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authorlbavoil <[email protected]>2018-03-15 11:08:34 +0100
committerlbavoil <[email protected]>2018-03-15 11:08:34 +0100
commit636807e68a85a978473764d171ed0c7cc36f9be6 (patch)
tree784a3d4fa8f48b4c085dd959678505b2af12f425 /samples/dual_layer/D3D11/src/MeshRenderer.cpp
parentRemove test folder (diff)
downloadhbaoplus-636807e68a85a978473764d171ed0c7cc36f9be6.tar.xz
hbaoplus-636807e68a85a978473764d171ed0c7cc36f9be6.zip
HBAO+ 4.0.0.23740451
Diffstat (limited to 'samples/dual_layer/D3D11/src/MeshRenderer.cpp')
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diff --git a/samples/dual_layer/D3D11/src/MeshRenderer.cpp b/samples/dual_layer/D3D11/src/MeshRenderer.cpp
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+/*
+* Copyright (c) 2008-2018, 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.
+*/
+
+#include "MeshRenderer.h"
+#include <d3dcompiler.h>
+
+#include "D3D11Mesh.h"
+#include "Camera.h"
+
+void MeshRenderer::Initialize(ID3D11Device* device)
+{
+ D3D11_INPUT_ELEMENT_DESC inputLayout[] =
+ {
+ {"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0}
+ };
+
+ ID3D10Blob* vs = nullptr;
+ ID3D10Blob* ps = nullptr;
+ ID3D10Blob* errors = nullptr;
+
+ D3DCompileFromFile(L"..\\Media\\StaticMesh.hlsl", nullptr, nullptr, "VSMain", "vs_5_0", 0, 0, &vs, &errors);
+ D3DCompileFromFile(L"..\\Media\\StaticMesh.hlsl", nullptr, nullptr, "PSMain", "ps_5_0", 0, 0, &ps, &errors);
+
+ device->CreateInputLayout(inputLayout, ARRAYSIZE(inputLayout), vs->GetBufferPointer(), vs->GetBufferSize(), &mInputLayout);
+
+ device->CreateVertexShader(vs->GetBufferPointer(), vs->GetBufferSize(), nullptr, &mVertexShader);
+ device->CreatePixelShader(ps->GetBufferPointer(), ps->GetBufferSize(), nullptr, &mPixelShader);
+
+ D3D11_RASTERIZER_DESC rasterizerDesc = CD3D11_RASTERIZER_DESC(D3D11_DEFAULT);
+ rasterizerDesc.CullMode = D3D11_CULL_NONE;
+ device->CreateRasterizerState(&rasterizerDesc, &mRasterizerState);
+
+ D3D11_BLEND_DESC blendDesc = CD3D11_BLEND_DESC(D3D11_DEFAULT);
+ device->CreateBlendState(&blendDesc, &mBlendState);
+
+ D3D11_DEPTH_STENCIL_DESC depthStencilDesc = CD3D11_DEPTH_STENCIL_DESC(D3D11_DEFAULT);
+ depthStencilDesc.DepthFunc = D3D11_COMPARISON_LESS_EQUAL;
+ device->CreateDepthStencilState(&depthStencilDesc, &mDepthStencilState);
+
+ D3D11_BUFFER_DESC bufferDesc = CD3D11_BUFFER_DESC(sizeof(XMMATRIX) * 2, D3D11_BIND_CONSTANT_BUFFER);
+ device->CreateBuffer(&bufferDesc, nullptr, &mPerFrameCB);
+
+ bufferDesc.ByteWidth = sizeof(XMMATRIX);
+ device->CreateBuffer(&bufferDesc, nullptr, &mPerObjectCB);
+}
+
+void MeshRenderer::RenderMeshes(ID3D11DeviceContext* deviceContext, const std::vector<D3D11Mesh>& meshes, const Camera& camera)
+{
+ deviceContext->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
+ deviceContext->IASetInputLayout(mInputLayout.Get());
+ deviceContext->VSSetShader(mVertexShader.Get(), nullptr, 0);
+ deviceContext->PSSetShader(mPixelShader.Get(), nullptr, 0);
+ deviceContext->RSSetState(mRasterizerState.Get());
+ float kBlendFactor[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
+ deviceContext->OMSetBlendState(mBlendState.Get(), kBlendFactor, 0xFFFFFFFF);
+ deviceContext->OMSetDepthStencilState(mDepthStencilState.Get(), 0);
+ ID3D11Buffer* constantBuffers[2] = { mPerFrameCB.Get(), mPerObjectCB.Get() };
+ deviceContext->VSSetConstantBuffers(0, 2, constantBuffers);
+ ID3D11Buffer* vertexBuffer = nullptr;
+ UINT stride = sizeof(Mesh::Vertex);
+ UINT offset = 0;
+
+ deviceContext->UpdateSubresource(mPerFrameCB.Get(), 0, nullptr, camera.PerFrameData, 0, 0);
+
+ for (const D3D11Mesh& mesh : meshes)
+ {
+ deviceContext->UpdateSubresource(mPerObjectCB.Get(), 0, nullptr, &mesh.mMatWorld, 0, 0);
+ deviceContext->IASetIndexBuffer(mesh.mIndexBuffer.Get(), DXGI_FORMAT_R32_UINT, 0);
+ vertexBuffer = mesh.mVertexBuffer.Get();
+ deviceContext->IASetVertexBuffers(0, 1, &vertexBuffer, &stride, &offset);
+ deviceContext->DrawIndexedInstanced(mesh.mNumIndices, 1, 0, 0, 0);
+ }
+} \ No newline at end of file