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ToScreen.cpp
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//--------------------------------------------------------------------------------------
// File: ToScreen.cpp
//
// DV1541/DV1542 Lab01: RayTracing
//
// Copyright (c) Stefan Petersson 2010. All rights reserved.
//--------------------------------------------------------------------------------------
#include "ToScreen.h"
#include "stdafx.h"
char* SHADER_STRING = R"(
struct PSSceneIn
{
float4 Pos : SV_Position;
float2 TexCoords : TEX;
};
SamplerState samLinear : register(s0);
Texture2D frame : register(t0);
//-----------------------------------------------------------------------------------------
// VertexShader: VSScene
//-----------------------------------------------------------------------------------------
PSSceneIn VS_main(uint vertexId : SV_VertexID)
{
PSSceneIn output = (PSSceneIn)0;
if (vertexId == 3)
output.Pos = float4(1.0, 1.0, 0.5, 1.0);
else if (vertexId == 2)
output.Pos = float4(1.0, -1.0, 0.5, 1.0);
else if (vertexId == 1)
output.Pos = float4(-1.0, 1.0, 0.5, 1.0);
else if (vertexId == 0)
output.Pos = float4(-1.0, -1.0, 0.5, 1.0);
output.TexCoords = float2(0.5f, 0.5f) * output.Pos.xy + 0.5f.xx;
return output;
}
//-----------------------------------------------------------------------------------------
// PixelShader: PSSceneMain
//-----------------------------------------------------------------------------------------
float4 PS_main(PSSceneIn input) : SV_Target
{
return frame.Sample(samLinear, input.TexCoords);
}
)"; //end of raw string
ToScreen::ToScreen()
{
mCurrentFrame = nullptr;
mCurrentFrameView = nullptr;
mDriverType = D3D10_DRIVER_TYPE_NULL;
mSwapChain = nullptr;
mRenderTargetView = nullptr;
mDepthStencil = nullptr;
mDepthStencilView = nullptr;
mDevice = nullptr;
mScreenPixels = nullptr;
mTexture = nullptr;
mVertexShader = nullptr;
mPixelShader = nullptr;
mTextureSampler = nullptr;
}
ToScreen::~ToScreen()
{
Release();
}
HRESULT ToScreen::CompileShader(char* shaderText, char* pEntrypoint, char* pTarget, D3D10_SHADER_MACRO* pDefines, ID3DBlob** pCompiledShader)
{
DWORD dwShaderFlags = D3DCOMPILE_ENABLE_STRICTNESS | D3DCOMPILE_IEEE_STRICTNESS;
ID3DBlob* pErrorBlob = NULL;
HRESULT hr = D3DCompile(
shaderText,
strlen(shaderText),
NULL,
pDefines,
NULL,
pEntrypoint,
pTarget,
dwShaderFlags,
NULL,
pCompiledShader,
&pErrorBlob);
if (pErrorBlob)
{
OutputDebugStringA((char*)pErrorBlob->GetBufferPointer());
SAFE_RELEASE(pErrorBlob);
}
return hr;
}
HRESULT ToScreen::CreateShadersAndInputLayout()
{
HRESULT hr = S_OK;
ID3DBlob* pVertexShader = NULL;
if (SUCCEEDED(hr = CompileShader(SHADER_STRING, "VS_main", "vs_4_0", NULL, &pVertexShader)))
{
if (SUCCEEDED(hr = mDevice->CreateVertexShader(
pVertexShader->GetBufferPointer(),
pVertexShader->GetBufferSize(),
&mVertexShader)))
{
}
SAFE_RELEASE(pVertexShader);
}
ID3DBlob* pPixelShader = NULL;
if (SUCCEEDED(hr = CompileShader(SHADER_STRING, "PS_main", "ps_4_0", NULL, &pPixelShader)))
{
hr = mDevice->CreatePixelShader(
pPixelShader->GetBufferPointer(),
pPixelShader->GetBufferSize(),
&mPixelShader);
SAFE_RELEASE(pPixelShader);
}
return hr;
}
HRESULT ToScreen::Init(HWND hwnd)
{
HRESULT hr = S_OK;;
RECT rc;
GetClientRect( hwnd, &rc );
mScreenWidth = rc.right - rc.left;;
mScreenHeight = rc.bottom - rc.top;
UINT createDeviceFlags = 0;
#ifdef _DEBUG
createDeviceFlags |= D3D10_CREATE_DEVICE_DEBUG;
#endif
D3D10_DRIVER_TYPE driverTypes[] =
{
D3D10_DRIVER_TYPE_HARDWARE,
D3D10_DRIVER_TYPE_REFERENCE,
};
UINT numDriverTypes = sizeof(driverTypes) / sizeof(driverTypes[0]);
DXGI_SWAP_CHAIN_DESC sd;
ZeroMemory( &sd, sizeof(sd) );
sd.BufferCount = 1;
sd.BufferDesc.Width = mScreenWidth;
sd.BufferDesc.Height = mScreenHeight;
sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
sd.BufferDesc.RefreshRate.Numerator = 60;
sd.BufferDesc.RefreshRate.Denominator = 1;
sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
sd.OutputWindow = hwnd;
sd.SampleDesc.Count = 1;
sd.SampleDesc.Quality = 0;
sd.Windowed = TRUE;
for( UINT driverTypeIndex = 0; driverTypeIndex < numDriverTypes; driverTypeIndex++ )
{
mDriverType = driverTypes[driverTypeIndex];
hr = D3D10CreateDeviceAndSwapChain( nullptr, mDriverType, nullptr, createDeviceFlags,
D3D10_SDK_VERSION, &sd, &mSwapChain, &mDevice );
if( SUCCEEDED( hr ) )
break;
}
if( FAILED(hr) )
return hr;
// Create a render target view
ID3D10Texture2D* pBackBuffer;
hr = mSwapChain->GetBuffer( 0, __uuidof( ID3D10Texture2D ), (LPVOID*)&pBackBuffer );
if( FAILED(hr) )
return hr;
hr = mDevice->CreateRenderTargetView( pBackBuffer, nullptr, &mRenderTargetView );
pBackBuffer->Release();
if( FAILED(hr) )
return hr;
// Create depth stencil texture
D3D10_TEXTURE2D_DESC descDepth;
descDepth.Width = mScreenWidth;
descDepth.Height = mScreenHeight;
descDepth.MipLevels = 1;
descDepth.ArraySize = 1;
descDepth.Format = DXGI_FORMAT_D32_FLOAT;
descDepth.SampleDesc.Count = 1;
descDepth.SampleDesc.Quality = 0;
descDepth.Usage = D3D10_USAGE_DEFAULT;
descDepth.BindFlags = D3D10_BIND_DEPTH_STENCIL;
descDepth.CPUAccessFlags = 0;
descDepth.MiscFlags = 0;
hr = mDevice->CreateTexture2D( &descDepth, nullptr, &mDepthStencil );
if( FAILED(hr) )
return hr;
// Create the depth stencil view
D3D10_DEPTH_STENCIL_VIEW_DESC descDSV;
descDSV.Format = descDepth.Format;
descDSV.ViewDimension = D3D10_DSV_DIMENSION_TEXTURE2D;
descDSV.Texture2D.MipSlice = 0;
hr = mDevice->CreateDepthStencilView( mDepthStencil, &descDSV, &mDepthStencilView );
if( FAILED(hr) )
return hr;
mDevice->OMSetRenderTargets( 1, &mRenderTargetView, mDepthStencilView );
// Setup the viewport
D3D10_VIEWPORT vp;
vp.Width = mScreenWidth;
vp.Height = mScreenHeight;
vp.MinDepth = 0.0f;
vp.MaxDepth = 1.0f;
vp.TopLeftX = 0;
vp.TopLeftY = 0;
mDevice->RSSetViewports( 1, &vp );
if (FAILED(CreateShadersAndInputLayout()))
{
MessageBoxA(0, "Shader compilation error", "Shader error!", 0);
}
mScreenPixels = new BYTE[mScreenWidth * mScreenHeight * 4];
for(unsigned int y = 0; y < mScreenHeight; y++)
for(unsigned int x = 0; x < mScreenWidth; x++)
SetPixelColor(x, y, 0,0,0);
return S_OK;
}
void ToScreen::Release()
{
if(mScreenPixels)
delete [] mScreenPixels;
SAFE_RELEASE(mCurrentFrameView);
if(mCurrentFrame != nullptr)
mCurrentFrame->Release();
mCurrentFrame = nullptr;
SAFE_RELEASE(mTexture);
SAFE_RELEASE(mDepthStencil);
SAFE_RELEASE(mTextureSampler);
SAFE_RELEASE(mVertexShader);
SAFE_RELEASE(mPixelShader);
SAFE_RELEASE(mRenderTargetView);
SAFE_RELEASE(mDepthStencilView);
SAFE_RELEASE(mSwapChain);
SAFE_RELEASE(mDevice);
if (mDevice) mDevice->ClearState();
}
HRESULT ToScreen::Update(float deltaTime)
{
if(mCurrentFrame != nullptr)
mCurrentFrame->Release();
//lazy teachers (SPR and FLL) were here :-)
if (!mTextureSampler)
{
D3D10_SAMPLER_DESC desc;
memset(&desc, 0, sizeof(desc));
desc.Filter = D3D10_FILTER_MIN_MAG_MIP_LINEAR;
desc.AddressU = D3D10_TEXTURE_ADDRESS_CLAMP;
desc.AddressV = D3D10_TEXTURE_ADDRESS_CLAMP;
desc.AddressW = D3D10_TEXTURE_ADDRESS_CLAMP;
desc.MipLODBias = 0;
desc.MaxAnisotropy = 1;
desc.ComparisonFunc = D3D10_COMPARISON_NEVER;
desc.BorderColor[0] = 1.0f;
desc.BorderColor[1] = 1.0f;
desc.BorderColor[2] = 1.0f;
desc.BorderColor[3] = 1.0f;
desc.MinLOD = -FLT_MAX;
desc.MaxLOD = FLT_MAX;
mDevice->CreateSamplerState(&desc, &mTextureSampler);
}
if(!mTexture)
{
D3D10_SUBRESOURCE_DATA data;
data.pSysMem = mScreenPixels;
data.SysMemPitch = (mScreenWidth * 4);
data.SysMemSlicePitch = 0;
D3D10_TEXTURE2D_DESC TextureDesc;
ZeroMemory( &TextureDesc, sizeof( TextureDesc ) );
TextureDesc.Width = mScreenWidth;
TextureDesc.Height = mScreenHeight;
TextureDesc.MipLevels = 1;
TextureDesc.ArraySize = 1;
TextureDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
TextureDesc.SampleDesc.Count = 1;
TextureDesc.SampleDesc.Quality = 0;
TextureDesc.Usage = D3D10_USAGE_DEFAULT;
TextureDesc.BindFlags = D3D10_BIND_SHADER_RESOURCE;
TextureDesc.CPUAccessFlags = 0;
TextureDesc.MiscFlags = 0;
mDevice->CreateTexture2D( &TextureDesc, &data, &mTexture );
D3D10_SHADER_RESOURCE_VIEW_DESC srvDesc;
srvDesc.Format = TextureDesc.Format;
srvDesc.ViewDimension = D3D10_SRV_DIMENSION_TEXTURE2D;
srvDesc.Texture2D.MostDetailedMip = 0;
srvDesc.Texture2D.MipLevels = TextureDesc.MipLevels;
if(mCurrentFrameView)
mCurrentFrameView->Release();
mDevice->CreateShaderResourceView( mTexture, &srvDesc, &mCurrentFrameView );
//Texture->Release();
}
else
{
// update texture resource with new pixel data
D3D10_BOX destRegion;
destRegion.left = 0;
destRegion.right = mScreenWidth;
destRegion.top = 0;
destRegion.bottom = mScreenHeight;
destRegion.front = 0;
destRegion.back = 1;
mDevice->UpdateSubresource(mTexture, 0, &destRegion, mScreenPixels, mScreenWidth * 4, 0);
}
return S_OK;
}
HRESULT ToScreen::Render()
{
// Set variables
//mEffect->GetVariableByName( "frame" )->AsShaderResource()->SetResource(mCurrentFrameView);
mDevice->PSSetShaderResources(0, 1, &mCurrentFrameView);
mDevice->PSSetSamplers(0, 1, &mTextureSampler);
// Set Input Assembler params
//UINT stride = sizeof(TriVertex);
//UINT offset = 0;
mDevice->IASetInputLayout( nullptr );
mDevice->IASetPrimitiveTopology( D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP );
//mDevice->IASetVertexBuffers( 0, 0, nullptr, nullptr, nullptr );
static float ClearColor[4] = { 0.5f, 0.5f, 0.5f, 0.0f };
//clear render target
mDevice->ClearRenderTargetView( mRenderTargetView, ClearColor );
//clear depth info
mDevice->ClearDepthStencilView( mDepthStencilView, D3D10_CLEAR_DEPTH, 1.0f, 0 );
// Render line using the technique mRenderTextured
mDevice->VSSetShader(mVertexShader);
mDevice->GSSetShader(nullptr);
mDevice->PSSetShader(mPixelShader);
mDevice->Draw(4, 0);
if(FAILED(mSwapChain->Present( 0, 0 )))
return E_FAIL;
return S_OK;
}
void ToScreen::BlitScreen(unsigned char* src)
{
memcpy(mScreenPixels, src, 4 * mScreenHeight * mScreenWidth);
};
HRESULT ToScreen::SetPixelColor(unsigned int x, unsigned int y, BYTE r, BYTE g, BYTE b)
{
//if(x < mScreenWidth && y < mScreenHeight)
//{
unsigned char* t1 = &mScreenPixels[((mScreenHeight - y - 1) * mScreenWidth + x) * 4];
t1[0] = r;
t1[1] = g;
t1[2] = b;
t1[3] = 255;
return S_OK;
//}
return E_FAIL;
}