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SimpleTexture.cpp
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SimpleTexture.cpp
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//--------------------------------------------------------------------------------------
// SimpleTexture.cpp
//
// Advanced Technology Group (ATG)
// Copyright (C) Microsoft Corporation. All rights reserved.
//--------------------------------------------------------------------------------------
#include "pch.h"
#include "SimpleTexture.h"
#include "ATGColors.h"
#include "ReadData.h"
extern void ExitSample();
using namespace DirectX;
using Microsoft::WRL::ComPtr;
namespace
{
struct Vertex
{
XMFLOAT4 position;
XMFLOAT2 texcoord;
};
std::vector<uint8_t> LoadBGRAImage(const wchar_t* filename, uint32_t& width, uint32_t& height)
{
ComPtr<IWICImagingFactory> wicFactory;
DX::ThrowIfFailed(CoCreateInstance(CLSID_WICImagingFactory2, nullptr, CLSCTX_INPROC_SERVER, IID_PPV_ARGS(&wicFactory)));
ComPtr<IWICBitmapDecoder> decoder;
DX::ThrowIfFailed(wicFactory->CreateDecoderFromFilename(filename, 0, GENERIC_READ, WICDecodeMetadataCacheOnDemand, decoder.GetAddressOf()));
ComPtr<IWICBitmapFrameDecode> frame;
DX::ThrowIfFailed(decoder->GetFrame(0, frame.GetAddressOf()));
DX::ThrowIfFailed(frame->GetSize(&width, &height));
WICPixelFormatGUID pixelFormat;
DX::ThrowIfFailed(frame->GetPixelFormat(&pixelFormat));
uint32_t rowPitch = width * sizeof(uint32_t);
uint32_t imageSize = rowPitch * height;
std::vector<uint8_t> image;
image.resize(size_t(imageSize));
if (memcmp(&pixelFormat, &GUID_WICPixelFormat32bppBGRA, sizeof(GUID)) == 0)
{
DX::ThrowIfFailed(frame->CopyPixels(0, rowPitch, imageSize, reinterpret_cast<BYTE*>(image.data())));
}
else
{
ComPtr<IWICFormatConverter> formatConverter;
DX::ThrowIfFailed(wicFactory->CreateFormatConverter(formatConverter.GetAddressOf()));
BOOL canConvert = FALSE;
DX::ThrowIfFailed(formatConverter->CanConvert(pixelFormat, GUID_WICPixelFormat32bppBGRA, &canConvert));
if (!canConvert)
{
throw std::exception("CanConvert");
}
DX::ThrowIfFailed(formatConverter->Initialize(frame.Get(), GUID_WICPixelFormat32bppBGRA,
WICBitmapDitherTypeErrorDiffusion, nullptr, 0, WICBitmapPaletteTypeMedianCut));
DX::ThrowIfFailed(formatConverter->CopyPixels(0, rowPitch, imageSize, reinterpret_cast<BYTE*>(image.data())));
}
return image;
}
}
Sample::Sample() :
m_frame(0)
{
// Use gamma-correct rendering.
m_deviceResources = std::make_unique<DX::DeviceResources>(DXGI_FORMAT_B8G8R8A8_UNORM_SRGB, DXGI_FORMAT_D32_FLOAT, 2,
DX::DeviceResources::c_Enable4K_UHD);
}
// Initialize the Direct3D resources required to run.
void Sample::Initialize(IUnknown* window)
{
m_gamePad = std::make_unique<GamePad>();
m_deviceResources->SetWindow(window);
m_deviceResources->CreateDeviceResources();
CreateDeviceDependentResources();
m_deviceResources->CreateWindowSizeDependentResources();
CreateWindowSizeDependentResources();
}
#pragma region Frame Update
// Executes basic render loop.
void Sample::Tick()
{
PIXBeginEvent(PIX_COLOR_DEFAULT, L"Frame %I64u", m_frame);
m_timer.Tick([&]()
{
Update(m_timer);
});
Render();
PIXEndEvent();
m_frame++;
}
// Updates the world.
void Sample::Update(DX::StepTimer const&)
{
PIXBeginEvent(PIX_COLOR_DEFAULT, L"Update");
auto pad = m_gamePad->GetState(0);
if (pad.IsConnected())
{
if (pad.IsViewPressed())
{
ExitSample();
}
}
PIXEndEvent();
}
#pragma endregion
#pragma region Frame Render
// Draws the scene.
void Sample::Render()
{
// Don't try to render anything before the first Update.
if (m_timer.GetFrameCount() == 0)
{
return;
}
// Prepare the render target to render a new frame.
m_deviceResources->Prepare();
Clear();
auto context = m_deviceResources->GetD3DDeviceContext();
PIXBeginEvent(context, PIX_COLOR_DEFAULT, L"Render");
// Set input assembler state.
context->IASetInputLayout(m_spInputLayout.Get());
UINT strides = sizeof(Vertex);
UINT offsets = 0;
context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
context->IASetVertexBuffers(0, 1, m_spVertexBuffer.GetAddressOf(), &strides, &offsets);
context->IASetIndexBuffer(m_spIndexBuffer.Get(), DXGI_FORMAT_R16_UINT, 0);
// Set shaders.
context->VSSetShader(m_spVertexShader.Get(), nullptr, 0);
context->GSSetShader(nullptr, nullptr, 0);
context->PSSetShader(m_spPixelShader.Get(), nullptr, 0);
// Set texture and sampler.
auto sampler = m_spSampler.Get();
context->PSSetSamplers(0, 1, &sampler);
auto texture = m_spTexture.Get();
context->PSSetShaderResources(0, 1, &texture);
// Draw quad.
context->DrawIndexed(6, 0, 0);
PIXEndEvent(context);
// Show the new frame.
PIXBeginEvent(context, PIX_COLOR_DEFAULT, L"Present");
m_deviceResources->Present();
m_graphicsMemory->Commit();
PIXEndEvent(context);
}
// Helper method to clear the back buffers.
void Sample::Clear()
{
auto context = m_deviceResources->GetD3DDeviceContext();
PIXBeginEvent(context, PIX_COLOR_DEFAULT, L"Clear");
// Clear the views.
auto renderTarget = m_deviceResources->GetRenderTargetView();
auto depthStencil = m_deviceResources->GetDepthStencilView();
// Use linear clear color for gamma-correct rendering.
context->ClearRenderTargetView(renderTarget, ATG::ColorsLinear::Background);
context->ClearDepthStencilView(depthStencil, D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL, 1.0f, 0);
context->OMSetRenderTargets(1, &renderTarget, depthStencil);
// Set the viewport.
auto viewport = m_deviceResources->GetScreenViewport();
context->RSSetViewports(1, &viewport);
PIXEndEvent(context);
}
#pragma endregion
#pragma region Message Handlers
// Message handlers
void Sample::OnSuspending()
{
auto context = m_deviceResources->GetD3DDeviceContext();
context->Suspend(0);
}
void Sample::OnResuming()
{
auto context = m_deviceResources->GetD3DDeviceContext();
context->Resume();
m_timer.ResetElapsedTime();
}
#pragma endregion
#pragma region Direct3D Resources
// These are the resources that depend on the device.
void Sample::CreateDeviceDependentResources()
{
auto device = m_deviceResources->GetD3DDevice();
m_graphicsMemory = std::make_unique<GraphicsMemory>(device, m_deviceResources->GetBackBufferCount());
// Load and create shaders.
auto vertexShaderBlob = DX::ReadData(L"VertexShader.cso");
DX::ThrowIfFailed(
device->CreateVertexShader(vertexShaderBlob.data(), vertexShaderBlob.size(),
nullptr, m_spVertexShader.ReleaseAndGetAddressOf()));
auto pixelShaderBlob = DX::ReadData(L"PixelShader.cso");
DX::ThrowIfFailed(
device->CreatePixelShader(pixelShaderBlob.data(), pixelShaderBlob.size(),
nullptr, m_spPixelShader.ReleaseAndGetAddressOf()));
// Create input layout.
static const D3D11_INPUT_ELEMENT_DESC s_inputElementDesc[2] =
{
{ "SV_Position", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 16, D3D11_INPUT_PER_VERTEX_DATA , 0 },
};
DX::ThrowIfFailed(
device->CreateInputLayout(s_inputElementDesc, _countof(s_inputElementDesc),
vertexShaderBlob.data(), vertexShaderBlob.size(),
m_spInputLayout.ReleaseAndGetAddressOf()));
// Create vertex buffer.
static const Vertex s_vertexData[4] =
{
{ { -0.5f, -0.5f, 0.5f, 1.0f },{ 0.f, 1.f } },
{ { 0.5f, -0.5f, 0.5f, 1.0f },{ 1.f, 1.f } },
{ { 0.5f, 0.5f, 0.5f, 1.0f },{ 1.f, 0.f } },
{ { -0.5f, 0.5f, 0.5f, 1.0f },{ 0.f, 0.f } },
};
D3D11_SUBRESOURCE_DATA initialData = {};
initialData.pSysMem = s_vertexData;
D3D11_BUFFER_DESC bufferDesc = {};
bufferDesc.ByteWidth = sizeof(s_vertexData);
bufferDesc.Usage = D3D11_USAGE_IMMUTABLE;
bufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
bufferDesc.StructureByteStride = sizeof(Vertex);
DX::ThrowIfFailed(
device->CreateBuffer(&bufferDesc, &initialData,
m_spVertexBuffer.ReleaseAndGetAddressOf()));
// Create index buffer.
static const uint16_t s_indexData[6] =
{
3,1,0,
2,1,3,
};
initialData.pSysMem = s_indexData;
bufferDesc.ByteWidth = sizeof(s_indexData);
bufferDesc.BindFlags = D3D11_BIND_INDEX_BUFFER;
bufferDesc.StructureByteStride = sizeof(uint16_t);
DX::ThrowIfFailed(
device->CreateBuffer(&bufferDesc, &initialData,
m_spIndexBuffer.ReleaseAndGetAddressOf()));
// Create sampler.
D3D11_SAMPLER_DESC samplerDesc = {};
samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
samplerDesc.ComparisonFunc = D3D11_COMPARISON_NEVER;
samplerDesc.MinLOD = 0;
samplerDesc.MaxLOD = D3D11_FLOAT32_MAX;
DX::ThrowIfFailed(
device->CreateSamplerState(&samplerDesc,
m_spSampler.ReleaseAndGetAddressOf()));
// Create texture.
D3D11_TEXTURE2D_DESC txtDesc = {};
txtDesc.MipLevels = txtDesc.ArraySize = 1;
txtDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM_SRGB; // sunset.jpg is in sRGB colorspace
txtDesc.SampleDesc.Count = 1;
txtDesc.Usage = D3D11_USAGE_IMMUTABLE;
txtDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
auto image = LoadBGRAImage(L"sunset.jpg", txtDesc.Width, txtDesc.Height);
initialData.pSysMem = image.data();
initialData.SysMemPitch = txtDesc.Width * sizeof(uint32_t);
ComPtr<ID3D11Texture2D> tex;
DX::ThrowIfFailed(
device->CreateTexture2D(&txtDesc, &initialData,
tex.GetAddressOf()));
DX::ThrowIfFailed(
device->CreateShaderResourceView(tex.Get(),
nullptr, m_spTexture.ReleaseAndGetAddressOf()));
}
// Allocate all memory resources that change on a window SizeChanged event.
void Sample::CreateWindowSizeDependentResources()
{
}
#pragma endregion