/* * 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 "meshRenderD3D11.h" #include "appD3d11Ctx.h" #include "../d3d/shaders/meshVS.hlsl.h" #include "../d3d/shaders/meshPS.hlsl.h" #include "../d3d/shaders/meshShadowPS.hlsl.h" #include "../d3d/shaderCommonD3D.h" #include "shadowMapD3D11.h" // Make async compute benchmark shader have a unique name namespace AsyncComputeBench { #include "../d3d/shaders/meshAsyncComputeBenchPS.hlsl.h" } /* !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! GpuMeshD3D11 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! */ GpuMeshD3D11::GpuMeshD3D11(ID3D11Device* device, ID3D11DeviceContext* deviceContext) : m_device(device) , m_deviceContext(deviceContext) , m_numFaces(0) , m_numVertices(0) , m_maxVertices(0) , m_maxFaces(0) { } void GpuMeshD3D11::resize(int numVertices, int numFaces) { { // vertex buffers D3D11_BUFFER_DESC bufDesc; bufDesc.ByteWidth = sizeof(Vec3)*numVertices; bufDesc.Usage = D3D11_USAGE_DYNAMIC; bufDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER; bufDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; bufDesc.MiscFlags = 0; m_device->CreateBuffer(&bufDesc, NULL, m_positionBuffer.ReleaseAndGetAddressOf()); m_device->CreateBuffer(&bufDesc, NULL, m_normalBuffer.ReleaseAndGetAddressOf()); bufDesc.ByteWidth = sizeof(Vec2)*numVertices; m_device->CreateBuffer(&bufDesc, NULL, m_texcoordBuffer.ReleaseAndGetAddressOf()); bufDesc.ByteWidth = sizeof(Vec4)*numVertices; m_device->CreateBuffer(&bufDesc, NULL, m_colorBuffer.ReleaseAndGetAddressOf()); } { // index buffer D3D11_BUFFER_DESC bufDesc; bufDesc.ByteWidth = sizeof(int)*numFaces * 3; bufDesc.Usage = D3D11_USAGE_DYNAMIC; bufDesc.BindFlags = D3D11_BIND_INDEX_BUFFER; bufDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; bufDesc.MiscFlags = 0; m_device->CreateBuffer(&bufDesc, NULL, &m_indexBuffer); } m_maxVertices = numVertices; m_maxFaces = numFaces; } void GpuMeshD3D11::updateData(const Vec3* positions, const Vec3* normals, const Vec2* texcoords, const Vec4* colors, const int* indices, int numVertices, int numFaces) { if (numVertices > m_maxVertices || numFaces > m_maxFaces) { resize(numVertices, numFaces); } D3D11_MAPPED_SUBRESOURCE res; // vertices if (positions) { m_deviceContext->Map(m_positionBuffer.Get(), 0, D3D11_MAP_WRITE_DISCARD, 0, &res); memcpy(res.pData, positions, sizeof(Vec3)*numVertices); m_deviceContext->Unmap(m_positionBuffer.Get(), 0); } if (normals) { m_deviceContext->Map(m_normalBuffer.Get(), 0, D3D11_MAP_WRITE_DISCARD, 0, &res); memcpy(res.pData, normals, sizeof(Vec3)*numVertices); m_deviceContext->Unmap(m_normalBuffer.Get(), 0); } if (texcoords) { m_deviceContext->Map(m_texcoordBuffer.Get(), 0, D3D11_MAP_WRITE_DISCARD, 0, &res); memcpy(res.pData, texcoords, sizeof(Vec2)*numVertices); m_deviceContext->Unmap(m_texcoordBuffer.Get(), 0); } if (colors) { m_deviceContext->Map(m_colorBuffer.Get(), 0, D3D11_MAP_WRITE_DISCARD, 0, &res); memcpy(res.pData, colors, sizeof(Vec4)*numVertices); m_deviceContext->Unmap(m_colorBuffer.Get(), 0); } // indices if (indices) { m_deviceContext->Map(m_indexBuffer.Get(), 0, D3D11_MAP_WRITE_DISCARD, 0, &res); memcpy(res.pData, indices, sizeof(int)*numFaces * 3); m_deviceContext->Unmap(m_indexBuffer.Get(), 0); } m_numVertices = numVertices; m_numFaces = numFaces; } void GpuMeshD3D11::updateData(const Vec4* positions, const Vec4* normals, const Vec2* texcoords, const Vec4* colors, const int* indices, int numVertices, int numFaces) { if (numVertices > m_maxVertices || numFaces > m_maxFaces) { resize(numVertices, numFaces); } D3D11_MAPPED_SUBRESOURCE res; // vertices if (positions) { m_deviceContext->Map(m_positionBuffer.Get(), 0, D3D11_MAP_WRITE_DISCARD, 0, &res); for (int i = 0; i < numVertices; ++i) ((Vec3*)res.pData)[i] = Vec3(positions[i]); m_deviceContext->Unmap(m_positionBuffer.Get(), 0); } if (normals) { m_deviceContext->Map(m_normalBuffer.Get(), 0, D3D11_MAP_WRITE_DISCARD, 0, &res); for (int i = 0; i < numVertices; ++i) ((Vec3*)res.pData)[i] = Vec3(normals[i]); m_deviceContext->Unmap(m_normalBuffer.Get(), 0); } if (texcoords) { m_deviceContext->Map(m_texcoordBuffer.Get(), 0, D3D11_MAP_WRITE_DISCARD, 0, &res); memcpy(res.pData, texcoords, sizeof(Vec2)*numVertices); m_deviceContext->Unmap(m_texcoordBuffer.Get(), 0); } if (colors) { m_deviceContext->Map(m_colorBuffer.Get(), 0, D3D11_MAP_WRITE_DISCARD, 0, &res); memcpy(res.pData, colors, sizeof(Vec4)*numVertices); m_deviceContext->Unmap(m_colorBuffer.Get(), 0); } // indices if (indices) { m_deviceContext->Map(m_indexBuffer.Get(), 0, D3D11_MAP_WRITE_DISCARD, 0, &res); memcpy(res.pData, indices, sizeof(int)*numFaces * 3); m_deviceContext->Unmap(m_indexBuffer.Get(), 0); } m_numVertices = numVertices; m_numFaces = numFaces; } /* !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! MeshRendererD3D11 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! */ void MeshRendererD3D11::init(ID3D11Device* device, ID3D11DeviceContext* context, bool asyncComputeBenchmark) { m_device = device; m_deviceContext = context; // create the input layout { D3D11_INPUT_ELEMENT_DESC inputElementDescs[] = { { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }, { "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 1, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }, { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 2, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }, { "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 3, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }, }; m_device->CreateInputLayout(inputElementDescs, 4, g_meshVS, sizeof(g_meshVS), &m_inputLayout); } // create the shaders if (asyncComputeBenchmark) { m_device->CreatePixelShader(AsyncComputeBench::g_meshPS, sizeof(AsyncComputeBench::g_meshPS), nullptr, &m_meshPs); } else { m_device->CreatePixelShader(g_meshPS, sizeof(g_meshPS), nullptr, &m_meshPs); } m_device->CreateVertexShader(g_meshVS, sizeof(g_meshVS), nullptr, &m_meshVs); m_device->CreatePixelShader(g_meshPS_Shadow, sizeof(g_meshPS_Shadow), nullptr, &m_meshShadowPs); // create a constant buffer { D3D11_BUFFER_DESC bufDesc; bufDesc.ByteWidth = sizeof(Hlsl::MeshShaderConst); 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_MESH_RENDER_MODES; i++) { for (int j = 0; j < NUM_MESH_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 MeshRendererD3D11::draw(const GpuMeshD3D11* mesh, const MeshDrawParamsD3D* params) { using namespace DirectX; // update constant buffer { D3D11_MAPPED_SUBRESOURCE mappedResource = {}; if (SUCCEEDED(m_deviceContext->Map(m_constantBuffer.Get(), 0u, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource))) { Hlsl::MeshShaderConst constBuf; RenderParamsUtilD3D::calcMeshConstantBuffer(*params, constBuf); memcpy(mappedResource.pData, &constBuf, sizeof(Hlsl::MeshShaderConst)); m_deviceContext->Unmap(m_constantBuffer.Get(), 0u); } } m_deviceContext->VSSetShader(m_meshVs.Get(), nullptr, 0u); m_deviceContext->GSSetShader(nullptr, nullptr, 0u); switch (params->renderStage) { case MESH_DRAW_SHADOW: { m_deviceContext->PSSetShader(m_meshShadowPs.Get(), nullptr, 0u); break; } case MESH_DRAW_LIGHT: { m_deviceContext->PSSetShader(m_meshPs.Get(), nullptr, 0u); ShadowMapD3D11* shadowMap = (ShadowMapD3D11*)params->shadowMap; ID3D11ShaderResourceView* srvs[1] = { shadowMap->m_depthSrv.Get() }; m_deviceContext->PSSetShaderResources(0, 1, srvs); ID3D11SamplerState* sampStates[1] = { shadowMap->m_linearSampler.Get() }; m_deviceContext->PSSetSamplers(0, 1, sampStates); break; } default: assert(false); break; } m_deviceContext->IASetInputLayout(m_inputLayout.Get()); m_deviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); m_deviceContext->VSSetConstantBuffers(0, 1, m_constantBuffer.GetAddressOf()); m_deviceContext->PSSetConstantBuffers(0, 1, m_constantBuffer.GetAddressOf()); ID3D11Buffer* vertexBuffers[4] = { mesh->m_positionBuffer.Get(), mesh->m_normalBuffer.Get(), mesh->m_texcoordBuffer.Get(), mesh->m_colorBuffer.Get(), }; unsigned int vertexBufferStrides[4] = { sizeof(Vec3), sizeof(Vec3), sizeof(Vec2), sizeof(Vec4) }; unsigned int vertexBufferOffsets[4] = { 0, 0, 0, 0 }; m_deviceContext->IASetVertexBuffers(0, 4, vertexBuffers, vertexBufferStrides, vertexBufferOffsets); m_deviceContext->IASetIndexBuffer(mesh->m_indexBuffer.Get(), DXGI_FORMAT_R32_UINT, 0u); float depthSign = DirectX::XMVectorGetW(params->projection.r[2]); if (depthSign < 0.f) { m_deviceContext->RSSetState(m_rasterizerState[params->renderMode][params->cullMode].Get()); } m_deviceContext->DrawIndexed((UINT)mesh->m_numFaces*3, 0, 0); if (depthSign < 0.f) { m_deviceContext->RSSetState(nullptr); } }