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/*
* Copyright (C) 1999-2001 Brian Paul All Rights Reserved.
* Copyright (C) 2009-2010 Luca Barbieri All Rights Reserved.
*
* 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 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
* BRIAN PAUL 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.
*/
/*
* This is a port of the infamous "glxgears" demo to straight EGL
* Port by Dane Rushton 10 July 2005
*
* This a rewrite of the 'eglgears' demo in straight Gallium
* Port by Luca Barbieri
*
* This a port of the 'galliumgears' demo to Direct3D 11
* Port by Luca Barbieri
*/
#define _USE_MATH_DEFINES
#include "d3d11app.h"
#include "d3d11u.h"
#include "d3d11gears.hlsl.ps.h"
#include "d3d11gears.hlsl.vs.h"
#include <stdlib.h>
#include <stdio.h>
#include <math.h>
#include <float.h>
struct gear
{
struct mesh* mesh;
float x;
float y;
float t0;
float wmul;
float4 color;
};
struct cbuf_t
{
float4x4 projection;
float4x4 modelview;
float4 light;
float4 diffuse;
float4 specular;
float specular_power;
float padding[3];
};
struct gear gears[3];
struct vertex
{
float position[3];
float normal[3];
vertex(float x, float y, float z, float nx, float ny, float nz)
{
position[0] = x;
position[1] = y;
position[2] = z;
normal[0] = nx;
normal[1] = ny;
normal[2] = nz;
}
};
#define VERT(x, y, z) vertices.push_back(vertex((x), (y), (z), (nx), (ny), (nz)))
static mesh* build_gear(ID3D11Device* dev, int triangle_budget, float inner_radius, float outer_radius, float width, int teeth, float tooth_depth)
{
int i, j, k;
float r0, r1, r2;
float da;
float nx, ny, nz;
int face;
int segs = 4;
int base_triangles = teeth * segs * 2 * 2;
int divs0 = (triangle_budget / base_triangles) - 1;
int divs = (divs0 > 0) ? divs0 : 1;
float* c = (float*)malloc(teeth * segs * sizeof(float));
float* s = (float*)malloc(teeth * segs * sizeof(float));
float* dc = (float*)malloc(teeth * segs * divs * sizeof(float));
float* ds = (float*)malloc(teeth * segs * divs * sizeof(float));
int num_vertices = teeth * segs * 2 * (3 + 2 * divs);
int num_triangles = base_triangles * (1 + divs);
printf("Creating gear with %i teeth using %i vertices used in %i triangles\n", teeth, num_vertices, num_triangles);
triangle_list_indices<> indices;
std::vector<vertex> vertices;
r0 = inner_radius;
r1 = outer_radius - tooth_depth / 2.0f;
r2 = outer_radius + tooth_depth / 2.0f;
da = (float)(2.0 * M_PI / (teeth * segs * divs));
for(i = 0; i < teeth * segs * divs; ++i) {
float angle = da * i;
ds[i] = sin(angle);
dc[i] = cos(angle);
}
for(i = 0; i < teeth * segs; ++i) {
s[i] = ds[i * divs];
c[i] = dc[i * divs];
}
/* faces */
for(face = -1; face <= 1; face += 2) {
float z = width * face * 0.5f;
nx = 0.0f;
ny = 0.0f;
nz = (float)face;
indices.flip = face > 0;
assert(segs == 4);
for(i = 0; i < teeth; ++i) {
VERT(r1 * c[segs * i], r1 * s[segs * i], z);
VERT(r2 * c[segs * i + 1], r2 * s[segs * i + 1], z);
VERT(r2 * c[segs * i + 2], r2 * s[segs * i + 2], z);
VERT(r1 * c[segs * i + 3], r1 * s[segs * i + 3], z);
}
for(i = 0; i < teeth * segs * divs; ++i) {
VERT(r0 * dc[i], r0 * ds[i], z);
}
for(i = 0; i < teeth; ++i) {
for(j = i * segs; j < (i + 1) * segs; ++j) {
int nextj = j + 1;
if(nextj == teeth * segs)
nextj = 0;
for(k = j * divs; k < (j + 1) * divs; ++k) {
int nextk = k + 1;
if(nextk == teeth * segs * divs)
nextk = 0;
indices.poly(teeth * segs + k, j, teeth * segs + nextk);
}
indices.poly(teeth * segs + nextj * divs, j, nextj);
}
}
indices.base += teeth * segs * (1 + divs);
}
/* teeth faces */
indices.flip = true;
float z = width * 0.5f;
float* coords = (float*)malloc((segs + 1) * 2 * sizeof(float));
nz = 0;
for(i = 0; i < teeth; i++) {
int next = i + 1;
if(next == teeth)
next = 0;
coords[0] = r1 * c[segs * i];
coords[1] = r1 * s[segs * i];
coords[2] = r2 * c[segs * i + 1];
coords[3] = r2 * s[segs * i + 1];
coords[4] = r2 * c[segs * i + 2];
coords[5] = r2 * s[segs * i + 2];
coords[6] = r1 * c[segs * i + 3];
coords[7] = r1 * s[segs * i + 3];
coords[8] = r1 * c[segs * next];
coords[9] = r1 * s[segs * next];
for(int j = 0; j < segs; ++j) {
float dx = coords[j * 2] - coords[j * 2 + 2];
float dy = coords[j * 2 + 1] - coords[j * 2 + 3];
float len = hypotf(dx, dy);
nx = -dy / len;
ny = dx / len;
VERT(coords[j * 2], coords[j * 2 + 1], z);
VERT(coords[j * 2], coords[j * 2 + 1], -z);
VERT(coords[j * 2 + 2], coords[j * 2 + 3], z);
VERT(coords[j * 2 + 2], coords[j * 2 + 3], -z);
indices.poly(0, 1, 3, 2);
indices.base += 4;
}
}
free(coords);
/* inner part - simulate a cylinder */
indices.flip = true;
for(i = 0; i < teeth * segs * divs; i++) {
int next = i + 1;
if(next == teeth * segs * divs)
next = 0;
nx = -dc[i];
ny = -ds[i];
VERT(r0 * dc[i], r0 * ds[i], -width * 0.5f);
VERT(r0 * dc[i], r0 * ds[i], width * 0.5f);
indices.poly(i * 2, i * 2 + 1, next * 2 + 1, next * 2);
}
indices.base += teeth * segs * divs * 2;
free(c);
free(s);
free(dc);
free(ds);
D3D11_INPUT_ELEMENT_DESC elements[2] =
{
{"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0},
{"NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0},
};
return new mesh(dev, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST,
elements, 2,
g_vs, sizeof(g_vs),
&vertices[0], sizeof(vertices[0]), vertices.size(),
&indices[0], sizeof(indices[0]), indices.size());
}
struct d3d11gears : public d3d11_application
{
float view_rotx;
float view_roty;
float view_rotz;
int wireframe;
int triangles;
float speed;
float period;
unsigned impressions;
bool blue_only;
float last_time;
int cur_width;
int cur_height;
ID3D11DepthStencilView* zsv;
ID3D11RenderTargetView* offscreen_rtv;
ID3D11ShaderResourceView* offscreen_srv;
ID3D11Device* dev;
ID3D11BlendState* blend;
ID3D11DepthStencilState* zsa;
ID3D11PixelShader* ps;
ID3D11VertexShader* vs;
ID3D11Buffer* cb;
d3d11_blitter* blitter;
d3d11gears()
: cur_width(-1), cur_height(-1), zsv(0), offscreen_rtv(0), offscreen_srv(0)
{
view_rotx = (float)(M_PI / 9.0);
view_roty = (float)(M_PI / 6.0);
view_rotz = 0.0f;
wireframe = 0;
triangles = 3200;
speed = 1.0f;
period = -1.0f;
impressions = 1;
blue_only = false;
}
void draw_one(ID3D11DeviceContext* ctx, cbuf_t& cbd, const float4x4& modelview, float angle)
{
for(unsigned i = blue_only ? 2 : 0; i < 3; ++i)
{
float4x4 m2 = modelview;
m2 = mat_push_translate(m2, gears[i].x, gears[i].y, 0.0f);
m2 = mat_push_rotate(m2, 2, angle * gears[i].wmul + gears[i].t0);
cbd.modelview = m2;
cbd.diffuse = gears[i].color;
cbd.specular = gears[i].color;
cbd.specular_power = 5.0f;
ctx->UpdateSubresource(cb, 0, 0, &cbd, 0, 0);
gears[i].mesh->bind_and_draw(ctx);
}
}
float get_angle(double time)
{
// designed so that 1 = original glxgears speed
float mod_speed = M_PI * 70.0f / 180.0f * speed;
if(period < 0)
return (float)(time * mod_speed);
else
return (float)(cos(time / period) * period * mod_speed);
}
void init_for_dimensions(unsigned width, unsigned height)
{
if(zsv)
zsv->Release();
ID3D11Texture2D* zsbuf;
D3D11_TEXTURE2D_DESC zsbufd;
memset(&zsbufd, 0, sizeof(zsbufd));
zsbufd.Width = width;
zsbufd.Height = height;
zsbufd.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
zsbufd.ArraySize = 1;
zsbufd.MipLevels = 1;
zsbufd.SampleDesc.Count = 1;
zsbufd.BindFlags = D3D11_BIND_DEPTH_STENCIL;
ensure(dev->CreateTexture2D(&zsbufd, 0, &zsbuf));
ensure(dev->CreateDepthStencilView(zsbuf, 0, &zsv));
zsbuf->Release();
ID3D11Texture2D* offscreen;
if(offscreen_rtv)
{
offscreen_rtv->Release();
offscreen_srv->Release();
offscreen_rtv = 0;
offscreen_srv = 0;
}
if(impressions > 1)
{
DXGI_FORMAT formats[] = {
DXGI_FORMAT_R32G32B32A32_FLOAT,
DXGI_FORMAT_R16G16B16A16_UNORM,
DXGI_FORMAT_R16G16B16A16_FLOAT,
DXGI_FORMAT_R10G10B10A2_UNORM,
};
DXGI_FORMAT format = DXGI_FORMAT_R8G8B8A8_UNORM; // this won't work well at all
unsigned needed_support = D3D11_FORMAT_SUPPORT_RENDER_TARGET | D3D11_FORMAT_SUPPORT_BLENDABLE | D3D11_FORMAT_SUPPORT_SHADER_SAMPLE;
for(unsigned i = 0; i < sizeof(formats); ++i)
{
unsigned support;
dev->CheckFormatSupport(DXGI_FORMAT_R32G32B32A32_FLOAT, &support);
if((support & needed_support) == needed_support)
{
format = formats[i];
break;
}
}
D3D11_TEXTURE2D_DESC offscreend;
memset(&offscreend, 0, sizeof(offscreend));
offscreend.Width = width;
offscreend.Height = height;
offscreend.Format = format;
offscreend.MipLevels = 1;
offscreend.ArraySize = 1;
offscreend.SampleDesc.Count = 1;
offscreend.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET;
ensure(dev->CreateTexture2D(&offscreend, 0, &offscreen));
ensure(dev->CreateRenderTargetView(offscreen, 0, &offscreen_rtv));
ensure(dev->CreateShaderResourceView(offscreen, 0, &offscreen_srv));
offscreen->Release();
}
cur_width = width;
cur_height = height;
}
void draw(ID3D11DeviceContext* ctx, ID3D11RenderTargetView* rtv, unsigned width, unsigned height, double time)
{
D3D11_VIEWPORT vp;
memset(&vp, 0, sizeof(vp));
vp.Width = (float)width;
vp.Height = (float)height;
vp.MaxDepth = 1.0f;
if((int)width != cur_width || (int)height != cur_height)
init_for_dimensions(width, height);
float4 lightpos = vec(5.0f, 5.0f, 10.0f, 0.0f);
float black[4] = {0.0, 0.0, 0.0, 0};
float4x4 proj;
float4x4 m;
float xr = (float)width / (float)height;
float yr = 1.0f;
if(xr < 1.0f) {
yr /= xr;
xr = 1.0f;
}
proj = mat4x4_frustum(-xr, xr, -yr, yr, 5.0f, 60.0f);
m = mat4x4_diag(1.0f);
m = mat_push_translate(m, 0.0f, 0.0f, -40.0f);
m = mat_push_rotate(m, 0, view_rotx);
m = mat_push_rotate(m, 1, view_roty);
m = mat_push_rotate(m, 2, view_rotz);
cbuf_t cbd;
cbd.projection = proj;
cbd.light = lightpos;
float blend_factor[4] = {1.0f / (float)impressions, 1.0f / (float)impressions, 1.0f / (float)impressions, 1.0f / (float)impressions};
ID3D11RenderTargetView* render_rtv;
if(impressions == 1)
render_rtv = rtv;
else
render_rtv = offscreen_rtv;
ctx->RSSetViewports(1, &vp);
ctx->ClearRenderTargetView(render_rtv, black);
ctx->PSSetShader(ps, 0, 0);
ctx->VSSetShader(vs, 0, 0);
ctx->PSSetConstantBuffers(0, 1, &cb);
ctx->VSSetConstantBuffers(0, 1, &cb);
if(impressions == 1)
{
ctx->OMSetBlendState(0, 0, ~0);
ctx->OMSetDepthStencilState(0, 0);
ctx->OMSetRenderTargets(1, &rtv, zsv);
ctx->ClearDepthStencilView(zsv, D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL, 1.0, 0);
draw_one(ctx, cbd, m, get_angle(time));
}
else
{
ctx->OMSetBlendState(blend, blend_factor, ~0);
float time_delta = (float)time - last_time;
float time_delta_per_impression = time_delta / impressions;
float base_time = last_time + time_delta_per_impression / 2;
for(unsigned impression = 0; impression < impressions; ++impression)
{
float impression_time = base_time + time_delta_per_impression * impression;
ctx->ClearDepthStencilView(zsv, D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL, 1.0, 0);
// do early z-pass since we must not write any pixel more than once due to blending
for(unsigned pass = 0; pass < 2; ++pass)
{
if(pass == 0)
{
ctx->OMSetRenderTargets(0, 0, zsv);
ctx->OMSetDepthStencilState(0, 0);
}
else
{
ctx->OMSetRenderTargets(1, &render_rtv, zsv);
ctx->OMSetDepthStencilState(zsa, 0);
}
draw_one(ctx, cbd, m, get_angle(impression_time));
}
}
blitter->bind_draw_and_unbind(ctx, offscreen_srv, rtv, 0, 0, (float)width, (float)height, false);
}
last_time = (float)time;
}
bool init(ID3D11Device* dev, int argc, char** argv)
{
this->dev = dev;
for(char** p = argv + 1; *p; ++p) {
if(!strcmp(*p, "-w"))
wireframe = 1;
else if(!strcmp(*p, "-b"))
blue_only = true;
else if(!strcmp(*p, "-t"))
triangles = atoi(*++p);
else if(!strcmp(*p, "-m"))
impressions = (float)atof(*++p);
else if(!strcmp(*p, "-p"))
period = (float)atof(*++p);
else if(!strcmp(*p, "-s"))
speed = (float)atof(*++p);
else {
fprintf(stderr, "Usage: d3d11gears [-v|-w] [-t TRIANGLES]\n");
fprintf(stderr, "d3d11gears is an enhanced port of glxgears to Direct3D 11\n");
fprintf(stderr, "\n");
//fprintf(stderr, "-v\t\tuse per-vertex diffuse-only lighting (classic glxgears look)\n");
fprintf(stderr, "-w\t\twireframe mode\n");
fprintf(stderr, "-t TRIANGLES\ttriangle budget (default is 3200)\n");
fprintf(stderr, "-m IMPRESSIONS\tmotion blur impressions (default is 1)\n");
fprintf(stderr, "-p PERIOD\tspeed reversal period (default is infinite)\n");
fprintf(stderr, "-s SPEED\tgear speed (default is 1.0)\n");
fprintf(stderr, "-b\tonly show blue gear (for faster motion blur)\n");
return false;
}
}
ensure(dev->CreatePixelShader(g_ps, sizeof(g_ps), NULL, &ps));
ensure(dev->CreateVertexShader(g_vs, sizeof(g_vs), NULL, &vs));
gears[0].color = vec(0.8f, 0.1f, 0.0f, 1.0f);
gears[1].color = vec(0.0f, 0.8f, 0.2f, 1.0f);
gears[2].color = vec(0.2f, 0.2f, 1.0f, 1.0f);
gears[0].mesh = build_gear(dev, triangles / 2, 1.0f, 4.0f, 1.0f, 20, 0.7f);
gears[1].mesh = build_gear(dev, triangles / 4, 0.5f, 2.0f, 2.0f, 10, 0.7f);
gears[2].mesh = build_gear(dev, triangles / 4, 1.3f, 2.0f, 0.5f, 10, 0.7f);
gears[0].x = -3.0f;
gears[0].y = -2.0f;
gears[0].wmul = 1.0f;
gears[0].t0 = 0.0 * M_PI / 180.0f;
gears[1].x = 3.1f;
gears[1].y = -2.0f;
gears[1].wmul = -2.0f;
gears[1].t0 = -9.0f * (float)M_PI / 180.0f;
gears[2].x = -3.1f;
gears[2].y = 4.2f;
gears[2].wmul = -2.0f;
gears[2].t0 = -25.0f * (float)M_PI / 180.0f;
D3D11_BUFFER_DESC bufferd;
memset(&bufferd, 0, sizeof(bufferd));
bufferd.ByteWidth = sizeof(cbuf_t);
bufferd.Usage = D3D11_USAGE_DEFAULT;
bufferd.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
ensure(dev->CreateBuffer(&bufferd, 0, &cb));
if(impressions > 1)
{
D3D11_BLEND_DESC blendd;
memset(&blendd, 0, sizeof(blendd));
blendd.RenderTarget[0].BlendEnable = TRUE;
blendd.RenderTarget[0].BlendOp = blendd.RenderTarget[0].BlendOpAlpha
= D3D11_BLEND_OP_ADD;
blendd.RenderTarget[0].SrcBlend = blendd.RenderTarget[0].SrcBlendAlpha
= D3D11_BLEND_BLEND_FACTOR;
blendd.RenderTarget[0].DestBlend = blendd.RenderTarget[0].DestBlendAlpha
= D3D11_BLEND_ONE;
blendd.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
ensure(dev->CreateBlendState(&blendd, &blend));
D3D11_DEPTH_STENCIL_DESC zsad;
memset(&zsad, 0, sizeof(zsad));
zsad.DepthEnable = TRUE;
zsad.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ZERO;
zsad.DepthFunc = D3D11_COMPARISON_EQUAL;
ensure(dev->CreateDepthStencilState(&zsad, &zsa));
blitter = new d3d11_blitter(dev);
}
return true;
}
};
d3d11_application* d3d11_application_create()
{
return new d3d11gears();
}