/* * 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 // include the Direct3D Library file #pragma comment (lib, "d3d11.lib") #include #include "appD3D11Ctx.h" #include "diffuseRender.h" #include "shaders/diffuseVS.hlsl.h" #include "shaders/diffuseGS.hlsl.h" #include "shaders/diffusePS.hlsl.h" #define EXCLUDE_SHADER_STRUCTS 1 #include "shaders/shaderCommon.h" void DiffuseRenderer::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 }, { "VELOCITY", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 1, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }, }; m_device->CreateInputLayout(inputElementDescs, 2, g_diffuseVS, sizeof(g_diffuseVS), &m_inputLayout); } // create the shaders m_device->CreateVertexShader(g_diffuseVS, sizeof(g_diffuseVS), nullptr, &m_diffuseVS); m_device->CreateGeometryShader(g_diffuseGS, sizeof(g_diffuseGS), nullptr, &m_diffuseGS); m_device->CreatePixelShader(g_diffusePS, sizeof(g_diffusePS), nullptr, &m_diffusePS); { D3D11_BLEND_DESC blendDesc = {}; blendDesc.AlphaToCoverageEnable = false; blendDesc.IndependentBlendEnable = false; blendDesc.RenderTarget[0].BlendEnable = true; blendDesc.RenderTarget[0].SrcBlend = D3D11_BLEND_ONE; blendDesc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA; blendDesc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD; blendDesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE; blendDesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA; blendDesc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD; blendDesc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL; m_device->CreateBlendState(&blendDesc, &m_blendState); } { D3D11_DEPTH_STENCIL_DESC depthStateDesc = {}; depthStateDesc.DepthEnable = TRUE; depthStateDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ZERO; depthStateDesc.DepthFunc = D3D11_COMPARISON_LESS_EQUAL; device->CreateDepthStencilState(&depthStateDesc, &m_depthStencilState); } // create a constant buffer { D3D11_BUFFER_DESC bufDesc; bufDesc.ByteWidth = sizeof(DiffuseShaderConst); // 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 { D3D11_RASTERIZER_DESC desc = {}; desc.FillMode = D3D11_FILL_SOLID; desc.CullMode = D3D11_CULL_NONE; 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); } } void DiffuseRenderer::Destroy() { COMRelease(m_inputLayout); COMRelease(m_diffuseVS); COMRelease(m_diffuseGS); COMRelease(m_diffusePS); COMRelease(m_constantBuffer); COMRelease(m_rasterizerState); COMRelease(m_blendState); COMRelease(m_depthStencilState); } void DiffuseRenderer::Draw(const DiffuseDrawParams* params, ID3D11Buffer* positions, ID3D11Buffer* velocities, ID3D11Buffer* indices, int numParticles) { using namespace DirectX; ID3D11DeviceContext* deviceContext = m_deviceContext; // update constant buffer { D3D11_MAPPED_SUBRESOURCE mappedResource = { 0 }; if (S_OK == deviceContext->Map(m_constantBuffer, 0u, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource)) { DiffuseShaderConst cParams; cParams.modelViewProjection = (float4x4&)(XMMatrixMultiply(XMMatrixMultiply(params->model, params->view), params->projection)); cParams.modelView = (float4x4&)XMMatrixMultiply(params->model, params->view); cParams.projection = (float4x4&)params->projection; cParams.motionBlurScale = params->motionScale; cParams.diffuseRadius = params->diffuseRadius; cParams.diffuseScale = params->diffuseScale; cParams.spotMin = params->spotMin; cParams.spotMax = params->spotMax; cParams.lightTransform = (float4x4&)params->lightTransform; cParams.lightPos = params->lightPos; cParams.lightDir = params->lightDir; cParams.color = params->color; memcpy(cParams.shadowTaps, params->shadowTaps, sizeof(cParams.shadowTaps)); memcpy(mappedResource.pData, &cParams, sizeof(DiffuseShaderConst)); deviceContext->Unmap(m_constantBuffer, 0u); } } deviceContext->VSSetShader(m_diffuseVS, nullptr, 0u); deviceContext->GSSetShader(m_diffuseGS, nullptr, 0u); deviceContext->PSSetShader(m_diffusePS, nullptr, 0u); if (params->shadowMap) { ShadowMap* shadowMap = (ShadowMap*)params->shadowMap; 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[2] = { positions, velocities }; unsigned int vertexBufferStrides[2] = { sizeof(float4), sizeof(float4), }; unsigned int vertexBufferOffsets[2] = { 0 }; deviceContext->IASetVertexBuffers(0, 2, vertexBuffers, vertexBufferStrides, vertexBufferOffsets); deviceContext->IASetIndexBuffer(indices, DXGI_FORMAT_R32_UINT, 0u); deviceContext->OMSetBlendState(m_blendState, nullptr, 0xFFFFFFFF); deviceContext->OMSetDepthStencilState(m_depthStencilState, 0u); float depthSign = DirectX::XMVectorGetW(params->projection.r[2]); if (depthSign < 0.f) { deviceContext->RSSetState(m_rasterizerState); } deviceContext->DrawIndexed(numParticles, 0, 0); if (depthSign < 0.f) { deviceContext->RSSetState(nullptr); } deviceContext->OMSetDepthStencilState(nullptr, 0u); deviceContext->OMSetBlendState(nullptr, nullptr, 0xFFFFFFFF); }