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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.
*/
//direct3d headers
#define NOMINMAX
#include <d3d11.h>
// include the Direct3D Library file
#pragma comment (lib, "d3d11.lib")
#include <math.h>
#include "appD3D11Ctx.h"
#include "diffuseRenderD3D11.h"
#include "../d3d/shaders/diffuseVS.hlsl.h"
#include "../d3d/shaders/diffuseGS.hlsl.h"
#include "../d3d/shaders/diffusePS.hlsl.h"
#include "../d3d/shaderCommonD3D.h"
void DiffuseRendererD3D11::init(ID3D11Device* device, ID3D11DeviceContext* context)
{
m_device = device;
m_deviceContext = context;
// create the input layout
{
D3D11_INPUT_ELEMENT_DESC inputElementDescs[] =
{
{ "POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "VELOCITY", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 1, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
};
m_device->CreateInputLayout(inputElementDescs, 2, g_diffuseVS, sizeof(g_diffuseVS), &m_inputLayout);
}
// create the shaders
m_device->CreateVertexShader(g_diffuseVS, sizeof(g_diffuseVS), nullptr, &m_diffuseVs);
m_device->CreateGeometryShader(g_diffuseGS, sizeof(g_diffuseGS), nullptr, &m_diffuseGs);
m_device->CreatePixelShader(g_diffusePS, sizeof(g_diffusePS), nullptr, &m_diffusePs);
{
D3D11_BLEND_DESC blendDesc = {};
blendDesc.AlphaToCoverageEnable = false;
blendDesc.IndependentBlendEnable = false;
blendDesc.RenderTarget[0].BlendEnable = true;
blendDesc.RenderTarget[0].SrcBlend = D3D11_BLEND_ONE;
blendDesc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
blendDesc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
blendDesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
blendDesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
blendDesc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
blendDesc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
m_device->CreateBlendState(&blendDesc, &m_blendState);
}
{
D3D11_DEPTH_STENCIL_DESC depthStateDesc = {};
depthStateDesc.DepthEnable = TRUE;
depthStateDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ZERO;
depthStateDesc.DepthFunc = D3D11_COMPARISON_LESS_EQUAL;
device->CreateDepthStencilState(&depthStateDesc, &m_depthStencilState);
}
// create a constant buffer
{
D3D11_BUFFER_DESC bufDesc;
bufDesc.ByteWidth = sizeof(Hlsl::DiffuseShaderConst); // 64 * sizeof(float);
bufDesc.Usage = D3D11_USAGE_DYNAMIC;
bufDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
bufDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
bufDesc.MiscFlags = 0;
m_device->CreateBuffer(&bufDesc, nullptr, &m_constantBuffer);
}
// create the rastersizer state
{
D3D11_RASTERIZER_DESC desc = {};
desc.FillMode = D3D11_FILL_SOLID;
desc.CullMode = D3D11_CULL_NONE;
desc.FrontCounterClockwise = TRUE; // This is non-default
desc.DepthBias = 0;
desc.DepthBiasClamp = 0.f;
desc.SlopeScaledDepthBias = 0.f;
desc.DepthClipEnable = TRUE;
desc.ScissorEnable = FALSE;
desc.MultisampleEnable = FALSE;
desc.AntialiasedLineEnable = FALSE;
m_device->CreateRasterizerState(&desc, &m_rasterizerState);
}
}
void DiffuseRendererD3D11::draw(const DiffuseDrawParamsD3D* params, ID3D11Buffer* positions, ID3D11Buffer* velocities, int numParticles)
{
using namespace DirectX;
ID3D11DeviceContext* deviceContext = m_deviceContext;
// update constant buffer
{
D3D11_MAPPED_SUBRESOURCE mappedResource = { 0 };
if (SUCCEEDED(deviceContext->Map(m_constantBuffer.Get(), 0u, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource)))
{
Hlsl::DiffuseShaderConst constBuf;
RenderParamsUtilD3D::calcDiffuseConstantBuffer(*params, constBuf);
memcpy(mappedResource.pData, &constBuf, sizeof(Hlsl::DiffuseShaderConst));
deviceContext->Unmap(m_constantBuffer.Get(), 0u);
}
}
deviceContext->VSSetShader(m_diffuseVs.Get(), nullptr, 0u);
deviceContext->GSSetShader(m_diffuseGs.Get(), nullptr, 0u);
deviceContext->PSSetShader(m_diffusePs.Get(), nullptr, 0u);
if (params->shadowMap)
{
ShadowMapD3D11* shadowMap = (ShadowMapD3D11*)params->shadowMap;
ID3D11ShaderResourceView* srvs[1] = { shadowMap->m_depthSrv.Get() };
deviceContext->PSSetShaderResources(0, 1, srvs);
ID3D11SamplerState* samps[1] = { shadowMap->m_linearSampler.Get() };
deviceContext->PSSetSamplers(0, 1, samps);
}
deviceContext->IASetInputLayout(m_inputLayout.Get());
deviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_POINTLIST);
deviceContext->VSSetConstantBuffers(0, 1, m_constantBuffer.GetAddressOf());
deviceContext->GSSetConstantBuffers(0, 1, m_constantBuffer.GetAddressOf());
deviceContext->PSSetConstantBuffers(0, 1, m_constantBuffer.GetAddressOf());
ID3D11Buffer* vertexBuffers[2] =
{
positions,
velocities
};
unsigned int vertexBufferStrides[2] =
{
sizeof(float4),
sizeof(float4),
};
unsigned int vertexBufferOffsets[2] = { 0 };
deviceContext->IASetVertexBuffers(0, 2, vertexBuffers, vertexBufferStrides, vertexBufferOffsets);
deviceContext->IASetIndexBuffer(NV_NULL, DXGI_FORMAT_R32_UINT, 0u);
deviceContext->OMSetBlendState(m_blendState.Get(), nullptr, 0xFFFFFFFF);
deviceContext->OMSetDepthStencilState(m_depthStencilState.Get(), 0u);
float depthSign = DirectX::XMVectorGetW(params->projection.r[2]);
if (depthSign < 0.f)
{
deviceContext->RSSetState(m_rasterizerState.Get());
}
deviceContext->Draw(numParticles, 0);
if (depthSign < 0.f)
{
deviceContext->RSSetState(nullptr);
}
deviceContext->GSSetShader(nullptr, nullptr, 0u);
deviceContext->OMSetDepthStencilState(nullptr, 0u);
deviceContext->OMSetBlendState(nullptr, nullptr, 0xFFFFFFFF);
}
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