225 lines
7.7 KiB
C#
225 lines
7.7 KiB
C#
using System;
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using System.Numerics;
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using System.Runtime.InteropServices;
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using System.Text;
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using TerraFX.Interop.DirectX;
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using TerraFX.Interop.Windows;
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namespace Auspex.Rendering.Direct3D;
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internal sealed class TriangleFillShader : IDisposable
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{
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public struct Constants
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{
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public Matrix4x4 ViewProj;
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public Vector2 PixelToUv;
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}
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public struct Instance
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{
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public Vector3 Point;
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public Vector4 Color;
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public Vector4 FadeParams;
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}
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public sealed class Data : HlslShaderData<Instance>
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{
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public sealed class Builder : HlslShaderBuilder<Instance>
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{
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internal Builder(FrameRenderContext ctx, Data data)
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: base(data._buffer.Map(ctx))
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{
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}
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public void Add(Vector3 world, Vector4 color, AxDxParams p)
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{
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_inner.Add(new Instance
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{
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Point = world,
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Color = color,
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FadeParams = new Vector4(p.OccludedAlpha, p.OcclusionTolerance, p.FadeStart, p.FadeStop)
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});
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}
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}
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public Data(FrameRenderContext ctx, int maxCount, bool dynamic)
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: base("Triangle", ctx, maxCount, dynamic)
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{
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}
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public Builder Map(FrameRenderContext ctx)
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{
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return new Builder(ctx, this);
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}
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public void DrawSubset(FrameRenderContext ctx, int firstPoint, int numPoints)
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{
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DrawVertices(ctx, firstPoint, numPoints);
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}
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public void DrawAll(FrameRenderContext ctx)
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{
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DrawVertices(ctx, 0, _buffer.CurElements);
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}
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}
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private unsafe ID3D11Buffer* _constantBuffer;
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private unsafe ID3D11InputLayout* _il;
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private unsafe ID3D11VertexShader* _vs;
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private unsafe ID3D11PixelShader* _ps;
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public unsafe TriangleFillShader(FrameRenderContext ctx)
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{
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byte[] bytes = Encoding.UTF8.GetBytes("cbuffer Constants : register(b0)\n{\n float4x4 viewProj;\n float2 pixelToUv;\n};\n\nTexture2D<float4> _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}");
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CompileShader(bytes, "vs"u8, "vs_5_0"u8, out var blob, "Point VS");
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CompileShader(bytes, "ps"u8, "ps_5_0"u8, out var blob2, "Point PS");
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ID3D11VertexShader* vs = default(ID3D11VertexShader*);
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Marshal.ThrowExceptionForHR(ctx.Device->CreateVertexShader(blob->GetBufferPointer(), blob->GetBufferSize(), null, &vs));
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_vs = vs;
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ID3D11PixelShader* ps = default(ID3D11PixelShader*);
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Marshal.ThrowExceptionForHR(ctx.Device->CreatePixelShader(blob2->GetBufferPointer(), blob2->GetBufferSize(), null, &ps));
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_ps = ps;
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D3D11_BUFFER_DESC d3D11_BUFFER_DESC = new D3D11_BUFFER_DESC
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{
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ByteWidth = 80u,
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Usage = D3D11_USAGE.D3D11_USAGE_DEFAULT,
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BindFlags = 4u
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};
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ID3D11Buffer* constantBuffer = default(ID3D11Buffer*);
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Marshal.ThrowExceptionForHR(ctx.Device->CreateBuffer(&d3D11_BUFFER_DESC, null, &constantBuffer));
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_constantBuffer = constantBuffer;
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fixed (byte* semanticName = "WORLD"u8)
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{
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fixed (byte* semanticName2 = "COLOR"u8)
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{
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fixed (byte* semanticName3 = "FADEPARAMS"u8)
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{
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D3D11_INPUT_ELEMENT_DESC* ptr = stackalloc D3D11_INPUT_ELEMENT_DESC[3];
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*ptr = new D3D11_INPUT_ELEMENT_DESC
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{
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SemanticName = (sbyte*)semanticName,
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SemanticIndex = 0u,
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Format = DXGI_FORMAT.DXGI_FORMAT_R32G32B32_FLOAT,
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AlignedByteOffset = uint.MaxValue,
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InputSlot = 0u,
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InputSlotClass = D3D11_INPUT_CLASSIFICATION.D3D11_INPUT_PER_VERTEX_DATA,
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InstanceDataStepRate = 0u
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};
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ptr[1] = new D3D11_INPUT_ELEMENT_DESC
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{
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SemanticName = (sbyte*)semanticName2,
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SemanticIndex = 0u,
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Format = DXGI_FORMAT.DXGI_FORMAT_R32G32B32A32_FLOAT,
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AlignedByteOffset = uint.MaxValue,
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InputSlot = 0u,
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InputSlotClass = D3D11_INPUT_CLASSIFICATION.D3D11_INPUT_PER_VERTEX_DATA,
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InstanceDataStepRate = 0u
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};
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ptr[2] = new D3D11_INPUT_ELEMENT_DESC
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{
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SemanticName = (sbyte*)semanticName3,
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SemanticIndex = 0u,
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Format = DXGI_FORMAT.DXGI_FORMAT_R32G32B32A32_FLOAT,
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AlignedByteOffset = uint.MaxValue,
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InputSlot = 0u,
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InputSlotClass = D3D11_INPUT_CLASSIFICATION.D3D11_INPUT_PER_VERTEX_DATA,
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InstanceDataStepRate = 0u
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};
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ID3D11InputLayout* il = default(ID3D11InputLayout*);
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Marshal.ThrowExceptionForHR(ctx.Device->CreateInputLayout(ptr, 3u, blob->GetBufferPointer(), blob->GetBufferSize(), &il));
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_il = il;
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}
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}
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}
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blob->Release();
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blob2->Release();
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}
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public unsafe void Dispose()
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{
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if (_constantBuffer != null)
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{
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_constantBuffer->Release();
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_constantBuffer = null;
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}
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if (_il != null)
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{
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_il->Release();
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_il = null;
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}
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if (_vs != null)
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{
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_vs->Release();
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_vs = null;
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}
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if (_ps != null)
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{
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_ps->Release();
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_ps = null;
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}
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GC.SuppressFinalize(this);
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}
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public unsafe void UpdateConstants(FrameRenderContext ctx, Constants consts)
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{
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consts.ViewProj = Matrix4x4.Transpose(consts.ViewProj);
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ctx.Context->UpdateSubresource((ID3D11Resource*)_constantBuffer, 0u, null, &consts, 0u, 0u);
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}
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public unsafe void Bind(FrameRenderContext ctx)
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{
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ctx.Context->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY.D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
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ctx.Context->IASetInputLayout(_il);
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ctx.Context->VSSetShader(_vs, null, 0u);
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ID3D11Buffer* constantBuffer = _constantBuffer;
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ctx.Context->VSSetConstantBuffers(0u, 1u, &constantBuffer);
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ctx.Context->PSSetShader(_ps, null, 0u);
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ctx.Context->PSSetConstantBuffers(0u, 1u, &constantBuffer);
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ctx.Context->GSSetShader(null, null, 0u);
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}
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public void Draw(FrameRenderContext ctx, Data data)
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{
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Bind(ctx);
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data.DrawAll(ctx);
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}
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internal unsafe static void CompileShader(ReadOnlySpan<byte> source, ReadOnlySpan<byte> entryPoint, ReadOnlySpan<byte> target, out ID3DBlob* blob, string label)
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{
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ID3DBlob* ptr = null;
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ID3DBlob* ptr2 = null;
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HRESULT hRESULT;
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fixed (byte* pSrcData = source)
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{
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fixed (byte* pEntrypoint = entryPoint)
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{
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fixed (byte* pTarget = target)
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{
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hRESULT = DirectX.D3DCompile(pSrcData, (nuint)source.Length, null, null, null, (sbyte*)pEntrypoint, (sbyte*)pTarget, 0u, 0u, &ptr, &ptr2);
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}
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}
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}
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string text = null;
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if (ptr2 != null)
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{
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text = Encoding.UTF8.GetString((byte*)ptr2->GetBufferPointer(), (int)(nuint)ptr2->GetBufferSize()).TrimEnd('\0');
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ptr2->Release();
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}
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AuspexService.Log.Debug(label + " compile: " + text);
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if (hRESULT.FAILED)
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{
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if (ptr != null)
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{
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ptr->Release();
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}
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throw new InvalidOperationException("Shader compilation failed (" + label + "): " + text);
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}
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blob = ptr;
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}
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}
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