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Pipeline.cpp
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272 lines (228 loc) · 9.61 KB
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#include "Defines.h"
#include "Pipeline.h"
bool LoadShadersGbuffer(ID3D11Device* device, ID3D11PixelShader*& pShaderDeferred, ID3D11VertexShader*& vShaderDeferred, std::string& defVShaderByteCode)
{
std::string shaderData;
std::ifstream reader;
reader.open(L"Debug/DeferredVS.cso", std::ios::binary | std::ios::ate);
if (!reader.is_open())
{
std::cerr << "ERROR! COULD NOT OPEN VS FILE DEFERRED!" << std::endl;
return false;
}
reader.seekg(0, std::ios::end);
shaderData.reserve(static_cast<unsigned int>(reader.tellg()));
reader.seekg(0, std::ios::beg);
shaderData.assign((std::istreambuf_iterator<char>(reader)), std::istreambuf_iterator<char>());
if (FAILED(device->CreateVertexShader(shaderData.c_str(), shaderData.length(), nullptr, &vShaderDeferred)))
{
std::cerr << "ERROR! COULT NOT CREATE VERTEX SHADER DEFERRED!" << std::endl;
return false;
}
defVShaderByteCode = shaderData;
shaderData.clear();
reader.close();
reader.open(L"Debug/DeferredPS.cso", std::ios::binary | std::ios::ate);
if (!reader.is_open())
{
std::cerr << "ERROR! COULD NOT OPEN PS FILE DEFERRED!" << std::endl;
return false;
}
reader.seekg(0, std::ios::end);
shaderData.reserve(static_cast<unsigned int>(reader.tellg()));
reader.seekg(0, std::ios::beg);
shaderData.assign((std::istreambuf_iterator<char>(reader)), std::istreambuf_iterator<char>());
if (FAILED(device->CreatePixelShader(shaderData.c_str(), shaderData.length(), nullptr, &pShaderDeferred)))
{
std::cerr << "ERROR! COULD NOT CREATE PIXEL SHADER DEFERRED" << std::endl;
return false;
}
reader.close();
return true;
}
bool LoadShadersLight(ID3D11Device* device, ID3D11PixelShader*& lightPShaderDeferred, ID3D11VertexShader*& lightVSShaderDeferred, std::string& lightVShaderByteCode)
{
std::string shaderData;
std::ifstream reader;
// Clears the reader and shaderData and does the same thing for the PixelShader
reader.open(L"Debug/DeferredLightVS.cso", std::ios::binary | std::ios::ate);
if (!reader.is_open())
{
std::cerr << "ERROR! COULD NOT OPEN VERTEX SHADER LIGHT!" << std::endl;
return false;
}
reader.seekg(0, std::ios::end);
shaderData.reserve(static_cast<unsigned int>(reader.tellg()));
reader.seekg(0, std::ios::beg);
shaderData.assign((std::istreambuf_iterator<char>(reader)), std::istreambuf_iterator<char>());
if (FAILED(device->CreateVertexShader(shaderData.c_str(), shaderData.length(), nullptr, &lightVSShaderDeferred)))
{
std::cerr << "ERROR! COULD NOT CREATE VERTEX SHADER LIGHT!" << std::endl;
return false;
}
lightVShaderByteCode = shaderData;
shaderData.clear();
reader.close();
reader.open(L"Debug/DeferredLightPS.cso", std::ios::binary | std::ios::ate);
if (!reader.is_open())
{
std::cerr << "ERROR! COULD NOT OPEN PIXEL SHADER LIGHT!" << std::endl;
return false;
}
reader.seekg(0, std::ios::end);
shaderData.reserve(static_cast<unsigned int>(reader.tellg()));
reader.seekg(0, std::ios::beg);
shaderData.assign((std::istreambuf_iterator<char>(reader)), std::istreambuf_iterator<char>());
if (FAILED(device->CreatePixelShader(shaderData.c_str(), shaderData.length(), nullptr, &lightPShaderDeferred)))
{
std::cerr << "ERROR! COULD NOT CREATE PIXEL SHADER LIGHT!" << std::endl;
return false;
}
return true;
}
bool CreateRenderTargetMesh(ID3D11Device* device, ID3D11Buffer*& renderTargetMesh)
{
screenQuad rtvMeshData[] =
{
// (x, y, z), UV, normals
//
//top right
{ {1.0f, 1.0f, 0.0f}, {1.0f, 0.0f}, {0, 0, -1} },
//bottom right
{ {1.0f, -1.0f, 0.0f}, {1.0f, 1.0f}, {0, 0, -1} },
// top left
{ {-1.0f, 1.0f, 0.0f}, {0.0f, 0.0f}, {0, 0, -1} },
//bottom left
{ {-1.0f, -1.0f, 0.0f}, {0.0f, 1.0f}, {0, 0, -1} }
};
D3D11_BUFFER_DESC desc; //rtvMesh desc
desc.ByteWidth = sizeof(rtvMeshData);//bytesize of vertices
desc.Usage = D3D11_USAGE_IMMUTABLE; //Only read by the GPU, not accessable by the CPU
desc.BindFlags = D3D11_BIND_VERTEX_BUFFER; // Binds buffer as vertex buffer.
desc.CPUAccessFlags = 0; // because immutable, NO need to write or read because no access
desc.MiscFlags = 0; //nah we don't need more flags
desc.StructureByteStride = 0;// Defines size of each element in buffer structure. we don't need this magic
// Specifies data for initializing a subresource
D3D11_SUBRESOURCE_DATA data;
data.pSysMem = &rtvMeshData;// Pointer to the init data
data.SysMemPitch = 0; // distance (in bytes) from the start of one line of a texture to the next line
data.SysMemSlicePitch = 0; // distance (in bytes) from the start of one depth level to the next
HRESULT hr = device->CreateBuffer(&desc, &data, &renderTargetMesh);
return !FAILED(hr);
}
bool RenderMeshInputLayout(ID3D11Device* device, ID3D11InputLayout*& renderTargetMeshInputLayout, const std::string& lightVShaderByteCode)
{
// Input layout for screen quad
D3D11_INPUT_ELEMENT_DESC desc[] =
{
// Name, Index, Format, Slot, ByteOffset, InputSlotClass, StepRate
{"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0},
{"TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0},
};
HRESULT hr = device->CreateInputLayout(desc, ARRAYSIZE(desc), lightVShaderByteCode.c_str(), lightVShaderByteCode.length(), &renderTargetMeshInputLayout);
return !FAILED(hr);
}
bool CreateSamplerState(ID3D11Device* device, ID3D11SamplerState*& wrapSampler, ID3D11SamplerState*& clampSampler)
{
D3D11_SAMPLER_DESC desc;
desc.Filter = D3D11_FILTER_ANISOTROPIC; // improves image quality by adding texture for each u, v for each intersection with integers
// if u value is 3, the texture is repeated three times
desc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
desc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
desc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
desc.MipLODBias = 0; // No offset thank you
desc.MaxAnisotropy = 16;// amount of samples which can be taken for improved quality
desc.BorderColor[0] = desc.BorderColor[1] = desc.BorderColor[2] = desc.BorderColor[3] = 0; //nice little color for edge
desc.MinLOD = 0; // Lower end of mipmap range to clamp access to, where 0 is largest and most detailed mipmap level
desc.MaxLOD = D3D11_FLOAT32_MAX; // Upper end of the mipmap range to clamp access to,
// where 0 is largest and most detailed mipmap level and any level above that is less detailed
HRESULT hr = device->CreateSamplerState(&desc, &wrapSampler);
if (FAILED(hr))
{
std::cerr << "ERROR! COULD NOT CREATE SAMPLERSTATE!" << std::endl;
return false;
}
desc.Filter = D3D11_FILTER_ANISOTROPIC;
desc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
desc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
desc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
desc.MipLODBias = 0;
desc.MaxAnisotropy = 16;
desc.BorderColor[0] = desc.BorderColor[1] = desc.BorderColor[2] = desc.BorderColor[3] = 0;
desc.MinLOD = 0;
desc.MaxLOD = D3D11_FLOAT32_MAX;
hr = device->CreateSamplerState(&desc, &clampSampler);
if (FAILED(hr))
{
std::cerr << "ERROR! COULD NOT CREATE SAMPLERSTATE!" << std::endl;
return false;
}
return !FAILED(hr);
}
bool SetUpRasterizer(ID3D11Device*& device, ID3D11RasterizerState*& rasterizerStateWireFrame, ID3D11RasterizerState*& rasterizerStateSolid)
{
D3D11_RASTERIZER_DESC desc;
ZeroMemory(&desc, sizeof(desc));
desc.FillMode = D3D11_FILL_MODE::D3D11_FILL_WIREFRAME;
desc.CullMode = D3D11_CULL_NONE;
desc.FrontCounterClockwise = false;
desc.DepthBias = 0;
desc.DepthBiasClamp = 0;
desc.SlopeScaledDepthBias = 0;
desc.DepthClipEnable = true;
desc.ScissorEnable = false;
desc.MultisampleEnable = false;
desc.AntialiasedLineEnable = false;
HRESULT hr = device->CreateRasterizerState(&desc, &rasterizerStateWireFrame);
if (FAILED(hr))
{
std::cout << "Failed to create wireframe" << std::endl;
}
desc.FillMode = D3D11_FILL_MODE::D3D11_FILL_SOLID;
hr = device->CreateRasterizerState(&desc, &rasterizerStateSolid);
if (FAILED(hr))
{
std::cout << "Failed to create fill solid" << std::endl;
}
return !FAILED(hr);
}
// Calls the various functions
bool SetupPipeline(ID3D11Device* device, ID3D11SamplerState*& sampler,
ID3D11PixelShader*& pShaderDeferred, ID3D11VertexShader*& vShaderDeferred, ID3D11PixelShader*& lightPShaderDeferred,
ID3D11VertexShader*& lightVShaderDeferred, ID3D11InputLayout*& renderTargetMesh, ID3D11Buffer*& screenQuadMesh,
ID3D11RasterizerState*& rasterizerStateWireFrame, ID3D11RasterizerState*& rasterizerStateSolid, ID3D11SamplerState*& clampSampler)
{
std::string vShaderByteCode;
std::string defVShaderByteCode;
std::string lightVShaderByteCode;
if (!LoadShadersGbuffer(device, pShaderDeferred, vShaderDeferred, defVShaderByteCode))
{
std::cerr << "ERROR! COULD NOT LOAD GBUFFER!" << std::endl;
return false;
}
if (!LoadShadersLight(device, lightPShaderDeferred, lightVShaderDeferred, lightVShaderByteCode))
{
std::cerr << "ERROR! COULD NOT LOAD LIGHT!" << std::endl;
return false;
}
if (!CreateRenderTargetMesh(device, screenQuadMesh))
{
OutputDebugString(L"ERROR! COULD NOT CREATE RT MESH!");
return false;
}
if (!RenderMeshInputLayout(device, renderTargetMesh, lightVShaderByteCode))
{
std::cerr << "ERROR! COULD NOT RENDER MESH!" << std::endl;
return false;
}
if (!CreateSamplerState(device, sampler, clampSampler))
{
std::cerr << "ERROR! COULD NOT CREATE SAMPLER STATE! " << std::endl;
return false;
}
if (!SetUpRasterizer(device, rasterizerStateWireFrame, rasterizerStateSolid))
{
std::cerr << "ERROR! COULD NOT SETUP RASTERIZER STATE! " << std::endl;
return false;
}
}