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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.
*/
#pragma once
#include <DirectXMath.h>
#include <d3d11.h>
#include "renderTargetD3D11.h"
#include "shadowMapD3D11.h"
#include "../include/NvFlex.h"
#include "../d3d/renderParamsD3D.h"
#include "shaders.h"
struct FluidRenderBuffersD3D11
{
FluidRenderBuffersD3D11():
m_positionsBuf(nullptr),
m_densitiesBuf(nullptr),
m_indicesBuf(nullptr)
{
for (int i = 0; i < 3; i++)
{
m_anisotropiesBufArr[i] = nullptr;
}
m_numParticles = 0;
}
~FluidRenderBuffersD3D11()
{
NvFlexUnregisterD3DBuffer(m_positionsBuf);
NvFlexUnregisterD3DBuffer(m_densitiesBuf);
NvFlexUnregisterD3DBuffer(m_indicesBuf);
for (int i = 0; i < 3; i++)
{
NvFlexUnregisterD3DBuffer(m_anisotropiesBufArr[i]);
}
}
int m_numParticles;
ComPtr<ID3D11Buffer> m_positions;
ComPtr<ID3D11Buffer> m_densities;
ComPtr<ID3D11Buffer> m_anisotropiesArr[3];
ComPtr<ID3D11Buffer> m_indices;
ComPtr<ID3D11Buffer> m_fluid; // to be removed
// wrapper buffers that allow Flex to write directly to VBOs
NvFlexBuffer* m_positionsBuf;
NvFlexBuffer* m_densitiesBuf;
NvFlexBuffer* m_anisotropiesBufArr[3];
NvFlexBuffer* m_indicesBuf;
};
struct FluidRendererD3D11
{
void init(ID3D11Device* device, ID3D11DeviceContext* context, int width, int height);
void drawThickness(const FluidDrawParamsD3D* params, const FluidRenderBuffersD3D11* buffers);
void drawEllipsoids(const FluidDrawParamsD3D* params, const FluidRenderBuffersD3D11* buffers);
void drawBlurDepth(const FluidDrawParamsD3D* params);
void drawComposite(const FluidDrawParamsD3D* params, ID3D11ShaderResourceView* sceneMap);
FluidRendererD3D11():
m_device(nullptr),
m_deviceContext(nullptr)
{}
void _createScreenQuad();
ID3D11Device* m_device;
ID3D11DeviceContext* m_deviceContext;
ComPtr<ID3D11InputLayout> m_pointThicknessLayout;
ComPtr<ID3D11VertexShader> m_pointThicknessVs;
ComPtr<ID3D11GeometryShader> m_pointThicknessGs;
ComPtr<ID3D11PixelShader> m_pointThicknessPs;
ComPtr<ID3D11InputLayout> m_ellipsoidDepthLayout;
ComPtr<ID3D11VertexShader> m_ellipsoidDepthVs;
ComPtr<ID3D11GeometryShader> m_ellipsoidDepthGs;
ComPtr<ID3D11PixelShader> m_ellipsoidDepthPs;
ComPtr<ID3D11InputLayout> m_passThroughLayout;
ComPtr<ID3D11VertexShader> m_passThroughVs;
ComPtr<ID3D11PixelShader> m_blurDepthPs;
ComPtr<ID3D11PixelShader> m_compositePs;
ComPtr<ID3D11Buffer> m_constantBuffer;
// Right handed rasterizer state
ComPtr<ID3D11RasterizerState> m_rasterizerState[NUM_FLUID_RENDER_MODES][NUM_FLUID_CULL_MODES];
ComPtr<ID3D11Buffer> m_quadVertexBuffer;
ComPtr<ID3D11Buffer> m_quadIndexBuffer;
RenderTargetD3D11 m_thicknessTexture;
RenderTargetD3D11 m_depthTexture;
RenderTargetD3D11 m_depthSmoothTexture;
int m_sceneWidth;
int m_sceneHeight;
};
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