBuffer.GetAddressOf() |
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); |
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m_d3dContext->PSSetShader( |
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m_pixelShader.Get(), |
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nullptr, |
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0 |
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); |
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m_d3dContext->PSSetShaderResources( 0, 1, m_SRV.GetAddressOf()); |
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m_d3dContext->PSSetSamplers( 0, 1, m_cubesTexSamplerState.GetAddressOf()); |
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//float blendFactor[] = {0.75f, 0.75f, 0.75f, 1.0f}; |
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m_d3dContext->OMSetBlendState(m_transparency.Get(), nullptr, 0xffffffff); |
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m_d3dContext->RSSetState(m_CCWcullMode.Get()); |
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m_d3dContext->DrawIndexed( |
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m_indexCount, |
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0, |
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0 |
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); |
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m_d3dContext->RSSetState(m_CWcullMode.Get()); |
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m_d3dContext->DrawIndexed( |
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m_indexCount, |
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0, |
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0 |
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); |
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} |