/* * 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 "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); } }