/* * 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 "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); } }