/* * 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 // include the Direct3D Library file #pragma comment (lib, "d3d11.lib") #include #include "appD3D11Ctx.h" #include "diffuseRenderD3D11.h" #include "../d3d/shaders/diffuseVS.hlsl.h" #include "../d3d/shaders/diffuseGS.hlsl.h" #include "../d3d/shaders/diffusePS.hlsl.h" #include "../d3d/shaderCommonD3D.h" void DiffuseRendererD3D11::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 }, { "VELOCITY", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 1, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }, }; m_device->CreateInputLayout(inputElementDescs, 2, g_diffuseVS, sizeof(g_diffuseVS), &m_inputLayout); } // create the shaders m_device->CreateVertexShader(g_diffuseVS, sizeof(g_diffuseVS), nullptr, &m_diffuseVs); m_device->CreateGeometryShader(g_diffuseGS, sizeof(g_diffuseGS), nullptr, &m_diffuseGs); m_device->CreatePixelShader(g_diffusePS, sizeof(g_diffusePS), nullptr, &m_diffusePs); { D3D11_BLEND_DESC blendDesc = {}; blendDesc.AlphaToCoverageEnable = false; blendDesc.IndependentBlendEnable = false; blendDesc.RenderTarget[0].BlendEnable = true; blendDesc.RenderTarget[0].SrcBlend = D3D11_BLEND_ONE; blendDesc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA; blendDesc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD; blendDesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE; blendDesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA; blendDesc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD; blendDesc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL; m_device->CreateBlendState(&blendDesc, &m_blendState); } { D3D11_DEPTH_STENCIL_DESC depthStateDesc = {}; depthStateDesc.DepthEnable = TRUE; depthStateDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ZERO; depthStateDesc.DepthFunc = D3D11_COMPARISON_LESS_EQUAL; device->CreateDepthStencilState(&depthStateDesc, &m_depthStencilState); } // create a constant buffer { D3D11_BUFFER_DESC bufDesc; bufDesc.ByteWidth = sizeof(Hlsl::DiffuseShaderConst); // 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 { D3D11_RASTERIZER_DESC desc = {}; desc.FillMode = D3D11_FILL_SOLID; desc.CullMode = D3D11_CULL_NONE; 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); } } void DiffuseRendererD3D11::draw(const DiffuseDrawParamsD3D* params, ID3D11Buffer* positions, ID3D11Buffer* velocities, int numParticles) { using namespace DirectX; ID3D11DeviceContext* deviceContext = m_deviceContext; // update constant buffer { D3D11_MAPPED_SUBRESOURCE mappedResource = { 0 }; if (SUCCEEDED(deviceContext->Map(m_constantBuffer.Get(), 0u, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource))) { Hlsl::DiffuseShaderConst constBuf; RenderParamsUtilD3D::calcDiffuseConstantBuffer(*params, constBuf); memcpy(mappedResource.pData, &constBuf, sizeof(Hlsl::DiffuseShaderConst)); deviceContext->Unmap(m_constantBuffer.Get(), 0u); } } deviceContext->VSSetShader(m_diffuseVs.Get(), nullptr, 0u); deviceContext->GSSetShader(m_diffuseGs.Get(), nullptr, 0u); deviceContext->PSSetShader(m_diffusePs.Get(), nullptr, 0u); if (params->shadowMap) { ShadowMapD3D11* shadowMap = (ShadowMapD3D11*)params->shadowMap; 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[2] = { positions, velocities }; unsigned int vertexBufferStrides[2] = { sizeof(float4), sizeof(float4), }; unsigned int vertexBufferOffsets[2] = { 0 }; deviceContext->IASetVertexBuffers(0, 2, vertexBuffers, vertexBufferStrides, vertexBufferOffsets); deviceContext->IASetIndexBuffer(NV_NULL, DXGI_FORMAT_R32_UINT, 0u); deviceContext->OMSetBlendState(m_blendState.Get(), nullptr, 0xFFFFFFFF); deviceContext->OMSetDepthStencilState(m_depthStencilState.Get(), 0u); float depthSign = DirectX::XMVectorGetW(params->projection.r[2]); if (depthSign < 0.f) { deviceContext->RSSetState(m_rasterizerState.Get()); } deviceContext->Draw(numParticles, 0); if (depthSign < 0.f) { deviceContext->RSSetState(nullptr); } deviceContext->GSSetShader(nullptr, nullptr, 0u); deviceContext->OMSetDepthStencilState(nullptr, 0u); deviceContext->OMSetBlendState(nullptr, nullptr, 0xFFFFFFFF); }