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Tutorial07.cpp
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//--------------------------------------------------------------------------------------
// File: Tutorial07.cpp
//
// Originally the Tutorial07, now heavily modified to simply demonstrate
// the use of 3D Vision Direct Mode.
//
// http://msdn.microsoft.com/en-us/library/windows/apps/ff729724.aspx
//
// THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF
// ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO
// THE IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A
// PARTICULAR PURPOSE.
//
// Copyright (c) Microsoft Corporation. All rights reserved.
//
//
// Bo3b: 5-8-17
// This sample is derived from the Microsoft Tutorial07 sample in the
// DirectX SDK. The goal was to use as simple an example as possible
// but still demonstrate using 3D Vision Direct Mode, using DX11.
// The code was modified as little as possible, so the pieces demonstrated
// by the Tutorial07 are still valid.
//
// Some documention used for this include this whitepaper from NVidia.
// http://www.nvidia.com/docs/io/40505/wp-05482-001_v01-final.pdf
// Be wary of that document, the code is completely broken, and misleading
// in a lot of aspects. The broad brush strokes are correct.
//
// The Stereoscopy pdf/presentation gives some good details on how it
// all works, and a better structure for Direct Mode.
// http://www.nvidia.com/content/PDF/GDC2011/Stereoscopy.pdf
//
// This sample is old, but it includes some details on modifying the
// projection matrix directly that were very helpful.
// http://developer.download.nvidia.com/whitepapers/2011/StereoUnproject.zip
//
// Bo3b: 5-14-17
// Updated to simplify the code for this code branch.
// In this branch, the barest minimum of DX11 is used, to make the use of
// 3D Vision Direct Mode more clear.
//--------------------------------------------------------------------------------------
#include <windows.h>
#include <d3d11.h>
#include <d3dcompiler.h>
#include <directxmath.h>
#include <directxcolors.h>
#include "resource.h"
#include "nvapi.h"
#include "nvapi_lite_stereo.h"
using namespace DirectX;
//--------------------------------------------------------------------------------------
// Structures
//--------------------------------------------------------------------------------------
struct SimpleVertex
{
XMFLOAT3 Pos;
XMFLOAT2 Tex;
};
struct SharedCB
{
XMMATRIX mWorld;
XMMATRIX mView;
XMMATRIX mProjection;
};
//--------------------------------------------------------------------------------------
// Global Variables
//--------------------------------------------------------------------------------------
HINSTANCE g_hInst = nullptr;
HWND g_hWnd = nullptr;
ID3D11Device* g_pd3dDevice = nullptr;
ID3D11DeviceContext* g_pImmediateContext = nullptr;
IDXGISwapChain* g_pSwapChain = nullptr;
ID3D11RenderTargetView* g_pRenderTargetView = nullptr;
ID3D11Texture2D* g_pDepthStencil = nullptr;
ID3D11DepthStencilView* g_pDepthStencilView = nullptr;
ID3D11VertexShader* g_pVertexShader = nullptr;
ID3D11PixelShader* g_pPixelShader = nullptr;
ID3D11InputLayout* g_pVertexLayout = nullptr;
ID3D11Buffer* g_pVertexBuffer = nullptr;
ID3D11Buffer* g_pIndexBuffer = nullptr;
ID3D11Buffer* g_pSharedCB = nullptr;
XMMATRIX g_World;
XMMATRIX g_View;
XMMATRIX g_Projection;
StereoHandle g_StereoHandle;
UINT g_ScreenWidth = 1280;
UINT g_ScreenHeight = 720;
//--------------------------------------------------------------------------------------
// Forward declarations
//--------------------------------------------------------------------------------------
HRESULT InitWindow(HINSTANCE hInstance, int nCmdShow);
HRESULT InitStereo();
HRESULT InitDevice();
HRESULT ActivateStereo();
void CleanupDevice();
LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);
void RenderFrame();
//--------------------------------------------------------------------------------------
// Entry point to the program. Initializes everything and goes into a message processing
// loop. Idle time is used to render the scene.
//--------------------------------------------------------------------------------------
int WINAPI wWinMain(_In_ HINSTANCE hInstance, _In_opt_ HINSTANCE hPrevInstance, _In_ LPWSTR lpCmdLine, _In_ int nCmdShow)
{
UNREFERENCED_PARAMETER(hPrevInstance);
UNREFERENCED_PARAMETER(lpCmdLine);
if (FAILED(InitWindow(hInstance, nCmdShow)))
return 0;
if (FAILED(InitStereo()))
return 0;
if (FAILED(InitDevice()))
{
CleanupDevice();
return 0;
}
if (FAILED(ActivateStereo()))
{
CleanupDevice();
return 0;
}
// Main message loop
MSG msg = { 0 };
while (WM_QUIT != msg.message)
{
if (PeekMessage(&msg, nullptr, 0, 0, PM_REMOVE))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
else
{
RenderFrame();
}
}
CleanupDevice();
return (int)msg.wParam;
}
//--------------------------------------------------------------------------------------
// Register class and create window
//--------------------------------------------------------------------------------------
HRESULT InitWindow(HINSTANCE hInstance, int nCmdShow)
{
// 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 = LoadIcon(hInstance, (LPCTSTR)IDI_TUTORIAL1);
wcex.hCursor = LoadCursor(nullptr, IDC_ARROW);
wcex.hbrBackground = (HBRUSH)(COLOR_WINDOW + 1);
wcex.lpszMenuName = nullptr;
wcex.lpszClassName = L"TutorialWindowClass";
wcex.hIconSm = LoadIcon(wcex.hInstance, (LPCTSTR)IDI_TUTORIAL1);
if (!RegisterClassEx(&wcex))
return E_FAIL;
// Create window
g_hInst = hInstance;
RECT rc = { 0, 0, g_ScreenWidth, g_ScreenHeight };
AdjustWindowRect(&rc, WS_OVERLAPPEDWINDOW, FALSE);
g_hWnd = CreateWindow(L"TutorialWindowClass", L"Direct3D 11 Tutorial 7",
WS_OVERLAPPED | WS_CAPTION | WS_SYSMENU | WS_MINIMIZEBOX,
CW_USEDEFAULT, CW_USEDEFAULT, rc.right - rc.left, rc.bottom - rc.top, nullptr, nullptr, hInstance,
nullptr);
if (!g_hWnd)
return E_FAIL;
ShowWindow(g_hWnd, nCmdShow);
return S_OK;
}
//--------------------------------------------------------------------------------------
// Setup nvapi, and enable stereo by direct mode for the app.
// This must be called before the Device is created for Direct Mode to work.
//--------------------------------------------------------------------------------------
HRESULT InitStereo()
{
NvAPI_Status status;
status = NvAPI_Initialize();
if (FAILED(status))
return status;
// The entire point is to show stereo.
// If it's not enabled in the control panel, let the user know.
NvU8 stereoEnabled;
status = NvAPI_Stereo_IsEnabled(&stereoEnabled);
if (FAILED(status) || !stereoEnabled)
{
MessageBox(g_hWnd, L"3D Vision is not enabled. Enable it in the NVidia Control Panel.", L"Error", MB_OK);
return status;
}
status = NvAPI_Stereo_SetDriverMode(NVAPI_STEREO_DRIVER_MODE_DIRECT);
if (FAILED(status))
return status;
return status;
}
//--------------------------------------------------------------------------------------
// Activate stereo for the given device.
// This must be called after the device is created.
//--------------------------------------------------------------------------------------
HRESULT ActivateStereo()
{
NvAPI_Status status;
status = NvAPI_Stereo_CreateHandleFromIUnknown(g_pd3dDevice, &g_StereoHandle);
if (FAILED(status))
return status;
return status;
}
//--------------------------------------------------------------------------------------
// Helper for compiling shaders with D3DCompile
//
// With VS 11, we could load up prebuilt .cso files instead...
//--------------------------------------------------------------------------------------
HRESULT CompileShaderFromFile(WCHAR* szFileName, LPCSTR szEntryPoint, LPCSTR szShaderModel, ID3DBlob** ppBlobOut)
{
HRESULT hr = S_OK;
DWORD dwShaderFlags = D3DCOMPILE_ENABLE_STRICTNESS;
#ifdef _DEBUG
// Set the D3DCOMPILE_DEBUG flag to embed debug information in the shaders.
// Setting this flag improves the shader debugging experience, but still allows
// the shaders to be optimized and to run exactly the way they will run in
// the release configuration of this program.
dwShaderFlags |= D3DCOMPILE_DEBUG;
// Disable optimizations to further improve shader debugging
dwShaderFlags |= D3DCOMPILE_SKIP_OPTIMIZATION;
#endif
ID3DBlob* pErrorBlob = nullptr;
hr = D3DCompileFromFile(szFileName, nullptr, nullptr, szEntryPoint, szShaderModel,
dwShaderFlags, 0, ppBlobOut, &pErrorBlob);
if (FAILED(hr))
{
if (pErrorBlob)
{
OutputDebugStringA(reinterpret_cast<const char*>(pErrorBlob->GetBufferPointer()));
pErrorBlob->Release();
}
return hr;
}
if (pErrorBlob) pErrorBlob->Release();
return S_OK;
}
//--------------------------------------------------------------------------------------
// Create Direct3D device and swap chain
//--------------------------------------------------------------------------------------
HRESULT InitDevice()
{
HRESULT hr = S_OK;
UINT createDeviceFlags = 0;
#ifdef _DEBUG
createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
#endif
DXGI_SWAP_CHAIN_DESC sd;
ZeroMemory(&sd, sizeof(sd));
sd.BufferCount = 1;
sd.BufferDesc.Width = g_ScreenWidth;// *2; // Swapchain needs to be 2x sized for direct stereo.
sd.BufferDesc.Height = g_ScreenHeight;
sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
sd.BufferDesc.RefreshRate.Numerator = 120; // Needs to be 120Hz for 3D Vision
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;
// Create the simple DX11, Device, SwapChain, and Context.
hr = D3D11CreateDeviceAndSwapChain(nullptr, D3D_DRIVER_TYPE_HARDWARE, nullptr, createDeviceFlags, nullptr, 0,
D3D11_SDK_VERSION, &sd, &g_pSwapChain, &g_pd3dDevice, nullptr, &g_pImmediateContext);
if (FAILED(hr))
return hr;
// For DX11 3D, it's required that we run in exclusive full-screen mode, otherwise 3D
// Vision will not activate.
hr = g_pSwapChain->SetFullscreenState(TRUE, nullptr);
if (FAILED(hr))
return hr;
// Create a render target view from the backbuffer
//
// Since this is derived from the backbuffer, it will also be 2x in width.
ID3D11Texture2D* pBackBuffer = nullptr;
hr = g_pSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), reinterpret_cast<void**>(&pBackBuffer));
if (FAILED(hr))
return hr;
hr = g_pd3dDevice->CreateRenderTargetView(pBackBuffer, nullptr, &g_pRenderTargetView);
pBackBuffer->Release();
if (FAILED(hr))
return hr;
// Create depth stencil texture
D3D11_TEXTURE2D_DESC descDepth;
ZeroMemory(&descDepth, sizeof(descDepth));
descDepth.Width = g_ScreenWidth;// *2; // Direct stereo needs 2x size
descDepth.Height = g_ScreenHeight;
descDepth.MipLevels = 1;
descDepth.ArraySize = 1;
descDepth.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
descDepth.SampleDesc.Count = 1;
descDepth.SampleDesc.Quality = 0;
descDepth.Usage = D3D11_USAGE_DEFAULT;
descDepth.BindFlags = D3D11_BIND_DEPTH_STENCIL;
descDepth.CPUAccessFlags = 0;
descDepth.MiscFlags = 0;
hr = g_pd3dDevice->CreateTexture2D(&descDepth, nullptr, &g_pDepthStencil);
if (FAILED(hr))
return hr;
// Create the depth stencil view
//
// This is not strictly necessary for our 3D, but is almost always used.
D3D11_DEPTH_STENCIL_VIEW_DESC descDSV;
ZeroMemory(&descDSV, sizeof(descDSV));
descDSV.Format = descDepth.Format;
descDSV.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
descDSV.Texture2D.MipSlice = 0;
hr = g_pd3dDevice->CreateDepthStencilView(g_pDepthStencil, &descDSV, &g_pDepthStencilView);
if (FAILED(hr))
return hr;
g_pImmediateContext->OMSetRenderTargets(1, &g_pRenderTargetView, g_pDepthStencilView);
// This viewport is 2x the screen width. The documentation directly contradicts
// this usage and suggests per-eye specific ViewPorts, but this works correctly.
D3D11_VIEWPORT vp;
vp.Width = (FLOAT)g_ScreenWidth;// *2; // Direct stereo needs the viewport 2x as well
vp.Height = (FLOAT)g_ScreenHeight;
vp.MinDepth = 0.0f;
vp.MaxDepth = 1.0f;
vp.TopLeftX = 0;
vp.TopLeftY = 0;
g_pImmediateContext->RSSetViewports(1, &vp);
// Compile the vertex shader
ID3DBlob* pVSBlob = nullptr;
hr = CompileShaderFromFile(L"Tutorial07.fx", "VS", "vs_4_0", &pVSBlob);
if (FAILED(hr))
{
MessageBox(nullptr,
L"The FX file cannot be compiled. Please run this executable from the directory that contains the FX file.", L"Error", MB_OK);
return hr;
}
// Create the vertex shader
hr = g_pd3dDevice->CreateVertexShader(pVSBlob->GetBufferPointer(), pVSBlob->GetBufferSize(), nullptr, &g_pVertexShader);
if (FAILED(hr))
{
pVSBlob->Release();
return hr;
}
// Define the input layout
D3D11_INPUT_ELEMENT_DESC layout[] =
{
{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
};
UINT numElements = ARRAYSIZE(layout);
// Create the input layout
hr = g_pd3dDevice->CreateInputLayout(layout, numElements, pVSBlob->GetBufferPointer(),
pVSBlob->GetBufferSize(), &g_pVertexLayout);
pVSBlob->Release();
if (FAILED(hr))
return hr;
// Set the input layout
g_pImmediateContext->IASetInputLayout(g_pVertexLayout);
// Compile the pixel shader
ID3DBlob* pPSBlob = nullptr;
hr = CompileShaderFromFile(L"Tutorial07.fx", "PS", "ps_4_0", &pPSBlob);
if (FAILED(hr))
{
MessageBox(nullptr,
L"The FX file cannot be compiled. Please run this executable from the directory that contains the FX file.", L"Error", MB_OK);
return hr;
}
// Create the pixel shader
hr = g_pd3dDevice->CreatePixelShader(pPSBlob->GetBufferPointer(), pPSBlob->GetBufferSize(), nullptr, &g_pPixelShader);
pPSBlob->Release();
if (FAILED(hr))
return hr;
// Create vertex buffer for the cube
SimpleVertex vertices[] =
{
{ XMFLOAT3(-1.0f, 1.0f, -1.0f), XMFLOAT2(1.0f, 0.0f) },
{ XMFLOAT3(1.0f, 1.0f, -1.0f), XMFLOAT2(0.0f, 0.0f) },
{ XMFLOAT3(1.0f, 1.0f, 1.0f), XMFLOAT2(0.0f, 1.0f) },
{ XMFLOAT3(-1.0f, 1.0f, 1.0f), XMFLOAT2(1.0f, 1.0f) },
{ XMFLOAT3(-1.0f, -1.0f, -1.0f), XMFLOAT2(0.0f, 0.0f) },
{ XMFLOAT3(1.0f, -1.0f, -1.0f), XMFLOAT2(1.0f, 0.0f) },
{ XMFLOAT3(1.0f, -1.0f, 1.0f), XMFLOAT2(1.0f, 1.0f) },
{ XMFLOAT3(-1.0f, -1.0f, 1.0f), XMFLOAT2(0.0f, 1.0f) },
{ XMFLOAT3(-1.0f, -1.0f, 1.0f), XMFLOAT2(0.0f, 1.0f) },
{ XMFLOAT3(-1.0f, -1.0f, -1.0f), XMFLOAT2(1.0f, 1.0f) },
{ XMFLOAT3(-1.0f, 1.0f, -1.0f), XMFLOAT2(1.0f, 0.0f) },
{ XMFLOAT3(-1.0f, 1.0f, 1.0f), XMFLOAT2(0.0f, 0.0f) },
{ XMFLOAT3(1.0f, -1.0f, 1.0f), XMFLOAT2(1.0f, 1.0f) },
{ XMFLOAT3(1.0f, -1.0f, -1.0f), XMFLOAT2(0.0f, 1.0f) },
{ XMFLOAT3(1.0f, 1.0f, -1.0f), XMFLOAT2(0.0f, 0.0f) },
{ XMFLOAT3(1.0f, 1.0f, 1.0f), XMFLOAT2(1.0f, 0.0f) },
{ XMFLOAT3(-1.0f, -1.0f, -1.0f), XMFLOAT2(0.0f, 1.0f) },
{ XMFLOAT3(1.0f, -1.0f, -1.0f), XMFLOAT2(1.0f, 1.0f) },
{ XMFLOAT3(1.0f, 1.0f, -1.0f), XMFLOAT2(1.0f, 0.0f) },
{ XMFLOAT3(-1.0f, 1.0f, -1.0f), XMFLOAT2(0.0f, 0.0f) },
{ XMFLOAT3(-1.0f, -1.0f, 1.0f), XMFLOAT2(1.0f, 1.0f) },
{ XMFLOAT3(1.0f, -1.0f, 1.0f), XMFLOAT2(0.0f, 1.0f) },
{ XMFLOAT3(1.0f, 1.0f, 1.0f), XMFLOAT2(0.0f, 0.0f) },
{ XMFLOAT3(-1.0f, 1.0f, 1.0f), XMFLOAT2(1.0f, 0.0f) },
};
D3D11_BUFFER_DESC bd;
ZeroMemory(&bd, sizeof(bd));
bd.Usage = D3D11_USAGE_DEFAULT;
bd.ByteWidth = sizeof(SimpleVertex) * 24;
bd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
bd.CPUAccessFlags = 0;
D3D11_SUBRESOURCE_DATA InitData;
ZeroMemory(&InitData, sizeof(InitData));
InitData.pSysMem = vertices;
hr = g_pd3dDevice->CreateBuffer(&bd, &InitData, &g_pVertexBuffer);
if (FAILED(hr))
return hr;
// Set vertex buffer
UINT stride = sizeof(SimpleVertex);
UINT offset = 0;
g_pImmediateContext->IASetVertexBuffers(0, 1, &g_pVertexBuffer, &stride, &offset);
// Create index buffer
// Create vertex buffer
WORD indices[] =
{
3, 1, 0,
2, 1, 3,
6, 4, 5,
7, 4, 6,
11, 9, 8,
10, 9, 11,
14, 12, 13,
15, 12, 14,
19, 17, 16,
18, 17, 19,
22, 20, 21,
23, 20, 22
};
bd.Usage = D3D11_USAGE_DEFAULT;
bd.ByteWidth = sizeof(WORD) * 36;
bd.BindFlags = D3D11_BIND_INDEX_BUFFER;
bd.CPUAccessFlags = 0;
InitData.pSysMem = indices;
hr = g_pd3dDevice->CreateBuffer(&bd, &InitData, &g_pIndexBuffer);
if (FAILED(hr))
return hr;
// Set index buffer
g_pImmediateContext->IASetIndexBuffer(g_pIndexBuffer, DXGI_FORMAT_R16_UINT, 0);
// Set primitive topology
g_pImmediateContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
// Create the constant buffer
bd.Usage = D3D11_USAGE_DEFAULT;
bd.ByteWidth = sizeof(SharedCB);
bd.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
bd.CPUAccessFlags = 0;
hr = g_pd3dDevice->CreateBuffer(&bd, nullptr, &g_pSharedCB);
if (FAILED(hr))
return hr;
// Initialize the world matrix
g_World = XMMatrixIdentity();
// Initialize the view matrix
XMVECTOR Eye = XMVectorSet(0.0f, 3.0f, -6.0f, 0.0f);
XMVECTOR At = XMVectorSet(0.0f, 1.0f, 0.0f, 0.0f);
XMVECTOR Up = XMVectorSet(0.0f, 1.0f, 0.0f, 0.0f);
g_View = XMMatrixLookAtLH(Eye, At, Up);
// Initialize the projection matrix
//
// For the projection matrix, the shaders know nothing about being in stereo,
// so this needs to be only ScreenWidth, one per eye.
g_Projection = XMMatrixPerspectiveFovLH(XM_PIDIV4, (float)g_ScreenWidth / (float)g_ScreenHeight, 0.01f, 100.0f);
return S_OK;
}
//--------------------------------------------------------------------------------------
// Clean up the objects we've created
//--------------------------------------------------------------------------------------
void CleanupDevice()
{
if (g_pSwapChain) g_pSwapChain->SetFullscreenState(FALSE, nullptr);
if (g_pImmediateContext) g_pImmediateContext->ClearState();
if (g_pSharedCB) g_pSharedCB->Release();
if (g_pVertexBuffer) g_pVertexBuffer->Release();
if (g_pIndexBuffer) g_pIndexBuffer->Release();
if (g_pVertexLayout) g_pVertexLayout->Release();
if (g_pVertexShader) g_pVertexShader->Release();
if (g_pPixelShader) g_pPixelShader->Release();
if (g_pDepthStencil) g_pDepthStencil->Release();
if (g_pDepthStencilView) g_pDepthStencilView->Release();
if (g_pRenderTargetView) g_pRenderTargetView->Release();
if (g_pSwapChain) g_pSwapChain->Release();
if (g_pImmediateContext) g_pImmediateContext->Release();
if (g_pd3dDevice) g_pd3dDevice->Release();
if (g_StereoHandle) NvAPI_Stereo_DestroyHandle(g_StereoHandle);
}
//--------------------------------------------------------------------------------------
// Called every time the application receives a message
//--------------------------------------------------------------------------------------
LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
PAINTSTRUCT ps;
HDC hdc;
switch (message)
{
case WM_PAINT:
hdc = BeginPaint(hWnd, &ps);
EndPaint(hWnd, &ps);
break;
case WM_DESTROY:
PostQuitMessage(0);
break;
// Note that this tutorial does not handle resizing (WM_SIZE) requests,
// so we created the window without the resize border.
default:
return DefWindowProc(hWnd, message, wParam, lParam);
}
return 0;
}
//--------------------------------------------------------------------------------------
// Render current image, eye independent.
//--------------------------------------------------------------------------------------
void Render()
{
//
// Clear the back buffer
//
// Even though this uses the g_pRenderTargetView, it only affects half the backbuffer,
// because we have set a specific eye.
//
g_pImmediateContext->ClearRenderTargetView(g_pRenderTargetView, Colors::MidnightBlue);
//
// Clear the depth buffer to 1.0 (max depth)
//
// Also done on a per-eye basis.
//
g_pImmediateContext->ClearDepthStencilView(g_pDepthStencilView, D3D11_CLEAR_DEPTH, 1.0f, 0);
//
// Render the cube
//
// Projection matrix in g_pSharedCB determines eye view.
//
g_pImmediateContext->VSSetShader(g_pVertexShader, nullptr, 0);
g_pImmediateContext->VSSetConstantBuffers(0, 1, &g_pSharedCB);
g_pImmediateContext->PSSetShader(g_pPixelShader, nullptr, 0);
g_pImmediateContext->DrawIndexed(36, 0, 0);
}
//--------------------------------------------------------------------------------------
// Render a frame, both eyes.
//--------------------------------------------------------------------------------------
void RenderFrame()
{
//
// Rotate cube around the origin
//
g_World = XMMatrixRotationY(GetTickCount64() / 1000.0f);
//
// This now includes changing CBChangeOnResize each frame as well, because
// we need to update the Projection matrix each frame, in case the user changes
// the 3D settings.
// The variable names are a bit misleading at present.
//
NvAPI_Status status;
SharedCB cb;
float pConvergence;
float pSeparationPercentage;
float pEyeSeparation;
status = NvAPI_Stereo_GetConvergence(g_StereoHandle, &pConvergence);
status = NvAPI_Stereo_GetSeparation(g_StereoHandle, &pSeparationPercentage);
status = NvAPI_Stereo_GetEyeSeparation(g_StereoHandle, &pEyeSeparation);
float separation = pEyeSeparation * pSeparationPercentage / 100;
float convergence = pEyeSeparation * pSeparationPercentage / 100 * pConvergence;
//
// Drawing same object twice, once for each eye.
// Eye specific setup is for the Projection matrix.
// The _31 parameter is the X translation for the off center Projection.
// The _41 parameter, I don't presently know what it is, but this
// sequence works to handle both convergence and separation hot keys properly.
//
status = NvAPI_Stereo_SetActiveEye(g_StereoHandle, NVAPI_STEREO_EYE_LEFT);
if (SUCCEEDED(status))
{
cb.mWorld = XMMatrixTranspose(g_World);
cb.mView = XMMatrixTranspose(g_View);
cb.mProjection = g_Projection;
cb.mProjection._31 -= separation;
cb.mProjection._41 = convergence;
cb.mProjection = XMMatrixTranspose(cb.mProjection);
g_pImmediateContext->UpdateSubresource(g_pSharedCB, 0, nullptr, &cb, 0, 0);
Render();
}
status = NvAPI_Stereo_SetActiveEye(g_StereoHandle, NVAPI_STEREO_EYE_RIGHT);
if (SUCCEEDED(status))
{
cb.mWorld = XMMatrixTranspose(g_World);
cb.mView = XMMatrixTranspose(g_View);
cb.mProjection = g_Projection;
cb.mProjection._31 += separation;
cb.mProjection._41 = -convergence;
cb.mProjection = XMMatrixTranspose(cb.mProjection);
g_pImmediateContext->UpdateSubresource(g_pSharedCB, 0, nullptr, &cb, 0, 0);
Render();
}
//
// Present our back buffer to our front buffer
//
// In stereo mode, the driver knows to use the 2x width buffer, and
// present each eye in order.
//
g_pSwapChain->Present(0, 0);
}