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| author | Miles Macklin <[email protected]> | 2017-06-09 13:41:15 +1200 |
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| committer | Miles Macklin <[email protected]> | 2017-06-09 13:41:15 +1200 |
| commit | 688b5f42e9bfe498d7af7075d4d8f4429867f3a3 (patch) | |
| tree | 7e0d0e7c95298f0418723abd92f61ac6e16b055e /demo/d3d11/diffuseRender.cpp | |
| parent | Update README.md (diff) | |
| download | flex-688b5f42e9bfe498d7af7075d4d8f4429867f3a3.tar.xz flex-688b5f42e9bfe498d7af7075d4d8f4429867f3a3.zip | |
1.2.0.beta.11.2.0.beta.1
Diffstat (limited to 'demo/d3d11/diffuseRender.cpp')
| -rw-r--r-- | demo/d3d11/diffuseRender.cpp | 217 |
1 files changed, 0 insertions, 217 deletions
diff --git a/demo/d3d11/diffuseRender.cpp b/demo/d3d11/diffuseRender.cpp deleted file mode 100644 index 60ced59..0000000 --- a/demo/d3d11/diffuseRender.cpp +++ /dev/null @@ -1,217 +0,0 @@ -/* - * 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 <d3d11.h> - -// include the Direct3D Library file -#pragma comment (lib, "d3d11.lib") - -#include <math.h> - -#include "appD3D11Ctx.h" - -#include "diffuseRender.h" - -#include "shaders/diffuseVS.hlsl.h" -#include "shaders/diffuseGS.hlsl.h" -#include "shaders/diffusePS.hlsl.h" - -#define EXCLUDE_SHADER_STRUCTS 1 -#include "shaders/shaderCommon.h" - - -void DiffuseRenderer::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(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 DiffuseRenderer::Destroy() -{ - COMRelease(m_inputLayout); - COMRelease(m_diffuseVS); - COMRelease(m_diffuseGS); - COMRelease(m_diffusePS); - COMRelease(m_constantBuffer); - COMRelease(m_rasterizerState); - COMRelease(m_blendState); - COMRelease(m_depthStencilState); -} - - - -void DiffuseRenderer::Draw(const DiffuseDrawParams* params, ID3D11Buffer* positions, ID3D11Buffer* velocities, ID3D11Buffer* indices, int numParticles) -{ - using namespace DirectX; - - ID3D11DeviceContext* deviceContext = m_deviceContext; - - // update constant buffer - { - D3D11_MAPPED_SUBRESOURCE mappedResource = { 0 }; - if (S_OK == deviceContext->Map(m_constantBuffer, 0u, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource)) - { - DiffuseShaderConst cParams; - - cParams.modelViewProjection = (float4x4&)(XMMatrixMultiply(XMMatrixMultiply(params->model, params->view), params->projection)); - cParams.modelView = (float4x4&)XMMatrixMultiply(params->model, params->view); - cParams.projection = (float4x4&)params->projection; - - cParams.motionBlurScale = params->motionScale; - cParams.diffuseRadius = params->diffuseRadius; - cParams.diffuseScale = params->diffuseScale; - cParams.spotMin = params->spotMin; - cParams.spotMax = params->spotMax; - - cParams.lightTransform = (float4x4&)params->lightTransform; - cParams.lightPos = params->lightPos; - cParams.lightDir = params->lightDir; - cParams.color = params->color; - - - memcpy(cParams.shadowTaps, params->shadowTaps, sizeof(cParams.shadowTaps)); - - memcpy(mappedResource.pData, &cParams, sizeof(DiffuseShaderConst)); - - deviceContext->Unmap(m_constantBuffer, 0u); - } - } - - deviceContext->VSSetShader(m_diffuseVS, nullptr, 0u); - deviceContext->GSSetShader(m_diffuseGS, nullptr, 0u); - deviceContext->PSSetShader(m_diffusePS, nullptr, 0u); - - if (params->shadowMap) - { - ShadowMap* shadowMap = (ShadowMap*)params->shadowMap; - - ID3D11ShaderResourceView* ppSRV[1] = { shadowMap->m_depthSrv.Get() }; - deviceContext->PSSetShaderResources(0, 1, ppSRV); - ID3D11SamplerState* ppSS[1] = { shadowMap->m_linearSampler.Get() }; - deviceContext->PSSetSamplers(0, 1, ppSS); - } - - deviceContext->IASetInputLayout(m_inputLayout); - deviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_POINTLIST); - - deviceContext->VSSetConstantBuffers(0, 1, &m_constantBuffer); - deviceContext->GSSetConstantBuffers(0, 1, &m_constantBuffer); - deviceContext->PSSetConstantBuffers(0, 1, &m_constantBuffer); - - 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(indices, DXGI_FORMAT_R32_UINT, 0u); - - deviceContext->OMSetBlendState(m_blendState, nullptr, 0xFFFFFFFF); - deviceContext->OMSetDepthStencilState(m_depthStencilState, 0u); - - float depthSign = DirectX::XMVectorGetW(params->projection.r[2]); - if (depthSign < 0.f) - { - deviceContext->RSSetState(m_rasterizerState); - } - - deviceContext->DrawIndexed(numParticles, 0, 0); - - if (depthSign < 0.f) - { - deviceContext->RSSetState(nullptr); - } - - deviceContext->OMSetDepthStencilState(nullptr, 0u); - deviceContext->OMSetBlendState(nullptr, nullptr, 0xFFFFFFFF); -} |