Files
bullet3/Demos/DX11ClothDemo/cloth.h
2010-07-20 16:09:53 +00:00

287 lines
8.6 KiB
C++

class piece_of_cloth
{
public:
void destroy(void)
{
if(created)
{
SAFE_RELEASE(g_pIndexBuffer);
SAFE_RELEASE(pVB[0]);
SAFE_RELEASE(g_pVB_UAV);
SAFE_RELEASE(pVB_staging);
SAFE_RELEASE(texture2D_view);
if(m_vertexBufferDescriptor) delete [] m_vertexBufferDescriptor;
if(cpu_buffer) delete [] cpu_buffer;
}
}
piece_of_cloth()
{
created = false;
m_vertexBufferDescriptor = NULL;
cpu_buffer = NULL;
}
bool created;
ID3D11Buffer* g_pIndexBuffer;
ID3D11Buffer* pVB[1];
ID3D11Buffer* pVB_staging;
float* cpu_buffer;
ID3D11UnorderedAccessView* g_pVB_UAV;
UINT Strides[1];
UINT Offsets[1];
double x_offset, y_offset, z_offset;
ID3D11ShaderResourceView *texture2D_view;
int width;
int height;
btVertexBufferDescriptor *m_vertexBufferDescriptor;
void create_texture(std::wstring filename)
{
D3DX11_IMAGE_LOAD_INFO loadInfo;
ZeroMemory(&loadInfo, sizeof(D3DX11_IMAGE_LOAD_INFO) );
loadInfo.BindFlags = D3D11_BIND_SHADER_RESOURCE;
loadInfo.Format = DXGI_FORMAT_BC1_UNORM;
HRESULT hr = D3DX11CreateShaderResourceViewFromFile(g_pd3dDevice, filename.c_str(), &loadInfo, NULL, &texture2D_view, NULL);
hr = hr;
}
void draw(void)
{
ID3D11DeviceContext* pd3dImmediateContext = DXUTGetD3D11DeviceContext();
D3DXMATRIX mWorldViewProjection;
D3DXVECTOR3 vLightDir;
D3DXMATRIX mWorld;
D3DXMATRIX mView;
D3DXMATRIX mProj;
// Get the projection & view matrix from the camera class
mProj = *g_Camera.GetProjMatrix();
mView = *g_Camera.GetViewMatrix();
// Get the light direction
vLightDir = g_LightControl.GetLightDirection();
// Per frame cb update
D3D11_MAPPED_SUBRESOURCE MappedResource;
HRESULT hr;
#ifndef USE_GPU_COPY
pd3dImmediateContext->Map( pVB_staging, 0, D3D11_MAP_WRITE_DISCARD, 0, &MappedResource );
memcpy( MappedResource.pData, cpu_buffer, 4*width*height*8 );
pd3dImmediateContext->Unmap(pVB_staging, 0 );
pd3dImmediateContext->CopyResource(pVB[0], pVB_staging);
#endif // #ifndef USE_GPU_COPY
V( pd3dImmediateContext->Map( g_pcbPSPerFrame, 0, D3D11_MAP_WRITE_DISCARD, 0, &MappedResource ) );
CB_PS_PER_FRAME* pPerFrame = ( CB_PS_PER_FRAME* )MappedResource.pData;
float fAmbient = 0.1f;
pPerFrame->m_vLightDirAmbient = D3DXVECTOR4( vLightDir.x, vLightDir.y, vLightDir.z, fAmbient );
pd3dImmediateContext->Unmap( g_pcbPSPerFrame, 0 );
pd3dImmediateContext->PSSetConstantBuffers( g_iCBPSPerFrameBind, 1, &g_pcbPSPerFrame );
///////////////////////////////////////Modify below//////////////////////////////////////////////////////
//Get the mesh
//IA setup
pd3dImmediateContext->IASetInputLayout( g_pVertexLayout11 );
//This is where we pass the vertex buffer to DX
pd3dImmediateContext->IASetVertexBuffers( 0, 1, pVB, Strides, Offsets );
//This is where we pass the index buffer to DX
pd3dImmediateContext->IASetIndexBuffer( g_pIndexBuffer, DXGI_FORMAT_R32_UINT, 0 );
/////////////////////////////////////////////////////////////////////////////////////////////////////////
// Set the shaders
pd3dImmediateContext->VSSetShader( g_pVertexShader, NULL, 0 );
pd3dImmediateContext->PSSetShader( g_pPixelShader, NULL, 0 );
pd3dImmediateContext->GSSetShader( g_pGeometryShader, NULL, 0);
// Set the per object constant data
D3DXMATRIXA16 m_scale;
float sc = 10;
D3DXMatrixScaling(&m_scale,sc,sc,sc);
D3DXVECTOR3 vCenter( global_shift_x, global_shift_y, global_shift_z);
D3DXMatrixTranslation( &g_mCenterMesh, -vCenter.x+x_offset, -vCenter.y+y_offset, -vCenter.z+z_offset );
mWorld = *g_Camera.GetWorldMatrix();
mProj = *g_Camera.GetProjMatrix();
mView = *g_Camera.GetViewMatrix();
mWorldViewProjection = mView * mProj;
// VS Per object
V( pd3dImmediateContext->Map( g_pcbVSPerObject, 0, D3D11_MAP_WRITE_DISCARD, 0, &MappedResource ) );
CB_VS_PER_OBJECT* pVSPerObject = ( CB_VS_PER_OBJECT* )MappedResource.pData;
D3DXMatrixTranspose( &pVSPerObject->m_WorldViewProj, &mWorldViewProjection );
D3DXMatrixTranspose( &pVSPerObject->m_World, &mWorld );
pd3dImmediateContext->Unmap( g_pcbVSPerObject, 0 );
pd3dImmediateContext->VSSetConstantBuffers( g_iCBVSPerObjectBind, 1, &g_pcbVSPerObject );
// PS Per object
V( pd3dImmediateContext->Map( g_pcbPSPerObject, 0, D3D11_MAP_WRITE_DISCARD, 0, &MappedResource ) );
CB_PS_PER_OBJECT* pPSPerObject = ( CB_PS_PER_OBJECT* )MappedResource.pData;
pPSPerObject->m_vObjectColor = D3DXVECTOR4( 1, 1, 1, 1 );
pd3dImmediateContext->Unmap( g_pcbPSPerObject, 0 );
pd3dImmediateContext->PSSetConstantBuffers( g_iCBPSPerObjectBind, 1, &g_pcbPSPerObject );
//Render
SDKMESH_SUBSET* pSubset = NULL;
D3D11_PRIMITIVE_TOPOLOGY PrimType;
if( g_wireFrame )
pd3dImmediateContext->RSSetState(g_pRasterizerStateWF);
else
pd3dImmediateContext->RSSetState(g_pRasterizerState);
pd3dImmediateContext->PSSetSamplers( 0, 1, &g_pSamLinear );
{
// Get the subset
pSubset = g_Mesh11.GetSubset( 0, 0 );
pd3dImmediateContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
pd3dImmediateContext->PSSetShaderResources(0,1,&texture2D_view);
pd3dImmediateContext->DrawIndexed( (width*3*2+2 + height*width*3*2), 0, ( UINT )pSubset->VertexStart );
}
SAFE_RELEASE(pd3dImmediateContext);
}
void create_buffers(int width_, int height_)
{
width = width_;
height = height_;
created = true;
cpu_buffer = new float[width*height*8];
memset(cpu_buffer,0,width*height*8*4);
// Set texture coordinates in output buffers
for(int y = 0; y < height; y++)
{
for(int x = 0; x < width; x++)
{
cpu_buffer[y*8*width + x*8 + 6] = x/( (float)(width-1));
cpu_buffer[y*8*width + x*8 + 7] = 1-y/((float)(height-1));
}
}
D3D11_BUFFER_DESC bufferDesc;
ZeroMemory(&bufferDesc, sizeof(bufferDesc));
bufferDesc.Usage = D3D11_USAGE_DEFAULT;
bufferDesc.ByteWidth = sizeof(vertex_struct)*width*height;
bufferDesc.StructureByteStride = 0;//sizeof(vertex_struct);
bufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER | D3D11_BIND_UNORDERED_ACCESS;
bufferDesc.MiscFlags = 0;//D3D11_RESOURCE_MISC_BUFFER_STRUCTURED;
bufferDesc.CPUAccessFlags = 0;
vertex_struct *vertices = new vertex_struct[width*height];
for(int y = 0; y < height; y++)
{
for(int x = 0; x < width; x++)
{
double coord = sin(x/5.0)*50;
//coord = sin(y/);
vertices[y*width+x].Pos = D3DXVECTOR3( (x/((float)(width-1)))*1000, coord, (y/((float)(height-1)))*1000);
vertices[y*width+x].Normal = D3DXVECTOR3(1,0,0);
vertices[y*width+x].Texcoord = D3DXVECTOR2(x/( (float)(width-1)), 1.f-y/((float)(height-1)));
}
}
D3D11_SUBRESOURCE_DATA InitData;
InitData.pSysMem = vertices;
InitData.SysMemPitch = 0;
InitData.SysMemSlicePitch = 0;
HRESULT hr = g_pd3dDevice->CreateBuffer(&bufferDesc, &InitData, &pVB[0]);
D3D11_UNORDERED_ACCESS_VIEW_DESC uavbuffer_desc;
ZeroMemory(&uavbuffer_desc, sizeof(uavbuffer_desc));
uavbuffer_desc.Format = DXGI_FORMAT_R32_FLOAT;
uavbuffer_desc.ViewDimension = D3D11_UAV_DIMENSION_BUFFER;
uavbuffer_desc.Buffer.NumElements = width*height*sizeof(vertex_struct)/4;
hr = g_pd3dDevice->CreateUnorderedAccessView(pVB[0], &uavbuffer_desc, &g_pVB_UAV);
//What is this vertex stride thing all about?
Strides[0] = ( UINT )g_Mesh11.GetVertexStride( 0, 0 );
Offsets[0] = 0;
//unsigned int indices[] = {0,1,2, 1,3,2};
unsigned int* indices = new unsigned int[width*3*2+2 + height*width*3*2];
for(int y = 0; y < height-1; y++)
{
for(int x = 0; x < width-1; x++)
{
// *3 indices/triangle, *2 triangles/quad
int baseIndex = (x + y*(width-1))*3*2;
indices[baseIndex] = x + y*width;
indices[baseIndex+1] = x+1 + y*width;
indices[baseIndex+2] = x+width + y*width;
indices[baseIndex+3] = x + 1 + y*width;
indices[baseIndex+4] = x+(width+1) + y*width;
indices[baseIndex+5] = x+width + y*width;
}
}
bufferDesc.ByteWidth = sizeof(unsigned int)*(width*3*2+2 + height*width*3*2);
bufferDesc.BindFlags = D3D11_BIND_INDEX_BUFFER;
InitData.pSysMem = indices;
hr = g_pd3dDevice->CreateBuffer(&bufferDesc, &InitData, &g_pIndexBuffer);
bufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
bufferDesc.Usage = D3D11_USAGE_DYNAMIC;
bufferDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
bufferDesc.ByteWidth = sizeof(vertex_struct)*width*height;
hr = g_pd3dDevice->CreateBuffer(&bufferDesc, NULL, &pVB_staging);
delete [] indices;
delete [] vertices;
}
};