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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.
*/
#include "Renderer.h"
#include "RenderUtils.h"
#include "UIHelpers.h"
#include "SampleProfiler.h"
#include "PxRenderBuffer.h"
#include <NvCloth/Callbacks.h>
using namespace physx;
#include <set>
const float CAMERA_CLIP_NEAR = 1.0f;
const float CAMERA_CLIP_FAR = 1000.00f;
const float CLEAR_SCENE_COLOR[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Renderer
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
Renderer::Renderer()
: m_cameraCB(nullptr)
, m_worldCB(nullptr)
, m_objectCB(nullptr)
, m_RSState(nullptr)
, m_opaqueRenderDSState(nullptr)
, m_transparencyRenderDSState(nullptr)
, m_DSTexture(nullptr)
, m_DSView(nullptr)
, m_DSTextureSRV(nullptr)
, m_pointSampler(nullptr)
, m_linearSampler(nullptr)
, m_wireframeMode(false)
, m_debugPrimitiveVB(nullptr)
, m_debugPrimitiveVBVerticesCount(0)
, m_shadowEnabled(true)
, m_HBAOEnabled(true)
, m_visibleOpaqueRenderablesCount(0)
, m_visibleTransparentRenderablesCount(0)
{
m_worldCBData.ambientColor = DirectX::XMFLOAT3(0.21f, 0.21f, 0.22f);
m_worldCBData.pointLightColor = DirectX::XMFLOAT3(1.0f, 1.0f, 1.0f);
m_worldCBData.pointLightPos = DirectX::XMFLOAT3(0.0f, 30.0f, 12.0f);
m_worldCBData.dirLightColor = DirectX::XMFLOAT3(0.0f, 0.0f, 0.0f);
m_worldCBData.dirLightDir = DirectX::XMFLOAT3(-0.08f, -0.34f, -0.91f);
m_worldCBData.specularPower = 140.0f;
m_worldCBData.specularIntensity = 0.4f;
toggleCameraSpeed(false);
}
Renderer::~Renderer()
{
}
void Renderer::initializeDefaultRSState()
{
SAFE_RELEASE(m_RSState);
D3D11_RASTERIZER_DESC desc;
ZeroMemory(&desc, sizeof(desc));
desc.CullMode = D3D11_CULL_NONE;
desc.FillMode = m_wireframeMode ? D3D11_FILL_WIREFRAME : D3D11_FILL_SOLID;
desc.AntialiasedLineEnable = FALSE;
desc.DepthBias = 0;
desc.DepthBiasClamp = 0;
desc.DepthClipEnable = TRUE;
desc.FrontCounterClockwise = FALSE;
desc.MultisampleEnable = TRUE;
desc.ScissorEnable = FALSE;
desc.SlopeScaledDepthBias = 0;
V(m_device->CreateRasterizerState(&desc, &m_RSState));
}
HRESULT Renderer::DeviceCreated(ID3D11Device* device)
{
m_device = device;
// Camera constant buffer
{
D3D11_BUFFER_DESC buffer_desc;
ZeroMemory(&buffer_desc, sizeof(buffer_desc));
buffer_desc.Usage = D3D11_USAGE_DYNAMIC;
buffer_desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
buffer_desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
buffer_desc.ByteWidth = sizeof(CBCamera);
_ASSERT((buffer_desc.ByteWidth % 16) == 0);
V(device->CreateBuffer(&buffer_desc, nullptr, &m_cameraCB));
}
// World constant buffer
{
D3D11_BUFFER_DESC buffer_desc;
ZeroMemory(&buffer_desc, sizeof(buffer_desc));
buffer_desc.Usage = D3D11_USAGE_DYNAMIC;
buffer_desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
buffer_desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
buffer_desc.ByteWidth = sizeof(CBWorld);
_ASSERT((buffer_desc.ByteWidth % 16) == 0);
V(device->CreateBuffer(&buffer_desc, nullptr, &m_worldCB));
}
// Object constant buffer
{
D3D11_BUFFER_DESC buffer_desc;
ZeroMemory(&buffer_desc, sizeof(buffer_desc));
buffer_desc.Usage = D3D11_USAGE_DYNAMIC;
buffer_desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
buffer_desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
buffer_desc.ByteWidth = sizeof(CBObject);
_ASSERT((buffer_desc.ByteWidth % 16) == 0);
V(device->CreateBuffer(&buffer_desc, nullptr, &m_objectCB));
}
// Opaque Render Depth-Stencil state
{
D3D11_DEPTH_STENCIL_DESC desc;
ZeroMemory(&desc, sizeof(desc));
desc.StencilEnable = FALSE;
desc.DepthEnable = TRUE;
desc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
desc.DepthFunc = D3D11_COMPARISON_LESS_EQUAL;
V(device->CreateDepthStencilState(&desc, &m_opaqueRenderDSState));
}
// Transparency Render Depth-Stencil state
{
D3D11_DEPTH_STENCIL_DESC desc;
ZeroMemory(&desc, sizeof(desc));
desc.StencilEnable = FALSE;
desc.DepthEnable = TRUE;
desc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ZERO;
desc.DepthFunc = D3D11_COMPARISON_LESS_EQUAL;
V(device->CreateDepthStencilState(&desc, &m_transparencyRenderDSState));
}
// Linear sampler
{
D3D11_SAMPLER_DESC desc;
ZeroMemory(&desc, sizeof(desc));
desc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
desc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
desc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
desc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
desc.MaxAnisotropy = 1;
desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
desc.MinLOD = 0;
desc.MaxLOD = D3D11_FLOAT32_MAX;
V(device->CreateSamplerState(&desc, &m_linearSampler));
}
// Point sampler
{
D3D11_SAMPLER_DESC desc;
ZeroMemory(&desc, sizeof(desc));
desc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
desc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
desc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
desc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
desc.MaxAnisotropy = 1;
desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
desc.MinLOD = 0;
desc.MaxLOD = D3D11_FLOAT32_MAX;
V(device->CreateSamplerState(&desc, &m_pointSampler));
}
// Rasterizer state
initializeDefaultRSState();
// init primitive render meshes
for (uint32_t i = 0; i < PrimitiveRenderMeshType::Count; i++)
{
m_primitiveRenderMeshes[i] = nullptr;
}
// init shadows
ID3D11DeviceContext* pd3dDeviceContext;
m_device->GetImmediateContext(&pd3dDeviceContext);
m_shadow.createResources(m_device, pd3dDeviceContext, &m_camera);
// init hbao
m_HBAO.createResources(m_device);
return S_OK;
}
void Renderer::DeviceDestroyed()
{
SAFE_RELEASE(m_cameraCB);
SAFE_RELEASE(m_worldCB);
SAFE_RELEASE(m_objectCB);
SAFE_RELEASE(m_RSState);
SAFE_RELEASE(m_opaqueRenderDSState);
SAFE_RELEASE(m_transparencyRenderDSState);
SAFE_RELEASE(m_pointSampler);
SAFE_RELEASE(m_linearSampler);
SAFE_RELEASE(m_debugPrimitiveVB);
SAFE_RELEASE(m_DSTexture);
SAFE_RELEASE(m_DSView);
SAFE_RELEASE(m_DSTextureSRV);
for (uint32_t i = 0; i < PrimitiveRenderMeshType::Count; i++)
{
SAFE_DELETE(m_primitiveRenderMeshes[i]);
}
}
void Renderer::onInitialize()
{
// search paths
m_resourceManager.addSearchDir("..\\..\\samples\\resources");
m_resourceManager.addSearchDir("..\\..\\..\\samples\\resources");
for (const std::string& d : getManager()->getConfig().additionalResourcesDir)
{
m_resourceManager.addSearchDir(d.c_str());
}
// debug primitive render material and input layout
{
m_debugPrimitiveRenderMaterial = new RenderMaterial(m_resourceManager, "debug_primitive", "");
D3D11_INPUT_ELEMENT_DESC layout[] = {
{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 }
};
m_debugPrimitiveRenderMaterialInstance = m_debugPrimitiveRenderMaterial->getMaterialInstance(layout, ARRAYSIZE(layout));
}
}
void Renderer::onTerminate()
{
SAFE_DELETE(m_debugPrimitiveRenderMaterial);
}
void Renderer::BackBufferResized(ID3D11Device* /*device*/, const DXGI_SURFACE_DESC* sd)
{
// Setup the camera's projection parameters
m_screenWidth = sd->Width;
m_screenHeight = sd->Height;
float fAspectRatio = m_screenWidth / m_screenHeight;
m_camera.SetProjParams(DirectX::XM_PIDIV4, fAspectRatio, CAMERA_CLIP_NEAR, CAMERA_CLIP_FAR);
SAFE_RELEASE(m_DSTexture);
SAFE_RELEASE(m_DSView);
SAFE_RELEASE(m_DSTextureSRV);
// create a new Depth-Stencil texture
{
D3D11_TEXTURE2D_DESC desc;
ZeroMemory(&desc, sizeof(desc));
desc.Width = sd->Width;
desc.Height = sd->Height;
desc.MipLevels = 1;
desc.ArraySize = 1;
desc.Format = DXGI_FORMAT_R32_TYPELESS; // Use a typeless type here so that it can be both depth-stencil and shader resource.
desc.SampleDesc.Count = sd->SampleDesc.Count;
desc.SampleDesc.Quality = sd->SampleDesc.Quality;
desc.Usage = D3D11_USAGE_DEFAULT;
desc.BindFlags = D3D11_BIND_DEPTH_STENCIL | D3D11_BIND_SHADER_RESOURCE;
desc.CPUAccessFlags = 0;
desc.MiscFlags = 0;
V(m_device->CreateTexture2D(&desc, NULL, &m_DSTexture));
}
// create Depth-Stencil view
{
D3D11_DEPTH_STENCIL_VIEW_DESC desc;
ZeroMemory(&desc, sizeof(desc));
desc.ViewDimension = sd->SampleDesc.Count > 1 ? D3D11_DSV_DIMENSION_TEXTURE2DMS : D3D11_DSV_DIMENSION_TEXTURE2D;
desc.Format = DXGI_FORMAT_D32_FLOAT; // Make the view see this as D32_FLOAT instead of typeless
desc.Texture2D.MipSlice = 0;
V(m_device->CreateDepthStencilView(m_DSTexture, &desc, &m_DSView));
}
// create Depth-Stencil shader resource view
{
D3D11_SHADER_RESOURCE_VIEW_DESC desc;
ZeroMemory(&desc, sizeof(desc));
desc.Format = DXGI_FORMAT_R32_FLOAT; // Make the shaders see this as R32_FLOAT instead of typeless
desc.ViewDimension = sd->SampleDesc.Count > 1 ? D3D11_SRV_DIMENSION_TEXTURE2DMS : D3D11_SRV_DIMENSION_TEXTURE2D;
desc.Texture2D.MipLevels = 1;
desc.Texture2D.MostDetailedMip = 0;
V(m_device->CreateShaderResourceView(m_DSTexture, &desc, &m_DSTextureSRV));
}
// setup viewport
m_viewport.Width = (FLOAT)sd->Width;
m_viewport.Height = (FLOAT)sd->Height;
m_viewport.MinDepth = 0;
m_viewport.MaxDepth = 1;
m_viewport.TopLeftX = 0;
m_viewport.TopLeftY = 0;
// setup shadows
m_shadow.setScreenResolution(0, sd->Width, sd->Height, sd->SampleDesc.Count, nullptr);
}
void Renderer::setAllConstantBuffers(ID3D11DeviceContext* ctx)
{
ID3D11Buffer* cbs[3] = { m_cameraCB, m_worldCB, m_objectCB };
ctx->VSSetConstantBuffers(0, 3, cbs);
ctx->GSSetConstantBuffers(0, 3, cbs);
ctx->PSSetConstantBuffers(0, 3, cbs);
}
void Renderer::Render(ID3D11Device* /*device*/, ID3D11DeviceContext* ctx, ID3D11RenderTargetView* pRTV,
ID3D11DepthStencilView*)
{
PROFILER_SCOPED_FUNCTION();
m_context = ctx;
ctx->ClearRenderTargetView(pRTV, CLEAR_SCENE_COLOR);
ctx->ClearDepthStencilView(m_DSView, D3D11_CLEAR_DEPTH, 1.0, 0);
ctx->RSSetViewports(1, &m_viewport);
// needed matrices
DirectX::XMMATRIX viewMatrix = m_camera.GetViewMatrix();
DirectX::XMMATRIX projMatrix = m_camera.GetProjMatrix();
DirectX::XMMATRIX projMatrixInv = DirectX::XMMatrixInverse(NULL, projMatrix);
DirectX::XMMATRIX viewProjMatrix = viewMatrix * projMatrix;
// Fill Camera constant buffer
{
D3D11_MAPPED_SUBRESOURCE mappedResource;
ctx->Map(m_cameraCB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
CBCamera* cameraBuffer = (CBCamera*)mappedResource.pData;
cameraBuffer->viewProjection = viewProjMatrix;
cameraBuffer->projectionInv = projMatrixInv;
DirectX::XMStoreFloat3(&(cameraBuffer->viewPos), m_camera.GetEyePt());
ctx->Unmap(m_cameraCB, 0);
}
// Fill World constant buffer
{
D3D11_MAPPED_SUBRESOURCE mappedResource;
ctx->Map(m_worldCB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
CBWorld* worldBuffer = (CBWorld*)mappedResource.pData;
memcpy(worldBuffer, &m_worldCBData, sizeof(m_worldCBData));
//worldBuffer->ambientColor = m_CBWorldData.ambientColor;
//worldBuffer->pointLightPos = m_CBWorldData.pointLightPos;
//worldBuffer->pointLightColor = m_CBWorldData.pointLightColor;
//worldBuffer->dirLightDir = m_CBWorldData.dirLightDir;
//worldBuffer->specularPower = m_CBWorldData.specularPower;
//worldBuffer->dirLightColor = m_CBWorldData.dirLightColor;
//worldBuffer->specularIntensity = m_CBWorldData.specularIntensity;
ctx->Unmap(m_worldCB, 0);
}
ctx->RSSetState(m_RSState);
ctx->PSSetSamplers(0, 1, &m_linearSampler);
ctx->PSSetSamplers(1, 1, &m_pointSampler);
if (m_shadowEnabled)
{
// render depth only
{
ctx->OMSetRenderTargets(0, nullptr, m_DSView);
ctx->OMSetDepthStencilState(m_opaqueRenderDSState, 0xFF);
// set constants buffers
setAllConstantBuffers(ctx);
for (auto it = m_renderables.begin(); it != m_renderables.end(); it++)
{
if (!(*it)->isTransparent() && !(*it)->isHidden())
(*it)->renderDepthStencilOnly(*this);
}
}
// render shadow map
m_shadow.renderShadowMaps(this);
// render shadow buffer
ctx->OMSetRenderTargets(0, nullptr, nullptr);
m_shadow.renderShadowBuffer(m_DSTextureSRV, nullptr);
}
// Opaque render
{
ctx->RSSetViewports(1, &m_viewport);
ctx->RSSetState(m_RSState);
ctx->OMSetRenderTargets(1, &pRTV, m_DSView);
ctx->OMSetDepthStencilState(m_opaqueRenderDSState, 0xFF);
// set constants buffers
setAllConstantBuffers(ctx);
// Fill Camera constant buffer
{
D3D11_MAPPED_SUBRESOURCE mappedResource;
ctx->Map(m_cameraCB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
CBCamera* cameraBuffer = (CBCamera*)mappedResource.pData;
cameraBuffer->viewProjection = viewProjMatrix;
cameraBuffer->projectionInv = projMatrixInv;
DirectX::XMStoreFloat3(&(cameraBuffer->viewPos), m_camera.GetEyePt());
ctx->Unmap(m_cameraCB, 0);
}
// Render opaque renderables
m_visibleOpaqueRenderablesCount = 0;
for (auto it = m_renderables.begin(); it != m_renderables.end(); it++)
{
if (!(*it)->isTransparent() && !(*it)->isHidden())
{
(*it)->render(*this);
m_visibleOpaqueRenderablesCount++;
}
}
}
// modulate shadows
if (m_shadowEnabled)
{
m_shadow.modulateShadowBuffer(pRTV);
}
// render AO
if (m_HBAOEnabled)
{
m_HBAO.renderAO(m_context, pRTV, m_DSTextureSRV, projMatrix);
}
ctx->RSSetViewports(1, &m_viewport);
// render debug render buffers
{
float fAspectRatio = m_screenWidth / m_screenHeight;
// Hack projection matrix to add a depth bias to all render buffers
// This might not be the behavior we want if we use the render buffers for other purposes than
// debug lines, but it works for now.
// Fill Camera constant buffer
{
float depthOffset = 0.005f;
// Temporarily change camera state so we can use the same projection matrix calculation.
// We don't want to mess with the DXUT library right now, but it would be cleaner to have support for this from m_camera
m_camera.SetProjParams(DirectX::XM_PIDIV4, fAspectRatio, CAMERA_CLIP_NEAR + depthOffset, CAMERA_CLIP_FAR + depthOffset);
// copied from the beginning of Renderer::Render()
// needed matrices
DirectX::XMMATRIX viewMatrix = m_camera.GetViewMatrix();
DirectX::XMMATRIX projMatrix = m_camera.GetProjMatrix();
DirectX::XMMATRIX projMatrixInv = DirectX::XMMatrixInverse(NULL, projMatrix);
DirectX::XMMATRIX viewProjMatrix = viewMatrix * projMatrix;
//same as // Opaque render
D3D11_MAPPED_SUBRESOURCE mappedResource;
ctx->Map(m_cameraCB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
CBCamera* cameraBuffer = (CBCamera*)mappedResource.pData;
cameraBuffer->viewProjection = viewProjMatrix;
cameraBuffer->projectionInv = projMatrixInv;
DirectX::XMStoreFloat3(&(cameraBuffer->viewPos), m_camera.GetEyePt());
ctx->Unmap(m_cameraCB, 0);
}
while(m_queuedRenderBuffers.size() > 0)
{
render(m_queuedRenderBuffers.back());
m_queuedRenderBuffers.pop_back();
}
//reset camera state
m_camera.SetProjParams(DirectX::XM_PIDIV4, fAspectRatio, CAMERA_CLIP_NEAR, CAMERA_CLIP_FAR);
// Fill Camera constant buffer (make sure that the depth bias is reset)
{
D3D11_MAPPED_SUBRESOURCE mappedResource;
ctx->Map(m_cameraCB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
CBCamera* cameraBuffer = (CBCamera*)mappedResource.pData;
cameraBuffer->viewProjection = viewProjMatrix;
cameraBuffer->projectionInv = projMatrixInv;
DirectX::XMStoreFloat3(&(cameraBuffer->viewPos), m_camera.GetEyePt());
ctx->Unmap(m_cameraCB, 0);
}
}
// Transparency render
ctx->OMSetRenderTargets(1, &pRTV, m_DSView);
ctx->OMSetDepthStencilState(m_transparencyRenderDSState, 0xFF);
// depth as SRV isn't used now (uncommenting will produce a warning, probably need readonly depth?)
//ctx->PSSetShaderResources(1, 1, &mDSTextureSRV);
// Render transparent renderables
m_visibleTransparentRenderablesCount = 0;
for (auto it = m_renderables.begin(); it != m_renderables.end(); it++)
{
if ((*it)->isTransparent() && !(*it)->isHidden())
{
(*it)->render(*this);
m_visibleTransparentRenderablesCount++;
}
}
// shadows debug render
if (0)
{
m_shadow.displayMapFrustums(pRTV, m_DSView);
}
// Reset RT and SRV state
ID3D11ShaderResourceView* nullAttach[16] = { nullptr };
ctx->PSSetShaderResources(0, 16, nullAttach);
ctx->OMSetRenderTargets(0, nullptr, nullptr);
}
LRESULT Renderer::MsgProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
{
PX_UNUSED(hWnd);
PX_UNUSED(wParam);
PX_UNUSED(lParam);
if (uMsg == WM_KEYDOWN || uMsg == WM_KEYUP)
{
// Camera overspeed event
int iKeyPressed = static_cast<int>(wParam);
if (iKeyPressed == VK_SHIFT)
{
toggleCameraSpeed(uMsg == WM_KEYDOWN);
}
}
// Camera events
return m_camera.HandleMessages(hWnd, uMsg, wParam, lParam);
}
void Renderer::Animate(double fElapsedTimeSeconds)
{
PROFILER_SCOPED_FUNCTION();
m_camera.FrameMove((float)fElapsedTimeSeconds);
}
void Renderer::renderDepthOnly(DirectX::XMMATRIX* viewProjectionSubstitute)
{
// Fill Camera constant buffer
if (viewProjectionSubstitute)
{
D3D11_MAPPED_SUBRESOURCE mappedResource;
m_context->Map(m_cameraCB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
CBCamera* cameraBuffer = (CBCamera*)mappedResource.pData;
cameraBuffer->viewProjection = *viewProjectionSubstitute;
m_context->Unmap(m_cameraCB, 0);
}
// set constants buffers
setAllConstantBuffers(m_context);
// render
for (auto it = m_renderables.begin(); it != m_renderables.end(); it++)
{
if (!(*it)->isTransparent() && !(*it)->isHidden())
(*it)->renderDepthStencilOnly(*this);
}
}
void Renderer::render(const PxRenderBuffer* renderBuffer)
{
// points
uint32_t pointsCount = renderBuffer->getNbPoints();
if (pointsCount > 0)
{
RenderDebugVertex* verts = new RenderDebugVertex[pointsCount];
const PxDebugPoint* points = renderBuffer->getPoints();
for (uint32_t i = 0; i < pointsCount; i++)
{
verts[i].mPos = points[i].pos;
verts[i].mColor = points[i].color;
}
renderDebugPrimitive(verts, pointsCount, D3D11_PRIMITIVE_TOPOLOGY_POINTLIST);
delete[] verts;
}
// lines
uint32_t linesCount = renderBuffer->getNbLines();
if (linesCount > 0)
{
RenderDebugVertex* verts = new RenderDebugVertex[linesCount * 2];
const PxDebugLine* lines = renderBuffer->getLines();
for (uint32_t i = 0; i < linesCount; i++)
{
verts[i * 2].mPos = lines[i].pos0;
verts[i * 2].mColor = lines[i].color0;
verts[i * 2 + 1].mPos = lines[i].pos1;
verts[i * 2 + 1].mColor = lines[i].color1;
}
renderDebugPrimitive(verts, linesCount * 2, D3D11_PRIMITIVE_TOPOLOGY_LINELIST);
delete[] verts;
}
// triangles
uint32_t trianglesCount = renderBuffer->getNbTriangles();
if (trianglesCount > 0)
{
RenderDebugVertex* verts = new RenderDebugVertex[trianglesCount * 3];
const PxDebugTriangle* triangles = renderBuffer->getTriangles();
for (uint32_t i = 0; i < trianglesCount; i++)
{
verts[i * 3].mPos = triangles[i].pos0;
verts[i * 3].mColor = triangles[i].color0;
verts[i * 3 + 1].mPos = triangles[i].pos1;
verts[i * 3 + 1].mColor = triangles[i].color1;
verts[i * 3 + 2].mPos = triangles[i].pos2;
verts[i * 3 + 2].mColor = triangles[i].color2;
}
renderDebugPrimitive(verts, trianglesCount * 3, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
delete[] verts;
}
// texts?
// ....
}
void Renderer::renderDebugPrimitive(const Renderer::RenderDebugVertex *vertices, uint32_t verticesCount, D3D11_PRIMITIVE_TOPOLOGY topology)
{
m_context->IASetPrimitiveTopology(topology);
m_debugPrimitiveRenderMaterialInstance->bind(*m_context, 0);
D3D11_MAPPED_SUBRESOURCE mappedResource;
m_context->Map(m_objectCB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
CBObject* objectBuffer = (CBObject*)mappedResource.pData;
objectBuffer->world = PxMat44ToXMMATRIX(PxMat44(PxIdentity));
m_context->Unmap(m_objectCB, 0);
if (m_debugPrimitiveVBVerticesCount < verticesCount)
{
m_debugPrimitiveVBVerticesCount = verticesCount;
SAFE_RELEASE(m_debugPrimitiveVB);
D3D11_BUFFER_DESC bufferDesc;
memset(&bufferDesc, 0, sizeof(D3D11_BUFFER_DESC));
bufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
bufferDesc.ByteWidth = sizeof(Renderer::RenderDebugVertex) * m_debugPrimitiveVBVerticesCount;
bufferDesc.CPUAccessFlags = 0;
bufferDesc.MiscFlags = 0;
bufferDesc.Usage = D3D11_USAGE_DEFAULT;
V(m_device->CreateBuffer(&bufferDesc, NULL, &m_debugPrimitiveVB));
}
CD3D11_BOX box(0, 0, 0, (LONG)(sizeof(Renderer::RenderDebugVertex) * verticesCount), 1, 1);
m_context->UpdateSubresource(m_debugPrimitiveVB, 0, &box, vertices, 0, 0);
ID3D11Buffer* pBuffers[1] = { m_debugPrimitiveVB };
UINT strides[1] = { sizeof(RenderDebugVertex) };
UINT offsets[1] = { 0 };
m_context->IASetVertexBuffers(0, 1, pBuffers, strides, offsets);
m_context->Draw(verticesCount, 0);
}
IRenderMesh* Renderer::getPrimitiveRenderMesh(PrimitiveRenderMeshType::Enum type)
{
if (m_primitiveRenderMeshes[type] == NULL)
{
switch (type)
{
case PrimitiveRenderMeshType::Box:
m_primitiveRenderMeshes[type] = new BoxRenderMesh();
break;
case PrimitiveRenderMeshType::Plane:
m_primitiveRenderMeshes[type] = new PlaneRenderMesh();
break;
case PrimitiveRenderMeshType::Sphere:
m_primitiveRenderMeshes[type] = new SphereRenderMesh();
break;
default:
NV_CLOTH_ASSERT_WITH_MESSAGE(false,"Unsupported PxGeometryType");
return NULL;
}
}
return m_primitiveRenderMeshes[type];
}
Renderable* Renderer::createRenderable(IRenderMesh& mesh, RenderMaterial& material)
{
Renderable* renderable = new Renderable(mesh, material);
m_renderables.emplace(renderable);
return renderable;
}
void Renderer::removeRenderable(Renderable* r)
{
m_renderables.erase(m_renderables.find(r));
delete r;
}
void Renderer::toggleCameraSpeed(bool overspeed)
{
m_camera.SetScalers(0.002f, overspeed ? 150.f : 25.f);
}
void Renderer::reloadShaders()
{
// iterate Renderables materials and call reload()
std::set<RenderMaterial*> materials;
for (auto it = m_renderables.begin(); it != m_renderables.end(); it++)
{
for(int i = 0; i<(*it)->getMaterialCount(); i++)
materials.emplace(&((*it)->getMaterial(i)));
}
for (std::set<RenderMaterial*>::iterator it = materials.begin(); it != materials.end(); it++)
{
(*it)->reload();
}
}
void Renderer::drawUI()
{
// Lighting
if (ImGui::TreeNode("Lighting"))
{
ImGui::ColorEdit3("Ambient Color", &(m_worldCBData.ambientColor.x));
ImGui::ColorEdit3("Point Light Color", &(m_worldCBData.pointLightColor.x));
ImGui::DragFloat3("Point Light Pos", &(m_worldCBData.pointLightPos.x));
ImGui::ColorEdit3("Dir Light Color", &(m_worldCBData.dirLightColor.x));
ImGui_DragFloat3Dir("Dir Light Dir", &(m_worldCBData.dirLightDir.x));
ImGui::DragFloat("Specular Power", &(m_worldCBData.specularPower), 1.0f, 1.0f, 500.0f);
ImGui::DragFloat("Specular Intensity", &(m_worldCBData.specularIntensity), 0.01f, 0.0f, 2.0f);
ImGui::TreePop();
}
// Shadow
if (ImGui::TreeNode("Shadow"))
{
ImGui::Checkbox("Shadows Enabled", &m_shadowEnabled);
if (m_shadowEnabled)
{
m_shadow.drawUI();
}
ImGui::TreePop();
}
// HBAO+
if (ImGui::TreeNode("HBAO+"))
{
ImGui::Checkbox("HBAO Enabled", &(m_HBAOEnabled));
if (m_HBAOEnabled)
{
m_HBAO.drawUI();
}
ImGui::TreePop();
}
}
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