diff options
| author | Bryan Galdrikian <[email protected]> | 2018-05-31 11:36:08 -0700 |
|---|---|---|
| committer | Bryan Galdrikian <[email protected]> | 2018-05-31 11:36:08 -0700 |
| commit | 7115f60b91b5717d90f643fd692010905c7004db (patch) | |
| tree | effd68c6978751c517d54c2f2bb5bb6e7dc93e18 /samples/SampleBase/renderer/Renderer.cpp | |
| parent | Updating BlastTool zip (diff) | |
| download | blast-7115f60b91b5717d90f643fd692010905c7004db.tar.xz blast-7115f60b91b5717d90f643fd692010905c7004db.zip | |
Blast 1.1.3. See docs/release_notes.txt.v1.1.3_rc1
Diffstat (limited to 'samples/SampleBase/renderer/Renderer.cpp')
| -rwxr-xr-x[-rw-r--r--] | samples/SampleBase/renderer/Renderer.cpp | 1492 |
1 files changed, 746 insertions, 746 deletions
diff --git a/samples/SampleBase/renderer/Renderer.cpp b/samples/SampleBase/renderer/Renderer.cpp index e8b00e8..9a1d83d 100644..100755 --- a/samples/SampleBase/renderer/Renderer.cpp +++ b/samples/SampleBase/renderer/Renderer.cpp @@ -1,747 +1,747 @@ -// This code contains NVIDIA Confidential Information and is disclosed to you -// under a form of NVIDIA software license agreement provided separately to you. -// -// Notice -// NVIDIA Corporation and its licensors retain all intellectual property and -// proprietary rights in and to this software and 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. -// -// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES -// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO -// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT, -// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE. -// -// Information and code furnished is believed to be accurate and reliable. -// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such -// information or for any infringement of patents or other rights of third parties that may -// result from its use. No license is granted by implication or otherwise under any patent -// or patent rights of NVIDIA Corporation. Details are subject to change without notice. -// This code supersedes and replaces all information previously supplied. -// NVIDIA Corporation products are not authorized for use as critical -// components in life support devices or systems without express written approval of -// NVIDIA Corporation. -// -// Copyright (c) 2008-2018 NVIDIA Corporation. All rights reserved. - - -#include "Renderer.h" -#include "RenderUtils.h" -#include "UIHelpers.h" -#include "SampleProfiler.h" - -#include "PxRenderBuffer.h" - -#include <set> - - -const float CAMERA_CLIP_NEAR = 1.0f; -const float CAMERA_CLIP_FAR = 1000.00f; - -const float CLEAR_SCENE_COLOR[4] = { 0.0f, 0.0f, 0.0f, 0.0f }; - - -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -// Renderer -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// - - -Renderer::Renderer() -: m_cameraCB(nullptr) -, m_worldCB(nullptr) -, m_objectCB(nullptr) -, m_RSState(nullptr) -, m_opaqueRenderDSState(nullptr) -, m_transparencyRenderDSState(nullptr) -, m_DSTexture(nullptr) -, m_DSView(nullptr) -, m_DSTextureSRV(nullptr) -, m_pointSampler(nullptr) -, m_linearSampler(nullptr) -, m_wireframeMode(false) -, m_debugPrimitiveVB(nullptr) -, m_debugPrimitiveVBVerticesCount(0) -, m_shadowEnabled(true) -, m_HBAOEnabled(true) -, m_visibleOpaqueRenderablesCount(0) -, m_visibleTransparentRenderablesCount(0) -{ - m_worldCBData.ambientColor = DirectX::XMFLOAT3(0.21f, 0.21f, 0.22f); - m_worldCBData.pointLightColor = DirectX::XMFLOAT3(1.0f, 1.0f, 1.0f); - m_worldCBData.pointLightPos = DirectX::XMFLOAT3(0.0f, 30.0f, 12.0f); - m_worldCBData.dirLightColor = DirectX::XMFLOAT3(0.0f, 0.0f, 0.0f); - m_worldCBData.dirLightDir = DirectX::XMFLOAT3(-0.08f, -0.34f, -0.91f); - m_worldCBData.specularPower = 140.0f; - m_worldCBData.specularIntensity = 0.4f; - - toggleCameraSpeed(false); -} - -Renderer::~Renderer() -{ -} - -void Renderer::initializeDefaultRSState() -{ - SAFE_RELEASE(m_RSState); - D3D11_RASTERIZER_DESC desc; - ZeroMemory(&desc, sizeof(desc)); - desc.CullMode = D3D11_CULL_FRONT; - desc.FillMode = m_wireframeMode ? D3D11_FILL_WIREFRAME : D3D11_FILL_SOLID; - desc.AntialiasedLineEnable = FALSE; - desc.DepthBias = 0; - desc.DepthBiasClamp = 0; - desc.DepthClipEnable = TRUE; - desc.FrontCounterClockwise = FALSE; - desc.MultisampleEnable = TRUE; - desc.ScissorEnable = FALSE; - desc.SlopeScaledDepthBias = 0; - - V(m_device->CreateRasterizerState(&desc, &m_RSState)); -} - -HRESULT Renderer::DeviceCreated(ID3D11Device* device) -{ - m_device = device; - - // Camera constant buffer - { - D3D11_BUFFER_DESC buffer_desc; - ZeroMemory(&buffer_desc, sizeof(buffer_desc)); - buffer_desc.Usage = D3D11_USAGE_DYNAMIC; - buffer_desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER; - buffer_desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; - buffer_desc.ByteWidth = sizeof(CBCamera); - _ASSERT((buffer_desc.ByteWidth % 16) == 0); - - V(device->CreateBuffer(&buffer_desc, nullptr, &m_cameraCB)); - } - - // World constant buffer - { - D3D11_BUFFER_DESC buffer_desc; - ZeroMemory(&buffer_desc, sizeof(buffer_desc)); - buffer_desc.Usage = D3D11_USAGE_DYNAMIC; - buffer_desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER; - buffer_desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; - buffer_desc.ByteWidth = sizeof(CBWorld); - _ASSERT((buffer_desc.ByteWidth % 16) == 0); - - V(device->CreateBuffer(&buffer_desc, nullptr, &m_worldCB)); - } - - // Object constant buffer - { - D3D11_BUFFER_DESC buffer_desc; - ZeroMemory(&buffer_desc, sizeof(buffer_desc)); - buffer_desc.Usage = D3D11_USAGE_DYNAMIC; - buffer_desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER; - buffer_desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; - buffer_desc.ByteWidth = sizeof(CBObject); - _ASSERT((buffer_desc.ByteWidth % 16) == 0); - - V(device->CreateBuffer(&buffer_desc, nullptr, &m_objectCB)); - } - - // Opaque Render Depth-Stencil state - { - D3D11_DEPTH_STENCIL_DESC desc; - ZeroMemory(&desc, sizeof(desc)); - desc.StencilEnable = FALSE; - desc.DepthEnable = TRUE; - desc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL; - desc.DepthFunc = D3D11_COMPARISON_LESS_EQUAL; - - V(device->CreateDepthStencilState(&desc, &m_opaqueRenderDSState)); - } - - // Transparency Render Depth-Stencil state - { - D3D11_DEPTH_STENCIL_DESC desc; - ZeroMemory(&desc, sizeof(desc)); - desc.StencilEnable = FALSE; - desc.DepthEnable = TRUE; - desc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ZERO; - desc.DepthFunc = D3D11_COMPARISON_LESS_EQUAL; - - V(device->CreateDepthStencilState(&desc, &m_transparencyRenderDSState)); - } - - // Linear sampler - { - D3D11_SAMPLER_DESC desc; - ZeroMemory(&desc, sizeof(desc)); - desc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR; - desc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP; - desc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP; - desc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP; - desc.MaxAnisotropy = 1; - desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS; - desc.MinLOD = 0; - desc.MaxLOD = D3D11_FLOAT32_MAX; - V(device->CreateSamplerState(&desc, &m_linearSampler)); - } - - // Point sampler - { - D3D11_SAMPLER_DESC desc; - ZeroMemory(&desc, sizeof(desc)); - desc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT; - desc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP; - desc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP; - desc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP; - desc.MaxAnisotropy = 1; - desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS; - desc.MinLOD = 0; - desc.MaxLOD = D3D11_FLOAT32_MAX; - V(device->CreateSamplerState(&desc, &m_pointSampler)); - } - - // Rasterizer state - initializeDefaultRSState(); - - // init primitive render meshes - for (uint32_t i = 0; i < PrimitiveRenderMeshType::Count; i++) - { - m_primitiveRenderMeshes[i] = nullptr; - } - - // init shadows - ID3D11DeviceContext* pd3dDeviceContext; - m_device->GetImmediateContext(&pd3dDeviceContext); - m_shadow.createResources(m_device, pd3dDeviceContext, &m_camera); - - // init hbao - m_HBAO.createResources(m_device); - - return S_OK; -} - -void Renderer::DeviceDestroyed() -{ - SAFE_RELEASE(m_cameraCB); - SAFE_RELEASE(m_worldCB); - SAFE_RELEASE(m_objectCB); - SAFE_RELEASE(m_RSState); - SAFE_RELEASE(m_opaqueRenderDSState); - SAFE_RELEASE(m_transparencyRenderDSState); - SAFE_RELEASE(m_pointSampler); - SAFE_RELEASE(m_linearSampler); - SAFE_RELEASE(m_debugPrimitiveVB); - SAFE_RELEASE(m_DSTexture); - SAFE_RELEASE(m_DSView); - SAFE_RELEASE(m_DSTextureSRV); - - for (uint32_t i = 0; i < PrimitiveRenderMeshType::Count; i++) - { - SAFE_DELETE(m_primitiveRenderMeshes[i]); - } -} - -void Renderer::onInitialize() -{ - // search paths - m_resourceManager.addSearchDir("..\\..\\samples\\resources"); - m_resourceManager.addSearchDir("..\\..\\..\\samples\\resources"); - for (const std::string& d : getManager()->getConfig().additionalResourcesDir) - { - m_resourceManager.addSearchDir(d.c_str()); - } - - // debug primitive render material and input layout - { - m_debugPrimitiveRenderMaterial = new RenderMaterial(m_resourceManager, "debug_primitive", ""); - - D3D11_INPUT_ELEMENT_DESC layout[] = { - { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }, - { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 } - }; - - m_debugPrimitiveRenderMaterialInstance = m_debugPrimitiveRenderMaterial->getMaterialInstance(layout, ARRAYSIZE(layout)); - } -} - -void Renderer::onTerminate() -{ - SAFE_DELETE(m_debugPrimitiveRenderMaterial); -} - -void Renderer::BackBufferResized(ID3D11Device* /*device*/, const DXGI_SURFACE_DESC* sd) -{ - // Setup the camera's projection parameters - m_screenWidth = sd->Width; - m_screenHeight = sd->Height; - float fAspectRatio = m_screenWidth / m_screenHeight; - m_camera.SetProjParams(DirectX::XM_PIDIV4, fAspectRatio, CAMERA_CLIP_NEAR, CAMERA_CLIP_FAR); - - SAFE_RELEASE(m_DSTexture); - SAFE_RELEASE(m_DSView); - SAFE_RELEASE(m_DSTextureSRV); - - // create a new Depth-Stencil texture - { - D3D11_TEXTURE2D_DESC desc; - ZeroMemory(&desc, sizeof(desc)); - desc.Width = sd->Width; - desc.Height = sd->Height; - desc.MipLevels = 1; - desc.ArraySize = 1; - desc.Format = DXGI_FORMAT_R32_TYPELESS; // Use a typeless type here so that it can be both depth-stencil and shader resource. - desc.SampleDesc.Count = sd->SampleDesc.Count; - desc.SampleDesc.Quality = sd->SampleDesc.Quality; - desc.Usage = D3D11_USAGE_DEFAULT; - desc.BindFlags = D3D11_BIND_DEPTH_STENCIL | D3D11_BIND_SHADER_RESOURCE; - desc.CPUAccessFlags = 0; - desc.MiscFlags = 0; - V(m_device->CreateTexture2D(&desc, NULL, &m_DSTexture)); - } - - // create Depth-Stencil view - { - D3D11_DEPTH_STENCIL_VIEW_DESC desc; - ZeroMemory(&desc, sizeof(desc)); - desc.ViewDimension = sd->SampleDesc.Count > 1 ? D3D11_DSV_DIMENSION_TEXTURE2DMS : D3D11_DSV_DIMENSION_TEXTURE2D; - desc.Format = DXGI_FORMAT_D32_FLOAT; // Make the view see this as D32_FLOAT instead of typeless - desc.Texture2D.MipSlice = 0; - V(m_device->CreateDepthStencilView(m_DSTexture, &desc, &m_DSView)); - } - - // create Depth-Stencil shader resource view - { - D3D11_SHADER_RESOURCE_VIEW_DESC desc; - ZeroMemory(&desc, sizeof(desc)); - desc.Format = DXGI_FORMAT_R32_FLOAT; // Make the shaders see this as R32_FLOAT instead of typeless - desc.ViewDimension = sd->SampleDesc.Count > 1 ? D3D11_SRV_DIMENSION_TEXTURE2DMS : D3D11_SRV_DIMENSION_TEXTURE2D; - desc.Texture2D.MipLevels = 1; - desc.Texture2D.MostDetailedMip = 0; - V(m_device->CreateShaderResourceView(m_DSTexture, &desc, &m_DSTextureSRV)); - } - - // setup viewport - m_viewport.Width = (FLOAT)sd->Width; - m_viewport.Height = (FLOAT)sd->Height; - m_viewport.MinDepth = 0; - m_viewport.MaxDepth = 1; - m_viewport.TopLeftX = 0; - m_viewport.TopLeftY = 0; - - // setup shadows - m_shadow.setScreenResolution(0, sd->Width, sd->Height, sd->SampleDesc.Count, nullptr); -} - -void Renderer::setAllConstantBuffers(ID3D11DeviceContext* ctx) -{ - ID3D11Buffer* cbs[3] = { m_cameraCB, m_worldCB, m_objectCB }; - ctx->VSSetConstantBuffers(0, 3, cbs); - ctx->GSSetConstantBuffers(0, 3, cbs); - ctx->PSSetConstantBuffers(0, 3, cbs); -} - -void Renderer::Render(ID3D11Device* /*device*/, ID3D11DeviceContext* ctx, ID3D11RenderTargetView* pRTV, - ID3D11DepthStencilView*) -{ - PROFILER_SCOPED_FUNCTION(); - - m_context = ctx; - - ctx->ClearRenderTargetView(pRTV, CLEAR_SCENE_COLOR); - ctx->ClearDepthStencilView(m_DSView, D3D11_CLEAR_DEPTH, 1.0, 0); - ctx->RSSetViewports(1, &m_viewport); - - // needed matrices - DirectX::XMMATRIX viewMatrix = m_camera.GetViewMatrix(); - DirectX::XMMATRIX projMatrix = m_camera.GetProjMatrix(); - DirectX::XMMATRIX projMatrixInv = DirectX::XMMatrixInverse(NULL, projMatrix); - DirectX::XMMATRIX viewProjMatrix = viewMatrix * projMatrix; - - // Fill Camera constant buffer - { - D3D11_MAPPED_SUBRESOURCE mappedResource; - ctx->Map(m_cameraCB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource); - CBCamera* cameraBuffer = (CBCamera*)mappedResource.pData; - cameraBuffer->viewProjection = viewProjMatrix; - cameraBuffer->projectionInv = projMatrixInv; - DirectX::XMStoreFloat3(&(cameraBuffer->viewPos), m_camera.GetEyePt()); - ctx->Unmap(m_cameraCB, 0); - } - - // Fill World constant buffer - { - D3D11_MAPPED_SUBRESOURCE mappedResource; - ctx->Map(m_worldCB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource); - CBWorld* worldBuffer = (CBWorld*)mappedResource.pData; - memcpy(worldBuffer, &m_worldCBData, sizeof(m_worldCBData)); - //worldBuffer->ambientColor = m_CBWorldData.ambientColor; - //worldBuffer->pointLightPos = m_CBWorldData.pointLightPos; - //worldBuffer->pointLightColor = m_CBWorldData.pointLightColor; - //worldBuffer->dirLightDir = m_CBWorldData.dirLightDir; - //worldBuffer->specularPower = m_CBWorldData.specularPower; - //worldBuffer->dirLightColor = m_CBWorldData.dirLightColor; - //worldBuffer->specularIntensity = m_CBWorldData.specularIntensity; - ctx->Unmap(m_worldCB, 0); - } - - ctx->RSSetState(m_RSState); - ctx->PSSetSamplers(0, 1, &m_linearSampler); - ctx->PSSetSamplers(1, 1, &m_pointSampler); - - - if (m_shadowEnabled) - { - // render depth only - { - ctx->OMSetRenderTargets(0, nullptr, m_DSView); - ctx->OMSetDepthStencilState(m_opaqueRenderDSState, 0xFF); - - // set constants buffers - setAllConstantBuffers(ctx); - - for (auto it = m_renderables.begin(); it != m_renderables.end(); it++) - { - if (!(*it)->isTransparent() && !(*it)->isHidden()) - (*it)->renderDepthStencilOnly(*this); - } - } - - // render shadow map - m_shadow.renderShadowMaps(this); - - // render shadow buffer - ctx->OMSetRenderTargets(0, nullptr, nullptr); - m_shadow.renderShadowBuffer(m_DSTextureSRV, nullptr); - } - - // Opaque render - { - ctx->RSSetViewports(1, &m_viewport); - ctx->RSSetState(m_RSState); - ctx->OMSetRenderTargets(1, &pRTV, m_DSView); - ctx->OMSetDepthStencilState(m_opaqueRenderDSState, 0xFF); - - // set constants buffers - setAllConstantBuffers(ctx); - - // Fill Camera constant buffer - { - D3D11_MAPPED_SUBRESOURCE mappedResource; - ctx->Map(m_cameraCB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource); - CBCamera* cameraBuffer = (CBCamera*)mappedResource.pData; - cameraBuffer->viewProjection = viewProjMatrix; - cameraBuffer->projectionInv = projMatrixInv; - DirectX::XMStoreFloat3(&(cameraBuffer->viewPos), m_camera.GetEyePt()); - ctx->Unmap(m_cameraCB, 0); - } - - // Render opaque renderables - m_visibleOpaqueRenderablesCount = 0; - for (auto it = m_renderables.begin(); it != m_renderables.end(); it++) - { - if (!(*it)->isTransparent() && !(*it)->isHidden()) - { - (*it)->render(*this); - m_visibleOpaqueRenderablesCount++; - } - } - } - - // modulate shadows - if (m_shadowEnabled) - { - m_shadow.modulateShadowBuffer(pRTV); - } - - // render AO - if (m_HBAOEnabled) - { - m_HBAO.renderAO(m_context, pRTV, m_DSTextureSRV, projMatrix); - } - - ctx->RSSetViewports(1, &m_viewport); - - // render debug render buffers - while (m_queuedRenderBuffers.size() > 0) - { - render(m_queuedRenderBuffers.back()); - m_queuedRenderBuffers.pop_back(); - } - - // Transparency render - ctx->OMSetRenderTargets(1, &pRTV, m_DSView); - ctx->OMSetDepthStencilState(m_transparencyRenderDSState, 0xFF); - - // depth as SRV isn't used now (uncommenting will produce a warning, probably need readonly depth?) - //ctx->PSSetShaderResources(1, 1, &mDSTextureSRV); - - // Render transparent renderables - m_visibleTransparentRenderablesCount = 0; - for (auto it = m_renderables.begin(); it != m_renderables.end(); it++) - { - if ((*it)->isTransparent() && !(*it)->isHidden()) - { - (*it)->render(*this); - m_visibleTransparentRenderablesCount++; - } - } - - // shadows debug render - if (0) - { - m_shadow.displayMapFrustums(pRTV, m_DSView); - } - - // Reset RT and SRV state - ID3D11ShaderResourceView* nullAttach[16] = { nullptr }; - ctx->PSSetShaderResources(0, 16, nullAttach); - ctx->OMSetRenderTargets(0, nullptr, nullptr); -} - -LRESULT Renderer::MsgProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam) -{ - PX_UNUSED(hWnd); - PX_UNUSED(wParam); - PX_UNUSED(lParam); - - if (uMsg == WM_KEYDOWN || uMsg == WM_KEYUP) - { - // Camera overspeed event - int iKeyPressed = static_cast<int>(wParam); - if (iKeyPressed == VK_SHIFT) - { - toggleCameraSpeed(uMsg == WM_KEYDOWN); - } - } - - // Camera events - return m_camera.HandleMessages(hWnd, uMsg, wParam, lParam); -} - -void Renderer::Animate(double fElapsedTimeSeconds) -{ - PROFILER_SCOPED_FUNCTION(); - - m_camera.FrameMove((float)fElapsedTimeSeconds); -} - -void Renderer::renderDepthOnly(DirectX::XMMATRIX* viewProjectionSubstitute) -{ - // Fill Camera constant buffer - if (viewProjectionSubstitute) - { - D3D11_MAPPED_SUBRESOURCE mappedResource; - m_context->Map(m_cameraCB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource); - CBCamera* cameraBuffer = (CBCamera*)mappedResource.pData; - cameraBuffer->viewProjection = *viewProjectionSubstitute; - m_context->Unmap(m_cameraCB, 0); - } - - // set constants buffers - setAllConstantBuffers(m_context); - - // render - for (auto it = m_renderables.begin(); it != m_renderables.end(); it++) - { - if (!(*it)->isTransparent() && !(*it)->isHidden()) - (*it)->renderDepthStencilOnly(*this); - } -} - -void Renderer::render(const PxRenderBuffer* renderBuffer) -{ - // points - uint32_t pointsCount = renderBuffer->getNbPoints(); - if (pointsCount > 0) - { - RenderDebugVertex* verts = new RenderDebugVertex[pointsCount]; - const PxDebugPoint* points = renderBuffer->getPoints(); - for (uint32_t i = 0; i < pointsCount; i++) - { - verts[i].mPos = points[i].pos; - verts[i].mColor = points[i].color; - } - - renderDebugPrimitive(verts, pointsCount, D3D11_PRIMITIVE_TOPOLOGY_POINTLIST); - delete[] verts; - } - - // lines - uint32_t linesCount = renderBuffer->getNbLines(); - if (linesCount > 0) - { - RenderDebugVertex* verts = new RenderDebugVertex[linesCount * 2]; - const PxDebugLine* lines = renderBuffer->getLines(); - for (uint32_t i = 0; i < linesCount; i++) - { - verts[i * 2].mPos = lines[i].pos0; - verts[i * 2].mColor = lines[i].color0; - verts[i * 2 + 1].mPos = lines[i].pos1; - verts[i * 2 + 1].mColor = lines[i].color1; - } - - renderDebugPrimitive(verts, linesCount * 2, D3D11_PRIMITIVE_TOPOLOGY_LINELIST); - delete[] verts; - } - - // triangles - uint32_t trianglesCount = renderBuffer->getNbTriangles(); - if (trianglesCount > 0) - { - RenderDebugVertex* verts = new RenderDebugVertex[trianglesCount * 3]; - const PxDebugTriangle* triangles = renderBuffer->getTriangles(); - for (uint32_t i = 0; i < trianglesCount; i++) - { - verts[i * 3].mPos = triangles[i].pos0; - verts[i * 3].mColor = triangles[i].color0; - verts[i * 3 + 1].mPos = triangles[i].pos1; - verts[i * 3 + 1].mColor = triangles[i].color1; - verts[i * 3 + 2].mPos = triangles[i].pos2; - verts[i * 3 + 2].mColor = triangles[i].color2; - } - - renderDebugPrimitive(verts, trianglesCount * 3, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); - delete[] verts; - } - - // texts? - // .... -} - -void Renderer::renderDebugPrimitive(const Renderer::RenderDebugVertex *vertices, uint32_t verticesCount, D3D11_PRIMITIVE_TOPOLOGY topology) -{ - m_context->IASetPrimitiveTopology(topology); - - m_debugPrimitiveRenderMaterialInstance->bind(*m_context, 0); - - D3D11_MAPPED_SUBRESOURCE mappedResource; - m_context->Map(m_objectCB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource); - CBObject* objectBuffer = (CBObject*)mappedResource.pData; - - objectBuffer->world = PxMat44ToXMMATRIX(PxMat44(PxIdentity)); - - m_context->Unmap(m_objectCB, 0); - - if (m_debugPrimitiveVBVerticesCount < verticesCount) - { - m_debugPrimitiveVBVerticesCount = verticesCount; - SAFE_RELEASE(m_debugPrimitiveVB); - - D3D11_BUFFER_DESC bufferDesc; - - memset(&bufferDesc, 0, sizeof(D3D11_BUFFER_DESC)); - bufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER; - bufferDesc.ByteWidth = sizeof(Renderer::RenderDebugVertex) * m_debugPrimitiveVBVerticesCount; - bufferDesc.CPUAccessFlags = 0; - bufferDesc.MiscFlags = 0; - bufferDesc.Usage = D3D11_USAGE_DEFAULT; - - V(m_device->CreateBuffer(&bufferDesc, NULL, &m_debugPrimitiveVB)); - } - - CD3D11_BOX box(0, 0, 0, (LONG)(sizeof(Renderer::RenderDebugVertex) * verticesCount), 1, 1); - m_context->UpdateSubresource(m_debugPrimitiveVB, 0, &box, vertices, 0, 0); - - ID3D11Buffer* pBuffers[1] = { m_debugPrimitiveVB }; - UINT strides[1] = { sizeof(RenderDebugVertex) }; - UINT offsets[1] = { 0 }; - m_context->IASetVertexBuffers(0, 1, pBuffers, strides, offsets); - - m_context->Draw(verticesCount, 0); -} - -IRenderMesh* Renderer::getPrimitiveRenderMesh(PrimitiveRenderMeshType::Enum type) -{ - if (m_primitiveRenderMeshes[type] == NULL) - { - switch (type) - { - case PrimitiveRenderMeshType::Box: - m_primitiveRenderMeshes[type] = new BoxRenderMesh(); - break; - case PrimitiveRenderMeshType::Plane: - m_primitiveRenderMeshes[type] = new PlaneRenderMesh(); - break; - case PrimitiveRenderMeshType::Sphere: - m_primitiveRenderMeshes[type] = new SphereRenderMesh(); - break; - default: - PX_ALWAYS_ASSERT_MESSAGE("Unsupported PxGeometryType"); - return NULL; - } - } - - return m_primitiveRenderMeshes[type]; -} - - -Renderable* Renderer::createRenderable(IRenderMesh& mesh, RenderMaterial& material) -{ - Renderable* renderable = new Renderable(mesh, material); - m_renderables.emplace(renderable); - return renderable; -} - -void Renderer::removeRenderable(Renderable* r) -{ - m_renderables.erase(m_renderables.find(r)); - delete r; -} - -void Renderer::toggleCameraSpeed(bool overspeed) -{ - m_camera.SetScalers(0.002f, overspeed ? 150.f : 25.f); -} - -void Renderer::reloadShaders() -{ - // iterate Renderables materials and call reload() - std::set<RenderMaterial*> materials; - for (auto it = m_renderables.begin(); it != m_renderables.end(); it++) - { - materials.emplace(&((*it)->getMaterial())); - } - for (std::set<RenderMaterial*>::iterator it = materials.begin(); it != materials.end(); it++) - { - (*it)->reload(); - } -} - -void Renderer::drawUI() -{ - // Lighting - if (ImGui::TreeNode("Lighting")) - { - ImGui::ColorEdit3("Ambient Color", &(m_worldCBData.ambientColor.x)); - ImGui::ColorEdit3("Point Light Color", &(m_worldCBData.pointLightColor.x)); - ImGui::DragFloat3("Point Light Pos", &(m_worldCBData.pointLightPos.x)); - ImGui::ColorEdit3("Dir Light Color", &(m_worldCBData.dirLightColor.x)); - ImGui_DragFloat3Dir("Dir Light Dir", &(m_worldCBData.dirLightDir.x)); - ImGui::DragFloat("Specular Power", &(m_worldCBData.specularPower), 1.0f, 1.0f, 500.0f); - ImGui::DragFloat("Specular Intensity", &(m_worldCBData.specularIntensity), 0.01f, 0.0f, 2.0f); - - ImGui::TreePop(); - } - - // Shadow - if (ImGui::TreeNode("Shadow")) - { - ImGui::Checkbox("Shadows Enabled", &m_shadowEnabled); - if (m_shadowEnabled) - { - m_shadow.drawUI(); - } - - ImGui::TreePop(); - } - - // HBAO+ - if (ImGui::TreeNode("HBAO+")) - { - ImGui::Checkbox("HBAO Enabled", &(m_HBAOEnabled)); - if (m_HBAOEnabled) - { - m_HBAO.drawUI(); - } - - ImGui::TreePop(); - } +// This code contains NVIDIA Confidential Information and is disclosed to you
+// under a form of NVIDIA software license agreement provided separately to you.
+//
+// Notice
+// NVIDIA Corporation and its licensors retain all intellectual property and
+// proprietary rights in and to this software and 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.
+//
+// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
+// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
+// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
+// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
+//
+// Information and code furnished is believed to be accurate and reliable.
+// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
+// information or for any infringement of patents or other rights of third parties that may
+// result from its use. No license is granted by implication or otherwise under any patent
+// or patent rights of NVIDIA Corporation. Details are subject to change without notice.
+// This code supersedes and replaces all information previously supplied.
+// NVIDIA Corporation products are not authorized for use as critical
+// components in life support devices or systems without express written approval of
+// NVIDIA Corporation.
+//
+// Copyright (c) 2008-2018 NVIDIA Corporation. All rights reserved.
+
+
+#include "Renderer.h"
+#include "RenderUtils.h"
+#include "UIHelpers.h"
+#include "SampleProfiler.h"
+
+#include "PxRenderBuffer.h"
+
+#include <set>
+
+
+const float CAMERA_CLIP_NEAR = 1.0f;
+const float CAMERA_CLIP_FAR = 1000.00f;
+
+const float CLEAR_SCENE_COLOR[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
+
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Renderer
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+
+Renderer::Renderer()
+: m_cameraCB(nullptr)
+, m_worldCB(nullptr)
+, m_objectCB(nullptr)
+, m_RSState(nullptr)
+, m_opaqueRenderDSState(nullptr)
+, m_transparencyRenderDSState(nullptr)
+, m_DSTexture(nullptr)
+, m_DSView(nullptr)
+, m_DSTextureSRV(nullptr)
+, m_pointSampler(nullptr)
+, m_linearSampler(nullptr)
+, m_wireframeMode(false)
+, m_debugPrimitiveVB(nullptr)
+, m_debugPrimitiveVBVerticesCount(0)
+, m_shadowEnabled(true)
+, m_HBAOEnabled(true)
+, m_visibleOpaqueRenderablesCount(0)
+, m_visibleTransparentRenderablesCount(0)
+{
+ m_worldCBData.ambientColor = DirectX::XMFLOAT3(0.21f, 0.21f, 0.22f);
+ m_worldCBData.pointLightColor = DirectX::XMFLOAT3(1.0f, 1.0f, 1.0f);
+ m_worldCBData.pointLightPos = DirectX::XMFLOAT3(0.0f, 30.0f, 12.0f);
+ m_worldCBData.dirLightColor = DirectX::XMFLOAT3(0.0f, 0.0f, 0.0f);
+ m_worldCBData.dirLightDir = DirectX::XMFLOAT3(-0.08f, -0.34f, -0.91f);
+ m_worldCBData.specularPower = 140.0f;
+ m_worldCBData.specularIntensity = 0.4f;
+
+ toggleCameraSpeed(false);
+}
+
+Renderer::~Renderer()
+{
+}
+
+void Renderer::initializeDefaultRSState()
+{
+ SAFE_RELEASE(m_RSState);
+ D3D11_RASTERIZER_DESC desc;
+ ZeroMemory(&desc, sizeof(desc));
+ desc.CullMode = D3D11_CULL_FRONT;
+ desc.FillMode = m_wireframeMode ? D3D11_FILL_WIREFRAME : D3D11_FILL_SOLID;
+ desc.AntialiasedLineEnable = FALSE;
+ desc.DepthBias = 0;
+ desc.DepthBiasClamp = 0;
+ desc.DepthClipEnable = TRUE;
+ desc.FrontCounterClockwise = FALSE;
+ desc.MultisampleEnable = TRUE;
+ desc.ScissorEnable = FALSE;
+ desc.SlopeScaledDepthBias = 0;
+
+ V(m_device->CreateRasterizerState(&desc, &m_RSState));
+}
+
+HRESULT Renderer::DeviceCreated(ID3D11Device* device)
+{
+ m_device = device;
+
+ // Camera constant buffer
+ {
+ D3D11_BUFFER_DESC buffer_desc;
+ ZeroMemory(&buffer_desc, sizeof(buffer_desc));
+ buffer_desc.Usage = D3D11_USAGE_DYNAMIC;
+ buffer_desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
+ buffer_desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
+ buffer_desc.ByteWidth = sizeof(CBCamera);
+ _ASSERT((buffer_desc.ByteWidth % 16) == 0);
+
+ V(device->CreateBuffer(&buffer_desc, nullptr, &m_cameraCB));
+ }
+
+ // World constant buffer
+ {
+ D3D11_BUFFER_DESC buffer_desc;
+ ZeroMemory(&buffer_desc, sizeof(buffer_desc));
+ buffer_desc.Usage = D3D11_USAGE_DYNAMIC;
+ buffer_desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
+ buffer_desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
+ buffer_desc.ByteWidth = sizeof(CBWorld);
+ _ASSERT((buffer_desc.ByteWidth % 16) == 0);
+
+ V(device->CreateBuffer(&buffer_desc, nullptr, &m_worldCB));
+ }
+
+ // Object constant buffer
+ {
+ D3D11_BUFFER_DESC buffer_desc;
+ ZeroMemory(&buffer_desc, sizeof(buffer_desc));
+ buffer_desc.Usage = D3D11_USAGE_DYNAMIC;
+ buffer_desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
+ buffer_desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
+ buffer_desc.ByteWidth = sizeof(CBObject);
+ _ASSERT((buffer_desc.ByteWidth % 16) == 0);
+
+ V(device->CreateBuffer(&buffer_desc, nullptr, &m_objectCB));
+ }
+
+ // Opaque Render Depth-Stencil state
+ {
+ D3D11_DEPTH_STENCIL_DESC desc;
+ ZeroMemory(&desc, sizeof(desc));
+ desc.StencilEnable = FALSE;
+ desc.DepthEnable = TRUE;
+ desc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
+ desc.DepthFunc = D3D11_COMPARISON_LESS_EQUAL;
+
+ V(device->CreateDepthStencilState(&desc, &m_opaqueRenderDSState));
+ }
+
+ // Transparency Render Depth-Stencil state
+ {
+ D3D11_DEPTH_STENCIL_DESC desc;
+ ZeroMemory(&desc, sizeof(desc));
+ desc.StencilEnable = FALSE;
+ desc.DepthEnable = TRUE;
+ desc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ZERO;
+ desc.DepthFunc = D3D11_COMPARISON_LESS_EQUAL;
+
+ V(device->CreateDepthStencilState(&desc, &m_transparencyRenderDSState));
+ }
+
+ // Linear sampler
+ {
+ D3D11_SAMPLER_DESC desc;
+ ZeroMemory(&desc, sizeof(desc));
+ desc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
+ desc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
+ desc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
+ desc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
+ desc.MaxAnisotropy = 1;
+ desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
+ desc.MinLOD = 0;
+ desc.MaxLOD = D3D11_FLOAT32_MAX;
+ V(device->CreateSamplerState(&desc, &m_linearSampler));
+ }
+
+ // Point sampler
+ {
+ D3D11_SAMPLER_DESC desc;
+ ZeroMemory(&desc, sizeof(desc));
+ desc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
+ desc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
+ desc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
+ desc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
+ desc.MaxAnisotropy = 1;
+ desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
+ desc.MinLOD = 0;
+ desc.MaxLOD = D3D11_FLOAT32_MAX;
+ V(device->CreateSamplerState(&desc, &m_pointSampler));
+ }
+
+ // Rasterizer state
+ initializeDefaultRSState();
+
+ // init primitive render meshes
+ for (uint32_t i = 0; i < PrimitiveRenderMeshType::Count; i++)
+ {
+ m_primitiveRenderMeshes[i] = nullptr;
+ }
+
+ // init shadows
+ ID3D11DeviceContext* pd3dDeviceContext;
+ m_device->GetImmediateContext(&pd3dDeviceContext);
+ m_shadow.createResources(m_device, pd3dDeviceContext, &m_camera);
+
+ // init hbao
+ m_HBAO.createResources(m_device);
+
+ return S_OK;
+}
+
+void Renderer::DeviceDestroyed()
+{
+ SAFE_RELEASE(m_cameraCB);
+ SAFE_RELEASE(m_worldCB);
+ SAFE_RELEASE(m_objectCB);
+ SAFE_RELEASE(m_RSState);
+ SAFE_RELEASE(m_opaqueRenderDSState);
+ SAFE_RELEASE(m_transparencyRenderDSState);
+ SAFE_RELEASE(m_pointSampler);
+ SAFE_RELEASE(m_linearSampler);
+ SAFE_RELEASE(m_debugPrimitiveVB);
+ SAFE_RELEASE(m_DSTexture);
+ SAFE_RELEASE(m_DSView);
+ SAFE_RELEASE(m_DSTextureSRV);
+
+ for (uint32_t i = 0; i < PrimitiveRenderMeshType::Count; i++)
+ {
+ SAFE_DELETE(m_primitiveRenderMeshes[i]);
+ }
+}
+
+void Renderer::onInitialize()
+{
+ // search paths
+ m_resourceManager.addSearchDir("..\\..\\samples\\resources");
+ m_resourceManager.addSearchDir("..\\..\\..\\samples\\resources");
+ for (const std::string& d : getManager()->getConfig().additionalResourcesDir)
+ {
+ m_resourceManager.addSearchDir(d.c_str());
+ }
+
+ // debug primitive render material and input layout
+ {
+ m_debugPrimitiveRenderMaterial = new RenderMaterial(m_resourceManager, "debug_primitive", "");
+
+ D3D11_INPUT_ELEMENT_DESC layout[] = {
+ { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
+ { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 }
+ };
+
+ m_debugPrimitiveRenderMaterialInstance = m_debugPrimitiveRenderMaterial->getMaterialInstance(layout, ARRAYSIZE(layout));
+ }
+}
+
+void Renderer::onTerminate()
+{
+ SAFE_DELETE(m_debugPrimitiveRenderMaterial);
+}
+
+void Renderer::BackBufferResized(ID3D11Device* /*device*/, const DXGI_SURFACE_DESC* sd)
+{
+ // Setup the camera's projection parameters
+ m_screenWidth = sd->Width;
+ m_screenHeight = sd->Height;
+ float fAspectRatio = m_screenWidth / m_screenHeight;
+ m_camera.SetProjParams(DirectX::XM_PIDIV4, fAspectRatio, CAMERA_CLIP_NEAR, CAMERA_CLIP_FAR);
+
+ SAFE_RELEASE(m_DSTexture);
+ SAFE_RELEASE(m_DSView);
+ SAFE_RELEASE(m_DSTextureSRV);
+
+ // create a new Depth-Stencil texture
+ {
+ D3D11_TEXTURE2D_DESC desc;
+ ZeroMemory(&desc, sizeof(desc));
+ desc.Width = sd->Width;
+ desc.Height = sd->Height;
+ desc.MipLevels = 1;
+ desc.ArraySize = 1;
+ desc.Format = DXGI_FORMAT_R32_TYPELESS; // Use a typeless type here so that it can be both depth-stencil and shader resource.
+ desc.SampleDesc.Count = sd->SampleDesc.Count;
+ desc.SampleDesc.Quality = sd->SampleDesc.Quality;
+ desc.Usage = D3D11_USAGE_DEFAULT;
+ desc.BindFlags = D3D11_BIND_DEPTH_STENCIL | D3D11_BIND_SHADER_RESOURCE;
+ desc.CPUAccessFlags = 0;
+ desc.MiscFlags = 0;
+ V(m_device->CreateTexture2D(&desc, NULL, &m_DSTexture));
+ }
+
+ // create Depth-Stencil view
+ {
+ D3D11_DEPTH_STENCIL_VIEW_DESC desc;
+ ZeroMemory(&desc, sizeof(desc));
+ desc.ViewDimension = sd->SampleDesc.Count > 1 ? D3D11_DSV_DIMENSION_TEXTURE2DMS : D3D11_DSV_DIMENSION_TEXTURE2D;
+ desc.Format = DXGI_FORMAT_D32_FLOAT; // Make the view see this as D32_FLOAT instead of typeless
+ desc.Texture2D.MipSlice = 0;
+ V(m_device->CreateDepthStencilView(m_DSTexture, &desc, &m_DSView));
+ }
+
+ // create Depth-Stencil shader resource view
+ {
+ D3D11_SHADER_RESOURCE_VIEW_DESC desc;
+ ZeroMemory(&desc, sizeof(desc));
+ desc.Format = DXGI_FORMAT_R32_FLOAT; // Make the shaders see this as R32_FLOAT instead of typeless
+ desc.ViewDimension = sd->SampleDesc.Count > 1 ? D3D11_SRV_DIMENSION_TEXTURE2DMS : D3D11_SRV_DIMENSION_TEXTURE2D;
+ desc.Texture2D.MipLevels = 1;
+ desc.Texture2D.MostDetailedMip = 0;
+ V(m_device->CreateShaderResourceView(m_DSTexture, &desc, &m_DSTextureSRV));
+ }
+
+ // setup viewport
+ m_viewport.Width = (FLOAT)sd->Width;
+ m_viewport.Height = (FLOAT)sd->Height;
+ m_viewport.MinDepth = 0;
+ m_viewport.MaxDepth = 1;
+ m_viewport.TopLeftX = 0;
+ m_viewport.TopLeftY = 0;
+
+ // setup shadows
+ m_shadow.setScreenResolution(0, sd->Width, sd->Height, sd->SampleDesc.Count, nullptr);
+}
+
+void Renderer::setAllConstantBuffers(ID3D11DeviceContext* ctx)
+{
+ ID3D11Buffer* cbs[3] = { m_cameraCB, m_worldCB, m_objectCB };
+ ctx->VSSetConstantBuffers(0, 3, cbs);
+ ctx->GSSetConstantBuffers(0, 3, cbs);
+ ctx->PSSetConstantBuffers(0, 3, cbs);
+}
+
+void Renderer::Render(ID3D11Device* /*device*/, ID3D11DeviceContext* ctx, ID3D11RenderTargetView* pRTV,
+ ID3D11DepthStencilView*)
+{
+ PROFILER_SCOPED_FUNCTION();
+
+ m_context = ctx;
+
+ ctx->ClearRenderTargetView(pRTV, CLEAR_SCENE_COLOR);
+ ctx->ClearDepthStencilView(m_DSView, D3D11_CLEAR_DEPTH, 1.0, 0);
+ ctx->RSSetViewports(1, &m_viewport);
+
+ // needed matrices
+ DirectX::XMMATRIX viewMatrix = m_camera.GetViewMatrix();
+ DirectX::XMMATRIX projMatrix = m_camera.GetProjMatrix();
+ DirectX::XMMATRIX projMatrixInv = DirectX::XMMatrixInverse(NULL, projMatrix);
+ DirectX::XMMATRIX viewProjMatrix = viewMatrix * projMatrix;
+
+ // Fill Camera constant buffer
+ {
+ D3D11_MAPPED_SUBRESOURCE mappedResource;
+ ctx->Map(m_cameraCB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
+ CBCamera* cameraBuffer = (CBCamera*)mappedResource.pData;
+ cameraBuffer->viewProjection = viewProjMatrix;
+ cameraBuffer->projectionInv = projMatrixInv;
+ DirectX::XMStoreFloat3(&(cameraBuffer->viewPos), m_camera.GetEyePt());
+ ctx->Unmap(m_cameraCB, 0);
+ }
+
+ // Fill World constant buffer
+ {
+ D3D11_MAPPED_SUBRESOURCE mappedResource;
+ ctx->Map(m_worldCB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
+ CBWorld* worldBuffer = (CBWorld*)mappedResource.pData;
+ memcpy(worldBuffer, &m_worldCBData, sizeof(m_worldCBData));
+ //worldBuffer->ambientColor = m_CBWorldData.ambientColor;
+ //worldBuffer->pointLightPos = m_CBWorldData.pointLightPos;
+ //worldBuffer->pointLightColor = m_CBWorldData.pointLightColor;
+ //worldBuffer->dirLightDir = m_CBWorldData.dirLightDir;
+ //worldBuffer->specularPower = m_CBWorldData.specularPower;
+ //worldBuffer->dirLightColor = m_CBWorldData.dirLightColor;
+ //worldBuffer->specularIntensity = m_CBWorldData.specularIntensity;
+ ctx->Unmap(m_worldCB, 0);
+ }
+
+ ctx->RSSetState(m_RSState);
+ ctx->PSSetSamplers(0, 1, &m_linearSampler);
+ ctx->PSSetSamplers(1, 1, &m_pointSampler);
+
+
+ if (m_shadowEnabled)
+ {
+ // render depth only
+ {
+ ctx->OMSetRenderTargets(0, nullptr, m_DSView);
+ ctx->OMSetDepthStencilState(m_opaqueRenderDSState, 0xFF);
+
+ // set constants buffers
+ setAllConstantBuffers(ctx);
+
+ for (auto it = m_renderables.begin(); it != m_renderables.end(); it++)
+ {
+ if (!(*it)->isTransparent() && !(*it)->isHidden())
+ (*it)->renderDepthStencilOnly(*this);
+ }
+ }
+
+ // render shadow map
+ m_shadow.renderShadowMaps(this);
+
+ // render shadow buffer
+ ctx->OMSetRenderTargets(0, nullptr, nullptr);
+ m_shadow.renderShadowBuffer(m_DSTextureSRV, nullptr);
+ }
+
+ // Opaque render
+ {
+ ctx->RSSetViewports(1, &m_viewport);
+ ctx->RSSetState(m_RSState);
+ ctx->OMSetRenderTargets(1, &pRTV, m_DSView);
+ ctx->OMSetDepthStencilState(m_opaqueRenderDSState, 0xFF);
+
+ // set constants buffers
+ setAllConstantBuffers(ctx);
+
+ // Fill Camera constant buffer
+ {
+ D3D11_MAPPED_SUBRESOURCE mappedResource;
+ ctx->Map(m_cameraCB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
+ CBCamera* cameraBuffer = (CBCamera*)mappedResource.pData;
+ cameraBuffer->viewProjection = viewProjMatrix;
+ cameraBuffer->projectionInv = projMatrixInv;
+ DirectX::XMStoreFloat3(&(cameraBuffer->viewPos), m_camera.GetEyePt());
+ ctx->Unmap(m_cameraCB, 0);
+ }
+
+ // Render opaque renderables
+ m_visibleOpaqueRenderablesCount = 0;
+ for (auto it = m_renderables.begin(); it != m_renderables.end(); it++)
+ {
+ if (!(*it)->isTransparent() && !(*it)->isHidden())
+ {
+ (*it)->render(*this);
+ m_visibleOpaqueRenderablesCount++;
+ }
+ }
+ }
+
+ // modulate shadows
+ if (m_shadowEnabled)
+ {
+ m_shadow.modulateShadowBuffer(pRTV);
+ }
+
+ // render AO
+ if (m_HBAOEnabled)
+ {
+ m_HBAO.renderAO(m_context, pRTV, m_DSTextureSRV, projMatrix);
+ }
+
+ ctx->RSSetViewports(1, &m_viewport);
+
+ // render debug render buffers
+ while (m_queuedRenderBuffers.size() > 0)
+ {
+ render(m_queuedRenderBuffers.back());
+ m_queuedRenderBuffers.pop_back();
+ }
+
+ // Transparency render
+ ctx->OMSetRenderTargets(1, &pRTV, m_DSView);
+ ctx->OMSetDepthStencilState(m_transparencyRenderDSState, 0xFF);
+
+ // depth as SRV isn't used now (uncommenting will produce a warning, probably need readonly depth?)
+ //ctx->PSSetShaderResources(1, 1, &mDSTextureSRV);
+
+ // Render transparent renderables
+ m_visibleTransparentRenderablesCount = 0;
+ for (auto it = m_renderables.begin(); it != m_renderables.end(); it++)
+ {
+ if ((*it)->isTransparent() && !(*it)->isHidden())
+ {
+ (*it)->render(*this);
+ m_visibleTransparentRenderablesCount++;
+ }
+ }
+
+ // shadows debug render
+ if (0)
+ {
+ m_shadow.displayMapFrustums(pRTV, m_DSView);
+ }
+
+ // Reset RT and SRV state
+ ID3D11ShaderResourceView* nullAttach[16] = { nullptr };
+ ctx->PSSetShaderResources(0, 16, nullAttach);
+ ctx->OMSetRenderTargets(0, nullptr, nullptr);
+}
+
+LRESULT Renderer::MsgProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
+{
+ PX_UNUSED(hWnd);
+ PX_UNUSED(wParam);
+ PX_UNUSED(lParam);
+
+ if (uMsg == WM_KEYDOWN || uMsg == WM_KEYUP)
+ {
+ // Camera overspeed event
+ int iKeyPressed = static_cast<int>(wParam);
+ if (iKeyPressed == VK_SHIFT)
+ {
+ toggleCameraSpeed(uMsg == WM_KEYDOWN);
+ }
+ }
+
+ // Camera events
+ return m_camera.HandleMessages(hWnd, uMsg, wParam, lParam);
+}
+
+void Renderer::Animate(double fElapsedTimeSeconds)
+{
+ PROFILER_SCOPED_FUNCTION();
+
+ m_camera.FrameMove((float)fElapsedTimeSeconds);
+}
+
+void Renderer::renderDepthOnly(DirectX::XMMATRIX* viewProjectionSubstitute)
+{
+ // Fill Camera constant buffer
+ if (viewProjectionSubstitute)
+ {
+ D3D11_MAPPED_SUBRESOURCE mappedResource;
+ m_context->Map(m_cameraCB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
+ CBCamera* cameraBuffer = (CBCamera*)mappedResource.pData;
+ cameraBuffer->viewProjection = *viewProjectionSubstitute;
+ m_context->Unmap(m_cameraCB, 0);
+ }
+
+ // set constants buffers
+ setAllConstantBuffers(m_context);
+
+ // render
+ for (auto it = m_renderables.begin(); it != m_renderables.end(); it++)
+ {
+ if (!(*it)->isTransparent() && !(*it)->isHidden())
+ (*it)->renderDepthStencilOnly(*this);
+ }
+}
+
+void Renderer::render(const PxRenderBuffer* renderBuffer)
+{
+ // points
+ uint32_t pointsCount = renderBuffer->getNbPoints();
+ if (pointsCount > 0)
+ {
+ RenderDebugVertex* verts = new RenderDebugVertex[pointsCount];
+ const PxDebugPoint* points = renderBuffer->getPoints();
+ for (uint32_t i = 0; i < pointsCount; i++)
+ {
+ verts[i].mPos = points[i].pos;
+ verts[i].mColor = points[i].color;
+ }
+
+ renderDebugPrimitive(verts, pointsCount, D3D11_PRIMITIVE_TOPOLOGY_POINTLIST);
+ delete[] verts;
+ }
+
+ // lines
+ uint32_t linesCount = renderBuffer->getNbLines();
+ if (linesCount > 0)
+ {
+ RenderDebugVertex* verts = new RenderDebugVertex[linesCount * 2];
+ const PxDebugLine* lines = renderBuffer->getLines();
+ for (uint32_t i = 0; i < linesCount; i++)
+ {
+ verts[i * 2].mPos = lines[i].pos0;
+ verts[i * 2].mColor = lines[i].color0;
+ verts[i * 2 + 1].mPos = lines[i].pos1;
+ verts[i * 2 + 1].mColor = lines[i].color1;
+ }
+
+ renderDebugPrimitive(verts, linesCount * 2, D3D11_PRIMITIVE_TOPOLOGY_LINELIST);
+ delete[] verts;
+ }
+
+ // triangles
+ uint32_t trianglesCount = renderBuffer->getNbTriangles();
+ if (trianglesCount > 0)
+ {
+ RenderDebugVertex* verts = new RenderDebugVertex[trianglesCount * 3];
+ const PxDebugTriangle* triangles = renderBuffer->getTriangles();
+ for (uint32_t i = 0; i < trianglesCount; i++)
+ {
+ verts[i * 3].mPos = triangles[i].pos0;
+ verts[i * 3].mColor = triangles[i].color0;
+ verts[i * 3 + 1].mPos = triangles[i].pos1;
+ verts[i * 3 + 1].mColor = triangles[i].color1;
+ verts[i * 3 + 2].mPos = triangles[i].pos2;
+ verts[i * 3 + 2].mColor = triangles[i].color2;
+ }
+
+ renderDebugPrimitive(verts, trianglesCount * 3, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
+ delete[] verts;
+ }
+
+ // texts?
+ // ....
+}
+
+void Renderer::renderDebugPrimitive(const Renderer::RenderDebugVertex *vertices, uint32_t verticesCount, D3D11_PRIMITIVE_TOPOLOGY topology)
+{
+ m_context->IASetPrimitiveTopology(topology);
+
+ m_debugPrimitiveRenderMaterialInstance->bind(*m_context, 0);
+
+ D3D11_MAPPED_SUBRESOURCE mappedResource;
+ m_context->Map(m_objectCB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
+ CBObject* objectBuffer = (CBObject*)mappedResource.pData;
+
+ objectBuffer->world = PxMat44ToXMMATRIX(PxMat44(PxIdentity));
+
+ m_context->Unmap(m_objectCB, 0);
+
+ if (m_debugPrimitiveVBVerticesCount < verticesCount)
+ {
+ m_debugPrimitiveVBVerticesCount = verticesCount;
+ SAFE_RELEASE(m_debugPrimitiveVB);
+
+ D3D11_BUFFER_DESC bufferDesc;
+
+ memset(&bufferDesc, 0, sizeof(D3D11_BUFFER_DESC));
+ bufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
+ bufferDesc.ByteWidth = sizeof(Renderer::RenderDebugVertex) * m_debugPrimitiveVBVerticesCount;
+ bufferDesc.CPUAccessFlags = 0;
+ bufferDesc.MiscFlags = 0;
+ bufferDesc.Usage = D3D11_USAGE_DEFAULT;
+
+ V(m_device->CreateBuffer(&bufferDesc, NULL, &m_debugPrimitiveVB));
+ }
+
+ CD3D11_BOX box(0, 0, 0, (LONG)(sizeof(Renderer::RenderDebugVertex) * verticesCount), 1, 1);
+ m_context->UpdateSubresource(m_debugPrimitiveVB, 0, &box, vertices, 0, 0);
+
+ ID3D11Buffer* pBuffers[1] = { m_debugPrimitiveVB };
+ UINT strides[1] = { sizeof(RenderDebugVertex) };
+ UINT offsets[1] = { 0 };
+ m_context->IASetVertexBuffers(0, 1, pBuffers, strides, offsets);
+
+ m_context->Draw(verticesCount, 0);
+}
+
+IRenderMesh* Renderer::getPrimitiveRenderMesh(PrimitiveRenderMeshType::Enum type)
+{
+ if (m_primitiveRenderMeshes[type] == NULL)
+ {
+ switch (type)
+ {
+ case PrimitiveRenderMeshType::Box:
+ m_primitiveRenderMeshes[type] = new BoxRenderMesh();
+ break;
+ case PrimitiveRenderMeshType::Plane:
+ m_primitiveRenderMeshes[type] = new PlaneRenderMesh();
+ break;
+ case PrimitiveRenderMeshType::Sphere:
+ m_primitiveRenderMeshes[type] = new SphereRenderMesh();
+ break;
+ default:
+ PX_ALWAYS_ASSERT_MESSAGE("Unsupported PxGeometryType");
+ return NULL;
+ }
+ }
+
+ return m_primitiveRenderMeshes[type];
+}
+
+
+Renderable* Renderer::createRenderable(IRenderMesh& mesh, RenderMaterial& material)
+{
+ Renderable* renderable = new Renderable(mesh, material);
+ m_renderables.emplace(renderable);
+ return renderable;
+}
+
+void Renderer::removeRenderable(Renderable* r)
+{
+ m_renderables.erase(m_renderables.find(r));
+ delete r;
+}
+
+void Renderer::toggleCameraSpeed(bool overspeed)
+{
+ m_camera.SetScalers(0.002f, overspeed ? 150.f : 25.f);
+}
+
+void Renderer::reloadShaders()
+{
+ // iterate Renderables materials and call reload()
+ std::set<RenderMaterial*> materials;
+ for (auto it = m_renderables.begin(); it != m_renderables.end(); it++)
+ {
+ materials.emplace(&((*it)->getMaterial()));
+ }
+ for (std::set<RenderMaterial*>::iterator it = materials.begin(); it != materials.end(); it++)
+ {
+ (*it)->reload();
+ }
+}
+
+void Renderer::drawUI()
+{
+ // Lighting
+ if (ImGui::TreeNode("Lighting"))
+ {
+ ImGui::ColorEdit3("Ambient Color", &(m_worldCBData.ambientColor.x));
+ ImGui::ColorEdit3("Point Light Color", &(m_worldCBData.pointLightColor.x));
+ ImGui::DragFloat3("Point Light Pos", &(m_worldCBData.pointLightPos.x));
+ ImGui::ColorEdit3("Dir Light Color", &(m_worldCBData.dirLightColor.x));
+ ImGui_DragFloat3Dir("Dir Light Dir", &(m_worldCBData.dirLightDir.x));
+ ImGui::DragFloat("Specular Power", &(m_worldCBData.specularPower), 1.0f, 1.0f, 500.0f);
+ ImGui::DragFloat("Specular Intensity", &(m_worldCBData.specularIntensity), 0.01f, 0.0f, 2.0f);
+
+ ImGui::TreePop();
+ }
+
+ // Shadow
+ if (ImGui::TreeNode("Shadow"))
+ {
+ ImGui::Checkbox("Shadows Enabled", &m_shadowEnabled);
+ if (m_shadowEnabled)
+ {
+ m_shadow.drawUI();
+ }
+
+ ImGui::TreePop();
+ }
+
+ // HBAO+
+ if (ImGui::TreeNode("HBAO+"))
+ {
+ ImGui::Checkbox("HBAO Enabled", &(m_HBAOEnabled));
+ if (m_HBAOEnabled)
+ {
+ m_HBAO.drawUI();
+ }
+
+ ImGui::TreePop();
+ }
}
\ No newline at end of file |