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-rw-r--r--demo/d3d11/diffuseRender.cpp217
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diff --git a/demo/d3d11/diffuseRender.cpp b/demo/d3d11/diffuseRender.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 "diffuseRender.h"
+
+#include "shaders/diffuseVS.hlsl.h"
+#include "shaders/diffuseGS.hlsl.h"
+#include "shaders/diffusePS.hlsl.h"
+
+#define EXCLUDE_SHADER_STRUCTS 1
+#include "shaders/shaderCommon.h"
+
+
+void DiffuseRenderer::Init(ID3D11Device* device, ID3D11DeviceContext* context)
+{
+ 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 },
+ { "VELOCITY", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 1, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
+ };
+
+ m_device->CreateInputLayout(inputElementDescs, 2, g_diffuseVS, sizeof(g_diffuseVS), &m_inputLayout);
+ }
+
+ // create the shaders
+ m_device->CreateVertexShader(g_diffuseVS, sizeof(g_diffuseVS), nullptr, &m_diffuseVS);
+ m_device->CreateGeometryShader(g_diffuseGS, sizeof(g_diffuseGS), nullptr, &m_diffuseGS);
+ m_device->CreatePixelShader(g_diffusePS, sizeof(g_diffusePS), nullptr, &m_diffusePS);
+
+ {
+ D3D11_BLEND_DESC blendDesc = {};
+ blendDesc.AlphaToCoverageEnable = false;
+ blendDesc.IndependentBlendEnable = false;
+ blendDesc.RenderTarget[0].BlendEnable = true;
+ blendDesc.RenderTarget[0].SrcBlend = D3D11_BLEND_ONE;
+ blendDesc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
+ blendDesc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
+ blendDesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
+ blendDesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA;
+ blendDesc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
+ blendDesc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
+
+ m_device->CreateBlendState(&blendDesc, &m_blendState);
+ }
+
+ {
+ D3D11_DEPTH_STENCIL_DESC depthStateDesc = {};
+ depthStateDesc.DepthEnable = TRUE;
+ depthStateDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ZERO;
+ depthStateDesc.DepthFunc = D3D11_COMPARISON_LESS_EQUAL;
+
+ device->CreateDepthStencilState(&depthStateDesc, &m_depthStencilState);
+ }
+
+ // create a constant buffer
+ {
+ D3D11_BUFFER_DESC bufDesc;
+ bufDesc.ByteWidth = sizeof(DiffuseShaderConst); // 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
+ {
+ D3D11_RASTERIZER_DESC desc = {};
+ desc.FillMode = D3D11_FILL_SOLID;
+ desc.CullMode = D3D11_CULL_NONE;
+ 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);
+ }
+}
+
+void DiffuseRenderer::Destroy()
+{
+ COMRelease(m_inputLayout);
+ COMRelease(m_diffuseVS);
+ COMRelease(m_diffuseGS);
+ COMRelease(m_diffusePS);
+ COMRelease(m_constantBuffer);
+ COMRelease(m_rasterizerState);
+ COMRelease(m_blendState);
+ COMRelease(m_depthStencilState);
+}
+
+
+
+void DiffuseRenderer::Draw(const DiffuseDrawParams* params, ID3D11Buffer* positions, ID3D11Buffer* velocities, ID3D11Buffer* indices, int numParticles)
+{
+ using namespace DirectX;
+
+ ID3D11DeviceContext* deviceContext = m_deviceContext;
+
+ // update constant buffer
+ {
+ D3D11_MAPPED_SUBRESOURCE mappedResource = { 0 };
+ if (S_OK == deviceContext->Map(m_constantBuffer, 0u, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource))
+ {
+ DiffuseShaderConst cParams;
+
+ cParams.modelViewProjection = (float4x4&)(XMMatrixMultiply(XMMatrixMultiply(params->model, params->view), params->projection));
+ cParams.modelView = (float4x4&)XMMatrixMultiply(params->model, params->view);
+ cParams.projection = (float4x4&)params->projection;
+
+ cParams.motionBlurScale = params->motionScale;
+ cParams.diffuseRadius = params->diffuseRadius;
+ cParams.diffuseScale = params->diffuseScale;
+ cParams.spotMin = params->spotMin;
+ cParams.spotMax = params->spotMax;
+
+ cParams.lightTransform = (float4x4&)params->lightTransform;
+ cParams.lightPos = params->lightPos;
+ cParams.lightDir = params->lightDir;
+ cParams.color = params->color;
+
+
+ memcpy(cParams.shadowTaps, params->shadowTaps, sizeof(cParams.shadowTaps));
+
+ memcpy(mappedResource.pData, &cParams, sizeof(DiffuseShaderConst));
+
+ deviceContext->Unmap(m_constantBuffer, 0u);
+ }
+ }
+
+ deviceContext->VSSetShader(m_diffuseVS, nullptr, 0u);
+ deviceContext->GSSetShader(m_diffuseGS, nullptr, 0u);
+ deviceContext->PSSetShader(m_diffusePS, nullptr, 0u);
+
+ if (params->shadowMap)
+ {
+ ShadowMap* shadowMap = (ShadowMap*)params->shadowMap;
+
+ ID3D11ShaderResourceView* ppSRV[1] = { shadowMap->m_depthSrv.Get() };
+ deviceContext->PSSetShaderResources(0, 1, ppSRV);
+ ID3D11SamplerState* ppSS[1] = { shadowMap->m_linearSampler.Get() };
+ deviceContext->PSSetSamplers(0, 1, ppSS);
+ }
+
+ deviceContext->IASetInputLayout(m_inputLayout);
+ deviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_POINTLIST);
+
+ deviceContext->VSSetConstantBuffers(0, 1, &m_constantBuffer);
+ deviceContext->GSSetConstantBuffers(0, 1, &m_constantBuffer);
+ deviceContext->PSSetConstantBuffers(0, 1, &m_constantBuffer);
+
+ ID3D11Buffer* vertexBuffers[2] =
+ {
+ positions,
+ velocities
+ };
+
+ unsigned int vertexBufferStrides[2] =
+ {
+ sizeof(float4),
+ sizeof(float4),
+ };
+
+ unsigned int vertexBufferOffsets[2] = { 0 };
+
+ deviceContext->IASetVertexBuffers(0, 2, vertexBuffers, vertexBufferStrides, vertexBufferOffsets);
+ deviceContext->IASetIndexBuffer(indices, DXGI_FORMAT_R32_UINT, 0u);
+
+ deviceContext->OMSetBlendState(m_blendState, nullptr, 0xFFFFFFFF);
+ deviceContext->OMSetDepthStencilState(m_depthStencilState, 0u);
+
+ float depthSign = DirectX::XMVectorGetW(params->projection.r[2]);
+ if (depthSign < 0.f)
+ {
+ deviceContext->RSSetState(m_rasterizerState);
+ }
+
+ deviceContext->DrawIndexed(numParticles, 0, 0);
+
+ if (depthSign < 0.f)
+ {
+ deviceContext->RSSetState(nullptr);
+ }
+
+ deviceContext->OMSetDepthStencilState(nullptr, 0u);
+ deviceContext->OMSetBlendState(nullptr, nullptr, 0xFFFFFFFF);
+}