Text dissapears on QOpenGLWidget after undocking - qt5

I'm trying to integrate Qt5 and OpenSceneGraph. I've found this minimal example of embedding.
When I encapsulate the widget, defined in the example, into a QDockWidget and add a simple text label to the example, the text dissapears when I undock the container window. When I redock the window the text is shown no more.
I've already ask this on the OpenSceneGraph forum without success. My guess is that it has something to do with the GL related methods and the internal reparenting of the widgets.
In my example only the constructor and the main function are modified from the original.
This is my modified example (main.cpp):
#include<QApplication>
#include<QMainWindow>
#include<QOpenGLWidget>
#include<QMouseEvent>
#include<QWheelEvent>
#include<QDesktopWidget>
#include<QScreen>
#include<QtGlobal>
#include<QWindow>
#include<QWidget>
#include<QDockWidget>
#include<QVBoxLayout>
#include<osg/ref_ptr>
#include<osgViewer/GraphicsWindow>
#include<osgText/Text>
#include<osgViewer/Viewer>
#include<osg/Camera>
#include<osg/ShapeDrawable>
#include<osg/StateSet>
#include<osg/Material>
#include<osgGA/EventQueue>
#include<osgGA/TrackballManipulator>
#include <iostream>
#include <stdio.h>
class QtOSGWidget : public QOpenGLWidget
{
public:
QtOSGWidget(qreal scaleX, qreal scaleY, QWidget* parent = 0)
: QOpenGLWidget(parent)
, _mGraphicsWindow(new osgViewer::GraphicsWindowEmbedded( this->x(), this->y(),
this->width(), this->height() ) )
, _mViewer(new osgViewer::Viewer)
, m_scaleX(scaleX)
, m_scaleY(scaleY)
{
osg::Cylinder* cylinder = new osg::Cylinder( osg::Vec3( 0.f, 0.f, 0.f ), 0.25f, 0.5f );
osg::ShapeDrawable* sd = new osg::ShapeDrawable( cylinder );
sd->setColor( osg::Vec4( 0.8f, 0.5f, 0.2f, 1.f ) );
osg::Geode* geode = new osg::Geode;
geode->addDrawable(sd);
// adding text to the visualization
osgText::Text * test = new osgText::Text();
test->setDataVariance(osg::Object::DYNAMIC);
test->setCharacterSize(1.0);
test->setColor(osg::Vec4(0.0, 0.0, 0.0, 1.0));
test->setAlignment(osgText::Text::CENTER_BOTTOM);
test->setAxisAlignment(osgText::TextBase::SCREEN);
test->setCharacterSizeMode(osgText::Text::OBJECT_COORDS);
test->setText("CYLINDER");
geode->addDrawable(test);
// end adding text
osg::Camera* camera = new osg::Camera;
camera->setViewport( 0, 0, this->width(), this->height() );
camera->setClearColor( osg::Vec4( 0.9f, 0.9f, 1.f, 1.f ) );
float aspectRatio = static_cast<float>( this->width()) / static_cast<float>( this->height() );
camera->setProjectionMatrixAsPerspective( 30.f, aspectRatio, 1.f, 1000.f );
camera->setGraphicsContext( _mGraphicsWindow );
_mViewer->setCamera(camera);
_mViewer->setSceneData(geode);
osgGA::TrackballManipulator* manipulator = new osgGA::TrackballManipulator;
manipulator->setAllowThrow( false );
this->setMouseTracking(true);
_mViewer->setCameraManipulator(manipulator);
_mViewer->setThreadingModel(osgViewer::Viewer::SingleThreaded);
// _mViewer->realize();
}
virtual ~QtOSGWidget(){}
void setScale(qreal X, qreal Y)
{
m_scaleX = X;
m_scaleY = Y;
this->resizeGL(this->width(), this->height());
}
protected:
virtual void paintGL()
{
_mViewer->frame();
}
virtual void resizeGL( int width, int height )
{
this->getEventQueue()->windowResize(this->x()*m_scaleX, this->y() * m_scaleY, width*m_scaleX, height*m_scaleY);
_mGraphicsWindow->resized(this->x()*m_scaleX, this->y() * m_scaleY, width*m_scaleX, height*m_scaleY);
osg::Camera* camera = _mViewer->getCamera();
camera->setViewport(0, 0, this->width()*m_scaleX, this->height()* m_scaleY);
}
virtual void initializeGL()
{
osg::Geode* geode = dynamic_cast<osg::Geode*>(_mViewer->getSceneData());
osg::StateSet* stateSet = geode->getOrCreateStateSet();
osg::Material* material = new osg::Material;
material->setColorMode( osg::Material::AMBIENT_AND_DIFFUSE );
stateSet->setAttributeAndModes( material, osg::StateAttribute::ON );
stateSet->setMode( GL_DEPTH_TEST, osg::StateAttribute::ON );
}
virtual void mouseMoveEvent(QMouseEvent* event)
{
this->getEventQueue()->mouseMotion(event->x()*m_scaleX, event->y()*m_scaleY);
}
virtual void mousePressEvent(QMouseEvent* event)
{
unsigned int button = 0;
switch (event->button())
{
case Qt::LeftButton:
button = 1;
break;
case Qt::MiddleButton:
button = 2;
break;
case Qt::RightButton:
button = 3;
break;
default:
break;
}
this->getEventQueue()->mouseButtonPress(event->x()*m_scaleX, event->y()*m_scaleY, button);
}
virtual void mouseReleaseEvent(QMouseEvent* event)
{
unsigned int button = 0;
switch (event->button())
{
case Qt::LeftButton:
button = 1;
break;
case Qt::MiddleButton:
button = 2;
break;
case Qt::RightButton:
button = 3;
break;
default:
break;
}
this->getEventQueue()->mouseButtonRelease(event->x()*m_scaleX, event->y()*m_scaleY, button);
}
virtual void wheelEvent(QWheelEvent* event)
{
int delta = event->delta();
osgGA::GUIEventAdapter::ScrollingMotion motion = delta > 0 ?
osgGA::GUIEventAdapter::SCROLL_UP : osgGA::GUIEventAdapter::SCROLL_DOWN;
this->getEventQueue()->mouseScroll(motion);
}
virtual bool event(QEvent* event)
{
bool handled = QOpenGLWidget::event(event);
this->update();
return handled;
}
private:
osgGA::EventQueue* getEventQueue() const
{
osgGA::EventQueue* eventQueue = _mGraphicsWindow->getEventQueue();
return eventQueue;
}
osg::ref_ptr<osgViewer::GraphicsWindowEmbedded> _mGraphicsWindow;
osg::ref_ptr<osgViewer::Viewer> _mViewer;
qreal m_scaleX, m_scaleY;
};
int main(int argc, char** argv)
{
// This was necessary for keeping the context when undocking
// without it nothing is shown on the widget when gets undocked
QApplication::setAttribute(Qt::AA_ShareOpenGLContexts);
QApplication qapp(argc, argv);
QMainWindow window;
// Here starts code to put the QtOSGWidget inside a dock area
QDockWidget * visDock = new QDockWidget(&window);
visDock->setFloating(false);
visDock->setFeatures(QDockWidget::DockWidgetFloatable | QDockWidget::DockWidgetMovable);
visDock->setAllowedAreas(Qt::TopDockWidgetArea);
QWidget * dockWidgetContent = new QWidget();
QVBoxLayout * verticalLayout = new QVBoxLayout(dockWidgetContent);
verticalLayout->setSpacing(6);
verticalLayout->setContentsMargins(11, 11, 11, 11);
QWidget * containerWidget = new QWidget(dockWidgetContent);
QHBoxLayout * horizontalLayout = new QHBoxLayout(containerWidget);
horizontalLayout->setSpacing(0);
horizontalLayout->setContentsMargins(11, 11, 11, 11);
horizontalLayout->setContentsMargins(0, 0, 0, 0);
QtOSGWidget* widget = new QtOSGWidget(1, 1, containerWidget);
horizontalLayout->addWidget(widget);
verticalLayout->addWidget(containerWidget);
visDock->setWidget(dockWidgetContent);
window.addDockWidget(static_cast<Qt::DockWidgetArea>(4), visDock);
// No central widget is used for the example
window.setCentralWidget(Q_NULLPTR);
window.show();
return qapp.exec();
}

After _mViewer->setSceneData(geode); add this:
_mGraphicsWindow->init();
initializeGL();
and change the method
virtual void paintGL() {
_mViewer->frame();
}
to
virtual void paintGL() {
_mGraphicsWindow->decrementContextIDUsageCount(_mGraphicsWindow->getMaxContextID());
_mGraphicsWindow->releaseContext();
_mGraphicsWindow->init();
_mViewer->frame();
}
And add thins on main function:
QApplication::setAttribute(Qt::AA_DontCreateNativeWidgetSiblings);
will solve your problem.

Related

Adjust Brightness, Contrast using Camera.Parameters

I were trying to make a camera application, I'm unable to find a way to change camera brightness, contrast using Camera.Parameters
So my question is how to add Brightness and contrast feature to increase/decrease brightness/contrast. For example if I increase the seekbarit increase the brightness. if I decrease the seekbar it decrease the brightness.
Please edit my code or put your seprate answer to help me.
package com.example.beautymaker;
import android.content.Context;
import android.graphics.Bitmap;
import android.graphics.Color;
import android.hardware.Camera;
import android.hardware.camera2.CameraCharacteristics;
import android.util.Log;
import android.view.SurfaceHolder;
import android.view.SurfaceView;
import com.zomato.photofilters.imageprocessors.Filter;
import com.zomato.photofilters.imageprocessors.subfilters.BrightnessSubFilter;
import java.io.IOException;
import java.util.List;
public class CameraPreview extends SurfaceView implements SurfaceHolder.Callback {
private SurfaceHolder mHolder;
private Camera mCamera;
public CameraPreview(Context context, Camera camera) {
super(context);
mCamera = camera;
mHolder = getHolder();
mHolder.addCallback(this);
/*Camera.Parameters params = camera.getParameters();
final int[] previewFpsRange = new int[2];
params.getPreviewFpsRange(previewFpsRange);
if (previewFpsRange[0] == previewFpsRange[1]) {
final List<int[]> supportedFpsRanges = params.getSupportedPreviewFpsRange();
for (int[] range : supportedFpsRanges) {
if (range[0] != range[1]) {
params.setPreviewFpsRange(range[0], range[1]);
break;
}
}
}*/
// deprecated setting, but required on Android versions prior to 3.0
mHolder.setType(SurfaceHolder.SURFACE_TYPE_PUSH_BUFFERS);
}
public void surfaceCreated(SurfaceHolder holder) {
try {
// create the surface and start camera preview
if (mCamera == null) {
mCamera.setPreviewDisplay(holder);
mCamera.startPreview();
}
} catch (IOException e) {
Log.d(VIEW_LOG_TAG, "Error setting camera preview: " + e.getMessage());
}
}
public void refreshCamera(Camera camera) {
if (mHolder.getSurface() == null) {
// preview surface does not exist
return;
}
// stop preview before making changes
try {
mCamera.stopPreview();
} catch (Exception e) {
// ignore: tried to stop a non-existent preview
}
// set preview size and make any resize, rotate or
// reformatting changes here
// start preview with new settings
setCamera;
try {
mCamera.setPreviewDisplay(mHolder);
mCamera.startPreview();
} catch (Exception e) {
Log.d(VIEW_LOG_TAG, "Error starting camera preview: " + e.getMessage());
}
}
public void surfaceChanged(SurfaceHolder holder, int format, int w, int h) {
// If your preview can change or rotate, take care of those events here.
// Make sure to stop the preview before resizing or reformatting it.
refreshCamera(mCamera);
}
public void setCamera(Camera camera) {
//method to set a camera instance
mCamera = camera;
Camera.Parameters parameters = mCamera.getParameters();
// parameters.setPreviewFpsRange(1500,3000);
parameters.setExposureCompensation(parameters.getMaxExposureCompensation());
if(parameters.isAutoExposureLockSupported())
{
parameters.setAutoExposureLock(false);
}
// parameters.setColorEffect(Camera.Parameters.WHITE_BALANCE_INCANDESCENT);
parameters.getAutoExposureLock();
parameters.set("iso",50);
// parameters.setWhiteBalance();
parameters.setAutoWhiteBalanceLock(true);
parameters.setWhiteBalance(Camera.Parameters.WHITE_BALANCE_SHADE);
/*Filter filter = new Filter();
filter.addSubFilter(new BrightnessSubFilter(parameters));*/
mCamera.setParameters(parameters);
}
#Override
public void surfaceDestroyed(SurfaceHolder holder) {
// TODO Auto-generated method stub
// mCamera.release();
}
//for brightness
public static Bitmap doBrightness(Bitmap src, int value) {
// image size
int width = src.getWidth();
int height = src.getHeight();
// create output bitmap
Bitmap bmOut = Bitmap.createBitmap(width, height, src.getConfig());
// color information
int A, R, G, B;
int pixel;
// scan through all pixels
for(int x = 0; x < width; ++x) {
for(int y = 0; y < height; ++y) {
// get pixel color
pixel = src.getPixel(x, y);
A = Color.alpha(pixel);
R = Color.red(pixel);
G = Color.green(pixel);
B = Color.blue(pixel);
// increase/decrease each channel
R += value;
if(R > 255) { R = 255; }
else if(R < 0) { R = 0; }
G += value;
if(G > 255) { G = 255; }
else if(G < 0) { G = 0; }
B += value;
if(B > 255) { B = 255; }
else if(B < 0) { B = 0; }
// apply new pixel color to output bitmap
bmOut.setPixel(x, y, Color.argb(A, R, G, B));
}
}
// return final image
return bmOut;
}
}
there is no method in Camera.Parameters to achieve this. You have to read this documentation for this class to check the available parameters and this class is deprecated in API 21 and above.

(libgdx/java) ArrayList won't clear/delete instance of class?

Item class:
public class Item {
public float x, y, speedx, speedy;
public Rectangle container;
public Texture texture;
static Timer timer = new Timer();
static int amount;
static int spawned;
public int itemtype;
// float delay = 1; // seconds
public void move() {
x += speedx;
y += speedy;
container.x = x;
container.y = y;
}
public void setTexture(int itemtype){
switch(itemtype){
case 1:
texture = new Texture("items/item1.png");
break;
case 2:
texture = new Texture("items/item2.png");
break;
case 3:
texture = new Texture("items/item3.png");
break;
case 4:
texture = new Texture("items/item4.png");
break;
case 5:
texture = new Texture("items/item5.png");
break;
case 6:
texture = new Texture("items/item6.png");
break;
case 7:
texture = new Texture("items/item7.png");
break;
case 8:
texture = new Texture("items/item8.png");
break;
case 9:
texture = new Texture("items/item9.png");
break;
case 10:
texture = new Texture("items/item10.png");
break;
default:
texture = new Texture("items/error.png");
break;
}
}
public static void spawnItem(int amount){
Item.amount = amount;
mainscreen.items.clear();
// for(int spawned = 0; spawned <= amount; spawned++){
timer.schedule(new Timer.Task() {
#Override
public void run() {
if (mainscreen.canclick == false) {
Item item = new Item();
item.x = 600;
item.y = -42;
item.speedx = -20;
item.speedy = 0;
Rectangle itemcontainer = new Rectangle();
itemcontainer.x = item.x;
itemcontainer.y = item.y;
itemcontainer.width = mainscreen.container.getWidth() / 4f;
itemcontainer.height = mainscreen.container.getHeight() - 15f;
item.container = itemcontainer;
item.itemtype = MathUtils.random(1, 10);
item.setTexture(item.itemtype);
mainscreen.items.add(item);
spawned++;
}
for (Item item : mainscreen.items) {
if (item.x <= -4000) {
if (spawned >= Item.amount) {
mainscreen.canclick = true;
timer.stop();
spawned = 0;
}
} else {
}
}
}
}, 0, 0.325f);
}
public void dispose(){
texture.dispose();
}
}
Mainscreen class:
public class mainscreen implements Screen, GestureDetector.GestureListener,InputProcessor {
#Override
public void render(float delta) {
this.delta = delta;
Gdx.gl.glClearColor(115 / 255F, 115 / 255F, 115 / 255F, 1 / 255F);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
batch.setProjectionMatrix(camera.combined);
if(Gdx.input.justTouched()) {
Vector3 touch1 = new Vector3(Gdx.input.getX(), Gdx.input.getY(), 0);
camera.unproject(touch1);
if (debug.contains(touch1.x, touch1.y)) {
items.clear();
}
if (start.contains(touch1.x, touch1.y)) {
if (canclick == true) {
canclick = false;
Item.spawnItem(20);
}
}
}
}
LOG:
On first click start:
(After the Timer has finished)
canclick: true
items list: [com.abc.luckyllama.Item#37237aa0, com.abc.luckyllama.Item#2de938e3, com.abc.luckyllama.Item#3cb912d5, com.abc.luckyllama.Item#2bae592c, com.abc.luckyllama.Item#774c083, com.abc.luckyllama.Item#633edeae, com.abc.luckyllama.Item#176557a6, com.abc.luckyllama.Item#4edb1b5f, com.abc.luckyllama.Item#6f8abadf, com.abc.luckyllama.Item#7a54d22e, com.abc.luckyllama.Item#473162a5, com.abc.luckyllama.Item#51a698ff, com.abc.luckyllama.Item#6bc08c56, com.abc.luckyllama.Item#37d9e6a2, com.abc.luckyllama.Item#7bb19eb6, com.abc.luckyllama.Item#1eb5805f, com.abc.luckyllama.Item#71780de3, com.abc.luckyllama.Item#9ec0998, com.abc.luckyllama.Item#7edf723d, com.abc.luckyllama.Item#4c5aa2c1]
After clicking the debug button(clears arraylist):
canclick: true
items list: []
After clicking the start button again:
(After the Timer has finished)
canclick: true
items list: [com.abc.luckyllama.Item#7d7cb9bc, com.abc.luckyllama.Item#1435cf42, com.abc.luckyllama.Item#117e1963, com.abc.luckyllama.Item#82bfd27, com.abc.luckyllama.Item#108214c7, com.abc.luckyllama.Item#2a77864a, com.abc.luckyllama.Item#4b232766, com.abc.luckyllama.Item#1cb629e0, com.abc.luckyllama.Item#1c92229d, com.abc.luckyllama.Item#ac1b293, com.abc.luckyllama.Item#588bbcba, com.abc.luckyllama.Item#75df6762, com.abc.luckyllama.Item#78d4358e, com.abc.luckyllama.Item#7f86452d, com.abc.luckyllama.Item#7aed480b, com.abc.luckyllama.Item#7407d443, com.abc.luckyllama.Item#2da6e708, com.abc.luckyllama.Item#604470bc, com.abc.luckyllama.Item#70f9d1af, com.abc.luckyllama.Item#3a16a63f, com.abc.luckyllama.Item#201288d2, com.abc.luckyllama.Item#6310ddfc, com.abc.luckyllama.Item#5d5a1c98, com.abc.luckyllama.Item#52727e52, com.abc.luckyllama.Item#669228d6]
You see that the Items inside the ArrayList didn't get cleared. It increased. I think that's because the instances of Item created in spawnItem() are still there. How do I fix this?
I noticed that every time I click the button there aren't more items. The items are spawned faster. But how to stop this?
I fixed it! The problem was that I needed to create a Timer.Task seperately and the use task.cancel(); to stop the Timer.Task:
import com.badlogic.gdx.utils.Timer;
public class Item {
public static Timer.Task task;
public static void spawnItem(int amount){
Item.amount = amount;
task = new Timer.Task() {
#Override
public void run() {
if (mainscreen.canclick == false) {
item = new Item();
item.x = 600;
item.y = -42;
item.speedx = -20;
item.speedy = 0;
Rectangle itemcontainer = new Rectangle();
itemcontainer.x = item.x;
itemcontainer.y = item.y;
itemcontainer.width = mainscreen.container.getWidth() / 3f;
itemcontainer.height = mainscreen.container.getHeight() - 15f;
item.container = itemcontainer;
item.itemtype = MathUtils.random(1, 10);
item.setTexture(item.itemtype);
mainscreen.items.add(item);
mainscreen.itemsspawned += 1;
// mainscreen.items.remove(item);
spawned++;
}
for (Item item : mainscreen.items) {
if (item.x <= -4000) {
if (spawned >= Item.amount) {
mainscreen.canclick = true;
timer.clear();
timer.stop();
task.cancel();
spawned = 0;
}
}
}
}
};
timer.schedule(task, 0, 0.4f);
}
}

D3D D2D Interop on Windows 7

I'm trying to use DWrite to draw text in my dx11 app but I'm having lot of problems, I shared resources beetween D3D10 Device and D3D11 Device because dx10 is capable to connect D3D with D2D, that's the code of my GraphicsDevice:
// File: GraphicsDevice.h
#pragma once
#ifndef _GRAPHICSDEVICE_H_
#define _GRAPHICSDEVICE_H_
#ifndef _DEFINES_H_
#include "Defines.h"
#endif
#ifndef _COLOR_H_
#include "Color.h"
#endif
#ifndef _UTILITIES_H_
#include "Utilities.h"
#endif
#ifndef _DWRITE_H_
#include "DWrite.h"
#endif
// Forward declaration
namespace BSGameFramework { ref class Game; }
using namespace BSGameFramework;
using namespace System;
namespace BSGameFramework
{
namespace Graphics
{
public ref class GraphicsDevice
{
public:
/// <summary>GraphicsDevice constructor.</summary>
/// <param name="game">The game wich the device has to work.</param>
GraphicsDevice(Game^ game);
virtual ~GraphicsDevice();
/// <summary>Clear the screen.</summary>
/// <param name="color">The color that the screen background will assume after clearing.</param>
void Clear(Color color);
/// <summary>Render on the screen.</summary>
void Render();
/// <summary>Set the full screen state.</summary>
void FullScreen(bool isFullScreen);
property Color BlendFactor
{
Color get()
{
return blendFactor_;
}
void set(Color blendFactor_)
{
blendFactor_ = BlendFactor;
}
}
property D3D_DRIVER_TYPE DriverType
{
D3D_DRIVER_TYPE get()
{
return driverType_;
}
}
property D3D_FEATURE_LEVEL FeatureLevel
{
D3D_FEATURE_LEVEL get()
{
return featureLevel_;
}
}
property ID3D11Device* D3DDevice
{
ID3D11Device* get()
{
return d3dDevice_;
}
}
property ID3D11DeviceContext* D3DContext
{
ID3D11DeviceContext* get()
{
return d3dContext_;
}
}
property ID3D10Device1* D3DDevice10_1
{
ID3D10Device1* get()
{
return d3dDevice10_1_;
}
}
property ID2D1Factory* D2DFactory
{
ID2D1Factory* get()
{
return d2dFactory_;
}
}
property ID2D1RenderTarget* D2DRenderTarget
{
ID2D1RenderTarget* get()
{
return d2dRenderTarget_;
}
}
property ID2D1SolidColorBrush* D2DSolidColorBrush
{
ID2D1SolidColorBrush* get()
{
return d2dSolidColorBrush_;
}
}
property IDWriteFactory* DWriteFactory
{
IDWriteFactory* get()
{
return dWriteFactory_;
}
}
property int WindowWidth
{
int get()
{
return GetWindowWidth();
}
}
property int WindowHeight
{
int get()
{
return GetWindowHeight();
}
}
property HWND Window
{
HWND get()
{
return GetWindow();
}
}
property int SafeTitleArea
{
int get()
{
return safeTitleArea_;
}
void set(int safeTitleArea)
{
safeTitleArea_ = safeTitleArea;
}
}
private:
void CreateD3D11Resources();
void CreateD3D10Resources(ID3D11Texture2D* d3d11Texture);
void CreateD2D1Resources(ID3D10Texture2D* d3d10Texture);
Game^ game_;
Color blendFactor_;
D3D_DRIVER_TYPE driverType_;
D3D_FEATURE_LEVEL featureLevel_;
int safeTitleArea_;
int GetWindowWidth();
int GetWindowHeight();
HWND GetWindow();
// Direct3D 11
ID3D11Device* d3dDevice_;
ID3D11DeviceContext* d3dContext_;
// Direct3D 10
ID3D10Device1* d3dDevice10_1_;
// Direct2D
ID2D1Factory* d2dFactory_;
ID2D1RenderTarget* d2dRenderTarget_;
ID2D1SolidColorBrush* d2dSolidColorBrush_;
// DirectWrite
IDWriteFactory* dWriteFactory_;
IDXGISwapChain* swapChain_;
ID3D11RenderTargetView* backBufferTarget_;
};
}
}
#endif
// FILE: GraphicsDevice.cpp
#include "GraphicsDevice.h"
#include "Game.h"
#include "GraphicsDeviceNativeWrapper.h"
using namespace BSGameFramework::Graphics;
using namespace BSGameFramework;
inline GraphicsDevice::GraphicsDevice(Game^ game) : driverType_( D3D_DRIVER_TYPE_NULL ), featureLevel_( D3D_FEATURE_LEVEL_11_0 ),
d3dDevice_( 0 ), d3dContext_( 0 ), swapChain_( 0 ), backBufferTarget_( 0 )
{
game_ = game;
BlendFactor = Color::White;
CreateD3D11Resources();
}
inline GraphicsDevice::~GraphicsDevice()
{
if (backBufferTarget_)
{
backBufferTarget_->Release();
}
if (swapChain_)
{
swapChain_->Release();
}
if (d3dContext_)
{
d3dContext_->Release();
}
if (d3dDevice_)
{
d3dDevice_->Release();
}
backBufferTarget_ = 0;
swapChain_ = 0;
d3dContext_ = 0;
d3dDevice_ = 0;
}
inline void GraphicsDevice::Clear(Color color)
{
if (d3dContext_ == 0)
{
return;
}
float clearColor[4];
Vec4 convertedColor = Utilities::ColorToVec4(color);
clearColor[0] = convertedColor.values[0];
clearColor[1] = convertedColor.values[1];
clearColor[2] = convertedColor.values[2];
clearColor[3] = convertedColor.values[3];
d3dContext_->ClearRenderTargetView(backBufferTarget_, clearColor);
}
inline void GraphicsDevice::Render()
{
swapChain_->Present(0, 0);
}
inline void GraphicsDevice::FullScreen(bool isFullScreen)
{
swapChain_->SetFullscreenState(isFullScreen, NULL);
}
inline int GraphicsDevice::GetWindowWidth()
{
return game_->WindowWidth;
}
inline int GraphicsDevice::GetWindowHeight()
{
return game_->WindowHeight;
}
inline HWND GraphicsDevice::GetWindow()
{
return game_->Window;
}
#pragma region CreateD3D11Resources
inline void GraphicsDevice::CreateD3D11Resources()
{
HRESULT result;
RECT dimensions;
GetClientRect(Window, &dimensions);
unsigned int width = dimensions.right - dimensions.left;
unsigned int height = dimensions.bottom - dimensions.top;
D3D_DRIVER_TYPE driverTypes[] =
{
D3D_DRIVER_TYPE_HARDWARE,
D3D_DRIVER_TYPE_WARP,
D3D_DRIVER_TYPE_REFERENCE,
D3D_DRIVER_TYPE_SOFTWARE
};
unsigned int totalDriverTypes = ARRAYSIZE(driverTypes);
D3D_FEATURE_LEVEL featureLevels[] =
{
D3D_FEATURE_LEVEL_11_0,
D3D_FEATURE_LEVEL_10_1,
D3D_FEATURE_LEVEL_10_0,
D3D_FEATURE_LEVEL_9_3,
D3D_FEATURE_LEVEL_9_2,
D3D_FEATURE_LEVEL_9_1
};
unsigned int totalFeatureLevels = ARRAYSIZE(featureLevels);
DXGI_SWAP_CHAIN_DESC swapChainDesc;
ZeroMemory(&swapChainDesc, sizeof(swapChainDesc));
swapChainDesc.BufferCount = 2;
swapChainDesc.BufferDesc.Width = width;
swapChainDesc.BufferDesc.Height = height;
swapChainDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
swapChainDesc.BufferDesc.RefreshRate.Numerator = 60;
swapChainDesc.BufferDesc.RefreshRate.Denominator = 1;
swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
swapChainDesc.OutputWindow = game_->Window;
swapChainDesc.Windowed = true;
swapChainDesc.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
swapChainDesc.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;
swapChainDesc.SampleDesc.Count = 1;
swapChainDesc.SampleDesc.Quality = 0;
unsigned int creationFlags = 0;
#ifdef _DEBUG
creationFlags |= D3D11_CREATE_DEVICE_DEBUG;
#endif
unsigned int driver = 0;
pin_ptr<IDXGISwapChain*> swapChainPointer;
swapChainPointer = &swapChain_;
pin_ptr<ID3D11Device*> d3dDevicePointer;
d3dDevicePointer = &d3dDevice_;
pin_ptr<D3D_FEATURE_LEVEL> featureLevelPointer;
featureLevelPointer = &featureLevel_;
pin_ptr<ID3D11DeviceContext*> d3dContextPointer;
d3dContextPointer = &d3dContext_;
for (driver = 0; driver < totalDriverTypes; ++driver)
{
result = D3D11CreateDeviceAndSwapChain(0, driverTypes[driver], 0, creationFlags, featureLevels, totalFeatureLevels,
D3D11_SDK_VERSION, &swapChainDesc, swapChainPointer,
d3dDevicePointer, featureLevelPointer, d3dContextPointer);
if (SUCCEEDED(result))
{
driverType_ = driverTypes[driver];
break;
}
}
if (FAILED(result))
{
DXTRACE_MSG("Failed to create the Direct3D device!");
return;
}
ID3D11Texture2D* backBufferTexture;
result = swapChain_->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&backBufferTexture);
if (FAILED(result))
{
DXTRACE_MSG("Failed to get the swap chain back buffer!");
return;
}
pin_ptr<ID3D11RenderTargetView*> backBufferTargetPointer;
backBufferTargetPointer = &backBufferTarget_;
result = d3dDevice_->CreateRenderTargetView(backBufferTexture, 0, backBufferTargetPointer);
if (FAILED(result))
{
DXTRACE_MSG("Failed to create the render target view!");
return;
}
d3dContext_->OMSetRenderTargets(1, backBufferTargetPointer, 0);
D3D11_VIEWPORT viewport;
viewport.Width = static_cast<float>(width);
viewport.Height = static_cast<float>(height);
viewport.MinDepth = 0.0f;
viewport.MaxDepth = 1.0f;
viewport.TopLeftX = 0.0f;
viewport.TopLeftY = 0.0f;
d3dContext_->RSSetViewports(1, &viewport);
CreateD3D10Resources(backBufferTexture);
}
#pragma endregion
#pragma region CreateD3D10Resources
inline void GraphicsDevice::CreateD3D10Resources(ID3D11Texture2D* d3d11Texture)
{
//Load D3D10.DLL
HMODULE d3d10_1 = LoadLibrary("D3D10_1.dll");
// Get adapter of the current D3D11 device. Our D3D10 will run on the same adapter.
IDXGIDevice* dxgiDevice;
IDXGIAdapter* dxgiAdapter;
d3dDevice_->QueryInterface<IDXGIDevice>(&dxgiDevice);
dxgiDevice->GetAdapter(&dxgiAdapter);
SafeRelease<IDXGIDevice>(&dxgiDevice);
//Get address of the function D3D10CreateDevice1 dynamically.
typedef HRESULT (WINAPI* FN_D3D10CreateDevice1)(
IDXGIAdapter *pAdapter, D3D10_DRIVER_TYPE DriverType, HMODULE Software,
UINT Flags, D3D10_FEATURE_LEVEL1 HardwareLevel, UINT SDKVersion, ID3D10Device1 **ppDevice );
FN_D3D10CreateDevice1 fnCreate = (FN_D3D10CreateDevice1)GetProcAddress(d3d10_1, "D3D10CreateDevice1");
//Call D3D10CreateDevice1 dynamically.
pin_ptr<ID3D10Device1*> d3dDevice10_1Ptr = &d3dDevice10_1_;
fnCreate(dxgiAdapter, D3D10_DRIVER_TYPE_HARDWARE, NULL, D3D10_CREATE_DEVICE_BGRA_SUPPORT | D3D10_CREATE_DEVICE_DEBUG, D3D10_FEATURE_LEVEL_10_1, D3D10_1_SDK_VERSION, d3dDevice10_1Ptr);
//Create a D3D10.1 render target texture and share it with our D3D11.
D3D10_TEXTURE2D_DESC tDesc;
tDesc.Width = game_->WindowWidth;
tDesc.Height = game_->WindowHeight;
tDesc.MipLevels = 1;
tDesc.ArraySize = 1;
tDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
tDesc.SampleDesc.Count = 1;
tDesc.SampleDesc.Quality = 0;
tDesc.Usage = D3D10_USAGE_DEFAULT;
//EVEN IF YOU WON'T USE AS SHADER RESOURCE, SET THIS BIND FLAGS:
tDesc.BindFlags = D3D10_BIND_RENDER_TARGET | D3D10_BIND_SHADER_RESOURCE;
tDesc.CPUAccessFlags = 0;
tDesc.MiscFlags = D3D10_RESOURCE_MISC_SHARED;
//Create the RT texture on D3D10
ID3D10Texture2D* texture;
d3dDevice10_1_->CreateTexture2D(&tDesc, NULL, &texture);
//Get DXGI Resource and retrieve the sharing handle.
IDXGISurface* dxgiSurface;
IDXGIResource* dxgiResource;
HANDLE shareHandle;
texture->QueryInterface<IDXGISurface>(&dxgiSurface);
dxgiSurface->QueryInterface<IDXGIResource>(&dxgiResource);
dxgiResource->GetSharedHandle(&shareHandle);
SafeRelease(&dxgiResource);
SafeRelease(&dxgiSurface);
//Call D3D 11 to open shared resource.
ID3D11Resource* d3d11Resource;
d3dDevice_->OpenSharedResource(shareHandle, __uuidof(ID3D11Resource), (void**)&d3d11Resource);
d3d11Resource->QueryInterface<ID3D11Texture2D>(&d3d11Texture);
SafeRelease(&d3d11Resource);
if (d3d11Texture)
{
d3d11Texture->Release();
}
CreateD2D1Resources(texture);
}
#pragma endregion
#pragma region CreateD2D1Resources
inline void GraphicsDevice::CreateD2D1Resources(ID3D10Texture2D* d3d10Texture)
{
pin_ptr<ID2D1Factory*> d2dFactoryPtr = &d2dFactory_;
pin_ptr<IDWriteFactory*> dWriteFactoryPtr = &dWriteFactory_;
//pin_ptr<ID2D1HwndRenderTarget*> d2dRenderTargetPtr = &d2dRenderTarget_;
//pin_ptr<ID2D1SolidColorBrush*> D2DSolidColorBrushPtr = &d2dSolidColorBrush_;
GraphicsDeviceNativeWrapper::CreateFactories(Window, d2dFactoryPtr, dWriteFactoryPtr);
//Get DXGI Surface from the created render target.
IDXGISurface1* pRT10;
d3d10Texture->QueryInterface<IDXGISurface1>(&pRT10);
FLOAT dpiX;
FLOAT dpiY;
d2dFactory_->GetDesktopDpi(&dpiX, &dpiY);
// Create a DC render target.
D2D1_RENDER_TARGET_PROPERTIES props = D2D1::RenderTargetProperties(
D2D1_RENDER_TARGET_TYPE_DEFAULT,
D2D1::PixelFormat(DXGI_FORMAT_UNKNOWN, D2D1_ALPHA_MODE_IGNORE),
static_cast<float>(dpiX),
static_cast<float>(dpiY)
);
// Create a Direct2D render target.
// Assuming m_pD2DFactory was previously created with:
//D2D1CreateFactory(D2D1_FACTORY_TYPE_SINGLE_THREADED, __uuidof(ID2D1Factory), NULL,
// (void**)(&m_pD2DFactory));
pin_ptr<ID2D1RenderTarget*> renderTargetPtr = &d2dRenderTarget_;
d2dFactory_->CreateDxgiSurfaceRenderTarget(pRT10, (const D2D1_RENDER_TARGET_PROPERTIES *)&props, renderTargetPtr);
pin_ptr<ID2D1SolidColorBrush*> solidColorBrushPtr = &d2dSolidColorBrush_;
d2dRenderTarget_->CreateSolidColorBrush(D2D1::ColorF(D2D1::ColorF::White), solidColorBrushPtr);
}
#pragma endregion
// File GraphicsDeviceNativeWrapper.h
#pragma once
#ifndef _GRAPHICSDEVICENATIVEWRAPPER_H_
#define _GRAPHICSDEVICENATIVEWRAPPER_H_
#ifndef _DWRITE_H_
#include "DWrite.h"
#endif
#pragma managed(push, false)
namespace BSGameFramework
{
namespace Graphics
{
class GraphicsDeviceNativeWrapper abstract sealed
{
public:
static void CreateFactories(HWND window, ID2D1Factory** d2dFactory, IDWriteFactory** dWriteFactory/*,ID2D1RenderTarget** d2dRenderTarget, ID2D1SolidColorBrush** d2dSolidColorBrush*/)
{
HRESULT result;
result = D2D1CreateFactory(D2D1_FACTORY_TYPE_SINGLE_THREADED,__uuidof(ID2D1Factory), NULL, (void**)d2dFactory);
if (SUCCEEDED(result))
{
result = DWriteCreateFactory(DWRITE_FACTORY_TYPE_SHARED, __uuidof(IDWriteFactory), reinterpret_cast<IUnknown**>(dWriteFactory));
}
RECT rc;
GetClientRect(window, &rc);
D2D1_SIZE_U size = D2D1::SizeU(rc.right - rc.left, rc.bottom - rc.top);
}
static void CreateTextFormat(const wchar_t* font, IDWriteFactory* factory, IDWriteTextFormat** format)
{
factory->CreateTextFormat(font, NULL, DWRITE_FONT_WEIGHT_REGULAR, DWRITE_FONT_STYLE_NORMAL, DWRITE_FONT_STRETCH_NORMAL, 72.0f, L"en-us", format);
(*format)->SetTextAlignment(DWRITE_TEXT_ALIGNMENT_CENTER);
(*format)->SetParagraphAlignment(DWRITE_PARAGRAPH_ALIGNMENT_CENTER);
}
};
}
}
#pragma managed(pop)
#endif
And this is my SpriteBatch:
// File: SpriteBatch.h
#pragma once
#ifndef _SPRITEBATCH_H_
#define _SPRITEBATCH_H_
#ifndef _DEFINES_H_
#include "Defines.h"
#endif
#ifndef _GRAPHICRESOURCE_H_
#include "GraphicResource.h"
#endif
#ifndef _TEXTURE2D_H_
#include "Texture2D.h"
#endif
#ifndef _GRAPHICSDEVICE_H_
#include "GraphicsDevice.h"
#endif
#ifndef _SPRITESORTMODE_H_
#include "SpriteSortMode.h"
#endif
#ifndef _BLENDSTATE_H_
#include "BlendState.h"
#endif
#ifndef _NATIVESPRITEBATCH_H_
#include "NativeSpritebatch.h"
#endif
#ifndef _SPRITEEFFECT_H_
#include "SpriteEffect.h"
#endif
#ifndef _IDRAWABLECOMPONENT_H_
#include "IDrawableComponent.h"
#endif
#ifndef _SPRITEFONT_H_
#include "SpriteFont.h"
#endif
using namespace BSGameFramework::GameBase;
namespace BSGameFramework
{
namespace Graphics
{
public ref class SpriteBatch : GraphicResource
{
public:
SpriteBatch(GraphicsDevice^ graphicsDevice);
~SpriteBatch();
void Begin();
void Begin(SpriteSortMode sortMode, BlendState^ blendState);
void Draw(IDrawableComponent^ component);
void DrawString(SpriteFont^ font, System::String^ text, Vector2 position);
void End();
private:
bool CompileD3DShader(char* filePath, char* entry, char* shaderModel, ID3DBlob** buffer);
void SortByDepth();
SpriteSortMode sortMode_;
BlendState ^blendState_;
System::Collections::Generic::List<IDrawableComponent^>^ componentList_;
bool beginInvoked_;
ID3D11VertexShader* solidColorVS_;
ID3D11PixelShader* solidColorPS_;
ID3D11InputLayout* inputLayout_;
ID3D11Buffer* vertexBuffer_;
ID3D11BlendState* alphaBlendState_;
NativeSpritebatch* spriteBatch;
};
}
}
#endif
// File: SpriteBatch.cpp
#include "SpriteBatch.h"
#ifndef _SPRITEBATCHBEGINENDEXCEPTION_H_
#include "SpriteBatchBeginEndException.h"
#endif
using namespace BSGameFramework::Graphics;
using namespace BSGameFramework::Exception;
inline SpriteBatch::SpriteBatch(GraphicsDevice^ graphicsDevice) : alphaBlendState_( 0 )
{
graphicDevice_ = graphicsDevice;
sortMode_ = SpriteSortMode::Deferred;
blendState_ = BlendState::AlphaBlend;
// ID3DBlob contiene un puntatore ad un dato di lunghezza qualsiasi, GetBufferPointer restituisce il puntatore e GetBufferSize la grandezza
ID3DBlob* vsBuffer = 0;
// Compila lo shader e salva il risultato nel buffer
bool compileResult = CompileD3DShader("TextureMap.fx", "VS_Main", "vs_4_0", &vsBuffer);
if (compileResult == false)
{
DXTRACE_MSG("Error compiling the vertex shader!");
return;
}
HRESULT d3dResult;
pin_ptr<ID3D11VertexShader*> solidColorVSPointer;
solidColorVSPointer = &solidColorVS_;
// Crea il vertex shader e lo salva in solidColorVS_ di tipo ID3D11VertexShader*
d3dResult = Device->D3DDevice->CreateVertexShader(vsBuffer->GetBufferPointer(), vsBuffer->GetBufferSize(), 0, solidColorVSPointer);
if (FAILED(d3dResult))
{
DXTRACE_MSG("Error creating the vertex shader!");
if (vsBuffer)
{
vsBuffer->Release();
}
return;
}
D3D11_INPUT_ELEMENT_DESC solidColorLayout[] =
{
{ "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 }
};
unsigned int totalLayoutElements = ARRAYSIZE(solidColorLayout);
pin_ptr<ID3D11InputLayout*> inputLayoutPointer;
inputLayoutPointer = &inputLayout_;
// Crea l'input layout e lo salva in inputLayout di tipo ID3D11InputLayout*
d3dResult = Device->D3DDevice->CreateInputLayout(solidColorLayout, totalLayoutElements, vsBuffer->GetBufferPointer(), vsBuffer->GetBufferSize(), inputLayoutPointer);
vsBuffer->Release();
if (FAILED(d3dResult))
{
DXTRACE_MSG("Error creating the input layout!");
return;
}
ID3DBlob* psBuffer = 0;
// Compila il pixel shader e salva il risultato in psBuffer
compileResult = CompileD3DShader("TextureMap.fx", "PS_Main", "ps_4_0", &psBuffer);
if (compileResult == false)
{
DXTRACE_MSG("Error compiling pixel shader!");
return;
}
pin_ptr<ID3D11PixelShader*> solidColorPSPointer;
solidColorPSPointer = &solidColorPS_;
// Crea il pixel shader e lo salva in solidColorPS_ di tipo ID3D11PixelShader*
d3dResult = Device->D3DDevice->CreatePixelShader(psBuffer->GetBufferPointer(), psBuffer->GetBufferSize(), 0, solidColorPSPointer);;
psBuffer->Release();
if (FAILED(d3dResult))
{
DXTRACE_MSG("Error creating pixel shader!");
return;
}
spriteBatch = new NativeSpritebatch(Device->D3DDevice);
// Spostare nel Begin successivamente
D3D11_BLEND_DESC blendDesc;
ZeroMemory(&blendDesc, sizeof(D3D11_BLEND_DESC));
blendDesc.AlphaToCoverageEnable = FALSE;
blendDesc.IndependentBlendEnable = FALSE;
blendDesc.RenderTarget[0].BlendEnable = TRUE;
blendDesc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
blendDesc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
blendDesc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
blendDesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_SRC_ALPHA;
blendDesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_DEST_ALPHA;
blendDesc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
blendDesc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
float blendFactor[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
pin_ptr<ID3D11BlendState*> alphaBlendStatePointer;
alphaBlendStatePointer = &alphaBlendState_;
Device->D3DDevice->CreateBlendState(&blendDesc, alphaBlendStatePointer);
Device->D3DContext->OMSetBlendState(alphaBlendState_, blendFactor, 0xFFFFFFFF);
}
inline SpriteBatch::~SpriteBatch()
{
}
inline void SpriteBatch::Begin()
{
if (beginInvoked_)
{
throw gcnew SpriteBatchBeginEndException("Beetween two SpriteBatch begin methods you must call SpriteBacth End method!");
}
beginInvoked_ = true;
Device->D2DRenderTarget->BeginDraw();
Device->D2DRenderTarget->SetTransform(D2D1::IdentityMatrix());
if (componentList_ == nullptr)
{
componentList_ = gcnew System::Collections::Generic::List<IDrawableComponent^>();
}
}
inline void SpriteBatch::Begin(SpriteSortMode sortMode, BlendState^ blendState)
{
Begin();
sortMode_ = sortMode;
}
inline void SpriteBatch::Draw(IDrawableComponent^ component)
{
if (component == nullptr)
{
throw gcnew ArgumentNullException("Component argument is null, please ensure to initialize all components correctly!");
}
else
{
componentList_->Add(component);
}
}
inline void SpriteBatch::DrawString(SpriteFont^ font, System::String^ text, Vector2 position)
{
RECT rc;
GetClientRect(Device->Window, &rc);
// Create a D2D rect that is the same size as the window.
D2D1_RECT_F layoutRect = D2D1::RectF(
static_cast<FLOAT>(rc.left) / font->DpiScaleX,
static_cast<FLOAT>(rc.top) / font->DpiScaleY,
static_cast<FLOAT>(rc.right - rc.left) / font->DpiScaleX,
static_cast<FLOAT>(rc.bottom - rc.top) / font->DpiScaleY
);
// Use the DrawText method of the D2D render target interface to draw.
WCHAR textUnicode = Utilities::StringToWCHAR(text);
UINT32 cTextLength_ = (UINT32) wcslen(&textUnicode);
Device->D2DSolidColorBrush->SetColor(D2D1::ColorF(0,0,0,1));
Device->D2DSolidColorBrush->SetColor(D2D1::ColorF(255, 255, 255, 255));
Device->D2DRenderTarget->DrawText(&textUnicode, cTextLength_, font->DWriteTextFormat, layoutRect, Device->D2DSolidColorBrush);
}
inline void SpriteBatch::End()
{
if (componentList_->Count)
{
if (sortMode_ == SpriteSortMode::BackToFront)
{
SortByDepth();
}
for (int i = 0; i < componentList_->Count; i++)
{
Texture* text = componentList_[i]->Texture->TextureInfo;
unsigned int stride = sizeof(VertexPos);
unsigned int offset = 0;
Device->D3DContext->IASetInputLayout(inputLayout_);
if (componentList_[i]->Effect != SpriteEffect::None)
{
ID3D11Buffer* vertexBuffer;
float width = (float)text->textureDesc_.Width;
float height = (float)text->textureDesc_.Height;
D3D11_BUFFER_DESC vertexDesc;
ZeroMemory(&vertexDesc, sizeof(vertexDesc));
vertexDesc.Usage = D3D11_USAGE_DYNAMIC;
vertexDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
vertexDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
vertexDesc.ByteWidth = sizeof(VertexPos) * 6;
D3D11_SUBRESOURCE_DATA resourceData;
ZeroMemory(&resourceData, sizeof(resourceData));
pin_ptr<ID3D11Buffer*> vertexBufferPointer;
vertexBufferPointer = &vertexBuffer;
switch (componentList_[i]->Effect)
{
case BSGameFramework::Graphics::SpriteEffect::FlipHorizontally:
{
VertexPos verticesOne[] =
{
{ XMFLOAT3(width, height, 1.0f), XMFLOAT2(0.0f, 0.0f) },
{ XMFLOAT3(width, 0.0f, 1.0f), XMFLOAT2(0.0f, 1.0f) },
{ XMFLOAT3(0.0f, 0.0f, 1.0f), XMFLOAT2(1.0f, 1.0f) },
{ XMFLOAT3(0.0f, 0.0f, 1.0f), XMFLOAT2(1.0f, 1.0f) },
{ XMFLOAT3(0.0f, height, 1.0f), XMFLOAT2(1.0f, 0.0f) },
{ XMFLOAT3(width, height, 1.0f), XMFLOAT2(0.0f, 0.0f) },
};
resourceData.pSysMem = verticesOne;
Device->D3DDevice->CreateBuffer(&vertexDesc, &resourceData, vertexBufferPointer);
Device->D3DContext->IASetVertexBuffers(0, 1, &vertexBuffer, &stride, &offset);
break;
}
case BSGameFramework::Graphics::SpriteEffect::FlipVertically:
{
VertexPos verticesTwo[] =
{
{ XMFLOAT3(width, height, 1.0f), XMFLOAT2(1.0f, 1.0f) },
{ XMFLOAT3(width, 0.0f, 1.0f), XMFLOAT2(1.0f, 0.0f) },
{ XMFLOAT3(0.0f, 0.0f, 1.0f), XMFLOAT2(0.0f, 0.0f) },
{ XMFLOAT3(0.0f, 0.0f, 1.0f), XMFLOAT2(0.0f, 0.0f) },
{ XMFLOAT3(0.0f, height, 1.0f), XMFLOAT2(0.0f, 1.0f) },
{ XMFLOAT3(width, height, 1.0f), XMFLOAT2(1.0f, 1.0f) },
};
resourceData.pSysMem = verticesTwo;
Device->D3DDevice->CreateBuffer(&vertexDesc, &resourceData, vertexBufferPointer);
Device->D3DContext->IASetVertexBuffers(0, 1, &vertexBuffer, &stride, &offset);
break;
}
}
}
else
{
Device->D3DContext->IASetVertexBuffers(0, 1, &text->vertexBuffer_, &stride, &offset);
}
Device->D3DContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
Device->D3DContext->VSSetShader(solidColorVS_, 0, 0);
Device->D3DContext->PSSetShader(solidColorPS_, 0, 0);
Device->D3DContext->PSSetShaderResources(0, 1, &text->colorMap_);
Device->D3DContext->PSSetSamplers(0, 1, &text->colorMapSampler_);
spriteBatch->SetTranspose(Device->D3DContext, text, Device->WindowWidth, Device->WindowHeight, componentList_[i]->Position.X, componentList_[i]->Position.Y,
componentList_[i]->Scale.X, componentList_[i]->Scale.Y, componentList_[i]->Rotation);
Device->D3DContext->Draw(6, 0);
}
}
Device->D2DRenderTarget->EndDraw();
componentList_->Clear();
beginInvoked_ = false;
sortMode_ = SpriteSortMode::Deferred;
}
inline bool SpriteBatch::CompileD3DShader(char* filePath, char* entry, char* shaderModel, ID3DBlob** buffer)
{
DWORD shaderFlags = D3DCOMPILE_ENABLE_STRICTNESS;
#if defined(DEBUG) || defined(_DEBUG)
shaderFlags |= D3DCOMPILE_DEBUG;
#endif
ID3DBlob* errorBuffer = 0;
HRESULT result;
result = D3DX11CompileFromFile(filePath, 0, 0, entry, shaderModel, shaderFlags, 0, 0, buffer, &errorBuffer, 0);
if (FAILED(result))
{
if (errorBuffer != 0)
{
OutputDebugStringA((char*)errorBuffer->GetBufferPointer());
errorBuffer->Release();
}
return false;
}
if (errorBuffer != 0)
{
errorBuffer->Release();
}
return true;
}
inline void SpriteBatch::SortByDepth()
{
for (int i = 0; i < componentList_->Count - 1; i++)
{
for (int j = 1; j < componentList_->Count; j++)
{
if (componentList_[i]->ZIndex < componentList_[j]->ZIndex)
{
IDrawableComponent^ component = componentList_[i];
componentList_[i] = componentList_[j];
componentList_[j] = component;
}
}
}
}
When I call SpriteBatch.DrawString(...) from my C# app I'm not obtaining nothing written on my screen, can please somebody explaining me what's I'm missing? I'm new on DirectX programming so please be quiet with me xD Thanks!
There's a lot of code you posted and I didn't read it all, but I was trying to do the same thing (successfully) a few days ago and I might have some suggestions.
Overall, it looks like you do this more or less the same way I do. What I did different it that I created the shared texture using D3D11 device, but this should make no difference. The second thing, which I think could be the problem, is that you're not synchronizing the texture resource between D3D10 and D3D11.
When I tried to use such resources without synchronization, D2D was only rendering stuff once in like 50 calls, the rest just had no effect. I think I was continously blocking the resource when rendering it with D3D11.
You should create the texture using
tDesc.MiscFlags = D3D10_RESOURCE_MISC_SHARED_KEYEDMUTEX;
instead. Here are the details about this flag: MSDN. Basically, you query two IDXGIKeyedMutex interfaces from the shared texture objects on both D3D10 and D3D11 devices. You lock the D3D10 mutex when you draw your D2D stuff to the texture. You lock the D3D11 mutex when you want to use this texture in D3D11. You do this using IDXGIKeyedMutex::AcquireSync and IDXGIKeyedMutex::ReleaseSync. Just be sure to pass the same Key value to each consecutive D3D10 Release -> D3D11 Acquire and D3D11 Release -> D3D10 Acquire calls.
Oh, one more little, not important thing, I noticed this in your code:
texture->QueryInterface<IDXGISurface>(&dxgiSurface);
dxgiSurface->QueryInterface<IDXGIResource>(&dxgiResource);
I'm not 100% sure, but I think you can get the IDXGIResource interface directly from your texture.

Getting Sprite to fade back in after fade out? Entitiy Modifier

Hi im trying to get a sprite to fade in and scale up after fading out and scaling down. For this i used an Entitiy modifier listener but its not working? Heres my code:
public class GameScene {
Scene gameScene;
Engine engine;
Activity activity;
BitmapTextureAtlas mTextureAtlas;
ITextureRegion X;
ITextureRegion O;
ITextureRegion XO;
FadeInModifier fadeIn = new FadeInModifier(2);
FadeOutModifier fadeOut = new FadeOutModifier(2);
ScaleModifier scaleDown = new ScaleModifier(3, 1, 0);
ScaleModifier scaleUp = new ScaleModifier(2, 0, 1);
Sprite XOsprite;
Random rand = new Random();
boolean XYset = false;
public GameScene(Engine eng, Activity act) {
engine = eng;
activity = act;
}
public Scene getScene() {
gameScene = new Scene();
gameScene.setBackground(new Background(0, 256, 59));
int x = 0, y = 0;
if (rand.nextInt(2) == 0) {
XO = X;
} else {
XO = O;
}
if (!XYset) {
x = rand.nextInt(MainActivity.CAM_WIDTH);
y = rand.nextInt(MainActivity.CAM_HEIGHT);
XYset = true;
}
XOsprite = new Sprite(x, y, XO, engine.getVertexBufferObjectManager()) {
#Override
public boolean onAreaTouched(final TouchEvent te, final float xVal,
final float yVal) {
XOsprite.registerEntityModifier(fadeOut);
XOsprite.registerEntityModifier(scaleDown);
return true;
}
};
IEntityModifierListener fadeOutListener = new IEntityModifierListener() {
#Override
public void onModifierStarted(IModifier<IEntity> pModifier,
IEntity pItem) {
// TODO Auto-generated method stub
}
#Override
public void onModifierFinished(IModifier<IEntity> pModifier,
IEntity pItem) {
// TODO Auto-generated method stub
XOsprite.clearEntityModifiers();
XOsprite.setPosition(rand.nextInt(MainActivity.CAM_WIDTH), rand.nextInt(MainActivity.CAM_HEIGHT));
XOsprite.registerEntityModifier(fadeIn);
XOsprite.registerEntityModifier(scaleUp);
}
};
fadeOut.addModifierListener(fadeOutListener);
XOsprite.registerEntityModifier(scaleUp);
XOsprite.registerEntityModifier(fadeIn);
gameScene.attachChild(XOsprite);
gameScene.registerTouchArea(XOsprite);
return gameScene;
}
The sprite just fades out and nothing happens. I also want the sprite to change to a random position on the screen when it fades back in. Help?
If you want to do fade in and scale in parallel then you can use use parallelEntityModifier.
Similarly for fade out and scale out parallel then you can use use parallelEntityModifier.
To run these two in sequence use SequenceEntityModifier.
Try this it will work.

Changing QIcon size in QStandardItemModel

I am trying to make QTableView/QStandardItemModel with arbitrary sized qIcons. In the MWE below, I have successfully changed the height of a row using a delegate. I can't figure out how to make it use a larger icon size in the larger row. Any help appreciated. Note that all rows can be the same height as long as I can set that height. For example, how do I make the icons 50x50 in the example below.
#include <QtGui>
#include "test.h"
//////////////////////////////////////////////////////////////////////////
// TEST.H file:
//#include <QtGui>
//
//class MainWindow : public QMainWindow {
// Q_OBJECT
//
// public:
// MainWindow(QWidget *parent = 0);
//};
class ItemDelegate : public QItemDelegate {
public:
ItemDelegate() {}
QSize sizeHint ( const QStyleOptionViewItem &, const QModelIndex & ) const {
return QSize(50,50);
}
};
MainWindow::MainWindow(QWidget *parent) : QMainWindow(parent) {
QImage iconImage(100, 100, QImage::Format_RGB32);
iconImage.fill(0xF08080);
const int ARRAY_HEIGHT = 2;
const int ARRAY_WIDTH = 2;
QStandardItemModel *model = new QStandardItemModel( ARRAY_HEIGHT, ARRAY_WIDTH );
model->setHeaderData( 1, Qt::Horizontal, QString("Icon") );
model->setHeaderData( 2, Qt::Horizontal, QString("Text") );
for (int yy=0; yy < ARRAY_HEIGHT; yy++ ) {
QStandardItem *newIconItem = new QStandardItem;
newIconItem->setIcon( QPixmap::fromImage( iconImage ) );
model->setItem( yy, 0, newIconItem );
QStandardItem *newTypeItem = new QStandardItem( QString("Foo") );
model->setItem( yy, 1, newTypeItem );
}
QTableView *table = new QTableView;
ItemDelegate *delegate = new ItemDelegate();
table->setModel(model);
table->setItemDelegate(delegate);
table->setSelectionMode(QAbstractItemView::SingleSelection);
table->setSelectionBehavior(QAbstractItemView::SelectRows);
table->verticalHeader()->setVisible(false);
table->verticalScrollBar()->setVisible(false);
table->resizeRowsToContents();
table->resizeColumnsToContents();
QHeaderView *headerView = table->horizontalHeader();
headerView->setStretchLastSection(true);
setCentralWidget( table );
}
int main( int argc, char *argv[] ) {
QApplication app(argc, argv);
MainWindow win;
win.show();
return app.exec();
}
try
ListView->setIconSize(QSize(100,100));