aboutsummaryrefslogtreecommitdiffstats
path: root/support/hololens/ServoApp/Content/SpinningCubeRenderer.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'support/hololens/ServoApp/Content/SpinningCubeRenderer.cpp')
-rw-r--r--support/hololens/ServoApp/Content/SpinningCubeRenderer.cpp266
1 files changed, 0 insertions, 266 deletions
diff --git a/support/hololens/ServoApp/Content/SpinningCubeRenderer.cpp b/support/hololens/ServoApp/Content/SpinningCubeRenderer.cpp
deleted file mode 100644
index c76119bccf7..00000000000
--- a/support/hololens/ServoApp/Content/SpinningCubeRenderer.cpp
+++ /dev/null
@@ -1,266 +0,0 @@
-#include "pch.h"
-#include "SpinningCubeRenderer.h"
-#include "Common/DirectXHelper.h"
-
-using namespace Immersive;
-using namespace DirectX;
-using namespace winrt::Windows::Foundation::Numerics;
-using namespace winrt::Windows::UI::Input::Spatial;
-
-// Loads vertex and pixel shaders from files and instantiates the cube geometry.
-SpinningCubeRenderer::SpinningCubeRenderer(
- std::shared_ptr<DX::DeviceResources> const &deviceResources)
- : m_deviceResources(deviceResources) {
- CreateDeviceDependentResources();
-}
-
-// This function uses a SpatialPointerPose to position the world-locked hologram
-// two meters in front of the user's heading.
-void SpinningCubeRenderer::PositionHologram(
- SpatialPointerPose const &pointerPose) {
- if (pointerPose != nullptr) {
- // Get the gaze direction relative to the given coordinate system.
- const float3 headPosition = pointerPose.Head().Position();
- const float3 headDirection = pointerPose.Head().ForwardDirection();
-
- // The hologram is positioned two meters along the user's gaze direction.
- constexpr float distanceFromUser = 2.0f; // meters
- const float3 gazeAtTwoMeters =
- headPosition + (distanceFromUser * headDirection);
-
- // This will be used as the translation component of the hologram's
- // model transform.
- SetPosition(gazeAtTwoMeters);
- }
-}
-
-// Called once per frame. Rotates the cube, and calculates and sets the model
-// matrix relative to the position transform indicated by
-// hologramPositionTransform.
-void SpinningCubeRenderer::Update(DX::StepTimer const &timer) {
- // Rotate the cube.
- // Convert degrees to radians, then convert seconds to rotation angle.
- const float radiansPerSecond = XMConvertToRadians(m_degreesPerSecond);
- const double totalRotation = timer.GetTotalSeconds() * radiansPerSecond;
- const float radians = static_cast<float>(fmod(totalRotation, XM_2PI));
- const XMMATRIX modelRotation = XMMatrixRotationY(-radians);
-
- // Position the cube.
- const XMMATRIX modelTranslation =
- XMMatrixTranslationFromVector(XMLoadFloat3(&m_position));
-
- // Multiply to get the transform matrix.
- // Note that this transform does not enforce a particular coordinate system.
- // The calling class is responsible for rendering this content in a consistent
- // manner.
- const XMMATRIX modelTransform =
- XMMatrixMultiply(modelRotation, modelTranslation);
-
- // The view and projection matrices are provided by the system; they are
- // associated with holographic cameras, and updated on a per-camera basis.
- // Here, we provide the model transform for the sample hologram. The model
- // transform matrix is transposed to prepare it for the shader.
- XMStoreFloat4x4(&m_modelConstantBufferData.model,
- XMMatrixTranspose(modelTransform));
-
- // Loading is asynchronous. Resources must be created before they can be
- // updated.
- if (!m_loadingComplete) {
- return;
- }
-
- // Use the D3D device context to update Direct3D device-based resources.
- const auto context = m_deviceResources->GetD3DDeviceContext();
-
- // Update the model transform buffer for the hologram.
- context->UpdateSubresource(m_modelConstantBuffer.Get(), 0, nullptr,
- &m_modelConstantBufferData, 0, 0);
-}
-
-// Renders one frame using the vertex and pixel shaders.
-// On devices that do not support the D3D11_FEATURE_D3D11_OPTIONS3::
-// VPAndRTArrayIndexFromAnyShaderFeedingRasterizer optional feature,
-// a pass-through geometry shader is also used to set the render
-// target array index.
-void SpinningCubeRenderer::Render() {
- // Loading is asynchronous. Resources must be created before drawing can
- // occur.
- if (!m_loadingComplete) {
- return;
- }
-
- const auto context = m_deviceResources->GetD3DDeviceContext();
-
- // Each vertex is one instance of the VertexPositionColor struct.
- const UINT stride = sizeof(VertexPositionColor);
- const UINT offset = 0;
- context->IASetVertexBuffers(0, 1, m_vertexBuffer.GetAddressOf(), &stride,
- &offset);
- context->IASetIndexBuffer(m_indexBuffer.Get(),
- DXGI_FORMAT_R16_UINT, // Each index is one 16-bit
- // unsigned integer (short).
- 0);
- context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
- context->IASetInputLayout(m_inputLayout.Get());
-
- // Attach the vertex shader.
- context->VSSetShader(m_vertexShader.Get(), nullptr, 0);
- // Apply the model constant buffer to the vertex shader.
- context->VSSetConstantBuffers(0, 1, m_modelConstantBuffer.GetAddressOf());
-
- if (!m_usingVprtShaders) {
- // On devices that do not support the D3D11_FEATURE_D3D11_OPTIONS3::
- // VPAndRTArrayIndexFromAnyShaderFeedingRasterizer optional feature,
- // a pass-through geometry shader is used to set the render target
- // array index.
- context->GSSetShader(m_geometryShader.Get(), nullptr, 0);
- }
-
- // Attach the pixel shader.
- context->PSSetShader(m_pixelShader.Get(), nullptr, 0);
-
- // Draw the objects.
- context->DrawIndexedInstanced(m_indexCount, // Index count per instance.
- 2, // Instance count.
- 0, // Start index location.
- 0, // Base vertex location.
- 0 // Start instance location.
- );
-}
-
-std::future<void> SpinningCubeRenderer::CreateDeviceDependentResources() {
- m_usingVprtShaders = m_deviceResources->GetDeviceSupportsVprt();
-
- // On devices that do support the D3D11_FEATURE_D3D11_OPTIONS3::
- // VPAndRTArrayIndexFromAnyShaderFeedingRasterizer optional feature
- // we can avoid using a pass-through geometry shader to set the render
- // target array index, thus avoiding any overhead that would be
- // incurred by setting the geometry shader stage.
- std::wstring vertexShaderFileName = m_usingVprtShaders
- ? L"ms-appx:///VprtVertexShader.cso"
- : L"ms-appx:///VertexShader.cso";
-
- // Shaders will be loaded asynchronously.
-
- // After the vertex shader file is loaded, create the shader and input layout.
- std::vector<byte> vertexShaderFileData =
- co_await DX::ReadDataAsync(vertexShaderFileName);
- winrt::check_hresult(m_deviceResources->GetD3DDevice()->CreateVertexShader(
- vertexShaderFileData.data(), vertexShaderFileData.size(), nullptr,
- &m_vertexShader));
-
- constexpr std::array<D3D11_INPUT_ELEMENT_DESC, 2> vertexDesc = {{
- {"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0,
- D3D11_INPUT_PER_VERTEX_DATA, 0},
- {"COLOR", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12,
- D3D11_INPUT_PER_VERTEX_DATA, 0},
- }};
-
- winrt::check_hresult(m_deviceResources->GetD3DDevice()->CreateInputLayout(
- vertexDesc.data(), static_cast<UINT>(vertexDesc.size()),
- vertexShaderFileData.data(),
- static_cast<UINT>(vertexShaderFileData.size()), &m_inputLayout));
-
- // After the pixel shader file is loaded, create the shader and constant
- // buffer.
- std::vector<byte> pixelShaderFileData =
- co_await DX::ReadDataAsync(L"ms-appx:///PixelShader.cso");
- winrt::check_hresult(m_deviceResources->GetD3DDevice()->CreatePixelShader(
- pixelShaderFileData.data(), pixelShaderFileData.size(), nullptr,
- &m_pixelShader));
-
- const CD3D11_BUFFER_DESC constantBufferDesc(sizeof(ModelConstantBuffer),
- D3D11_BIND_CONSTANT_BUFFER);
- winrt::check_hresult(m_deviceResources->GetD3DDevice()->CreateBuffer(
- &constantBufferDesc, nullptr, &m_modelConstantBuffer));
-
- if (!m_usingVprtShaders) {
- // Load the pass-through geometry shader.
- std::vector<byte> geometryShaderFileData =
- co_await DX::ReadDataAsync(L"ms-appx:///GeometryShader.cso");
-
- // After the pass-through geometry shader file is loaded, create the shader.
- winrt::check_hresult(
- m_deviceResources->GetD3DDevice()->CreateGeometryShader(
- geometryShaderFileData.data(), geometryShaderFileData.size(),
- nullptr, &m_geometryShader));
- }
-
- // Load mesh vertices. Each vertex has a position and a color.
- // Note that the cube size has changed from the default DirectX app
- // template. Windows Holographic is scaled in meters, so to draw the
- // cube at a comfortable size we made the cube width 0.2 m (20 cm).
- static const std::array<VertexPositionColor, 8> cubeVertices = {{
- {XMFLOAT3(-0.1f, -0.1f, -0.1f), XMFLOAT3(0.0f, 0.0f, 0.0f)},
- {XMFLOAT3(-0.1f, -0.1f, 0.1f), XMFLOAT3(0.0f, 0.0f, 1.0f)},
- {XMFLOAT3(-0.1f, 0.1f, -0.1f), XMFLOAT3(0.0f, 1.0f, 0.0f)},
- {XMFLOAT3(-0.1f, 0.1f, 0.1f), XMFLOAT3(0.0f, 1.0f, 1.0f)},
- {XMFLOAT3(0.1f, -0.1f, -0.1f), XMFLOAT3(1.0f, 0.0f, 0.0f)},
- {XMFLOAT3(0.1f, -0.1f, 0.1f), XMFLOAT3(1.0f, 0.0f, 1.0f)},
- {XMFLOAT3(0.1f, 0.1f, -0.1f), XMFLOAT3(1.0f, 1.0f, 0.0f)},
- {XMFLOAT3(0.1f, 0.1f, 0.1f), XMFLOAT3(1.0f, 1.0f, 1.0f)},
- }};
-
- D3D11_SUBRESOURCE_DATA vertexBufferData = {0};
- vertexBufferData.pSysMem = cubeVertices.data();
- vertexBufferData.SysMemPitch = 0;
- vertexBufferData.SysMemSlicePitch = 0;
- const CD3D11_BUFFER_DESC vertexBufferDesc(
- sizeof(VertexPositionColor) * static_cast<UINT>(cubeVertices.size()),
- D3D11_BIND_VERTEX_BUFFER);
- winrt::check_hresult(m_deviceResources->GetD3DDevice()->CreateBuffer(
- &vertexBufferDesc, &vertexBufferData, &m_vertexBuffer));
-
- // Load mesh indices. Each trio of indices represents
- // a triangle to be rendered on the screen.
- // For example: 2,1,0 means that the vertices with indexes
- // 2, 1, and 0 from the vertex buffer compose the
- // first triangle of this mesh.
- // Note that the winding order is clockwise by default.
- constexpr std::array<unsigned short, 36> cubeIndices = {{
- 2, 1, 0, // -x
- 2, 3, 1,
-
- 6, 4, 5, // +x
- 6, 5, 7,
-
- 0, 1, 5, // -y
- 0, 5, 4,
-
- 2, 6, 7, // +y
- 2, 7, 3,
-
- 0, 4, 6, // -z
- 0, 6, 2,
-
- 1, 3, 7, // +z
- 1, 7, 5,
- }};
-
- m_indexCount = static_cast<unsigned int>(cubeIndices.size());
-
- D3D11_SUBRESOURCE_DATA indexBufferData = {0};
- indexBufferData.pSysMem = cubeIndices.data();
- indexBufferData.SysMemPitch = 0;
- indexBufferData.SysMemSlicePitch = 0;
- CD3D11_BUFFER_DESC indexBufferDesc(sizeof(unsigned short) *
- static_cast<UINT>(cubeIndices.size()),
- D3D11_BIND_INDEX_BUFFER);
- winrt::check_hresult(m_deviceResources->GetD3DDevice()->CreateBuffer(
- &indexBufferDesc, &indexBufferData, &m_indexBuffer));
-
- // Once the cube is loaded, the object is ready to be rendered.
- m_loadingComplete = true;
-};
-
-void SpinningCubeRenderer::ReleaseDeviceDependentResources() {
- m_loadingComplete = false;
- m_usingVprtShaders = false;
- m_vertexShader.Reset();
- m_inputLayout.Reset();
- m_pixelShader.Reset();
- m_geometryShader.Reset();
- m_modelConstantBuffer.Reset();
- m_vertexBuffer.Reset();
- m_indexBuffer.Reset();
-}