/* * 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 "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); }