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