/* interpolation_modifier.cpp - interpolation modifiers (FLAT, NOPERSPECTIVE, and CENTROID) */ /* This example renders the same triangle into four different viewport. Each viewport uses a different technique that passes through the an interpolated texture coordinate set as the fragment color but with different interpolation modifiers. */ #include <windows.h> #include <stdio.h> #include <assert.h> #include <d3d11.h> /* Can't include this? Is DirectX SDK installed? */ #include <Cg/cg.h> /* Can't include this? Is Cg Toolkit installed! */ #include <Cg/cgD3D11.h> #pragma comment(lib, "d3d11.lib") #ifndef SAFE_RELEASE #define SAFE_RELEASE( p ) { if( p ) { ( p )->Release(); ( p ) = NULL; } } #endif //-------------------------------------------------------------------------------------- // Structures //-------------------------------------------------------------------------------------- struct Vertex4 { float x; float y; float z; float w; float s; float t; float r; float q; }; //-------------------------------------------------------------------------------------- // Global Variables //-------------------------------------------------------------------------------------- HINSTANCE g_hInst = NULL; HWND g_hWnd = NULL; D3D_DRIVER_TYPE g_driverType = D3D_DRIVER_TYPE_NULL; ID3D11Device * g_pDevice = NULL; ID3D11DeviceContext * g_pDeviceContext = NULL; IDXGISwapChain * g_pSwapChain = NULL; ID3D11RenderTargetView * g_pRenderTargetView = NULL; ID3D11DepthStencilView * g_pDepthStencilView = NULL; ID3D11InputLayout * g_pVertexLayout = NULL; ID3D11Buffer * g_pVB = NULL; ID3D11BlendState * myBlendState_NoBlend = NULL; ID3D11RasterizerState * myRasterizerState_NoCull = NULL; const int Width = 600; const int Height = 600; float ClearColor[4] = { 0.0f, 0.0f, 1.0f, 1.0f }; // RGBA CGcontext myCgContext; CGeffect myCgEffect; CGtechnique myCgTechnique; CGprogram myCgCombinedProgram; static const TCHAR * myProgramName = L"interpolation_modifier"; const char * myCgFXFileName = "interpolation_modifier.cgfx"; const char *myCgTechniqueNames[4] = { "NormalColorInterpolation", "FlatColorInterpolation", "NoPerspectiveColorInterpolation", "CentroidColorInterpolation" }; //-------------------------------------------------------------------------------------- // Forward declarations //-------------------------------------------------------------------------------------- HRESULT InitWindow( HINSTANCE, int ); HRESULT InitDevice(); void CleanupDevice(); LRESULT CALLBACK WndProc( HWND, UINT, WPARAM, LPARAM ); void Render(); HRESULT InitCg(); void CleanupCg(); HRESULT CreateVertexBuffer(); void DrawTriangleWithEffect( int x, int y, const char *techniqueName ); void DrawTriangle(); //-------------------------------------------------------------------------------------- // Utility function for reporting Cg errors //-------------------------------------------------------------------------------------- static void checkForCgError( const char * situation, bool _exit = true ) { CGerror error; const char *string = cgGetLastErrorString(&error); if( error != CG_NO_ERROR ) { if( error == CG_COMPILER_ERROR ) { fprintf(stderr, "Program: %s\n" "Situation: %s\n" "Error: %s\n\n" "Cg compiler output...\n%s", myProgramName, situation, string, cgGetLastListing(myCgContext)); } else { fprintf(stderr, "Program: %s\n" "Situation: %s\n" "Error: %s", myProgramName, situation, string); } if( _exit ) exit(1); } } //-------------------------------------------------------------------------------------- // Entry point to the program. Initializes everything and goes into a message processing // loop. Idle time is used to render the scene. //-------------------------------------------------------------------------------------- int WINAPI WinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow ) { MSG msg = { 0 }; if( FAILED( InitWindow( hInstance, nCmdShow ) ) ) return 0; if( FAILED( InitDevice() ) ) { CleanupDevice(); return 0; } if( FAILED( InitCg() ) || FAILED( CreateVertexBuffer() ) ) { CleanupDevice(); CleanupCg(); return 0; } // Main message loop while( WM_QUIT != msg.message ) { if( PeekMessage( &msg, NULL, 0, 0, PM_REMOVE ) ) { TranslateMessage( &msg ); DispatchMessage( &msg ); } else { Render(); } } CleanupDevice(); CleanupCg(); return (int)msg.wParam; } //-------------------------------------------------------------------------------------- // Register class and create window //-------------------------------------------------------------------------------------- HRESULT InitWindow( HINSTANCE hInstance, int nCmdShow ) { g_hInst = hInstance; RECT rc = { 0, 0, Width, Height }; // Register class WNDCLASSEX wcex; wcex.cbSize = sizeof(WNDCLASSEX); wcex.style = CS_HREDRAW | CS_VREDRAW; wcex.lpfnWndProc = WndProc; wcex.cbClsExtra = 0; wcex.cbWndExtra = 0; wcex.hInstance = hInstance; wcex.hIcon = NULL; wcex.hCursor = LoadCursor( NULL, IDC_ARROW ); wcex.hbrBackground = (HBRUSH)(COLOR_WINDOW + 1); wcex.lpszMenuName = NULL; wcex.lpszClassName = myProgramName; wcex.hIconSm = NULL; if( !RegisterClassEx( &wcex ) ) return E_FAIL; // Create window AdjustWindowRect( &rc, WS_OVERLAPPEDWINDOW, FALSE ); g_hWnd = CreateWindow( myProgramName, // Class name myProgramName, // Window name WS_OVERLAPPEDWINDOW, // Style CW_USEDEFAULT, // X position CW_USEDEFAULT, // Y position rc.right - rc.left, // Width rc.bottom - rc.top, // Height NULL, // Parent HWND NULL, // Menu hInstance, // Instance NULL // Param ); if( !g_hWnd ) return E_FAIL; ShowWindow( g_hWnd, nCmdShow ); return S_OK; } //-------------------------------------------------------------------------------------- // Create Direct3D device and swap chain //-------------------------------------------------------------------------------------- HRESULT InitDevice() { HRESULT hr = S_OK; RECT rc; GetClientRect( g_hWnd, &rc ); UINT width = rc.right - rc.left; UINT height = rc.bottom - rc.top; UINT createDeviceFlags = 0; #ifdef _DEBUG createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG; #endif D3D_DRIVER_TYPE driverTypes[] = { D3D_DRIVER_TYPE_HARDWARE, D3D_DRIVER_TYPE_REFERENCE, }; UINT numDriverTypes = sizeof( driverTypes ) / sizeof( driverTypes[0] ); DXGI_SWAP_CHAIN_DESC sd; ZeroMemory( &sd, sizeof( sd ) ); sd.BufferCount = 1; sd.BufferDesc.Width = width; sd.BufferDesc.Height = height; sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; sd.BufferDesc.RefreshRate.Numerator = 60; sd.BufferDesc.RefreshRate.Denominator = 1; sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; sd.OutputWindow = g_hWnd; sd.SampleDesc.Count = 1; sd.SampleDesc.Quality = 0; sd.Windowed = TRUE; D3D_FEATURE_LEVEL FeatureLevels = D3D_FEATURE_LEVEL_11_0; D3D_FEATURE_LEVEL *pFeatureLevel = NULL; for( UINT driverTypeIndex = 0; driverTypeIndex < numDriverTypes; driverTypeIndex++ ) { g_driverType = driverTypes[driverTypeIndex]; hr = D3D11CreateDeviceAndSwapChain( NULL, // Adapter g_driverType, // Driver Type NULL, // Software createDeviceFlags, // Flags &FeatureLevels, // Feature Levels 1, // Num Feature Levels D3D11_SDK_VERSION, // SDK Version &sd, // Swap Chain Desc &g_pSwapChain, // Swap Chain &g_pDevice, // Device pFeatureLevel, // Feature Level &g_pDeviceContext ); // Device Context if( SUCCEEDED( hr ) ) break; } if( FAILED(hr) ) return hr; // Create a render target view ID3D11Texture2D *pBuffer; hr = g_pSwapChain->GetBuffer( 0, __uuidof( ID3D11Texture2D ), (LPVOID*)&pBuffer ); if( FAILED(hr) ) return hr; hr = g_pDevice->CreateRenderTargetView( pBuffer, NULL, &g_pRenderTargetView ); pBuffer->Release(); if( FAILED(hr) ) return hr; D3D11_TEXTURE2D_DESC DSDesc; DSDesc.ArraySize = 1; DSDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL; DSDesc.CPUAccessFlags = 0; DSDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT; DSDesc.Width = Width; DSDesc.Height = Height; DSDesc.MipLevels = 1; DSDesc.MiscFlags = 0; DSDesc.SampleDesc.Count = 1; DSDesc.SampleDesc.Quality = 0; DSDesc.Usage = D3D11_USAGE_DEFAULT; ID3D11Texture2D * DSBuffer; hr = g_pDevice->CreateTexture2D( &DSDesc, NULL, &DSBuffer ); if( FAILED(hr) ) return hr; hr = g_pDevice->CreateDepthStencilView( DSBuffer, NULL, &g_pDepthStencilView ); if( FAILED(hr) ) return hr; g_pDeviceContext->OMSetRenderTargets( 1, &g_pRenderTargetView, g_pDepthStencilView ); // Setup the viewport D3D11_VIEWPORT vp; vp.Width = width; vp.Height = height; vp.MinDepth = 0.0f; vp.MaxDepth = 1.0f; vp.TopLeftX = 0; vp.TopLeftY = 0; g_pDeviceContext->RSSetViewports( 1, &vp ); // Disable alpha blending D3D11_BLEND_DESC BlendState; ZeroMemory( &BlendState, sizeof( D3D11_BLEND_DESC ) ); BlendState.RenderTarget[0].BlendEnable = FALSE; BlendState.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL; hr = g_pDevice->CreateBlendState( &BlendState, &myBlendState_NoBlend ); if( hr != S_OK ) return hr; // Disable culling D3D11_RASTERIZER_DESC RSDesc; RSDesc.FillMode = D3D11_FILL_SOLID; RSDesc.CullMode = D3D11_CULL_NONE; RSDesc.FrontCounterClockwise = FALSE; RSDesc.DepthBias = 0; RSDesc.DepthBiasClamp = 0; RSDesc.SlopeScaledDepthBias = 0; RSDesc.ScissorEnable = FALSE; RSDesc.MultisampleEnable = FALSE; RSDesc.AntialiasedLineEnable = FALSE; hr = g_pDevice->CreateRasterizerState( &RSDesc, &myRasterizerState_NoCull ); if( hr != S_OK ) return hr; return S_OK; } //-------------------------------------------------------------------------------------- // Create Cg objects //-------------------------------------------------------------------------------------- HRESULT InitCg() { HRESULT hr = S_OK; myCgContext = cgCreateContext(); checkForCgError( "creating context" ); hr = cgD3D11SetDevice( myCgContext, g_pDevice ); checkForCgError( "setting Direct3D device", false ); if( hr != S_OK ) return hr; cgD3D11RegisterStates( myCgContext ); checkForCgError( "registering standard CgFX states" ); cgD3D11SetManageTextureParameters( myCgContext, CG_TRUE ); checkForCgError( "manage texture parameters" ); myCgEffect = cgCreateEffectFromFile( myCgContext, myCgFXFileName, NULL ); checkForCgError( "creating cgfx_texture.cgfx effect" ); assert( myCgEffect ); myCgTechnique = cgGetFirstTechnique( myCgEffect ); while( myCgTechnique && cgValidateTechnique( myCgTechnique ) == CG_FALSE ) { fprintf( stderr, "%s: Technique %s did not validate. Skipping.\n", myProgramName, cgGetTechniqueName( myCgTechnique ) ); myCgTechnique = cgGetNextTechnique( myCgTechnique ); } if( myCgTechnique ) { fprintf( stderr, "%s: Use technique %s.\n", myProgramName, cgGetTechniqueName( myCgTechnique ) ); } else { fprintf( stderr, "%s: No valid technique\n", myProgramName ); return E_FAIL; } return S_OK; } //-------------------------------------------------------------------------------------- // Clean up the objects we've created //-------------------------------------------------------------------------------------- void CleanupDevice() { SAFE_RELEASE( g_pVertexLayout ); SAFE_RELEASE( g_pVB ); if( g_pDeviceContext ) g_pDeviceContext->ClearState(); if( g_pRenderTargetView ) g_pRenderTargetView->Release(); if( g_pDepthStencilView ) g_pDepthStencilView->Release(); if( g_pSwapChain ) g_pSwapChain->Release(); if( g_pDevice ) g_pDevice->Release(); SAFE_RELEASE( g_pDevice ); SAFE_RELEASE( g_pDeviceContext ); } //-------------------------------------------------------------------------------------- // Clean up the cg objects we've created //-------------------------------------------------------------------------------------- void CleanupCg() { cgDestroyEffect( myCgEffect ); checkForCgError( "destroying effect" ); cgD3D11SetDevice( myCgContext, NULL ); cgDestroyContext( myCgContext ); } //-------------------------------------------------------------------------------------- // Create vertex buffer for triangle //-------------------------------------------------------------------------------------- HRESULT CreateVertexBuffer() { HRESULT hr = S_OK; /* Initialize three vertices for rendering a triangle. */ const Vertex4 triangleVertices[3] = { { -0.7f, 0.7f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f }, { 0.7f, 0.7f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f }, { 0.0f, -0.7f * 5.0f, 0.0f, 5.0f, 0.0f, 0.0f, 1.0f, 0.0f } // give perspective }; D3D11_BUFFER_DESC vbDesc; vbDesc.ByteWidth = 3 * sizeof( Vertex4 ); vbDesc.Usage = D3D11_USAGE_DEFAULT; vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER; vbDesc.CPUAccessFlags = 0; vbDesc.MiscFlags = 0; D3D11_SUBRESOURCE_DATA vbInitData; ZeroMemory( &vbInitData, sizeof( D3D11_SUBRESOURCE_DATA ) ); vbInitData.pSysMem = triangleVertices; // Create vertex layout const D3D11_INPUT_ELEMENT_DESC layout[] = { { "POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }, { "TEXCOORD", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 16, D3D11_INPUT_PER_VERTEX_DATA, 0 }, }; UINT numElements = sizeof( layout ) / sizeof( layout[0] ); CGpass myPass = cgGetFirstPass( myCgTechnique ); ID3D10Blob * pVSBuf = cgD3D11GetIASignatureByPass( myPass ); hr = g_pDevice->CreateInputLayout( layout, numElements, pVSBuf->GetBufferPointer(), pVSBuf->GetBufferSize(), &g_pVertexLayout ); if( hr != S_OK ) { return NULL; } hr = g_pDevice->CreateBuffer( &vbDesc, &vbInitData, &g_pVB ); if( hr != S_OK ) return hr; return S_OK; } //-------------------------------------------------------------------------------------- // Render a frame //-------------------------------------------------------------------------------------- void DrawTriangle() { UINT strides[1] = { sizeof( Vertex4 ) }; UINT offsets[1] = { 0 }; ID3D11Buffer * pBuffers[1] = { g_pVB }; g_pDeviceContext->IASetVertexBuffers( 0, 1, pBuffers, strides, offsets ); g_pDeviceContext->IASetInputLayout( g_pVertexLayout ); g_pDeviceContext->IASetPrimitiveTopology( D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST ); g_pDeviceContext->Draw( 3, 0 ); // numVertices, startVertex } void DrawTriangleWithEffect( int x, int y, const char *techniqueName ) { CGtechnique technique = cgGetNamedTechnique( myCgEffect, techniqueName ); CGbool isValid = cgValidateTechnique( technique ); int viewWidth = Width / 2; int viewHeight = Height / 2; D3D11_VIEWPORT vp; vp.Width = (float)viewWidth; vp.Height = (float)viewHeight; vp.MinDepth = 0.0f; vp.MaxDepth = 1.0f; vp.TopLeftX = x * viewWidth; vp.TopLeftY = y * viewHeight; g_pDeviceContext->RSSetViewports( 1, &vp ); if( isValid ) { for( CGpass pass = cgGetFirstPass(technique); pass; pass = cgGetNextPass(pass) ) { cgSetPassState(pass); DrawTriangle(); cgResetPassState(pass); } } } void Render() { // Clear the back buffer g_pDeviceContext->ClearRenderTargetView( g_pRenderTargetView, ClearColor ); g_pDeviceContext->ClearDepthStencilView( g_pDepthStencilView, D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL, 1.0, 0 ); /* Lower-left */ DrawTriangleWithEffect( 0, 0, myCgTechniqueNames[0] ); /* Lower-right */ DrawTriangleWithEffect( 1, 0, myCgTechniqueNames[1] ); /* Upper-left */ DrawTriangleWithEffect( 0, 1, myCgTechniqueNames[2] ); /* Upper-right */ DrawTriangleWithEffect( 1, 1, myCgTechniqueNames[3] ); g_pSwapChain->Present( 0, 0 ); } //-------------------------------------------------------------------------------------- // Called every time the application receives a message //-------------------------------------------------------------------------------------- LRESULT CALLBACK WndProc( HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam ) { switch( message ) { case WM_KEYDOWN: switch( wParam ) { case VK_ESCAPE: PostQuitMessage( 0 ); break; } break; case WM_DESTROY: PostQuitMessage( 0 ); break; default: return DefWindowProc( hWnd, message, wParam, lParam ); } return 0; }