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| author | Miles Macklin <[email protected]> | 2017-06-09 13:41:15 +1200 |
|---|---|---|
| committer | Miles Macklin <[email protected]> | 2017-06-09 13:41:15 +1200 |
| commit | 688b5f42e9bfe498d7af7075d4d8f4429867f3a3 (patch) | |
| tree | 7e0d0e7c95298f0418723abd92f61ac6e16b055e /demo/d3d11/diffuseRenderD3D11.cpp | |
| parent | Update README.md (diff) | |
| download | flex-1.2.0.beta.1.tar.xz flex-1.2.0.beta.1.zip | |
1.2.0.beta.11.2.0.beta.1
Diffstat (limited to 'demo/d3d11/diffuseRenderD3D11.cpp')
| -rw-r--r-- | demo/d3d11/diffuseRenderD3D11.cpp | 182 |
1 files changed, 182 insertions, 0 deletions
diff --git a/demo/d3d11/diffuseRenderD3D11.cpp b/demo/d3d11/diffuseRenderD3D11.cpp new file mode 100644 index 0000000..846a8bf --- /dev/null +++ b/demo/d3d11/diffuseRenderD3D11.cpp @@ -0,0 +1,182 @@ +/* + * 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 "diffuseRenderD3D11.h" + +#include "../d3d/shaders/diffuseVS.hlsl.h" +#include "../d3d/shaders/diffuseGS.hlsl.h" +#include "../d3d/shaders/diffusePS.hlsl.h" + +#include "../d3d/shaderCommonD3D.h" + +void DiffuseRendererD3D11::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(Hlsl::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 DiffuseRendererD3D11::draw(const DiffuseDrawParamsD3D* params, ID3D11Buffer* positions, ID3D11Buffer* velocities, int numParticles) +{ + using namespace DirectX; + ID3D11DeviceContext* deviceContext = m_deviceContext; + + // update constant buffer + { + D3D11_MAPPED_SUBRESOURCE mappedResource = { 0 }; + if (SUCCEEDED(deviceContext->Map(m_constantBuffer.Get(), 0u, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource))) + { + Hlsl::DiffuseShaderConst constBuf; + RenderParamsUtilD3D::calcDiffuseConstantBuffer(*params, constBuf); + memcpy(mappedResource.pData, &constBuf, sizeof(Hlsl::DiffuseShaderConst)); + deviceContext->Unmap(m_constantBuffer.Get(), 0u); + } + } + + deviceContext->VSSetShader(m_diffuseVs.Get(), nullptr, 0u); + deviceContext->GSSetShader(m_diffuseGs.Get(), nullptr, 0u); + deviceContext->PSSetShader(m_diffusePs.Get(), nullptr, 0u); + + if (params->shadowMap) + { + ShadowMapD3D11* shadowMap = (ShadowMapD3D11*)params->shadowMap; + + 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[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(NV_NULL, DXGI_FORMAT_R32_UINT, 0u); + + deviceContext->OMSetBlendState(m_blendState.Get(), nullptr, 0xFFFFFFFF); + deviceContext->OMSetDepthStencilState(m_depthStencilState.Get(), 0u); + + float depthSign = DirectX::XMVectorGetW(params->projection.r[2]); + if (depthSign < 0.f) + { + deviceContext->RSSetState(m_rasterizerState.Get()); + } + + deviceContext->Draw(numParticles, 0); + + if (depthSign < 0.f) + { + deviceContext->RSSetState(nullptr); + } + + deviceContext->GSSetShader(nullptr, nullptr, 0u); + deviceContext->OMSetDepthStencilState(nullptr, 0u); + deviceContext->OMSetBlendState(nullptr, nullptr, 0xFFFFFFFF); +} |