?? clfloat.cpp
字號(hào):
/************************************************************
* *
* decr : A single float value stored on the GPU *
* version : 1.10 *
* author : Jens Kr黦er *
* date : 08.02.2004 *
* modified : 10.06.2004 *
* e-mail : jens.krueger@in.tum.de *
* *
************************************************************/
#include "clfloat.h"
int clFloat::ms_iClFloatCount=0;
LPD3DXEFFECT clFloat::ms_pShaderClFloat=NULL;
LPDIRECT3DVERTEXBUFFER9 clFloat::ms_pCoverPoint=NULL;
D3DXHANDLE clFloat::ms_fScalar;
D3DXHANDLE clFloat::ms_tFloatA;
D3DXHANDLE clFloat::ms_tFloatB;
D3DXHANDLE clFloat::ms_tMulClFloat;
D3DXHANDLE clFloat::ms_tAddClFloat;
D3DXHANDLE clFloat::ms_tDivClFloat;
D3DXHANDLE clFloat::ms_tDivZClFloat;
D3DXHANDLE clFloat::ms_tInvert;
D3DXHANDLE clFloat::ms_tAddScalar;
D3DXHANDLE clFloat::ms_tMultilyScalar;
const DWORD CLFLOATVERTEX::FVF = D3DFVF_XYZ;
clFloat::clFloat()
{
}
clFloat::clFloat(LPDIRECT3DDEVICE9 pd3dDevice)
{
init(pd3dDevice);
}
clFloat::clFloat(LPDIRECT3DDEVICE9 pd3dDevice, float fValue)
{
init(pd3dDevice);
setData(fValue);
}
/*******************************************************************************************
Name: loadShaders
Purpose: loads all shaders required for this clfloat, if loaded already use the old one
********************************************************************************************/
void clFloat::loadShaders() {
if (ms_iClFloatCount < 1) {
if (FAILED(DirectXUtils::checkLoadShader(_T("clFloat.fx"), ms_pShaderClFloat, m_pd3dDevice, clFrameworkShaderPath, NULL, clClass::ms_clPSProfile))) exit(-1);
// prefetch shader techniques & parameters
// parameters
ms_fScalar = ms_pShaderClFloat->GetParameterByName(NULL,"fScalar");
ms_tFloatA = ms_pShaderClFloat->GetParameterByName(NULL,"tFloatA");
ms_tFloatB = ms_pShaderClFloat->GetParameterByName(NULL,"tFloatB");
// techniques
ms_tMulClFloat = ms_pShaderClFloat->GetTechniqueByName("tMulClFloat");
ms_tAddClFloat = ms_pShaderClFloat->GetTechniqueByName("tAddClFloat");
ms_tDivClFloat = ms_pShaderClFloat->GetTechniqueByName("tDivClFloat");
ms_tDivZClFloat = ms_pShaderClFloat->GetTechniqueByName("tDivZClFloat");
ms_tInvert = ms_pShaderClFloat->GetTechniqueByName("tInvert");
ms_tAddScalar = ms_pShaderClFloat->GetTechniqueByName("tAddScalar");
ms_tMultilyScalar = ms_pShaderClFloat->GetTechniqueByName("tMultilyScalar");
}
}
void clFloat::init(LPDIRECT3DDEVICE9 pd3dDevice)
{
m_pd3dDevice = pd3dDevice;
pd3dDevice->GetRenderTarget(0, &m_lpBackBuffer);
// init data for temp render-to texture
m_TempID = -1;
m_pFloatTexture = NULL;
m_pFloatTextureSurface = NULL;
// create a 1x1 texture and surface
m_iMemID = ms_memoryMananger->getTextureTarget(clMemDescr(1,1,FLOAT_TEX_R,D3DUSAGE_RENDERTARGET),m_pFloatTexture,m_pFloatTextureSurface);
// init static variables
loadShaders();
if (ms_iClFloatCount < 1) {
// Create a one-point vertex buffer
CLFLOATVERTEX hCoverPoint[]= {{0, 0, 0}};
m_pd3dDevice->CreateVertexBuffer(sizeof(hCoverPoint),D3DUSAGE_WRITEONLY,CLFLOATVERTEX::FVF,D3DPOOL_DEFAULT,&ms_pCoverPoint, NULL);
VOID* pVertices;
ms_pCoverPoint->Lock( 0, 0, (void**)&pVertices, NULL );
memcpy( pVertices, hCoverPoint, sizeof(hCoverPoint) );
ms_pCoverPoint->Unlock();
}
// count the active incarnations of this class
ms_iClFloatCount++;
}
clFloat::~clFloat(void)
{
// if this is the last clFloat object alive, destroy static members
ms_iClFloatCount--;
if (ms_iClFloatCount==0) {
SAFE_RELEASE( ms_pShaderClFloat);
SAFE_RELEASE( ms_pCoverPoint );
}
// destroy non static members
ms_memoryMananger->releaseTextureTarget(m_iMemID,m_pFloatTexture,m_pFloatTextureSurface);
SAFE_RELEASE(m_lpBackBuffer);
}
void clFloat::setData(float fVectorData)
{
D3DLOCKED_RECT rfTextureLock;
LPDIRECT3DSURFACE9 pSurf;
PDIRECT3DTEXTURE9 pTex;
int id = ms_memoryMananger->getSysmemTexture(clMemDescr(1,1,FLOAT_TEX_R,NULL),pTex, pSurf);
pTex->LockRect(0, &rfTextureLock, NULL, 0);
#ifdef use16BitPrecOnly
D3DXFLOAT16 temp(fVectorData);
((D3DXFLOAT16*)rfTextureLock.pBits)[0] = temp;
#else
((float*)rfTextureLock.pBits)[0] = fVectorData;
#endif
pTex->UnlockRect(0);
m_pd3dDevice->UpdateTexture(pTex, m_pFloatTexture);
ms_memoryMananger->releaseSysmemTexture(id);
}
void clFloat::getData(float *fVectorData)
{
D3DLOCKED_RECT rfTextureLock;
LPDIRECT3DSURFACE9 pSurf;
PDIRECT3DTEXTURE9 pTex;
int id = ms_memoryMananger->getSysmemTexture(clMemDescr(1,1,FLOAT_TEX_R,NULL),pTex, pSurf);
m_pd3dDevice->GetRenderTargetData(m_pFloatTextureSurface, pSurf); // transfer data from GPU to CPU
// copy data into user pointer
pTex->LockRect(0, &rfTextureLock, NULL, D3DLOCK_READONLY);
#ifdef use16BitPrecOnly
D3DXFLOAT16 temp = ((D3DXFLOAT16*)rfTextureLock.pBits)[0];
(*fVectorData) = (FLOAT)temp;
#else
(*fVectorData) = ((float*)rfTextureLock.pBits)[0];
#endif
pTex->UnlockRect(0);
ms_memoryMananger->releaseSysmemTexture(id);
}
float clFloat::getData() {
float f;
getData(&f);
return f;
}
/*******************************************************************************************
Name: add
Purpose: compute this = a*this+other*b
********************************************************************************************/
void clFloat::add(clFloat *other,clFloat *target,float a, float b) {
target->BeginScene();
D3DXVECTOR4 f4Scalar = D3DXVECTOR4(a,b,0,0);
ms_pShaderClFloat->SetVector(ms_fScalar,&f4Scalar);
ms_pShaderClFloat->SetTexture(ms_tFloatA, m_pFloatTexture);
ms_pShaderClFloat->SetTexture(ms_tFloatB, other->m_pFloatTexture);
ms_pShaderClFloat->SetTechnique("tAddClFloat");
renderPoint();
target->EndScene();
}
/*******************************************************************************************
Name: mul
Purpose: compute this = a*this*other
********************************************************************************************/
void clFloat::mul(clFloat *other,clFloat *target, float a) {
target->BeginScene();
D3DXVECTOR4 f4Scalar = D3DXVECTOR4(a,0,0,0);
ms_pShaderClFloat->SetVector(ms_fScalar,&f4Scalar);
ms_pShaderClFloat->SetTexture(ms_tFloatA, m_pFloatTexture);
ms_pShaderClFloat->SetTexture(ms_tFloatB, other->m_pFloatTexture);
ms_pShaderClFloat->SetTechnique("tMulClFloat");
renderPoint();
target->EndScene();
}
/*******************************************************************************************
Name: div
Purpose: compute this = (a*this)/(other*b)
********************************************************************************************/
void clFloat::div(clFloat *other,clFloat *target, float a, float b) {
target->BeginScene();
D3DXVECTOR4 f4Scalar = D3DXVECTOR4(a,b,0,0);
ms_pShaderClFloat->SetVector(ms_fScalar,&f4Scalar);
ms_pShaderClFloat->SetTexture(ms_tFloatA, this->m_pFloatTexture);
ms_pShaderClFloat->SetTexture(ms_tFloatB, other->m_pFloatTexture);
ms_pShaderClFloat->SetTechnique("tDivClFloat");
renderPoint();
target->EndScene();
}
/*******************************************************************************************
Name: divZ
Purpose: compute this = (b == 0) ? 0 : (a*this)/(other*b)
********************************************************************************************/
void clFloat::divZ(clFloat *other, clFloat *target, float a, float b) {
target->BeginScene();
D3DXVECTOR4 f4Scalar = D3DXVECTOR4(a,b,0,0);
ms_pShaderClFloat->SetVector(ms_fScalar,&f4Scalar);
ms_pShaderClFloat->SetTexture(ms_tFloatA, this->m_pFloatTexture);
ms_pShaderClFloat->SetTexture(ms_tFloatB, other->m_pFloatTexture);
ms_pShaderClFloat->SetTechnique(ms_tDivZClFloat);
renderPoint();
target->EndScene();
}
/*******************************************************************************************
Name: invert
Purpose: compute this = a/(this*b)
********************************************************************************************/
void clFloat::invert(clFloat *target, float a, float b) {
target->BeginScene();
D3DXVECTOR4 f4Scalar = D3DXVECTOR4(a,b,0,0);
ms_pShaderClFloat->SetVector(ms_fScalar,&f4Scalar);
ms_pShaderClFloat->SetTexture(ms_tFloatA, m_pFloatTexture);
ms_pShaderClFloat->SetTechnique("tInvert");
renderPoint();
target->EndScene();
}
/*******************************************************************************************
Name: add
Purpose: compute this = this+scalar
********************************************************************************************/
void clFloat::add(float scalar,clFloat *target) {
target->BeginScene();
D3DXVECTOR4 f4Scalar = D3DXVECTOR4(scalar,0,0,0);
ms_pShaderClFloat->SetVector(ms_fScalar,&f4Scalar);
ms_pShaderClFloat->SetTexture(ms_tFloatA, m_pFloatTexture);
ms_pShaderClFloat->SetTechnique("tAddScalar");
renderPoint();
target->EndScene();
}
/*******************************************************************************************
Name: mul
Purpose: compute this = this*scalar
********************************************************************************************/
void clFloat::mul(float scalar,clFloat *target) {
target->BeginScene();
D3DXVECTOR4 f4Scalar = D3DXVECTOR4(scalar,0,0,0);
ms_pShaderClFloat->SetVector(ms_fScalar,&f4Scalar);
ms_pShaderClFloat->SetTexture(ms_tFloatA, m_pFloatTexture);
ms_pShaderClFloat->SetTechnique("tMultilyScalar");
renderPoint();
target->EndScene();
}
void clFloat::renderPoint() {
UINT cPasses;
ms_pShaderClFloat->Begin(&cPasses, 0);
ms_pShaderClFloat->BeginPass(0);
m_pd3dDevice->SetStreamSource( 0, ms_pCoverPoint, 0, sizeof(CLFLOATVERTEX) );
m_pd3dDevice->SetFVF( CLFLOATVERTEX::FVF );
m_pd3dDevice->DrawPrimitive(D3DPT_POINTLIST,0,1);
ms_pShaderClFloat->EndPass();
ms_pShaderClFloat->End();
}
char* clFloat::toString()
{
float f;
getData(&f);
char* cpTemp = new char[20];
sprintf(cpTemp,"%g",f);
return cpTemp;
}
/*******************************************************************************************
Name: BeginScene
Purpose: initialazes the scene for rendering i.e. allocating a render to surace,
retrieving a write surface, calling begin scene on the render to surface
********************************************************************************************/
HRESULT clFloat::BeginScene() {
HRESULT hr;
CHECK_HR(m_pd3dDevice->SetRenderTarget(0,getWriteSurface()));
return S_OK;
}
/*******************************************************************************************
Name: EndScene
Purpose: finalizes a rendering pass i.e. calling end-scene on the render to surface
freeing the render to surace, swapping the wrte surface and the read surface
********************************************************************************************/
HRESULT clFloat::EndScene() {
HRESULT hr;
CHECK_HR(m_pd3dDevice->SetRenderTarget(0,m_lpBackBuffer));
swapSurfaces();
return S_OK;
}
LPDIRECT3DSURFACE9 clFloat::getWriteSurface() {
m_TempID = ms_memoryMananger->getTextureTarget(clMemDescr(1,1,FLOAT_TEX_R,D3DUSAGE_RENDERTARGET),m_pTempTexture,m_pTempTextureSurface);
return m_pTempTextureSurface;
}
void clFloat::swapSurfaces() {
// swap temp and vector surface and texture
PDIRECT3DTEXTURE9 swapTex = m_pFloatTexture;
LPDIRECT3DSURFACE9 swapSurface = m_pFloatTextureSurface;
m_pFloatTexture = m_pTempTexture;
m_pFloatTextureSurface = m_pTempTextureSurface;
ms_memoryMananger->releaseTextureTarget(m_TempID,swapTex,swapSurface);
m_TempID = -1;
}
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