youqiwong's picture
Upload folder using huggingface_hub
0c51b93 verified
/*
* 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 "shadowMapD3D11.h"
#include "pointRenderD3D11.h"
#include "../d3d/shaders/pointVS.hlsl.h"
#include "../d3d/shaders/pointGS.hlsl.h"
#include "../d3d/shaders/pointPS.hlsl.h"
#include "../d3d/shaders/pointShadowPS.hlsl.h"
#include "../d3d/shaderCommonD3D.h"
void PointRendererD3D11::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 },
{ "DENSITY", 0, DXGI_FORMAT_R32_FLOAT, 1, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "PHASE", 0, DXGI_FORMAT_R32_SINT, 2, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
};
m_device->CreateInputLayout(inputElementDescs, 3, g_pointVS, sizeof(g_pointVS), &m_inputLayout);
}
// create the shaders
m_device->CreateVertexShader(g_pointVS, sizeof(g_pointVS), nullptr, &m_pointVs);
m_device->CreateGeometryShader(g_pointGS, sizeof(g_pointGS), nullptr, &m_pointGs);
m_device->CreatePixelShader(g_pointPS, sizeof(g_pointPS), nullptr, &m_pointPs);
m_device->CreatePixelShader(g_pointShadowPS, sizeof(g_pointShadowPS), nullptr, &m_pointShadowPs);
// create a constant buffer
{
D3D11_BUFFER_DESC bufDesc;
bufDesc.ByteWidth = sizeof(Hlsl::PointShaderConst); // 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 rasterizer state
for (int i = 0; i < NUM_POINT_RENDER_MODES; i++)
{
for (int j = 0; j < NUM_POINT_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]);
}
}
}
void PointRendererD3D11::draw(const PointDrawParamsD3D* params, ID3D11Buffer* positions, ID3D11Buffer* colors, ID3D11Buffer* indices, int numParticles, int offset)
{
using namespace DirectX;
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::PointShaderConst constBuf;
RenderParamsUtilD3D::calcPointConstantBuffer(*params, constBuf);
memcpy(mappedResource.pData, &constBuf, sizeof(Hlsl::PointShaderConst));
deviceContext->Unmap(m_constantBuffer.Get(), 0u);
}
}
deviceContext->VSSetShader(m_pointVs.Get(), nullptr, 0u);
deviceContext->GSSetShader(m_pointGs.Get(), nullptr, 0u);
deviceContext->PSSetShader(m_pointPs.Get(), nullptr, 0u);
if (params->shadowMap)
{
ShadowMapD3D11* shadowMap = (ShadowMapD3D11*)params->shadowMap;
if (params->renderStage == POINT_DRAW_SHADOW)
{
ID3D11ShaderResourceView* srvs[1] = { nullptr };
deviceContext->PSSetShaderResources(0, 1, srvs);
ID3D11SamplerState* samps[1] = { shadowMap->m_linearSampler.Get() };
deviceContext->PSSetSamplers(0, 1, samps);
deviceContext->PSSetShader(m_pointShadowPs.Get(), nullptr, 0u);
}
else
{
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[3] =
{
positions,
colors, // will be interpreted as density
colors, // will be interpreted as phase
};
unsigned int vertexBufferStrides[3] =
{
sizeof(float4),
sizeof(float),
sizeof(int)
};
unsigned int vertexBufferOffsets[3] = { 0 };
deviceContext->IASetVertexBuffers(0, 3, vertexBuffers, vertexBufferStrides, vertexBufferOffsets);
deviceContext->IASetIndexBuffer(indices, 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(numParticles, offset, 0);
if (depthSign < 0.f)
{
deviceContext->RSSetState(nullptr);
}
}