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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 "fluidRenderD3D11.h" |
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#include "../d3d/shaders/pointThicknessVS.hlsl.h" |
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#include "../d3d/shaders/pointThicknessGS.hlsl.h" |
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#include "../d3d/shaders/pointThicknessPS.hlsl.h" |
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#include "../d3d/shaders/ellipsoidDepthVS.hlsl.h" |
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#include "../d3d/shaders/ellipsoidDepthGS.hlsl.h" |
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#include "../d3d/shaders/ellipsoidDepthPS.hlsl.h" |
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#include "../d3d/shaders/passThroughVS.hlsl.h" |
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#include "../d3d/shaders/blurDepthPS.hlsl.h" |
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#include "../d3d/shaders/compositePS.hlsl.h" |
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#include "../d3d/shaderCommonD3D.h" |
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#include "renderTargetD3D11.h" |
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#include "shadowMapD3D11.h" |
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#include "shaders.h" |
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typedef DirectX::XMFLOAT2 float2; |
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using namespace DirectX; |
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struct PassthroughVertex |
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{ |
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float3 position; |
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float3 normal; |
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float2 texcoords; |
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float4 color; |
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}; |
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void FluidRendererD3D11::init(ID3D11Device* device, ID3D11DeviceContext* context, int width, int height) |
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{ |
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m_sceneWidth = width; |
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m_sceneHeight = height; |
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m_thicknessTexture.init(device, width, height); |
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m_depthTexture.init(device, width, height); |
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m_depthSmoothTexture.init(device, width, height, false); |
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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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{ "U", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 }, |
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{ "V", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 }, |
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{ "W", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 }, |
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}; |
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m_device->CreateInputLayout(inputElementDescs, 4, g_pointThicknessVS, sizeof(g_pointThicknessVS), &m_pointThicknessLayout); |
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} |
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m_device->CreateVertexShader(g_pointThicknessVS, sizeof(g_pointThicknessVS), nullptr, &m_pointThicknessVs); |
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m_device->CreateGeometryShader(g_pointThicknessGS, sizeof(g_pointThicknessGS), nullptr, &m_pointThicknessGs); |
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m_device->CreatePixelShader(g_pointThicknessPS, sizeof(g_pointThicknessPS), nullptr, &m_pointThicknessPs); |
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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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{ "U", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 1, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }, |
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{ "V", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 2, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }, |
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{ "W", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 3, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }, |
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}; |
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m_device->CreateInputLayout(inputElementDescs, 4, g_ellipsoidDepthVS, sizeof(g_ellipsoidDepthVS), &m_ellipsoidDepthLayout); |
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} |
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m_device->CreateVertexShader(g_ellipsoidDepthVS, sizeof(g_ellipsoidDepthVS), nullptr, &m_ellipsoidDepthVs); |
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m_device->CreateGeometryShader(g_ellipsoidDepthGS, sizeof(g_ellipsoidDepthGS), nullptr, &m_ellipsoidDepthGs); |
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m_device->CreatePixelShader(g_ellipsoidDepthPS, sizeof(g_ellipsoidDepthPS), nullptr, &m_ellipsoidDepthPs); |
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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_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 }, |
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{ "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 }, |
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{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 }, |
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{ "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 } |
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}; |
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m_device->CreateInputLayout(inputElementDescs, 4, g_passThroughVS, sizeof(g_passThroughVS), &m_passThroughLayout); |
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} |
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m_device->CreateVertexShader(g_passThroughVS, sizeof(g_passThroughVS), nullptr, &m_passThroughVs); |
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m_device->CreatePixelShader(g_blurDepthPS, sizeof(g_blurDepthPS), nullptr, &m_blurDepthPs); |
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m_device->CreatePixelShader(g_compositePS, sizeof(g_compositePS), nullptr, &m_compositePs); |
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{ |
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D3D11_BUFFER_DESC bufDesc; |
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bufDesc.ByteWidth = sizeof(Hlsl::FluidShaderConst); |
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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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for (int i = 0; i < NUM_FLUID_RENDER_MODES; i++) |
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{ |
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for (int j = 0; j < NUM_FLUID_CULL_MODES; j++) |
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{ |
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D3D11_RASTERIZER_DESC desc = {}; |
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desc.FillMode = (D3D11_FILL_MODE)(D3D11_FILL_WIREFRAME + i); |
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desc.CullMode = (D3D11_CULL_MODE)(D3D11_CULL_NONE + j); |
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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[i][j]); |
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} |
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} |
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_createScreenQuad(); |
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} |
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void FluidRendererD3D11::_createScreenQuad() |
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{ |
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{ |
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D3D11_BUFFER_DESC bufDesc; |
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bufDesc.ByteWidth = 4*sizeof(UINT); |
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bufDesc.Usage = D3D11_USAGE_IMMUTABLE; |
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bufDesc.BindFlags = D3D11_BIND_INDEX_BUFFER; |
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bufDesc.CPUAccessFlags = DXGI_CPU_ACCESS_NONE; |
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bufDesc.MiscFlags = 0; |
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unsigned int quad_indices[4] = { 0, 1, 3, 2 }; |
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D3D11_SUBRESOURCE_DATA data = { 0 }; |
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data.pSysMem = quad_indices; |
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m_device->CreateBuffer(&bufDesc, &data, &m_quadIndexBuffer); |
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} |
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{ |
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D3D11_BUFFER_DESC bufDesc; |
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bufDesc.ByteWidth = 4*sizeof(PassthroughVertex); |
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bufDesc.Usage = D3D11_USAGE_IMMUTABLE; |
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bufDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER; |
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bufDesc.CPUAccessFlags = DXGI_CPU_ACCESS_NONE; |
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bufDesc.MiscFlags = 0; |
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D3D11_SUBRESOURCE_DATA data = { 0 }; |
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PassthroughVertex vertices[4] = |
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{ |
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{ {-1.0f, -1.0f, 0.0f}, {0, 1, 0}, {0.0f, 0.0f}, {1, 1, 1, 1}}, |
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{ { 1.0f, -1.0f, 0.0f}, {0, 1, 0}, {1.0f, 0.0f}, {1, 1, 1, 1}}, |
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{ { 1.0f, 1.0f, 0.0f}, {0, 1, 0}, {1.0f, 1.0f}, {1, 1, 1, 1}}, |
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{ {-1.0f, 1.0f, 0.0f}, {0, 1, 0}, {0.0f, 1.0f}, {1, 1, 1, 1}}, |
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}; |
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data.pSysMem = vertices; |
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m_device->CreateBuffer(&bufDesc, &data, &m_quadVertexBuffer); |
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} |
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} |
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void FluidRendererD3D11::drawThickness(const FluidDrawParamsD3D* params, const FluidRenderBuffersD3D11* buffers) |
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{ |
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ID3D11DeviceContext* deviceContext = m_deviceContext; |
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{ |
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D3D11_BUFFER_DESC desc; |
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m_constantBuffer->GetDesc(&desc); |
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D3D11_MAPPED_SUBRESOURCE mappedResource = {}; |
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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::FluidShaderConst constBuf; |
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RenderParamsUtilD3D::calcFluidConstantBuffer(*params, constBuf); |
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memcpy(mappedResource.pData, &constBuf, sizeof(Hlsl::FluidShaderConst)); |
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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_pointThicknessVs.Get(), nullptr, 0u); |
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deviceContext->GSSetShader(m_pointThicknessGs.Get(), nullptr, 0u); |
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deviceContext->PSSetShader(m_pointThicknessPs.Get(), nullptr, 0u); |
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deviceContext->IASetInputLayout(m_pointThicknessLayout.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[4] = |
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{ |
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buffers->m_positions.Get(), |
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buffers->m_anisotropiesArr[0].Get(), |
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buffers->m_anisotropiesArr[1].Get(), |
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buffers->m_anisotropiesArr[2].Get() |
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}; |
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unsigned int vertexBufferStrides[4] = |
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{ |
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sizeof(float4), |
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sizeof(float4), |
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sizeof(float4), |
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sizeof(float4) |
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}; |
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unsigned int vertexBufferOffsets[4] = { 0 }; |
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deviceContext->IASetVertexBuffers(0, 4, vertexBuffers, vertexBufferStrides, vertexBufferOffsets); |
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deviceContext->IASetIndexBuffer(buffers->m_indices.Get(), DXGI_FORMAT_R32_UINT, 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[params->renderMode][params->cullMode].Get()); |
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} |
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deviceContext->DrawIndexed(params->n, params->offset, 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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} |
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void FluidRendererD3D11::drawEllipsoids(const FluidDrawParamsD3D* params, const FluidRenderBuffersD3D11* buffers) |
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{ |
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ID3D11DeviceContext* deviceContext = m_deviceContext; |
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{ |
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D3D11_BUFFER_DESC desc; |
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m_constantBuffer->GetDesc(&desc); |
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D3D11_MAPPED_SUBRESOURCE mappedResource = {}; |
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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::FluidShaderConst constBuf; |
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RenderParamsUtilD3D::calcFluidConstantBuffer(*params, constBuf); |
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memcpy(mappedResource.pData, &constBuf, sizeof(Hlsl::FluidShaderConst)); |
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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_ellipsoidDepthVs.Get(), nullptr, 0u); |
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deviceContext->GSSetShader(m_ellipsoidDepthGs.Get(), nullptr, 0u); |
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deviceContext->PSSetShader(m_ellipsoidDepthPs.Get(), nullptr, 0u); |
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deviceContext->IASetInputLayout(m_ellipsoidDepthLayout.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[4] = |
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{ |
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buffers->m_positions.Get(), |
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buffers->m_anisotropiesArr[0].Get(), |
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buffers->m_anisotropiesArr[1].Get(), |
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buffers->m_anisotropiesArr[2].Get() |
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}; |
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unsigned int vertexBufferStrides[4] = |
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{ |
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sizeof(float4), |
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sizeof(float4), |
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sizeof(float4), |
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sizeof(float4) |
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}; |
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unsigned int vertexBufferOffsets[4] = { 0 }; |
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deviceContext->IASetVertexBuffers(0, 4, vertexBuffers, vertexBufferStrides, vertexBufferOffsets); |
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deviceContext->IASetIndexBuffer(buffers->m_indices.Get(), DXGI_FORMAT_R32_UINT, 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[params->renderMode][params->cullMode].Get()); |
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} |
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deviceContext->DrawIndexed(params->n, params->offset, 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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} |
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void FluidRendererD3D11::drawBlurDepth(const FluidDrawParamsD3D* params) |
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{ |
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ID3D11DeviceContext* deviceContext = m_deviceContext; |
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{ |
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D3D11_MAPPED_SUBRESOURCE mappedResource = {}; |
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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::FluidShaderConst constBuf; |
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RenderParamsUtilD3D::calcFluidConstantBuffer(*params, constBuf); |
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memcpy(mappedResource.pData, &constBuf, sizeof(Hlsl::FluidShaderConst)); |
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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_passThroughVs.Get(), nullptr, 0u); |
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deviceContext->GSSetShader(nullptr, nullptr, 0u); |
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deviceContext->PSSetShader(m_blurDepthPs.Get(), nullptr, 0u); |
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ID3D11ShaderResourceView* srvs[2] = { m_depthTexture.m_backSrv.Get(), m_thicknessTexture.m_backSrv.Get() }; |
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deviceContext->PSSetShaderResources(0, 2, srvs); |
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ID3D11SamplerState* samps[1] = { m_thicknessTexture.m_linearSampler.Get() }; |
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deviceContext->PSSetSamplers(0, 1, samps); |
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deviceContext->IASetInputLayout(m_passThroughLayout.Get()); |
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deviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); |
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deviceContext->VSSetConstantBuffers(0, 1, m_constantBuffer.GetAddressOf()); |
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deviceContext->PSSetConstantBuffers(0, 1, m_constantBuffer.GetAddressOf()); |
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UINT vertexStride = sizeof(PassthroughVertex); |
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UINT offset = 0u; |
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deviceContext->IASetVertexBuffers(0, 1, m_quadVertexBuffer.GetAddressOf(), &vertexStride, &offset); |
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deviceContext->IASetIndexBuffer(m_quadIndexBuffer.Get(), DXGI_FORMAT_R32_UINT, 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[params->renderMode][params->cullMode].Get()); |
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} |
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deviceContext->DrawIndexed((UINT)4, 0, 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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} |
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void FluidRendererD3D11::drawComposite(const FluidDrawParamsD3D* params, ID3D11ShaderResourceView* sceneMap) |
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{ |
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ID3D11DeviceContext* deviceContext = m_deviceContext; |
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{ |
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D3D11_MAPPED_SUBRESOURCE mappedResource = {}; |
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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::FluidShaderConst constBuf; |
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RenderParamsUtilD3D::calcFluidCompositeConstantBuffer(*params, constBuf); |
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memcpy(mappedResource.pData, &constBuf, sizeof(Hlsl::FluidShaderConst)); |
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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_passThroughVs.Get(), nullptr, 0u); |
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deviceContext->GSSetShader(nullptr, nullptr, 0u); |
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deviceContext->PSSetShader(m_compositePs.Get(), nullptr, 0u); |
|
|
|
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RenderTargetD3D11* depthMap = &m_depthSmoothTexture; |
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ShadowMapD3D11* shadowMap = (ShadowMapD3D11*)params->shadowMap; |
|
|
|
|
|
ID3D11ShaderResourceView* srvs[3] = |
|
|
{ |
|
|
depthMap->m_backSrv.Get(), |
|
|
sceneMap, |
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|
shadowMap->m_depthSrv.Get() |
|
|
|
|
|
}; |
|
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deviceContext->PSSetShaderResources(0, 3, srvs); |
|
|
|
|
|
ID3D11SamplerState* samps[2] = |
|
|
{ |
|
|
depthMap->m_linearSampler.Get() , |
|
|
shadowMap->m_linearSampler.Get() |
|
|
}; |
|
|
deviceContext->PSSetSamplers(0, 2, samps); |
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|
|
|
|
deviceContext->IASetInputLayout(m_passThroughLayout.Get()); |
|
|
deviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); |
|
|
|
|
|
deviceContext->VSSetConstantBuffers(0, 1, m_constantBuffer.GetAddressOf()); |
|
|
deviceContext->PSSetConstantBuffers(0, 1, m_constantBuffer.GetAddressOf()); |
|
|
|
|
|
UINT vertexStride = sizeof(PassthroughVertex); |
|
|
UINT offset = 0u; |
|
|
deviceContext->IASetVertexBuffers(0, 1, m_quadVertexBuffer.GetAddressOf(), &vertexStride, &offset); |
|
|
deviceContext->IASetIndexBuffer(m_quadIndexBuffer.Get(), DXGI_FORMAT_R32_UINT, 0u); |
|
|
|
|
|
float depthSign = DirectX::XMVectorGetW(params->projection.r[2]); |
|
|
if (depthSign < 0.f) |
|
|
{ |
|
|
deviceContext->RSSetState(m_rasterizerState[params->renderMode][params->cullMode].Get()); |
|
|
} |
|
|
|
|
|
deviceContext->DrawIndexed((UINT)4, 0, 0); |
|
|
|
|
|
if (depthSign < 0.f) |
|
|
{ |
|
|
deviceContext->RSSetState(nullptr); |
|
|
} |
|
|
|
|
|
|
|
|
ID3D11ShaderResourceView* zero[3] = { NULL, NULL, NULL }; |
|
|
deviceContext->PSSetShaderResources(0, 3, zero); |
|
|
} |
|
|
|
|
|
|