482 lines
17 KiB
C++
482 lines
17 KiB
C++
#include "wiImage.h"
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#include "wiResourceManager.h"
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#include "wiRenderer.h"
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#include "wiHelper.h"
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#include "shaders/ShaderInterop_Image.h"
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#include "wiBacklog.h"
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#include "wiEventHandler.h"
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#include "wiTimer.h"
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using namespace wi::graphics;
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using namespace wi::enums;
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namespace wi::image
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{
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static Sampler samplers[SAMPLER_COUNT];
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static Shader vertexShader;
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static Shader pixelShader;
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static BlendState blendStates[BLENDMODE_COUNT];
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static RasterizerState rasterizerState;
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static DepthStencilState depthStencilStates[STENCILMODE_COUNT][STENCILREFMODE_COUNT];
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static PipelineState imagePSO[BLENDMODE_COUNT][STENCILMODE_COUNT][STENCILREFMODE_COUNT];
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static thread_local Texture backgroundTexture;
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static thread_local wi::Canvas canvas;
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void SetBackground(const Texture& texture)
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{
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backgroundTexture = texture;
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}
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void SetCanvas(const wi::Canvas& current_canvas)
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{
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canvas = current_canvas;
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}
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void Draw(const Texture* texture, const Params& params, CommandList cmd)
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{
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GraphicsDevice* device = wi::graphics::GetDevice();
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const Sampler* sampler = &samplers[SAMPLER_LINEAR_CLAMP];
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if (params.quality == QUALITY_NEAREST)
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{
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if (params.sampleFlag == SAMPLEMODE_MIRROR)
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sampler = &samplers[SAMPLER_POINT_MIRROR];
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else if (params.sampleFlag == SAMPLEMODE_WRAP)
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sampler = &samplers[SAMPLER_POINT_WRAP];
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else if (params.sampleFlag == SAMPLEMODE_CLAMP)
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sampler = &samplers[SAMPLER_POINT_CLAMP];
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}
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else if (params.quality == QUALITY_LINEAR)
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{
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if (params.sampleFlag == SAMPLEMODE_MIRROR)
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sampler = &samplers[SAMPLER_LINEAR_MIRROR];
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else if (params.sampleFlag == SAMPLEMODE_WRAP)
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sampler = &samplers[SAMPLER_LINEAR_WRAP];
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else if (params.sampleFlag == SAMPLEMODE_CLAMP)
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sampler = &samplers[SAMPLER_LINEAR_CLAMP];
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}
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else if (params.quality == QUALITY_ANISOTROPIC)
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{
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if (params.sampleFlag == SAMPLEMODE_MIRROR)
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sampler = &samplers[SAMPLER_ANISO_MIRROR];
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else if (params.sampleFlag == SAMPLEMODE_WRAP)
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sampler = &samplers[SAMPLER_ANISO_WRAP];
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else if (params.sampleFlag == SAMPLEMODE_CLAMP)
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sampler = &samplers[SAMPLER_ANISO_CLAMP];
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}
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ImageConstants image = {};
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image.texture_base_index = device->GetDescriptorIndex(texture, SubresourceType::SRV);
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image.texture_mask_index = device->GetDescriptorIndex(params.maskMap, SubresourceType::SRV);
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if (params.isBackgroundEnabled())
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{
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image.texture_background_index = device->GetDescriptorIndex(&backgroundTexture, SubresourceType::SRV);
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}
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else
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{
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image.texture_background_index = -1;
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}
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image.sampler_index = device->GetDescriptorIndex(sampler);
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if (image.sampler_index < 0)
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return;
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const RenderPass* renderpass = device->GetCurrentRenderPass(cmd);
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assert(renderpass != nullptr); // image renderer must draw inside render pass!
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assert(!renderpass->GetDesc().attachments.empty());
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assert(renderpass->GetDesc().attachments.front().texture != nullptr);
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image.output_resolution.x = renderpass->GetDesc().attachments.front().texture->GetDesc().width;
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image.output_resolution.y = renderpass->GetDesc().attachments.front().texture->GetDesc().height;
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image.output_resolution_rcp.x = 1.0f / image.output_resolution.x;
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image.output_resolution_rcp.y = 1.0f / image.output_resolution.y;
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XMFLOAT4 color = params.color;
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const float darken = 1 - params.fade;
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color.x *= darken;
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color.y *= darken;
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color.z *= darken;
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color.w *= params.opacity;
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XMHALF4 packed_color;
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packed_color.x = XMConvertFloatToHalf(color.x);
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packed_color.y = XMConvertFloatToHalf(color.y);
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packed_color.z = XMConvertFloatToHalf(color.z);
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packed_color.w = XMConvertFloatToHalf(color.w);
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image.packed_color.x = uint(packed_color.v);
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image.packed_color.y = uint(packed_color.v >> 32ull);
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image.flags = 0;
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if (params.isExtractNormalMapEnabled())
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{
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image.flags |= IMAGE_FLAG_EXTRACT_NORMALMAP;
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}
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if (params.isHDR10OutputMappingEnabled())
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{
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image.flags |= IMAGE_FLAG_OUTPUT_COLOR_SPACE_HDR10_ST2084;
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}
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if (params.isLinearOutputMappingEnabled())
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{
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image.flags |= IMAGE_FLAG_OUTPUT_COLOR_SPACE_LINEAR;
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image.hdr_scaling = params.hdr_scaling;
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}
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if (params.isFullScreenEnabled())
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{
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image.flags |= IMAGE_FLAG_FULLSCREEN;
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}
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XMMATRIX M = XMMatrixScaling(params.scale.x * params.siz.x, params.scale.y * params.siz.y, 1);
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M = M * XMMatrixRotationZ(params.rotation);
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if (params.customRotation != nullptr)
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{
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M = M * (*params.customRotation);
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}
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M = M * XMMatrixTranslation(params.pos.x, params.pos.y, params.pos.z);
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if (!params.isFullScreenEnabled())
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{
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if (params.customProjection != nullptr)
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{
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M = XMMatrixScaling(1, -1, 1) * M; // reason: screen projection is Y down (like UV-space) and that is the common case for image rendering. But custom projections will use the "world space"
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M = M * (*params.customProjection);
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}
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else
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{
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// Asserts will check that a proper canvas was set for this cmd with wi::image::SetCanvas()
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// The canvas must be set to have dpi aware rendering
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assert(canvas.width > 0);
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assert(canvas.height > 0);
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assert(canvas.dpi > 0);
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M = M * canvas.GetProjection();
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}
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}
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XMVECTOR V = XMVectorSet(params.corners[0].x - params.pivot.x, params.corners[0].y - params.pivot.y, 0, 1);
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V = XMVector2Transform(V, M); // division by w will happen on GPU
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XMStoreFloat4(&image.corners0, V);
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V = XMVectorSet(params.corners[1].x - params.pivot.x, params.corners[1].y - params.pivot.y, 0, 1);
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V = XMVector2Transform(V, M); // division by w will happen on GPU
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XMStoreFloat4(&image.corners1, V);
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V = XMVectorSet(params.corners[2].x - params.pivot.x, params.corners[2].y - params.pivot.y, 0, 1);
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V = XMVector2Transform(V, M); // division by w will happen on GPU
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XMStoreFloat4(&image.corners2, V);
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V = XMVectorSet(params.corners[3].x - params.pivot.x, params.corners[3].y - params.pivot.y, 0, 1);
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V = XMVector2Transform(V, M); // division by w will happen on GPU
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XMStoreFloat4(&image.corners3, V);
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if (params.isMirrorEnabled())
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{
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std::swap(image.corners0, image.corners1);
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std::swap(image.corners2, image.corners3);
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}
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const TextureDesc& desc = texture->GetDesc();
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const float inv_width = 1.0f / float(desc.width);
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const float inv_height = 1.0f / float(desc.height);
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XMFLOAT4 texMulAdd;
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if (params.isDrawRectEnabled())
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{
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texMulAdd.x = params.drawRect.z * inv_width; // drawRec.width: mul
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texMulAdd.y = params.drawRect.w * inv_height; // drawRec.heigh: mul
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texMulAdd.z = params.drawRect.x * inv_width; // drawRec.x: add
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texMulAdd.w = params.drawRect.y * inv_height; // drawRec.y: add
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}
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else
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{
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texMulAdd = XMFLOAT4(1, 1, 0, 0); // disabled draw rect
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}
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texMulAdd.z += params.texOffset.x * inv_width; // texOffset.x: add
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texMulAdd.w += params.texOffset.y * inv_height; // texOffset.y: add
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XMHALF4 half_texMulAdd;
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half_texMulAdd.x = XMConvertFloatToHalf(texMulAdd.x);
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half_texMulAdd.y = XMConvertFloatToHalf(texMulAdd.y);
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half_texMulAdd.z = XMConvertFloatToHalf(texMulAdd.z);
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half_texMulAdd.w = XMConvertFloatToHalf(texMulAdd.w);
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image.texMulAdd.x = uint(half_texMulAdd.v);
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image.texMulAdd.y = uint(half_texMulAdd.v >> 32ull);
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XMFLOAT4 texMulAdd2;
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if (params.isDrawRect2Enabled())
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{
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texMulAdd2.x = params.drawRect2.z * inv_width; // drawRec.width: mul
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texMulAdd2.y = params.drawRect2.w * inv_height; // drawRec.heigh: mul
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texMulAdd2.z = params.drawRect2.x * inv_width; // drawRec.x: add
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texMulAdd2.w = params.drawRect2.y * inv_height; // drawRec.y: add
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}
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else
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{
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texMulAdd2 = XMFLOAT4(1, 1, 0, 0); // disabled draw rect
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}
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texMulAdd2.z += params.texOffset2.x * inv_width; // texOffset.x: add
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texMulAdd2.w += params.texOffset2.y * inv_height; // texOffset.y: add
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XMHALF4 half_texMulAdd2;
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half_texMulAdd2.x = XMConvertFloatToHalf(texMulAdd2.x);
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half_texMulAdd2.y = XMConvertFloatToHalf(texMulAdd2.y);
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half_texMulAdd2.z = XMConvertFloatToHalf(texMulAdd2.z);
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half_texMulAdd2.w = XMConvertFloatToHalf(texMulAdd2.w);
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image.texMulAdd2.x = uint(half_texMulAdd2.v);
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image.texMulAdd2.y = uint(half_texMulAdd2.v >> 32ull);
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device->EventBegin("Image", cmd);
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uint32_t stencilRef = params.stencilRef;
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if (params.stencilRefMode == STENCILREFMODE_USER)
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{
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stencilRef = wi::renderer::CombineStencilrefs(STENCILREF_EMPTY, (uint8_t)stencilRef);
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}
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device->BindStencilRef(stencilRef, cmd);
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device->BindPipelineState(&imagePSO[params.blendFlag][params.stencilComp][params.stencilRefMode], cmd);
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device->BindDynamicConstantBuffer(image, CBSLOT_IMAGE, cmd);
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if (params.isFullScreenEnabled())
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{
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device->Draw(3, 0, cmd);
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}
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else
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{
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device->Draw(4, 0, cmd);
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}
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device->EventEnd(cmd);
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}
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void LoadShaders()
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{
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wi::renderer::LoadShader(ShaderStage::VS, vertexShader, "imageVS.cso");
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wi::renderer::LoadShader(ShaderStage::PS, pixelShader, "imagePS.cso");
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GraphicsDevice* device = wi::graphics::GetDevice();
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PipelineStateDesc desc;
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desc.vs = &vertexShader;
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desc.ps = &pixelShader;
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desc.rs = &rasterizerState;
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desc.pt = PrimitiveTopology::TRIANGLESTRIP;
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for (int j = 0; j < BLENDMODE_COUNT; ++j)
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{
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desc.bs = &blendStates[j];
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for (int k = 0; k < STENCILMODE_COUNT; ++k)
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{
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for (int m = 0; m < STENCILREFMODE_COUNT; ++m)
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{
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desc.dss = &depthStencilStates[k][m];
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device->CreatePipelineState(&desc, &imagePSO[j][k][m]);
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}
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}
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}
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}
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void Initialize()
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{
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wi::Timer timer;
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GraphicsDevice* device = wi::graphics::GetDevice();
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RasterizerState rs;
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rs.fill_mode = FillMode::SOLID;
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rs.cull_mode = CullMode::NONE;
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rs.front_counter_clockwise = false;
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rs.depth_bias = 0;
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rs.depth_bias_clamp = 0;
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rs.slope_scaled_depth_bias = 0;
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rs.depth_clip_enable = true;
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rs.multisample_enable = false;
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rs.antialiased_line_enable = false;
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rasterizerState = rs;
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for (int i = 0; i < STENCILREFMODE_COUNT; ++i)
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{
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DepthStencilState dsd;
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dsd.depth_enable = false;
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dsd.stencil_enable = false;
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depthStencilStates[STENCILMODE_DISABLED][i] = dsd;
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dsd.stencil_enable = true;
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switch (i)
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{
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case STENCILREFMODE_ENGINE:
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dsd.stencil_read_mask = STENCILREF_MASK_ENGINE;
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break;
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case STENCILREFMODE_USER:
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dsd.stencil_read_mask = STENCILREF_MASK_USER;
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break;
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default:
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dsd.stencil_read_mask = STENCILREF_MASK_ALL;
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break;
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}
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dsd.stencil_write_mask = 0;
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dsd.front_face.stencil_pass_op = StencilOp::KEEP;
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dsd.front_face.stencil_fail_op = StencilOp::KEEP;
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dsd.front_face.stencil_depth_fail_op = StencilOp::KEEP;
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dsd.back_face.stencil_pass_op = StencilOp::KEEP;
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dsd.back_face.stencil_fail_op = StencilOp::KEEP;
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dsd.back_face.stencil_depth_fail_op = StencilOp::KEEP;
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dsd.front_face.stencil_func = ComparisonFunc::EQUAL;
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dsd.back_face.stencil_func = ComparisonFunc::EQUAL;
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depthStencilStates[STENCILMODE_EQUAL][i] = dsd;
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dsd.front_face.stencil_func = ComparisonFunc::LESS;
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dsd.back_face.stencil_func = ComparisonFunc::LESS;
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depthStencilStates[STENCILMODE_LESS][i] = dsd;
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dsd.front_face.stencil_func = ComparisonFunc::LESS_EQUAL;
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dsd.back_face.stencil_func = ComparisonFunc::LESS_EQUAL;
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depthStencilStates[STENCILMODE_LESSEQUAL][i] = dsd;
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dsd.front_face.stencil_func = ComparisonFunc::GREATER;
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dsd.back_face.stencil_func = ComparisonFunc::GREATER;
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depthStencilStates[STENCILMODE_GREATER][i] = dsd;
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dsd.front_face.stencil_func = ComparisonFunc::GREATER_EQUAL;
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dsd.back_face.stencil_func = ComparisonFunc::GREATER_EQUAL;
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depthStencilStates[STENCILMODE_GREATEREQUAL][i] = dsd;
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dsd.front_face.stencil_func = ComparisonFunc::NOT_EQUAL;
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dsd.back_face.stencil_func = ComparisonFunc::NOT_EQUAL;
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depthStencilStates[STENCILMODE_NOT][i] = dsd;
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dsd.front_face.stencil_func = ComparisonFunc::ALWAYS;
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dsd.back_face.stencil_func = ComparisonFunc::ALWAYS;
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depthStencilStates[STENCILMODE_ALWAYS][i] = dsd;
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}
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BlendState bd;
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bd.render_target[0].blend_enable = true;
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bd.render_target[0].src_blend = Blend::SRC_ALPHA;
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bd.render_target[0].dest_blend = Blend::INV_SRC_ALPHA;
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bd.render_target[0].blend_op = BlendOp::ADD;
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bd.render_target[0].src_blend_alpha = Blend::ONE;
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bd.render_target[0].dest_blend_alpha = Blend::INV_SRC_ALPHA;
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bd.render_target[0].blend_op_alpha = BlendOp::ADD;
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bd.render_target[0].render_target_write_mask = ColorWrite::ENABLE_ALL;
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bd.independent_blend_enable = false;
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blendStates[BLENDMODE_ALPHA] = bd;
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bd.render_target[0].blend_enable = true;
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bd.render_target[0].src_blend = Blend::ONE;
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bd.render_target[0].dest_blend = Blend::INV_SRC_ALPHA;
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bd.render_target[0].blend_op = BlendOp::ADD;
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bd.render_target[0].src_blend_alpha = Blend::ONE;
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bd.render_target[0].dest_blend_alpha = Blend::INV_SRC_ALPHA;
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bd.render_target[0].blend_op_alpha = BlendOp::ADD;
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bd.render_target[0].render_target_write_mask = ColorWrite::ENABLE_ALL;
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bd.independent_blend_enable = false;
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blendStates[BLENDMODE_PREMULTIPLIED] = bd;
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bd.render_target[0].blend_enable = false;
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bd.render_target[0].render_target_write_mask = ColorWrite::ENABLE_ALL;
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bd.independent_blend_enable = false;
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blendStates[BLENDMODE_OPAQUE] = bd;
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bd.render_target[0].blend_enable = true;
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bd.render_target[0].src_blend = Blend::SRC_ALPHA;
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bd.render_target[0].dest_blend = Blend::ONE;
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bd.render_target[0].blend_op = BlendOp::ADD;
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bd.render_target[0].src_blend_alpha = Blend::ZERO;
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bd.render_target[0].dest_blend_alpha = Blend::ONE;
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bd.render_target[0].blend_op_alpha = BlendOp::ADD;
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bd.render_target[0].render_target_write_mask = ColorWrite::ENABLE_ALL;
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bd.independent_blend_enable = false;
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blendStates[BLENDMODE_ADDITIVE] = bd;
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bd.render_target[0].blend_enable = true;
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bd.render_target[0].src_blend = Blend::ZERO;
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bd.render_target[0].dest_blend = Blend::SRC_COLOR;
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bd.render_target[0].blend_op = BlendOp::ADD;
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bd.render_target[0].src_blend_alpha = Blend::ZERO;
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bd.render_target[0].dest_blend_alpha = Blend::SRC_ALPHA;
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bd.render_target[0].blend_op_alpha = BlendOp::ADD;
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bd.render_target[0].render_target_write_mask = ColorWrite::ENABLE_ALL;
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bd.independent_blend_enable = false;
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blendStates[BLENDMODE_MULTIPLY] = bd;
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SamplerDesc samplerDesc;
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samplerDesc.filter = Filter::MIN_MAG_MIP_LINEAR;
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samplerDesc.address_u = TextureAddressMode::MIRROR;
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samplerDesc.address_v = TextureAddressMode::MIRROR;
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samplerDesc.address_w = TextureAddressMode::MIRROR;
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samplerDesc.mip_lod_bias = 0.0f;
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samplerDesc.max_anisotropy = 0;
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samplerDesc.comparison_func = ComparisonFunc::NEVER;
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samplerDesc.border_color = SamplerBorderColor::TRANSPARENT_BLACK;
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samplerDesc.min_lod = 0;
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samplerDesc.max_lod = std::numeric_limits<float>::max();
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device->CreateSampler(&samplerDesc, &samplers[SAMPLER_LINEAR_MIRROR]);
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samplerDesc.filter = Filter::MIN_MAG_MIP_LINEAR;
|
|
samplerDesc.address_u = TextureAddressMode::CLAMP;
|
|
samplerDesc.address_v = TextureAddressMode::CLAMP;
|
|
samplerDesc.address_w = TextureAddressMode::CLAMP;
|
|
device->CreateSampler(&samplerDesc, &samplers[SAMPLER_LINEAR_CLAMP]);
|
|
|
|
samplerDesc.filter = Filter::MIN_MAG_MIP_LINEAR;
|
|
samplerDesc.address_u = TextureAddressMode::WRAP;
|
|
samplerDesc.address_v = TextureAddressMode::WRAP;
|
|
samplerDesc.address_w = TextureAddressMode::WRAP;
|
|
device->CreateSampler(&samplerDesc, &samplers[SAMPLER_LINEAR_WRAP]);
|
|
|
|
samplerDesc.filter = Filter::MIN_MAG_MIP_POINT;
|
|
samplerDesc.address_u = TextureAddressMode::MIRROR;
|
|
samplerDesc.address_v = TextureAddressMode::MIRROR;
|
|
samplerDesc.address_w = TextureAddressMode::MIRROR;
|
|
device->CreateSampler(&samplerDesc, &samplers[SAMPLER_POINT_MIRROR]);
|
|
|
|
samplerDesc.filter = Filter::MIN_MAG_MIP_POINT;
|
|
samplerDesc.address_u = TextureAddressMode::WRAP;
|
|
samplerDesc.address_v = TextureAddressMode::WRAP;
|
|
samplerDesc.address_w = TextureAddressMode::WRAP;
|
|
device->CreateSampler(&samplerDesc, &samplers[SAMPLER_POINT_WRAP]);
|
|
|
|
|
|
samplerDesc.filter = Filter::MIN_MAG_MIP_POINT;
|
|
samplerDesc.address_u = TextureAddressMode::CLAMP;
|
|
samplerDesc.address_v = TextureAddressMode::CLAMP;
|
|
samplerDesc.address_w = TextureAddressMode::CLAMP;
|
|
device->CreateSampler(&samplerDesc, &samplers[SAMPLER_POINT_CLAMP]);
|
|
|
|
samplerDesc.filter = Filter::ANISOTROPIC;
|
|
samplerDesc.address_u = TextureAddressMode::CLAMP;
|
|
samplerDesc.address_v = TextureAddressMode::CLAMP;
|
|
samplerDesc.address_w = TextureAddressMode::CLAMP;
|
|
samplerDesc.max_anisotropy = 16;
|
|
device->CreateSampler(&samplerDesc, &samplers[SAMPLER_ANISO_CLAMP]);
|
|
|
|
samplerDesc.filter = Filter::ANISOTROPIC;
|
|
samplerDesc.address_u = TextureAddressMode::WRAP;
|
|
samplerDesc.address_v = TextureAddressMode::WRAP;
|
|
samplerDesc.address_w = TextureAddressMode::WRAP;
|
|
samplerDesc.max_anisotropy = 16;
|
|
device->CreateSampler(&samplerDesc, &samplers[SAMPLER_ANISO_WRAP]);
|
|
|
|
samplerDesc.filter = Filter::ANISOTROPIC;
|
|
samplerDesc.address_u = TextureAddressMode::MIRROR;
|
|
samplerDesc.address_v = TextureAddressMode::MIRROR;
|
|
samplerDesc.address_w = TextureAddressMode::MIRROR;
|
|
samplerDesc.max_anisotropy = 16;
|
|
device->CreateSampler(&samplerDesc, &samplers[SAMPLER_ANISO_MIRROR]);
|
|
|
|
static wi::eventhandler::Handle handle = wi::eventhandler::Subscribe(wi::eventhandler::EVENT_RELOAD_SHADERS, [](uint64_t userdata) { LoadShaders(); });
|
|
LoadShaders();
|
|
|
|
wi::backlog::post("wi::image Initialized (" + std::to_string((int)std::round(timer.elapsed())) + " ms)");
|
|
}
|
|
|
|
}
|