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
|
/*
* 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
#include <DirectXMath.h>
#include <d3d11.h>
#include "renderTarget.h"
#include "shadowMap.h"
struct FluidRenderBuffers;
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
};
typedef DirectX::XMFLOAT3 float3;
typedef DirectX::XMFLOAT4 float4;
typedef DirectX::XMFLOAT4X4 float4x4;
struct FluidDrawParams
{
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;
ShadowMap* shadowMap;
};
struct FluidRenderer
{
ID3D11Device* m_device = nullptr;
ID3D11DeviceContext* m_deviceContext = nullptr;
ID3D11InputLayout* m_ellipsoidDepthLayout = nullptr;
ID3D11VertexShader* m_ellipsoidDepthVS = nullptr;
ID3D11GeometryShader* m_ellipsoidDepthGS = nullptr;
ID3D11PixelShader* m_ellipsoidDepthPS = nullptr;
ID3D11InputLayout* m_passThroughLayout = nullptr;
ID3D11VertexShader* m_passThroughVS = nullptr;
ID3D11PixelShader* m_blurDepthPS = nullptr;
ID3D11PixelShader* m_compositePS = nullptr;
ID3D11Buffer* m_constantBuffer = nullptr;
ID3D11RasterizerState* m_rasterizerStateRH[NUM_FLUID_RENDER_MODES][NUM_FLUID_CULL_MODES];
ID3D11Buffer* m_quadVertexBuffer;
ID3D11Buffer* m_quadIndexBuffer;
RenderTarget mDepthTex;
RenderTarget mDepthSmoothTex;
RenderTarget mThicknessTex;
int mSceneWidth;
int mSceneHeight;
void Init(ID3D11Device* device, ID3D11DeviceContext* context, int width, int height);
void Destroy();
void DrawEllipsoids(const FluidDrawParams* params, const FluidRenderBuffers* buffers);
void DrawBlurDepth(const FluidDrawParams* params);
void DrawComposite(const FluidDrawParams* params, ID3D11ShaderResourceView* sceneMap);
void CreateScreenQuad();
};
|