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//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2018 NVIDIA Corporation. All rights reserved.
#ifndef APEX_RENDERER_H
#define APEX_RENDERER_H
#include "ApexRenderMaterial.h"
#include "Apex.h"
#include "ApexController.h"
#include <DirectXMath.h>
#include "SampleManager.h"
using namespace nvidia::apex;
class CFirstPersonCamera;
class PhysXPrimitive;
class RenderDebugImpl;
class ApexRenderer : public ISampleController, public UserRenderer
{
public:
ApexRenderer(CFirstPersonCamera* cam, ApexController& apex);
~ApexRenderer();
virtual void renderResource(const RenderContext& context);
void renderResource(PhysXPrimitive* primitive);
void renderDebugPrimitive(const RENDER_DEBUG::RenderDebugVertex *vertices, uint32_t verticesCount, D3D11_PRIMITIVE_TOPOLOGY topology);
void reloadShaders();
bool getWireframeMode()
{
return mWireframeMode;
}
void setWireframeMode(bool enabled)
{
if(mWireframeMode != enabled)
{
mWireframeMode = enabled;
initializeDefaultRSState();
}
}
DirectX::XMFLOAT3& getAmbientColor()
{
return mCBWorldData.ambientColor;
}
DirectX::XMFLOAT3& getPointLightPos()
{
return mCBWorldData.pointLightPos;
}
DirectX::XMFLOAT3& getPointLightColor()
{
return mCBWorldData.pointLightColor;
}
DirectX::XMFLOAT3& getDirLightDir()
{
return mCBWorldData.dirLightDir;
}
DirectX::XMFLOAT3& getDirLightColor()
{
return mCBWorldData.dirLightColor;
}
float& getSpecularIntensity()
{
return mCBWorldData.specularIntensity;
}
float& getSpecularPower()
{
return mCBWorldData.specularPower;
}
protected:
// callbacks:
virtual HRESULT DeviceCreated(ID3D11Device* pDevice);
virtual void DeviceDestroyed();
virtual void onInitialize();
virtual void onTerminate();
virtual void BackBufferResized(ID3D11Device* pDevice, const DXGI_SURFACE_DESC* pBackBufferSurfaceDesc);
virtual void Render(ID3D11Device* /*device*/, ID3D11DeviceContext* ctx, ID3D11RenderTargetView* pRTV,
ID3D11DepthStencilView* pDSV);
private:
void initializeDefaultRSState();
ApexController& mApex;
struct CBCamera
{
DirectX::XMMATRIX projection;
DirectX::XMMATRIX projectionInv;
DirectX::XMMATRIX view;
DirectX::XMFLOAT3 viewPos;
float unusedPad;
};
struct CBWorld
{
DirectX::XMFLOAT3 ambientColor;
float unusedPad1;
DirectX::XMFLOAT3 pointLightPos;
float unusedPad2;
DirectX::XMFLOAT3 pointLightColor;
float unusedPad3;
DirectX::XMFLOAT3 dirLightDir;
float specularPower;
DirectX::XMFLOAT3 dirLightColor;
float specularIntensity; // TODO: actually it's per object property
};
struct CBObject
{
DirectX::XMMATRIX world;
DirectX::XMFLOAT3 color;
float unusedPad;
};
CBWorld mCBWorldData;
ID3D11Device* mDevice;
ID3D11DeviceContext* mCurrentContext;
CFirstPersonCamera* mCamera;
ID3D11Buffer* mCameraCB;
ID3D11Buffer* mWorldCB;
ID3D11Buffer* mObjectCB;
ID3D11RasterizerState* mRSState;
ID3D11DepthStencilState* mDSState;
ID3D11Texture2D* mDSTexture;
ID3D11DepthStencilView* mDSView;
ID3D11ShaderResourceView* mDSTextureSRV;
ID3D11SamplerState* mPointSampler;
ID3D11SamplerState* mLinearSampler;
ApexRenderMaterial* mPhysXPrimitiveRenderMaterial;
ApexRenderMaterial::Instance* mPhysXPrimitiveRenderMaterialInstance;
ApexRenderMaterial* mDebugPrimitiveRenderMaterial;
ApexRenderMaterial::Instance* mDebugPrimitiveRenderMaterialInstance;;
ID3D11Buffer* mDebugPrimitiveVB;
uint32_t mDebugPrimitiveVBVerticesCount;
RenderDebugImpl* mRenderDebugImpl;
bool mWireframeMode;
};
static nvidia::PxMat44 XMMATRIXToPxMat44(const DirectX::XMMATRIX& mat)
{
nvidia::PxMat44 m;
memcpy(const_cast<float*>(m.front()), &mat.r[0], 4 * 4 * sizeof(float));
return m;
}
static DirectX::XMMATRIX PxMat44ToXMMATRIX(const nvidia::PxMat44& mat)
{
return DirectX::XMMATRIX(mat.front());
}
static nvidia::PxVec4 XMVECTORToPxVec4(const DirectX::XMVECTOR& vec)
{
DirectX::XMFLOAT4 f;
DirectX::XMStoreFloat4(&f, vec);
return nvidia::PxVec4(f.x, f.y, f.z, f.w);
}
#endif
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