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authorMiles Macklin <[email protected]>2018-03-19 15:10:24 +1300
committerMiles Macklin <[email protected]>2018-03-19 15:10:24 +1300
commit8ee05c79ae1748ef132a12e4fb0af284899faec6 (patch)
tree82bd5aa1892e28ce7886b6cfeafe66a47ff38e67 /demo/d3d11
parentFlex 1.2 (beta 2) (diff)
downloadflex-8ee05c79ae1748ef132a12e4fb0af284899faec6.tar.xz
flex-8ee05c79ae1748ef132a12e4fb0af284899faec6.zip
Flex 1.2.0 release
Diffstat (limited to 'demo/d3d11')
-rw-r--r--demo/d3d11/demoContextD3D11.cpp78
-rw-r--r--demo/d3d11/demoContextD3D11.h2
-rw-r--r--demo/d3d11/fluidRenderD3D11.cpp102
-rw-r--r--demo/d3d11/fluidRenderD3D11.h8
4 files changed, 172 insertions, 18 deletions
diff --git a/demo/d3d11/demoContextD3D11.cpp b/demo/d3d11/demoContextD3D11.cpp
index 0eaf0f4..11227e1 100644
--- a/demo/d3d11/demoContextD3D11.cpp
+++ b/demo/d3d11/demoContextD3D11.cpp
@@ -16,7 +16,7 @@
#include "appD3D11Ctx.h"
-#include "../d3d/demoContext.h"
+#include "demoContext.h"
#include "../d3d/loader.h"
#include <d3d11.h>
@@ -82,6 +82,7 @@ DemoContextD3D11::DemoContextD3D11()
m_fluidResolvedTarget = nullptr;
m_fluidResolvedTargetSRV = nullptr;
+ m_fluidResolvedStage = nullptr;
m_debugLineRender = new DebugLineRenderD3D11;
m_meshRenderer = new MeshRendererD3D11;
@@ -139,6 +140,7 @@ DemoContextD3D11::~DemoContextD3D11()
COMRelease(m_fluidResolvedTarget);
COMRelease(m_fluidResolvedTargetSRV);
+ COMRelease(m_fluidResolvedStage);
delete m_immediateMesh;
delete m_debugLineRender;
@@ -264,10 +266,10 @@ void DemoContextD3D11::_onWindowSizeChanged(int width, int height, bool minimize
COMRelease(m_fluidResolvedTarget);
COMRelease(m_fluidResolvedTargetSRV);
+ COMRelease(m_fluidResolvedStage);
}
// Recreate...
-
ID3D11Device* device = m_appGraphCtxD3D11->m_device;
// resolved texture target (for refraction / scene sampling)
@@ -300,6 +302,15 @@ void DemoContextD3D11::_onWindowSizeChanged(int width, int height, bool minimize
{
return;
}
+
+ texDesc.Usage = D3D11_USAGE_STAGING;
+ texDesc.BindFlags = 0u;
+ texDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
+
+ if (FAILED(device->CreateTexture2D(&texDesc, nullptr, &m_fluidResolvedStage)))
+ {
+ return;
+ }
}
}
@@ -347,6 +358,29 @@ void DemoContextD3D11::presentFrame(bool fullsync)
AppGraphCtxFramePresent(m_appGraphCtx, fullsync);
}
+void DemoContextD3D11::readFrame(int* buffer, int width, int height)
+{
+ auto deviceContext = m_appGraphCtxD3D11->m_deviceContext;
+ if (m_msaaSamples > 1)
+ {
+ deviceContext->ResolveSubresource(m_fluidResolvedTarget, 0, m_appGraphCtxD3D11->m_backBuffer, 0, DXGI_FORMAT_R8G8B8A8_UNORM);
+ deviceContext->CopyResource(m_fluidResolvedStage, m_fluidResolvedTarget);
+ }
+ else
+ {
+ deviceContext->CopyResource(m_fluidResolvedStage, m_appGraphCtxD3D11->m_backBuffer);
+ }
+
+ D3D11_MAPPED_SUBRESOURCE mapped;
+ deviceContext->Map(m_fluidResolvedStage, 0u, D3D11_MAP_READ, 0, &mapped);
+ // y-coordinate is flipped for DirectX
+ for (int i = 0; i < height; i++)
+ {
+ memcpy(buffer + (width * i), ((int *)mapped.pData) + (width * (height - i)), width * sizeof(int));
+ }
+ deviceContext->Unmap(m_fluidResolvedStage, 0u);
+}
+
void DemoContextD3D11::getViewRay(int x, int y, Vec3& origin, Vec3& dir)
{
using namespace DirectX;
@@ -902,6 +936,11 @@ void DemoContextD3D11::drawPoints(FluidRenderBuffers* buffersIn, int n, int offs
m_pointRenderer->draw(&params, buffers.m_positions.Get(), buffers.m_densities.Get(), buffers.m_indices.Get(), n, offset);
}
+#if 0
+extern Mesh* g_mesh;
+void DrawShapes();
+#endif
+
void DemoContextD3D11::renderEllipsoids(FluidRenderer* rendererIn, FluidRenderBuffers* buffersIn, int n, int offset, float radius, float screenWidth, float screenAspect, float fov, Vec3 lightPos, Vec3 lightTarget, Matrix44 lightTransform, ShadowMap* shadowMap, Vec4 color, float blur, float ior, bool debug)
{
FluidRenderBuffersD3D11& buffers = *reinterpret_cast<FluidRenderBuffersD3D11*>(buffersIn);
@@ -914,7 +953,7 @@ void DemoContextD3D11::renderEllipsoids(FluidRenderer* rendererIn, FluidRenderBu
FluidDrawParamsD3D params;
params.renderMode = FLUID_RENDER_SOLID;
- params.cullMode = FLUID_CULL_BACK;
+ params.cullMode = FLUID_CULL_NONE;// FLUID_CULL_BACK;
params.model = (const XMMATRIX&)Matrix44::kIdentity;
params.view = (const XMMATRIX&)m_view;
params.projection = (XMMATRIX&)m_proj;
@@ -927,15 +966,32 @@ void DemoContextD3D11::renderEllipsoids(FluidRenderer* rendererIn, FluidRenderBu
params.invViewport = float3(1.0f / screenWidth, screenAspect / screenWidth, 1.0f);
params.invProjection = float3(screenAspect * viewHeight, viewHeight, 1.0f);
+ // make sprites larger to get smoother thickness texture
+ const float thicknessScale = 4.0f;
+ params.pointRadius = thicknessScale * radius;
+
params.shadowMap = (ShadowMapD3D*)m_shadowMap;
- renderer.m_depthTexture.bindAndClear(m_appGraphCtxD3D11->m_deviceContext);
+ renderer.m_thicknessTexture.bindAndClear(m_appGraphCtxD3D11->m_deviceContext);
+#if 0
+ // This seems redundant.
+ {
+ m_meshDrawParams.renderStage = MESH_DRAW_LIGHT;
+ m_meshDrawParams.cullMode = MESH_CULL_NONE;
- // draw static shapes into depth buffer
- //DrawShapes();
+ if (g_mesh)
+ DrawMesh(g_mesh, Vec3(1.0f));
- renderer.drawEllipsoids(&params, &buffers);
+ DrawShapes();
+ m_meshDrawParams.renderStage = MESH_DRAW_NULL;
+ m_meshDrawParams.cullMode = MESH_CULL_BACK;
+ }
+#endif
+ renderer.drawThickness(&params, &buffers);
+
+ renderer.m_depthTexture.bindAndClear(m_appGraphCtxD3D11->m_deviceContext);
+ renderer.drawEllipsoids(&params, &buffers);
//---------------------------------------------------------------
// build smooth depth
@@ -949,7 +1005,7 @@ void DemoContextD3D11::renderEllipsoids(FluidRenderer* rendererIn, FluidRenderBu
params.debug = debug;
renderer.drawBlurDepth(&params);
-
+
//---------------------------------------------------------------
// composite
@@ -975,17 +1031,17 @@ void DemoContextD3D11::renderEllipsoids(FluidRenderer* rendererIn, FluidRenderBu
params.lightPos = (const float3&)lightPos;
params.lightDir = (const float3&)-Normalize(lightTarget - lightPos);
params.lightTransform = (const XMMATRIX&)(ConvertToD3DProjection(lightTransform));
-
+
// Resolve MS back buffer/copy
if (m_msaaSamples > 1)
{
deviceContext->ResolveSubresource(m_fluidResolvedTarget, 0, m_appGraphCtxD3D11->m_backBuffer, 0, DXGI_FORMAT_R8G8B8A8_UNORM);
- }
+ }
else
{
deviceContext->CopyResource(m_fluidResolvedTarget, m_appGraphCtxD3D11->m_backBuffer);
}
-
+
renderer.drawComposite(&params, m_fluidResolvedTargetSRV);
deviceContext->OMSetBlendState(nullptr, 0, 0xffff);
diff --git a/demo/d3d11/demoContextD3D11.h b/demo/d3d11/demoContextD3D11.h
index e01dfe2..1183d3d 100644
--- a/demo/d3d11/demoContextD3D11.h
+++ b/demo/d3d11/demoContextD3D11.h
@@ -20,6 +20,7 @@ public:
virtual void startFrame(Vec4 colorIn);
virtual void endFrame();
virtual void presentFrame(bool fullsync);
+ virtual void readFrame(int* backbuffer, int width, int height);
virtual void getViewRay(int x, int y, Vec3& origin, Vec3& dir);
virtual void setView(Matrix44 view, Matrix44 projection);
virtual void renderEllipsoids(FluidRenderer* renderer, FluidRenderBuffers* buffers, int n, int offset, float radius, float screenWidth, float screenAspect, float fov, Vec3 lightPos, Vec3 lightTarget, Matrix44 lightTransform, ::ShadowMap* shadowMap, Vec4 color, float blur, float ior, bool debug);
@@ -85,6 +86,7 @@ protected:
// Target texture resolved/copied to for combination rendering from for water surface
ID3D11Texture2D* m_fluidResolvedTarget;
ID3D11ShaderResourceView* m_fluidResolvedTargetSRV;
+ ID3D11Texture2D* m_fluidResolvedStage;
AppGraphCtx* m_appGraphCtx;
AppGraphCtxD3D11* m_appGraphCtxD3D11;
diff --git a/demo/d3d11/fluidRenderD3D11.cpp b/demo/d3d11/fluidRenderD3D11.cpp
index fa36f9b..1b75030 100644
--- a/demo/d3d11/fluidRenderD3D11.cpp
+++ b/demo/d3d11/fluidRenderD3D11.cpp
@@ -23,6 +23,9 @@
#include "fluidRenderD3D11.h"
+#include "../d3d/shaders/pointThicknessVS.hlsl.h"
+#include "../d3d/shaders/pointThicknessGS.hlsl.h"
+#include "../d3d/shaders/pointThicknessPS.hlsl.h"
#include "../d3d/shaders/ellipsoidDepthVS.hlsl.h"
#include "../d3d/shaders/ellipsoidDepthGS.hlsl.h"
#include "../d3d/shaders/ellipsoidDepthPS.hlsl.h"
@@ -54,11 +57,30 @@ void FluidRendererD3D11::init(ID3D11Device* device, ID3D11DeviceContext* context
m_sceneWidth = width;
m_sceneHeight = height;
+ m_thicknessTexture.init(device, width, 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, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
+ { "V", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
+ { "W", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
+ };
+
+ m_device->CreateInputLayout(inputElementDescs, 4, g_pointThicknessVS, sizeof(g_pointThicknessVS), &m_pointThicknessLayout);
+ }
+
+ // create the shaders
+ m_device->CreateVertexShader(g_pointThicknessVS, sizeof(g_pointThicknessVS), nullptr, &m_pointThicknessVs);
+ m_device->CreateGeometryShader(g_pointThicknessGS, sizeof(g_pointThicknessGS), nullptr, &m_pointThicknessGs);
+ m_device->CreatePixelShader(g_pointThicknessPS, sizeof(g_pointThicknessPS), nullptr, &m_pointThicknessPs);
// create the input layout
{
@@ -180,6 +202,72 @@ void FluidRendererD3D11::_createScreenQuad()
}
}
+void FluidRendererD3D11::drawThickness(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_pointThicknessVs.Get(), nullptr, 0u);
+ deviceContext->GSSetShader(m_pointThicknessGs.Get(), nullptr, 0u);
+ deviceContext->PSSetShader(m_pointThicknessPs.Get(), nullptr, 0u);
+
+ deviceContext->IASetInputLayout(m_pointThicknessLayout.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::drawEllipsoids(const FluidDrawParamsD3D* params, const FluidRenderBuffersD3D11* buffers)
{
ID3D11DeviceContext* deviceContext = m_deviceContext;
@@ -211,7 +299,7 @@ void FluidRendererD3D11::drawEllipsoids(const FluidDrawParamsD3D* params, const
deviceContext->GSSetConstantBuffers(0, 1, m_constantBuffer.GetAddressOf());
deviceContext->PSSetConstantBuffers(0, 1, m_constantBuffer.GetAddressOf());
- ID3D11Buffer* vertexBuffers[4] =
+ ID3D11Buffer* vertexBuffers[4] =
{
buffers->m_positions.Get(),
buffers->m_anisotropiesArr[0].Get(),
@@ -237,7 +325,7 @@ void FluidRendererD3D11::drawEllipsoids(const FluidDrawParamsD3D* params, const
{
deviceContext->RSSetState(m_rasterizerState[params->renderMode][params->cullMode].Get());
}
-
+
deviceContext->DrawIndexed(params->n, params->offset, 0);
if (depthSign < 0.f)
@@ -266,8 +354,11 @@ void FluidRendererD3D11::drawBlurDepth(const FluidDrawParamsD3D* params)
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);
+ ID3D11ShaderResourceView* srvs[2] = { m_depthTexture.m_backSrv.Get(), m_thicknessTexture.m_backSrv.Get() };
+ deviceContext->PSSetShaderResources(0, 2, srvs);
+
+ ID3D11SamplerState* samps[1] = { m_thicknessTexture.m_linearSampler.Get() };
+ deviceContext->PSSetSamplers(0, 1, samps);
deviceContext->IASetInputLayout(m_passThroughLayout.Get());
deviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
@@ -331,8 +422,7 @@ void FluidRendererD3D11::drawComposite(const FluidDrawParamsD3D* params, ID3D11S
depthMap->m_linearSampler.Get() ,
shadowMap->m_linearSampler.Get()
};
- deviceContext->PSSetSamplers(0, 2, samps);
-
+ deviceContext->PSSetSamplers(0, 2, samps);
deviceContext->IASetInputLayout(m_passThroughLayout.Get());
deviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
diff --git a/demo/d3d11/fluidRenderD3D11.h b/demo/d3d11/fluidRenderD3D11.h
index ad59534..fc48f16 100644
--- a/demo/d3d11/fluidRenderD3D11.h
+++ b/demo/d3d11/fluidRenderD3D11.h
@@ -65,6 +65,7 @@ struct FluidRendererD3D11
{
void init(ID3D11Device* device, ID3D11DeviceContext* context, int width, int height);
+ void drawThickness(const FluidDrawParamsD3D* params, const FluidRenderBuffersD3D11* buffers);
void drawEllipsoids(const FluidDrawParamsD3D* params, const FluidRenderBuffersD3D11* buffers);
void drawBlurDepth(const FluidDrawParamsD3D* params);
void drawComposite(const FluidDrawParamsD3D* params, ID3D11ShaderResourceView* sceneMap);
@@ -79,6 +80,11 @@ struct FluidRendererD3D11
ID3D11Device* m_device;
ID3D11DeviceContext* m_deviceContext;
+ ComPtr<ID3D11InputLayout> m_pointThicknessLayout;
+ ComPtr<ID3D11VertexShader> m_pointThicknessVs;
+ ComPtr<ID3D11GeometryShader> m_pointThicknessGs;
+ ComPtr<ID3D11PixelShader> m_pointThicknessPs;
+
ComPtr<ID3D11InputLayout> m_ellipsoidDepthLayout;
ComPtr<ID3D11VertexShader> m_ellipsoidDepthVs;
ComPtr<ID3D11GeometryShader> m_ellipsoidDepthGs;
@@ -98,9 +104,9 @@ struct FluidRendererD3D11
ComPtr<ID3D11Buffer> m_quadVertexBuffer;
ComPtr<ID3D11Buffer> m_quadIndexBuffer;
+ RenderTargetD3D11 m_thicknessTexture;
RenderTargetD3D11 m_depthTexture;
RenderTargetD3D11 m_depthSmoothTexture;
- RenderTargetD3D11 m_thicknessTexture;
int m_sceneWidth;
int m_sceneHeight;