changeset 2522:b71d0e7837ac

Слияние
author a.parshin
date Thu, 09 Oct 2014 19:31:55 +0300
parents 8e2022a843d9 (diff) 9f7908a4d8e6 (current diff)
children c532d5242055
files Engine/MMT.cpp
diffstat 3 files changed, 98 insertions(+), 45 deletions(-) [+]
line wrap: on
line diff
--- a/Engine/Graphics/RenderD3D11.cpp	Thu Oct 09 22:02:47 2014 +0600
+++ b/Engine/Graphics/RenderD3D11.cpp	Thu Oct 09 19:31:55 2014 +0300
@@ -144,23 +144,13 @@
 
 void RenderD3D11::DrawTextureNew(float u, float v, Texture *tex)
 {
-  d3dc->OMSetRenderTargets(1, &primary_srv, nullptr);
-
-  d3dc->VSSetShader(vs_test, nullptr, 0);
-  d3dc->PSSetShader(ps_test, nullptr, 0);
-
-  uint uOffset = 0;
-  uint uStride = 4 * sizeof(float);
-  d3dc->IASetVertexBuffers(0, 1, &vb_test, &uStride, &uOffset);
-  d3dc->IASetInputLayout(layout_test);
-  d3dc->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
-  d3dc->Draw(6, 0);
-
-  pSwapChain->Present(0, 0);
+  __debugbreak();
 }
 
 void RenderD3D11::DrawTextureNew(float u, float v, RGBTexture *tex)
 {
+  ClearTarget(0);
+
   if (!tex->d3d11_srv)
   {
     auto desc = tex->d3d11_desc = new D3D11_TEXTURE2D_DESC;
@@ -207,6 +197,25 @@
     ErrD3D(d3dd->CreateShaderResourceView(vram_texture, nullptr, (ID3D11ShaderResourceView **)&tex->d3d11_srv));
     vram_texture->Release();
   }
+
+
+  float blendFactor[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
+  d3dc->OMSetRenderTargets(1, &primary_srv, depth_srv);
+  d3dc->OMSetBlendState(ui_blend, blendFactor, 0xFFFFFFFF);
+  d3dc->OMSetDepthStencilState(ui_depthstencil, 1);
+
+  d3dc->VSSetShader(ui_vs, nullptr, 0);
+  d3dc->PSSetShader(ui_ps, nullptr, 0);
+
+  uint uOffset = 0;
+  uint uStride = 4 * sizeof(float);
+  d3dc->IASetVertexBuffers(0, 1, &ui_vb, &uStride, &uOffset);
+  d3dc->IASetInputLayout(ui_layout);
+  d3dc->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
+
+  d3dc->Draw(6, 0);
+
+  pSwapChain->Present(0, 0);
 }
 
 bool RenderD3D11::IsGammaSupported()
@@ -364,23 +373,24 @@
 
 
 
-  D3D11_RASTERIZER_DESC d3drs_desc;
-  memset(&d3drs_desc, 0, sizeof(d3drs_desc));
-  d3drs_desc.FillMode = D3D11_FILL_SOLID;
-  d3drs_desc.CullMode = D3D11_CULL_NONE;
-  //d3drs_desc.FrontCounterClockwise = false;
-  //d3drs_desc.DepthBias = 0;
-  //d3drs_desc.DepthBiasClamp = 0.0f;
-  //d3drs_desc.SlopeScaledDepthBias = 0.0f;
-  //d3drs_desc.DepthClipEnable = true;
-  //d3drs_desc.ScissorEnable = false;
-  //d3drs_desc.MultisampleEnable = false;
-  //d3drs_desc.AntialiasedLineEnable = false;
+  D3D11_RASTERIZER_DESC default_rasterizer_desc;
+  memset(&default_rasterizer_desc, 0, sizeof(default_rasterizer_desc));
+  default_rasterizer_desc.FillMode = D3D11_FILL_SOLID;
+  default_rasterizer_desc.CullMode = D3D11_CULL_NONE;
+  //default_rasterizer_desc.FrontCounterClockwise = false;
+  //default_rasterizer_desc.DepthBias = 0;
+  //default_rasterizer_desc.DepthBiasClamp = 0.0f;
+  //default_rasterizer_desc.SlopeScaledDepthBias = 0.0f;
+  //default_rasterizer_desc.DepthClipEnable = true;
+  //default_rasterizer_desc.ScissorEnable = false;
+  //default_rasterizer_desc.MultisampleEnable = false;
+  //default_rasterizer_desc.AntialiasedLineEnable = false;
 
-  ID3D11RasterizerState *d3drs;
-  ErrorD3D(d3dd->CreateRasterizerState(&d3drs_desc, &d3drs));
-  d3dc->RSSetState(d3drs);
-  d3drs->Release();
+  ErrorD3D(d3dd->CreateRasterizerState(&default_rasterizer_desc, &default_rasterizer));
+  d3dc->RSSetState(default_rasterizer);
+
+  default_depthstencil = nullptr;
+  default_blend = nullptr;
 
 
 
@@ -390,30 +400,30 @@
   viewport.TopLeftY = game_viewport_y;
   viewport.Width    = game_viewport_width;
   viewport.Height   = game_viewport_height;
-  //viewport.MinDepth = 0;
+  viewport.MinDepth = 0;
   viewport.MaxDepth = 1;
   d3dc->RSSetViewports(1, &viewport);
 
 
   D3D11_INPUT_ELEMENT_DESC layout_desc[] =
   {
-    { "POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0,  0, D3D11_INPUT_PER_VERTEX_DATA, 0 },  
-    { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT,       0, 16, D3D11_INPUT_PER_VERTEX_DATA, 0 },  
+    { "POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0,  0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
+    //{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT,       0, 16, D3D11_INPUT_PER_VERTEX_DATA, 0 },  
   };
-  CompileShader(d3dd, L"data/shaders/SimpleTexture.shader", layout_desc, 2, &vs_test, &ps_test, &layout_test);
+  CompileShader(d3dd, L"data/shaders/UI.shader", layout_desc, 1/*2*/, &ui_vs, &ui_ps, &ui_layout);
 
       {
         uint uVertexSize = 4 * sizeof(float);
 
         float test_mesh[] =
         {
-          -1,  1, 0.5, 1,
-           1,  1, 0.5, 1,
-          -1, -1, 0.5, 1,
+          -1,  1, 0.1, 1,
+           1,  1, 0.1, 1,
+          -1, -1, 0.1, 1,
 
-          -1, -1, 0.5, 1,
-           1,  1, 0.5, 1,
-           1, -1, 0.5, 1
+          -1, -1, 0.1, 1,
+           1,  1, 0.1, 1,
+           1, -1, 0.1, 1
         };
 
         D3D11_BUFFER_DESC vbdesc;
@@ -429,9 +439,38 @@
         vbdata.SysMemPitch = 0;
         vbdata.SysMemSlicePitch = 0;
 
-        d3dd->CreateBuffer(&vbdesc, &vbdata, &vb_test);
+        d3dd->CreateBuffer(&vbdesc, &vbdata, &ui_vb);
       }
 
+
+
+  D3D11_DEPTH_STENCIL_DESC ui_depthstencil_desc;
+  ui_depthstencil_desc.DepthEnable = true;
+  ui_depthstencil_desc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
+  ui_depthstencil_desc.DepthFunc = D3D11_COMPARISON_ALWAYS;
+  ui_depthstencil_desc.StencilEnable = false;
+  ui_depthstencil_desc.StencilReadMask = 0xFF;
+  ui_depthstencil_desc.StencilWriteMask = 0xFF;
+  // Stencil operations if pixel is front-facing
+  ui_depthstencil_desc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
+  ui_depthstencil_desc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_INCR;
+  ui_depthstencil_desc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
+  ui_depthstencil_desc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
+  // Stencil operations if pixel is back-facing
+  ui_depthstencil_desc.BackFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
+  ui_depthstencil_desc.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_DECR;
+  ui_depthstencil_desc.BackFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
+  ui_depthstencil_desc.BackFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
+
+  ErrorD3D(d3dd->CreateDepthStencilState(&ui_depthstencil_desc, &ui_depthstencil));
+
+
+  D3D11_BLEND_DESC ui_blend_desc;
+  memset(&ui_blend_desc, 0, sizeof(ui_blend_desc));
+  ui_blend_desc.RenderTarget[0].BlendEnable = false;
+  ui_blend_desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
+  ErrD3D(d3dd->CreateBlendState(&ui_blend_desc, &ui_blend));
+
   return true;
 }
 
--- a/Engine/Graphics/RenderD3D11.h	Thu Oct 09 22:02:47 2014 +0600
+++ b/Engine/Graphics/RenderD3D11.h	Thu Oct 09 19:31:55 2014 +0300
@@ -172,9 +172,14 @@
     ID3D11DeviceContext     *d3dc;
     ID3D11RenderTargetView  *primary_srv;
     ID3D11DepthStencilView  *depth_srv;
+    ID3D11RasterizerState   *default_rasterizer;
+    ID3D11DepthStencilState *default_depthstencil;
+    ID3D11BlendState        *default_blend;
 
-    ID3D11VertexShader *vs_test;
-    ID3D11PixelShader  *ps_test;
-    ID3D11InputLayout  *layout_test;
-    ID3D11Buffer       *vb_test;
+    ID3D11VertexShader      *ui_vs;
+    ID3D11PixelShader       *ui_ps;
+    ID3D11InputLayout       *ui_layout;
+    ID3D11Buffer            *ui_vb;
+    ID3D11DepthStencilState *ui_depthstencil;
+    ID3D11BlendState        *ui_blend;
 };
--- a/Engine/MMT.cpp	Thu Oct 09 22:02:47 2014 +0600
+++ b/Engine/MMT.cpp	Thu Oct 09 19:31:55 2014 +0300
@@ -61,9 +61,18 @@
   else
     tex.Load("mm6title.pcx", 2);
 
+  //while (true)
+  //{
   pRenderer->BeginScene();
   pRenderer->DrawTextureNew(0, 0, &tex);
-  //Sleep(5000);
+
+  //MSG msg;
+  //while (PeekMessageW(&msg, 0, 0, 0, PM_REMOVE))
+  //{
+  //  TranslateMessage(&msg);
+  //  DispatchMessageW(&msg);
+  //}
+  //}
 
   tex.Release();