1/**************************************************************************
2 *
3 * Copyright 2010 Luca Barbieri
4 *
5 * Permission is hereby granted, free of charge, to any person obtaining
6 * a copy of this software and associated documentation files (the
7 * "Software"), to deal in the Software without restriction, including
8 * without limitation the rights to use, copy, modify, merge, publish,
9 * distribute, sublicense, and/or sell copies of the Software, and to
10 * permit persons to whom the Software is furnished to do so, subject to
11 * the following conditions:
12 *
13 * The above copyright notice and this permission notice (including the
14 * next paragraph) shall be included in all copies or substantial
15 * portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
18 * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
19 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
20 * IN NO EVENT SHALL THE COPYRIGHT OWNER(S) AND/OR ITS SUPPLIERS BE
21 * LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
22 * OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
23 * WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
24 *
25 **************************************************************************/
26
27#define _USE_MATH_DEFINES
28#include "d3d11app.h"
29#include "d3d11spikysphere.hlsl.vs.h"
30#include "d3d11spikysphere.hlsl.hs.h"
31#include "d3d11spikysphere.hlsl.ds.h"
32#include "d3d11spikysphere.hlsl.ps.h"
33
34#include <stdlib.h>
35#include <stdio.h>
36#include <math.h>
37#include <float.h>
38#include <D3DX10math.h>
39
40struct cb_frame_t
41{
42	D3DXMATRIX model;
43	D3DXMATRIX view_proj;
44	float disp_scale;
45	float disp_freq;
46	float tess_factor;
47};
48
49static float vertex_data[] =
50{
51	1.0, 0.0, 0.0,
52	0.0, 1.0, 0.0,
53	0.0, 0.0, 1.0,
54
55	0.0, 1.0, 0.0,
56	-1.0, 0.0, 0.0,
57	0.0, 0.0, 1.0,
58
59	0.0, -1.0, 0.0,
60	1.0, 0.0, 0.0,
61	0.0, 0.0, 1.0,
62
63	-1.0, 0.0, 0.0,
64	0.0, -1.0, 0.0,
65	0.0, 0.0, 1.0,
66
67	0.0, 1.0, 0.0,
68	1.0, 0.0, 0.0,
69	0.0, 0.0, -1.0,
70
71	-1.0, 0.0, 0.0,
72	0.0, 1.0, 0.0,
73	0.0, 0.0, -1.0,
74
75	1.0, 0.0, 0.0,
76	0.0, -1.0, 0.0,
77	0.0, 0.0, -1.0,
78
79	0.0, -1.0, 0.0,
80	-1.0, 0.0, 0.0,
81	0.0, 0.0, -1.0,
82};
83
84struct d3d11spikysphere : public d3d11_application
85{
86	ID3D11Device* dev;
87	ID3D11PixelShader* ps;
88	ID3D11DomainShader* ds;
89	ID3D11HullShader* hs;
90	ID3D11VertexShader* vs;
91	ID3D11InputLayout* layout;
92	ID3D11Buffer* vb;
93	ID3D11RenderTargetView* rtv;
94	ID3D11DepthStencilView* zsv;
95	ID3D11Buffer* cb_frame;
96
97	int cur_width;
98	int cur_height;
99
100	d3d11spikysphere()
101	: cur_width(-1), cur_height(-1), zsv(0)
102	{}
103
104	bool init(ID3D11Device* dev, int argc, char** argv)
105	{
106		this->dev = dev;
107		ensure(dev->CreateVertexShader(g_vs, sizeof(g_vs), NULL, &vs));
108		ensure(dev->CreateHullShader(g_hs, sizeof(g_hs), NULL, &hs));
109		ensure(dev->CreateDomainShader(g_ds, sizeof(g_ds), NULL, &ds));
110		ensure(dev->CreatePixelShader(g_ps, sizeof(g_ps), NULL, &ps));
111
112		D3D11_INPUT_ELEMENT_DESC elements[1] =
113		{
114			{"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0,
115			0, D3D11_INPUT_PER_VERTEX_DATA, 0},
116		};
117
118		ensure(dev->CreateInputLayout(elements, 1, g_vs, sizeof(g_vs), &layout));
119
120		D3D11_BUFFER_DESC bufferd;
121		bufferd.ByteWidth = sizeof(vertex_data);
122		bufferd.Usage = D3D11_USAGE_IMMUTABLE;
123		bufferd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
124		bufferd.CPUAccessFlags = 0;
125		bufferd.MiscFlags = 0;
126		bufferd.StructureByteStride = 0;
127
128		D3D11_SUBRESOURCE_DATA buffersd;
129		buffersd.pSysMem = vertex_data;
130
131		ensure(dev->CreateBuffer(&bufferd, &buffersd, &vb));
132
133		D3D11_BUFFER_DESC cbd;
134		cbd.ByteWidth = (sizeof(cb_frame_t) + 15) & ~15;
135		cbd.Usage = D3D11_USAGE_DYNAMIC;
136		cbd.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
137		cbd.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
138		cbd.MiscFlags = 0;
139		cbd.StructureByteStride = 0;
140
141		ensure(dev->CreateBuffer(&cbd, NULL, &cb_frame));
142		return true;
143	}
144
145	void draw(ID3D11DeviceContext* ctx, ID3D11RenderTargetView* rtv, unsigned width, unsigned height, double time)
146	{
147		D3D11_VIEWPORT vp;
148		memset(&vp, 0, sizeof(vp));
149		vp.Width = (float)width;
150		vp.Height = (float)height;
151		vp.MaxDepth = 1.0f;
152
153		if(width != cur_width || height != cur_height)
154		{
155			if(zsv)
156				zsv->Release();
157			ID3D11Texture2D* zsbuf;
158			D3D11_TEXTURE2D_DESC zsbufd;
159			memset(&zsbufd, 0, sizeof(zsbufd));
160			zsbufd.Width = width;
161			zsbufd.Height = height;
162			zsbufd.Format = DXGI_FORMAT_D32_FLOAT;
163			zsbufd.ArraySize = 1;
164			zsbufd.MipLevels = 1;
165			zsbufd.SampleDesc.Count = 1;
166			zsbufd.BindFlags = D3D11_BIND_DEPTH_STENCIL;
167			ensure(dev->CreateTexture2D(&zsbufd, 0, &zsbuf));
168			ensure(dev->CreateDepthStencilView(zsbuf, 0, &zsv));
169			zsbuf->Release();
170		}
171
172		float black[4] = {0, 0, 0, 0};
173
174		D3D11_MAPPED_SUBRESOURCE map;
175		ensure(ctx->Map(cb_frame, 0, D3D11_MAP_WRITE_DISCARD, 0, &map));
176		cb_frame_t* cb_frame_data = (cb_frame_t*)map.pData;
177		D3DXMatrixIdentity(&cb_frame_data->model);
178
179		D3DXMATRIX view;
180		D3DXVECTOR3 eye(2.0f * (float)sin(time), 0.0f, 2.0f * (float)cos(time));
181		D3DXVECTOR3 at(0, 0, 0);
182		D3DXVECTOR3 up(0, 1, 0);
183		D3DXMatrixLookAtLH(&view, &eye, &at, &up);
184		D3DXMATRIX proj;
185		D3DXMatrixPerspectiveLH(&proj, 1.1f, 1.1f, 1.0f, 3.0f);
186
187		cb_frame_data->view_proj = view * proj;
188		float min_tess_factor = 1.0f;
189		cb_frame_data->tess_factor = (1.0f - (float)cos(time)) * ((64.0f - min_tess_factor) / 2.0f) + min_tess_factor;
190		cb_frame_data->disp_scale = 0.9f;
191		//cb_frame_data->disp_scale = (sin(time) + 1.0) / 2.0;
192		cb_frame_data->disp_freq = 5.0f * (float)M_PI;
193		//cb_frame_data->disp_freq = (4.0 + 4.0 * cos(time / 5.0)) * PI;
194		ctx->Unmap(cb_frame, 0);
195
196		ctx->HSSetConstantBuffers(0, 1, &cb_frame);
197		ctx->DSSetConstantBuffers(0, 1, &cb_frame);
198
199		//ctx->OMSetBlendState(bs, black, ~0);
200		//ctx->OMSetDepthStencilState(dss, 0);
201		ctx->OMSetRenderTargets(1, &rtv, zsv);
202		//ctx->RSSetState(rs);
203		ctx->RSSetViewports(1, &vp);
204
205		ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_3_CONTROL_POINT_PATCHLIST);
206		ctx->IASetInputLayout(layout);
207		unsigned stride = 3 * 4;
208		unsigned offset = 0;
209		ctx->IASetVertexBuffers(0, 1, &vb, &stride, &offset);
210
211		ctx->VSSetShader(vs, NULL, 0);
212		ctx->HSSetShader(hs, NULL, 0);
213		ctx->DSSetShader(ds, NULL, 0);
214		ctx->GSSetShader(NULL, NULL, 0);
215		ctx->PSSetShader(ps, NULL, 0);
216
217		ctx->ClearRenderTargetView(rtv, black);
218		ctx->ClearDepthStencilView(zsv, D3D11_CLEAR_DEPTH, 1.0f, 0);
219
220		ctx->Draw(3 * 8, 0);
221	}
222};
223
224d3d11_application* d3d11_application_create()
225{
226	return new d3d11spikysphere();
227}
228