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-rwxr-xr-xsrc/gallium/state_trackers/d3d1x/progs/d3d11gears/d3d11gears.cpp573
1 files changed, 0 insertions, 573 deletions
diff --git a/src/gallium/state_trackers/d3d1x/progs/d3d11gears/d3d11gears.cpp b/src/gallium/state_trackers/d3d1x/progs/d3d11gears/d3d11gears.cpp
deleted file mode 100755
index 0edf1f2ef13..00000000000
--- a/src/gallium/state_trackers/d3d1x/progs/d3d11gears/d3d11gears.cpp
+++ /dev/null
@@ -1,573 +0,0 @@
-/*
-* 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();
-}