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-rw-r--r--demo/d3d11/pointRenderD3D11.cpp173
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diff --git a/demo/d3d11/pointRenderD3D11.cpp b/demo/d3d11/pointRenderD3D11.cpp
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+++ b/demo/d3d11/pointRenderD3D11.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 "appD3D11Ctx.h"
+
+#include "shadowMapD3D11.h"
+
+#include "pointRenderD3D11.h"
+
+#include "../d3d/shaders/pointVS.hlsl.h"
+#include "../d3d/shaders/pointGS.hlsl.h"
+#include "../d3d/shaders/pointPS.hlsl.h"
+#include "../d3d/shaders/pointShadowPS.hlsl.h"
+
+#include "../d3d/shaderCommonD3D.h"
+
+void PointRendererD3D11::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);
+ m_device->CreatePixelShader(g_pointShadowPS, sizeof(g_pointShadowPS), nullptr, &m_pointShadowPs);
+
+ // create a constant buffer
+ {
+ D3D11_BUFFER_DESC bufDesc;
+ bufDesc.ByteWidth = sizeof(Hlsl::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 rasterizer 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_rasterizerState[i][j]);
+ }
+ }
+}
+
+void PointRendererD3D11::draw(const PointDrawParamsD3D* 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 (SUCCEEDED(deviceContext->Map(m_constantBuffer.Get(), 0u, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource)))
+ {
+ Hlsl::PointShaderConst constBuf;
+ RenderParamsUtilD3D::calcPointConstantBuffer(*params, constBuf);
+ memcpy(mappedResource.pData, &constBuf, sizeof(Hlsl::PointShaderConst));
+ deviceContext->Unmap(m_constantBuffer.Get(), 0u);
+ }
+ }
+
+ deviceContext->VSSetShader(m_pointVs.Get(), nullptr, 0u);
+ deviceContext->GSSetShader(m_pointGs.Get(), nullptr, 0u);
+ deviceContext->PSSetShader(m_pointPs.Get(), nullptr, 0u);
+
+ if (params->shadowMap)
+ {
+ ShadowMapD3D11* shadowMap = (ShadowMapD3D11*)params->shadowMap;
+ if (params->renderStage == POINT_DRAW_SHADOW)
+ {
+ ID3D11ShaderResourceView* srvs[1] = { nullptr };
+ deviceContext->PSSetShaderResources(0, 1, srvs);
+ ID3D11SamplerState* samps[1] = { shadowMap->m_linearSampler.Get() };
+ deviceContext->PSSetSamplers(0, 1, samps);
+ deviceContext->PSSetShader(m_pointShadowPs.Get(), nullptr, 0u);
+ }
+ else
+ {
+ ID3D11ShaderResourceView* srvs[1] = { shadowMap->m_depthSrv.Get() };
+ deviceContext->PSSetShaderResources(0, 1, srvs);
+ ID3D11SamplerState* samps[1] = { shadowMap->m_linearSampler.Get() };
+ deviceContext->PSSetSamplers(0, 1, samps);
+ }
+ }
+
+ deviceContext->IASetInputLayout(m_inputLayout.Get());
+ deviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_POINTLIST);
+
+ deviceContext->VSSetConstantBuffers(0, 1, m_constantBuffer.GetAddressOf());
+ deviceContext->GSSetConstantBuffers(0, 1, m_constantBuffer.GetAddressOf());
+ deviceContext->PSSetConstantBuffers(0, 1, m_constantBuffer.GetAddressOf());
+
+ 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_rasterizerState[params->renderMode][params->cullMode].Get());
+ }
+
+ deviceContext->DrawIndexed(numParticles, offset, 0);
+
+ if (depthSign < 0.f)
+ {
+ deviceContext->RSSetState(nullptr);
+ }
+}