using System; using System.Numerics; using System.Runtime.InteropServices; using System.Text; using TerraFX.Interop.DirectX; using TerraFX.Interop.Windows; namespace Auspex.Rendering.Direct3D; internal sealed class TriangleFillShader : IDisposable { public struct Constants { public Matrix4x4 ViewProj; public Vector2 PixelToUv; } public struct Instance { public Vector3 Point; public Vector4 Color; public Vector4 FadeParams; } public sealed class Data : HlslShaderData { public sealed class Builder : HlslShaderBuilder { internal Builder(FrameRenderContext ctx, Data data) : base(data._buffer.Map(ctx)) { } public void Add(Vector3 world, Vector4 color, AxDxParams p) { _inner.Add(new Instance { Point = world, Color = color, FadeParams = new Vector4(p.OccludedAlpha, p.OcclusionTolerance, p.FadeStart, p.FadeStop) }); } } public Data(FrameRenderContext ctx, int maxCount, bool dynamic) : base("Triangle", ctx, maxCount, dynamic) { } public Builder Map(FrameRenderContext ctx) { return new Builder(ctx, this); } public void DrawSubset(FrameRenderContext ctx, int firstPoint, int numPoints) { DrawVertices(ctx, firstPoint, numPoints); } public void DrawAll(FrameRenderContext ctx) { DrawVertices(ctx, 0, _buffer.CurElements); } } private unsafe ID3D11Buffer* _constantBuffer; private unsafe ID3D11InputLayout* _il; private unsafe ID3D11VertexShader* _vs; private unsafe ID3D11PixelShader* _ps; public unsafe TriangleFillShader(FrameRenderContext ctx) { byte[] bytes = Encoding.UTF8.GetBytes("cbuffer Constants : register(b0)\n{\n float4x4 viewProj;\n float2 pixelToUv;\n};\n\nTexture2D _sceneDepth : register(t0);\nSamplerState _occlusionSampler\n{\n Filter = MIN_MAG_MIP_POINT;\n AddressU = CLAMP;\n AddressV = CLAMP;\n};\n\n// fadeParams: x=OccludedAlpha, y=OcclusionTolerance (m), z=FadeStart (m), w=FadeStop (m).\nfloat4 applyShared(float4 color, float3 projPos, float4 fadeParams)\n{\n float2 uv = projPos.xy * pixelToUv;\n float sceneNdcZ = _sceneDepth.Sample(_occlusionSampler, uv).r;\n\n float near = viewProj._m32;\n float shapeWorldZ = near / max(projPos.z, 1e-6);\n float sceneWorldZ = near / max(sceneNdcZ, 1e-6);\n\n float behindMeters = max(shapeWorldZ - sceneWorldZ, 0.0);\n float occlusion = behindMeters <= fadeParams.y ? 1.0 : fadeParams.x;\n\n float distanceFactor = 1.0;\n if (fadeParams.w < 1e10)\n {\n float range = max(fadeParams.w - fadeParams.z, 1e-4);\n distanceFactor = saturate((fadeParams.w - shapeWorldZ) / range);\n }\n\n color.a *= occlusion * distanceFactor;\n return color;\n}\n\nstruct Point\n{\n float3 pos : WORLD;\n float4 color : COLOR;\n float4 fadeParams : FADEPARAMS;\n};\n\nstruct VSOutput\n{\n float4 projPos : SV_POSITION;\n float4 color : COLOR;\n float4 fadeParams : FADEPARAMS;\n};\n\nVSOutput vs(Point v)\n{\n VSOutput vs;\n vs.projPos = mul(float4(v.pos, 1), viewProj);\n vs.color = v.color;\n vs.fadeParams = v.fadeParams;\n return vs;\n}\n\nfloat4 ps(VSOutput input) : SV_TARGET\n{\n return applyShared(input.color, input.projPos.xyz, input.fadeParams);\n}"); CompileShader(bytes, "vs"u8, "vs_5_0"u8, out var blob, "Point VS"); CompileShader(bytes, "ps"u8, "ps_5_0"u8, out var blob2, "Point PS"); ID3D11VertexShader* vs = default(ID3D11VertexShader*); Marshal.ThrowExceptionForHR(ctx.Device->CreateVertexShader(blob->GetBufferPointer(), blob->GetBufferSize(), null, &vs)); _vs = vs; ID3D11PixelShader* ps = default(ID3D11PixelShader*); Marshal.ThrowExceptionForHR(ctx.Device->CreatePixelShader(blob2->GetBufferPointer(), blob2->GetBufferSize(), null, &ps)); _ps = ps; D3D11_BUFFER_DESC d3D11_BUFFER_DESC = new D3D11_BUFFER_DESC { ByteWidth = 80u, Usage = D3D11_USAGE.D3D11_USAGE_DEFAULT, BindFlags = 4u }; ID3D11Buffer* constantBuffer = default(ID3D11Buffer*); Marshal.ThrowExceptionForHR(ctx.Device->CreateBuffer(&d3D11_BUFFER_DESC, null, &constantBuffer)); _constantBuffer = constantBuffer; fixed (byte* semanticName = "WORLD"u8) { fixed (byte* semanticName2 = "COLOR"u8) { fixed (byte* semanticName3 = "FADEPARAMS"u8) { D3D11_INPUT_ELEMENT_DESC* ptr = stackalloc D3D11_INPUT_ELEMENT_DESC[3]; *ptr = new D3D11_INPUT_ELEMENT_DESC { SemanticName = (sbyte*)semanticName, SemanticIndex = 0u, Format = DXGI_FORMAT.DXGI_FORMAT_R32G32B32_FLOAT, AlignedByteOffset = uint.MaxValue, InputSlot = 0u, InputSlotClass = D3D11_INPUT_CLASSIFICATION.D3D11_INPUT_PER_VERTEX_DATA, InstanceDataStepRate = 0u }; ptr[1] = new D3D11_INPUT_ELEMENT_DESC { SemanticName = (sbyte*)semanticName2, SemanticIndex = 0u, Format = DXGI_FORMAT.DXGI_FORMAT_R32G32B32A32_FLOAT, AlignedByteOffset = uint.MaxValue, InputSlot = 0u, InputSlotClass = D3D11_INPUT_CLASSIFICATION.D3D11_INPUT_PER_VERTEX_DATA, InstanceDataStepRate = 0u }; ptr[2] = new D3D11_INPUT_ELEMENT_DESC { SemanticName = (sbyte*)semanticName3, SemanticIndex = 0u, Format = DXGI_FORMAT.DXGI_FORMAT_R32G32B32A32_FLOAT, AlignedByteOffset = uint.MaxValue, InputSlot = 0u, InputSlotClass = D3D11_INPUT_CLASSIFICATION.D3D11_INPUT_PER_VERTEX_DATA, InstanceDataStepRate = 0u }; ID3D11InputLayout* il = default(ID3D11InputLayout*); Marshal.ThrowExceptionForHR(ctx.Device->CreateInputLayout(ptr, 3u, blob->GetBufferPointer(), blob->GetBufferSize(), &il)); _il = il; } } } blob->Release(); blob2->Release(); } public unsafe void Dispose() { if (_constantBuffer != null) { _constantBuffer->Release(); _constantBuffer = null; } if (_il != null) { _il->Release(); _il = null; } if (_vs != null) { _vs->Release(); _vs = null; } if (_ps != null) { _ps->Release(); _ps = null; } GC.SuppressFinalize(this); } public unsafe void UpdateConstants(FrameRenderContext ctx, Constants consts) { consts.ViewProj = Matrix4x4.Transpose(consts.ViewProj); ctx.Context->UpdateSubresource((ID3D11Resource*)_constantBuffer, 0u, null, &consts, 0u, 0u); } public unsafe void Bind(FrameRenderContext ctx) { ctx.Context->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY.D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); ctx.Context->IASetInputLayout(_il); ctx.Context->VSSetShader(_vs, null, 0u); ID3D11Buffer* constantBuffer = _constantBuffer; ctx.Context->VSSetConstantBuffers(0u, 1u, &constantBuffer); ctx.Context->PSSetShader(_ps, null, 0u); ctx.Context->PSSetConstantBuffers(0u, 1u, &constantBuffer); ctx.Context->GSSetShader(null, null, 0u); } public void Draw(FrameRenderContext ctx, Data data) { Bind(ctx); data.DrawAll(ctx); } internal unsafe static void CompileShader(ReadOnlySpan source, ReadOnlySpan entryPoint, ReadOnlySpan target, out ID3DBlob* blob, string label) { ID3DBlob* ptr = null; ID3DBlob* ptr2 = null; HRESULT hRESULT; fixed (byte* pSrcData = source) { fixed (byte* pEntrypoint = entryPoint) { fixed (byte* pTarget = target) { hRESULT = DirectX.D3DCompile(pSrcData, (nuint)source.Length, null, null, null, (sbyte*)pEntrypoint, (sbyte*)pTarget, 0u, 0u, &ptr, &ptr2); } } } string text = null; if (ptr2 != null) { text = Encoding.UTF8.GetString((byte*)ptr2->GetBufferPointer(), (int)(nuint)ptr2->GetBufferSize()).TrimEnd('\0'); ptr2->Release(); } AuspexService.Log.Debug(label + " compile: " + text); if (hRESULT.FAILED) { if (ptr != null) { ptr->Release(); } throw new InvalidOperationException("Shader compilation failed (" + label + "): " + text); } blob = ptr; } }