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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/meshRender.cpp
parentUpdate README.md (diff)
downloadflex-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/meshRender.cpp')
-rw-r--r--demo/d3d11/meshRender.cpp221
1 files changed, 0 insertions, 221 deletions
diff --git a/demo/d3d11/meshRender.cpp b/demo/d3d11/meshRender.cpp
deleted file mode 100644
index b07397b..0000000
--- a/demo/d3d11/meshRender.cpp
+++ /dev/null
@@ -1,221 +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 "meshRender.h"
-#include "appD3d11Ctx.h"
-
-
-#include "shaders/meshVS.hlsl.h"
-#include "shaders/meshPS.hlsl.h"
-#include "shaders/meshShadowPS.hlsl.h"
-
-#define EXCLUDE_SHADER_STRUCTS 1
-#include "shaders/shaderCommon.h"
-
-#include "shadowMap.h"
-
-
-void MeshRenderer::Init(ID3D11Device* device, ID3D11DeviceContext* context)
-{
- for (int i = 0; i < NUM_MESH_RENDER_MODES; i++)
- for (int j = 0; j < NUM_MESH_CULL_MODES; j++)
- m_rasterizerStateRH[i][j] = nullptr;
-
- m_device = device;
- m_deviceContext = context;
-
- // create the input layout
- {
- D3D11_INPUT_ELEMENT_DESC inputElementDescs[] =
- {
- { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
- { "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 1, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
- { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 2, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
- { "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 3, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
- };
-
- m_device->CreateInputLayout(inputElementDescs, 4, g_meshVS, sizeof(g_meshVS), &m_inputLayout);
- }
-
- // create the shaders
- m_device->CreateVertexShader(g_meshVS, sizeof(g_meshVS), nullptr, &m_meshVS);
- m_device->CreatePixelShader(g_meshPS, sizeof(g_meshPS), nullptr, &m_meshPS);
- m_device->CreatePixelShader(g_meshPS_Shadow, sizeof(g_meshPS_Shadow), nullptr, &m_meshPS_Shadow);
-
- // create a constant buffer
- {
- D3D11_BUFFER_DESC bufDesc;
- bufDesc.ByteWidth = sizeof(MeshShaderConst);
- 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_MESH_RENDER_MODES; i++)
- {
- for (int j = 0; j < NUM_MESH_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_rasterizerStateRH[i][j]);
- }
- }
-
-}
-
-void MeshRenderer::Destroy()
-{
- COMRelease(m_inputLayout);
- COMRelease(m_meshVS);
- COMRelease(m_meshPS);
- COMRelease(m_meshPS_Shadow);
- COMRelease(m_constantBuffer);
-
- for (int i = 0; i < NUM_MESH_RENDER_MODES; i++)
- for (int j = 0; j < NUM_MESH_CULL_MODES; j++)
- COMRelease(m_rasterizerStateRH[i][j]);
-}
-
-
-void MeshRenderer::Draw(const GpuMesh* mesh, const MeshDrawParams* params)
-{
- using namespace DirectX;
-
- // update constant buffer
- {
- D3D11_MAPPED_SUBRESOURCE mappedResource = {};
- if (S_OK == m_deviceContext->Map(m_constantBuffer, 0u, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource))
- {
- MeshShaderConst cParams;
-
- cParams.modelviewprojection = (float4x4&)(XMMatrixMultiply(XMMatrixMultiply(params->model, params->view), params->projection));
-
- cParams.modelview = (float4x4&)XMMatrixMultiply(params->model, params->view);
-
- cParams.objectTransform = (float4x4&)params->objectTransform;
- cParams.lightTransform = (float4x4&)params->lightTransform;
-
- cParams.clipPlane = params->clipPlane;
- cParams.fogColor = params->fogColor;
- cParams.color = params->color;
- cParams.secondaryColor = params->secondaryColor;
-
- cParams.lightPos = params->lightPos;
- cParams.lightDir = params->lightDir;
-
- cParams.bias = params->bias;
- cParams.expand = params->expand;
- cParams.spotMin = params->spotMin;
- cParams.spotMax = params->spotMax;
-
- cParams.grid = params->grid;
- cParams.tex = params->tex;
- cParams.colorArray = params->colorArray;
-
- memcpy(cParams.shadowTaps, params->shadowTaps, sizeof(cParams.shadowTaps));
-
- memcpy(mappedResource.pData, &cParams, sizeof(MeshShaderConst));
-
- m_deviceContext->Unmap(m_constantBuffer, 0u);
- }
- }
-
- m_deviceContext->VSSetShader(m_meshVS, nullptr, 0u);
- m_deviceContext->GSSetShader(nullptr, nullptr, 0u);
-
- switch (params->renderStage)
- {
- case MESH_DRAW_SHADOW:
- {
- m_deviceContext->PSSetShader(m_meshPS_Shadow, nullptr, 0u);
- break;
- }
- case MESH_DRAW_LIGHT:
- {
- m_deviceContext->PSSetShader(m_meshPS, nullptr, 0u);
-
- ShadowMap* shadowMap = (ShadowMap*)params->shadowMap;
- ID3D11ShaderResourceView* ppSRV[1] = { shadowMap->m_depthSrv.Get() };
- m_deviceContext->PSSetShaderResources(0, 1, ppSRV);
- ID3D11SamplerState* ppSS[1] = { shadowMap->m_linearSampler.Get() };
- m_deviceContext->PSSetSamplers(0, 1, ppSS);
- break;
- }
- default:
- assert(false);
- break;
- }
-
- m_deviceContext->IASetInputLayout(m_inputLayout);
- m_deviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
-
- m_deviceContext->VSSetConstantBuffers(0, 1, &m_constantBuffer);
- m_deviceContext->PSSetConstantBuffers(0, 1, &m_constantBuffer);
-
- ID3D11Buffer* vertexBuffers[4] =
- {
- mesh->positionBuffer,
- mesh->normalBuffer,
- mesh->texcoordBuffer,
- mesh->colorBuffer,
- };
-
- unsigned int vertexBufferStrides[4] =
- {
- sizeof(Vec3),
- sizeof(Vec3),
- sizeof(Vec2),
- sizeof(Vec4)
- };
-
- unsigned int vertexBufferOffsets[4] = { 0, 0, 0, 0 };
-
- m_deviceContext->IASetVertexBuffers(0, 4, vertexBuffers, vertexBufferStrides, vertexBufferOffsets);
- m_deviceContext->IASetIndexBuffer(mesh->indexBuffer, DXGI_FORMAT_R32_UINT, 0u);
-
- float depthSign = DirectX::XMVectorGetW(params->projection.r[2]);
- if (depthSign < 0.f)
- {
- m_deviceContext->RSSetState(m_rasterizerStateRH[params->renderMode][params->cullMode]);
- }
-
- m_deviceContext->DrawIndexed((UINT)mesh->mNumFaces*3, 0, 0);
-
- if (depthSign < 0.f)
- {
- m_deviceContext->RSSetState(nullptr);
- }
-}