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-rw-r--r--demo/d3d11/meshRender.cpp221
1 files changed, 221 insertions, 0 deletions
diff --git a/demo/d3d11/meshRender.cpp b/demo/d3d11/meshRender.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 "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);
+ }
+}