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renderer.h
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renderer.h
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// original code by Yazzn
#pragma once
#include <exception>
#include <memory>
#include <vector>
#include <d3d11_1.h>
#include <DirectXMath.h>
#include <DirectXPackedVector.h>
#include <d3dcompiler.h>
#pragma warning(disable:4005) //dwrite.h conflicts with winerror.h
#pragma warning(disable:4458)
#include "FW1FontWrapper/FW1FontWrapper.h"
const char shader[] = R"(cbuffer screenProjectionBuffer : register(b0)
{
matrix projection;
};
struct VS_OUTPUT
{
float4 pos : SV_POSITION;
float4 col : COLOR;
};
struct VS_INPUT
{
float4 pos : POSITION;
float4 col : COLOR;
};
VS_OUTPUT VS(VS_INPUT input)
{
VS_OUTPUT output;
output.pos = mul(projection, float4(input.pos.xy, 0.f, 1.f));
output.col = input.col;
return output;
}
float4 PS(VS_OUTPUT input) : SV_TARGET
{
return input.col;
})";
using namespace DirectX;
using namespace DirectX::PackedVector;
using Vec4 = XMFLOAT4;
using Vec3 = XMFLOAT3;
using Vec2 = XMFLOAT2;
using Color = XMVECTORF32;
inline void throwIfFailed(HRESULT hr);
template <typename Ty>
inline void safeRelease(Ty &comPtr);
struct Vertex;
struct Batch;
class RenderList
{
using Ptr = std::unique_ptr<RenderList>;
friend class Renderer;
public:
RenderList() = delete;
RenderList(IFW1Factory *fontFactory, std::size_t maxVertices = 0)
{
vertices.reserve(maxVertices);
throwIfFailed(fontFactory->CreateTextGeometry(&textGeometry));
}
~RenderList()
{
safeRelease(textGeometry);
}
void clear()
{
vertices.clear();
batches.clear();
textGeometry->Clear();
}
protected:
std::vector<Vertex> vertices;
std::vector<Batch> batches;
IFW1TextGeometry *textGeometry;
};
class Renderer
: public std::enable_shared_from_this<Renderer>
{
public:
Renderer(ID3D11Device *direct3DDevice, const std::wstring &defaultFontFamily = L"Verdana");
~Renderer();
void begin();
void end();
void draw(const RenderList::Ptr &renderList);
void draw();
void addVertex(const RenderList::Ptr &renderList, Vertex &vertex, D3D11_PRIMITIVE_TOPOLOGY topology);
void addVertex(Vertex &vertex, D3D11_PRIMITIVE_TOPOLOGY topology);
template <std::size_t N>
void addVertices(const RenderList::Ptr &renderList, Vertex(&vertexArr)[N], D3D11_PRIMITIVE_TOPOLOGY topology);
template <std::size_t N>
void addVertices(Vertex(&vertexArr)[N], D3D11_PRIMITIVE_TOPOLOGY topology);
void drawText(const RenderList::Ptr &renderList, const Vec2 &pos, const std::wstring &text, const Color &color, std::uint32_t flags = FW1_LEFT,
float fontSize = 10.f, const std::wstring &fontFamily = {});
void drawText(const Vec2 &pos, const std::wstring &text, const Color &color, std::uint32_t flags = FW1_LEFT,
float fontSize = 10.f, const std::wstring &fontFamily = {});
Vec2 getTextExtent(const std::wstring &text, float fontSize = 10.f, const std::wstring &fontFamily = {}) const;
void drawPixel(const Vec2 &pos, const Color &color);
void drawPixel(const RenderList::Ptr &renderList, const Vec2 &pos, const Color &color);
void drawLine(const Vec2 &from, const Vec2 &to, const Color &color);
void drawLine(const RenderList::Ptr &renderList, const Vec2 &from, const Vec2 &to, const Color &color);
void drawFilledRect(const Vec4 &rect, const Color &color);
void drawFilledRect(const RenderList::Ptr &renderList, const Vec4 &rect, const Color &color);
void drawRect(const Vec4 &rect, float strokeWidth, const Color &color);
void drawRect(const RenderList::Ptr &renderList, const Vec4 &rect, float strokeWidth, const Color &color);
void drawOutlinedRect(const Vec4 &rect, float strokeWidth, const Color &strokeColor, const Color &fillColor);
void drawOutlinedRect(const RenderList::Ptr &renderList, const Vec4 &rect, float strokeWidth, const Color &strokeColor, const Color &fillColor);
void drawCircle(const Vec2 &pos, float radius, const Color &color);
void drawCircle(const RenderList::Ptr &renderList, const Vec2 &pos, float radius, const Color &color);
IFW1Factory *getFontFactory() const;
std::shared_ptr<Renderer> ptr();
private:
ID3D11DeviceContext *immediateContext;
ID3D11Device *direct3DDevice;
ID3D11InputLayout *inputLayout;
ID3D11BlendState *blendState;
ID3D11VertexShader *vertexShader;
ID3D11PixelShader *pixelShader;
ID3D11Buffer *vertexBuffer;
ID3D11Buffer *screenProjectionBuffer;
IFW1Factory *fontFactory;
IFW1FontWrapper *fontWrapper;
XMMATRIX projection;
RenderList::Ptr renderList;
std::size_t maxVertices;
std::wstring defaultFontFamily;
};
template <std::size_t N>
void Renderer::addVertices(const RenderList::Ptr &renderList, Vertex(&vertexArr)[N], D3D11_PRIMITIVE_TOPOLOGY topology)
{
if (std::size(renderList->vertices) + N >= maxVertices)
(&this->renderList == &renderList) ? draw(renderList) : throw std::exception(
"Renderer::addVertex - Vertex buffer exhausted! Increase the size of the vertex buffer or add a custom implementation.");
if (std::empty(renderList->batches) || renderList->batches.back().topology != topology)
renderList->batches.emplace_back(0, topology);
renderList->batches.back().count += N;
renderList->vertices.resize(std::size(renderList->vertices) + N);
std::memcpy(&renderList->vertices[std::size(renderList->vertices) - N], &vertexArr[0], N * sizeof(Vertex));
switch (topology)
{
case D3D11_PRIMITIVE_TOPOLOGY_LINESTRIP:
case D3D11_PRIMITIVE_TOPOLOGY_LINESTRIP_ADJ:
case D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP:
case D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP_ADJ:
{
Vertex seperator{};
addVertex(seperator, D3D11_PRIMITIVE_TOPOLOGY_UNDEFINED);
break;
}
default:
break;
}
}
template <std::size_t N>
void Renderer::addVertices(Vertex(&vertexArr)[N], D3D11_PRIMITIVE_TOPOLOGY topology)
{
addVertices(renderList, vertexArr, topology);
}
inline void throwIfFailed(HRESULT hr)
{
if (FAILED(hr))
{
throw std::exception("Crucial Direct3D 11 operation failed! ");
}
}
template <typename Ty>
inline void safeRelease(Ty &comPtr)
{
static_assert(std::is_pointer<Ty>::value,
"safeRelease - comPtr not a pointer.");
static_assert(std::is_base_of<IUnknown, std::remove_pointer<Ty>::type>::value,
"safeRelease - remove_ptr<comPtr>::type is not a com object.");
if (comPtr)
{
comPtr->Release();
comPtr = nullptr;
}
}
struct Vertex
{
Vertex() = default;
Vertex(float x, float y, float z, const Color& col)
: pos(x, y, z), col(col)
{}
Vec3 pos;
Color col;
};
/*
//wtf error in 32bit
struct Vertex
{
Vertex() = default;
Vertex(float x, float y, float z, Color col)
: pos(x, y, z), col(col)
{}
Vec3 pos;
Color col;
};
*/
struct Batch
{
Batch(std::size_t count, D3D11_PRIMITIVE_TOPOLOGY topology)
: count(count), topology(topology)
{}
std::size_t count;
D3D11_PRIMITIVE_TOPOLOGY topology;
};
//renderer.cpp
Renderer::Renderer(ID3D11Device *direct3DDevice, const std::wstring &defaultFontFamily) :
direct3DDevice(direct3DDevice),
immediateContext(nullptr),
inputLayout(nullptr),
vertexShader(nullptr),
pixelShader(nullptr),
fontFactory(nullptr),
fontWrapper(nullptr),
defaultFontFamily(defaultFontFamily),
maxVertices(16384 * 8 * 4 * 3)
{
D3D11_INPUT_ELEMENT_DESC layout[] =
{
{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 16 , D3D11_INPUT_PER_VERTEX_DATA, 0 },
};
ID3DBlob *vsBlob = nullptr;
ID3DBlob *psBlob = nullptr;
direct3DDevice->GetImmediateContext(&immediateContext);
throwIfFailed(FW1CreateFactory(FW1_VERSION, &fontFactory));
renderList = std::make_unique<RenderList>(fontFactory, maxVertices);
throwIfFailed(fontFactory->CreateFontWrapper(direct3DDevice, defaultFontFamily.c_str(), &fontWrapper));
throwIfFailed(D3DCompile(shader, std::size(shader), nullptr, nullptr, nullptr, "VS", "vs_4_0", 0, 0, &vsBlob, nullptr));
throwIfFailed(D3DCompile(shader, std::size(shader), nullptr, nullptr, nullptr, "PS", "ps_4_0", 0, 0, &psBlob, nullptr));
throwIfFailed(direct3DDevice->CreateVertexShader(vsBlob->GetBufferPointer(), vsBlob->GetBufferSize(), nullptr, &vertexShader));
throwIfFailed(direct3DDevice->CreatePixelShader(psBlob->GetBufferPointer(), psBlob->GetBufferSize(), nullptr, &pixelShader));
throwIfFailed(direct3DDevice->CreateInputLayout(layout, static_cast<UINT>(std::size(layout)), vsBlob->GetBufferPointer(), vsBlob->GetBufferSize(), &inputLayout));
safeRelease(vsBlob);
safeRelease(psBlob);
D3D11_BLEND_DESC blendDesc{};
blendDesc.RenderTarget->BlendEnable = TRUE;
blendDesc.RenderTarget->SrcBlend = D3D11_BLEND_SRC_ALPHA;
blendDesc.RenderTarget->DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
blendDesc.RenderTarget->SrcBlendAlpha = D3D11_BLEND_ONE;
blendDesc.RenderTarget->DestBlendAlpha = D3D11_BLEND_ZERO;
blendDesc.RenderTarget->BlendOp = D3D11_BLEND_OP_ADD;
blendDesc.RenderTarget->BlendOpAlpha = D3D11_BLEND_OP_ADD;
blendDesc.RenderTarget->RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
throwIfFailed(direct3DDevice->CreateBlendState(&blendDesc, &blendState));
D3D11_BUFFER_DESC bufferDesc{};
bufferDesc.Usage = D3D11_USAGE_DYNAMIC;
bufferDesc.ByteWidth = sizeof(Vertex) * static_cast<UINT>(maxVertices);
bufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
bufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
bufferDesc.MiscFlags = 0;
throwIfFailed(direct3DDevice->CreateBuffer(&bufferDesc, nullptr, &vertexBuffer));
bufferDesc = {};
bufferDesc.Usage = D3D11_USAGE_DYNAMIC;
bufferDesc.ByteWidth = sizeof(XMMATRIX);
bufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
bufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
bufferDesc.MiscFlags = 0;
throwIfFailed(direct3DDevice->CreateBuffer(&bufferDesc, nullptr, &screenProjectionBuffer));
D3D11_VIEWPORT viewport{};
UINT numViewports = 1;
immediateContext->RSGetViewports(&numViewports, &viewport);
projection = XMMatrixOrthographicOffCenterLH(0.0f, viewport.Width, viewport.Height, 0.0f, -100.0f, 100.0f);
D3D11_MAPPED_SUBRESOURCE mappedResource;
throwIfFailed(immediateContext->Map(screenProjectionBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource));
{
std::memcpy(mappedResource.pData, &projection, sizeof(XMMATRIX));
}
immediateContext->Unmap(screenProjectionBuffer, 0);
}
Renderer::~Renderer()
{
safeRelease(vertexShader);
safeRelease(pixelShader);
safeRelease(vertexBuffer);
safeRelease(screenProjectionBuffer);
safeRelease(inputLayout);
safeRelease(blendState);
safeRelease(fontWrapper);
safeRelease(fontFactory);
}
void Renderer::begin()
{
immediateContext->VSSetShader(vertexShader, nullptr, 0);
immediateContext->PSSetShader(pixelShader, nullptr, 0);
immediateContext->OMSetBlendState(blendState, nullptr, 0xffffffff);
immediateContext->VSSetConstantBuffers(0, 1, &screenProjectionBuffer);
immediateContext->IASetInputLayout(inputLayout);
UINT stride = sizeof(Vertex);
UINT offset = 0;
immediateContext->IASetVertexBuffers(0, 1, &vertexBuffer, &stride, &offset);
//fontWrapper->DrawString(immediateContext, L"", 0.0f, 0.0f, 0.0f, 0xff000000, FW1_RESTORESTATE | FW1_NOFLUSH);
}
void Renderer::end()
{
renderList->clear();
}
void Renderer::draw(const RenderList::Ptr &renderList)
{
if (std::size(renderList->vertices) > 0)
{
D3D11_MAPPED_SUBRESOURCE mappedResource;
throwIfFailed(immediateContext->Map(vertexBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource));
{
std::memcpy(mappedResource.pData, renderList->vertices.data(), sizeof(Vertex) * std::size(renderList->vertices));
}
immediateContext->Unmap(vertexBuffer, 0);
}
std::size_t pos = 0;
for (const auto &batch : renderList->batches)
{
immediateContext->IASetPrimitiveTopology(batch.topology);
immediateContext->Draw(static_cast<UINT>(batch.count), static_cast<UINT>(pos));
pos += batch.count;
}
//fontWrapper->Flush(immediateContext);
//fontWrapper->DrawGeometry(immediateContext, renderList->textGeometry, nullptr, nullptr, FW1_RESTORESTATE);
}
void Renderer::draw()
{
draw(renderList);
}
void Renderer::addVertex(const RenderList::Ptr &renderList, Vertex &vertex, D3D11_PRIMITIVE_TOPOLOGY topology)
{
assert(topology != D3D11_PRIMITIVE_TOPOLOGY_LINESTRIP
&& "addVertex >Use addVertices to draw line/triangle strips!");
assert(topology != D3D11_PRIMITIVE_TOPOLOGY_LINESTRIP_ADJ
&& "addVertex >Use addVertices to draw line/triangle strips!");
assert(topology != D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP
&& "addVertex >Use addVertices to draw line/triangle strips!");
assert(topology != D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP_ADJ
&& "addVertex >Use addVertices to draw line/triangle strips!");
if (std::size(renderList->vertices) >= maxVertices)
(this->renderList == renderList) ? draw(renderList) : throw std::exception(
"Renderer::addVertex - Vertex buffer exhausted! Increase the size of the vertex buffer or add a custom implementation.");
if (std::empty(renderList->batches) || renderList->batches.back().topology != topology)
renderList->batches.emplace_back(0, topology);
renderList->batches.back().count += 1;
renderList->vertices.push_back(vertex);
}
void Renderer::addVertex(Vertex &vertex, D3D11_PRIMITIVE_TOPOLOGY topology)
{
addVertex(renderList, vertex, topology);
}
void Renderer::drawText(const RenderList::Ptr &renderList, const Vec2 &pos, const std::wstring &text, const Color &color, std::uint32_t flags,
float fontSize, const std::wstring &fontFamily)
{
std::uint32_t shadowColor = XMCOLOR(0.1f, 0.1f, 0.1f, 0.85f);
FW1_RECTF shadowRect = { pos.x + 1.0f, pos.y + 1.0f, pos.x + 1.0f, pos.y + 1.0f };
fontWrapper->AnalyzeString(nullptr, text.c_str(), (fontFamily == std::wstring{}) ? defaultFontFamily.c_str() :
fontFamily.c_str(), fontSize, &shadowRect, shadowColor, flags | FW1_NOFLUSH | FW1_NOWORDWRAP, renderList->textGeometry);
std::uint32_t transformedColor = XMCOLOR(color.f[2], color.f[1], color.f[0], color.f[3]);
FW1_RECTF rect = { pos.x, pos.y, pos.x, pos.y };
fontWrapper->AnalyzeString(nullptr, text.c_str(), (fontFamily == std::wstring{}) ? defaultFontFamily.c_str() :
fontFamily.c_str(), fontSize, &rect, transformedColor, flags | FW1_NOFLUSH | FW1_NOWORDWRAP, renderList->textGeometry);
}
void Renderer::drawText(const Vec2 &pos, const std::wstring &text, const Color &color, std::uint32_t flags,
float fontSize, const std::wstring &fontFamily)
{
drawText(renderList, pos, text, color, flags, fontSize, fontFamily);
}
Vec2 Renderer::getTextExtent(const std::wstring &text, float fontSize, const std::wstring &fontFamily) const
{
FW1_RECTF nullRect = { 0.f, 0.f, 0.f, 0.f };
FW1_RECTF rect = fontWrapper->MeasureString(text.c_str(), (fontFamily == std::wstring{}) ? defaultFontFamily.c_str() : fontFamily.c_str(),
fontSize, &nullRect, FW1_NOWORDWRAP);
return{ rect.Right, rect.Bottom };
}
void Renderer::drawPixel(const RenderList::Ptr &renderList, const Vec2 &pos, const Color &color)
{
drawFilledRect(renderList, XMFLOAT4{ pos.x, pos.y, 1.f, 1.f }, color);
}
void Renderer::drawPixel(const Vec2 &pos, const Color &color)
{
drawFilledRect(renderList, XMFLOAT4{ pos.x, pos.y, 1.f, 1.f }, color);
}
void Renderer::drawLine(const RenderList::Ptr &renderList, const Vec2 &from, const Vec2 &to, const Color &color)
{
Vertex v[]
{
{ from.x, from.y, 0.0f, color },
{ to.x, to.y, 0.0f, color }
};
addVertices(renderList, v, D3D11_PRIMITIVE_TOPOLOGY_LINELIST);
}
void Renderer::drawLine(const Vec2 &from, const Vec2 &to, const Color &color)
{
drawLine(renderList, from, to, color);
}
void Renderer::drawFilledRect(const RenderList::Ptr &renderList, const Vec4 &rect, const Color &color)
{
Vertex v[]
{
{ rect.x, rect.y, 0.f, color },
{ rect.x + rect.z, rect.y, 0.f, color },
{ rect.x, rect.y + rect.w, 0.f, color },
{ rect.x + rect.z, rect.y, 0.f, color },
{ rect.x + rect.z, rect.y + rect.w, 0.f, color },
{ rect.x, rect.y + rect.w, 0.f, color }
};
addVertices(renderList, v, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
}
void Renderer::drawFilledRect(const Vec4 &rect, const Color &color)
{
drawFilledRect(renderList, rect, color);
}
void Renderer::drawRect(const RenderList::Ptr &renderList, const Vec4 &rect, float strokeWidth, const Color &color)
{
XMFLOAT4 tmp = rect;
tmp.z = strokeWidth;
drawFilledRect(renderList, tmp, color);
tmp.x = rect.x + rect.z - strokeWidth;
drawFilledRect(renderList, tmp, color);
tmp.z = rect.z;
tmp.x = rect.x;
tmp.w = strokeWidth;
drawFilledRect(renderList, tmp, color);
tmp.y = rect.y + rect.w;
drawFilledRect(renderList, tmp, color);
}
void Renderer::drawRect(const Vec4 &rect, float strokeWidth, const Color &color)
{
drawRect(renderList, rect, strokeWidth, color);
}
void Renderer::drawOutlinedRect(const RenderList::Ptr &renderList, const Vec4 &rect, float strokeWidth, const Color &strokeColor, const Color &fillColor)
{
drawFilledRect(renderList, rect, fillColor);
drawRect(renderList, rect, strokeWidth, strokeColor);
}
void Renderer::drawOutlinedRect(const Vec4 &rect, float strokeWidth, const Color &strokeColor, const Color &fillColor)
{
drawOutlinedRect(renderList, rect, strokeWidth, strokeColor, fillColor);
}
void Renderer::drawCircle(const RenderList::Ptr &renderList, const Vec2 &pos, float radius, const Color &color)
{
const int segments = 24;
Vertex v[segments + 1];
for (int i = 0; i <= segments; i++)
{
float theta = 2.f * XM_PI * static_cast<float>(i) / static_cast<float>(segments);
v[i] = Vertex{
pos.x + radius * std::cos(theta),
pos.y + radius * std::sin(theta),
0.f, color
};
}
addVertices(renderList, v, D3D11_PRIMITIVE_TOPOLOGY_LINESTRIP);
}
void Renderer::drawCircle(const Vec2 &pos, float radius, const Color &color)
{
drawCircle(renderList, pos, radius, color);
}
std::shared_ptr<Renderer> Renderer::ptr()
{
return shared_from_this();
}
IFW1Factory *Renderer::getFontFactory() const
{
return fontFactory;
}