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SlicerSR.cpp
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#include "RendererHeader.h"
#include "vzm2/Backlog.h"
#include "hlsl/ShaderInterop_BVH.h"
bool RenderSrSlicer(VmFnContainer* _fncontainer,
VmGpuManager* gpu_manager,
grd_helper::GpuDX11CommonParameters* dx11CommonParams,
LocalProgress* progress,
double* run_time_ptr)
{
// https://atyuwen.github.io/posts/antialiased-line/
using namespace std::chrono;
//((std::mutex*)HDx11GetMutexGpuCriticalPath())->lock();
#pragma region // Parameter Setting //
VmIObject* iobj = _fncontainer->fnParams.GetParam("_VmIObject*_RenderOut", (VmIObject*)NULL);
int k_value_old = iobj->GetObjParam("_int_NumK", (int)K_NUM_SLICER);
int k_value = _fncontainer->fnParams.GetParam("_int_NumK", k_value_old);
iobj->SetObjParam("_int_NumK", k_value);
int num_moments_old = iobj->GetObjParam("_int_NumQueueLayers", (int)8);
int num_moments = _fncontainer->fnParams.GetParam("_int_NumQueueLayers", num_moments_old);
int num_safe_loopexit = _fncontainer->fnParams.GetParam("_int_SpinLockSafeLoops", (int)10000000);
bool is_final_renderer = _fncontainer->fnParams.GetParam("_bool_IsFinalRenderer", true);
//double v_discont_depth = _fncontainer->fnParams.GetParam("_float_DiscontDepth", -1.0);
float merging_beta = _fncontainer->fnParams.GetParam("_float_MergingBeta", 0.5f);
bool blur_SSAO = _fncontainer->fnParams.GetParam("_bool_BlurSSAO", true);
int camClipMode = _fncontainer->fnParams.GetParam("_int_ClippingMode", (int)0);
vmfloat3 camClipPlanePos = _fncontainer->fnParams.GetParam("_float3_PosClipPlaneWS", vmfloat3(0));
vmfloat3 camClipPlaneDir = _fncontainer->fnParams.GetParam("_float3_VecClipPlaneWS", vmfloat3(0));
vmmat44f camClipMatWS2BS = _fncontainer->fnParams.GetParam("_matrix44f_MatrixClipWS2BS", vmmat44f(1));
std::set<int> camClipperFreeActors = _fncontainer->fnParams.GetParam("_set_int_CamClipperFreeActors", std::set<int>());
bool is_picking_routine = _fncontainer->fnParams.GetParam("_bool_IsPickingRoutine", false);
//#ifdef DX10_0
// is_picking_routine = false;
//#endif
vmint2 picking_pos_ss = _fncontainer->fnParams.GetParam("_int2_PickingPosSS", vmint2(-1, -1));
int buf_ex_scale = _fncontainer->fnParams.GetParam("_int_BufExScale", (int)8); // scaling the capacity of the k-buffer for _bool_PixelTransmittance
bool use_blending_option_MomentOIT = _fncontainer->fnParams.GetParam("_bool_UseBlendingOptionMomentOIT", false);
bool check_pixel_transmittance = _fncontainer->fnParams.GetParam("_bool_PixelTransmittance", false);
//vr_level = 2;
vmfloat4 default_phong_lighting_coeff = vmfloat4(0.2, 1.0, 0.5, 5); // Emission, Diffusion, Specular, Specular Power
float default_point_thickness = _fncontainer->fnParams.GetParam("_float_PointThickness", 3.0f);
float default_surfel_size = _fncontainer->fnParams.GetParam("_float_SurfelSize", 0.0f);
float default_line_thickness = _fncontainer->fnParams.GetParam("_float_LineThickness", 2.0f);
vmfloat3 default_color_cmmobj = _fncontainer->fnParams.GetParam("_float3_CmmGlobalColor", vmfloat3(-1, -1, -1));
bool use_spinlock_pixsynch = _fncontainer->fnParams.GetParam("_bool_UseSpinLock", false);
bool is_ghost_mode = _fncontainer->fnParams.GetParam("_bool_GhostEffect", false);
bool is_rgba = _fncontainer->fnParams.GetParam("_bool_IsRGBA", false); // false means bgra
bool isDrawingOnlyContours = _fncontainer->fnParams.GetParam("_bool_DrawingOnlyContours", false);
// note planeThickness is defined in WS
float planeThickness = _fncontainer->fnParams.GetParam("_float_PlaneThickness", 0.f);
bool is_render_out = false;
// note : planeThickness == 0 calls CPU renderer which uses render-out buffer
if (is_final_renderer || (planeThickness <= 0.f && !is_final_renderer)) is_render_out = true;
is_render_out = false;
bool only_surface_test = _fncontainer->fnParams.GetParam("_bool_OnlySurfaceTest", false);
bool test_consoleout = _fncontainer->fnParams.GetParam("_bool_TestConsoleOut", false);
bool test_fps_profiling = _fncontainer->fnParams.GetParam("_bool_TestFpsProfile", false);
auto test_out = [&test_consoleout](const string& _message)
{
if (test_consoleout)
cout << _message << endl;
};
float sample_rate = _fncontainer->fnParams.GetParam("_float_UserSampleRate", 0.0f);
if (sample_rate <= 0) sample_rate = 1.0f;
bool apply_samplerate2gradient = _fncontainer->fnParams.GetParam("_bool_ApplySampleRateToGradient", false);
bool reload_hlsl_objs = _fncontainer->fnParams.GetParam("_bool_ReloadHLSLObjFiles", false);
int __BLOCKSIZE = _fncontainer->fnParams.GetParam("_int_GpuThreadBlockSize", (int)4);
float v_thickness = _fncontainer->fnParams.GetParam("_float_VZThickness", 0.0f);
float gi_v_thickness = _fncontainer->fnParams.GetParam("_float_GIVZThickness", v_thickness);
float scale_z_res = _fncontainer->fnParams.GetParam("_float_zResScale", 1.0f);
int i_test_shader = (int)_fncontainer->fnParams.GetParam("_int_ShaderTest", (int)0);
VmLight* light = _fncontainer->fnParams.GetParamPtr<VmLight>("_VmLight_LightSource");
VmLens* lens = _fncontainer->fnParams.GetParam("_VmLens*_CamLens", (VmLens*)NULL);
LightSource light_src;
GlobalLighting global_lighting;
LensEffect lens_effect;
if (light) {
light_src.is_on_camera = light->is_on_camera;
light_src.is_pointlight = light->is_pointlight;
light_src.light_pos = light->pos;
light_src.light_dir = light->dir;
light_src.light_ambient_color = vmfloat3(1.f);
light_src.light_diffuse_color = vmfloat3(1.f);
light_src.light_specular_color = vmfloat3(1.f);
global_lighting.apply_ssao = light->effect_ssao.is_on_ssao;
global_lighting.ssao_r_kernel = light->effect_ssao.kernel_r;
global_lighting.ssao_num_steps = light->effect_ssao.num_steps;
global_lighting.ssao_num_dirs = light->effect_ssao.num_dirs;
global_lighting.ssao_tangent_bias = light->effect_ssao.tangent_bias;
global_lighting.ssao_blur = light->effect_ssao.smooth_filter;
global_lighting.ssao_intensity = light->effect_ssao.ao_power;
global_lighting.ssao_debug = _fncontainer->fnParams.GetParam("_int_SSAOOutput", (int)0);
}
if (lens) {
lens_effect.apply_ssdof = lens->apply_ssdof;
lens_effect.dof_focus_z = lens->dof_focus_z;
lens_effect.dof_lens_F = lens->dof_lens_F;
lens_effect.dof_lens_r = lens->dof_lens_r;
lens_effect.dof_ray_num_samples = lens->dof_ray_num_samples;
}
#pragma endregion
#pragma region // Shader Setting
// Shader Re-Compile Setting //
if (reload_hlsl_objs)
{
char ownPth[2048];
GetModuleFileNameA(NULL, ownPth, (sizeof(ownPth)));
string exe_path = ownPth;
size_t pos = 0;
std::string token;
string delimiter = "\\";
string hlslobj_path = "";
while ((pos = exe_path.find(delimiter)) != std::string::npos) {
token = exe_path.substr(0, pos);
if (token.find(".exe") != std::string::npos) break;
hlslobj_path += token + "\\";
exe_path.erase(0, pos + delimiter.length());
}
//hlslobj_path += "..\\..\\VmModuleProjects\\hybrid_rendering_engine\\";
hlslobj_path += "..\\..\\VmProjects\\hybrid_rendering_engine\\";
string enginePath;
if (grd_helper::GetEnginePath(enginePath)) {
hlslobj_path = enginePath;
}
string hlslobj_path_4_0 = hlslobj_path + "shader_compiled_objs_4_0\\";
//cout << hlslobj_path << endl;
#ifdef DX10_0
hlslobj_path += "shader_compiled_objs_4_0\\";
#else
hlslobj_path += "shader_compiled_objs\\";
#endif
string prefix_path = hlslobj_path;
vmlog::LogInfo("RELOAD HLSL _ SR slicer renderer");
dx11CommonParams->dx11DeviceImmContext->VSSetShader(NULL, NULL, 0);
dx11CommonParams->dx11DeviceImmContext->GSSetShader(NULL, NULL, 0);
dx11CommonParams->dx11DeviceImmContext->PSSetShader(NULL, NULL, 0);
dx11CommonParams->dx11DeviceImmContext->CSSetShader(NULL, NULL, 0);
#define VS_NUM 5
#define GS_NUM 1
#ifdef DX10_0
#define PS_NUM 5
#define SET_PS(NAME, __S) dx11CommonParams->safe_set_res(grd_helper::COMRES_INDICATOR(GpuhelperResType::PIXEL_SHADER, NAME), __S, true)
#else
#define CS_NUM 10
#define SET_CS(NAME, __S) dx11CommonParams->safe_set_res(grd_helper::COMRES_INDICATOR(GpuhelperResType::COMPUTE_SHADER, NAME), __S, true)
#endif
#define SET_VS(NAME, __S) dx11CommonParams->safe_set_res(grd_helper::COMRES_INDICATOR(GpuhelperResType::VERTEX_SHADER, NAME), __S, true)
#define SET_GS(NAME, __S) dx11CommonParams->safe_set_res(grd_helper::COMRES_INDICATOR(GpuhelperResType::GEOMETRY_SHADER, NAME), __S, true)
#define GETRASTER(NAME) dx11CommonParams->get_rasterizer(#NAME)
#define GETDEPTHSTENTIL(NAME) dx11CommonParams->get_depthstencil(#NAME)
#ifdef DX10_0
string strNames_VS[VS_NUM] = {
"SR_OIT_P_vs_4_0"
,"SR_OIT_PN_vs_4_0"
,"SR_OIT_PT_vs_4_0"
,"SR_OIT_PNT_vs_4_0"
,"SR_OIT_PTTT_vs_4_0"
};
#else
string strNames_VS[VS_NUM] = {
"SR_OIT_P_vs_5_0"
,"SR_OIT_PN_vs_5_0"
,"SR_OIT_PT_vs_5_0"
,"SR_OIT_PNT_vs_5_0"
,"SR_OIT_PTTT_vs_5_0"
};
#endif
for (int i = 0; i < VS_NUM; i++)
{
string strName = strNames_VS[i];
FILE* pFile;
if (fopen_s(&pFile, (prefix_path + strName).c_str(), "rb") == 0)
{
fseek(pFile, 0, SEEK_END);
ullong ullFileSize = ftell(pFile);
fseek(pFile, 0, SEEK_SET);
byte* pyRead = new byte[ullFileSize];
fread(pyRead, sizeof(byte), ullFileSize, pFile);
fclose(pFile);
ID3D11VertexShader* dx11VShader = NULL;
if (dx11CommonParams->dx11Device->CreateVertexShader(pyRead, ullFileSize, NULL, &dx11VShader) != S_OK)
{
VMERRORMESSAGE("SHADER COMPILE FAILURE!");
}
else
{
SET_VS(strName, dx11VShader);
}
VMSAFE_DELETEARRAY(pyRead);
}
}
/**/
string strNames_GS[GS_NUM] = {
"GS_MeshCutLines_gs_4_0"
};
for (int i = 0; i < GS_NUM; i++)
{
string strName = strNames_GS[i];
FILE* pFile;
if (fopen_s(&pFile, (prefix_path + strName).c_str(), "rb") == 0)
{
fseek(pFile, 0, SEEK_END);
ullong ullFileSize = ftell(pFile);
fseek(pFile, 0, SEEK_SET);
byte* pyRead = new byte[ullFileSize];
fread(pyRead, sizeof(byte), ullFileSize, pFile);
fclose(pFile);
ID3D11GeometryShader* dx11GShader = NULL;
if (dx11CommonParams->dx11Device->CreateGeometryShader(pyRead, ullFileSize, NULL, &dx11GShader) != S_OK)
{
VMERRORMESSAGE("SHADER COMPILE FAILURE!");
}
else
{
SET_GS(strName, dx11GShader);
}
VMSAFE_DELETEARRAY(pyRead);
}
}
#ifdef DX10_0
string strNames_PS[PS_NUM] = {
"ThickSlicePathTracer_ps_4_0"
,"CurvedThickSlicePathTracer_ps_4_0"
,"PickingThickSlice_ps_4_0"
,"PickingCurvedThickSlice_ps_4_0"
,"SliceOutline_ps_4_0"
};
for (int i = 0; i < PS_NUM; i++)
{
string strName = strNames_PS[i];
#else
string strNames_CS[CS_NUM] = {
"ThickSlicePathTracer_cs_5_0"
,"CurvedThickSlicePathTracer_cs_5_0"
,"PickingThickSlice_cs_5_0"
,"PickingCurvedThickSlice_cs_5_0"
,"ThickSlicePathTracer_GPUBVH_cs_5_0"
,"CurvedThickSlicePathTracer_GPUBVH_cs_5_0"
,"PickingThickSlice_GPUBVH_cs_5_0"
,"PickingCurvedThickSlice_GPUBVH_cs_5_0"
,"SliceOutline_cs_5_0"
,"OIT_SKBZ_RESOLVE_cs_5_0"
};
for (int i = 0; i < CS_NUM; i++)
{
string strName = strNames_CS[i];
#endif
FILE* pFile;
if (fopen_s(&pFile, (prefix_path + strName).c_str(), "rb") == 0)
{
fseek(pFile, 0, SEEK_END);
ullong ullFileSize = ftell(pFile);
fseek(pFile, 0, SEEK_SET);
byte* pyRead = new byte[ullFileSize];
fread(pyRead, sizeof(byte), ullFileSize, pFile);
fclose(pFile);
#ifdef DX10_0
ID3D11PixelShader* dx11PShader = NULL;
if (dx11CommonParams->dx11Device->CreatePixelShader(pyRead, ullFileSize, NULL, &dx11PShader) != S_OK)
{
VMERRORMESSAGE("SHADER COMPILE FAILURE!");
}
else
{
SET_PS(strName, dx11PShader);
}
#else
ID3D11ComputeShader* dx11CShader = NULL;
if (dx11CommonParams->dx11Device->CreateComputeShader(pyRead, ullFileSize, NULL, &dx11CShader) != S_OK)
{
VMERRORMESSAGE("SHADER COMPILE FAILURE!");
}
else
{
SET_CS(strName, dx11CShader);
}
#endif
VMSAFE_DELETEARRAY(pyRead);
}
}
{
string strName = "GS_MeshCutLines_gs_4_0";
FILE* pFile;
if (fopen_s(&pFile, (hlslobj_path_4_0 + strName).c_str(), "rb") == 0)
{
fseek(pFile, 0, SEEK_END);
ullong ullFileSize = ftell(pFile);
fseek(pFile, 0, SEEK_SET);
byte* pyRead = new byte[ullFileSize];
fread(pyRead, sizeof(byte), ullFileSize, pFile);
fclose(pFile);
// https://learn.microsoft.com/en-us/windows/win32/direct3d11/d3d10-graphics-programming-guide-output-stream-stage-getting-started
// https://strange-cpp.tistory.com/101
D3D11_SO_DECLARATION_ENTRY pDecl[] =
{
// semantic name, semantic index, start component, component count, output slot
{ 0, "TEXCOORD", 0, 0, 3, 0 }, // output
};
int numEntries = sizeof(pDecl) / sizeof(D3D11_SO_DECLARATION_ENTRY);
uint bufferStrides[] = { sizeof(vmfloat3) };
int numStrides = sizeof(bufferStrides) / sizeof(uint);
ID3D11GeometryShader* dx11GShader = NULL;
if (dx11CommonParams->dx11Device->CreateGeometryShaderWithStreamOutput(
pyRead, ullFileSize, pDecl, numEntries, bufferStrides, numStrides, D3D11_SO_NO_RASTERIZED_STREAM, NULL,
(ID3D11GeometryShader**)&dx11GShader) != S_OK)
{
VMERRORMESSAGE("SHADER COMPILE FAILURE!");
}
else
{
SET_GS(strName, dx11GShader);
}
VMSAFE_DELETEARRAY(pyRead);
}
}
/**/
dx11CommonParams->dx11DeviceImmContext->Flush();
}
ID3D11InputLayout* dx11LI_P = (ID3D11InputLayout*)dx11CommonParams->safe_get_res(COMRES_INDICATOR(GpuhelperResType::INPUT_LAYOUT, "P"));
ID3D11InputLayout* dx11LI_PN = (ID3D11InputLayout*)dx11CommonParams->safe_get_res(COMRES_INDICATOR(GpuhelperResType::INPUT_LAYOUT, "PN"));
ID3D11InputLayout* dx11LI_PT = (ID3D11InputLayout*)dx11CommonParams->safe_get_res(COMRES_INDICATOR(GpuhelperResType::INPUT_LAYOUT, "PT"));
ID3D11InputLayout* dx11LI_PNT = (ID3D11InputLayout*)dx11CommonParams->safe_get_res(COMRES_INDICATOR(GpuhelperResType::INPUT_LAYOUT, "PNT"));
ID3D11InputLayout* dx11LI_PTTT = (ID3D11InputLayout*)dx11CommonParams->safe_get_res(COMRES_INDICATOR(GpuhelperResType::INPUT_LAYOUT, "PTTT"));
#ifdef DX10_0
ID3D11VertexShader* dx11VShader_P = (ID3D11VertexShader*)dx11CommonParams->safe_get_res(COMRES_INDICATOR(GpuhelperResType::VERTEX_SHADER, "SR_OIT_P_vs_4_0"));
ID3D11VertexShader* dx11VShader_PN = (ID3D11VertexShader*)dx11CommonParams->safe_get_res(COMRES_INDICATOR(GpuhelperResType::VERTEX_SHADER, "SR_OIT_PN_vs_4_0"));
ID3D11VertexShader* dx11VShader_PT = (ID3D11VertexShader*)dx11CommonParams->safe_get_res(COMRES_INDICATOR(GpuhelperResType::VERTEX_SHADER, "SR_OIT_PT_vs_4_0"));
ID3D11VertexShader* dx11VShader_PNT = (ID3D11VertexShader*)dx11CommonParams->safe_get_res(COMRES_INDICATOR(GpuhelperResType::VERTEX_SHADER, "SR_OIT_PNT_vs_4_0"));
ID3D11VertexShader* dx11VShader_PTTT = (ID3D11VertexShader*)dx11CommonParams->safe_get_res(COMRES_INDICATOR(GpuhelperResType::VERTEX_SHADER, "SR_OIT_PTTT_vs_4_0"));
#else
ID3D11VertexShader* dx11VShader_P = (ID3D11VertexShader*)dx11CommonParams->safe_get_res(COMRES_INDICATOR(GpuhelperResType::VERTEX_SHADER, "SR_OIT_P_vs_5_0"));
ID3D11VertexShader* dx11VShader_PN = (ID3D11VertexShader*)dx11CommonParams->safe_get_res(COMRES_INDICATOR(GpuhelperResType::VERTEX_SHADER, "SR_OIT_PN_vs_5_0"));
ID3D11VertexShader* dx11VShader_PT = (ID3D11VertexShader*)dx11CommonParams->safe_get_res(COMRES_INDICATOR(GpuhelperResType::VERTEX_SHADER, "SR_OIT_PT_vs_5_0"));
ID3D11VertexShader* dx11VShader_PNT = (ID3D11VertexShader*)dx11CommonParams->safe_get_res(COMRES_INDICATOR(GpuhelperResType::VERTEX_SHADER, "SR_OIT_PNT_vs_5_0"));
ID3D11VertexShader* dx11VShader_PTTT = (ID3D11VertexShader*)dx11CommonParams->safe_get_res(COMRES_INDICATOR(GpuhelperResType::VERTEX_SHADER, "SR_OIT_PTTT_vs_5_0"));
#endif
ID3D11Buffer* cbuf_cam_state = dx11CommonParams->get_cbuf("CB_CameraState");
ID3D11Buffer* cbuf_env_state = dx11CommonParams->get_cbuf("CB_EnvState");
ID3D11Buffer* cbuf_clip = dx11CommonParams->get_cbuf("CB_ClipInfo");
ID3D11Buffer* cbuf_pobj = dx11CommonParams->get_cbuf("CB_PolygonObject");
ID3D11Buffer* cbuf_vobj = dx11CommonParams->get_cbuf("CB_VolumeObject");
ID3D11Buffer* cbuf_reffect = dx11CommonParams->get_cbuf("CB_Material");
ID3D11Buffer* cbuf_tmap = dx11CommonParams->get_cbuf("CB_TMAP");
ID3D11Buffer* cbuf_hsmask = dx11CommonParams->get_cbuf("CB_HotspotMask");
ID3D11Buffer* cbuf_curvedslicer = dx11CommonParams->get_cbuf("CB_CurvedSlicer");
#pragma endregion
#pragma region // IOBJECT CPU
//while (iobj->GetFrameBuffer(FrameBufferUsageRENDEROUT, 2) != NULL)
// iobj->DeleteFrameBuffer(FrameBufferUsageRENDEROUT, 2);
if (!iobj->ReplaceFrameBuffer(FrameBufferUsageRENDEROUT, 0, data_type::dtype<vmbyte4>(), ("common render out frame buffer : defined in vismtv_inbuilt_renderergpudx module")))
iobj->InsertFrameBuffer(data_type::dtype<vmbyte4>(), FrameBufferUsageRENDEROUT, ("common render out frame buffer : defined in vismtv_inbuilt_renderergpudx module"));
if (iobj->GetFrameBuffer(FrameBufferUsageRENDEROUT, 1) == NULL)
iobj->InsertFrameBuffer(data_type::dtype<vmbyte4>(), FrameBufferUsageRENDEROUT, ("temp render out frame buffer Backup : defined in vismtv_inbuilt_renderergpudx module"));
//while (iobj->GetFrameBuffer(FrameBufferUsageDEPTH, 1) != NULL)
// iobj->DeleteFrameBuffer(FrameBufferUsageDEPTH, 1);
if (!iobj->ReplaceFrameBuffer(FrameBufferUsageDEPTH, 0, data_type::dtype<float>(), ("1st hit screen depth frame buffer : defined in vismtv_inbuilt_renderergpudx module")))
iobj->InsertFrameBuffer(data_type::dtype<float>(), FrameBufferUsageDEPTH, ("1st hit screen depth frame buffer : defined in vismtv_inbuilt_renderergpudx module"));
#pragma endregion
__ID3D11Device* dx11Device = dx11CommonParams->dx11Device;
__ID3D11DeviceContext* dx11DeviceImmContext = dx11CommonParams->dx11DeviceImmContext;
#pragma region // IOBJECT GPU
vmint2 fb_size_cur;
iobj->GetFrameBufferInfo(&fb_size_cur);
vmint2 fb_size_old = iobj->GetObjParam("_int2_PreviousScreenSize", vmint2(0, 0));
if (fb_size_cur.x != fb_size_old.x || fb_size_cur.y != fb_size_old.y
|| k_value != k_value_old)
{
gpu_manager->ReleaseGpuResourcesBySrcID(iobj->GetObjectID()); // System Out Æ÷ÇÔ //
iobj->SetObjParam("_int2_PreviousScreenSize", fb_size_cur);
iobj->SetObjParam("_int_PreviousBufferEx", (int)1);
}
ullong lastest_render_time = iobj->GetObjParam("_ullong_LatestSrTime", (ullong)0);
GpuRes gres_fb_rgba, gres_fb_depthcs;
GpuRes gres_fb_sys_rgba, gres_fb_sys_depthcs;
#ifdef DX10_0
const uint rtbind = D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE;
#define SET_SAMPLERS dx11DeviceImmContext->PSSetSamplers
#define SET_CBUFFERS dx11DeviceImmContext->PSSetConstantBuffers
#define SET_SHADER_RES dx11DeviceImmContext->PSSetShaderResources
#define SET_SHADER dx11DeviceImmContext->PSSetShader
#else
const uint rtbind = D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_UNORDERED_ACCESS;
#define SET_SAMPLERS dx11DeviceImmContext->CSSetSamplers
#define SET_CBUFFERS dx11DeviceImmContext->CSSetConstantBuffers
#define SET_SHADER_RES dx11DeviceImmContext->CSSetShaderResources
#define SET_SHADER dx11DeviceImmContext->CSSetShader
#endif
// Ghost effect mode
//GpuRes gres_fb_mask_hotspot;
grd_helper::UpdateFrameBuffer(gres_fb_rgba, iobj, "RENDER_OUT_RGBA_0", RTYPE_TEXTURE2D, rtbind, DXGI_FORMAT_R8G8B8A8_UNORM, 0);
grd_helper::UpdateFrameBuffer(gres_fb_depthcs, iobj, "RENDER_OUT_DEPTH_0", RTYPE_TEXTURE2D, rtbind, DXGI_FORMAT_R32_FLOAT, 0);
#ifdef DX10_0
GpuRes gres_fb_rgba2, gres_fb_depthcs2;
grd_helper::UpdateFrameBuffer(gres_fb_rgba2, iobj, "RENDER_OUT_RGBA_1", RTYPE_TEXTURE2D, rtbind, DXGI_FORMAT_R8G8B8A8_UNORM, 0);
grd_helper::UpdateFrameBuffer(gres_fb_depthcs2, iobj, "RENDER_OUT_DEPTH_1", RTYPE_TEXTURE2D, rtbind, DXGI_FORMAT_R32_FLOAT, 0);
GpuRes gres_picking_buffer2; // for pingpong
#else
GpuRes gres_fb_counter, gres_fb_k_buffer;
grd_helper::UpdateFrameBuffer(gres_fb_counter, iobj, "RW_COUNTER", RTYPE_TEXTURE2D, D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_UNORDERED_ACCESS, DXGI_FORMAT_R32_UINT, 0);
const int num_frags_perpixel = k_value * 3;
grd_helper::UpdateFrameBuffer(gres_fb_k_buffer, iobj, "BUFFER_RW_K_BUF", RTYPE_BUFFER, D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_UNORDERED_ACCESS, DXGI_FORMAT_R32_TYPELESS, UPFB_RAWBYTE, num_frags_perpixel);
#endif
const int max_picking_layers = 100;
GpuRes gres_picking_buffer, gres_picking_system_buffer;
if (is_picking_routine) {
#ifdef DX10_0
// those picking layers contain depth (4bytes) and id (4bytes) information
grd_helper::UpdateFrameBuffer(gres_picking_buffer, iobj, "BUFFER_RW_PICKING_BUF", RTYPE_TEXTURE2D, rtbind, DXGI_FORMAT_R32G32B32A32_FLOAT, UPFB_PICK_TEXTURE);
grd_helper::UpdateFrameBuffer(gres_picking_buffer2, iobj, "BUFFER_RW_PICKING_BUF_2", RTYPE_TEXTURE2D, rtbind, DXGI_FORMAT_R32G32B32A32_FLOAT, UPFB_PICK_TEXTURE);
grd_helper::UpdateFrameBuffer(gres_picking_system_buffer, iobj, "SYSTEM_OUT_RW_PICKING_BUF", RTYPE_TEXTURE2D, NULL, DXGI_FORMAT_R32G32B32A32_FLOAT, UPFB_SYSOUT | UPFB_PICK_TEXTURE);
#else
// those picking layers contain depth (4bytes) and id (4bytes) information
grd_helper::UpdateFrameBuffer(gres_picking_buffer, iobj, "BUFFER_RW_PICKING_BUF", RTYPE_BUFFER,
D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_UNORDERED_ACCESS, DXGI_FORMAT_R32_UINT, UPFB_NFPP_BUFFERSIZE, max_picking_layers * 2);
grd_helper::UpdateFrameBuffer(gres_picking_system_buffer, iobj, "SYSTEM_OUT_RW_PICKING_BUF", RTYPE_BUFFER,
NULL, DXGI_FORMAT_R32_UINT, UPFB_SYSOUT | UPFB_NFPP_BUFFERSIZE, max_picking_layers * 2);
static std::vector<uint> clearDataUnit(max_picking_layers * 3, 0);//make sure that this thing is aligned
dx11CommonParams->dx11DeviceImmContext->UpdateSubresource((ID3D11Buffer*)gres_picking_buffer.alloc_res_ptrs[DTYPE_RES]
, 0, NULL, &clearDataUnit[0], sizeof(uint) * clearDataUnit.size(), sizeof(uint) * clearDataUnit.size());
#endif
}
grd_helper::UpdateFrameBuffer(gres_fb_sys_rgba, iobj, "SYSTEM_OUT_RGBA", RTYPE_TEXTURE2D, NULL, DXGI_FORMAT_R8G8B8A8_UNORM, UPFB_SYSOUT);
grd_helper::UpdateFrameBuffer(gres_fb_sys_depthcs, iobj, "SYSTEM_OUT_DEPTH", RTYPE_TEXTURE2D, NULL, DXGI_FORMAT_R32_FLOAT, UPFB_SYSOUT);
#pragma endregion
uint num_grid_x = __BLOCKSIZE == 1 ? fb_size_cur.x : (uint)ceil(fb_size_cur.x / (float)__BLOCKSIZE);
uint num_grid_y = __BLOCKSIZE == 1 ? fb_size_cur.y : (uint)ceil(fb_size_cur.y / (float)__BLOCKSIZE);
float detaultOutlinePixelThickness = 1.5f;
bool curved_slicer = _fncontainer->fnParams.GetParam("_bool_IsNonlinear", false);
if (curved_slicer) {
vector<vmfloat3>& vtrCurveInterpolations = *_fncontainer->fnParams.GetParamPtr<vector<vmfloat3>>("_vlist_FLOAT3_CurveInterpolations");
vector<vmfloat3>& vtrCurveUpVectors = *_fncontainer->fnParams.GetParamPtr<vector<vmfloat3>>("_vlist_FLOAT3_CurveUpVectors");
vector<vmfloat3>& vtrCurveTangentVectors = *_fncontainer->fnParams.GetParamPtr<vector<vmfloat3>>("_vlist_FLOAT3_CurveTangentVectors");
GpuRes gres_cpPoints, gres_cpTangents;
int num_curvedPoints = (int)vtrCurveInterpolations.size();
if (num_curvedPoints < 1)
return false;
grd_helper::UpdateCustomBuffer(gres_cpPoints, iobj, "CurvedPlanePoints", &vtrCurveInterpolations[0], num_curvedPoints, DXGI_FORMAT_R32G32B32_FLOAT, 12);
grd_helper::UpdateCustomBuffer(gres_cpTangents, iobj, "CurvedPlaneTangents", &vtrCurveTangentVectors[0], num_curvedPoints, DXGI_FORMAT_R32G32B32_FLOAT, 12);
SET_SHADER_RES(30, 1, (ID3D11ShaderResourceView**)&gres_cpPoints.alloc_res_ptrs[DTYPE_SRV]);
SET_SHADER_RES(31, 1, (ID3D11ShaderResourceView**)&gres_cpTangents.alloc_res_ptrs[DTYPE_SRV]);
float sample_dist = 1.f;
CB_CurvedSlicer cbCurvedSlicer;
grd_helper::SetCb_CurvedSlicer(cbCurvedSlicer, _fncontainer, iobj, sample_dist);
D3D11_MAPPED_SUBRESOURCE mappedResCurvedSlicerState;
dx11DeviceImmContext->Map(cbuf_curvedslicer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResCurvedSlicerState);
CB_CurvedSlicer* cbCurvedSlicerData = (CB_CurvedSlicer*)mappedResCurvedSlicerState.pData;
memcpy(cbCurvedSlicerData, &cbCurvedSlicer, sizeof(CB_CurvedSlicer));
dx11DeviceImmContext->Unmap(cbuf_curvedslicer, 0);
SET_CBUFFERS(10, 1, &cbuf_curvedslicer);
planeThickness = cbCurvedSlicer.thicknessPlane;
detaultOutlinePixelThickness = 1.2f;
}
float camForcedOutlinePixelThickness = _fncontainer->fnParams.GetParam("_float_OutlinePixThickness", -1.f);
#pragma region // Camera & Light Setting
VmCObject* cam_obj = iobj->GetCameraObject();
vmmat44 dmatWS2CS, dmatCS2PS, dmatPS2SS;
vmmat44 dmatSS2PS, dmatPS2CS, dmatCS2WS;
cam_obj->GetMatrixWStoSS(&dmatWS2CS, &dmatCS2PS, &dmatPS2SS);
cam_obj->GetMatrixSStoWS(&dmatSS2PS, &dmatPS2CS, &dmatCS2WS);
vmmat44 dmatWS2PS = dmatWS2CS * dmatCS2PS;
vmmat44f matWS2CS = dmatWS2CS;
vmmat44f matWS2PS = dmatWS2PS;
vmmat44f matWS2SS = dmatWS2PS * dmatPS2SS;
vmmat44f matSS2WS = (dmatSS2PS * dmatPS2CS) * dmatCS2WS;
vmfloat3 picking_ray_origin, picking_ray_dir;
if (is_picking_routine) {
if (curved_slicer) {
float curved_plane_w, curved_plane_h;
int num_curve_width_pts;
vector<vmfloat3>& curve_pos_pts = *_fncontainer->fnParams.GetParamPtr<vector<vmfloat3>>("_vlist_FLOAT3_CurveInterpolations");
vector<vmfloat3>& curve_up_pts = *_fncontainer->fnParams.GetParamPtr<vector<vmfloat3>>("_vlist_FLOAT3_CurveUpVectors");
vector<vmfloat3>& curve_tan_pts = *_fncontainer->fnParams.GetParamPtr<vector<vmfloat3>>("_vlist_FLOAT3_CurveTangentVectors");
curved_plane_w = _fncontainer->fnParams.GetParam("_float_ExPlaneWidth", 1.f);
curved_plane_h = _fncontainer->fnParams.GetParam("_float_ExPlaneHeight", 1.f);
num_curve_width_pts = (int)curve_pos_pts.size();
vmfloat3 cam_pos_cws, cam_dir_cws, cam_up_cws;
cam_obj->GetCameraExtStatef(&cam_pos_cws, &cam_dir_cws, &cam_up_cws);
vmdouble2 ipSize;
cam_obj->GetCameraIntState(&ipSize, NULL, NULL, NULL);
vmfloat2 fIpSize = ipSize;
vmfloat3 cam_right_cws = normalize(cross(cam_dir_cws, cam_up_cws));
// if view is +z and up is +y, then x dir is left, which means that curve index increases along right to left
vmfloat3 pos_tl_cws = cam_pos_cws - cam_right_cws * fIpSize.x * 0.5f + cam_up_cws * fIpSize.y * 0.5f;
vmfloat3 pos_tr_cws = cam_pos_cws + cam_right_cws * fIpSize.x * 0.5f + cam_up_cws * fIpSize.y * 0.5f;
vmfloat3 pos_bl_cws = cam_pos_cws - cam_right_cws * fIpSize.x * 0.5f - cam_up_cws * fIpSize.y * 0.5f;
vmfloat3 pos_br_cws = cam_pos_cws + cam_right_cws * fIpSize.x * 0.5f - cam_up_cws * fIpSize.y * 0.5f;
float curve_plane_pitch = curved_plane_w / (float)num_curve_width_pts;
float num_curve_height_pts = curved_plane_h / curve_plane_pitch;
float num_curve_midheight_pts = num_curve_height_pts * 0.5f;
vmmat44f mat_scale;// = scale(vmfloat3(curve_plane_pitch));
fMatrixScaling(&mat_scale, &vmfloat3(curve_plane_pitch, curve_plane_pitch, curve_plane_pitch));
vmmat44f mat_translate;// = translate(vmfloat3(-curved_plane_w * 0.5f, -curved_plane_h * 0.5f, -curve_plane_pitch * 0.5f));
fMatrixTranslation(&mat_translate, &vmfloat3(-curved_plane_w * 0.5f, -curved_plane_h * 0.5f, -curve_plane_pitch * 0.5f));
vmmat44f mat_cos2cws = mat_scale * mat_translate; //mat_translate * mat_scale;
vmmat44f mat_cws2cos = inverse(mat_cos2cws);
vmfloat3 pos_tl_cos;//transformPos(pos_tl_cws, mat_cws2cos);
fTransformPoint(&pos_tl_cos, &pos_tl_cws, &mat_cws2cos);
vmfloat3 pos_tr_cos;//transformPos(pos_tr_cws, mat_cws2cos);
fTransformPoint(&pos_tr_cos, &pos_tr_cws, &mat_cws2cos);
vmfloat3 pos_bl_cos;//transformPos(pos_bl_cws, mat_cws2cos);
fTransformPoint(&pos_bl_cos, &pos_bl_cws, &mat_cws2cos);
vmfloat3 pos_br_cos;//transformPos(pos_br_cws, mat_cws2cos);
fTransformPoint(&pos_br_cos, &pos_br_cws, &mat_cws2cos);
vmfloat2 pos_inter_top_cos, pos_inter_bottom_cos, pos_sample_cos;
float fRatio0 = (float)(((fb_size_cur.x - 1) - picking_pos_ss.x) / (float)(fb_size_cur.x - 1));
float fRatio1 = (float)(picking_pos_ss.x) / (float)(fb_size_cur.x - 1);
pos_inter_top_cos.x = fRatio0 * pos_tl_cos.x + fRatio1 * pos_tr_cos.x;
pos_inter_top_cos.y = fRatio0 * pos_tl_cos.y + fRatio1 * pos_tr_cos.y;
if (pos_inter_top_cos.x >= 0 && pos_inter_top_cos.x < (float)(num_curve_width_pts - 1)) {
int x_sample_cos = (int)floor(pos_inter_top_cos.x);
float x_ratio = pos_inter_top_cos.x - (float)x_sample_cos;
int addr_minmix_x = min(max(x_sample_cos, 0), num_curve_width_pts - 1);
int addr_minmax_nextx = min(max(x_sample_cos + 1, 0), num_curve_width_pts - 1);
vmfloat3 pos_sample_ws_c0 = curve_pos_pts[addr_minmix_x];
vmfloat3 pos_sample_ws_c1 = curve_pos_pts[addr_minmax_nextx];
vmfloat3 pos_sample_ws_c = pos_sample_ws_c0 * (1.f - x_ratio) + pos_sample_ws_c1 * x_ratio;
vmfloat3 up_sample_ws_c0 = curve_up_pts[addr_minmix_x];
vmfloat3 up_sample_ws_c1 = curve_up_pts[addr_minmax_nextx];
vmfloat3 up_sample_ws_c = up_sample_ws_c0 * (1.f - x_ratio) + up_sample_ws_c1 * x_ratio;
vmfloat3 tan_sample_ws_c0 = curve_tan_pts[addr_minmix_x];
vmfloat3 tan_sample_ws_c1 = curve_tan_pts[addr_minmax_nextx];
vmfloat3 tan_sample_ws_c = tan_sample_ws_c0 * (1.f - x_ratio) + tan_sample_ws_c1 * x_ratio;
//picking_ray_dir;// = normalize(cross(up_sample_ws_c, tan_sample_ws_c));
fCrossDotVector(&picking_ray_dir, &up_sample_ws_c, &tan_sample_ws_c);
fNormalizeVector(&picking_ray_dir, &picking_ray_dir);
up_sample_ws_c = normalize(up_sample_ws_c);
up_sample_ws_c *= curve_plane_pitch;
pos_inter_bottom_cos.x = fRatio0 * pos_bl_cos.x + fRatio1 * pos_br_cos.x;
pos_inter_bottom_cos.y = fRatio0 * pos_bl_cos.y + fRatio1 * pos_br_cos.y;
//================== y
float y_ratio0 = (float)((fb_size_cur.y - 1) - picking_pos_ss.y) / (float)(fb_size_cur.y - 1);
float y_ratio1 = (float)(picking_pos_ss.y) / (float)(fb_size_cur.y - 1);
pos_sample_cos.x = y_ratio0 * pos_inter_top_cos.x + y_ratio1 * pos_inter_bottom_cos.x;
pos_sample_cos.y = y_ratio0 * pos_inter_top_cos.y + y_ratio1 * pos_inter_bottom_cos.y;
if (pos_sample_cos.y < 0 || pos_sample_cos.y > num_curve_height_pts)
return false;
picking_ray_origin = pos_sample_ws_c + up_sample_ws_c * (pos_sample_cos.y - num_curve_midheight_pts);
bool bIsRightSide = _fncontainer->fnParams.GetParam("_bool_IsRightSide", false);
if (bIsRightSide)
picking_ray_dir *= -1.f;
float fPlaneThickness = _fncontainer->fnParams.GetParam("_float_PlaneThickness", 0.f);
picking_ray_origin -= picking_ray_dir * fPlaneThickness * 0.5f;
}
else
return true;
}
else {
cam_obj->GetCameraExtStatef(&picking_ray_origin, &picking_ray_dir, NULL);
vmfloat3 pos_picking_ws, pos_picking_ss(picking_pos_ss.x, picking_pos_ss.y, 0);
vmmath::fTransformPoint(&pos_picking_ws, &pos_picking_ss, &matSS2WS);
if (cam_obj->IsPerspective()) {
picking_ray_dir = pos_picking_ws - picking_ray_origin;
vmmath::fNormalizeVector(&picking_ray_dir, &picking_ray_dir);
}
else {
picking_ray_origin = pos_picking_ws;
}
}
}
CB_EnvState cbEnvState;
grd_helper::SetCb_Env(cbEnvState, cam_obj, light_src, global_lighting, lens_effect);
cbEnvState.num_safe_loopexit = num_safe_loopexit;
cbEnvState.env_dummy_2 = i_test_shader;
D3D11_MAPPED_SUBRESOURCE mappedResEnvState;
dx11DeviceImmContext->Map(cbuf_env_state, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResEnvState);
CB_EnvState* cbEnvStateData = (CB_EnvState*)mappedResEnvState.pData;
memcpy(cbEnvStateData, &cbEnvState, sizeof(CB_EnvState));
dx11DeviceImmContext->Unmap(cbuf_env_state, 0);
SET_CBUFFERS(7, 1, &cbuf_env_state);
#ifdef DX10_0
GpuRes gres_quad;
gres_quad.vm_src_id = 1;
gres_quad.res_name = string("PROXY_QUAD");
assert(gpu_manager->UpdateGpuResource(gres_quad));
vmmat44f matQaudWS2CS;
vmmath::fMatrixWS2CS(&matQaudWS2CS, &vmfloat3(0, 0, 1), &vmfloat3(0, 1, 0), &vmfloat3(0, 0, -1));
vmmat44f matQaudCS2PS;
vmmath::fMatrixOrthogonalCS2PS(&matQaudCS2PS, 2.f, 2.f, 0, 2.f);
vmmat44f matQaudWS2PS = matQaudWS2CS * matQaudCS2PS;
vmmat44f matQaudWS2PS_T = TRANSPOSE(matQaudWS2PS);
#else
if (is_ghost_mode)
{
// do 'dynamic'
D3D11_MAPPED_SUBRESOURCE mappedResHSMask;
dx11DeviceImmContext->Map(cbuf_hsmask, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResHSMask);
CB_HotspotMask* cbHSMaskData = (CB_HotspotMask*)mappedResHSMask.pData;
grd_helper::SetCb_HotspotMask(*cbHSMaskData, _fncontainer, matWS2SS);
dx11DeviceImmContext->Unmap(cbuf_hsmask, 0);
SET_CBUFFERS(9, 1, &cbuf_hsmask);
}
#endif
//if (is_ghost_mode)
//{
// SET_SHADER_RES(50, 1, (ID3D11ShaderResourceView**)&gres_fb_mask_hotspot.alloc_res_ptrs[DTYPE_SRV]);
//}
D3D11_RECT rects[1];
rects[0].left = 0;
rects[0].right = fb_size_cur.x;
rects[0].top = 0;
rects[0].bottom = fb_size_cur.y;
dx11DeviceImmContext->RSSetScissorRects(1, rects);
// View Port Setting //
D3D11_VIEWPORT dx11ViewPort;
dx11ViewPort.Width = (float)fb_size_cur.x;
dx11ViewPort.Height = (float)fb_size_cur.y;
dx11ViewPort.MinDepth = 0;
dx11ViewPort.MaxDepth = 1.0f;
dx11ViewPort.TopLeftX = 0;
dx11ViewPort.TopLeftY = 0;
dx11DeviceImmContext->RSSetViewports(1, &dx11ViewPort);
#pragma endregion
#pragma region // Presetting of VmObject
auto __compute_computespace_screen = [](int& w, int& h, const vmmat44f& matOS2SS, const AaBbMinMax& stAaBbOS)
{
vmint2 aaBbMinSS(INT_MAX, INT_MAX), aaBbMaxSS(0, 0);
vmfloat3 f3PosOrthoBoxesOS[8];
f3PosOrthoBoxesOS[0] = vmfloat3(stAaBbOS.pos_min.x, stAaBbOS.pos_min.y, stAaBbOS.pos_max.z);
f3PosOrthoBoxesOS[1] = vmfloat3(stAaBbOS.pos_max.x, stAaBbOS.pos_min.y, stAaBbOS.pos_max.z);
f3PosOrthoBoxesOS[2] = vmfloat3(stAaBbOS.pos_min.x, stAaBbOS.pos_min.y, stAaBbOS.pos_min.z);
f3PosOrthoBoxesOS[3] = vmfloat3(stAaBbOS.pos_max.x, stAaBbOS.pos_min.y, stAaBbOS.pos_min.z);
f3PosOrthoBoxesOS[4] = vmfloat3(stAaBbOS.pos_min.x, stAaBbOS.pos_max.y, stAaBbOS.pos_max.z);
f3PosOrthoBoxesOS[5] = vmfloat3(stAaBbOS.pos_max.x, stAaBbOS.pos_max.y, stAaBbOS.pos_max.z);
f3PosOrthoBoxesOS[6] = vmfloat3(stAaBbOS.pos_min.x, stAaBbOS.pos_max.y, stAaBbOS.pos_min.z);
f3PosOrthoBoxesOS[7] = vmfloat3(stAaBbOS.pos_max.x, stAaBbOS.pos_max.y, stAaBbOS.pos_min.z);
for (int i = 0; i < 8; i++)
{
vmfloat3 f3PosOrthoBoxSS;
fTransformPoint(&f3PosOrthoBoxSS, &f3PosOrthoBoxesOS[i], &matOS2SS);
vmint2 pos_xy = vmint2((int)f3PosOrthoBoxSS.x, (int)f3PosOrthoBoxSS.y);
aaBbMinSS.x = min(aaBbMinSS.x, pos_xy.x);
aaBbMinSS.y = min(aaBbMinSS.y, pos_xy.y);
aaBbMaxSS.x = max(aaBbMaxSS.x, pos_xy.x);
aaBbMaxSS.y = max(aaBbMaxSS.y, pos_xy.y);
}
w = aaBbMaxSS.x - aaBbMinSS.x;
h = aaBbMaxSS.y - aaBbMinSS.y;
};
vector<VmActor*> slicer_post_actors;
vector<VmActor*> slicer_actors;
int _w_max = 0;
int _h_max = 0;
// For Each Primitive //
for (auto& actorPair : _fncontainer->sceneActors)
{
VmActor* actor = get<1>(actorPair);
VmVObject* geo_obj = actor->GetGeometryRes();
if (geo_obj == NULL ||
geo_obj->GetObjectType() != ObjectTypePRIMITIVE ||
!geo_obj->IsDefined() ||
!actor->visible || actor->color.a == 0)
continue;
VmVObjectPrimitive* pobj = (VmVObjectPrimitive*)geo_obj;
PrimitiveData* prim_data = pobj->GetPrimitiveData();
if (prim_data->GetVerticeDefinition("POSITION") == NULL ||
#ifdef DX10_0
pobj->GetBVHTree() == NULL ||
#else
!pobj->GetBVH().IsValid() ||
#endif
prim_data->ptype != PrimitiveTypeTRIANGLE)
continue;
//if (is_picking_routine) {
// if (prim_data->ptype == vmenums::PrimitiveTypeLINE //||
// //grd_helper::CollisionCheck(actor->matWS2OS, prim_data->aabb_os, picking_ray_origin, picking_ray_dir) ||
// //curved_slicer
// )
// slicer_actors.push_back(actor);
// //std::cout << "###### obb ray intersection : " << actor->actorId << std::endl;
// // NOTE THAT is_picking_routine allows only general_oit_routine_objs!!
// continue;
//}
//vmmat44f matOS2SS = actor->matOS2WS * matWS2SS;
//int w, h;
//__compute_computespace_screen(w, h, matOS2SS, prim_data->aabb_os);
vector<VmActor*>* targetSlicerActors = &slicer_actors;
if (planeThickness > 0) {
bool noSlicerFill = actor->GetParam("_bool_DisableSolidFillOnSlicer", false);
if (noSlicerFill) targetSlicerActors = &slicer_post_actors;
}
targetSlicerActors->push_back(actor);
}
for (int i = 0; i < (int)slicer_post_actors.size(); i++) {
slicer_actors.push_back(slicer_post_actors[i]);
}
if (dx11CommonParams->gpu_profile)
cout << " ** # of slicer actors : " << slicer_actors.size() << endl;
#pragma endregion
#pragma region // FrameBuffer Setting
// Backup Previous Render Target //
ID3D11RenderTargetView* pdxRTVOld = NULL;
ID3D11DepthStencilView* pdxDSVOld = NULL;
dx11DeviceImmContext->OMGetRenderTargets(1, &pdxRTVOld, &pdxDSVOld);
dx11CommonParams->GpuProfile("Clear for Slicer Render - SR");
float flt_max_ = FLT_MAX;
uint flt_max_u = *(uint*)&flt_max_;
uint clr_unit4[4] = { 0, 0, 0, 0 };
uint clr_max_ufloat_4[4] = { flt_max_u, flt_max_u, flt_max_u, flt_max_u };
float clr_float_zero_4[4] = { 0, 0, 0, 0 };
float clr_float_fltmax_4[4] = { FLT_MAX, FLT_MAX, FLT_MAX, FLT_MAX };
//float clr_float_minus_4[4] = { -1.f, -1.f, -1.f, -1.f };
if (is_picking_routine) {
#ifdef DX10_0
dx11DeviceImmContext->ClearRenderTargetView((ID3D11RenderTargetView*)gres_picking_buffer.alloc_res_ptrs[DTYPE_RTV], clr_float_zero_4);
dx11DeviceImmContext->ClearRenderTargetView((ID3D11RenderTargetView*)gres_picking_buffer2.alloc_res_ptrs[DTYPE_RTV], clr_float_zero_4);
#endif
}
else
{
#ifdef DX10_0
dx11DeviceImmContext->ClearRenderTargetView((ID3D11RenderTargetView*)gres_fb_rgba2.alloc_res_ptrs[DTYPE_RTV], clr_float_zero_4);
dx11DeviceImmContext->ClearRenderTargetView((ID3D11RenderTargetView*)gres_fb_depthcs2.alloc_res_ptrs[DTYPE_RTV], planeThickness > 0 ? clr_float_fltmax_4 : clr_float_zero_4);
#else
dx11DeviceImmContext->ClearUnorderedAccessViewUint((ID3D11UnorderedAccessView*)gres_fb_counter.alloc_res_ptrs[DTYPE_UAV], clr_unit4);
#endif
dx11DeviceImmContext->ClearRenderTargetView((ID3D11RenderTargetView*)gres_fb_rgba.alloc_res_ptrs[DTYPE_RTV], clr_float_zero_4);
dx11DeviceImmContext->ClearRenderTargetView((ID3D11RenderTargetView*)gres_fb_depthcs.alloc_res_ptrs[DTYPE_RTV], planeThickness > 0 ? clr_float_fltmax_4 : clr_float_zero_4);
}
dx11CommonParams->GpuProfile("Clear for Slicer Render - SR", true);
#pragma endregion
#pragma region // HLSL Sampler Setting
ID3D11SamplerState* sampler_PZ = dx11CommonParams->get_sampler("POINT_ZEROBORDER");
ID3D11SamplerState* sampler_LZ = dx11CommonParams->get_sampler("LINEAR_ZEROBORDER");
ID3D11SamplerState* sampler_PC = dx11CommonParams->get_sampler("POINT_CLAMP");
ID3D11SamplerState* sampler_LC = dx11CommonParams->get_sampler("LINEAR_CLAMP");
ID3D11SamplerState* sampler_PW = dx11CommonParams->get_sampler("POINT_WRAP");
ID3D11SamplerState* sampler_LW = dx11CommonParams->get_sampler("LINEAR_WRAP");
SET_SAMPLERS(0, 1, &sampler_LZ);
SET_SAMPLERS(1, 1, &sampler_PZ);
SET_SAMPLERS(2, 1, &sampler_LC);
SET_SAMPLERS(3, 1, &sampler_PC);
SET_SAMPLERS(4, 1, &sampler_LW);
SET_SAMPLERS(5, 1, &sampler_PW);
#pragma endregion
ID3D11RenderTargetView* dx11RTVsNULL[2] = { NULL, NULL };
ID3D11UnorderedAccessView* dx11UAVs_NULL[7] = { NULL, NULL, NULL, NULL, NULL, NULL, NULL };
ID3D11ShaderResourceView* dx11SRVs_NULL[7] = { NULL, NULL, NULL, NULL, NULL, NULL, NULL };
// For Each Primitive //
int count_call_render = 0;
#define NUM_UAVs 5
auto PathTracer = [&dx11CommonParams, &dx11DeviceImmContext, &gpu_manager, &_fncontainer, &dx11LI_P, &dx11LI_PN, &dx11LI_PT, &dx11LI_PNT, &dx11LI_PTTT, &dx11VShader_P,
&dx11VShader_PN, &dx11VShader_PT, &dx11VShader_PNT, &dx11VShader_PTTT,
#ifdef DX10_0
&gres_fb_rgba2, &gres_fb_depthcs2, &gres_quad,
#else
&gres_fb_counter, &gres_fb_k_buffer,
#endif
&gres_picking_buffer, &gres_fb_rgba, &gres_fb_depthcs,
&cbuf_cam_state, &cbuf_env_state, &cbuf_clip, &cbuf_pobj, &cbuf_vobj, &cbuf_reffect, &cbuf_tmap, &cbuf_hsmask,
&num_grid_x, &num_grid_y, &matWS2PS, &matWS2SS, &matSS2WS,
&light_src, &default_phong_lighting_coeff, &default_point_thickness, &default_surfel_size, &default_line_thickness, &default_color_cmmobj, &use_spinlock_pixsynch, &use_blending_option_MomentOIT,
&count_call_render, &progress, &cam_obj, &planeThickness, &detaultOutlinePixelThickness, &camForcedOutlinePixelThickness,
&camClipMode, &camClipPlanePos, &camClipPlaneDir, &camClipMatWS2BS, &camClipperFreeActors, &isDrawingOnlyContours,
#ifdef DX10_0
&matQaudWS2PS_T, & gres_picking_buffer2,
#endif
&clr_float_zero_4, &clr_float_fltmax_4, &dx11RTVsNULL, &dx11UAVs_NULL, &dx11SRVs_NULL
](vector<VmActor*>& actor_list, const bool curved_slicer, const bool is_ghost_mode, const bool is_picking_routine)
{
// main geometry rendering process
for (VmActor* actor : actor_list)
{
VmVObjectPrimitive* pobj = (VmVObjectPrimitive*)actor->GetGeometryRes();
//assert(pobj->GetBVHTree() != NULL);
PrimitiveData* prim_data = pobj->GetPrimitiveData();
// note that the actor is visible (already checked)
#pragma region Actor Parameters
bool has_texture_img = actor->GetParam("_bool_HasTextureMap", false);
vmfloat4 material_phongCoeffs = actor->GetParam("_float4_PhongCoeffs", default_phong_lighting_coeff);
bool use_vertex_color = actor->GetParam("_bool_UseVertexColor", false) && prim_data->GetVerticeDefinition("TEXCOORD0") != NULL;
#pragma endregion
#pragma region GPU resource updates
//VmObject* tobj_otf = (VmObject*)actor->GetAssociateRes("OTF");
//VmObject* tobj_maptable = (VmObject*)actor->GetAssociateRes("MAPTABLE");
//VmVObjectVolume* vobj = (VmVObjectVolume*)actor->GetAssociateRes("VOLUME");
CB_Material cbRenderEffect;
grd_helper::SetCb_RenderingEffect(cbRenderEffect, actor);
D3D11_MAPPED_SUBRESOURCE mappedResRenderEffect;
dx11DeviceImmContext->Map(cbuf_reffect, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResRenderEffect);
CB_Material* cbRenderEffectData = (CB_Material*)mappedResRenderEffect.pData;
memcpy(cbRenderEffectData, &cbRenderEffect, sizeof(CB_Material));
dx11DeviceImmContext->Unmap(cbuf_reffect, 0);
GpuRes gres_vtx, gres_idx;
map<string, GpuRes> map_gres_texs;
grd_helper::UpdatePrimitiveModel(gres_vtx, gres_idx, map_gres_texs, pobj);
int tex_map_enum = 0;
//bool is_annotation_obj = pobj->GetObjParam("_bool_IsAnnotationObj", false) && prim_data->texture_res_info.size() > 0;
//if (is_annotation_obj)
//{
// auto it_tex = map_gres_texs.find("MAP_COLOR4");
// if (it_tex != map_gres_texs.end())
// {
// tex_map_enum = 1;
// GpuRes& gres_tex = it_tex->second;
// SET_SHADER_RES(10, 1, (ID3D11ShaderResourceView**)&gres_tex.alloc_res_ptrs[DTYPE_SRV]);
// }
//}
//else
if (has_texture_img)
{
auto it_tex = map_gres_texs.find("MAP_COLOR4");
if (it_tex != map_gres_texs.end())
{
tex_map_enum |= 0x1;
GpuRes& gres_tex = it_tex->second;
SET_SHADER_RES(10, 1, (ID3D11ShaderResourceView**)&gres_tex.alloc_res_ptrs[DTYPE_SRV]);
}
for (int i = 0; i < NUM_MATERIALS; i++)
{
it_tex = map_gres_texs.find(g_materials[i]);
if (it_tex != map_gres_texs.end())
{
tex_map_enum |= (0x1 << (i + 1));
GpuRes& gres_tex = it_tex->second;
SET_SHADER_RES(11 + i, 1, (ID3D11ShaderResourceView**)&gres_tex.alloc_res_ptrs[DTYPE_SRV]);
}
}
}
CB_PolygonObject cbPolygonObj;
cbPolygonObj.tex_map_enum = tex_map_enum;
cbPolygonObj.pobj_dummy_0 = actor->actorId;// pobj->GetObjectID(); // used for picking
grd_helper::SetCb_PolygonObj(cbPolygonObj, pobj, actor, matWS2SS, matWS2PS, false, use_vertex_color);
#ifdef DX10_0
vmmat44f pobj_mat_os2ps_T = cbPolygonObj.mat_os2ps;
cbPolygonObj.mat_os2ps = matQaudWS2PS_T;
#endif
//cbPolygonObj.Ka *= material_phongCoeffs.x;
//cbPolygonObj.Kd *= material_phongCoeffs.y;
//cbPolygonObj.Ks *= material_phongCoeffs.z;
//cbPolygonObj.Ns *= material_phongCoeffs.w;
if (default_color_cmmobj.x >= 0 && default_color_cmmobj.y >= 0 && default_color_cmmobj.z >= 0)
cbPolygonObj.Ka = cbPolygonObj.Kd = cbPolygonObj.Ks = default_color_cmmobj;
if (actor->GetParam("_bool_ApplyColorOnSlicer", false))
{
vmfloat4 color_on_slicer = actor->GetParam("_float4_ColorOnSlicer", vmfloat4(1));
cbPolygonObj.Ka = cbPolygonObj.Kd = cbPolygonObj.Ks = color_on_slicer;
cbPolygonObj.alpha = color_on_slicer.a;
}
if (is_ghost_mode)
{
bool is_ghost_surface = actor->GetParam("_bool_IsGhostSurface", false);
bool is_only_hotspot_visible = actor->GetParam("_bool_IsOnlyHotSpotVisible", false);
cbPolygonObj.pobj_flag |= (int)is_ghost_surface << 22;
cbPolygonObj.pobj_flag |= (int)is_only_hotspot_visible << 23;
//cout << "TEST : " << is_ghost_surface << ", " << is_only_hotspot_visible << endl;
}
bool noSlicerFill = actor->GetParam("_bool_DisableSolidFillOnSlicer", false);
if (isDrawingOnlyContours) noSlicerFill = true;
cbPolygonObj.pobj_flag |= (int)noSlicerFill << 6;
//if (planeThickness == 0) {
cbPolygonObj.pix_thickness = actor->GetParam("_float_OutlinePixThickness", detaultOutlinePixelThickness);
if (camForcedOutlinePixelThickness > 0) {
cbPolygonObj.pix_thickness = camForcedOutlinePixelThickness;
}
cbPolygonObj.num_letters = prim_data->GetNumVertexDefinitions() * 3;
//}
D3D11_MAPPED_SUBRESOURCE mappedResPobjData;
dx11DeviceImmContext->Map(cbuf_pobj, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResPobjData);
CB_PolygonObject* cbPolygonObjData = (CB_PolygonObject*)mappedResPobjData.pData;
memcpy(cbPolygonObjData, &cbPolygonObj, sizeof(CB_PolygonObject));
dx11DeviceImmContext->Unmap(cbuf_pobj, 0);
CB_ClipInfo cbClipInfo;
grd_helper::SetCb_ClipInfo(cbClipInfo, pobj, actor, camClipMode, camClipperFreeActors, camClipMatWS2BS, camClipPlanePos, camClipPlaneDir);
D3D11_MAPPED_SUBRESOURCE mappedResClipInfo;
dx11DeviceImmContext->Map(cbuf_clip, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResClipInfo);
CB_ClipInfo* cbClipInfoData = (CB_ClipInfo*)mappedResClipInfo.pData;
memcpy(cbClipInfoData, &cbClipInfo, sizeof(CB_ClipInfo));
dx11DeviceImmContext->Unmap(cbuf_clip, 0);
//SET_CBUFFERS(0, 1, &cbuf_cam_state);
dx11DeviceImmContext->VSSetConstantBuffers(1, 1, &cbuf_pobj);
SET_CBUFFERS(1, 1, &cbuf_pobj);
SET_CBUFFERS(2, 1, &cbuf_clip);
SET_CBUFFERS(3, 1, &cbuf_reffect);
#pragma endregion
// to do ray-tracer
const bool fillInside = true;
const bool cutPlane = true && !curved_slicer;
const bool isLegacyBVH = pobj->GetBVHTree() != NULL;
if (fillInside)
{
if (isLegacyBVH)
{