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Diffstat (limited to 'demo/d3d11/meshRenderD3D11.cpp')
| -rw-r--r-- | demo/d3d11/meshRenderD3D11.cpp | 341 |
1 files changed, 341 insertions, 0 deletions
diff --git a/demo/d3d11/meshRenderD3D11.cpp b/demo/d3d11/meshRenderD3D11.cpp new file mode 100644 index 0000000..8936f04 --- /dev/null +++ b/demo/d3d11/meshRenderD3D11.cpp @@ -0,0 +1,341 @@ +/* + * 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); + } +} |