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-rw-r--r--demo/d3d11/fluidRender.cpp458
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diff --git a/demo/d3d11/fluidRender.cpp b/demo/d3d11/fluidRender.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 "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);
+}
+