aboutsummaryrefslogtreecommitdiff
path: root/demo/d3d11/fluidRender.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'demo/d3d11/fluidRender.cpp')
-rw-r--r--demo/d3d11/fluidRender.cpp458
1 files changed, 0 insertions, 458 deletions
diff --git a/demo/d3d11/fluidRender.cpp b/demo/d3d11/fluidRender.cpp
deleted file mode 100644
index f9dd767..0000000
--- a/demo/d3d11/fluidRender.cpp
+++ /dev/null
@@ -1,458 +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 "appD3D11Ctx.h"
-
-#include "fluidRender.h"
-
-#include "shaders/ellipsoidDepthVS.hlsl.h"
-#include "shaders/ellipsoidDepthGS.hlsl.h"
-#include "shaders/ellipsoidDepthPS.hlsl.h"
-#include "shaders/passThroughVS.hlsl.h"
-#include "shaders/blurDepthPS.hlsl.h"
-#include "shaders/compositePS.hlsl.h"
-
-#define EXCLUDE_SHADER_STRUCTS 1
-#include "shaders/shaderCommon.h"
-
-#include "renderTarget.h"
-#include "shadowMap.h"
-
-#include "shaders.h"
-
-typedef DirectX::XMFLOAT2 float2;
-
-using namespace DirectX;
-
-
-struct PassthroughVertex
-{
- float x, y;
- float u, v;
-};
-
-void FluidRenderer::Init(ID3D11Device* device, ID3D11DeviceContext* context, int width, int height)
-{
- mSceneWidth = width;
- mSceneHeight = height;
-
- mDepthTex.Init(device, width, height);
- mDepthSmoothTex.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, 1, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
- { "V", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 2, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
- { "W", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 3, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
- };
-
- m_device->CreateInputLayout(inputElementDescs, 4, g_ellipsoidDepthVS, sizeof(g_ellipsoidDepthVS), &m_ellipsoidDepthLayout);
- }
-
- // create the shaders
- m_device->CreateVertexShader(g_ellipsoidDepthVS, sizeof(g_ellipsoidDepthVS), nullptr, &m_ellipsoidDepthVS);
- m_device->CreateGeometryShader(g_ellipsoidDepthGS, sizeof(g_ellipsoidDepthGS), nullptr, &m_ellipsoidDepthGS);
- m_device->CreatePixelShader(g_ellipsoidDepthPS, sizeof(g_ellipsoidDepthPS), nullptr, &m_ellipsoidDepthPS);
-
- // create the input layout
- {
- D3D11_INPUT_ELEMENT_DESC inputElementDescs[] =
- {
- { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
- { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
- };
-
- m_device->CreateInputLayout(inputElementDescs, 2, g_passThroughVS, sizeof(g_passThroughVS), &m_passThroughLayout);
- }
-
- // pass through shader
- m_device->CreateVertexShader(g_passThroughVS, sizeof(g_passThroughVS), nullptr, &m_passThroughVS);
-
- // full screen pixel shaders
- m_device->CreatePixelShader(g_blurDepthPS, sizeof(g_blurDepthPS), nullptr, &m_blurDepthPS);
- m_device->CreatePixelShader(g_compositePS, sizeof(g_compositePS), nullptr, &m_compositePS);
-
- // create a constant buffer
- {
- D3D11_BUFFER_DESC bufDesc;
- bufDesc.ByteWidth = sizeof(FluidShaderConst); // 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
- for (int i = 0; i < NUM_FLUID_RENDER_MODES; i++)
- {
- for (int j = 0; j < NUM_FLUID_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]);
- }
- }
-
- CreateScreenQuad();
-}
-
-void FluidRenderer::Destroy()
-{
- COMRelease(m_ellipsoidDepthLayout);
- COMRelease(m_ellipsoidDepthVS);
- COMRelease(m_ellipsoidDepthGS);
- COMRelease(m_ellipsoidDepthPS);
-
- COMRelease(m_passThroughLayout);
- COMRelease(m_passThroughVS);
-
- COMRelease(m_blurDepthPS);
- COMRelease(m_compositePS);
-
- COMRelease(m_constantBuffer);
-
- for (int i = 0; i < NUM_FLUID_RENDER_MODES; i++)
- for (int j = 0; j < NUM_FLUID_CULL_MODES; j++)
- COMRelease(m_rasterizerStateRH[i][j]);
-
- COMRelease(m_quadVertexBuffer);
- COMRelease(m_quadIndexBuffer);
-}
-
-void FluidRenderer::CreateScreenQuad()
-{
- // create an index buffer
- {
- D3D11_BUFFER_DESC bufDesc;
- bufDesc.ByteWidth = 4*sizeof(UINT);
- bufDesc.Usage = D3D11_USAGE_IMMUTABLE;
- bufDesc.BindFlags = D3D11_BIND_INDEX_BUFFER;
- bufDesc.CPUAccessFlags = DXGI_CPU_ACCESS_NONE;
- bufDesc.MiscFlags = 0;
-
- unsigned int quad_indices[4] = { 0, 1, 3, 2 };
-
- D3D11_SUBRESOURCE_DATA data = { 0 };
- data.pSysMem = quad_indices;
-
- m_device->CreateBuffer(&bufDesc, &data, &m_quadIndexBuffer);
- }
-
- // create a vertex buffer
- {
-
- D3D11_BUFFER_DESC bufDesc;
- bufDesc.ByteWidth = 4*sizeof(PassthroughVertex);
- bufDesc.Usage = D3D11_USAGE_IMMUTABLE;
- bufDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
- bufDesc.CPUAccessFlags = DXGI_CPU_ACCESS_NONE;
- bufDesc.MiscFlags = 0;
-
- D3D11_SUBRESOURCE_DATA data = { 0 };
-
-
- float4 vertices[4] =
- {
- float4(-1.0f, -1.0f, 0.0f, 0.0f),
- float4(1.0f, -1.0f, 1.0f, 0.0f),
- float4(1.0f, 1.0f, 1.0f, 1.0f),
- float4(-1.0f, 1.0f, 0.0f, 1.0f),
- };
-
- data.pSysMem = vertices;
-
- m_device->CreateBuffer(&bufDesc, &data, &m_quadVertexBuffer);
- }
-}
-
-void FluidRenderer::DrawEllipsoids(const FluidDrawParams* params, const FluidRenderBuffers* buffers)
-{
- ID3D11DeviceContext* deviceContext = m_deviceContext;
-
- // update constant buffer
- {
-
- D3D11_BUFFER_DESC desc;
- m_constantBuffer->GetDesc(&desc);
-
- D3D11_MAPPED_SUBRESOURCE mappedResource = {};
- if (S_OK == deviceContext->Map(m_constantBuffer, 0u, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource))
- {
- FluidShaderConst cParams;
-
- cParams.modelviewprojection = (float4x4&)(XMMatrixMultiply(XMMatrixMultiply(params->model, params->view), params->projection));
- cParams.projection = (float4x4&)params->projection;
- cParams.modelview_inverse = (float4x4&)XMMatrixInverse(nullptr, XMMatrixMultiply(params->model, params->view));
- cParams.projection_inverse = (float4x4&)XMMatrixInverse(nullptr, params->projection);
-
- //cParams.invTexScale = invTexScale;
- //cParams.invProjection = invProjection;
- cParams.invViewport = params->invViewport;
-
-
- cParams.blurRadiusWorld = params->blurRadiusWorld;
- cParams.blurScale = params->blurScale;
- cParams.blurFalloff = params->blurFalloff;
- cParams.debug = params->debug;
-
- memcpy(mappedResource.pData, &cParams, sizeof(FluidShaderConst));
-
- deviceContext->Unmap(m_constantBuffer, 0u);
- }
- }
-
- deviceContext->VSSetShader(m_ellipsoidDepthVS, nullptr, 0u);
- deviceContext->GSSetShader(m_ellipsoidDepthGS, nullptr, 0u);
- deviceContext->PSSetShader(m_ellipsoidDepthPS, nullptr, 0u);
-
- deviceContext->IASetInputLayout(m_ellipsoidDepthLayout);
- 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[4] =
- {
- buffers->mPositionVBO,
- buffers->mAnisotropyVBO[0],
- buffers->mAnisotropyVBO[1],
- buffers->mAnisotropyVBO[2]
- };
-
- 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->mIndices, DXGI_FORMAT_R32_UINT, 0u);
-
- float depthSign = DirectX::XMVectorGetW(params->projection.r[2]);
- if (depthSign < 0.f)
- {
- deviceContext->RSSetState(m_rasterizerStateRH[params->renderMode][params->cullMode]);
- }
-
- deviceContext->DrawIndexed(params->n, params->offset, 0);
-
- if (depthSign < 0.f)
- {
- deviceContext->RSSetState(nullptr);
- }
-}
-
-void FluidRenderer::DrawBlurDepth(const FluidDrawParams* params)
-{
- ID3D11DeviceContext* deviceContext = m_deviceContext;
-
- // update constant buffer
- {
- D3D11_MAPPED_SUBRESOURCE mappedResource = {};
- if (S_OK == deviceContext->Map(m_constantBuffer, 0u, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource))
- {
- FluidShaderConst cParams;
-
- cParams.modelviewprojection = (float4x4&)(XMMatrixMultiply(XMMatrixMultiply(params->model, params->view), params->projection));
- cParams.projection = (float4x4&)params->projection;
- cParams.modelview_inverse = (float4x4&)XMMatrixInverse(nullptr, XMMatrixMultiply(params->model, params->view));
- cParams.projection_inverse = (float4x4&)XMMatrixInverse(nullptr, params->projection);
-
- //cParams.invTexScale = params->invTexScale;
- //cParams.invViewport = params->invViewport;
- //cParams.invProjection = params->invProjection;
-
- cParams.blurRadiusWorld = params->blurRadiusWorld;
- cParams.blurScale = params->blurScale;
- cParams.blurFalloff = params->blurFalloff;
- cParams.debug = params->debug;
-
- memcpy(mappedResource.pData, &cParams, sizeof(FluidShaderConst));
-
- deviceContext->Unmap(m_constantBuffer, 0u);
- }
- }
-
- deviceContext->VSSetShader(m_passThroughVS, nullptr, 0u);
- deviceContext->GSSetShader(nullptr, nullptr, 0u);
- deviceContext->PSSetShader(m_blurDepthPS, nullptr, 0u);
-
- ID3D11ShaderResourceView* ppSRV[1] = { mDepthTex.m_backSrv.Get() };
- deviceContext->PSSetShaderResources(0, 1, ppSRV);
-
- deviceContext->IASetInputLayout(m_passThroughLayout);
- deviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
-
- deviceContext->VSSetConstantBuffers(0, 1, &m_constantBuffer);
- deviceContext->PSSetConstantBuffers(0, 1, &m_constantBuffer);
-
- UINT vertexStride = sizeof(PassthroughVertex);
- UINT offset = 0u;
- deviceContext->IASetVertexBuffers(0, 1, &m_quadVertexBuffer, &vertexStride, &offset);
- deviceContext->IASetIndexBuffer(m_quadIndexBuffer, DXGI_FORMAT_R32_UINT, 0u);
-
- float depthSign = DirectX::XMVectorGetW(params->projection.r[2]);
- if (depthSign < 0.f)
- {
- deviceContext->RSSetState(m_rasterizerStateRH[params->renderMode][params->cullMode]);
- }
-
- deviceContext->DrawIndexed((UINT)4, 0, 0);
-
- if (depthSign < 0.f)
- {
- deviceContext->RSSetState(nullptr);
- }
-}
-
-void FluidRenderer::DrawComposite(const FluidDrawParams* params, ID3D11ShaderResourceView* sceneMap)
-{
- ID3D11DeviceContext* deviceContext = m_deviceContext;
-
- // update constant buffer
- {
- D3D11_MAPPED_SUBRESOURCE mappedResource = {};
- if (S_OK == deviceContext->Map(m_constantBuffer, 0u, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource))
- {
- FluidShaderConst 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.modelview_inverse = (float4x4&)XMMatrixInverse(nullptr, XMMatrixMultiply(params->model, params->view));
- cParams.projection_inverse = (float4x4&)XMMatrixInverse(nullptr, params->projection);
-
- cParams.lightTransform = (float4x4&)params->lightTransform;
-
- cParams.invTexScale = params->invTexScale;
-
- //cParams.invViewport = params->invViewport;
- //cParams.invProjection = params->invProjection;
-
- cParams.blurRadiusWorld = params->blurRadiusWorld;
- cParams.blurScale = params->blurScale;
- cParams.blurFalloff = params->blurFalloff;
- cParams.debug = params->debug;
-
- cParams.clipPosToEye = params->clipPosToEye;
- cParams.color = params->color;
- cParams.ior = params->ior;
- cParams.spotMin = params->spotMin;
- cParams.spotMax = params->spotMax;
-
- cParams.lightPos = params->lightPos;
- cParams.lightDir = params->lightDir;
-
- memcpy(mappedResource.pData, &cParams, sizeof(FluidShaderConst));
-
- deviceContext->Unmap(m_constantBuffer, 0u);
-
- const float2 taps[] =
- {
- float2(-0.326212f,-0.40581f), float2(-0.840144f,-0.07358f),
- float2(-0.695914f,0.457137f), float2(-0.203345f,0.620716f),
- float2(0.96234f,-0.194983f), float2(0.473434f,-0.480026f),
- float2(0.519456f,0.767022f), float2(0.185461f,-0.893124f),
- float2(0.507431f,0.064425f), float2(0.89642f,0.412458f),
- float2(-0.32194f,-0.932615f), float2(-0.791559f,-0.59771f)
- };
- memcpy(cParams.shadowTaps, taps, sizeof(taps));
- }
- }
-
- deviceContext->VSSetShader(m_passThroughVS, nullptr, 0u);
- deviceContext->GSSetShader(nullptr, nullptr, 0u);
- deviceContext->PSSetShader(m_compositePS, nullptr, 0u);
-
-
- RenderTarget* depthMap = &mDepthSmoothTex;
- ShadowMap* shadowMap = (ShadowMap*)params->shadowMap;
-
- ID3D11ShaderResourceView* ppSRV[3] =
- {
- depthMap->m_backSrv.Get(),
- sceneMap,
- shadowMap->m_depthSrv.Get()
-
- };
- deviceContext->PSSetShaderResources(0, 3, ppSRV);
-
- ID3D11SamplerState* ppSS[2] =
- {
- depthMap->m_linearSampler.Get() ,
- shadowMap->m_linearSampler.Get()
- };
- deviceContext->PSSetSamplers(0, 2, ppSS);
-
-
- deviceContext->IASetInputLayout(m_passThroughLayout);
- deviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
-
- deviceContext->VSSetConstantBuffers(0, 1, &m_constantBuffer);
- deviceContext->PSSetConstantBuffers(0, 1, &m_constantBuffer);
-
- UINT vertexStride = sizeof(PassthroughVertex);
- UINT offset = 0u;
- deviceContext->IASetVertexBuffers(0, 1, &m_quadVertexBuffer, &vertexStride, &offset);
- deviceContext->IASetIndexBuffer(m_quadIndexBuffer, DXGI_FORMAT_R32_UINT, 0u);
-
- float depthSign = DirectX::XMVectorGetW(params->projection.r[2]);
- if (depthSign < 0.f)
- {
- deviceContext->RSSetState(m_rasterizerStateRH[params->renderMode][params->cullMode]);
- }
-
- deviceContext->DrawIndexed((UINT)4, 0, 0);
-
- if (depthSign < 0.f)
- {
- deviceContext->RSSetState(nullptr);
- }
-
- // reset srvs
- ID3D11ShaderResourceView* zero[3] = { NULL, NULL, NULL };
- deviceContext->PSSetShaderResources(0, 3, zero);
-}
-