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authorMiles Macklin <[email protected]>2017-06-09 13:41:15 +1200
committerMiles Macklin <[email protected]>2017-06-09 13:41:15 +1200
commit688b5f42e9bfe498d7af7075d4d8f4429867f3a3 (patch)
tree7e0d0e7c95298f0418723abd92f61ac6e16b055e /demo/d3d11/diffuseRender.cpp
parentUpdate README.md (diff)
downloadflex-688b5f42e9bfe498d7af7075d4d8f4429867f3a3.tar.xz
flex-688b5f42e9bfe498d7af7075d4d8f4429867f3a3.zip
1.2.0.beta.11.2.0.beta.1
Diffstat (limited to 'demo/d3d11/diffuseRender.cpp')
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diff --git a/demo/d3d11/diffuseRender.cpp b/demo/d3d11/diffuseRender.cpp
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-/*
- * 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);
-}