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| author | lbavoil <[email protected]> | 2018-03-15 11:08:34 +0100 |
|---|---|---|
| committer | lbavoil <[email protected]> | 2018-03-15 11:08:34 +0100 |
| commit | 636807e68a85a978473764d171ed0c7cc36f9be6 (patch) | |
| tree | 784a3d4fa8f48b4c085dd959678505b2af12f425 /samples/dual_layer/D3D11/src/MeshRenderer.cpp | |
| parent | Remove test folder (diff) | |
| download | hbaoplus-636807e68a85a978473764d171ed0c7cc36f9be6.tar.xz hbaoplus-636807e68a85a978473764d171ed0c7cc36f9be6.zip | |
HBAO+ 4.0.0.23740451
Diffstat (limited to 'samples/dual_layer/D3D11/src/MeshRenderer.cpp')
| -rw-r--r-- | samples/dual_layer/D3D11/src/MeshRenderer.cpp | 80 |
1 files changed, 80 insertions, 0 deletions
diff --git a/samples/dual_layer/D3D11/src/MeshRenderer.cpp b/samples/dual_layer/D3D11/src/MeshRenderer.cpp new file mode 100644 index 0000000..ba62de9 --- /dev/null +++ b/samples/dual_layer/D3D11/src/MeshRenderer.cpp @@ -0,0 +1,80 @@ +/* +* 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); + } +}
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