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/*
* Copyright (c) 2008-2017, NVIDIA CORPORATION. All rights reserved.
*
* NVIDIA CORPORATION and its licensors retain all intellectual property
* and proprietary rights in and to this software, related documentation
* and any modifications thereto. Any use, reproduction, disclosure or
* distribution of this software and related documentation without an express
* license agreement from NVIDIA CORPORATION is strictly prohibited.
*/
#include "renderParamsD3D.h"
/* static */void RenderParamsUtilD3D::calcShadowParams(Vec3 lightPos, Vec3 lightTarget, Matrix44 lightTransform, float shadowBias, ShadowParamsD3D* paramsOut)
{
paramsOut->lightTransform = (DirectX::XMMATRIX&)(convertGLToD3DProjection(lightTransform));
paramsOut->lightPos = (float3&)lightPos;
paramsOut->lightDir = (float3&)Normalize(lightTarget - lightPos);
paramsOut->bias = shadowBias;
const Vec4 taps[] =
{
Vec2(-0.326212f,-0.40581f), Vec2(-0.840144f,-0.07358f),
Vec2(-0.695914f,0.457137f), Vec2(-0.203345f,0.620716f),
Vec2(0.96234f,-0.194983f), Vec2(0.473434f,-0.480026f),
Vec2(0.519456f,0.767022f), Vec2(0.185461f,-0.893124f),
Vec2(0.507431f,0.064425f), Vec2(0.89642f,0.412458f),
Vec2(-0.32194f,-0.932615f), Vec2(-0.791559f,-0.59771f)
};
memcpy(paramsOut->shadowTaps, taps, sizeof(taps));
}
Matrix44 RenderParamsUtilD3D::convertGLToD3DProjection(const Matrix44& proj)
{
Matrix44 scale = Matrix44::kIdentity;
scale.columns[2][2] = 0.5f;
Matrix44 bias = Matrix44::kIdentity;
bias.columns[3][2] = 1.0f;
return scale*bias*proj;
}
/* static */void RenderParamsUtilD3D::calcMeshConstantBuffer(const MeshDrawParamsD3D& params, Hlsl::MeshShaderConst& constBuf)
{
constBuf.modelViewProjection = (float4x4&)(XMMatrixMultiply(XMMatrixMultiply(params.model, params.view), params.projection));
constBuf.modelView = (float4x4&)XMMatrixMultiply(params.model, params.view);
constBuf.objectTransform = (float4x4&)params.objectTransform;
constBuf.lightTransform = (float4x4&)params.lightTransform;
constBuf.clipPlane = params.clipPlane;
constBuf.fogColor = params.fogColor;
constBuf.color = params.color;
constBuf.secondaryColor = params.secondaryColor;
constBuf.lightPos = params.lightPos;
constBuf.lightDir = params.lightDir;
constBuf.bias = params.bias;
constBuf.expand = params.expand;
constBuf.spotMin = params.spotMin;
constBuf.spotMax = params.spotMax;
constBuf.grid = params.grid;
constBuf.tex = params.tex;
constBuf.colorArray = params.colorArray;
memcpy(constBuf.shadowTaps, params.shadowTaps, sizeof(constBuf.shadowTaps));
}
/* static */void RenderParamsUtilD3D::calcFluidConstantBuffer(const FluidDrawParamsD3D& params, Hlsl::FluidShaderConst& constBuf)
{
constBuf.modelViewProjection = (Hlsl::float4x4&)(XMMatrixMultiply(XMMatrixMultiply(params.model, params.view), params.projection));
constBuf.modelView = (Hlsl::float4x4&)XMMatrixMultiply(params.model, params.view);
constBuf.projection = (Hlsl::float4x4&)params.projection;
constBuf.inverseModelView = (Hlsl::float4x4&)XMMatrixInverse(nullptr, XMMatrixMultiply(params.model, params.view));
constBuf.inverseProjection = (Hlsl::float4x4&)XMMatrixInverse(nullptr, params.projection);
//constBuf.invTexScale = invTexScale;
//constBuf.invProjection = invProjection;
constBuf.invViewport = params.invViewport;
constBuf.blurRadiusWorld = params.blurRadiusWorld;
constBuf.blurScale = params.blurScale;
constBuf.blurFalloff = params.blurFalloff;
constBuf.debug = params.debug;
constBuf.pointRadius = params.pointRadius;
}
/* static */void RenderParamsUtilD3D::calcDiffuseConstantBuffer(const DiffuseDrawParamsD3D& params, Hlsl::DiffuseShaderConst& constBuf)
{
using namespace DirectX;
XMMATRIX modelViewProj = XMMatrixMultiply(XMMatrixMultiply(params.model, params.view), params.projection);
constBuf.modelViewProjection = (Hlsl::float4x4&)modelViewProj;
XMMATRIX modelView = XMMatrixMultiply(params.model, params.view);
constBuf.modelView = (Hlsl::float4x4&)modelView;
constBuf.projection = (Hlsl::float4x4&)params.projection;
constBuf.motionBlurScale = params.motionScale;
constBuf.diffuseRadius = params.diffuseRadius;
constBuf.diffuseScale = params.diffuseScale;
constBuf.spotMin = params.spotMin;
constBuf.spotMax = params.spotMax;
constBuf.lightTransform = (Hlsl::float4x4&)params.lightTransform;
constBuf.lightPos = params.lightPos;
constBuf.lightDir = params.lightDir;
constBuf.color = params.color;
memcpy(constBuf.shadowTaps, params.shadowTaps, sizeof(constBuf.shadowTaps));
}
/* static */void RenderParamsUtilD3D::calcFluidCompositeConstantBuffer(const FluidDrawParamsD3D& params, Hlsl::FluidShaderConst& constBuf)
{
constBuf.modelViewProjection = (Hlsl::float4x4&)(XMMatrixMultiply(XMMatrixMultiply(params.model, params.view), params.projection));
constBuf.modelView = (Hlsl::float4x4&)XMMatrixMultiply(params.model, params.view);
constBuf.projection = (Hlsl::float4x4&)params.projection;
constBuf.inverseModelView = (Hlsl::float4x4&)XMMatrixInverse(nullptr, XMMatrixMultiply(params.model, params.view));
constBuf.inverseProjection = (Hlsl::float4x4&)XMMatrixInverse(nullptr, params.projection);
constBuf.lightTransform = (Hlsl::float4x4&)params.lightTransform;
constBuf.invTexScale = params.invTexScale;
//constBuf.invViewport = params.invViewport;
//constBuf.invProjection = params.invProjection;
constBuf.blurRadiusWorld = params.blurRadiusWorld;
constBuf.blurScale = params.blurScale;
constBuf.blurFalloff = params.blurFalloff;
constBuf.debug = params.debug;
constBuf.clipPosToEye = params.clipPosToEye;
constBuf.color = params.color;
constBuf.ior = params.ior;
constBuf.spotMin = params.spotMin;
constBuf.spotMax = params.spotMax;
constBuf.lightPos = params.lightPos;
constBuf.lightDir = params.lightDir;
typedef DirectX::XMFLOAT2 float2;
const float2 taps[] =
{
float2(-0.326212f,-0.40581f), float2(-0.840144f,-0.07358f),
float2(-0.695914f,0.457137f), float2(-0.203345f,0.620716f),
float2(0.96234f,-0.194983f), float2(0.473434f,-0.480026f),
float2(0.519456f,0.767022f), float2(0.185461f,-0.893124f),
float2(0.507431f,0.064425f), float2(0.89642f,0.412458f),
float2(-0.32194f,-0.932615f), float2(-0.791559f,-0.59771f)
};
memcpy(constBuf.shadowTaps, taps, sizeof(taps));
}
/* static */void RenderParamsUtilD3D::calcPointConstantBuffer(const PointDrawParamsD3D& params, Hlsl::PointShaderConst& constBuf)
{
using namespace DirectX;
constBuf.modelView = (float4x4&)XMMatrixMultiply(params.model, params.view);
constBuf.projection = (float4x4&)params.projection;
constBuf.pointRadius = params.pointRadius;
constBuf.pointScale = params.pointScale;
constBuf.spotMin = params.spotMin;
constBuf.spotMax = params.spotMax;
constBuf.lightTransform = (float4x4&)params.lightTransform;
constBuf.lightPos = params.lightPos;
constBuf.lightDir = params.lightDir;
for (int i = 0; i < 8; i++)
constBuf.colors[i] = params.colors[i];
memcpy(constBuf.shadowTaps, params.shadowTaps, sizeof(constBuf.shadowTaps));
constBuf.mode = params.mode;
} |