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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 "meshRenderD3D11.h" |
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#include "appD3d11Ctx.h" |
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#include "../d3d/shaders/meshVS.hlsl.h" |
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#include "../d3d/shaders/meshPS.hlsl.h" |
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#include "../d3d/shaders/meshShadowPS.hlsl.h" |
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#include "../d3d/shaderCommonD3D.h" |
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#include "shadowMapD3D11.h" |
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namespace AsyncComputeBench |
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{ |
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#include "../d3d/shaders/meshAsyncComputeBenchPS.hlsl.h" |
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} |
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GpuMeshD3D11::GpuMeshD3D11(ID3D11Device* device, ID3D11DeviceContext* deviceContext) |
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: m_device(device) |
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, m_deviceContext(deviceContext) |
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, m_numFaces(0) |
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, m_numVertices(0) |
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, m_maxVertices(0) |
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, m_maxFaces(0) |
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{ |
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} |
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void GpuMeshD3D11::resize(int numVertices, int numFaces) |
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{ |
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{ |
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D3D11_BUFFER_DESC bufDesc; |
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bufDesc.ByteWidth = sizeof(Vec3)*numVertices; |
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bufDesc.Usage = D3D11_USAGE_DYNAMIC; |
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bufDesc.BindFlags = D3D11_BIND_VERTEX_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, NULL, m_positionBuffer.ReleaseAndGetAddressOf()); |
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m_device->CreateBuffer(&bufDesc, NULL, m_normalBuffer.ReleaseAndGetAddressOf()); |
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bufDesc.ByteWidth = sizeof(Vec2)*numVertices; |
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m_device->CreateBuffer(&bufDesc, NULL, m_texcoordBuffer.ReleaseAndGetAddressOf()); |
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bufDesc.ByteWidth = sizeof(Vec4)*numVertices; |
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m_device->CreateBuffer(&bufDesc, NULL, m_colorBuffer.ReleaseAndGetAddressOf()); |
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} |
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{ |
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D3D11_BUFFER_DESC bufDesc; |
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bufDesc.ByteWidth = sizeof(int)*numFaces * 3; |
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bufDesc.Usage = D3D11_USAGE_DYNAMIC; |
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bufDesc.BindFlags = D3D11_BIND_INDEX_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, NULL, &m_indexBuffer); |
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} |
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m_maxVertices = numVertices; |
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m_maxFaces = numFaces; |
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} |
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void GpuMeshD3D11::updateData(const Vec3* positions, const Vec3* normals, const Vec2* texcoords, const Vec4* colors, const int* indices, int numVertices, int numFaces) |
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{ |
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if (numVertices > m_maxVertices || numFaces > m_maxFaces) |
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{ |
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resize(numVertices, numFaces); |
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} |
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D3D11_MAPPED_SUBRESOURCE res; |
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if (positions) |
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{ |
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m_deviceContext->Map(m_positionBuffer.Get(), 0, D3D11_MAP_WRITE_DISCARD, 0, &res); |
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memcpy(res.pData, positions, sizeof(Vec3)*numVertices); |
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m_deviceContext->Unmap(m_positionBuffer.Get(), 0); |
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} |
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if (normals) |
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{ |
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m_deviceContext->Map(m_normalBuffer.Get(), 0, D3D11_MAP_WRITE_DISCARD, 0, &res); |
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memcpy(res.pData, normals, sizeof(Vec3)*numVertices); |
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m_deviceContext->Unmap(m_normalBuffer.Get(), 0); |
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} |
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if (texcoords) |
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{ |
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m_deviceContext->Map(m_texcoordBuffer.Get(), 0, D3D11_MAP_WRITE_DISCARD, 0, &res); |
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memcpy(res.pData, texcoords, sizeof(Vec2)*numVertices); |
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m_deviceContext->Unmap(m_texcoordBuffer.Get(), 0); |
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} |
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if (colors) |
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{ |
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m_deviceContext->Map(m_colorBuffer.Get(), 0, D3D11_MAP_WRITE_DISCARD, 0, &res); |
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memcpy(res.pData, colors, sizeof(Vec4)*numVertices); |
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m_deviceContext->Unmap(m_colorBuffer.Get(), 0); |
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} |
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if (indices) |
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{ |
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m_deviceContext->Map(m_indexBuffer.Get(), 0, D3D11_MAP_WRITE_DISCARD, 0, &res); |
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memcpy(res.pData, indices, sizeof(int)*numFaces * 3); |
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m_deviceContext->Unmap(m_indexBuffer.Get(), 0); |
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} |
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m_numVertices = numVertices; |
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m_numFaces = numFaces; |
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} |
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void GpuMeshD3D11::updateData(const Vec4* positions, const Vec4* normals, const Vec2* texcoords, const Vec4* colors, const int* indices, int numVertices, int numFaces) |
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{ |
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if (numVertices > m_maxVertices || numFaces > m_maxFaces) |
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{ |
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resize(numVertices, numFaces); |
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} |
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D3D11_MAPPED_SUBRESOURCE res; |
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if (positions) |
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{ |
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m_deviceContext->Map(m_positionBuffer.Get(), 0, D3D11_MAP_WRITE_DISCARD, 0, &res); |
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for (int i = 0; i < numVertices; ++i) |
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((Vec3*)res.pData)[i] = Vec3(positions[i]); |
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m_deviceContext->Unmap(m_positionBuffer.Get(), 0); |
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} |
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if (normals) |
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{ |
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m_deviceContext->Map(m_normalBuffer.Get(), 0, D3D11_MAP_WRITE_DISCARD, 0, &res); |
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for (int i = 0; i < numVertices; ++i) |
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((Vec3*)res.pData)[i] = Vec3(normals[i]); |
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m_deviceContext->Unmap(m_normalBuffer.Get(), 0); |
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} |
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if (texcoords) |
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{ |
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m_deviceContext->Map(m_texcoordBuffer.Get(), 0, D3D11_MAP_WRITE_DISCARD, 0, &res); |
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memcpy(res.pData, texcoords, sizeof(Vec2)*numVertices); |
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m_deviceContext->Unmap(m_texcoordBuffer.Get(), 0); |
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} |
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if (colors) |
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{ |
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m_deviceContext->Map(m_colorBuffer.Get(), 0, D3D11_MAP_WRITE_DISCARD, 0, &res); |
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memcpy(res.pData, colors, sizeof(Vec4)*numVertices); |
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m_deviceContext->Unmap(m_colorBuffer.Get(), 0); |
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} |
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if (indices) |
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{ |
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m_deviceContext->Map(m_indexBuffer.Get(), 0, D3D11_MAP_WRITE_DISCARD, 0, &res); |
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memcpy(res.pData, indices, sizeof(int)*numFaces * 3); |
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m_deviceContext->Unmap(m_indexBuffer.Get(), 0); |
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} |
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m_numVertices = numVertices; |
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m_numFaces = numFaces; |
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} |
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void MeshRendererD3D11::init(ID3D11Device* device, ID3D11DeviceContext* context, bool asyncComputeBenchmark) |
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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_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }, |
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{ "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 1, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }, |
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{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 2, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }, |
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{ "COLOR", 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_meshVS, sizeof(g_meshVS), &m_inputLayout); |
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} |
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if (asyncComputeBenchmark) |
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{ |
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m_device->CreatePixelShader(AsyncComputeBench::g_meshPS, sizeof(AsyncComputeBench::g_meshPS), nullptr, &m_meshPs); |
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} |
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else |
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{ |
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m_device->CreatePixelShader(g_meshPS, sizeof(g_meshPS), nullptr, &m_meshPs); |
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} |
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m_device->CreateVertexShader(g_meshVS, sizeof(g_meshVS), nullptr, &m_meshVs); |
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m_device->CreatePixelShader(g_meshPS_Shadow, sizeof(g_meshPS_Shadow), nullptr, &m_meshShadowPs); |
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{ |
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D3D11_BUFFER_DESC bufDesc; |
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bufDesc.ByteWidth = sizeof(Hlsl::MeshShaderConst); |
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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_MESH_RENDER_MODES; i++) |
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{ |
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for (int j = 0; j < NUM_MESH_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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} |
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void MeshRendererD3D11::draw(const GpuMeshD3D11* mesh, const MeshDrawParamsD3D* params) |
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{ |
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using namespace DirectX; |
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{ |
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D3D11_MAPPED_SUBRESOURCE mappedResource = {}; |
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if (SUCCEEDED(m_deviceContext->Map(m_constantBuffer.Get(), 0u, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource))) |
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{ |
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Hlsl::MeshShaderConst constBuf; |
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RenderParamsUtilD3D::calcMeshConstantBuffer(*params, constBuf); |
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memcpy(mappedResource.pData, &constBuf, sizeof(Hlsl::MeshShaderConst)); |
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m_deviceContext->Unmap(m_constantBuffer.Get(), 0u); |
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} |
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} |
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m_deviceContext->VSSetShader(m_meshVs.Get(), nullptr, 0u); |
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m_deviceContext->GSSetShader(nullptr, nullptr, 0u); |
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switch (params->renderStage) |
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{ |
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case MESH_DRAW_SHADOW: |
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{ |
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m_deviceContext->PSSetShader(m_meshShadowPs.Get(), nullptr, 0u); |
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break; |
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} |
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case MESH_DRAW_LIGHT: |
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{ |
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m_deviceContext->PSSetShader(m_meshPs.Get(), nullptr, 0u); |
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ShadowMapD3D11* shadowMap = (ShadowMapD3D11*)params->shadowMap; |
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ID3D11ShaderResourceView* srvs[1] = { shadowMap->m_depthSrv.Get() }; |
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m_deviceContext->PSSetShaderResources(0, 1, srvs); |
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ID3D11SamplerState* sampStates[1] = { shadowMap->m_linearSampler.Get() }; |
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m_deviceContext->PSSetSamplers(0, 1, sampStates); |
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break; |
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} |
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default: |
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assert(false); |
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break; |
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} |
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m_deviceContext->IASetInputLayout(m_inputLayout.Get()); |
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m_deviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); |
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m_deviceContext->VSSetConstantBuffers(0, 1, m_constantBuffer.GetAddressOf()); |
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m_deviceContext->PSSetConstantBuffers(0, 1, m_constantBuffer.GetAddressOf()); |
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ID3D11Buffer* vertexBuffers[4] = |
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{ |
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mesh->m_positionBuffer.Get(), |
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mesh->m_normalBuffer.Get(), |
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mesh->m_texcoordBuffer.Get(), |
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mesh->m_colorBuffer.Get(), |
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}; |
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unsigned int vertexBufferStrides[4] = |
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{ |
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sizeof(Vec3), |
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sizeof(Vec3), |
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sizeof(Vec2), |
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sizeof(Vec4) |
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}; |
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unsigned int vertexBufferOffsets[4] = { 0, 0, 0, 0 }; |
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m_deviceContext->IASetVertexBuffers(0, 4, vertexBuffers, vertexBufferStrides, vertexBufferOffsets); |
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m_deviceContext->IASetIndexBuffer(mesh->m_indexBuffer.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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m_deviceContext->RSSetState(m_rasterizerState[params->renderMode][params->cullMode].Get()); |
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} |
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m_deviceContext->DrawIndexed((UINT)mesh->m_numFaces*3, 0, 0); |
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if (depthSign < 0.f) |
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{ |
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m_deviceContext->RSSetState(nullptr); |
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} |
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} |
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