2023-01-27 15:47:27 +11:00
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// Adapted from https://gist.github.com/d7samurai/abab8a580d0298cb2f34a44eec41d39d
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//
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// This example shows how librashader can be integrated into a more advanced renderer.
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//
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// Whereas the first example freed and recreated a texture every frame, this uses a persistent texture for better performance.
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#pragma comment(lib, "user32")
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#pragma comment(lib, "d3d11")
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#pragma comment(lib, "d3dcompiler")
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///////////////////////////////////////////////////////////////////////////////////////////////////
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#include <d3d11_1.h>
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#include <d3dcompiler.h>
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#include <windows.h>
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#define LIBRA_RUNTIME_D3D11
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#include "../../../../include/librashader_ld.h"
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///////////////////////////////////////////////////////////////////////////////////////////////////
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#define TITLE "Minimal D3D11 pt3 by d7samurai"
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///////////////////////////////////////////////////////////////////////////////////////////////////
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int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance,
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LPSTR lpCmdLine, int nShowCmd) {
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WNDCLASSA wndClass = {0, DefWindowProcA, 0, 0, 0, 0, 0, 0, 0, TITLE};
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RegisterClassA(&wndClass);
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HWND window =
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CreateWindowExA(0, TITLE, TITLE, WS_POPUP | WS_MAXIMIZE | WS_VISIBLE, 0,
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0, 0, 0, nullptr, nullptr, nullptr, nullptr);
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///////////////////////////////////////////////////////////////////////////////////////////////
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D3D_FEATURE_LEVEL featureLevels[] = {D3D_FEATURE_LEVEL_11_0};
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ID3D11Device* baseDevice;
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ID3D11DeviceContext* baseDeviceContext;
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D3D11CreateDevice(nullptr, D3D_DRIVER_TYPE_HARDWARE, nullptr,
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D3D11_CREATE_DEVICE_BGRA_SUPPORT | D3D11_CREATE_DEVICE_DEBUG, featureLevels,
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ARRAYSIZE(featureLevels), D3D11_SDK_VERSION, &baseDevice,
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nullptr, &baseDeviceContext);
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///////////////////////////////////////////////////////////////////////////////////////////////
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ID3D11Device1* device;
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baseDevice->QueryInterface(__uuidof(ID3D11Device1),
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reinterpret_cast<void**>(&device));
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ID3D11DeviceContext1* deviceContext;
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baseDeviceContext->QueryInterface(__uuidof(ID3D11DeviceContext1),
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reinterpret_cast<void**>(&deviceContext));
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2023-02-11 10:08:11 +11:00
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ID3D11DeviceContext* deferredContext;
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baseDevice->CreateDeferredContext(0, &deferredContext);
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2023-01-27 15:47:27 +11:00
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///////////////////////////////////////////////////////////////////////////////////////////////
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auto libra = librashader_load_instance();
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libra_shader_preset_t preset;
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auto error = libra.preset_create(
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2023-02-11 10:08:11 +11:00
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"../../../slang-shaders/crt/crt-royale.slangp",
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2023-01-27 15:47:27 +11:00
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&preset);
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libra_d3d11_filter_chain_t filter_chain;
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2023-01-27 17:22:53 +11:00
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filter_chain_d3d11_opt_t opt = {
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.force_no_mipmaps = false,
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};
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2023-01-27 15:47:27 +11:00
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2023-02-11 19:46:42 +11:00
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libra.d3d11_filter_chain_create(&preset, device, &opt, &filter_chain);
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2023-01-27 15:47:27 +11:00
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///////////////////////////////////////////////////////////////////////////////////////////////
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IDXGIDevice1* dxgiDevice;
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device->QueryInterface(__uuidof(IDXGIDevice1),
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reinterpret_cast<void**>(&dxgiDevice));
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IDXGIAdapter* dxgiAdapter;
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dxgiDevice->GetAdapter(&dxgiAdapter);
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IDXGIFactory2* dxgiFactory;
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dxgiAdapter->GetParent(__uuidof(IDXGIFactory2),
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reinterpret_cast<void**>(&dxgiFactory));
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///////////////////////////////////////////////////////////////////////////////////////////////
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DXGI_SWAP_CHAIN_DESC1 swapChainDesc = {};
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swapChainDesc.Width = 0; // use window width
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swapChainDesc.Height = 0; // use window height
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swapChainDesc.Format =
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DXGI_FORMAT_B8G8R8A8_UNORM; // can't specify _SRGB here when using
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// DXGI_SWAP_EFFECT_FLIP_* ...
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swapChainDesc.Stereo = FALSE;
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swapChainDesc.SampleDesc.Count = 1;
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swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
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swapChainDesc.BufferCount = 2;
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swapChainDesc.Scaling = DXGI_SCALING_STRETCH;
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swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
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swapChainDesc.AlphaMode = DXGI_ALPHA_MODE_UNSPECIFIED;
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IDXGISwapChain1* swapChain;
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dxgiFactory->CreateSwapChainForHwnd(device, window, &swapChainDesc, nullptr,
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nullptr, &swapChain);
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///////////////////////////////////////////////////////////////////////////////////////////////
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ID3D11Texture2D* framebufferTexture;
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ID3D11Texture2D* framebufferCopy;
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swapChain->GetBuffer(0, __uuidof(ID3D11Texture2D),
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reinterpret_cast<void**>(&framebufferTexture));
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D3D11_TEXTURE2D_DESC framebufferTextureDesc;
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framebufferTexture->GetDesc(&framebufferTextureDesc);
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framebufferTextureDesc.BindFlags =
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D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET;
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framebufferTextureDesc.CPUAccessFlags =
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D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_READ;
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device->CreateTexture2D(&framebufferTextureDesc, nullptr,
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&framebufferCopy);
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D3D11_RENDER_TARGET_VIEW_DESC framebufferDesc = {};
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framebufferDesc.Format =
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DXGI_FORMAT_B8G8R8A8_UNORM_SRGB; // ... so do this to get _SRGB
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// swapchain
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framebufferDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
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ID3D11RenderTargetView* framebufferRTV;
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device->CreateRenderTargetView(framebufferTexture, &framebufferDesc,
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&framebufferRTV);
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ID3D11ShaderResourceView* framebufferCopySRV;
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device->CreateShaderResourceView(framebufferCopy, 0, &framebufferCopySRV);
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///////////////////////////////////////////////////////////////////////////////////////////////
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D3D11_TEXTURE2D_DESC framebufferDepthDesc;
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framebufferTexture->GetDesc(
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&framebufferDepthDesc); // copy from framebuffer properties
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framebufferDepthDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
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framebufferDepthDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
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ID3D11Texture2D* framebufferDepthTexture;
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device->CreateTexture2D(&framebufferDepthDesc, nullptr,
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&framebufferDepthTexture);
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ID3D11DepthStencilView* framebufferDSV;
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device->CreateDepthStencilView(framebufferDepthTexture, nullptr,
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&framebufferDSV);
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///////////////////////////////////////////////////////////////////////////////////////////////
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D3D11_TEXTURE2D_DESC shadowmapDepthDesc = {};
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shadowmapDepthDesc.Width = 2048;
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shadowmapDepthDesc.Height = 2048;
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shadowmapDepthDesc.MipLevels = 1;
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shadowmapDepthDesc.ArraySize = 1;
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shadowmapDepthDesc.Format = DXGI_FORMAT_R32_TYPELESS;
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shadowmapDepthDesc.SampleDesc.Count = 1;
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shadowmapDepthDesc.Usage = D3D11_USAGE_DEFAULT;
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shadowmapDepthDesc.BindFlags =
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D3D11_BIND_DEPTH_STENCIL | D3D11_BIND_SHADER_RESOURCE;
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ID3D11Texture2D* shadowmapDepthTexture;
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device->CreateTexture2D(&shadowmapDepthDesc, nullptr,
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&shadowmapDepthTexture);
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D3D11_DEPTH_STENCIL_VIEW_DESC shadowmapDSVdesc = {};
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shadowmapDSVdesc.Format = DXGI_FORMAT_D32_FLOAT;
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shadowmapDSVdesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
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ID3D11DepthStencilView* shadowmapDSV;
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device->CreateDepthStencilView(shadowmapDepthTexture, &shadowmapDSVdesc,
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&shadowmapDSV);
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D3D11_SHADER_RESOURCE_VIEW_DESC shadowmapSRVdesc = {};
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shadowmapSRVdesc.Format = DXGI_FORMAT_R32_FLOAT;
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shadowmapSRVdesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
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shadowmapSRVdesc.Texture2D.MipLevels = 1;
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ID3D11ShaderResourceView* shadowmapSRV;
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device->CreateShaderResourceView(shadowmapDepthTexture, &shadowmapSRVdesc,
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&shadowmapSRV);
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///////////////////////////////////////////////////////////////////////////////////////////////
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struct float4 {
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float x, y, z, w;
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};
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struct Constants {
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float4 CameraProjection[4];
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float4 LightProjection[4];
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float4 LightRotation;
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float4 ModelRotation;
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float4 ModelTranslation;
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float4 ShadowmapSize;
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};
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D3D11_BUFFER_DESC constantBufferDesc = {};
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constantBufferDesc.ByteWidth =
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sizeof(Constants) + 0xf &
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0xfffffff0; // ensure constant buffer size is multiple of 16 bytes
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constantBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
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constantBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
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constantBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
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ID3D11Buffer* constantBuffer;
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device->CreateBuffer(&constantBufferDesc, nullptr, &constantBuffer);
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///////////////////////////////////////////////////////////////////////////////////////////////
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float vertexData[] = {
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-1, 1, -1, 0, 0, 1, 1, -1, 9.5f,
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0, -0.58f, 0.58f, -1, 2, 2, 0.58f, 0.58f, -1,
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7.5f, 2, -0.58f, 0.58f, -1, 0, 0, 0.58f, 0.58f,
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-1, 0, 0, -0.58f, 0.58f, -0.58f, 0, 0, 0.58f,
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0.58f, -0.58f, 0, 0}; // pos.x, pos.y, pos.z, tex.u, tex.v, ...
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D3D11_BUFFER_DESC vertexBufferDesc = {};
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vertexBufferDesc.ByteWidth = sizeof(vertexData);
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vertexBufferDesc.Usage = D3D11_USAGE_IMMUTABLE;
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vertexBufferDesc.BindFlags =
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D3D11_BIND_SHADER_RESOURCE; // using regular shader resource as
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// vertex buffer for manual vertex fetch
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vertexBufferDesc.MiscFlags = D3D11_RESOURCE_MISC_BUFFER_STRUCTURED;
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vertexBufferDesc.StructureByteStride =
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5 *
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sizeof(
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float); // 5 floats per vertex (float3 position, float2 texcoord)
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D3D11_SUBRESOURCE_DATA vertexBufferData = {vertexData};
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ID3D11Buffer* vertexBuffer;
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device->CreateBuffer(&vertexBufferDesc, &vertexBufferData, &vertexBuffer);
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D3D11_SHADER_RESOURCE_VIEW_DESC vertexBufferSRVdesc = {};
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vertexBufferSRVdesc.Format = DXGI_FORMAT_UNKNOWN;
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vertexBufferSRVdesc.ViewDimension = D3D11_SRV_DIMENSION_BUFFER;
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vertexBufferSRVdesc.Buffer.NumElements =
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vertexBufferDesc.ByteWidth / vertexBufferDesc.StructureByteStride;
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ID3D11ShaderResourceView* vertexBufferSRV;
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device->CreateShaderResourceView(vertexBuffer, &vertexBufferSRVdesc,
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&vertexBufferSRV);
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///////////////////////////////////////////////////////////////////////////////////////////////
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D3D11_DEPTH_STENCIL_DESC depthStencilDesc = {};
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depthStencilDesc.DepthEnable = TRUE;
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depthStencilDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
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depthStencilDesc.DepthFunc = D3D11_COMPARISON_LESS;
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ID3D11DepthStencilState* depthStencilState;
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device->CreateDepthStencilState(&depthStencilDesc, &depthStencilState);
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///////////////////////////////////////////////////////////////////////////////////////////////
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D3D11_RASTERIZER_DESC1 rasterizerDesc = {};
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rasterizerDesc.FillMode = D3D11_FILL_SOLID;
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rasterizerDesc.CullMode = D3D11_CULL_BACK;
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ID3D11RasterizerState1* cullBackRS;
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device->CreateRasterizerState1(&rasterizerDesc, &cullBackRS);
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rasterizerDesc.CullMode = D3D11_CULL_FRONT;
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ID3D11RasterizerState1* cullFrontRS;
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device->CreateRasterizerState1(&rasterizerDesc, &cullFrontRS);
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///////////////////////////////////////////////////////////////////////////////////////////////
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ID3DBlob* framebufferVSBlob;
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D3DCompileFromFile(L"shaders.hlsl", nullptr, nullptr, "framebuffer_vs",
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"vs_5_0", 0, 0, &framebufferVSBlob, nullptr);
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ID3D11VertexShader* framebufferVS;
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device->CreateVertexShader(framebufferVSBlob->GetBufferPointer(),
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framebufferVSBlob->GetBufferSize(), nullptr,
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&framebufferVS);
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///////////////////////////////////////////////////////////////////////////////////////////////
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ID3DBlob* framebufferPSBlob;
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D3DCompileFromFile(L"shaders.hlsl", nullptr, nullptr, "framebuffer_ps",
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"ps_5_0", 0, 0, &framebufferPSBlob, nullptr);
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ID3D11PixelShader* framebufferPS;
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device->CreatePixelShader(framebufferPSBlob->GetBufferPointer(),
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framebufferPSBlob->GetBufferSize(), nullptr,
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&framebufferPS);
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/////////////////////////////////////////////////////////////////////////////////////////////
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ID3DBlob* shadowmapVSBlob;
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D3DCompileFromFile(L"shaders.hlsl", nullptr, nullptr, "shadowmap_vs",
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"vs_5_0", 0, 0, &shadowmapVSBlob, nullptr);
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ID3D11VertexShader* shadowmapVS;
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device->CreateVertexShader(shadowmapVSBlob->GetBufferPointer(),
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shadowmapVSBlob->GetBufferSize(), nullptr,
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&shadowmapVS);
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///////////////////////////////////////////////////////////////////////////////////////////////
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FLOAT framebufferClear[4] = {0.025f, 0.025f, 0.025f, 1};
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D3D11_VIEWPORT framebufferVP = {
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0,
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0,
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static_cast<float>(framebufferDepthDesc.Width),
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static_cast<float>(framebufferDepthDesc.Height),
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0,
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1};
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D3D11_VIEWPORT shadowmapVP = {0,
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0,
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static_cast<float>(shadowmapDepthDesc.Width),
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static_cast<float>(shadowmapDepthDesc.Height),
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0,
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1};
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ID3D11ShaderResourceView* nullSRV =
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nullptr; // null srv used for unbinding resources
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///////////////////////////////////////////////////////////////////////////////////////////////
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Constants constants = {2.0f / (framebufferVP.Width / framebufferVP.Height),
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0,
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0,
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0,
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0,
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2,
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0,
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0,
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0,
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0,
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1.125f,
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1,
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0,
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0,
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-1.125f,
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0, // camera projection matrix (perspective)
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0.5f,
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0,
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0,
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0,
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0,
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0.5f,
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0,
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0,
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0,
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0,
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0.125f,
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0,
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0,
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0,
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-0.125f,
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1}; // light projection matrix (orthographic)
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constants.LightRotation = {0.8f, 0.6f, 0.0f};
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constants.ModelRotation = {0.0f, 0.0f, 0.0f};
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constants.ModelTranslation = {0.0f, 0.0f, 4.0f};
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constants.ShadowmapSize = {shadowmapVP.Width, shadowmapVP.Height};
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///////////////////////////////////////////////////////////////////////////////////////////////
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size_t frameCount = 0;
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while (true) {
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MSG msg;
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while (PeekMessageA(&msg, nullptr, 0, 0, PM_REMOVE)) {
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2023-01-27 17:22:53 +11:00
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if (msg.message == WM_KEYDOWN) return 0;
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2023-01-27 15:47:27 +11:00
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DispatchMessageA(&msg);
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}
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///////////////////////////////////////////////////////////////////////////////////////////
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constants.ModelRotation.x += 0.001f;
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constants.ModelRotation.y += 0.005f;
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constants.ModelRotation.z += 0.003f;
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///////////////////////////////////////////////////////////////////////////////////////////
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D3D11_MAPPED_SUBRESOURCE mappedSubresource;
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deviceContext->Map(constantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0,
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&mappedSubresource);
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*reinterpret_cast<Constants*>(mappedSubresource.pData) = constants;
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deviceContext->Unmap(constantBuffer, 0);
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///////////////////////////////////////////////////////////////////////////////////////////
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deviceContext->ClearDepthStencilView(shadowmapDSV, D3D11_CLEAR_DEPTH,
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1.0f, 0);
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deviceContext->OMSetRenderTargets(
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0, nullptr, shadowmapDSV); // null rendertarget for depth only
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deviceContext->OMSetDepthStencilState(depthStencilState, 0);
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deviceContext->IASetPrimitiveTopology(
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D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); // using triangle strip
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// this time
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deviceContext->VSSetConstantBuffers(0, 1, &constantBuffer);
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deviceContext->VSSetShaderResources(0, 1, &vertexBufferSRV);
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deviceContext->VSSetShader(shadowmapVS, nullptr, 0);
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deviceContext->RSSetViewports(1, &shadowmapVP);
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deviceContext->RSSetState(cullFrontRS);
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deviceContext->PSSetShader(nullptr, nullptr,
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0); // null pixelshader for depth only
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///////////////////////////////////////////////////////////////////////////////////////////
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deviceContext->DrawInstanced(8, 24, 0,
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0); // render shadowmap (light pov)
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///////////////////////////////////////////////////////////////////////////////////////////
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deviceContext->ClearRenderTargetView(framebufferRTV, framebufferClear);
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deviceContext->ClearDepthStencilView(framebufferDSV, D3D11_CLEAR_DEPTH,
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1.0f, 0);
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deviceContext->OMSetRenderTargets(1, &framebufferRTV, framebufferDSV);
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deviceContext->VSSetShader(framebufferVS, nullptr, 0);
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deviceContext->RSSetViewports(1, &framebufferVP);
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deviceContext->RSSetState(cullBackRS);
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deviceContext->PSSetShaderResources(1, 1, &shadowmapSRV);
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deviceContext->PSSetShader(framebufferPS, nullptr, 0);
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///////////////////////////////////////////////////////////////////////////////////////////
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deviceContext->DrawInstanced(8, 24, 0,
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0); // render framebuffer (camera pov)
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///////////////////////////////////////////////////////////////////////////////////////////
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deviceContext->PSSetShaderResources(
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1, 1,
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&nullSRV); // release shadowmap as srv to avoid srv/dsv conflict
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///////////////////////////////////////////////////////////////////////////////////////////
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deviceContext->CopyResource(framebufferCopy, framebufferTexture);
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|
2023-01-28 10:17:35 +11:00
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libra_source_image_d3d11_t input = {framebufferCopySRV,
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framebufferVP.Width,
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framebufferVP.Height
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};
|
2023-01-27 15:47:27 +11:00
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2023-01-28 10:17:35 +11:00
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libra_viewport_t vp = {0, 0, framebufferVP.Width, framebufferVP.Height,};
|
2023-01-27 17:22:53 +11:00
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frame_d3d11_opt_t frame_opt = {.clear_history = false,
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.frame_direction = -1};
|
2023-01-27 15:47:27 +11:00
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|
2023-02-11 10:08:11 +11:00
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libra.d3d11_filter_chain_frame(&filter_chain, deferredContext, frameCount, input,
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vp,
|
2023-01-27 17:22:53 +11:00
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framebufferRTV, NULL, &frame_opt);
|
2023-01-27 15:47:27 +11:00
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2023-02-11 10:08:11 +11:00
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ID3D11CommandList* commandList;
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|
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deferredContext->FinishCommandList(false, &commandList);
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|
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deviceContext->ExecuteCommandList(commandList, true);
|
2023-01-27 15:47:27 +11:00
|
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|
////////////////////////////////////////////////////////////////////////
|
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|
|
swapChain->Present(1, 0);
|
|
|
|
frameCount += 1;
|
|
|
|
}
|
|
|
|
}
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