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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.
+ */
+
+#pragma once
+
+#include <DirectXMath.h>
+
+#include "shadowMap.h"
+
+
+typedef DirectX::XMFLOAT3 float3;
+typedef DirectX::XMFLOAT4 float4;
+typedef DirectX::XMFLOAT4X4 float4x4;
+
+struct DiffuseDrawParams
+{
+ DirectX::XMMATRIX projection;
+ DirectX::XMMATRIX view;
+ DirectX::XMMATRIX model;
+
+ float diffuseRadius; // point size in world space
+ float diffuseScale; // scale to calculate size in pixels
+ float spotMin;
+ float spotMax;
+ float motionScale;
+
+ DirectX::XMMATRIX lightTransform;
+ float3 lightPos;
+ float3 lightDir;
+
+ float4 color;
+
+ float4 shadowTaps[12];
+ ShadowMap* shadowMap;
+
+ int mode;
+};
+
+
+struct DiffuseRenderer
+{
+ ID3D11Device* m_device = nullptr;
+ ID3D11DeviceContext* m_deviceContext = nullptr;
+
+ ID3D11InputLayout* m_inputLayout = nullptr;
+
+ ID3D11VertexShader* m_diffuseVS = nullptr;
+ ID3D11GeometryShader* m_diffuseGS = nullptr;
+ ID3D11PixelShader* m_diffusePS = nullptr;
+
+ ID3D11Buffer* m_constantBuffer = nullptr;
+ ID3D11RasterizerState* m_rasterizerState = nullptr;
+
+ ID3D11BlendState* m_blendState = nullptr;
+ ID3D11DepthStencilState* m_depthStencilState = nullptr;
+
+ void Init(ID3D11Device* device, ID3D11DeviceContext* deviceContext);
+ void Destroy();
+
+
+ void Draw(const DiffuseDrawParams* params, ID3D11Buffer* positions, ID3D11Buffer* velocities, ID3D11Buffer* indices, int numParticles);
+};