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266 lines
11 KiB
C++
266 lines
11 KiB
C++
#include "pch.h"
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#include "SpinningCubeRenderer.h"
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#include "Common/DirectXHelper.h"
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using namespace Immersive;
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using namespace DirectX;
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using namespace winrt::Windows::Foundation::Numerics;
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using namespace winrt::Windows::UI::Input::Spatial;
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// Loads vertex and pixel shaders from files and instantiates the cube geometry.
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SpinningCubeRenderer::SpinningCubeRenderer(
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std::shared_ptr<DX::DeviceResources> const &deviceResources)
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: m_deviceResources(deviceResources) {
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CreateDeviceDependentResources();
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}
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// This function uses a SpatialPointerPose to position the world-locked hologram
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// two meters in front of the user's heading.
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void SpinningCubeRenderer::PositionHologram(
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SpatialPointerPose const &pointerPose) {
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if (pointerPose != nullptr) {
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// Get the gaze direction relative to the given coordinate system.
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const float3 headPosition = pointerPose.Head().Position();
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const float3 headDirection = pointerPose.Head().ForwardDirection();
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// The hologram is positioned two meters along the user's gaze direction.
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constexpr float distanceFromUser = 2.0f; // meters
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const float3 gazeAtTwoMeters =
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headPosition + (distanceFromUser * headDirection);
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// This will be used as the translation component of the hologram's
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// model transform.
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SetPosition(gazeAtTwoMeters);
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}
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}
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// Called once per frame. Rotates the cube, and calculates and sets the model
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// matrix relative to the position transform indicated by
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// hologramPositionTransform.
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void SpinningCubeRenderer::Update(DX::StepTimer const &timer) {
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// Rotate the cube.
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// Convert degrees to radians, then convert seconds to rotation angle.
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const float radiansPerSecond = XMConvertToRadians(m_degreesPerSecond);
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const double totalRotation = timer.GetTotalSeconds() * radiansPerSecond;
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const float radians = static_cast<float>(fmod(totalRotation, XM_2PI));
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const XMMATRIX modelRotation = XMMatrixRotationY(-radians);
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// Position the cube.
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const XMMATRIX modelTranslation =
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XMMatrixTranslationFromVector(XMLoadFloat3(&m_position));
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// Multiply to get the transform matrix.
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// Note that this transform does not enforce a particular coordinate system.
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// The calling class is responsible for rendering this content in a consistent
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// manner.
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const XMMATRIX modelTransform =
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XMMatrixMultiply(modelRotation, modelTranslation);
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// The view and projection matrices are provided by the system; they are
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// associated with holographic cameras, and updated on a per-camera basis.
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// Here, we provide the model transform for the sample hologram. The model
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// transform matrix is transposed to prepare it for the shader.
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XMStoreFloat4x4(&m_modelConstantBufferData.model,
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XMMatrixTranspose(modelTransform));
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// Loading is asynchronous. Resources must be created before they can be
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// updated.
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if (!m_loadingComplete) {
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return;
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}
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// Use the D3D device context to update Direct3D device-based resources.
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const auto context = m_deviceResources->GetD3DDeviceContext();
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// Update the model transform buffer for the hologram.
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context->UpdateSubresource(m_modelConstantBuffer.Get(), 0, nullptr,
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&m_modelConstantBufferData, 0, 0);
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}
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// Renders one frame using the vertex and pixel shaders.
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// On devices that do not support the D3D11_FEATURE_D3D11_OPTIONS3::
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// VPAndRTArrayIndexFromAnyShaderFeedingRasterizer optional feature,
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// a pass-through geometry shader is also used to set the render
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// target array index.
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void SpinningCubeRenderer::Render() {
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// Loading is asynchronous. Resources must be created before drawing can
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// occur.
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if (!m_loadingComplete) {
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return;
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}
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const auto context = m_deviceResources->GetD3DDeviceContext();
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// Each vertex is one instance of the VertexPositionColor struct.
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const UINT stride = sizeof(VertexPositionColor);
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const UINT offset = 0;
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context->IASetVertexBuffers(0, 1, m_vertexBuffer.GetAddressOf(), &stride,
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&offset);
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context->IASetIndexBuffer(m_indexBuffer.Get(),
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DXGI_FORMAT_R16_UINT, // Each index is one 16-bit
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// unsigned integer (short).
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0);
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context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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context->IASetInputLayout(m_inputLayout.Get());
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// Attach the vertex shader.
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context->VSSetShader(m_vertexShader.Get(), nullptr, 0);
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// Apply the model constant buffer to the vertex shader.
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context->VSSetConstantBuffers(0, 1, m_modelConstantBuffer.GetAddressOf());
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if (!m_usingVprtShaders) {
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// On devices that do not support the D3D11_FEATURE_D3D11_OPTIONS3::
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// VPAndRTArrayIndexFromAnyShaderFeedingRasterizer optional feature,
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// a pass-through geometry shader is used to set the render target
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// array index.
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context->GSSetShader(m_geometryShader.Get(), nullptr, 0);
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}
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// Attach the pixel shader.
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context->PSSetShader(m_pixelShader.Get(), nullptr, 0);
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// Draw the objects.
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context->DrawIndexedInstanced(m_indexCount, // Index count per instance.
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2, // Instance count.
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0, // Start index location.
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0, // Base vertex location.
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0 // Start instance location.
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);
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}
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std::future<void> SpinningCubeRenderer::CreateDeviceDependentResources() {
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m_usingVprtShaders = m_deviceResources->GetDeviceSupportsVprt();
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// On devices that do support the D3D11_FEATURE_D3D11_OPTIONS3::
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// VPAndRTArrayIndexFromAnyShaderFeedingRasterizer optional feature
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// we can avoid using a pass-through geometry shader to set the render
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// target array index, thus avoiding any overhead that would be
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// incurred by setting the geometry shader stage.
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std::wstring vertexShaderFileName = m_usingVprtShaders
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? L"ms-appx:///VprtVertexShader.cso"
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: L"ms-appx:///VertexShader.cso";
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// Shaders will be loaded asynchronously.
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// After the vertex shader file is loaded, create the shader and input layout.
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std::vector<byte> vertexShaderFileData =
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co_await DX::ReadDataAsync(vertexShaderFileName);
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winrt::check_hresult(m_deviceResources->GetD3DDevice()->CreateVertexShader(
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vertexShaderFileData.data(), vertexShaderFileData.size(), nullptr,
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&m_vertexShader));
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constexpr std::array<D3D11_INPUT_ELEMENT_DESC, 2> vertexDesc = {{
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{"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0,
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D3D11_INPUT_PER_VERTEX_DATA, 0},
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{"COLOR", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12,
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D3D11_INPUT_PER_VERTEX_DATA, 0},
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}};
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winrt::check_hresult(m_deviceResources->GetD3DDevice()->CreateInputLayout(
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vertexDesc.data(), static_cast<UINT>(vertexDesc.size()),
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vertexShaderFileData.data(),
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static_cast<UINT>(vertexShaderFileData.size()), &m_inputLayout));
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// After the pixel shader file is loaded, create the shader and constant
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// buffer.
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std::vector<byte> pixelShaderFileData =
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co_await DX::ReadDataAsync(L"ms-appx:///PixelShader.cso");
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winrt::check_hresult(m_deviceResources->GetD3DDevice()->CreatePixelShader(
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pixelShaderFileData.data(), pixelShaderFileData.size(), nullptr,
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&m_pixelShader));
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const CD3D11_BUFFER_DESC constantBufferDesc(sizeof(ModelConstantBuffer),
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D3D11_BIND_CONSTANT_BUFFER);
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winrt::check_hresult(m_deviceResources->GetD3DDevice()->CreateBuffer(
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&constantBufferDesc, nullptr, &m_modelConstantBuffer));
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if (!m_usingVprtShaders) {
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// Load the pass-through geometry shader.
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std::vector<byte> geometryShaderFileData =
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co_await DX::ReadDataAsync(L"ms-appx:///GeometryShader.cso");
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// After the pass-through geometry shader file is loaded, create the shader.
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winrt::check_hresult(
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m_deviceResources->GetD3DDevice()->CreateGeometryShader(
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geometryShaderFileData.data(), geometryShaderFileData.size(),
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nullptr, &m_geometryShader));
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}
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// Load mesh vertices. Each vertex has a position and a color.
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// Note that the cube size has changed from the default DirectX app
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// template. Windows Holographic is scaled in meters, so to draw the
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// cube at a comfortable size we made the cube width 0.2 m (20 cm).
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static const std::array<VertexPositionColor, 8> cubeVertices = {{
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{XMFLOAT3(-0.1f, -0.1f, -0.1f), XMFLOAT3(0.0f, 0.0f, 0.0f)},
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{XMFLOAT3(-0.1f, -0.1f, 0.1f), XMFLOAT3(0.0f, 0.0f, 1.0f)},
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{XMFLOAT3(-0.1f, 0.1f, -0.1f), XMFLOAT3(0.0f, 1.0f, 0.0f)},
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{XMFLOAT3(-0.1f, 0.1f, 0.1f), XMFLOAT3(0.0f, 1.0f, 1.0f)},
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{XMFLOAT3(0.1f, -0.1f, -0.1f), XMFLOAT3(1.0f, 0.0f, 0.0f)},
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{XMFLOAT3(0.1f, -0.1f, 0.1f), XMFLOAT3(1.0f, 0.0f, 1.0f)},
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{XMFLOAT3(0.1f, 0.1f, -0.1f), XMFLOAT3(1.0f, 1.0f, 0.0f)},
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{XMFLOAT3(0.1f, 0.1f, 0.1f), XMFLOAT3(1.0f, 1.0f, 1.0f)},
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}};
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D3D11_SUBRESOURCE_DATA vertexBufferData = {0};
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vertexBufferData.pSysMem = cubeVertices.data();
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vertexBufferData.SysMemPitch = 0;
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vertexBufferData.SysMemSlicePitch = 0;
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const CD3D11_BUFFER_DESC vertexBufferDesc(
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sizeof(VertexPositionColor) * static_cast<UINT>(cubeVertices.size()),
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D3D11_BIND_VERTEX_BUFFER);
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winrt::check_hresult(m_deviceResources->GetD3DDevice()->CreateBuffer(
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&vertexBufferDesc, &vertexBufferData, &m_vertexBuffer));
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// Load mesh indices. Each trio of indices represents
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// a triangle to be rendered on the screen.
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// For example: 2,1,0 means that the vertices with indexes
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// 2, 1, and 0 from the vertex buffer compose the
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// first triangle of this mesh.
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// Note that the winding order is clockwise by default.
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constexpr std::array<unsigned short, 36> cubeIndices = {{
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2, 1, 0, // -x
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2, 3, 1,
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6, 4, 5, // +x
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6, 5, 7,
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0, 1, 5, // -y
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0, 5, 4,
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2, 6, 7, // +y
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2, 7, 3,
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0, 4, 6, // -z
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0, 6, 2,
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1, 3, 7, // +z
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1, 7, 5,
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}};
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m_indexCount = static_cast<unsigned int>(cubeIndices.size());
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D3D11_SUBRESOURCE_DATA indexBufferData = {0};
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indexBufferData.pSysMem = cubeIndices.data();
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indexBufferData.SysMemPitch = 0;
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indexBufferData.SysMemSlicePitch = 0;
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CD3D11_BUFFER_DESC indexBufferDesc(sizeof(unsigned short) *
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static_cast<UINT>(cubeIndices.size()),
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D3D11_BIND_INDEX_BUFFER);
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winrt::check_hresult(m_deviceResources->GetD3DDevice()->CreateBuffer(
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&indexBufferDesc, &indexBufferData, &m_indexBuffer));
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// Once the cube is loaded, the object is ready to be rendered.
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m_loadingComplete = true;
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};
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void SpinningCubeRenderer::ReleaseDeviceDependentResources() {
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m_loadingComplete = false;
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m_usingVprtShaders = false;
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m_vertexShader.Reset();
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m_inputLayout.Reset();
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m_pixelShader.Reset();
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m_geometryShader.Reset();
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m_modelConstantBuffer.Reset();
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m_vertexBuffer.Reset();
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m_indexBuffer.Reset();
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}
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