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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/fluidRenderD3D11.cpp
parentUpdate README.md (diff)
downloadflex-1.2.0.beta.1.tar.xz
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1.2.0.beta.11.2.0.beta.1
Diffstat (limited to 'demo/d3d11/fluidRenderD3D11.cpp')
-rw-r--r--demo/d3d11/fluidRenderD3D11.cpp365
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diff --git a/demo/d3d11/fluidRenderD3D11.cpp b/demo/d3d11/fluidRenderD3D11.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 "fluidRenderD3D11.h"
+
+#include "../d3d/shaders/ellipsoidDepthVS.hlsl.h"
+#include "../d3d/shaders/ellipsoidDepthGS.hlsl.h"
+#include "../d3d/shaders/ellipsoidDepthPS.hlsl.h"
+#include "../d3d/shaders/passThroughVS.hlsl.h"
+#include "../d3d/shaders/blurDepthPS.hlsl.h"
+#include "../d3d/shaders/compositePS.hlsl.h"
+
+#include "../d3d/shaderCommonD3D.h"
+
+#include "renderTargetD3D11.h"
+#include "shadowMapD3D11.h"
+
+#include "shaders.h"
+
+typedef DirectX::XMFLOAT2 float2;
+
+using namespace DirectX;
+
+struct PassthroughVertex
+{
+ float3 position;
+ float3 normal;
+ float2 texcoords;
+ float4 color;
+};
+
+void FluidRendererD3D11::init(ID3D11Device* device, ID3D11DeviceContext* context, int width, int height)
+{
+ m_sceneWidth = width;
+ m_sceneHeight = height;
+
+ m_depthTexture.init(device, width, height);
+ m_depthSmoothTexture.init(device, width, height, false);
+
+ 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 },
+ { "U", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 1, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
+ { "V", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 2, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
+ { "W", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 3, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
+ };
+
+ m_device->CreateInputLayout(inputElementDescs, 4, g_ellipsoidDepthVS, sizeof(g_ellipsoidDepthVS), &m_ellipsoidDepthLayout);
+ }
+
+ // create the shaders
+ m_device->CreateVertexShader(g_ellipsoidDepthVS, sizeof(g_ellipsoidDepthVS), nullptr, &m_ellipsoidDepthVs);
+ m_device->CreateGeometryShader(g_ellipsoidDepthGS, sizeof(g_ellipsoidDepthGS), nullptr, &m_ellipsoidDepthGs);
+ m_device->CreatePixelShader(g_ellipsoidDepthPS, sizeof(g_ellipsoidDepthPS), nullptr, &m_ellipsoidDepthPs);
+
+ // create the input layout
+ {
+ D3D11_INPUT_ELEMENT_DESC inputElementDescs[] =
+ {
+ { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
+ { "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
+ { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
+ { "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 }
+ };
+
+ m_device->CreateInputLayout(inputElementDescs, 4, g_passThroughVS, sizeof(g_passThroughVS), &m_passThroughLayout);
+ }
+
+ // pass through shader
+ m_device->CreateVertexShader(g_passThroughVS, sizeof(g_passThroughVS), nullptr, &m_passThroughVs);
+
+ // full screen pixel shaders
+ m_device->CreatePixelShader(g_blurDepthPS, sizeof(g_blurDepthPS), nullptr, &m_blurDepthPs);
+ m_device->CreatePixelShader(g_compositePS, sizeof(g_compositePS), nullptr, &m_compositePs);
+
+ // create a constant buffer
+ {
+ D3D11_BUFFER_DESC bufDesc;
+ bufDesc.ByteWidth = sizeof(Hlsl::FluidShaderConst); // 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
+ for (int i = 0; i < NUM_FLUID_RENDER_MODES; i++)
+ {
+ for (int j = 0; j < NUM_FLUID_CULL_MODES; j++)
+ {
+ D3D11_RASTERIZER_DESC desc = {};
+ desc.FillMode = (D3D11_FILL_MODE)(D3D11_FILL_WIREFRAME + i);
+ desc.CullMode = (D3D11_CULL_MODE)(D3D11_CULL_NONE + j);
+ 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[i][j]);
+ }
+ }
+
+ _createScreenQuad();
+}
+
+void FluidRendererD3D11::_createScreenQuad()
+{
+ // create an index buffer
+ {
+ D3D11_BUFFER_DESC bufDesc;
+ bufDesc.ByteWidth = 4*sizeof(UINT);
+ bufDesc.Usage = D3D11_USAGE_IMMUTABLE;
+ bufDesc.BindFlags = D3D11_BIND_INDEX_BUFFER;
+ bufDesc.CPUAccessFlags = DXGI_CPU_ACCESS_NONE;
+ bufDesc.MiscFlags = 0;
+
+ unsigned int quad_indices[4] = { 0, 1, 3, 2 };
+
+ D3D11_SUBRESOURCE_DATA data = { 0 };
+ data.pSysMem = quad_indices;
+
+ m_device->CreateBuffer(&bufDesc, &data, &m_quadIndexBuffer);
+ }
+
+ // create a vertex buffer
+ {
+
+ D3D11_BUFFER_DESC bufDesc;
+ bufDesc.ByteWidth = 4*sizeof(PassthroughVertex);
+ bufDesc.Usage = D3D11_USAGE_IMMUTABLE;
+ bufDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
+ bufDesc.CPUAccessFlags = DXGI_CPU_ACCESS_NONE;
+ bufDesc.MiscFlags = 0;
+
+ D3D11_SUBRESOURCE_DATA data = { 0 };
+
+
+ PassthroughVertex vertices[4] =
+ {
+ { {-1.0f, -1.0f, 0.0f}, {0, 1, 0}, {0.0f, 0.0f}, {1, 1, 1, 1}},
+ { { 1.0f, -1.0f, 0.0f}, {0, 1, 0}, {1.0f, 0.0f}, {1, 1, 1, 1}},
+ { { 1.0f, 1.0f, 0.0f}, {0, 1, 0}, {1.0f, 1.0f}, {1, 1, 1, 1}},
+ { {-1.0f, 1.0f, 0.0f}, {0, 1, 0}, {0.0f, 1.0f}, {1, 1, 1, 1}},
+ };
+
+ data.pSysMem = vertices;
+
+ m_device->CreateBuffer(&bufDesc, &data, &m_quadVertexBuffer);
+ }
+}
+
+void FluidRendererD3D11::drawEllipsoids(const FluidDrawParamsD3D* params, const FluidRenderBuffersD3D11* buffers)
+{
+ ID3D11DeviceContext* deviceContext = m_deviceContext;
+
+ // update constant buffer
+ {
+
+ D3D11_BUFFER_DESC desc;
+ m_constantBuffer->GetDesc(&desc);
+
+ D3D11_MAPPED_SUBRESOURCE mappedResource = {};
+ if (SUCCEEDED(deviceContext->Map(m_constantBuffer.Get(), 0u, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource)))
+ {
+ Hlsl::FluidShaderConst constBuf;
+ RenderParamsUtilD3D::calcFluidConstantBuffer(*params, constBuf);
+ memcpy(mappedResource.pData, &constBuf, sizeof(Hlsl::FluidShaderConst));
+ deviceContext->Unmap(m_constantBuffer.Get(), 0u);
+ }
+ }
+
+ deviceContext->VSSetShader(m_ellipsoidDepthVs.Get(), nullptr, 0u);
+ deviceContext->GSSetShader(m_ellipsoidDepthGs.Get(), nullptr, 0u);
+ deviceContext->PSSetShader(m_ellipsoidDepthPs.Get(), nullptr, 0u);
+
+ deviceContext->IASetInputLayout(m_ellipsoidDepthLayout.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[4] =
+ {
+ buffers->m_positions.Get(),
+ buffers->m_anisotropiesArr[0].Get(),
+ buffers->m_anisotropiesArr[1].Get(),
+ buffers->m_anisotropiesArr[2].Get()
+ };
+
+ unsigned int vertexBufferStrides[4] =
+ {
+ sizeof(float4),
+ sizeof(float4),
+ sizeof(float4),
+ sizeof(float4)
+ };
+
+ unsigned int vertexBufferOffsets[4] = { 0 };
+
+ deviceContext->IASetVertexBuffers(0, 4, vertexBuffers, vertexBufferStrides, vertexBufferOffsets);
+ deviceContext->IASetIndexBuffer(buffers->m_indices.Get(), DXGI_FORMAT_R32_UINT, 0u);
+
+ float depthSign = DirectX::XMVectorGetW(params->projection.r[2]);
+ if (depthSign < 0.f)
+ {
+ deviceContext->RSSetState(m_rasterizerState[params->renderMode][params->cullMode].Get());
+ }
+
+ deviceContext->DrawIndexed(params->n, params->offset, 0);
+
+ if (depthSign < 0.f)
+ {
+ deviceContext->RSSetState(nullptr);
+ }
+}
+
+void FluidRendererD3D11::drawBlurDepth(const FluidDrawParamsD3D* params)
+{
+ ID3D11DeviceContext* deviceContext = m_deviceContext;
+
+ // update constant buffer
+ {
+ D3D11_MAPPED_SUBRESOURCE mappedResource = {};
+ if (SUCCEEDED(deviceContext->Map(m_constantBuffer.Get(), 0u, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource)))
+ {
+ Hlsl::FluidShaderConst constBuf;
+ RenderParamsUtilD3D::calcFluidConstantBuffer(*params, constBuf);
+ memcpy(mappedResource.pData, &constBuf, sizeof(Hlsl::FluidShaderConst));
+ deviceContext->Unmap(m_constantBuffer.Get(), 0u);
+ }
+ }
+
+ deviceContext->VSSetShader(m_passThroughVs.Get(), nullptr, 0u);
+ deviceContext->GSSetShader(nullptr, nullptr, 0u);
+ deviceContext->PSSetShader(m_blurDepthPs.Get(), nullptr, 0u);
+
+ ID3D11ShaderResourceView* srvs[1] = { m_depthTexture.m_backSrv.Get() };
+ deviceContext->PSSetShaderResources(0, 1, srvs);
+
+ deviceContext->IASetInputLayout(m_passThroughLayout.Get());
+ deviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
+
+ deviceContext->VSSetConstantBuffers(0, 1, m_constantBuffer.GetAddressOf());
+ deviceContext->PSSetConstantBuffers(0, 1, m_constantBuffer.GetAddressOf());
+
+ UINT vertexStride = sizeof(PassthroughVertex);
+ UINT offset = 0u;
+ deviceContext->IASetVertexBuffers(0, 1, m_quadVertexBuffer.GetAddressOf(), &vertexStride, &offset);
+ deviceContext->IASetIndexBuffer(m_quadIndexBuffer.Get(), DXGI_FORMAT_R32_UINT, 0u);
+
+ float depthSign = DirectX::XMVectorGetW(params->projection.r[2]);
+ if (depthSign < 0.f)
+ {
+ deviceContext->RSSetState(m_rasterizerState[params->renderMode][params->cullMode].Get());
+ }
+
+ deviceContext->DrawIndexed((UINT)4, 0, 0);
+
+ if (depthSign < 0.f)
+ {
+ deviceContext->RSSetState(nullptr);
+ }
+}
+
+void FluidRendererD3D11::drawComposite(const FluidDrawParamsD3D* params, ID3D11ShaderResourceView* sceneMap)
+{
+ ID3D11DeviceContext* deviceContext = m_deviceContext;
+
+ // update constant buffer
+ {
+ D3D11_MAPPED_SUBRESOURCE mappedResource = {};
+ if (SUCCEEDED(deviceContext->Map(m_constantBuffer.Get(), 0u, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource)))
+ {
+ Hlsl::FluidShaderConst constBuf;
+ RenderParamsUtilD3D::calcFluidCompositeConstantBuffer(*params, constBuf);
+ memcpy(mappedResource.pData, &constBuf, sizeof(Hlsl::FluidShaderConst));
+ deviceContext->Unmap(m_constantBuffer.Get(), 0u);
+ }
+ }
+
+ deviceContext->VSSetShader(m_passThroughVs.Get(), nullptr, 0u);
+ deviceContext->GSSetShader(nullptr, nullptr, 0u);
+ deviceContext->PSSetShader(m_compositePs.Get(), nullptr, 0u);
+
+ RenderTargetD3D11* depthMap = &m_depthSmoothTexture;
+ ShadowMapD3D11* shadowMap = (ShadowMapD3D11*)params->shadowMap;
+
+ ID3D11ShaderResourceView* srvs[3] =
+ {
+ depthMap->m_backSrv.Get(),
+ sceneMap,
+ shadowMap->m_depthSrv.Get()
+
+ };
+ deviceContext->PSSetShaderResources(0, 3, srvs);
+
+ ID3D11SamplerState* samps[2] =
+ {
+ depthMap->m_linearSampler.Get() ,
+ shadowMap->m_linearSampler.Get()
+ };
+ deviceContext->PSSetSamplers(0, 2, samps);
+
+
+ deviceContext->IASetInputLayout(m_passThroughLayout.Get());
+ deviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
+
+ deviceContext->VSSetConstantBuffers(0, 1, m_constantBuffer.GetAddressOf());
+ deviceContext->PSSetConstantBuffers(0, 1, m_constantBuffer.GetAddressOf());
+
+ UINT vertexStride = sizeof(PassthroughVertex);
+ UINT offset = 0u;
+ deviceContext->IASetVertexBuffers(0, 1, m_quadVertexBuffer.GetAddressOf(), &vertexStride, &offset);
+ deviceContext->IASetIndexBuffer(m_quadIndexBuffer.Get(), DXGI_FORMAT_R32_UINT, 0u);
+
+ float depthSign = DirectX::XMVectorGetW(params->projection.r[2]);
+ if (depthSign < 0.f)
+ {
+ deviceContext->RSSetState(m_rasterizerState[params->renderMode][params->cullMode].Get());
+ }
+
+ deviceContext->DrawIndexed((UINT)4, 0, 0);
+
+ if (depthSign < 0.f)
+ {
+ deviceContext->RSSetState(nullptr);
+ }
+
+ // reset srvs
+ ID3D11ShaderResourceView* zero[3] = { NULL, NULL, NULL };
+ deviceContext->PSSetShaderResources(0, 3, zero);
+}
+