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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.h | |
| 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.h')
| -rw-r--r-- | demo/d3d11/diffuseRenderD3D11.h | 76 |
1 files changed, 76 insertions, 0 deletions
diff --git a/demo/d3d11/diffuseRenderD3D11.h b/demo/d3d11/diffuseRenderD3D11.h new file mode 100644 index 0000000..cf4231e --- /dev/null +++ b/demo/d3d11/diffuseRenderD3D11.h @@ -0,0 +1,76 @@ +/* + * 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. + */ + +#pragma once + +#include <DirectXMath.h> + +#include "shadowMapD3D11.h" +#include "../include/NvFlex.h" +#include "../d3d/renderParamsD3D.h" +#include "shaders.h" + +#include <wrl.h> +using namespace Microsoft::WRL; + +// vertex buffers for diffuse particles +struct DiffuseRenderBuffersD3D11 +{ + DiffuseRenderBuffersD3D11() : + m_positionsBuf(nullptr), + m_velocitiesBuf(nullptr) + { + m_numParticles = 0; + } + + ~DiffuseRenderBuffersD3D11() + { + if (m_numParticles > 0) + { + NvFlexUnregisterD3DBuffer(m_positionsBuf); + NvFlexUnregisterD3DBuffer(m_velocitiesBuf); + } + } + + int m_numParticles; + + ComPtr<ID3D11Buffer> m_positions; + ComPtr<ID3D11Buffer> m_velocities; + + NvFlexBuffer* m_positionsBuf; + NvFlexBuffer* m_velocitiesBuf; +}; + +struct DiffuseRendererD3D11 +{ + void init(ID3D11Device* device, ID3D11DeviceContext* deviceContext); + + void draw(const DiffuseDrawParamsD3D* params, ID3D11Buffer* positions, ID3D11Buffer* velocities, int numParticles); + + DiffuseRendererD3D11(): + m_device(nullptr), + m_deviceContext(nullptr) + {} + + ID3D11Device* m_device; + ID3D11DeviceContext* m_deviceContext; + + ComPtr<ID3D11InputLayout> m_inputLayout; + + ComPtr<ID3D11VertexShader> m_diffuseVs; + ComPtr<ID3D11GeometryShader> m_diffuseGs; + ComPtr<ID3D11PixelShader> m_diffusePs; + + ComPtr<ID3D11Buffer> m_constantBuffer; + ComPtr<ID3D11RasterizerState> m_rasterizerState; + + ComPtr<ID3D11BlendState> m_blendState; + ComPtr<ID3D11DepthStencilState> m_depthStencilState; +}; |