Metal shader for rendering Julia3D on Ipad Air 2

Exploring Metal on Ipad Air 2. Playing with fractals etc…

Programming Unity3D

Unity3d mesh subdivision by threshold mask.

While doing one Unity3d project, i was need to make part of mesh subdivided. Not whole mesh, what is easy, but only few regions, defined by grayscale bitmap and threshold. After some googling, i found some nice publishings about this

Iterative Process to Improve Simple Adaptive Subdivision Surfaces Method with Butterfly Scheme
Adaptive Subdivision Schemes for Triangular Meshes
Incremental Subdivision for Triangle Meshes

and code below

Programming Unity3D

DirectX texture to HBitmap

Hi friends!
I was very busy last months, so didn’t update blog. Now i slowly learn Unity3D (such a great tool) for using it in my future projects. Slowly abandoning Flash and Processing. Love how Unity3D handle DirectX11 stuff. All those compute shaders etc.. ) During learning and doing some of my test projects, i was needed convert GPU texture to BITMAP for sending it to printer, so i wrote this small piece of code and want to share it )
I’m not C++ programmer, but this code is working )
If you know how to optimize it, just send me a comment )

Well, there is 2 parts:

1. For DirectX9 conversion

HGDIOBJ extractBitmap(void* texture){

	HBITMAP hBitmapTexture = NULL;
	HGDIOBJ hBitmap;

	IDirect3DTexture9* d3dtex = (IDirect3DTexture9*)texture;
	d3dtex->GetLevelDesc (0, &desc);
	d3dtex->LockRect (0, &lr, NULL, 0);

	hBitmapTexture = CreateCompatibleBitmap(GetDC(NULL), desc.Width, desc.Height);
	hBitmap = CopyImage(hBitmapTexture,IMAGE_BITMAP,desc.Width,desc.Height,LR_CREATEDIBSECTION);
	d3dtex->UnlockRect (0);
	return hBitmap;

2. and for DIrectX11 conversion

HGDIOBJ extractBitmap(void* texture){

	HBITMAP	hBitmapTexture = NULL;
	HGDIOBJ hBitmap;

	ID3D11Texture2D* d3dtex = (ID3D11Texture2D*)texture;
	d3dtex->GetDesc (&desc);

	ID3D11Texture2D* pNewTexture = NULL;
	D3D11_TEXTURE2D_DESC description;
	d3dtex->GetDesc( &description );

	description.BindFlags = 0;

	description.CPUAccessFlags = D3D11_CPU_ACCESS_READ| D3D11_CPU_ACCESS_WRITE;
	description.Usage =	D3D11_USAGE_STAGING;
	HRESULT hr = g_D3D11Device->CreateTexture2D( &description, NULL, &pNewTexture );

	ID3D11DeviceContext* ctx = NULL;
	g_D3D11Device->GetImmediateContext (&ctx);

	ctx->CopyResource( pNewTexture, d3dtex );

	UINT subresource = D3D11CalcSubresource( 0, 0, 0 );
	ctx->Map( pNewTexture, subresource, D3D11_MAP_READ_WRITE, 0, &resource );

	// COPY from texture to bitmap buffer
	uint8_t* sptr = reinterpret_cast<uint8_t*>( resource.pData );
        uint8_t* dptr = new uint8_t[desc.Width*desc.Height*4]; 

        for( size_t h = 0; h < desc.Height; ++h )
            size_t msize = std::min<size_t>( desc.Width* 4, resource.RowPitch );
			memcpy_s( dptr, desc.Width*4, sptr, msize );
           sptr += resource.RowPitch;
           dptr += desc.Width * 4;

		dptr -= desc.Width*desc.Height*4;

		// SWAP BGR to RGB bitmap
		 uint32_t *dPtr = reinterpret_cast<uint32_t*>(dptr);
            for( size_t count = 0; count < desc.Width*desc.Height*4; count += 4 )             {                 uint32_t t = *(dPtr);                 uint32_t t1 = (t & 0x00ff0000) >> 16;
                uint32_t t2 = (t & 0x000000ff) << 16;
                uint32_t t3 = (t & 0x0000ff00);
                uint32_t ta = (t & 0xFF000000);

                *(dPtr++) = t1 | t2 | t3 | ta;

		hBitmapTexture = CreateCompatibleBitmap(GetDC(NULL), desc.Width, desc.Height);   

		hBitmap = CopyImage(hBitmapTexture,IMAGE_BITMAP,desc.Width,desc.Height,LR_CREATEDIBSECTION);