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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 "shadowMapD3D11.h" |
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#include "pointRenderD3D11.h" |
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#include "../d3d/shaders/pointVS.hlsl.h" |
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#include "../d3d/shaders/pointGS.hlsl.h" |
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#include "../d3d/shaders/pointPS.hlsl.h" |
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#include "../d3d/shaders/pointShadowPS.hlsl.h" |
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#include "../d3d/shaderCommonD3D.h" |
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void PointRendererD3D11::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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{ "DENSITY", 0, DXGI_FORMAT_R32_FLOAT, 1, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }, |
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{ "PHASE", 0, DXGI_FORMAT_R32_SINT, 2, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }, |
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}; |
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m_device->CreateInputLayout(inputElementDescs, 3, g_pointVS, sizeof(g_pointVS), &m_inputLayout); |
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} |
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m_device->CreateVertexShader(g_pointVS, sizeof(g_pointVS), nullptr, &m_pointVs); |
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m_device->CreateGeometryShader(g_pointGS, sizeof(g_pointGS), nullptr, &m_pointGs); |
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m_device->CreatePixelShader(g_pointPS, sizeof(g_pointPS), nullptr, &m_pointPs); |
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m_device->CreatePixelShader(g_pointShadowPS, sizeof(g_pointShadowPS), nullptr, &m_pointShadowPs); |
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{ |
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D3D11_BUFFER_DESC bufDesc; |
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bufDesc.ByteWidth = sizeof(Hlsl::PointShaderConst); |
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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_POINT_RENDER_MODES; i++) |
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{ |
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for (int j = 0; j < NUM_POINT_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 PointRendererD3D11::draw(const PointDrawParamsD3D* params, ID3D11Buffer* positions, ID3D11Buffer* colors, ID3D11Buffer* indices, int numParticles, int offset) |
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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 = {}; |
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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::PointShaderConst constBuf; |
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RenderParamsUtilD3D::calcPointConstantBuffer(*params, constBuf); |
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memcpy(mappedResource.pData, &constBuf, sizeof(Hlsl::PointShaderConst)); |
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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_pointVs.Get(), nullptr, 0u); |
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deviceContext->GSSetShader(m_pointGs.Get(), nullptr, 0u); |
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deviceContext->PSSetShader(m_pointPs.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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if (params->renderStage == POINT_DRAW_SHADOW) |
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{ |
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ID3D11ShaderResourceView* srvs[1] = { nullptr }; |
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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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deviceContext->PSSetShader(m_pointShadowPs.Get(), nullptr, 0u); |
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} |
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else |
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{ |
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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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} |
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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[3] = |
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{ |
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positions, |
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colors, |
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colors, |
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}; |
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unsigned int vertexBufferStrides[3] = |
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{ |
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sizeof(float4), |
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sizeof(float), |
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sizeof(int) |
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}; |
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unsigned int vertexBufferOffsets[3] = { 0 }; |
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deviceContext->IASetVertexBuffers(0, 3, vertexBuffers, vertexBufferStrides, vertexBufferOffsets); |
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deviceContext->IASetIndexBuffer(indices, 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(numParticles, 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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