diff options
Diffstat (limited to 'src/gallium/state_trackers/d3d1x/progs/d3d11gears/d3d11gears.cpp')
-rwxr-xr-x | src/gallium/state_trackers/d3d1x/progs/d3d11gears/d3d11gears.cpp | 573 |
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(); -} |