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Diffstat (limited to 'demo/d3d11/meshRender.cpp')
| -rw-r--r-- | demo/d3d11/meshRender.cpp | 221 |
1 files changed, 221 insertions, 0 deletions
diff --git a/demo/d3d11/meshRender.cpp b/demo/d3d11/meshRender.cpp new file mode 100644 index 0000000..b07397b --- /dev/null +++ b/demo/d3d11/meshRender.cpp @@ -0,0 +1,221 @@ +/* + * 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 "meshRender.h" +#include "appD3d11Ctx.h" + + +#include "shaders/meshVS.hlsl.h" +#include "shaders/meshPS.hlsl.h" +#include "shaders/meshShadowPS.hlsl.h" + +#define EXCLUDE_SHADER_STRUCTS 1 +#include "shaders/shaderCommon.h" + +#include "shadowMap.h" + + +void MeshRenderer::Init(ID3D11Device* device, ID3D11DeviceContext* context) +{ + for (int i = 0; i < NUM_MESH_RENDER_MODES; i++) + for (int j = 0; j < NUM_MESH_CULL_MODES; j++) + m_rasterizerStateRH[i][j] = nullptr; + + m_device = device; + m_deviceContext = context; + + // create the input layout + { + D3D11_INPUT_ELEMENT_DESC inputElementDescs[] = + { + { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }, + { "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 1, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }, + { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 2, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }, + { "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 3, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }, + }; + + m_device->CreateInputLayout(inputElementDescs, 4, g_meshVS, sizeof(g_meshVS), &m_inputLayout); + } + + // create the shaders + m_device->CreateVertexShader(g_meshVS, sizeof(g_meshVS), nullptr, &m_meshVS); + m_device->CreatePixelShader(g_meshPS, sizeof(g_meshPS), nullptr, &m_meshPS); + m_device->CreatePixelShader(g_meshPS_Shadow, sizeof(g_meshPS_Shadow), nullptr, &m_meshPS_Shadow); + + // create a constant buffer + { + D3D11_BUFFER_DESC bufDesc; + bufDesc.ByteWidth = sizeof(MeshShaderConst); + 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_MESH_RENDER_MODES; i++) + { + for (int j = 0; j < NUM_MESH_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]); + } + } + +} + +void MeshRenderer::Destroy() +{ + COMRelease(m_inputLayout); + COMRelease(m_meshVS); + COMRelease(m_meshPS); + COMRelease(m_meshPS_Shadow); + COMRelease(m_constantBuffer); + + for (int i = 0; i < NUM_MESH_RENDER_MODES; i++) + for (int j = 0; j < NUM_MESH_CULL_MODES; j++) + COMRelease(m_rasterizerStateRH[i][j]); +} + + +void MeshRenderer::Draw(const GpuMesh* mesh, const MeshDrawParams* params) +{ + using namespace DirectX; + + // update constant buffer + { + D3D11_MAPPED_SUBRESOURCE mappedResource = {}; + if (S_OK == m_deviceContext->Map(m_constantBuffer, 0u, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource)) + { + MeshShaderConst cParams; + + cParams.modelviewprojection = (float4x4&)(XMMatrixMultiply(XMMatrixMultiply(params->model, params->view), params->projection)); + + cParams.modelview = (float4x4&)XMMatrixMultiply(params->model, params->view); + + cParams.objectTransform = (float4x4&)params->objectTransform; + cParams.lightTransform = (float4x4&)params->lightTransform; + + cParams.clipPlane = params->clipPlane; + cParams.fogColor = params->fogColor; + cParams.color = params->color; + cParams.secondaryColor = params->secondaryColor; + + cParams.lightPos = params->lightPos; + cParams.lightDir = params->lightDir; + + cParams.bias = params->bias; + cParams.expand = params->expand; + cParams.spotMin = params->spotMin; + cParams.spotMax = params->spotMax; + + cParams.grid = params->grid; + cParams.tex = params->tex; + cParams.colorArray = params->colorArray; + + memcpy(cParams.shadowTaps, params->shadowTaps, sizeof(cParams.shadowTaps)); + + memcpy(mappedResource.pData, &cParams, sizeof(MeshShaderConst)); + + m_deviceContext->Unmap(m_constantBuffer, 0u); + } + } + + m_deviceContext->VSSetShader(m_meshVS, nullptr, 0u); + m_deviceContext->GSSetShader(nullptr, nullptr, 0u); + + switch (params->renderStage) + { + case MESH_DRAW_SHADOW: + { + m_deviceContext->PSSetShader(m_meshPS_Shadow, nullptr, 0u); + break; + } + case MESH_DRAW_LIGHT: + { + m_deviceContext->PSSetShader(m_meshPS, nullptr, 0u); + + ShadowMap* shadowMap = (ShadowMap*)params->shadowMap; + ID3D11ShaderResourceView* ppSRV[1] = { shadowMap->m_depthSrv.Get() }; + m_deviceContext->PSSetShaderResources(0, 1, ppSRV); + ID3D11SamplerState* ppSS[1] = { shadowMap->m_linearSampler.Get() }; + m_deviceContext->PSSetSamplers(0, 1, ppSS); + break; + } + default: + assert(false); + break; + } + + m_deviceContext->IASetInputLayout(m_inputLayout); + m_deviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); + + m_deviceContext->VSSetConstantBuffers(0, 1, &m_constantBuffer); + m_deviceContext->PSSetConstantBuffers(0, 1, &m_constantBuffer); + + ID3D11Buffer* vertexBuffers[4] = + { + mesh->positionBuffer, + mesh->normalBuffer, + mesh->texcoordBuffer, + mesh->colorBuffer, + }; + + unsigned int vertexBufferStrides[4] = + { + sizeof(Vec3), + sizeof(Vec3), + sizeof(Vec2), + sizeof(Vec4) + }; + + unsigned int vertexBufferOffsets[4] = { 0, 0, 0, 0 }; + + m_deviceContext->IASetVertexBuffers(0, 4, vertexBuffers, vertexBufferStrides, vertexBufferOffsets); + m_deviceContext->IASetIndexBuffer(mesh->indexBuffer, DXGI_FORMAT_R32_UINT, 0u); + + float depthSign = DirectX::XMVectorGetW(params->projection.r[2]); + if (depthSign < 0.f) + { + m_deviceContext->RSSetState(m_rasterizerStateRH[params->renderMode][params->cullMode]); + } + + m_deviceContext->DrawIndexed((UINT)mesh->mNumFaces*3, 0, 0); + + if (depthSign < 0.f) + { + m_deviceContext->RSSetState(nullptr); + } +} |