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diff --git a/demo/d3d11/meshRenderD3D11.cpp b/demo/d3d11/meshRenderD3D11.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 "meshRenderD3D11.h"
+#include "appD3d11Ctx.h"
+
+
+#include "../d3d/shaders/meshVS.hlsl.h"
+#include "../d3d/shaders/meshPS.hlsl.h"
+#include "../d3d/shaders/meshShadowPS.hlsl.h"
+
+#include "../d3d/shaderCommonD3D.h"
+
+#include "shadowMapD3D11.h"
+
+// Make async compute benchmark shader have a unique name
+namespace AsyncComputeBench
+{
+#include "../d3d/shaders/meshAsyncComputeBenchPS.hlsl.h"
+}
+
+/* !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! GpuMeshD3D11 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! */
+
+GpuMeshD3D11::GpuMeshD3D11(ID3D11Device* device, ID3D11DeviceContext* deviceContext)
+ : m_device(device)
+ , m_deviceContext(deviceContext)
+ , m_numFaces(0)
+ , m_numVertices(0)
+ , m_maxVertices(0)
+ , m_maxFaces(0)
+{
+}
+
+void GpuMeshD3D11::resize(int numVertices, int numFaces)
+{
+ {
+ // vertex buffers
+ D3D11_BUFFER_DESC bufDesc;
+ bufDesc.ByteWidth = sizeof(Vec3)*numVertices;
+ bufDesc.Usage = D3D11_USAGE_DYNAMIC;
+ bufDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
+ bufDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
+ bufDesc.MiscFlags = 0;
+
+ m_device->CreateBuffer(&bufDesc, NULL, m_positionBuffer.ReleaseAndGetAddressOf());
+ m_device->CreateBuffer(&bufDesc, NULL, m_normalBuffer.ReleaseAndGetAddressOf());
+
+ bufDesc.ByteWidth = sizeof(Vec2)*numVertices;
+ m_device->CreateBuffer(&bufDesc, NULL, m_texcoordBuffer.ReleaseAndGetAddressOf());
+
+ bufDesc.ByteWidth = sizeof(Vec4)*numVertices;
+ m_device->CreateBuffer(&bufDesc, NULL, m_colorBuffer.ReleaseAndGetAddressOf());
+ }
+
+ {
+ // index buffer
+ D3D11_BUFFER_DESC bufDesc;
+ bufDesc.ByteWidth = sizeof(int)*numFaces * 3;
+ bufDesc.Usage = D3D11_USAGE_DYNAMIC;
+ bufDesc.BindFlags = D3D11_BIND_INDEX_BUFFER;
+ bufDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
+ bufDesc.MiscFlags = 0;
+
+ m_device->CreateBuffer(&bufDesc, NULL, &m_indexBuffer);
+ }
+
+ m_maxVertices = numVertices;
+ m_maxFaces = numFaces;
+}
+
+void GpuMeshD3D11::updateData(const Vec3* positions, const Vec3* normals, const Vec2* texcoords, const Vec4* colors, const int* indices, int numVertices, int numFaces)
+{
+ if (numVertices > m_maxVertices || numFaces > m_maxFaces)
+ {
+ resize(numVertices, numFaces);
+ }
+
+ D3D11_MAPPED_SUBRESOURCE res;
+
+ // vertices
+ if (positions)
+ {
+ m_deviceContext->Map(m_positionBuffer.Get(), 0, D3D11_MAP_WRITE_DISCARD, 0, &res);
+ memcpy(res.pData, positions, sizeof(Vec3)*numVertices);
+ m_deviceContext->Unmap(m_positionBuffer.Get(), 0);
+ }
+
+ if (normals)
+ {
+ m_deviceContext->Map(m_normalBuffer.Get(), 0, D3D11_MAP_WRITE_DISCARD, 0, &res);
+ memcpy(res.pData, normals, sizeof(Vec3)*numVertices);
+ m_deviceContext->Unmap(m_normalBuffer.Get(), 0);
+ }
+
+ if (texcoords)
+ {
+ m_deviceContext->Map(m_texcoordBuffer.Get(), 0, D3D11_MAP_WRITE_DISCARD, 0, &res);
+ memcpy(res.pData, texcoords, sizeof(Vec2)*numVertices);
+ m_deviceContext->Unmap(m_texcoordBuffer.Get(), 0);
+ }
+
+ if (colors)
+ {
+ m_deviceContext->Map(m_colorBuffer.Get(), 0, D3D11_MAP_WRITE_DISCARD, 0, &res);
+ memcpy(res.pData, colors, sizeof(Vec4)*numVertices);
+ m_deviceContext->Unmap(m_colorBuffer.Get(), 0);
+ }
+
+ // indices
+ if (indices)
+ {
+ m_deviceContext->Map(m_indexBuffer.Get(), 0, D3D11_MAP_WRITE_DISCARD, 0, &res);
+ memcpy(res.pData, indices, sizeof(int)*numFaces * 3);
+ m_deviceContext->Unmap(m_indexBuffer.Get(), 0);
+ }
+
+ m_numVertices = numVertices;
+ m_numFaces = numFaces;
+}
+
+void GpuMeshD3D11::updateData(const Vec4* positions, const Vec4* normals, const Vec2* texcoords, const Vec4* colors, const int* indices, int numVertices, int numFaces)
+{
+ if (numVertices > m_maxVertices || numFaces > m_maxFaces)
+ {
+ resize(numVertices, numFaces);
+ }
+
+ D3D11_MAPPED_SUBRESOURCE res;
+
+ // vertices
+ if (positions)
+ {
+ m_deviceContext->Map(m_positionBuffer.Get(), 0, D3D11_MAP_WRITE_DISCARD, 0, &res);
+ for (int i = 0; i < numVertices; ++i)
+ ((Vec3*)res.pData)[i] = Vec3(positions[i]);
+ m_deviceContext->Unmap(m_positionBuffer.Get(), 0);
+ }
+
+ if (normals)
+ {
+ m_deviceContext->Map(m_normalBuffer.Get(), 0, D3D11_MAP_WRITE_DISCARD, 0, &res);
+ for (int i = 0; i < numVertices; ++i)
+ ((Vec3*)res.pData)[i] = Vec3(normals[i]);
+ m_deviceContext->Unmap(m_normalBuffer.Get(), 0);
+ }
+
+ if (texcoords)
+ {
+ m_deviceContext->Map(m_texcoordBuffer.Get(), 0, D3D11_MAP_WRITE_DISCARD, 0, &res);
+ memcpy(res.pData, texcoords, sizeof(Vec2)*numVertices);
+ m_deviceContext->Unmap(m_texcoordBuffer.Get(), 0);
+ }
+
+ if (colors)
+ {
+ m_deviceContext->Map(m_colorBuffer.Get(), 0, D3D11_MAP_WRITE_DISCARD, 0, &res);
+ memcpy(res.pData, colors, sizeof(Vec4)*numVertices);
+ m_deviceContext->Unmap(m_colorBuffer.Get(), 0);
+ }
+
+ // indices
+ if (indices)
+ {
+ m_deviceContext->Map(m_indexBuffer.Get(), 0, D3D11_MAP_WRITE_DISCARD, 0, &res);
+ memcpy(res.pData, indices, sizeof(int)*numFaces * 3);
+ m_deviceContext->Unmap(m_indexBuffer.Get(), 0);
+ }
+
+ m_numVertices = numVertices;
+ m_numFaces = numFaces;
+}
+
+/* !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! MeshRendererD3D11 !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! */
+
+void MeshRendererD3D11::init(ID3D11Device* device, ID3D11DeviceContext* context, bool asyncComputeBenchmark)
+{
+ 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
+
+ if (asyncComputeBenchmark)
+ {
+ m_device->CreatePixelShader(AsyncComputeBench::g_meshPS, sizeof(AsyncComputeBench::g_meshPS), nullptr, &m_meshPs);
+ }
+ else
+ {
+ m_device->CreatePixelShader(g_meshPS, sizeof(g_meshPS), nullptr, &m_meshPs);
+ }
+
+ m_device->CreateVertexShader(g_meshVS, sizeof(g_meshVS), nullptr, &m_meshVs);
+ m_device->CreatePixelShader(g_meshPS_Shadow, sizeof(g_meshPS_Shadow), nullptr, &m_meshShadowPs);
+
+ // create a constant buffer
+ {
+ D3D11_BUFFER_DESC bufDesc;
+ bufDesc.ByteWidth = sizeof(Hlsl::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_rasterizerState[i][j]);
+ }
+ }
+}
+
+void MeshRendererD3D11::draw(const GpuMeshD3D11* mesh, const MeshDrawParamsD3D* params)
+{
+ using namespace DirectX;
+
+ // update constant buffer
+ {
+ D3D11_MAPPED_SUBRESOURCE mappedResource = {};
+ if (SUCCEEDED(m_deviceContext->Map(m_constantBuffer.Get(), 0u, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource)))
+ {
+ Hlsl::MeshShaderConst constBuf;
+ RenderParamsUtilD3D::calcMeshConstantBuffer(*params, constBuf);
+ memcpy(mappedResource.pData, &constBuf, sizeof(Hlsl::MeshShaderConst));
+ m_deviceContext->Unmap(m_constantBuffer.Get(), 0u);
+ }
+ }
+
+ m_deviceContext->VSSetShader(m_meshVs.Get(), nullptr, 0u);
+ m_deviceContext->GSSetShader(nullptr, nullptr, 0u);
+
+ switch (params->renderStage)
+ {
+ case MESH_DRAW_SHADOW:
+ {
+ m_deviceContext->PSSetShader(m_meshShadowPs.Get(), nullptr, 0u);
+ break;
+ }
+ case MESH_DRAW_LIGHT:
+ {
+ m_deviceContext->PSSetShader(m_meshPs.Get(), nullptr, 0u);
+
+ ShadowMapD3D11* shadowMap = (ShadowMapD3D11*)params->shadowMap;
+ ID3D11ShaderResourceView* srvs[1] = { shadowMap->m_depthSrv.Get() };
+ m_deviceContext->PSSetShaderResources(0, 1, srvs);
+ ID3D11SamplerState* sampStates[1] = { shadowMap->m_linearSampler.Get() };
+ m_deviceContext->PSSetSamplers(0, 1, sampStates);
+ break;
+ }
+ default:
+ assert(false);
+ break;
+ }
+
+ m_deviceContext->IASetInputLayout(m_inputLayout.Get());
+ m_deviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
+
+ m_deviceContext->VSSetConstantBuffers(0, 1, m_constantBuffer.GetAddressOf());
+ m_deviceContext->PSSetConstantBuffers(0, 1, m_constantBuffer.GetAddressOf());
+
+ ID3D11Buffer* vertexBuffers[4] =
+ {
+ mesh->m_positionBuffer.Get(),
+ mesh->m_normalBuffer.Get(),
+ mesh->m_texcoordBuffer.Get(),
+ mesh->m_colorBuffer.Get(),
+ };
+
+ 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->m_indexBuffer.Get(), DXGI_FORMAT_R32_UINT, 0u);
+
+ float depthSign = DirectX::XMVectorGetW(params->projection.r[2]);
+ if (depthSign < 0.f)
+ {
+ m_deviceContext->RSSetState(m_rasterizerState[params->renderMode][params->cullMode].Get());
+ }
+
+ m_deviceContext->DrawIndexed((UINT)mesh->m_numFaces*3, 0, 0);
+
+ if (depthSign < 0.f)
+ {
+ m_deviceContext->RSSetState(nullptr);
+ }
+}