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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 "fluidRenderD3D11.h"
#include "../d3d/shaders/pointThicknessVS.hlsl.h"
#include "../d3d/shaders/pointThicknessGS.hlsl.h"
#include "../d3d/shaders/pointThicknessPS.hlsl.h"
#include "../d3d/shaders/ellipsoidDepthVS.hlsl.h"
#include "../d3d/shaders/ellipsoidDepthGS.hlsl.h"
#include "../d3d/shaders/ellipsoidDepthPS.hlsl.h"
#include "../d3d/shaders/passThroughVS.hlsl.h"
#include "../d3d/shaders/blurDepthPS.hlsl.h"
#include "../d3d/shaders/compositePS.hlsl.h"
#include "../d3d/shaderCommonD3D.h"
#include "renderTargetD3D11.h"
#include "shadowMapD3D11.h"
#include "shaders.h"
typedef DirectX::XMFLOAT2 float2;
using namespace DirectX;
struct PassthroughVertex
{
float3 position;
float3 normal;
float2 texcoords;
float4 color;
};
void FluidRendererD3D11::init(ID3D11Device* device, ID3D11DeviceContext* context, int width, int height)
{
m_sceneWidth = width;
m_sceneHeight = height;
m_thicknessTexture.init(device, width, height);
m_depthTexture.init(device, width, height);
m_depthSmoothTexture.init(device, width, height, false);
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 },
{ "U", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "V", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "W", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
};
m_device->CreateInputLayout(inputElementDescs, 4, g_pointThicknessVS, sizeof(g_pointThicknessVS), &m_pointThicknessLayout);
}
// create the shaders
m_device->CreateVertexShader(g_pointThicknessVS, sizeof(g_pointThicknessVS), nullptr, &m_pointThicknessVs);
m_device->CreateGeometryShader(g_pointThicknessGS, sizeof(g_pointThicknessGS), nullptr, &m_pointThicknessGs);
m_device->CreatePixelShader(g_pointThicknessPS, sizeof(g_pointThicknessPS), nullptr, &m_pointThicknessPs);
// create the input layout
{
D3D11_INPUT_ELEMENT_DESC inputElementDescs[] =
{
{ "POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "U", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 1, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "V", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 2, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "W", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 3, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
};
m_device->CreateInputLayout(inputElementDescs, 4, g_ellipsoidDepthVS, sizeof(g_ellipsoidDepthVS), &m_ellipsoidDepthLayout);
}
// create the shaders
m_device->CreateVertexShader(g_ellipsoidDepthVS, sizeof(g_ellipsoidDepthVS), nullptr, &m_ellipsoidDepthVs);
m_device->CreateGeometryShader(g_ellipsoidDepthGS, sizeof(g_ellipsoidDepthGS), nullptr, &m_ellipsoidDepthGs);
m_device->CreatePixelShader(g_ellipsoidDepthPS, sizeof(g_ellipsoidDepthPS), nullptr, &m_ellipsoidDepthPs);
// create the input layout
{
D3D11_INPUT_ELEMENT_DESC inputElementDescs[] =
{
{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 }
};
m_device->CreateInputLayout(inputElementDescs, 4, g_passThroughVS, sizeof(g_passThroughVS), &m_passThroughLayout);
}
// pass through shader
m_device->CreateVertexShader(g_passThroughVS, sizeof(g_passThroughVS), nullptr, &m_passThroughVs);
// full screen pixel shaders
m_device->CreatePixelShader(g_blurDepthPS, sizeof(g_blurDepthPS), nullptr, &m_blurDepthPs);
m_device->CreatePixelShader(g_compositePS, sizeof(g_compositePS), nullptr, &m_compositePs);
// create a constant buffer
{
D3D11_BUFFER_DESC bufDesc;
bufDesc.ByteWidth = sizeof(Hlsl::FluidShaderConst); // 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
for (int i = 0; i < NUM_FLUID_RENDER_MODES; i++)
{
for (int j = 0; j < NUM_FLUID_CULL_MODES; j++)
{
D3D11_RASTERIZER_DESC desc = {};
desc.FillMode = (D3D11_FILL_MODE)(D3D11_FILL_WIREFRAME + i);
desc.CullMode = (D3D11_CULL_MODE)(D3D11_CULL_NONE + j);
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[i][j]);
}
}
_createScreenQuad();
}
void FluidRendererD3D11::_createScreenQuad()
{
// create an index buffer
{
D3D11_BUFFER_DESC bufDesc;
bufDesc.ByteWidth = 4*sizeof(UINT);
bufDesc.Usage = D3D11_USAGE_IMMUTABLE;
bufDesc.BindFlags = D3D11_BIND_INDEX_BUFFER;
bufDesc.CPUAccessFlags = DXGI_CPU_ACCESS_NONE;
bufDesc.MiscFlags = 0;
unsigned int quad_indices[4] = { 0, 1, 3, 2 };
D3D11_SUBRESOURCE_DATA data = { 0 };
data.pSysMem = quad_indices;
m_device->CreateBuffer(&bufDesc, &data, &m_quadIndexBuffer);
}
// create a vertex buffer
{
D3D11_BUFFER_DESC bufDesc;
bufDesc.ByteWidth = 4*sizeof(PassthroughVertex);
bufDesc.Usage = D3D11_USAGE_IMMUTABLE;
bufDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
bufDesc.CPUAccessFlags = DXGI_CPU_ACCESS_NONE;
bufDesc.MiscFlags = 0;
D3D11_SUBRESOURCE_DATA data = { 0 };
PassthroughVertex vertices[4] =
{
{ {-1.0f, -1.0f, 0.0f}, {0, 1, 0}, {0.0f, 0.0f}, {1, 1, 1, 1}},
{ { 1.0f, -1.0f, 0.0f}, {0, 1, 0}, {1.0f, 0.0f}, {1, 1, 1, 1}},
{ { 1.0f, 1.0f, 0.0f}, {0, 1, 0}, {1.0f, 1.0f}, {1, 1, 1, 1}},
{ {-1.0f, 1.0f, 0.0f}, {0, 1, 0}, {0.0f, 1.0f}, {1, 1, 1, 1}},
};
data.pSysMem = vertices;
m_device->CreateBuffer(&bufDesc, &data, &m_quadVertexBuffer);
}
}
void FluidRendererD3D11::drawThickness(const FluidDrawParamsD3D* params, const FluidRenderBuffersD3D11* buffers)
{
ID3D11DeviceContext* deviceContext = m_deviceContext;
// update constant buffer
{
D3D11_BUFFER_DESC desc;
m_constantBuffer->GetDesc(&desc);
D3D11_MAPPED_SUBRESOURCE mappedResource = {};
if (SUCCEEDED(deviceContext->Map(m_constantBuffer.Get(), 0u, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource)))
{
Hlsl::FluidShaderConst constBuf;
RenderParamsUtilD3D::calcFluidConstantBuffer(*params, constBuf);
memcpy(mappedResource.pData, &constBuf, sizeof(Hlsl::FluidShaderConst));
deviceContext->Unmap(m_constantBuffer.Get(), 0u);
}
}
deviceContext->VSSetShader(m_pointThicknessVs.Get(), nullptr, 0u);
deviceContext->GSSetShader(m_pointThicknessGs.Get(), nullptr, 0u);
deviceContext->PSSetShader(m_pointThicknessPs.Get(), nullptr, 0u);
deviceContext->IASetInputLayout(m_pointThicknessLayout.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[4] =
{
buffers->m_positions.Get(),
buffers->m_anisotropiesArr[0].Get(),
buffers->m_anisotropiesArr[1].Get(),
buffers->m_anisotropiesArr[2].Get()
};
unsigned int vertexBufferStrides[4] =
{
sizeof(float4),
sizeof(float4),
sizeof(float4),
sizeof(float4)
};
unsigned int vertexBufferOffsets[4] = { 0 };
deviceContext->IASetVertexBuffers(0, 4, vertexBuffers, vertexBufferStrides, vertexBufferOffsets);
deviceContext->IASetIndexBuffer(buffers->m_indices.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(params->n, params->offset, 0);
if (depthSign < 0.f)
{
deviceContext->RSSetState(nullptr);
}
}
void FluidRendererD3D11::drawEllipsoids(const FluidDrawParamsD3D* params, const FluidRenderBuffersD3D11* buffers)
{
ID3D11DeviceContext* deviceContext = m_deviceContext;
// update constant buffer
{
D3D11_BUFFER_DESC desc;
m_constantBuffer->GetDesc(&desc);
D3D11_MAPPED_SUBRESOURCE mappedResource = {};
if (SUCCEEDED(deviceContext->Map(m_constantBuffer.Get(), 0u, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource)))
{
Hlsl::FluidShaderConst constBuf;
RenderParamsUtilD3D::calcFluidConstantBuffer(*params, constBuf);
memcpy(mappedResource.pData, &constBuf, sizeof(Hlsl::FluidShaderConst));
deviceContext->Unmap(m_constantBuffer.Get(), 0u);
}
}
deviceContext->VSSetShader(m_ellipsoidDepthVs.Get(), nullptr, 0u);
deviceContext->GSSetShader(m_ellipsoidDepthGs.Get(), nullptr, 0u);
deviceContext->PSSetShader(m_ellipsoidDepthPs.Get(), nullptr, 0u);
deviceContext->IASetInputLayout(m_ellipsoidDepthLayout.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[4] =
{
buffers->m_positions.Get(),
buffers->m_anisotropiesArr[0].Get(),
buffers->m_anisotropiesArr[1].Get(),
buffers->m_anisotropiesArr[2].Get()
};
unsigned int vertexBufferStrides[4] =
{
sizeof(float4),
sizeof(float4),
sizeof(float4),
sizeof(float4)
};
unsigned int vertexBufferOffsets[4] = { 0 };
deviceContext->IASetVertexBuffers(0, 4, vertexBuffers, vertexBufferStrides, vertexBufferOffsets);
deviceContext->IASetIndexBuffer(buffers->m_indices.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(params->n, params->offset, 0);
if (depthSign < 0.f)
{
deviceContext->RSSetState(nullptr);
}
}
void FluidRendererD3D11::drawBlurDepth(const FluidDrawParamsD3D* params)
{
ID3D11DeviceContext* deviceContext = m_deviceContext;
// update constant buffer
{
D3D11_MAPPED_SUBRESOURCE mappedResource = {};
if (SUCCEEDED(deviceContext->Map(m_constantBuffer.Get(), 0u, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource)))
{
Hlsl::FluidShaderConst constBuf;
RenderParamsUtilD3D::calcFluidConstantBuffer(*params, constBuf);
memcpy(mappedResource.pData, &constBuf, sizeof(Hlsl::FluidShaderConst));
deviceContext->Unmap(m_constantBuffer.Get(), 0u);
}
}
deviceContext->VSSetShader(m_passThroughVs.Get(), nullptr, 0u);
deviceContext->GSSetShader(nullptr, nullptr, 0u);
deviceContext->PSSetShader(m_blurDepthPs.Get(), nullptr, 0u);
ID3D11ShaderResourceView* srvs[2] = { m_depthTexture.m_backSrv.Get(), m_thicknessTexture.m_backSrv.Get() };
deviceContext->PSSetShaderResources(0, 2, srvs);
ID3D11SamplerState* samps[1] = { m_thicknessTexture.m_linearSampler.Get() };
deviceContext->PSSetSamplers(0, 1, samps);
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);
}
}
void FluidRendererD3D11::drawComposite(const FluidDrawParamsD3D* params, ID3D11ShaderResourceView* sceneMap)
{
ID3D11DeviceContext* deviceContext = m_deviceContext;
// update constant buffer
{
D3D11_MAPPED_SUBRESOURCE mappedResource = {};
if (SUCCEEDED(deviceContext->Map(m_constantBuffer.Get(), 0u, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource)))
{
Hlsl::FluidShaderConst constBuf;
RenderParamsUtilD3D::calcFluidCompositeConstantBuffer(*params, constBuf);
memcpy(mappedResource.pData, &constBuf, sizeof(Hlsl::FluidShaderConst));
deviceContext->Unmap(m_constantBuffer.Get(), 0u);
}
}
deviceContext->VSSetShader(m_passThroughVs.Get(), nullptr, 0u);
deviceContext->GSSetShader(nullptr, nullptr, 0u);
deviceContext->PSSetShader(m_compositePs.Get(), nullptr, 0u);
RenderTargetD3D11* depthMap = &m_depthSmoothTexture;
ShadowMapD3D11* shadowMap = (ShadowMapD3D11*)params->shadowMap;
ID3D11ShaderResourceView* srvs[3] =
{
depthMap->m_backSrv.Get(),
sceneMap,
shadowMap->m_depthSrv.Get()
};
deviceContext->PSSetShaderResources(0, 3, srvs);
ID3D11SamplerState* samps[2] =
{
depthMap->m_linearSampler.Get() ,
shadowMap->m_linearSampler.Get()
};
deviceContext->PSSetSamplers(0, 2, samps);
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);
}
// reset srvs
ID3D11ShaderResourceView* zero[3] = { NULL, NULL, NULL };
deviceContext->PSSetShaderResources(0, 3, zero);
}