blob: 1e0ce04ca655ea972928c2fec98e940437641b37 [file] [log] [blame]
/**************************************************************************
*
* 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.
*
**************************************************************************/
#include <vector>
#include "d3d11blit.hlsl.ps.h"
#include "d3d11blit.hlsl.vs.h"
template<typename index_type = unsigned>
struct triangle_list_indices : public std::vector<index_type>
{
unsigned base;
bool flip;
triangle_list_indices()
: base(0), flip(false)
{}
void poly(unsigned a, unsigned b, unsigned c)
{
this->push_back(base + a);
this->push_back(base + (flip ? c : b));
this->push_back(base + (flip ? b : c));
}
void poly(unsigned a, unsigned b, unsigned c, unsigned d)
{
poly(a, b, c);
poly(a, c, d);
}
void poly(unsigned a, unsigned b, unsigned c, unsigned d, unsigned e)
{
poly(a, b, c, d);
poly(a, d, e);
}
void poly(unsigned a, unsigned b, unsigned c, unsigned d, unsigned e, unsigned f)
{
poly(a, b, c, d, e);
poly(a, e, f);
}
void poly(unsigned a, unsigned b, unsigned c, unsigned d, unsigned e, unsigned f, unsigned g)
{
poly(a, b, c, d, e, f);
poly(a, f, g);
}
void poly(unsigned a, unsigned b, unsigned c, unsigned d, unsigned e, unsigned f, unsigned g, unsigned h)
{
poly(a, b, c, d, e, f, g);
poly(a, g, h);
}
};
struct mesh
{
ID3D11InputLayout* layout;
ID3D11Buffer* buffer;
D3D11_PRIMITIVE_TOPOLOGY topology;
unsigned vertex_size;
unsigned draw_count;
DXGI_FORMAT index_format;
unsigned index_offset;
mesh(ID3D11Device* dev, D3D11_PRIMITIVE_TOPOLOGY topology,
const D3D11_INPUT_ELEMENT_DESC *elements, unsigned num_elements,
const void* vs, unsigned vs_size,
const void* vertices, unsigned vertex_size, unsigned num_vertices,
const void* indices = 0, unsigned index_size = 0, unsigned num_indices = 0)
: topology(topology), vertex_size(vertex_size), draw_count(index_size ? num_indices : num_vertices)
{
dev->CreateInputLayout(elements, num_elements, vs, vs_size, &layout);
if(index_size == 2)
index_format = DXGI_FORMAT_R16_UINT;
else if(index_size == 4)
index_format = DXGI_FORMAT_R32_UINT;
else
index_format = DXGI_FORMAT_UNKNOWN;
this->vertex_size = vertex_size;
index_offset = vertex_size * num_vertices;
D3D11_BUFFER_DESC bufferd;
memset(&bufferd, 0, sizeof(bufferd));
bufferd.Usage = D3D11_USAGE_IMMUTABLE;
bufferd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
if(index_format)
bufferd.BindFlags |= D3D11_BIND_INDEX_BUFFER;
bufferd.ByteWidth = index_offset + index_format * num_indices;
char* data = (char*)malloc(bufferd.ByteWidth);
memcpy(data, vertices, vertex_size * num_vertices);
memcpy(data + index_offset, indices, index_size * num_indices);
D3D11_SUBRESOURCE_DATA buffersd;
buffersd.pSysMem = data;
ensure(dev->CreateBuffer(&bufferd, &buffersd, &buffer));
free(data);
}
~mesh()
{
layout->Release();
buffer->Release();
}
void bind(ID3D11DeviceContext* ctx)
{
unsigned offset = 0;
ctx->IASetPrimitiveTopology(topology);
ctx->IASetInputLayout(layout);
if(index_format)
ctx->IASetIndexBuffer(buffer, index_format, index_offset);
ctx->IASetVertexBuffers(0, 1, &buffer, &vertex_size, &offset);
}
void draw_bound(ID3D11DeviceContext* ctx)
{
if(index_format)
ctx->DrawIndexed(draw_count, 0, 0);
else
ctx->Draw(draw_count, 0);
}
void bind_and_draw(ID3D11DeviceContext* ctx)
{
bind(ctx);
draw_bound(ctx);
}
};
mesh* create_tex_quad(ID3D11Device* dev, const BYTE* vs, unsigned vs_size)
{
float quad_data[] = {
-1, -1, 0, 1,
-1, 1, 0, 0,
1, -1, 1, 1,
1, 1, 1, 0,
};
D3D11_INPUT_ELEMENT_DESC elements[2] =
{
{"POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0},
{"TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 8, D3D11_INPUT_PER_VERTEX_DATA, 0},
};
return new mesh(dev, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP,
elements, 2,
vs, vs_size,
quad_data, 4 * sizeof(float), 4,
0, 0, 0);
}
struct d3d11_blitter
{
mesh* quad;
ID3D11VertexShader* vs;
ID3D11PixelShader* ps;
ID3D11SamplerState* sampler[2];
d3d11_blitter(ID3D11Device* dev)
{
quad = create_tex_quad(dev, g_vs_blit, sizeof(g_vs_blit));
dev->CreateVertexShader(g_vs_blit, sizeof(g_vs_blit), 0, &vs);
dev->CreatePixelShader(g_ps_blit, sizeof(g_ps_blit), 0, &ps);
for(unsigned i = 0; i < 2; ++i)
{
D3D11_SAMPLER_DESC samplerd;
memset(&samplerd, 0, sizeof(samplerd));
samplerd.Filter = i ? D3D11_FILTER_MIN_MAG_MIP_LINEAR : D3D11_FILTER_MIN_MAG_MIP_LINEAR;
samplerd.AddressU = samplerd.AddressV = samplerd.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
dev->CreateSamplerState(&samplerd, &sampler[i]);
}
}
void bind(ID3D11DeviceContext* ctx, ID3D11ShaderResourceView* srv, ID3D11RenderTargetView* rtv, float x, float y, float width, float height, bool linear)
{
D3D11_VIEWPORT vp;
vp.TopLeftX = x;
vp.TopLeftY = y;
vp.Width = width;
vp.Height = height;
vp.MinDepth = 0;
vp.MaxDepth = 1;
ctx->RSSetViewports(1, &vp);
ctx->RSSetState(0);
ctx->OMSetBlendState(0, 0, ~0);
ctx->OMSetDepthStencilState(0, 0);
ctx->OMSetRenderTargets(1, &rtv, 0);
ctx->VSSetShader(vs, 0, 0);
ctx->PSSetShader(ps, 0, 0);
ctx->PSSetShaderResources(0, 1, &srv);
ctx->PSSetSamplers(0, 1, &sampler[!!linear]);
quad->bind(ctx);
}
void draw_bound(ID3D11DeviceContext* ctx)
{
quad->draw_bound(ctx);
}
void bind_draw_and_unbind(ID3D11DeviceContext* ctx, ID3D11ShaderResourceView* srv, ID3D11RenderTargetView* rtv, float x, float y, float width, float height, bool linear)
{
bind(ctx, srv, rtv, x, y, width, height, linear);
draw_bound(ctx);
unbind(ctx);
}
void unbind(ID3D11DeviceContext* ctx)
{
void* null = 0;
ctx->PSSetShaderResources(0, 1, (ID3D11ShaderResourceView**)&null);
ctx->PSSetSamplers(0, 1, (ID3D11SamplerState**)&null);
}
};
template<typename T, unsigned n>
struct vec_t
{
T v[n];
T& operator [](unsigned i)
{
return v[i];
}
const T& operator [](unsigned i) const
{
return v[i];
}
};
template<typename T, unsigned n>
vec_t<T, n> operator -(const vec_t<T, n> a)
{
vec_t<T, n> r;
for(unsigned i = 0; i < n; ++i)
r[i] = -a[i];
return r;
}
template<typename T, unsigned n>
vec_t<T, n> operator +(const vec_t<T, n>& a, const vec_t<T, n>& b)
{
vec_t<T, n> r;
for(unsigned i = 0; i < n; ++i)
r[i] = a[i] + b[i];
return r;
}
template<typename T, unsigned n>
vec_t<T, n>& operator +=(vec_t<T, n>& a, const vec_t<T, n>& b)
{
for(unsigned i = 0; i < n; ++i)
a[i] += b[i];
return a;
}
template<typename T, unsigned r, unsigned c>
struct mat_t : public vec_t<vec_t<T, r>, c>
{};
template<typename T, unsigned n>
vec_t<T, n> operator *(const vec_t<T, n>& a, const T& b)
{
vec_t<T, n> r;
for(unsigned i = 0; i < n; ++i)
r[i] = a[i] * b;
return r;
}
template<typename T, unsigned n>
vec_t<T, n> operator *(const T& b, const vec_t<T, n>& a)
{
vec_t<T, n> r;
for(unsigned i = 0; i < n; ++i)
r[i] = a[i] * b;
return r;
}
template<typename T, unsigned d, unsigned e>
vec_t<T, e> operator *(const mat_t<T, e, d>& m, const vec_t<T, d>& b)
{
vec_t<T, e> r;
r = m[0] * b[0];
for(unsigned i = 1; i < d; ++i)
r += m[i] * b[i];
return r;
}
template<typename T, unsigned d, unsigned e, unsigned f>
mat_t<T, e, f> operator *(const mat_t<T, e, d>& m, const mat_t<T, d, f>& b)
{
mat_t<T, e, f> r;
for(unsigned i = 0; i < d; ++i)
r[i] = m * b[i];
return r;
}
template<typename T>
vec_t<T, 3> vec(T a, T b, T c)
{
vec_t<T, 4> v;
v[0] = a;
v[1] = b;
v[2] = c;
return v;
}
template<typename T>
vec_t<T, 4> vec(T a, T b, T c, T d)
{
vec_t<T, 4> v;
v[0] = a;
v[1] = b;
v[2] = c;
v[3] = d;
return v;
}
typedef mat_t<float, 4, 4> float4x4;
typedef mat_t<float, 4, 3> float4x3;
typedef mat_t<float, 3, 4> float3x4;
typedef mat_t<float, 3, 3> float3x3;
typedef vec_t<float, 3> float3;
typedef vec_t<float, 4> float4;
template<typename T>
mat_t<T, 4, 4> mat4x4_frustum(T left, T right, T bottom, T top, T nearval, T farval)
{
T x = (2.0f * nearval) / (right - left);
T y = (2.0f * nearval) / (top - bottom);
T a = (right + left) / (right - left);
T b = (top + bottom) / (top - bottom);
T c = -(farval + nearval) / (farval - nearval);
T d = -(2.0f * farval * nearval) / (farval - nearval);
T _0 = (T)0;
mat_t<T, 4, 4> m;
m[0] = vec(x, _0, _0, _0);
m[1] = vec(_0, y, _0, _0);
m[2] = vec(a, b, c, (T)-1);
m[3] = vec(_0, _0, d, _0);
return m;
}
template<typename T>
mat_t<T, 3, 3> mat3x3_diag(T v)
{
mat_t<T, 3, 3> m;
T _0 = (T)0;
m[0] = vec(v, _0, _0);
m[1] = vec(_0, v, _0);
m[2] = vec(_0, _0, v);
return m;
}
template<typename T>
mat_t<T, 4, 4> mat4x4_diag(T v)
{
mat_t<T, 4, 4> m;
T _0 = (T)0;
m[0] = vec(v, _0, _0, _0);
m[1] = vec(_0, v, _0, _0);
m[2] = vec(_0, _0, v, _0);
m[3] = vec(_0, _0, _0, v);
return m;
}
template<typename T, unsigned n>
mat_t<T, n, n> mat_push_rotate(const mat_t<T, n, n>& m, unsigned axis, T angle)
{
T s = (T)sin(angle);
T c = (T)cos(angle);
mat_t<T, n, n> r = m;
unsigned a = (axis + 1) % 3;
unsigned b = (axis + 2) % 3;
r[a] = (m[a] * c) + (m[b] * s);
r[b] = -(m[a] * s) + (m[b] * c);
return r;
}
template<typename T, unsigned n>
mat_t<T, n, n> mat_push_translate(const mat_t<T, n, n>& m, float x, float y, float z)
{
mat_t<T, n, n> r = m;
vec_t<T, n> v;
v[0] = x;
v[1] = y;
v[2] = z;
if(n >= 4)
v[3] = (T)0;
r[3] += m * v;
return r;
}