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Diffstat (limited to 'demo/d3d11/pointRender.cpp')
| -rw-r--r-- | demo/d3d11/pointRender.cpp | 206 |
1 files changed, 206 insertions, 0 deletions
diff --git a/demo/d3d11/pointRender.cpp b/demo/d3d11/pointRender.cpp new file mode 100644 index 0000000..1d3a8b0 --- /dev/null +++ b/demo/d3d11/pointRender.cpp @@ -0,0 +1,206 @@ +/* + * 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 "pointRender.h" + +#include "shaders/pointVS.hlsl.h" +#include "shaders/pointGS.hlsl.h" +#include "shaders/pointPS.hlsl.h" + +#define EXCLUDE_SHADER_STRUCTS 1 +#include "shaders/shaderCommon.h" + + +void PointRenderer::Init(ID3D11Device* device, ID3D11DeviceContext* context) +{ + 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 }, + { "DENSITY", 0, DXGI_FORMAT_R32_FLOAT, 1, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }, + { "PHASE", 0, DXGI_FORMAT_R32_SINT, 2, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }, + }; + + m_device->CreateInputLayout(inputElementDescs, 3, g_pointVS, sizeof(g_pointVS), &m_inputLayout); + } + + // create the shaders + m_device->CreateVertexShader(g_pointVS, sizeof(g_pointVS), nullptr, &m_pointVS); + m_device->CreateGeometryShader(g_pointGS, sizeof(g_pointGS), nullptr, &m_pointGS); + m_device->CreatePixelShader(g_pointPS, sizeof(g_pointPS), nullptr, &m_pointPS); + + // create a constant buffer + { + D3D11_BUFFER_DESC bufDesc; + bufDesc.ByteWidth = sizeof(PointShaderConst); // 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_POINT_RENDER_MODES; i++) + { + for (int j = 0; j < NUM_POINT_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 PointRenderer::Destroy() +{ + COMRelease(m_inputLayout); + COMRelease(m_pointVS); + COMRelease(m_pointGS); + COMRelease(m_pointPS); + COMRelease(m_constantBuffer); + + for (int i = 0; i < NUM_POINT_RENDER_MODES; i++) + for (int j = 0; j < NUM_POINT_CULL_MODES; j++) + COMRelease(m_rasterizerStateRH[i][j]); +} + + + +void PointRenderer::Draw(const PointDrawParams* params, ID3D11Buffer* positions, ID3D11Buffer* colors, ID3D11Buffer* indices, int numParticles, int offset) +{ + using namespace DirectX; + + 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)) + { + PointShaderConst cParams; + + cParams.modelview = (float4x4&)XMMatrixMultiply(params->model, params->view); + cParams.projection = (float4x4&)params->projection; + + cParams.pointRadius = params->pointRadius; + cParams.pointScale = params->pointScale; + cParams.spotMin = params->spotMin; + cParams.spotMax = params->spotMax; + + cParams.lightTransform = (float4x4&)params->lightTransform; + cParams.lightPos = params->lightPos; + cParams.lightDir = params->lightDir; + + for (int i = 0; i < 8; i++) + cParams.colors[i] = params->colors[i]; + + memcpy(cParams.shadowTaps, params->shadowTaps, sizeof(cParams.shadowTaps)); + + cParams.mode = params->mode; + + memcpy(mappedResource.pData, &cParams, sizeof(PointShaderConst)); + + deviceContext->Unmap(m_constantBuffer, 0u); + } + } + + deviceContext->VSSetShader(m_pointVS, nullptr, 0u); + deviceContext->GSSetShader(m_pointGS, nullptr, 0u); + deviceContext->PSSetShader(m_pointPS, nullptr, 0u); + + if (params->shadowMap) + { + ShadowMap* shadowMap = (ShadowMap*)params->shadowMap; + if (params->renderStage == POINT_DRAW_SHADOW) + { + ID3D11ShaderResourceView* ppSRV[1] = { nullptr }; + deviceContext->PSSetShaderResources(0, 1, ppSRV); + ID3D11SamplerState* ppSS[1] = { shadowMap->m_linearSampler.Get() }; + deviceContext->PSSetSamplers(0, 1, ppSS); + } + else + { + ID3D11ShaderResourceView* ppSRV[1] = { shadowMap->m_depthSrv.Get() }; + deviceContext->PSSetShaderResources(0, 1, ppSRV); + ID3D11SamplerState* ppSS[1] = { shadowMap->m_linearSampler.Get() }; + deviceContext->PSSetSamplers(0, 1, ppSS); + } + } + + deviceContext->IASetInputLayout(m_inputLayout); + 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[3] = + { + positions, + colors, // will be interpreted as density + colors, // will be interpreted as phase + }; + + unsigned int vertexBufferStrides[3] = + { + sizeof(float4), + sizeof(float), + sizeof(int) + }; + + unsigned int vertexBufferOffsets[3] = { 0 }; + + deviceContext->IASetVertexBuffers(0, 3, vertexBuffers, vertexBufferStrides, vertexBufferOffsets); + deviceContext->IASetIndexBuffer(indices, 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(numParticles, offset, 0); + + if (depthSign < 0.f) + { + deviceContext->RSSetState(nullptr); + } +} |