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Diffstat (limited to 'demo/d3d11/fluidRender.cpp')
| -rw-r--r-- | demo/d3d11/fluidRender.cpp | 458 |
1 files changed, 458 insertions, 0 deletions
diff --git a/demo/d3d11/fluidRender.cpp b/demo/d3d11/fluidRender.cpp new file mode 100644 index 0000000..f9dd767 --- /dev/null +++ b/demo/d3d11/fluidRender.cpp @@ -0,0 +1,458 @@ +/* + * 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); +} + |