1 /************************************************************************** 2 * 3 * Copyright 2010 Luca Barbieri 4 * 5 * Permission is hereby granted, free of charge, to any person obtaining 6 * a copy of this software and associated documentation files (the 7 * "Software"), to deal in the Software without restriction, including 8 * without limitation the rights to use, copy, modify, merge, publish, 9 * distribute, sublicense, and/or sell copies of the Software, and to 10 * permit persons to whom the Software is furnished to do so, subject to 11 * the following conditions: 12 * 13 * The above copyright notice and this permission notice (including the 14 * next paragraph) shall be included in all copies or substantial 15 * portions of the Software. 16 * 17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, 18 * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF 19 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. 20 * IN NO EVENT SHALL THE COPYRIGHT OWNER(S) AND/OR ITS SUPPLIERS BE 21 * LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION 22 * OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION 23 * WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. 24 * 25 **************************************************************************/ 26 27 #define _USE_MATH_DEFINES 28 #include "d3d11app.h" 29 #include "d3d11spikysphere.hlsl.vs.h" 30 #include "d3d11spikysphere.hlsl.hs.h" 31 #include "d3d11spikysphere.hlsl.ds.h" 32 #include "d3d11spikysphere.hlsl.ps.h" 33 34 #include <stdlib.h> 35 #include <stdio.h> 36 #include <math.h> 37 #include <float.h> 38 #include <D3DX10math.h> 39 40 struct cb_frame_t 41 { 42 D3DXMATRIX model; 43 D3DXMATRIX view_proj; 44 float disp_scale; 45 float disp_freq; 46 float tess_factor; 47 }; 48 49 static float vertex_data[] = 50 { 51 1.0, 0.0, 0.0, 52 0.0, 1.0, 0.0, 53 0.0, 0.0, 1.0, 54 55 0.0, 1.0, 0.0, 56 -1.0, 0.0, 0.0, 57 0.0, 0.0, 1.0, 58 59 0.0, -1.0, 0.0, 60 1.0, 0.0, 0.0, 61 0.0, 0.0, 1.0, 62 63 -1.0, 0.0, 0.0, 64 0.0, -1.0, 0.0, 65 0.0, 0.0, 1.0, 66 67 0.0, 1.0, 0.0, 68 1.0, 0.0, 0.0, 69 0.0, 0.0, -1.0, 70 71 -1.0, 0.0, 0.0, 72 0.0, 1.0, 0.0, 73 0.0, 0.0, -1.0, 74 75 1.0, 0.0, 0.0, 76 0.0, -1.0, 0.0, 77 0.0, 0.0, -1.0, 78 79 0.0, -1.0, 0.0, 80 -1.0, 0.0, 0.0, 81 0.0, 0.0, -1.0, 82 }; 83 84 struct d3d11spikysphere : public d3d11_application 85 { 86 ID3D11Device* dev; 87 ID3D11PixelShader* ps; 88 ID3D11DomainShader* ds; 89 ID3D11HullShader* hs; 90 ID3D11VertexShader* vs; 91 ID3D11InputLayout* layout; 92 ID3D11Buffer* vb; 93 ID3D11RenderTargetView* rtv; 94 ID3D11DepthStencilView* zsv; 95 ID3D11Buffer* cb_frame; 96 97 int cur_width; 98 int cur_height; 99 100 d3d11spikysphere() 101 : cur_width(-1), cur_height(-1), zsv(0) 102 {} 103 104 bool init(ID3D11Device* dev, int argc, char** argv) 105 { 106 this->dev = dev; 107 ensure(dev->CreateVertexShader(g_vs, sizeof(g_vs), NULL, &vs)); 108 ensure(dev->CreateHullShader(g_hs, sizeof(g_hs), NULL, &hs)); 109 ensure(dev->CreateDomainShader(g_ds, sizeof(g_ds), NULL, &ds)); 110 ensure(dev->CreatePixelShader(g_ps, sizeof(g_ps), NULL, &ps)); 111 112 D3D11_INPUT_ELEMENT_DESC elements[1] = 113 { 114 {"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 115 0, D3D11_INPUT_PER_VERTEX_DATA, 0}, 116 }; 117 118 ensure(dev->CreateInputLayout(elements, 1, g_vs, sizeof(g_vs), &layout)); 119 120 D3D11_BUFFER_DESC bufferd; 121 bufferd.ByteWidth = sizeof(vertex_data); 122 bufferd.Usage = D3D11_USAGE_IMMUTABLE; 123 bufferd.BindFlags = D3D11_BIND_VERTEX_BUFFER; 124 bufferd.CPUAccessFlags = 0; 125 bufferd.MiscFlags = 0; 126 bufferd.StructureByteStride = 0; 127 128 D3D11_SUBRESOURCE_DATA buffersd; 129 buffersd.pSysMem = vertex_data; 130 131 ensure(dev->CreateBuffer(&bufferd, &buffersd, &vb)); 132 133 D3D11_BUFFER_DESC cbd; 134 cbd.ByteWidth = (sizeof(cb_frame_t) + 15) & ~15; 135 cbd.Usage = D3D11_USAGE_DYNAMIC; 136 cbd.BindFlags = D3D11_BIND_CONSTANT_BUFFER; 137 cbd.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; 138 cbd.MiscFlags = 0; 139 cbd.StructureByteStride = 0; 140 141 ensure(dev->CreateBuffer(&cbd, NULL, &cb_frame)); 142 return true; 143 } 144 145 void draw(ID3D11DeviceContext* ctx, ID3D11RenderTargetView* rtv, unsigned width, unsigned height, double time) 146 { 147 D3D11_VIEWPORT vp; 148 memset(&vp, 0, sizeof(vp)); 149 vp.Width = (float)width; 150 vp.Height = (float)height; 151 vp.MaxDepth = 1.0f; 152 153 if(width != cur_width || height != cur_height) 154 { 155 if(zsv) 156 zsv->Release(); 157 ID3D11Texture2D* zsbuf; 158 D3D11_TEXTURE2D_DESC zsbufd; 159 memset(&zsbufd, 0, sizeof(zsbufd)); 160 zsbufd.Width = width; 161 zsbufd.Height = height; 162 zsbufd.Format = DXGI_FORMAT_D32_FLOAT; 163 zsbufd.ArraySize = 1; 164 zsbufd.MipLevels = 1; 165 zsbufd.SampleDesc.Count = 1; 166 zsbufd.BindFlags = D3D11_BIND_DEPTH_STENCIL; 167 ensure(dev->CreateTexture2D(&zsbufd, 0, &zsbuf)); 168 ensure(dev->CreateDepthStencilView(zsbuf, 0, &zsv)); 169 zsbuf->Release(); 170 } 171 172 float black[4] = {0, 0, 0, 0}; 173 174 D3D11_MAPPED_SUBRESOURCE map; 175 ensure(ctx->Map(cb_frame, 0, D3D11_MAP_WRITE_DISCARD, 0, &map)); 176 cb_frame_t* cb_frame_data = (cb_frame_t*)map.pData; 177 D3DXMatrixIdentity(&cb_frame_data->model); 178 179 D3DXMATRIX view; 180 D3DXVECTOR3 eye(2.0f * (float)sin(time), 0.0f, 2.0f * (float)cos(time)); 181 D3DXVECTOR3 at(0, 0, 0); 182 D3DXVECTOR3 up(0, 1, 0); 183 D3DXMatrixLookAtLH(&view, &eye, &at, &up); 184 D3DXMATRIX proj; 185 D3DXMatrixPerspectiveLH(&proj, 1.1f, 1.1f, 1.0f, 3.0f); 186 187 cb_frame_data->view_proj = view * proj; 188 float min_tess_factor = 1.0f; 189 cb_frame_data->tess_factor = (1.0f - (float)cos(time)) * ((64.0f - min_tess_factor) / 2.0f) + min_tess_factor; 190 cb_frame_data->disp_scale = 0.9f; 191 //cb_frame_data->disp_scale = (sin(time) + 1.0) / 2.0; 192 cb_frame_data->disp_freq = 5.0f * (float)M_PI; 193 //cb_frame_data->disp_freq = (4.0 + 4.0 * cos(time / 5.0)) * PI; 194 ctx->Unmap(cb_frame, 0); 195 196 ctx->HSSetConstantBuffers(0, 1, &cb_frame); 197 ctx->DSSetConstantBuffers(0, 1, &cb_frame); 198 199 //ctx->OMSetBlendState(bs, black, ~0); 200 //ctx->OMSetDepthStencilState(dss, 0); 201 ctx->OMSetRenderTargets(1, &rtv, zsv); 202 //ctx->RSSetState(rs); 203 ctx->RSSetViewports(1, &vp); 204 205 ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_3_CONTROL_POINT_PATCHLIST); 206 ctx->IASetInputLayout(layout); 207 unsigned stride = 3 * 4; 208 unsigned offset = 0; 209 ctx->IASetVertexBuffers(0, 1, &vb, &stride, &offset); 210 211 ctx->VSSetShader(vs, NULL, 0); 212 ctx->HSSetShader(hs, NULL, 0); 213 ctx->DSSetShader(ds, NULL, 0); 214 ctx->GSSetShader(NULL, NULL, 0); 215 ctx->PSSetShader(ps, NULL, 0); 216 217 ctx->ClearRenderTargetView(rtv, black); 218 ctx->ClearDepthStencilView(zsv, D3D11_CLEAR_DEPTH, 1.0f, 0); 219 220 ctx->Draw(3 * 8, 0); 221 } 222 }; 223 224 d3d11_application* d3d11_application_create() 225 { 226 return new d3d11spikysphere(); 227 } 228