aboutsummaryrefslogtreecommitdiff
path: root/demo/d3d/renderParamsD3D.h
blob: 66f928a9ec5041feafeb51dc330254217a348f52 (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
/*
 * 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.
 */

#pragma once

#define NOMINMAX

#include "core/maths.h"
#include <DirectXMath.h>

#include "shaderCommonD3D.h"

struct ShadowMapD3D;

typedef DirectX::XMFLOAT3 float3;
typedef DirectX::XMFLOAT4 float4;
typedef DirectX::XMFLOAT4X4 float4x4;

struct DiffuseDrawParamsD3D
{
	DirectX::XMMATRIX projection;
	DirectX::XMMATRIX view;
	DirectX::XMMATRIX model;

	float diffuseRadius;  // point size in world space
	float diffuseScale;   // scale to calculate size in pixels
	float spotMin;
	float spotMax;
	float motionScale;

	DirectX::XMMATRIX lightTransform;
	float3 lightPos;
	float3 lightDir;

	float4 color;

	float4 shadowTaps[12];
	ShadowMapD3D* shadowMap;

	int mode;
};

enum FluidRenderMode
{
	FLUID_RENDER_WIREFRAME,
	FLUID_RENDER_SOLID,
	NUM_FLUID_RENDER_MODES
};

enum FluidCullMode
{
	FLUID_CULL_NONE,
	FLUID_CULL_FRONT,
	FLUID_CULL_BACK,
	NUM_FLUID_CULL_MODES
};

enum FluidDrawStage
{
	FLUID_DRAW_NULL,
	FLUID_DRAW_SHADOW,
	FLUID_DRAW_REFLECTION,
	FLUID_DRAW_LIGHT
};

struct FluidDrawParamsD3D
{
	FluidRenderMode renderMode;
	FluidCullMode cullMode;
	FluidDrawStage renderStage;

	int offset;
	int n;

	DirectX::XMMATRIX projection;
	DirectX::XMMATRIX view;
	DirectX::XMMATRIX model;

	float4 invTexScale;

	float3 invViewport;
	float3 invProjection;

	float blurRadiusWorld;
	float blurScale;
	float blurFalloff;
	int debug;

	float3 lightPos;
	float3 lightDir;
	DirectX::XMMATRIX lightTransform;

	float4 color;
	float4 clipPosToEye;

	float spotMin;
	float spotMax;
	float ior;

	float pointRadius;

	ShadowMapD3D* shadowMap;

	// Used on D3D12
	int m_srvDescriptorBase;			
	int m_sampleDescriptorBase;
};

enum MeshRenderMode
{
	MESH_RENDER_WIREFRAME,
	MESH_RENDER_SOLID,
	NUM_MESH_RENDER_MODES
};

enum MeshCullMode
{
	MESH_CULL_NONE,
	MESH_CULL_FRONT,
	MESH_CULL_BACK,
	NUM_MESH_CULL_MODES
};

enum MeshDrawStage
{
	MESH_DRAW_NULL,
	MESH_DRAW_SHADOW,
	MESH_DRAW_REFLECTION,
	MESH_DRAW_LIGHT
};

struct MeshDrawParamsD3D
{
	MeshRenderMode renderMode;
	MeshCullMode cullMode;
	MeshDrawStage renderStage;

	DirectX::XMMATRIX projection;
	DirectX::XMMATRIX view;
	DirectX::XMMATRIX model;

	float4x4 objectTransform;

	DirectX::XMMATRIX lightTransform;
	float3 lightPos;
	float3 lightDir;

	float4 clipPlane;
	float4 fogColor;
	float4 color;
	float4 secondaryColor;

	float bias;
	float expand;
	float spotMin;
	float spotMax;

	int grid;
	int tex;
	int colorArray;

	float4 shadowTaps[12];
	ShadowMapD3D* shadowMap;
};

enum PointRenderMode
{
	POINT_RENDER_WIREFRAME,
	POINT_RENDER_SOLID,
	NUM_POINT_RENDER_MODES
};

enum PointCullMode
{
	POINT_CULL_NONE,
	POINT_CULL_FRONT,
	POINT_CULL_BACK,
	NUM_POINT_CULL_MODES
};

enum PointDrawStage
{
	POINT_DRAW_NULL,
	POINT_DRAW_SHADOW,
	POINT_DRAW_REFLECTION,
	POINT_DRAW_LIGHT
};

struct PointDrawParamsD3D
{
	PointRenderMode renderMode;
	PointCullMode cullMode;
	PointDrawStage renderStage;

	DirectX::XMMATRIX projection;
	DirectX::XMMATRIX view;
	DirectX::XMMATRIX model;

	float pointRadius;  // point size in world space
	float pointScale;   // scale to calculate size in pixels
	float spotMin;
	float spotMax;

	DirectX::XMMATRIX lightTransform;
	float3 lightPos;
	float3 lightDir;

	float4 colors[8];

	float4 shadowTaps[12];
	ShadowMapD3D* shadowMap;

	int mode;
};

struct ShadowParamsD3D
{
	DirectX::XMMATRIX lightTransform;
	float3 lightPos;
	float3 lightDir;
	float bias;
	float4 shadowTaps[12];
};

struct RenderParamsUtilD3D
{
		/// Assumes the lightTransform is in OpenGl projection format
	static void calcShadowParams(Vec3 lightPos, Vec3 lightTarget, Matrix44 lightTransform, float shadowBias, ShadowParamsD3D* paramsOut);

		/// Convert a projection from GL into the same projection as can be used by Direct3D
		/// D3D has clip z range [0, 1], GL -1 to 1 (as is unit cube)
	static Matrix44 convertGLToD3DProjection(const Matrix44& proj);

	static void calcMeshConstantBuffer(const MeshDrawParamsD3D& params, Hlsl::MeshShaderConst& constBufOut);

	static void calcFluidConstantBuffer(const FluidDrawParamsD3D& params, Hlsl::FluidShaderConst& constBuf);

	static void calcFluidCompositeConstantBuffer(const FluidDrawParamsD3D& params, Hlsl::FluidShaderConst& constBuf);

	static void calcDiffuseConstantBuffer(const DiffuseDrawParamsD3D& params, Hlsl::DiffuseShaderConst& constBuf);

	static void calcPointConstantBuffer(const PointDrawParamsD3D& params, Hlsl::PointShaderConst& constBuf);
};