438 lines
11 KiB
C
438 lines
11 KiB
C
#pragma once
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#define VC_EXTRALEAN
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#define WIN32_LEAN_AND_MEAN
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#include <Windows.h>
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#include <cstdlib>
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#define D3D11_NO_HELPERS
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#include <d3d11.h>
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#include <dxgi.h>
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#include <d3dcompiler.h>
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#include "Sound.h"
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#include "Animation.h"
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#define ATOM_EDIT 0xC018
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#define ATOM_STATIC 0xC019
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#define WIDTH 1280
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#define HEIGHT 720
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#define FULLSCREEN
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struct TEXTURE_2D_SRV_UAV_RTV
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{
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ID3D11Texture2D* TEX;
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ID3D11ShaderResourceView* SRV;
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ID3D11UnorderedAccessView* UAV;
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ID3D11RenderTargetView* RTV;
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};
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typedef struct {
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// DXGI_MODE_DESC BufferDesc;
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UINT Width;
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UINT Height;
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//DXGI_RATIONAL RefreshRate;
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UINT Numerator;
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UINT Denominator;
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DXGI_FORMAT Format;
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DXGI_MODE_SCANLINE_ORDER ScanlineOrdering;
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DXGI_MODE_SCALING Scaling;
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// DXGI_SAMPLE_DESC SampleDesc;
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UINT Count;
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UINT Quality;
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DXGI_USAGE BufferUsage;
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UINT BufferCount;
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HWND OutputWindow;
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BOOL Windowed;
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DXGI_SWAP_EFFECT SwapEffect;
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UINT Flags;
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} HG_DXGI_SWAP_CHAIN_DESC;
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struct ConstantBufferType
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{
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float smoothNoiseColorR; // additive to particle state
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float smoothNoiseColorG; // additive to particle state
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float smoothNoiseColorB; // additive to particle state
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float smoothNoiseColorA; // additive to particle state
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float colorBlendR;
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float colorBlendG;
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float colorBlendB;
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float colorBlendA;
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float smoothNoiseDirectionX;
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float smoothNoiseDirectionY;
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float smoothNoiseDirectionZ;
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float demoTime; // USED
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float emitterDirectionX; // USED
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float emitterDirectionY; // USED
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float emitterDirectionZ; // USED
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float deltaTime; // USED
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float emitterPositionX;
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float emitterPositionY;
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float emitterPositionZ;
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float emitterRadius; // USED
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float cameraPositionX;
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float cameraPositionY;
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float cameraPositionZ;
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float emitRate; // USED// = 0.00001f; //delay in seconds between each particle spawn
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float cameraLookatX;
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float cameraLookatY;
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float cameraLookatZ;
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float lifeTime; // USED// = 3.0f; //particle lifetime in seconds
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float cameraUpX;
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float cameraUpY;
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float cameraUpZ;
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float gravity; // USED
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float emitterVelocityX;
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float emitterVelocityY;
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float emitterVelocityZ;
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float emitChaos;
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float emitterMass;
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float sdfBlendFactor;
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float smoothNoiseSize; // additive to particle state
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float particleMass; // additive to particle state
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float envelope1;
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float envelope2;
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float distort;
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float note;
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};
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#pragma bss_seg(".bss")
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static HWND hWnd;
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static ID3D11Device* device;
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static ID3D11DeviceContext* context;
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static IDXGISwapChain* swapChain;
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static ID3D11Texture2D* backBufferTexture;
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static ID3D11UnorderedAccessView* backBufferUAV;
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static ID3D11RenderTargetView* renderTargetView;
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static ID3D11UnorderedAccessView* particleBuffer1UAV;
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static ID3D11ShaderResourceView* particleBuffer1SRV;
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static ID3D11UnorderedAccessView* particleBuffer2UAV;
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static ID3D11ShaderResourceView* particleBuffer2SRV;
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static ID3D11Buffer* particleBuffer1;
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static ID3D11Buffer* particleBuffer2;
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static ID3D11Texture2D* depthBuffer;
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static ID3D11Buffer* constantBuffer;
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static ID3D11Buffer* constantBuffer2;
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static ID3D11Buffer* constantBuffer3;
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static ID3D11Buffer* constantBufferTemp;
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static ID3D11ComputeShader* starInitShader;
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static ID3D11ComputeShader* event1Shader;
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static ID3D11ComputeShader* event2Shader;
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static ID3D11ComputeShader* updateShader;
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static ID3D11ComputeShader* drawShader;
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static ID3D11ComputeShader* csNoise;
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static ID3D11ComputeShader* csFbm;
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static ID3D11VertexShader* constantBufferVertexShader;
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static ID3D11GeometryShader* constantBufferGeometryShader;
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static ID3D11VertexShader* particleVertexShader;
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static ID3D11GeometryShader* particleGeometryShader;
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static ID3D11PixelShader* particlePixelShader;
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static ID3D11InputLayout* particleInputLayout;
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static ID3D11RenderTargetView* backBufferRtv;
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static ID3D11DepthStencilState* depthStencilState;
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static ID3D11DepthStencilView* depthStencilView;
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static ID3D11BlendState* alphaBlendState;
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static pD3DCompile d3dCompile;
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static ID3DBlob* shaderBlob;
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static void* shaderCode;
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static SIZE_T shaderSize;
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static D3D11_MAPPED_SUBRESOURCE mappedResource;
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static float oldDemoTime;
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static float demoTime;
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static int oldEvent;
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static float zero[8];
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static ConstantBufferType* constantBufferData;
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static UINT indices[] = { -1, 0, 0, 0 };
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static ID3D11SamplerState* ppSampler;
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static ID3D11SamplerState* texSampler;
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static TEXTURE_2D_SRV_UAV_RTV tex0;
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static TEXTURE_2D_SRV_UAV_RTV noiseTemp;
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static TEXTURE_2D_SRV_UAV_RTV noise;
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static TEXTURE_2D_SRV_UAV_RTV pingPongTex1;
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static TEXTURE_2D_SRV_UAV_RTV ghostsTex4;
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static TEXTURE_2D_SRV_UAV_RTV streaksTex4;
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static TEXTURE_2D_SRV_UAV_RTV lensDirt2;
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static TEXTURE_2D_SRV_UAV_RTV tmpTex1;
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static TEXTURE_2D_SRV_UAV_RTV blurTex1;
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static TEXTURE_2D_SRV_UAV_RTV tmpTex8;
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static TEXTURE_2D_SRV_UAV_RTV blurTex8;
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static TEXTURE_2D_SRV_UAV_RTV tmpTex32;
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static TEXTURE_2D_SRV_UAV_RTV blurTex32;
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static ID3D11ComputeShader* csDistortChroma;
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static ID3D11ComputeShader* csRadialBlur;
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static ID3D11ComputeShader* csCircumferentialBlur;
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static ID3D11ComputeShader* csStreaks;
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static ID3D11ComputeShader* csLensDirt;
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static ID3D11ComputeShader* csBlurH;
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static ID3D11ComputeShader* csBlurV;
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static ID3D11ComputeShader* csGhosts;
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static ID3D11ComputeShader* csMerge;
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#pragma data_seg(".texDesc")
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static D3D11_TEXTURE2D_DESC texDesc =
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{
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0, 0, 0, 1, DXGI_FORMAT_R16G16B16A16_FLOAT,
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{ 1, 0 }, D3D11_USAGE_DEFAULT,
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D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_UNORDERED_ACCESS,
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0, D3D11_RESOURCE_MISC_GENERATE_MIPS
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};
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#pragma data_seg(".ppSamplerDesc")
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static D3D11_SAMPLER_DESC ppSamplerDesc =
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{
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D3D11_FILTER_MIN_MAG_MIP_LINEAR, //D3D11_FILTER_MIN_MAG_MIP_LINEAR, D3D11_FILTER_ANISOTROPIC, D3D11_FILTER_MIN_MAG_MIP_POINT
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D3D11_TEXTURE_ADDRESS_CLAMP,
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D3D11_TEXTURE_ADDRESS_CLAMP,
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D3D11_TEXTURE_ADDRESS_CLAMP,
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0.0f,
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1,
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D3D11_COMPARISON_ALWAYS,
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{ 0, 0, 0, 0 },
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0,
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D3D11_FLOAT32_MAX
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};
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#pragma data_seg(".texSamplerDesc")
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static D3D11_SAMPLER_DESC texSamplerDesc =
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{
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D3D11_FILTER_MIN_MAG_MIP_LINEAR, //D3D11_FILTER_MIN_MAG_MIP_LINEAR, D3D11_FILTER_ANISOTROPIC, D3D11_FILTER_MIN_MAG_MIP_POINT
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D3D11_TEXTURE_ADDRESS_MIRROR,
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D3D11_TEXTURE_ADDRESS_MIRROR,
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D3D11_TEXTURE_ADDRESS_MIRROR,
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0.0f,
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1,
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D3D11_COMPARISON_ALWAYS,
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{ 0, 0, 0, 0 },
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0,
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D3D11_FLOAT32_MAX
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};
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#pragma data_seg(".d3dcompiler")
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static char* d3dcompiler = "d3dcompiler_47.dll";
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#pragma data_seg(".swapChainDesc")
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#ifdef FULLSCREEN
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//static HG_DXGI_SWAP_CHAIN_DESC swapChainDesc = {
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// WIDTH, HEIGHT, 60, 1, DXGI_FORMAT_R8G8B8A8_UNORM,
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// DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED, DXGI_MODE_SCALING_UNSPECIFIED,
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// 1, 0, DXGI_USAGE_RENDER_TARGET_OUTPUT | DXGI_USAGE_UNORDERED_ACCESS | DXGI_USAGE_SHADER_INPUT, 2, 0, 0, DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL, 0
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//};
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static HG_DXGI_SWAP_CHAIN_DESC swapChainDesc = {
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WIDTH, HEIGHT, 60, 1, DXGI_FORMAT_R16G16B16A16_FLOAT,
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DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED, DXGI_MODE_SCALING_UNSPECIFIED,
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1, 0, DXGI_USAGE_RENDER_TARGET_OUTPUT | DXGI_USAGE_UNORDERED_ACCESS | DXGI_USAGE_SHADER_INPUT, 1, 0, 0, DXGI_SWAP_EFFECT_DISCARD, 0
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};
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#else
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//static HG_DXGI_SWAP_CHAIN_DESC swapChainDesc = {
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// WIDTH, HEIGHT, 60, 1, DXGI_FORMAT_R16G16B16A16_FLOAT,
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// DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED, DXGI_MODE_SCALING_UNSPECIFIED,
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// 1, 0, DXGI_USAGE_RENDER_TARGET_OUTPUT | DXGI_USAGE_UNORDERED_ACCESS | DXGI_USAGE_SHADER_INPUT, 1, 0, -1, DXGI_SWAP_EFFECT_DISCARD, 0
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//};
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static HG_DXGI_SWAP_CHAIN_DESC swapChainDesc = {
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WIDTH, HEIGHT, 60, 1, DXGI_FORMAT_R8G8B8A8_UNORM,
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DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED, DXGI_MODE_SCALING_UNSPECIFIED,
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1, 0, DXGI_USAGE_RENDER_TARGET_OUTPUT | DXGI_USAGE_UNORDERED_ACCESS | DXGI_USAGE_SHADER_INPUT, 2, 0, -1, DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL, 0
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};
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#endif
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#pragma data_seg(".depthBufferDesc")
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static D3D11_TEXTURE2D_DESC depthBufferDesc =
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{
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WIDTH,
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HEIGHT,
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1,
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1,
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DXGI_FORMAT_D32_FLOAT,
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{
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1, 0
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},
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D3D11_USAGE_DEFAULT,
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D3D11_BIND_DEPTH_STENCIL,
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0,
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0
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};
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#pragma data_seg(".constantBufferDesc")
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static D3D11_BUFFER_DESC constantBufferDesc =
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{
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sizeof(ConstantBufferType),
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D3D11_USAGE_DYNAMIC,
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D3D11_BIND_CONSTANT_BUFFER,
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D3D11_CPU_ACCESS_WRITE,
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0,
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0
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};
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#pragma data_seg(".constantBuffer2Desc")
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static D3D11_BUFFER_DESC constantBuffer2Desc =
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{
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160,
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D3D11_USAGE_DEFAULT,
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D3D11_BIND_CONSTANT_BUFFER,
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0,
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0,
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0
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};
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#pragma data_seg(".constantBufferTempDesc")
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static D3D11_BUFFER_DESC constantBufferTempDesc =
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{
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160,
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D3D11_USAGE_DEFAULT,
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D3D11_BIND_STREAM_OUTPUT,
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0,
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0,
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0
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};
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#pragma data_seg(".constantBufferSODeclarations")
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static D3D11_SO_DECLARATION_ENTRY constantBufferSODeclarations[] =
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{
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{ 0, "_dS", 0, 0, 4, 0 },
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{ 0, "_cS", 0, 0, 4, 0 },
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{ 0, "_vS", 0, 0, 4, 0 },
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{ 0, "_vS", 1, 0, 4, 0 },
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{ 0, "_vS", 2, 0, 4, 0 },
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{ 0, "_vS", 3, 0, 4, 0 },
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{ 0, "_pS", 0, 0, 4, 0 },
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{ 0, "_pS", 1, 0, 4, 0 },
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{ 0, "_pS", 2, 0, 4, 0 },
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{ 0, "_pS", 3, 0, 4, 0 },
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};
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#pragma data_seg(".particleBufferDesc")
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static D3D11_BUFFER_DESC particleBufferDesc =
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{
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1024 * 1024 * 64,
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D3D11_USAGE_DEFAULT,
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D3D11_BIND_UNORDERED_ACCESS | D3D11_BIND_SHADER_RESOURCE,
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0,
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D3D11_RESOURCE_MISC_BUFFER_STRUCTURED,
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64
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};
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#pragma data_seg(".particleBufferDesc")
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static D3D11_SHADER_RESOURCE_VIEW_DESC particleSrvDesc =
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{
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DXGI_FORMAT_UNKNOWN,
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D3D11_SRV_DIMENSION_BUFFER,
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{
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0,
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1024 * 1024
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}
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};
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#pragma data_seg(".particleUavDesc")
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static D3D11_UNORDERED_ACCESS_VIEW_DESC particleUavDesc =
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{
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DXGI_FORMAT_UNKNOWN,
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D3D11_UAV_DIMENSION_BUFFER,
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0,
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1024 * 1024,
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D3D11_BUFFER_UAV_FLAG_APPEND
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};
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#pragma data_seg(".vertexUavDesc")
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static D3D11_UNORDERED_ACCESS_VIEW_DESC vertexUavDesc =
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{
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DXGI_FORMAT_UNKNOWN,
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D3D11_UAV_DIMENSION_BUFFER,
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0,
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1024 * 1024,
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0
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};
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#pragma data_seg(".particleInputElementDescs")
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static D3D11_INPUT_ELEMENT_DESC particleInputElementDescs[] =
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{
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{
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"SV_POSITION",
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0,
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DXGI_FORMAT_R32G32B32A32_FLOAT,
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0,
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0,
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D3D11_INPUT_PER_VERTEX_DATA,
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0
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},
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{
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"LENGTH",
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0,
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DXGI_FORMAT_R32_FLOAT,
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0,
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16,
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D3D11_INPUT_PER_VERTEX_DATA,
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0
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},
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{
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"AGE",
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0,
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DXGI_FORMAT_R32_FLOAT,
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0,
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20,
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D3D11_INPUT_PER_VERTEX_DATA,
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0
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},
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};
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#pragma data_seg(".backBufferRtvDesc")
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static D3D11_RENDER_TARGET_VIEW_DESC backBufferRtvDesc =
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{
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DXGI_FORMAT_R16G16B16A16_FLOAT,//DXGI_FORMAT_R8G8B8A8_UNORM,
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D3D11_RTV_DIMENSION_TEXTURE2D,
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{
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0
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}
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};
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#pragma data_seg(".depthStencilStateDesc")
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static D3D11_DEPTH_STENCIL_DESC depthStencilStateDesc =
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{
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FALSE, // TRUE
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D3D11_DEPTH_WRITE_MASK_ALL,
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D3D11_COMPARISON_LESS,
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FALSE,
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0,
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0,
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{},
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{}
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};
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#pragma data_seg(".swapChainViewport")
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static D3D11_VIEWPORT swapChainViewport =
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{
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0,
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0,
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WIDTH,
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HEIGHT,
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0.0f,
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1.0f,
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};
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#pragma data_seg(".depthStencilViewDesc")
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static D3D11_DEPTH_STENCIL_VIEW_DESC depthStencilViewDesc =
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{
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DXGI_FORMAT_D32_FLOAT,
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D3D11_DSV_DIMENSION_TEXTURE2D,
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0,
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{
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0
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}
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};
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#pragma data_seg(".alphaBlendDesc")
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static D3D11_BLEND_DESC alphaBlendDesc =
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{
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FALSE,
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FALSE,
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{
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TRUE,
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D3D11_BLEND_SRC_ALPHA,
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D3D11_BLEND_INV_SRC_ALPHA,
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D3D11_BLEND_OP_ADD,
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D3D11_BLEND_ONE,
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D3D11_BLEND_ONE,
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D3D11_BLEND_OP_ADD,
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D3D11_COLOR_WRITE_ENABLE_ALL,
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}
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}; |