mirror of
https://github.com/NoelFB/blah.git
synced 2024-11-25 16:18:57 +08:00
fixing d3d11 depth buffers, adding depth buffer clear support
This commit is contained in:
parent
a72cd5cab6
commit
2de541fb18
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@ -14,6 +14,15 @@ namespace Blah
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class FrameBuffer;
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typedef std::shared_ptr<FrameBuffer> FrameBufferRef;
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enum class ClearMask
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{
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None = 0,
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Color = 1,
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Depth = 2,
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Stencil = 4,
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All = (int)Color | (int)Depth | (int)Stencil
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};
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class FrameBuffer
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{
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protected:
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@ -56,7 +65,7 @@ namespace Blah
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virtual int height() const = 0;
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// Clears the FrameBuffer
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virtual void clear(Color color) = 0;
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virtual void clear(Color color = Color::black, float depth = 1.0f, uint8_t stencil = 0, ClearMask mask = ClearMask::All) = 0;
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};
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}
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@ -61,6 +61,8 @@ namespace Blah
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float cos(float x);
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float tan(float x);
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float atan2(float y, float x);
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float pow(float x, float n);
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@ -1,4 +1,5 @@
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#pragma once
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#include "vec3.h"
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namespace Blah
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{
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@ -36,8 +37,11 @@ namespace Blah
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static Mat4x4 create_ortho(float width, float height, float z_near_plane, float z_far_plane);
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static Mat4x4 create_ortho_offcenter(float left, float right, float bottom, float top, float z_near_plane, float z_far_plane);
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static Mat4x4 create_perspective(float field_of_view, float ratio, float z_near_plane, float z_far_plane);
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static Mat4x4 create_translation(float x, float y, float z);
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static Mat4x4 create_scale(float x, float y, float z);
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static Mat4x4 create_lookat(Vec3 position, Vec3 target, Vec3 up);
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Mat4x4 operator* (const Mat4x4& rhs);
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};
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@ -1,4 +1,5 @@
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#pragma once
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#include "calc.h"
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namespace Blah
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{
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@ -19,5 +20,37 @@ namespace Blah
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, y(y)
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, z(z)
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{}
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inline Vec3 operator +(const Vec3 rhs) const
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{
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return Vec3(x + rhs.x, y + rhs.y, z + rhs.z);
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}
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inline Vec3 operator -(const Vec3 rhs) const
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{
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return Vec3(x + rhs.x, y + rhs.y, z + rhs.z);
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}
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inline Vec3 normal() const
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{
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float ls = x * x + y * y + z * z;
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float length = (float)Calc::sqrt(ls);
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return Vec3(x / length, y / length, z / length);
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}
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static inline float dot(Vec3 a, Vec3 b)
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{
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return a.x * b.x +
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a.y * b.y +
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a.z * b.z;
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}
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static inline Vec3 cross(Vec3 a, Vec3 b)
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{
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return Vec3(
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a.y * b.z - a.z * b.y,
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a.z * b.x - a.x * b.z,
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a.x * b.y - a.y * b.x);
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}
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};
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}
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@ -300,9 +300,9 @@ namespace
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return App::draw_height();
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}
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virtual void clear(Color color) override
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virtual void clear(Color color, float depth, uint8_t stencil, ClearMask mask) override
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{
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GraphicsBackend::clear_backbuffer(color);
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GraphicsBackend::clear_backbuffer(color, depth, stencil, mask);
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}
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};
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@ -39,7 +39,7 @@ namespace Blah
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void render(const RenderPass& pass);
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// Clears the backbuffer
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void clear_backbuffer(Color color);
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void clear_backbuffer(Color color, float depth, uint8_t stencil, ClearMask mask);
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// Creates a new Texture.
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// if the Texture is invalid, this should return an empty reference.
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@ -25,7 +25,8 @@ namespace Blah
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ID3D11Device* device = nullptr;
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ID3D11DeviceContext* context = nullptr;
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IDXGISwapChain* swap_chain = nullptr;
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ID3D11RenderTargetView* backbuffer = nullptr;
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ID3D11RenderTargetView* backbuffer_view = nullptr;
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ID3D11DepthStencilView* backbuffer_depth_view = nullptr;
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// supported renderer features
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RendererFeatures features;
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@ -120,12 +121,10 @@ namespace Blah
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desc.SampleDesc.Count = 1;
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desc.SampleDesc.Quality = 0;
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desc.Usage = D3D11_USAGE_DEFAULT;
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desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
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desc.CPUAccessFlags = 0;
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desc.MiscFlags = 0;
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if (is_framebuffer)
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desc.BindFlags |= D3D11_BIND_RENDER_TARGET;
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bool is_depth_stencil = false;
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switch (format)
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{
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@ -144,9 +143,18 @@ namespace Blah
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case TextureFormat::DepthStencil:
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desc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
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m_size = width * height * 4;
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is_depth_stencil = true;
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break;
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}
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if (!is_depth_stencil)
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desc.BindFlags |= D3D11_BIND_SHADER_RESOURCE;
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else
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desc.BindFlags |= D3D11_BIND_DEPTH_STENCIL;
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if (is_framebuffer && !is_depth_stencil)
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desc.BindFlags |= D3D11_BIND_RENDER_TARGET;
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m_dxgi_format = desc.Format;
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auto hr = state.device->CreateTexture2D(&desc, NULL, &texture);
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@ -158,11 +166,14 @@ namespace Blah
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return;
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}
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hr = state.device->CreateShaderResourceView(texture, NULL, &view);
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if (!SUCCEEDED(hr))
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if (!is_depth_stencil)
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{
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texture->Release();
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texture = nullptr;
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hr = state.device->CreateShaderResourceView(texture, NULL, &view);
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if (!SUCCEEDED(hr))
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{
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texture->Release();
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texture = nullptr;
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}
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}
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}
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@ -347,12 +358,27 @@ namespace Blah
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return m_attachments[0]->height();
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}
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virtual void clear(Color color) override
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virtual void clear(Color color, float depth, uint8_t stencil, ClearMask mask) override
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{
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float col[4] = { color.r / 255.0f, color.g / 255.0f, color.b / 255.0f, color.a / 255.0f };
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for (int i = 0; i < m_attachments.size(); i++)
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state.context->ClearRenderTargetView(color_views[i], col);
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if (((int)mask & (int)ClearMask::Color) == (int)ClearMask::Color)
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{
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for (int i = 0; i < m_attachments.size() - 1; i++)
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state.context->ClearRenderTargetView(color_views[i], col);
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}
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if (depth_view)
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{
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UINT flags = 0;
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if (((int)mask & (int)ClearMask::Depth) == (int)ClearMask::Depth)
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flags |= D3D11_CLEAR_DEPTH;
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if (((int)mask & (int)ClearMask::Stencil) == (int)ClearMask::Stencil)
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flags |= D3D11_CLEAR_STENCIL;
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if (flags != 0)
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state.context->ClearDepthStencilView(depth_view, flags, depth, stencil);
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}
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}
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};
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@ -722,10 +748,13 @@ namespace Blah
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state.swap_chain->GetBuffer(0, __uuidof(ID3D11Texture2D), (void**)&frame_buffer);
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if (frame_buffer)
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{
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state.device->CreateRenderTargetView(frame_buffer, nullptr, &state.backbuffer);
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state.device->CreateRenderTargetView(frame_buffer, nullptr, &state.backbuffer_view);
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frame_buffer->Release();
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}
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// TODO:
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// create a depth backbuffer
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// Store Features
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state.features.instancing = true;
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state.features.max_texture_size = D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION;
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@ -802,8 +831,8 @@ namespace Blah
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if (state.last_size != next_size)
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{
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// release old buffer
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if (state.backbuffer)
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state.backbuffer->Release();
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if (state.backbuffer_view)
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state.backbuffer_view->Release();
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// perform resize
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hr = state.swap_chain->ResizeBuffers(0, next_size.x, next_size.y, DXGI_FORMAT_B8G8R8A8_UNORM, 0);
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@ -815,7 +844,7 @@ namespace Blah
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hr = state.swap_chain->GetBuffer(0, __uuidof(ID3D11Texture2D), (void**)&frame_buffer);
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if (SUCCEEDED(hr) && frame_buffer)
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{
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hr = state.device->CreateRenderTargetView(frame_buffer, nullptr, &state.backbuffer);
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hr = state.device->CreateRenderTargetView(frame_buffer, nullptr, &state.backbuffer_view);
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BLAH_ASSERT(SUCCEEDED(hr), "Failed to update Backbuffer on Resize");
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frame_buffer->Release();
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}
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@ -870,7 +899,7 @@ namespace Blah
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// Set the Target
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if (pass.target == App::backbuffer || !pass.target)
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{
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ctx->OMSetRenderTargets(1, &state.backbuffer, nullptr);
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ctx->OMSetRenderTargets(1, &state.backbuffer_view, state.backbuffer_depth_view);
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}
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else
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{
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@ -1036,10 +1065,25 @@ namespace Blah
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}
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}
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void GraphicsBackend::clear_backbuffer(Color color)
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void GraphicsBackend::clear_backbuffer(Color color, float depth, uint8_t stencil, ClearMask mask)
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{
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float clear[4] = { color.r / 255.0f, color.g / 255.0f, color.b / 255.0f, color.a / 255.0f };
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state.context->ClearRenderTargetView(state.backbuffer, clear);
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if (((int)mask & (int)ClearMask::Color) == (int)ClearMask::Color)
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{
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float clear[4] = { color.r / 255.0f, color.g / 255.0f, color.b / 255.0f, color.a / 255.0f };
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state.context->ClearRenderTargetView(state.backbuffer_view, clear);
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}
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if (state.backbuffer_depth_view)
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{
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UINT flags = 0;
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if (((int)mask & (int)ClearMask::Depth) == (int)ClearMask::Depth)
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flags |= D3D11_CLEAR_DEPTH;
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if (((int)mask & (int)ClearMask::Stencil) == (int)ClearMask::Stencil)
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flags |= D3D11_CLEAR_STENCIL;
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if (flags != 0)
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state.context->ClearDepthStencilView(state.backbuffer_depth_view, flags, depth, stencil);
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}
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}
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// Utility Methods
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@ -749,13 +749,24 @@ namespace Blah
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return m_height;
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}
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virtual void clear(Color color) override
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virtual void clear(Color color, float depth, uint8_t stencil, ClearMask mask) override
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{
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int clear = 0;
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if (((int)mask & (int)ClearMask::Color) == (int)ClearMask::Color)
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clear |= GL_COLOR_BUFFER_BIT;
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if (((int)mask & (int)ClearMask::Depth) == (int)ClearMask::Depth)
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clear |= GL_DEPTH_BUFFER_BIT;
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if (((int)mask & (int)ClearMask::Stencil) == (int)ClearMask::Stencil)
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clear |= GL_STENCIL_BUFFER_BIT;
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gl.BindFramebuffer(GL_FRAMEBUFFER, m_id);
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gl.Disable(GL_SCISSOR_TEST);
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gl.ColorMask(true, true, true, true);
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gl.ClearColor(color.r / 255.0f, color.g / 255.0f, color.b / 255.0f, color.a / 255.0f);
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gl.Clear(GL_COLOR_BUFFER_BIT);
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gl.ClearDepth(depth);
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gl.ClearStencil(stencil);
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gl.Clear(clear);
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}
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};
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@ -1485,13 +1496,24 @@ namespace Blah
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}
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}
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void GraphicsBackend::clear_backbuffer(Color color)
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void GraphicsBackend::clear_backbuffer(Color color, float depth, uint8_t stencil, ClearMask mask)
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{
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int clear = 0;
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if (((int)mask & (int)ClearMask::Color) == (int)ClearMask::Color)
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clear |= GL_COLOR_BUFFER_BIT;
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if (((int)mask & (int)ClearMask::Depth) == (int)ClearMask::Depth)
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clear |= GL_DEPTH_BUFFER_BIT;
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if (((int)mask & (int)ClearMask::Stencil) == (int)ClearMask::Stencil)
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clear |= GL_STENCIL_BUFFER_BIT;
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gl.BindFramebuffer(GL_FRAMEBUFFER, 0);
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gl.Disable(GL_SCISSOR_TEST);
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gl.ColorMask(true, true, true, true);
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gl.ClearColor(color.r / 255.0f, color.g / 255.0f, color.b / 255.0f, color.a / 255.0f);
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gl.Clear(GL_COLOR_BUFFER_BIT);
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gl.ClearDepth(depth);
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gl.ClearStencil(stencil);
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gl.Clear(clear);
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}
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}
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@ -113,6 +113,11 @@ float Calc::cos(float x)
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return cosf(x);
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}
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float Calc::tan(float x)
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{
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return tanf(x);
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}
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float Calc::atan2(float y, float x)
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{
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return atan2f(y, x);
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@ -1,4 +1,5 @@
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#include <blah/math/mat4x4.h>
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#include <blah/core/log.h>
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using namespace Blah;
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@ -59,6 +60,29 @@ Mat4x4 Mat4x4::create_ortho_offcenter(float left, float right, float bottom, flo
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return result;
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}
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Mat4x4 Mat4x4::create_perspective(float field_of_view, float ratio, float z_near_plane, float z_far_plane)
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{
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float yScale = 1.0f / (float)Calc::tan(field_of_view * 0.5f);
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float xScale = yScale / ratio;
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Mat4x4 result;
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result.m11 = xScale;
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result.m12 = result.m13 = result.m14 = 0.0f;
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result.m22 = yScale;
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result.m21 = result.m23 = result.m24 = 0.0f;
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result.m31 = result.m32 = 0.0f;
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result.m33 = z_far_plane / (z_near_plane - z_far_plane);
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result.m34 = -1.0f;
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result.m41 = result.m42 = result.m44 = 0.0f;
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result.m43 = z_near_plane * z_far_plane / (z_near_plane - z_far_plane);
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return result;
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}
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Mat4x4 Mat4x4::create_translation(float x, float y, float z)
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{
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Mat4x4 result = identity;
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return result;
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}
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Mat4x4 Mat4x4::create_lookat(Vec3 position, Vec3 target, Vec3 up)
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{
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Vec3 zaxis = (position - target).normal();
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Vec3 xaxis = Vec3::cross(up, zaxis).normal();
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Vec3 yaxis = Vec3::cross(zaxis, xaxis);
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Mat4x4 result;
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result.m11 = xaxis.x;
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result.m12 = yaxis.x;
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result.m13 = zaxis.x;
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result.m14 = 0.0f;
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result.m21 = xaxis.y;
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result.m22 = yaxis.y;
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result.m23 = zaxis.y;
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result.m24 = 0.0f;
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result.m31 = xaxis.z;
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result.m32 = yaxis.z;
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result.m33 = zaxis.z;
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result.m34 = 0.0f;
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result.m41 = -Vec3::dot(xaxis, position);
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result.m42 = -Vec3::dot(yaxis, position);
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result.m43 = -Vec3::dot(zaxis, position);
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result.m44 = 1.0f;
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return result;
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}
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Mat4x4 Mat4x4::operator*(const Mat4x4& rhs)
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{
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Mat4x4 m;
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