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Copy pathTexturedCube.cpp
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215 lines (186 loc) · 8.5 KB
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/*
* Copyright 2019-2024 Diligent Graphics LLC
* Copyright 2015-2019 Egor Yusov
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
* In no event and under no legal theory, whether in tort (including negligence),
* contract, or otherwise, unless required by applicable law (such as deliberate
* and grossly negligent acts) or agreed to in writing, shall any Contributor be
* liable for any damages, including any direct, indirect, special, incidental,
* or consequential damages of any character arising as a result of this License or
* out of the use or inability to use the software (including but not limited to damages
* for loss of goodwill, work stoppage, computer failure or malfunction, or any and
* all other commercial damages or losses), even if such Contributor has been advised
* of the possibility of such damages.
*/
#include <vector>
#include "TexturedCube.hpp"
#include "BasicMath.hpp"
#include "TextureUtilities.h"
#include "GraphicsTypesX.hpp"
#include "GraphicsUtilities.h"
namespace Diligent
{
namespace TexturedCube
{
RefCntAutoPtr<IBuffer> CreateVertexBuffer(IRenderDevice* pDevice,
GEOMETRY_PRIMITIVE_VERTEX_FLAGS Components,
BIND_FLAGS BindFlags,
BUFFER_MODE Mode)
{
GeometryPrimitiveBuffersCreateInfo CubeBuffersCI;
CubeBuffersCI.VertexBufferBindFlags = BindFlags;
CubeBuffersCI.VertexBufferMode = Mode;
GeometryPrimitiveInfo CubePrimInfo;
RefCntAutoPtr<IBuffer> pVertices;
CreateGeometryPrimitiveBuffers(
pDevice,
CubeGeometryPrimitiveAttributes{2.f, Components},
&CubeBuffersCI,
&pVertices,
nullptr,
&CubePrimInfo);
VERIFY_EXPR(CubePrimInfo.NumVertices == 24 && CubePrimInfo.NumIndices == 36);
return pVertices;
}
RefCntAutoPtr<IBuffer> CreateIndexBuffer(IRenderDevice* pDevice, BIND_FLAGS BindFlags, BUFFER_MODE Mode)
{
GeometryPrimitiveBuffersCreateInfo CubeBuffersCI;
CubeBuffersCI.IndexBufferBindFlags = BindFlags;
CubeBuffersCI.IndexBufferMode = Mode;
GeometryPrimitiveInfo CubePrimInfo;
RefCntAutoPtr<IBuffer> pIndices;
CreateGeometryPrimitiveBuffers(
pDevice,
CubeGeometryPrimitiveAttributes{},
&CubeBuffersCI,
nullptr,
&pIndices,
&CubePrimInfo);
VERIFY_EXPR(CubePrimInfo.NumVertices == 24 && CubePrimInfo.NumIndices == 36);
return pIndices;
}
RefCntAutoPtr<ITexture> LoadTexture(IRenderDevice* pDevice, const char* Path)
{
TextureLoadInfo loadInfo;
loadInfo.IsSRGB = true;
RefCntAutoPtr<ITexture> pTex;
CreateTextureFromFile(Path, loadInfo, pDevice, &pTex);
return pTex;
}
RefCntAutoPtr<IPipelineState> CreatePipelineState(const CreatePSOInfo& CreateInfo, bool ConvertPSOutputToGamma)
{
GraphicsPipelineStateCreateInfo PSOCreateInfo;
PipelineStateDesc& PSODesc = PSOCreateInfo.PSODesc;
PipelineResourceLayoutDesc& ResourceLayout = PSODesc.ResourceLayout;
GraphicsPipelineDesc& GraphicsPipeline = PSOCreateInfo.GraphicsPipeline;
// This is a graphics pipeline
PSODesc.PipelineType = PIPELINE_TYPE_GRAPHICS;
// Pipeline state name is used by the engine to report issues.
// It is always a good idea to give objects descriptive names.
PSODesc.Name = "Cube PSO";
// clang-format off
// This tutorial will render to a single render target
GraphicsPipeline.NumRenderTargets = 1;
// Set render target format which is the format of the swap chain's color buffer
GraphicsPipeline.RTVFormats[0] = CreateInfo.RTVFormat;
// Set depth buffer format which is the format of the swap chain's back buffer
GraphicsPipeline.DSVFormat = CreateInfo.DSVFormat;
// Set the desired number of samples
GraphicsPipeline.SmplDesc.Count = CreateInfo.SampleCount;
// Primitive topology defines what kind of primitives will be rendered by this pipeline state
GraphicsPipeline.PrimitiveTopology = PRIMITIVE_TOPOLOGY_TRIANGLE_LIST;
// Cull back faces
GraphicsPipeline.RasterizerDesc.CullMode = CULL_MODE_BACK;
// Enable depth testing
GraphicsPipeline.DepthStencilDesc.DepthEnable = True;
// clang-format on
ShaderCreateInfo ShaderCI;
// Tell the system that the shader source code is in HLSL.
// For OpenGL, the engine will convert this into GLSL under the hood.
ShaderCI.SourceLanguage = SHADER_SOURCE_LANGUAGE_HLSL;
// OpenGL backend requires emulated combined HLSL texture samplers (g_Texture + g_Texture_sampler combination)
ShaderCI.Desc.UseCombinedTextureSamplers = true;
// Pack matrices in row-major order
ShaderCI.CompileFlags = SHADER_COMPILE_FLAG_PACK_MATRIX_ROW_MAJOR;
// Presentation engine always expects input in gamma space. Normally, pixel shader output is
// converted from linear to gamma space by the GPU. However, some platforms (e.g. Android in GLES mode,
// or Emscripten in WebGL mode) do not support gamma-correction. In this case the application
// has to do the conversion manually.
ShaderMacro Macros[] = {{"CONVERT_PS_OUTPUT_TO_GAMMA", ConvertPSOutputToGamma ? "1" : "0"}};
ShaderCI.Macros = {Macros, _countof(Macros)};
ShaderCI.pShaderSourceStreamFactory = CreateInfo.pShaderSourceFactory;
// Create a vertex shader
RefCntAutoPtr<IShader> pVS;
{
ShaderCI.Desc.ShaderType = SHADER_TYPE_VERTEX;
ShaderCI.EntryPoint = "main";
ShaderCI.Desc.Name = "Cube VS";
ShaderCI.FilePath = CreateInfo.VSFilePath;
CreateInfo.pDevice->CreateShader(ShaderCI, &pVS);
}
// Create a pixel shader
RefCntAutoPtr<IShader> pPS;
{
ShaderCI.Desc.ShaderType = SHADER_TYPE_PIXEL;
ShaderCI.EntryPoint = "main";
ShaderCI.Desc.Name = "Cube PS";
ShaderCI.FilePath = CreateInfo.PSFilePath;
CreateInfo.pDevice->CreateShader(ShaderCI, &pPS);
}
InputLayoutDescX InputLayout;
Uint32 Attrib = 0;
if (CreateInfo.Components & GEOMETRY_PRIMITIVE_VERTEX_FLAG_POSITION)
InputLayout.Add(Attrib++, 0u, 3u, VT_FLOAT32, False);
if (CreateInfo.Components & GEOMETRY_PRIMITIVE_VERTEX_FLAG_NORMAL)
InputLayout.Add(Attrib++, 0u, 3u, VT_FLOAT32, False);
if (CreateInfo.Components & GEOMETRY_PRIMITIVE_VERTEX_FLAG_TEXCOORD)
InputLayout.Add(Attrib++, 0u, 2u, VT_FLOAT32, False);
for (Uint32 i = 0; i < CreateInfo.NumExtraLayoutElements; ++i)
InputLayout.Add(CreateInfo.ExtraLayoutElements[i]);
GraphicsPipeline.InputLayout = InputLayout;
PSOCreateInfo.pVS = pVS;
PSOCreateInfo.pPS = pPS;
// Define variable type that will be used by default
ResourceLayout.DefaultVariableType = SHADER_RESOURCE_VARIABLE_TYPE_STATIC;
// Shader variables should typically be mutable, which means they are expected
// to change on a per-instance basis
// clang-format off
ShaderResourceVariableDesc Vars[] =
{
{SHADER_TYPE_PIXEL, "g_Texture", SHADER_RESOURCE_VARIABLE_TYPE_MUTABLE}
};
// clang-format on
ResourceLayout.Variables = Vars;
ResourceLayout.NumVariables = _countof(Vars);
// Define immutable sampler for g_Texture. Immutable samplers should be used whenever possible
// clang-format off
SamplerDesc SamLinearClampDesc
{
FILTER_TYPE_LINEAR, FILTER_TYPE_LINEAR, FILTER_TYPE_LINEAR,
TEXTURE_ADDRESS_CLAMP, TEXTURE_ADDRESS_CLAMP, TEXTURE_ADDRESS_CLAMP
};
ImmutableSamplerDesc ImtblSamplers[] =
{
{SHADER_TYPE_PIXEL, "g_Texture", SamLinearClampDesc}
};
// clang-format on
ResourceLayout.ImmutableSamplers = ImtblSamplers;
ResourceLayout.NumImmutableSamplers = _countof(ImtblSamplers);
RefCntAutoPtr<IPipelineState> pPSO;
CreateInfo.pDevice->CreateGraphicsPipelineState(PSOCreateInfo, &pPSO);
return pPSO;
}
} // namespace TexturedCube
} // namespace Diligent