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| author | Miles Macklin <[email protected]> | 2017-03-10 14:51:31 +1300 |
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| committer | Miles Macklin <[email protected]> | 2017-03-10 14:51:31 +1300 |
| commit | ad3d90fafe5ee79964bdfe1f1e0704c3ffcdfd5f (patch) | |
| tree | 4cc6f3288363889d7342f7f8407c0251e6904819 /demo/shaders.h | |
| download | flex-ad3d90fafe5ee79964bdfe1f1e0704c3ffcdfd5f.tar.xz flex-ad3d90fafe5ee79964bdfe1f1e0704c3ffcdfd5f.zip | |
Initial 1.1.0 binary release
Diffstat (limited to 'demo/shaders.h')
| -rw-r--r-- | demo/shaders.h | 182 |
1 files changed, 182 insertions, 0 deletions
diff --git a/demo/shaders.h b/demo/shaders.h new file mode 100644 index 0000000..937c2a2 --- /dev/null +++ b/demo/shaders.h @@ -0,0 +1,182 @@ +// This code contains NVIDIA Confidential Information and is disclosed to you +// under a form of NVIDIA software license agreement provided separately to you. +// +// Notice +// NVIDIA Corporation and its licensors retain all intellectual property and +// proprietary rights in and to this software and 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. +// +// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES +// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO +// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT, +// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE. +// +// Information and code furnished is believed to be accurate and reliable. +// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such +// information or for any infringement of patents or other rights of third parties that may +// result from its use. No license is granted by implication or otherwise under any patent +// or patent rights of NVIDIA Corporation. Details are subject to change without notice. +// This code supersedes and replaces all information previously supplied. +// NVIDIA Corporation products are not authorized for use as critical +// components in life support devices or systems without express written approval of +// NVIDIA Corporation. +// +// Copyright (c) 2013-2017 NVIDIA Corporation. All rights reserved. + +#pragma once + +#define STRINGIFY(A) #A + +#include "../core/maths.h" +#include "../core/mesh.h" + +#include "../include/NvFlex.h" + + +#if FLEX_DX + +#include <d3d11.h> +typedef ID3D11Buffer* VertexBuffer; +typedef ID3D11Buffer* IndexBuffer; + +void GetRenderDevice(ID3D11Device** device, ID3D11DeviceContext** context); + +#else + +typedef unsigned int VertexBuffer; +typedef unsigned int IndexBuffer; +typedef unsigned int Texture; + +#endif + +struct SDL_Window; + +void InitRender(SDL_Window* window, bool fullscreen, int msaa); +void DestroyRender(); +void ReshapeRender(SDL_Window* window); + +void StartFrame(Vec4 clearColor); +void EndFrame(); + +// set to true to enable vsync +void PresentFrame(bool fullsync); + +void GetViewRay(int x, int y, Vec3& origin, Vec3& dir); + +// read back pixel values +void ReadFrame(int* backbuffer, int width, int height); + +void SetView(Matrix44 view, Matrix44 proj); +void SetFillMode(bool wireframe); +void SetCullMode(bool enabled); + +// debug draw methods +void BeginLines(); +void DrawLine(const Vec3& p, const Vec3& q, const Vec4& color); +void EndLines(); + +// shadowing +struct ShadowMap; +ShadowMap* ShadowCreate(); +void ShadowDestroy(ShadowMap* map); +void ShadowBegin(ShadowMap* map); +void ShadowEnd(); + +// primitive draw methods +void DrawPlanes(Vec4* planes, int n, float bias); +void DrawPoints(VertexBuffer positions, VertexBuffer color, IndexBuffer indices, int n, int offset, float radius, float screenWidth, float screenAspect, float fov, Vec3 lightPos, Vec3 lightTarget, Matrix44 lightTransform, ShadowMap* shadowTex, bool showDensity); +void DrawMesh(const Mesh*, Vec3 color); +void DrawCloth(const Vec4* positions, const Vec4* normals, const float* uvs, const int* indices, int numTris, int numPositions, int colorIndex=3, float expand=0.0f, bool twosided=true, bool smooth=true); +void DrawBuffer(float* buffer, Vec3 camPos, Vec3 lightPos); +void DrawRope(Vec4* positions, int* indices, int numIndices, float radius, int color); + +struct GpuMesh; + +GpuMesh* CreateGpuMesh(const Mesh* m); +void DestroyGpuMesh(GpuMesh* m); +void DrawGpuMesh(GpuMesh* m, const Matrix44& xform, const Vec3& color); +void DrawGpuMeshInstances(GpuMesh* m, const Matrix44* xforms, int n, const Vec3& color); + +// main lighting shader +void BindSolidShader(Vec3 lightPos, Vec3 lightTarget, Matrix44 lightTransform, ShadowMap* shadowTex, float bias, Vec4 fogColor); +void UnbindSolidShader(); + +// new fluid renderer +struct FluidRenderer; + +// owns render targets and shaders associated with fluid rendering +FluidRenderer* CreateFluidRenderer(uint32_t width, uint32_t height); +void DestroyFluidRenderer(FluidRenderer*); + +struct FluidRenderBuffers +{ + VertexBuffer mPositionVBO; + VertexBuffer mDensityVBO; + VertexBuffer mAnisotropyVBO[3]; + IndexBuffer mIndices; + + VertexBuffer mFluidVBO; // to be removed + + // wrapper buffers that allow Flex to write directly to VBOs + NvFlexBuffer* mPositionBuf; + NvFlexBuffer* mDensitiesBuf; + NvFlexBuffer* mAnisotropyBuf[3]; + NvFlexBuffer* mIndicesBuf; + + int mNumFluidParticles; +}; + +FluidRenderBuffers CreateFluidRenderBuffers(int numParticles, bool enableInterop); +void DestroyFluidRenderBuffers(FluidRenderBuffers buffers); + +// update fluid particle buffers from a FlexSovler +void UpdateFluidRenderBuffers(FluidRenderBuffers buffers, NvFlexSolver* flex, bool anisotropy, bool density); + +// update fluid particle buffers from host memory +void UpdateFluidRenderBuffers(FluidRenderBuffers buffers, + Vec4* particles, + float* densities, + Vec4* anisotropy1, + Vec4* anisotropy2, + Vec4* anisotropy3, + int numParticles, + int* indices, + int numIndices); + +// vertex buffers for diffuse particles +struct DiffuseRenderBuffers +{ + VertexBuffer mDiffusePositionVBO; + VertexBuffer mDiffuseVelocityVBO; + IndexBuffer mDiffuseIndicesIBO; + + NvFlexBuffer* mDiffuseIndicesBuf; + NvFlexBuffer* mDiffusePositionsBuf; + NvFlexBuffer* mDiffuseVelocitiesBuf; + + int mNumDiffuseParticles; +}; + +// owns diffuse particle vertex buffers +DiffuseRenderBuffers CreateDiffuseRenderBuffers(int numDiffuseParticles, bool& enableInterop); +void DestroyDiffuseRenderBuffers(DiffuseRenderBuffers buffers); + +// update diffuse particle vertex buffers from a NvFlexSolver +void UpdateDiffuseRenderBuffers(DiffuseRenderBuffers buffers, NvFlexSolver* solver); + +// update diffuse particle vertex buffers from host memory +void UpdateDiffuseRenderBuffers(DiffuseRenderBuffers buffers, + Vec4* diffusePositions, + Vec4* diffuseVelocities, + int* diffuseIndices, + int numDiffuseParticles); + +// screen space fluid rendering +void RenderEllipsoids(FluidRenderer* render, FluidRenderBuffers buffers, int n, int offset, float radius, float screenWidth, float screenAspect, float fov, Vec3 lightPos, Vec3 lightTarget, Matrix44 lightTransform, ShadowMap* shadowTex, Vec4 color, float blur, float ior, bool debug); +void RenderDiffuse(FluidRenderer* render, DiffuseRenderBuffers buffer, int n, float radius, float screenWidth, float screenAspect, float fov, Vec4 color, Vec3 lightPos, Vec3 lightTarget, Matrix44 lightTransform, ShadowMap* shadowTex, float motionBlur, float inscatter, float outscatter, bool shadow, bool front); + +// UI rendering +void imguiGraphDraw(); +void imguiGraphInit(const char* fontpath);
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