// Handle OnCreation events
//-----------------------------------------------------------------------------
void MySample::Create()
{    
    CPUTAssetLibrary *pAssetLibrary = CPUTAssetLibrary::GetAssetLibrary();

    gLightDir.normalize();

    // TODO: read from cmd line, using these as defaults
    //pAssetLibrary->SetMediaDirectoryName(    _L("Media"));

    CPUTGuiControllerDX11 *pGUI = CPUTGetGuiController();

    // create some controls
	CPUTButton     *pButton = NULL;
    pGUI->CreateButton(_L("Fullscreen"), ID_FULLSCREEN_BUTTON, ID_MAIN_PANEL, &pButton);
	pGUI->CreateDropdown( L"Rasterizer Technique: SCALAR", ID_RASTERIZE_TYPE, ID_MAIN_PANEL, &mpTypeDropDown);
    mpTypeDropDown->AddSelectionItem( L"Rasterizer Technique: SSE" );
   	mpTypeDropDown->SetSelectedItem(mSOCType + 1);
   
	wchar_t string[CPUT_MAX_STRING_LENGTH];
    pGUI->CreateText(    _L("Occluders                                              \t"), ID_OCCLUDERS, ID_MAIN_PANEL, &mpOccludersText);
	
	swprintf_s(&string[0], CPUT_MAX_STRING_LENGTH, _L("\tNumber of Models: \t%d"), mNumOccluders);
	pGUI->CreateText(string, ID_NUM_OCCLUDERS, ID_MAIN_PANEL, &mpNumOccludersText);

	swprintf_s(&string[0], CPUT_MAX_STRING_LENGTH, _L("\tDepth rasterized models: %d"), mNumOccludersR2DB);
	pGUI->CreateText(string, ID_NUM_OCCLUDERS_RASTERIZED_TO_DB, ID_MAIN_PANEL, &mpOccludersR2DBText);

	swprintf_s(&string[0], CPUT_MAX_STRING_LENGTH, _L("\tNumber of tris: \t\t%f"), mNumOccluderTris);
	pGUI->CreateText(string, ID_NUM_OCCLUDER_TRIS, ID_MAIN_PANEL, &mpOccluderTrisText);

	swprintf_s(&string[0], CPUT_MAX_STRING_LENGTH, _L("\tDepth rasterized tris: \t%f"), mNumOccluderRasterizedTris);
	pGUI->CreateText(string, ID_NUM_OCCLUDER_RASTERIZED_TRIS, ID_MAIN_PANEL, &mpOccluderRasterizedTrisText);

	swprintf_s(&string[0], CPUT_MAX_STRING_LENGTH, _L("\tDepth raterizer time: \t%f"), mRasterizeTime);
	pGUI->CreateText(string, ID_RASTERIZE_TIME, ID_MAIN_PANEL, &mpRasterizeTimeText);

	swprintf_s(&string[0], CPUT_MAX_STRING_LENGTH, _L("Occluder Size Threshold: %0.4f"), mOccluderSizeThreshold);
	pGUI->CreateSlider(string, ID_OCCLUDER_SIZE, ID_MAIN_PANEL, &mpOccluderSizeSlider);
	mpOccluderSizeSlider->SetScale(0, 5.0, 51);
	mpOccluderSizeSlider->SetValue(mOccluderSizeThreshold);
	mpOccluderSizeSlider->SetTickDrawing(false);
    
	pGUI->CreateText(_L("Occludees                                              \t"), ID_OCCLUDEES, ID_MAIN_PANEL, &mpOccludeesText);

	swprintf_s(&string[0], CPUT_MAX_STRING_LENGTH, _L("\tNumber of Models: \t%d"), mNumOccludees);
	pGUI->CreateText(string, ID_NUM_OCCLUDEES, ID_MAIN_PANEL, &mpNumOccludeesText);

	swprintf_s(&string[0], CPUT_MAX_STRING_LENGTH, _L("\tModels culled: \t%d"), mNumCulled);
	pGUI->CreateText(string, ID_NUM_CULLED, ID_MAIN_PANEL, &mpCulledText);

	swprintf_s(&string[0], CPUT_MAX_STRING_LENGTH, _L("\tModels visible: \t%d"), mNumVisible);
	pGUI->CreateText(string, ID_NUM_VISIBLE, ID_MAIN_PANEL, &mpVisibleText);

	swprintf_s(&string[0], CPUT_MAX_STRING_LENGTH, _L("\tNumber of tris: \t%d"), (int)mNumOccludeeTris);
	pGUI->CreateText(string, ID_NUM_OCCLUDEE_TRIS, ID_MAIN_PANEL, &mpOccludeeTrisText);

	swprintf_s(&string[0], CPUT_MAX_STRING_LENGTH, _L("\tCulled Triangles: \t%d"), (int)mNumOccludeeCulledTris);
	pGUI->CreateText(string, ID_NUM_OCCLUDEE_CULLED_TRIS, ID_MAIN_PANEL, &mpCulledTrisText);

	swprintf_s(&string[0], CPUT_MAX_STRING_LENGTH, _L("\tVisible Triangles: \t%d"), (int)mNumOccludeeVisibleTris);
	pGUI->CreateText(string, ID_NUM_OCCLUDEE_VISIBLE_TRIS, ID_MAIN_PANEL, &mpVisibleTrisText);

	swprintf_s(&string[0], CPUT_MAX_STRING_LENGTH, _L("\tVisible Triangles: \t%0.2f ms"), mDepthTestTime);
	pGUI->CreateText(string, ID_DEPTHTEST_TIME, ID_MAIN_PANEL, &mpDepthTestTimeText);

	swprintf_s(&string[0], CPUT_MAX_STRING_LENGTH, _L("Occludee Size Threshold: %0.4f"), mOccludeeSizeThreshold);
	pGUI->CreateSlider(string, ID_OCCLUDEE_SIZE, ID_MAIN_PANEL, &mpOccludeeSizeSlider);
	mpOccludeeSizeSlider->SetScale(0, 0.1f, 41);
	mpOccludeeSizeSlider->SetValue(mOccludeeSizeThreshold);
	mpOccludeeSizeSlider->SetTickDrawing(false);

	swprintf_s(&string[0], CPUT_MAX_STRING_LENGTH, _L("Total Cull time: %0.2f"), mTotalCullTime);
	pGUI->CreateText(string, ID_TOTAL_CULL_TIME, ID_MAIN_PANEL, &mpTotalCullTimeText);

	pGUI->CreateCheckbox(_L("Depth Test Culling"),  ID_ENABLE_CULLING, ID_MAIN_PANEL, &mpCullingCheckBox);
	pGUI->CreateCheckbox(_L("Frustum Culling"),  ID_ENABLE_FCULLING, ID_MAIN_PANEL, &mpFCullingCheckBox);
	pGUI->CreateCheckbox(_L("View Depth Buffer"),  ID_DEPTH_BUFFER_VISIBLE, ID_MAIN_PANEL, &mpDBCheckBox);
	pGUI->CreateCheckbox(_L("View Bounding Box"),  ID_BOUNDING_BOX_VISIBLE, ID_MAIN_PANEL, &mpBBCheckBox);
	pGUI->CreateCheckbox(_L("Multi Tasking"), ID_ENABLE_TASKS, ID_MAIN_PANEL, &mpTasksCheckBox);
	pGUI->CreateCheckbox(_L("Vsync"), ID_VSYNC_ON_OFF, ID_MAIN_PANEL, &mpVsyncCheckBox);
	pGUI->CreateCheckbox(_L("Pipeline"), ID_PIPELINE, ID_MAIN_PANEL, &mpPipelineCheckBox);

	swprintf_s(&string[0], CPUT_MAX_STRING_LENGTH, _L("Number of draw calls: \t%d"), mNumDrawCalls);
	pGUI->CreateText(string, ID_NUM_DRAW_CALLS, ID_MAIN_PANEL, &mpDrawCallsText),
	
	swprintf_s(&string[0], CPUT_MAX_STRING_LENGTH, _L("Depth Test Tasks: \t\t%d"), mNumDepthTestTasks);
    pGUI->CreateSlider(string, ID_DEPTH_TEST_TASKS, ID_MAIN_PANEL, &mpDepthTestTaskSlider);
	mpDepthTestTaskSlider->SetScale(1, (float)NUM_DT_TASKS, 11);
	mpDepthTestTaskSlider->SetValue((float)mNumDepthTestTasks);
	mpDepthTestTaskSlider->SetTickDrawing(false);
	mpAABB->SetDepthTestTasks(mNumDepthTestTasks);

    //
    // Create Static text
    //
    pGUI->CreateText( _L("F1 for Help"), ID_IGNORE_CONTROL_ID, ID_SECONDARY_PANEL);
    pGUI->CreateText( _L("[Escape] to quit application"), ID_IGNORE_CONTROL_ID, ID_SECONDARY_PANEL);
    pGUI->CreateText( _L("A,S,D,F - move camera position"), ID_IGNORE_CONTROL_ID, ID_SECONDARY_PANEL);
    pGUI->CreateText( _L("Q - camera position up"), ID_IGNORE_CONTROL_ID, ID_SECONDARY_PANEL);
    pGUI->CreateText( _L("E - camera position down"), ID_IGNORE_CONTROL_ID, ID_SECONDARY_PANEL);
    pGUI->CreateText( _L("mouse + right click - camera look location"), ID_IGNORE_CONTROL_ID, ID_SECONDARY_PANEL);
	pGUI->CreateText( _L("size thresholds : computed using screen space metris"), ID_IGNORE_CONTROL_ID, ID_SECONDARY_PANEL);

    pGUI->SetActivePanel(ID_MAIN_PANEL);
    pGUI->DrawFPS(true);

    // Add our programatic (and global) material parameters
    CPUTMaterial::mGlobalProperties.AddValue( _L("cbPerFrameValues"), _L("$cbPerFrameValues") );
    CPUTMaterial::mGlobalProperties.AddValue( _L("cbPerModelValues"), _L("$cbPerModelValues") );
    CPUTMaterial::mGlobalProperties.AddValue( _L("_Shadow"), _L("$shadow_depth") );

	// Creating a render target to view the CPU rasterized depth buffer
	mpCPUDepthBuf[0] = new char[SCREENW*SCREENH*4];
	mpCPUDepthBuf[1] = new char[SCREENW*SCREENH*4];
	mpGPUDepthBuf    = new char[SCREENW*SCREENH*4];

	CD3D11_TEXTURE2D_DESC cpuRenderTargetDescSSE
	(
		DXGI_FORMAT_R8G8B8A8_UNORM,
        SCREENW * 2, // TODO: round up to full tile sizes
        SCREENH / 2,
        1, // Array Size
        1, // MIP Levels
		D3D11_BIND_SHADER_RESOURCE,
        D3D11_USAGE_DEFAULT,
		0
    );
	HRESULT hr;
	hr = mpD3dDevice->CreateTexture2D(&cpuRenderTargetDescSSE, NULL, &mpCPURenderTargetSSE[0]);
	ASSERT(SUCCEEDED(hr), _L("Failed creating render target."));

	hr = mpD3dDevice->CreateTexture2D(&cpuRenderTargetDescSSE, NULL, &mpCPURenderTargetSSE[1]);
	ASSERT(SUCCEEDED(hr), _L("Failed creating render target."));

	hr = mpD3dDevice->CreateShaderResourceView(mpCPURenderTargetSSE[0], NULL, &mpCPUSRVSSE[0]);
	ASSERT(SUCCEEDED(hr), _L("Failed creating shader resource view."));

	hr = mpD3dDevice->CreateShaderResourceView(mpCPURenderTargetSSE[1], NULL, &mpCPUSRVSSE[1]);
	ASSERT(SUCCEEDED(hr), _L("Failed creating shader resource view."));

	// Corresponding texture object
	CPUTTextureDX11 *pDummyTex0 = new CPUTTextureDX11;
	pDummyTex0->SetTextureAndShaderResourceView(mpCPURenderTargetSSE[0], mpCPUSRVSSE[0]);
	pAssetLibrary->AddTexture( _L("$depthbuf_tex_SSE"), pDummyTex0 );
	SAFE_RELEASE(pDummyTex0);

	CPUTTextureDX11 *pDummyTex1 = new CPUTTextureDX11;
	pDummyTex1->SetTextureAndShaderResourceView(mpCPURenderTargetSSE[1], mpCPUSRVSSE[1]);
	pAssetLibrary->AddTexture( _L("$depthbuf_tex_SSE"), pDummyTex1 );
	SAFE_RELEASE(pDummyTex1);

	CD3D11_TEXTURE2D_DESC cpuRenderTargetDescScalar
	(
		DXGI_FORMAT_R8G8B8A8_UNORM,
        SCREENW, // TODO: round up to full tile sizes
        SCREENH,
        1, // Array Size
        1, // MIP Levels
		D3D11_BIND_SHADER_RESOURCE,
        D3D11_USAGE_DEFAULT,
		0
    );
	hr = mpD3dDevice->CreateTexture2D(&cpuRenderTargetDescScalar, NULL, &mpCPURenderTargetScalar[0]);
	ASSERT(SUCCEEDED(hr), _L("Failed creating render target."));

	hr = mpD3dDevice->CreateTexture2D(&cpuRenderTargetDescScalar, NULL, &mpCPURenderTargetScalar[1]);
	ASSERT(SUCCEEDED(hr), _L("Failed creating render target."));

	hr = mpD3dDevice->CreateShaderResourceView(mpCPURenderTargetScalar[0], NULL, &mpCPUSRVScalar[0]);
	ASSERT(SUCCEEDED(hr), _L("Failed creating shader resource view."));

	hr = mpD3dDevice->CreateShaderResourceView(mpCPURenderTargetScalar[1], NULL, &mpCPUSRVScalar[1]);
	ASSERT(SUCCEEDED(hr), _L("Failed creating shader resource view."));

	// Corresponding texture object
	CPUTTextureDX11 *pDummyTex2 = new CPUTTextureDX11;
	pDummyTex2->SetTextureAndShaderResourceView(mpCPURenderTargetScalar[0], mpCPUSRVScalar[0]);
	pAssetLibrary->AddTexture( _L("$depthbuf_tex_Scalar"), pDummyTex2 );
	SAFE_RELEASE(pDummyTex2);

	CPUTTextureDX11 *pDummyTex3 = new CPUTTextureDX11;
	pDummyTex3->SetTextureAndShaderResourceView(mpCPURenderTargetScalar[1], mpCPUSRVScalar[1]);
	pAssetLibrary->AddTexture( _L("$depthbuf_tex_Scalar"), pDummyTex3 );
	SAFE_RELEASE(pDummyTex3);

	// Create default shaders
    CPUTPixelShaderDX11  *pPS       = CPUTPixelShaderDX11::CreatePixelShaderFromMemory(            _L("$DefaultShader"), CPUT_DX11::mpD3dDevice,          _L("PSMain"), _L("ps_4_0"), gpDefaultShaderSource );
    CPUTPixelShaderDX11  *pPSNoTex  = CPUTPixelShaderDX11::CreatePixelShaderFromMemory(   _L("$DefaultShaderNoTexture"), CPUT_DX11::mpD3dDevice, _L("PSMainNoTexture"), _L("ps_4_0"), gpDefaultShaderSource );
    CPUTVertexShaderDX11 *pVS       = CPUTVertexShaderDX11::CreateVertexShaderFromMemory(          _L("$DefaultShader"), CPUT_DX11::mpD3dDevice,          _L("VSMain"), _L("vs_4_0"), gpDefaultShaderSource );
    CPUTVertexShaderDX11 *pVSNoTex  = CPUTVertexShaderDX11::CreateVertexShaderFromMemory( _L("$DefaultShaderNoTexture"), CPUT_DX11::mpD3dDevice, _L("VSMainNoTexture"), _L("vs_4_0"), gpDefaultShaderSource );

    // We just want to create them, which adds them to the library.  We don't need them any more so release them, leaving refCount at 1 (only library owns a ref)
    SAFE_RELEASE(pPS);
    SAFE_RELEASE(pPSNoTex);
    SAFE_RELEASE(pVS);
    SAFE_RELEASE(pVSNoTex);

    // load shadow casting material+sprite object
    cString ExecutableDirectory;
    CPUTOSServices::GetOSServices()->GetExecutableDirectory(&ExecutableDirectory);
    pAssetLibrary->SetMediaDirectoryName(  ExecutableDirectory+_L("..\\..\\Media\\"));

    mpShadowRenderTarget = new CPUTRenderTargetDepth();
    mpShadowRenderTarget->CreateRenderTarget( cString(_L("$shadow_depth")), SHADOW_WIDTH_HEIGHT, SHADOW_WIDTH_HEIGHT, DXGI_FORMAT_D32_FLOAT );

    mpDebugSprite = new CPUTSprite();
    mpDebugSprite->CreateSprite( -1.0f, -1.0f, 0.5f, 0.5f, _L("Sprite") );

	int width, height;
    CPUTOSServices::GetOSServices()->GetClientDimensions(&width, &height);

	// Depth buffer visualization material
	mpShowDepthBufMtrlScalar = (CPUTMaterialDX11*)CPUTAssetLibraryDX11::GetAssetLibrary()->GetMaterial( _L("showDepthBufScalar"));
	mpShowDepthBufMtrlSSE = (CPUTMaterialDX11*)CPUTAssetLibraryDX11::GetAssetLibrary()->GetMaterial( _L("showDepthBufSSE"));
		
	if(mSOCType == SCALAR_TYPE)
	{
		mpCPURenderTarget[0] = mpCPURenderTargetScalar[0];
		mpCPURenderTarget[1] = mpCPURenderTargetScalar[1];
		mpCPUSRV[0]          = mpCPUSRVScalar[0];
		mpCPUSRV[1]          = mpCPUSRVScalar[1];
		mpShowDepthBufMtrl   = mpShowDepthBufMtrlScalar;
		rowPitch			 = SCREENW * 4;
	}
	else
	{
		mpCPURenderTarget[0] = mpCPURenderTargetSSE[0];
		mpCPURenderTarget[1] = mpCPURenderTargetSSE[1];
		mpCPUSRV[0]          = mpCPUSRVSSE[0];
		mpCPUSRV[1]          = mpCPUSRVSSE[1];
		mpShowDepthBufMtrl = mpShowDepthBufMtrlSSE;
		rowPitch			 = 2 * SCREENW * 4;
	}

    // Call ResizeWindow() because it creates some resources that our blur material needs (e.g., the back buffer)
    ResizeWindow(width, height);

    CPUTRenderStateBlockDX11 *pBlock = new CPUTRenderStateBlockDX11();
    CPUTRenderStateDX11 *pStates = pBlock->GetState();

    // Override default sampler desc for our default shadowing sampler
    pStates->SamplerDesc[1].Filter         = D3D11_FILTER_COMPARISON_MIN_MAG_LINEAR_MIP_POINT;
    pStates->SamplerDesc[1].AddressU       = D3D11_TEXTURE_ADDRESS_BORDER;
    pStates->SamplerDesc[1].AddressV       = D3D11_TEXTURE_ADDRESS_BORDER;
    pStates->SamplerDesc[1].ComparisonFunc = D3D11_COMPARISON_GREATER;
    pBlock->CreateNativeResources();
    CPUTAssetLibrary::GetAssetLibrary()->AddRenderStateBlock( _L("$DefaultRenderStates"), pBlock );
    pBlock->Release(); // We're done with it.  The library owns it now.

    //
    // Load .set files to load the castle scene
	//
    pAssetLibrary->SetMediaDirectoryName(_L("..\\..\\Media\\Castle\\"));

#ifdef DEBUG
    mpAssetSetDBR[0] = pAssetLibrary->GetAssetSet(_L("castleLargeOccluders"));
	ASSERT(mpAssetSetDBR[0], _L("Failed loading castle."));

	mpAssetSetDBR[1] = pAssetLibrary->GetAssetSet(_L("groundDebug"));
	ASSERT(mpAssetSetDBR[1], _L("Failed loading ground."));

	mpAssetSetAABB[0] = pAssetLibrary->GetAssetSet(_L("marketStallsDebug"));
	ASSERT(mpAssetSetAABB, _L("Failed loading marketStalls"));

	mpAssetSetAABB[1] = pAssetLibrary->GetAssetSet(_L("castleSmallDecorationsDebug"));
	ASSERT(mpAssetSetAABB, _L("Failed loading castleSmallDecorations"));
#else
    mpAssetSetDBR[0] = pAssetLibrary->GetAssetSet(_L("castleLargeOccluders"));
	ASSERT(mpAssetSetDBR[0], _L("Failed loading castle."));

	mpAssetSetDBR[1] = pAssetLibrary->GetAssetSet(_L("ground"));
	ASSERT(mpAssetSetDBR[1], _L("Failed loading ground."));

	mpAssetSetAABB[0] = pAssetLibrary->GetAssetSet(_L("marketStalls"));
	ASSERT(mpAssetSetAABB, _L("Failed loading marketStalls"));

	mpAssetSetAABB[1] = pAssetLibrary->GetAssetSet(_L("castleSmallDecorations"));
	ASSERT(mpAssetSetAABB, _L("Failed loading castleSmallDecorations"));
#endif

	mpAssetSetSky = pAssetLibrary->GetAssetSet(_L("sky"));
	ASSERT(mpAssetSetSky, _L("Failed loading sky"));

	// For every occluder model in the sene create a place holder 
	// for the CPU transformed vertices of the model.   
	mpDBR->CreateTransformedModels(mpAssetSetDBR, OCCLUDER_SETS);
	// Get number of occluders in the scene
	mNumOccluders = mpDBR->GetNumOccluders();
	// Get number of occluder triangles in the scene 
	mNumOccluderTris = mpDBR->GetNumTriangles();


	// For every occludee model in the scene create a place holder
	// for the triangles that make up the model axis aligned bounding box
	mpAssetSetAABB[2] = mpAssetSetDBR[0];
	mpAssetSetAABB[3] = mpAssetSetDBR[1];

	mpAABB->CreateTransformedAABBoxes(mpAssetSetAABB, OCCLUDEE_SETS);
	// Get number of occludees in the scene
	mNumOccludees = mpAABB->GetNumOccludees();
	// Get number of occluddee triangles in the scene
	mNumOccludeeTris = mpAABB->GetNumTriangles();
	
	swprintf_s(&string[0], CPUT_MAX_STRING_LENGTH, _L("\tNumber of Models: \t%d"), mNumOccluders);
	mpNumOccludersText->SetText(string);

	swprintf_s(&string[0], CPUT_MAX_STRING_LENGTH, _L("\tNumber of tris: \t\t%d"), mNumOccluderTris);
	mpOccluderTrisText->SetText(string);

	swprintf_s(&string[0], CPUT_MAX_STRING_LENGTH, _L("\tNumber of Model: \t%d"), mNumOccludees);
	mpNumOccludeesText->SetText(string);

	swprintf_s(&string[0], CPUT_MAX_STRING_LENGTH, _L("\tNumber of tris: \t\t%d"), mNumOccludeeTris);
	mpOccludeeTrisText->SetText(string);

	CPUTCheckboxState state;
	if(mEnableCulling)
	{
		state = CPUT_CHECKBOX_CHECKED;
	}
	else 
	{
		state = CPUT_CHECKBOX_UNCHECKED;
	}
	mpCullingCheckBox->SetCheckboxState(state);

	if(mEnableFCulling)
	{
		state = CPUT_CHECKBOX_CHECKED;
	}
	else 
	{
		state = CPUT_CHECKBOX_UNCHECKED;
	}
	mpFCullingCheckBox->SetCheckboxState(state);
	mpDBR->SetEnableFCulling(mEnableFCulling);
	mpAABB->SetEnableFCulling(mEnableFCulling);

	if(mViewDepthBuffer)
	{
		state = CPUT_CHECKBOX_CHECKED;
	}
	else 
	{
		state = CPUT_CHECKBOX_UNCHECKED;
	}
	mpDBCheckBox->SetCheckboxState(state);

	if(mEnableTasks)
	{
		state = CPUT_CHECKBOX_CHECKED;
	}
	else 
	{
		state = CPUT_CHECKBOX_UNCHECKED;
	}
	mpTasksCheckBox->SetCheckboxState(state);

	if(mSyncInterval)
	{
		state = CPUT_CHECKBOX_CHECKED;
	}
	else
	{
		state = CPUT_CHECKBOX_UNCHECKED;
	}
	mpVsyncCheckBox->SetCheckboxState(state);

	if(mPipeline)
	{
		state = CPUT_CHECKBOX_CHECKED;
	}
	else
	{
		state = CPUT_CHECKBOX_UNCHECKED;
	}
	mpPipelineCheckBox->SetCheckboxState(state);

	// Setting occluder size threshold in DepthBufferRasterizer
	mpDBR->SetOccluderSizeThreshold(mOccluderSizeThreshold);
	// Setting occludee size threshold in AABBoxRasterizer
	mpAABB->SetOccludeeSizeThreshold(mOccludeeSizeThreshold);
	
	//
	// If no cameras were created from the model sets then create a default simple camera
	// and add it to the camera array.
	//
    if( mpAssetSetDBR[0] && mpAssetSetDBR[0]->GetCameraCount() )
    {
        mpCamera = mpAssetSetDBR[0]->GetFirstCamera();
        mpCamera->AddRef(); 
    } else
    {
        mpCamera = new CPUTCamera();
        CPUTAssetLibraryDX11::GetAssetLibrary()->AddCamera( _L("SampleStart Camera"), mpCamera );

        mpCamera->SetPosition( 0.0f, 0.0f, 5.0f );
        // Set the projection matrix for all of the cameras to match our window.
        // TODO: this should really be a viewport matrix.  Otherwise, all cameras will have the same FOV and aspect ratio, etc instead of just viewport dimensions.
        mpCamera->SetAspectRatio(((float)width)/((float)height));
    }
    mpCamera->SetFov(XMConvertToRadians(60.0f)); // TODO: Fix converter's FOV bug (Maya generates cameras for which fbx reports garbage for fov)
    mpCamera->SetFarPlaneDistance(gFarClipDistance);
	mpCamera->SetPosition(27.0f, 2.0f, 47.0f);
	mpCamera->LookAt(41.0f, 8.0f, -50.0f);
    mpCamera->Update();

    // Set up the shadow camera (a camera that sees what the light sees)
    float3 lookAtPoint(0.0f, 0.0f, 0.0f);
    float3 half(1.0f, 1.0f, 1.0f);
    if( mpAssetSetDBR[0] )
    {
        mpAssetSetDBR[0]->GetBoundingBox( &lookAtPoint, &half );
    }
    float length = half.length();

    mpShadowCamera = new CPUTCamera();
    mpShadowCamera->SetFov(XMConvertToRadians(45));
    mpShadowCamera->SetAspectRatio(1.0f);
    float fov = mpShadowCamera->GetFov();
    float tanHalfFov = tanf(fov * 0.5f);
    float cameraDistance = length/tanHalfFov;
    float nearDistance = cameraDistance * 0.1f;
    mpShadowCamera->SetNearPlaneDistance(nearDistance);
    mpShadowCamera->SetFarPlaneDistance(2.0f * cameraDistance);
    CPUTAssetLibraryDX11::GetAssetLibrary()->AddCamera( _L("ShadowCamera"), mpShadowCamera );
    float3 shadowCameraPosition = lookAtPoint - gLightDir * cameraDistance;
    mpShadowCamera->SetPosition( shadowCameraPosition );
    mpShadowCamera->LookAt( lookAtPoint.x, lookAtPoint.y, lookAtPoint.z );
    mpShadowCamera->Update();

    mpCameraController = new CPUTCameraControllerFPS();
    mpCameraController->SetCamera(mpCamera);
    mpCameraController->SetLookSpeed(0.004f);
    mpCameraController->SetMoveSpeed(2.5f);

	gLightDir = float3(-40.48f, -142.493f, -3.348f);
	gLightDir = gLightDir.normalize();

	QueryPerformanceFrequency(&glFrequency); 
}
// Load the set file definition of this object
// 1. Parse the block of name/parent/transform info for model block
// 2. Load the model's binary payload (i.e., the meshes)
// 3. Assert the # of meshes matches # of materials
// 4. Load each mesh's material
//-----------------------------------------------------------------------------
CPUTResult CPUTModelOGL::LoadModel(CPUTConfigBlock *pBlock, int *pParentID, CPUTModel *pMasterModel, int numSystemMaterials, cString *pSystemMaterialNames)
{
    CPUTResult result = CPUT_SUCCESS;
    CPUTAssetLibraryOGL *pAssetLibrary = (CPUTAssetLibraryOGL*)CPUTAssetLibrary::GetAssetLibrary();

    cString modelSuffix = ptoc(this);

    // set the model's name
    mName = pBlock->GetValueByName(_L("name"))->ValueAsString();
    mName = mName + _L(".mdl");

    // resolve the full path name
    cString modelLocation;
    cString resolvedPathAndFile;
    modelLocation = ((CPUTAssetLibraryOGL*)CPUTAssetLibrary::GetAssetLibrary())->GetModelDirectoryName();
    modelLocation = modelLocation+mName;

    CPUTFileSystem::ResolveAbsolutePathAndFilename(modelLocation, &resolvedPathAndFile);

    // Get the parent ID.  Note: the caller will use this to set the parent.
    *pParentID = pBlock->GetValueByName(_L("parent"))->ValueAsInt();

    LoadParentMatrixFromParameterBlock( pBlock );

    // Get the bounding box information
    float3 center(0.0f), half(0.0f);
    pBlock->GetValueByName(_L("BoundingBoxCenter"))->ValueAsFloatArray(center.f, 3);
    pBlock->GetValueByName(_L("BoundingBoxHalf"))->ValueAsFloatArray(half.f, 3);
    mBoundingBoxCenterObjectSpace = center;
    mBoundingBoxHalfObjectSpace   = half;

    mMeshCount = pBlock->GetValueByName(_L("meshcount"))->ValueAsInt();
    mpMesh     = new CPUTMesh*[mMeshCount];
    mpLayoutCount = new UINT[mMeshCount];
    mpRootMaterial = new CPUTMaterial*[mMeshCount];
    memset( mpRootMaterial, 0, mMeshCount * sizeof(CPUTMaterial*) );
    mpMaterialEffect = new CPUTMaterialEffect**[mMeshCount];
    memset( mpMaterialEffect, 0, mMeshCount * sizeof(CPUTMaterialEffect*) );
       
    // get the material names, load them, and match them up with each mesh
    cString materialName,shadowMaterialName;
    char pNumber[4];
    cString materialValueName;

    CPUTModelOGL *pMasterModelDX = (CPUTModelOGL*)pMasterModel;

    for(UINT ii=0; ii<mMeshCount; ii++)
    {
        if(pMasterModelDX)
        {
            // Reference the master model's mesh.  Don't create a new one.
            mpMesh[ii] = pMasterModelDX->mpMesh[ii];
            mpMesh[ii]->AddRef();
        }
        else
        {
            mpMesh[ii] = new CPUTMeshOGL();
        }
    }
    if( !pMasterModelDX )
    {
        // Not a clone/instance.  So, load the model's binary payload (i.e., vertex and index buffers)
        // TODO: Change to use GetModel()
        result = LoadModelPayload(resolvedPathAndFile);
        ASSERT( CPUTSUCCESS(result), _L("Failed loading model") );
    }

    for(UINT ii=0; ii<mMeshCount; ii++)
    {
        // get the right material number ('material0', 'material1', 'material2', etc)
        materialValueName = _L("material");
        snprintf(pNumber, 4, "%d", ii);
//        _itoa(ii, pNumber, 4, 10);
        materialValueName.append(s2ws(pNumber));
        materialName = pBlock->GetValueByName(materialValueName)->ValueAsString();
        shadowMaterialName = pBlock->GetValueByName(_L("shadowCast") + materialValueName)->ValueAsString();
        bool isSkinned = pBlock->GetValueByName(_L("skeleton")) != &CPUTConfigEntry::sNullConfigValue;
        if( shadowMaterialName.length() == 0 )
        {
            if(!isSkinned)
            {
                shadowMaterialName = _L("%shadowCast");
            }
            else
            {
                shadowMaterialName = _L("%shadowCastSkinned");
            }
        }

        // Get/load material for this mesh
        UINT totalNameCount = numSystemMaterials + NUM_GLOBAL_SYSTEM_MATERIALS;
        cString *pFinalSystemNames = new cString[totalNameCount];

        // Copy "global" system materials to caller-supplied list
        for( int jj=0; jj<numSystemMaterials; jj++ )
        {
            pFinalSystemNames[jj] = pSystemMaterialNames[jj];
        }
        pFinalSystemNames[totalNameCount + CPUT_MATERIAL_INDEX_SHADOW_CAST]                =  shadowMaterialName;
//        pFinalSystemNames[totalNameCount + CPUT_MATERIAL_INDEX_BOUNDING_BOX]                = _L("%BoundingBox");
        int finalNumSystemMaterials = numSystemMaterials + NUM_GLOBAL_SYSTEM_MATERIALS;
        CPUTMaterial *pMaterial = pAssetLibrary->GetMaterial(materialName, false, this, ii, NULL, finalNumSystemMaterials, pFinalSystemNames);
        ASSERT( pMaterial, _L("Couldn't find material.") );

        delete []pFinalSystemNames;

        mpLayoutCount[ii] = pMaterial->GetMaterialEffectCount();
        SetMaterial(ii, pMaterial);

        // Release the extra refcount we're holding from the GetMaterial operation earlier
        // now the asset library, and this model have the only refcounts on that material
        pMaterial->Release();

        // Create two ID3D11InputLayout objects, one for each material.
     //   mpMesh[ii]->BindVertexShaderLayout( mpMaterial[ii], mpShadowCastMaterial);
        // mpShadowCastMaterial->Release()
    }


    return result;
}
Beispiel #3
0
fixed
GlidePolar::GetVTakeoff() const
{
  return half(GetVMin());
}
Beispiel #4
0
void Cowichan::main (int argc, char* argv[], bool use_randmat, bool use_thresh)
{
  if ((argc == 1) || (strcmp (argv[1], CHAIN) == 0)) {
    chain (use_randmat, use_thresh);
  }
  else {
    INT64 start, end;

    if (strcmp (argv[1], MANDEL) == 0) {
      // set up
      nr = MANDEL_NR;
      nc = MANDEL_NC;
      mandelX0 = MANDEL_X0;
      mandelY0 = MANDEL_Y0;
      mandelDx = MANDEL_DX;
      mandelDy = MANDEL_DY;

      // initialize
      IntMatrix matrix = NULL;

      try {
        matrix = NEW_MATRIX_RECT(INT_TYPE);
      }
      catch (...) {out_of_memory();}

      // execute
      end = get_ticks ();
      mandel (matrix);
      timeInfo(&start, &end, MANDEL);
      print_rect_matrix<INT_TYPE> (matrix);

      // clean up
      delete [] matrix;
    }
    else if (strcmp (argv[1], RANDMAT) == 0) {
      // set up
      nr = RANDMAT_NR;
      nc = RANDMAT_NC;
      seed = RAND_SEED;

      // initialize
      IntMatrix matrix = NULL;

      try {
        matrix = NEW_MATRIX_RECT(INT_TYPE);
      }
      catch (...) {out_of_memory();}

      // execute
      end = get_ticks ();
      randmat (matrix);
      timeInfo(&start, &end, RANDMAT);
      print_rect_matrix<INT_TYPE> (matrix);

      // clean up
      delete [] matrix;
    }
    else if (strcmp (argv[1], HALF) == 0) {
      // set up
      nr = HALF_NR;
      nc = HALF_NC;
      srand(RAND_SEED);

      // initialize
      IntMatrix matrixIn = NULL;
      IntMatrix matrixOut = NULL;

      try {
        matrixIn = NEW_MATRIX_RECT(INT_TYPE);
        matrixOut = NEW_MATRIX_RECT(INT_TYPE);
      }
      catch (...) {out_of_memory();}

      index_t r, c;

      for (r = 0; r < nr; r++) {
        for (c = 0; c < nc; c++) {
          MATRIX_RECT(matrixIn, r, c) = rand () % RAND_M;
        }
      }

      // execute
      end = get_ticks ();
      half (matrixIn, matrixOut);
      timeInfo(&start, &end, HALF);
      print_rect_matrix<INT_TYPE> (matrixOut);

      // clean up
      delete [] matrixIn;
      delete [] matrixOut;
    }
    else if (strcmp (argv[1], INVPERC) == 0) {
      // set up
      nr = INVPERC_NR;
      nc = INVPERC_NC;
      invpercNFill = INVPERC_NFILL;
      srand(RAND_SEED);

      // initialize
      IntMatrix matrix = NULL;
      BoolMatrix mask = NULL;

      try {
        matrix = NEW_MATRIX_RECT(INT_TYPE);
        mask = NEW_MATRIX_RECT(bool);
      }
      catch (...) {out_of_memory();}

      index_t r, c;

      for (r = 0; r < nr; r++) {
        for (c = 0; c < nc; c++) {
          MATRIX_RECT(matrix, r, c) = rand () % RAND_M;
          MATRIX_RECT(mask, r, c) = false;
        }
      }
      
      // execute
      end = get_ticks ();
      invperc (matrix, mask);
      timeInfo(&start, &end, INVPERC);
      print_bool_rect_matrix (mask);

      // clean up
      delete [] matrix;
      delete [] mask;
    }
    else if (strcmp (argv[1], THRESH) == 0) {
Beispiel #5
0
int
main(
  int		argc,			/* arg count */
  char	      * argv[]			/* arg vector */
){
  static char * context = "main(chain)";
  char	      * stem = NULL;		/* dump filename stem */
  char	      * suffix = NULL;		/* dump filename suffix */
  char	      * suff2 = NULL;		/* last half of suffix */
  int		nr, nc;			/* integer matrix sizes */
  int		n;			/* square matrix/vector size */
  real		base_x, base_y;		/* base of Mandelbrot */
  real		ext_x, ext_y;		/* extent of Mandelbrot */
  int		limit, seed;		/* randmat controls */
  real		fraction;		/* invperc/thresh filling */
  int		itersLife;		/* life iterations */
  int		itersElastic, relax;	/* elastic controls */
  int2D		i2D;			/* integer matrix */
  bool2D	b2D;			/* boolean matrix */
  pt1D		cities;			/* cities point vector */
  int		n_cities;		/* number of cities */
  pt1D		net;			/* net point vector */
  int		n_net;			/* number of net points */
  real2D	r2D_gauss;		/* real matrix for Gaussian */
  real2D	r2D_sor;		/* real matrix for SOR */
  real1D	r1D_gauss_v;		/* real vector input for Gaussian */
  real1D	r1D_sor_v;		/* real vector input for SOR */
  real1D	r1D_gauss_a;		/* real vector answer for Gaussian */
  real1D	r1D_sor_a;		/* real vector answer for SOR */
  real1D	r1D_gauss_c;		/* real vector check for Gaussian */
  real1D	r1D_sor_c;		/* real vector check for SOR */
  real		tol;			/* SOR tolerance */
  real		realDiff;		/* vector difference */
  bool		choicesSet = FALSE;	/* path choices set? */
  bool		doMandel = TRUE;	/* mandel vs. randmat */
  bool		doInvperc = TRUE;	/* invperc vs. thresholding */
  bool		doDump = FALSE;		/* dump intermediate results? */
  int		argd = 1;		/* argument index */

  /* arguments */
#if NUMA
  MAIN_INITENV(,32000000)
#endif
  while (argd < argc){
    CHECK(argv[argd][0] == '-',
	  fail(context, "bad argument", "index", "%d", argd, NULL));
    switch(argv[argd][1]){
     case 'E' :				/* elastic */
      itersElastic = arg_int(context, argc, argv, argd+1, argv[argd]);
      relax = arg_int(context, argc, argv, argd+2, argv[argd]);
      argd += 3;
      break;
     case 'F' :				/* fraction (invperc/thresh) */
      fraction = arg_real(context, argc, argv, argd+1, argv[argd]);
      argd += 2;
      break;
     case 'L' :				/* life */
      itersLife = arg_int(context, argc, argv, argd+1, argv[argd]);
      argd += 2;
      break;
     case 'M' :				/* mandel */
      base_x = arg_real(context, argc, argv, argd+1, argv[argd]);
      base_y = arg_real(context, argc, argv, argd+2, argv[argd]);
      ext_x  = arg_real(context, argc, argv, argd+3, argv[argd]);
      ext_y  = arg_real(context, argc, argv, argd+4, argv[argd]);
      argd += 5;
      break;
     case 'N' :				/* winnow */
      n_cities = arg_int(context, argc, argv, argd+1, argv[argd]);
      argd += 2;
      break;
     case 'R' :				/* randmat */
      limit = arg_int(context, argc, argv, argd+1, argv[argd]);
      seed  = arg_int(context, argc, argv, argd+2, argv[argd]);
      argd += 3;
      break;
     case 'S' :				/* matrix size */
      nr = arg_int(context, argc, argv, argd+1, argv[argd]);
      nc = arg_int(context, argc, argv, argd+2, argv[argd]);
      argd += 3;
      break;
     case 'T' :				/* SOR tolerance */
      tol = arg_real(context, argc, argv, argd+1, argv[argd]);
      argd += 2;
      break;
     case 'c' :				/* choice */
      CHECK(!choicesSet,
	    fail(context, "choices already set", NULL));
      suffix = arg_str(context, argc, argv, argd+1, argv[argd]);
      argd += 2;
      switch(suffix[0]){
       case 'i' :	doInvperc = TRUE;	break;
       case 't' :	doInvperc = FALSE;	break;
       default :
	fail(context, "unknown choice(s)", "choice", "%s", suffix, NULL);
      }
      switch(suffix[1]){
       case 'm' :	doMandel = TRUE;	break;
       case 'r' :	doMandel = FALSE;	break;
       default :
	fail(context, "unknown choice(s)", "choice", "%s", suffix, NULL);
      }
      suff2 = suffix+1;
      choicesSet = TRUE;
      break;
     case 'd' :				/* dump */
      doDump = TRUE;
      argd += 1;
      if ((argd < argc) && (argv[argd][0] != '-')){
        stem = arg_str(context, argc, argv, argd, argv[argd-1]);
        argd += 1;
      }
      break;
#if GRAPHICS
     case 'g' :
      gfx_open(app_chain, arg_gfxCtrl(context, argc, argv, argd+1, argv[argd]));
      argd += 2;
      break;
#endif
#if MIMD
     case 'p' :
      DataDist = arg_dataDist(context, argc, argv, argd+1, argv[argd]);
      ParWidth = arg_int(context, argc, argv, argd+2, argv[argd]);
      argd += 3;
      break;
#endif
     case 'u' :
      io_init(FALSE);
      argd += 1;
      break;
     default :
      fail(context, "unknown flag", "flag", "%s", argv[argd], NULL);
      break;
    }
  }
  CHECK(choicesSet,
	fail("context", "choices not set using -c flag", NULL));

  /* initialize */
#if MIMD
  sch_init(DataDist);
#endif

  /* mandel vs. randmat */
  if (doMandel){
    mandel(i2D, nr, nc, base_x, base_y, ext_x, ext_y);
    if (doDump) io_wrInt2D(context, mkfname(stem, NULL, suff2, "i2"), i2D, nr, nc);
  } else {
    randmat(i2D, nr, nc, limit, seed);
    if (doDump) io_wrInt2D(context, mkfname(stem, NULL, suff2, "i2"), i2D, nr, nc);
  }

  /* half */
  half(i2D, nr, nc);
  if (doDump) io_wrInt2D(context, mkfname(stem, "h", suff2, "i2"), i2D, nr, nc);

  /* invperc vs. thresh */
  if (doInvperc){
    invperc(i2D, b2D, nr, nc, fraction);
    if (doDump) io_wrBool2D(context, mkfname(stem, NULL, suffix, "b2"), b2D, nr, nc);
  } else {
    thresh(i2D, b2D, nr, nc, fraction);
    if (doDump) io_wrBool2D(context, mkfname(stem, NULL, suffix, "b2"), b2D, nr, nc);
  }

  /* life */
  life(b2D, nr, nc, itersLife);
  if (doDump) io_wrBool2D(context, mkfname(stem, "l", suffix, "b2"), b2D, nr, nc);

  /* winnow */
  winnow(i2D, b2D, nr, nc, cities, n_cities);
  if (doDump) io_wrPt1D(context, mkfname(stem, "w", suffix, "p1"), cities, n_cities);

  /* norm */
  norm(cities, n_cities);
  if (doDump) io_wrPt1D(context, mkfname(stem, "n", suffix, "p1"), cities, n_cities);

  /* elastic */
  n_net = (int)(ELASTIC_RATIO * n_cities);
  CHECK(n_net <= MAXEXT,
	fail(context, "too many net points required",
	     "number of net points", "%d", n_net, NULL));
  elastic(cities, n_cities, net, n_net, itersElastic, relax);
  if (doDump) io_wrPt1D(context, mkfname(stem, "e", suffix, "p1"), net, n_net);

  /* outer */
  n = n_net;
  outer(net, r2D_gauss, r1D_gauss_v, n);
  if (doDump){
    io_wrReal2D(context, mkfname(stem, "o", suffix, "r2"), r2D_gauss, n, n);
    io_wrReal1D(context, mkfname(stem, "o", suffix, "r1"), r1D_gauss_v, n);
  }

  cpReal2D(r2D_gauss, r2D_sor, n, n);
  cpReal1D(r1D_gauss_v, r1D_sor_v, n);

  /* gauss */
  gauss(r2D_gauss, r1D_gauss_v, r1D_gauss_a, n);
  if (doDump) io_wrReal1D(context, mkfname(stem, "g", suffix, "r1"), r1D_gauss_a, n);

  /* product (gauss) */
  product(r2D_gauss, r1D_gauss_a, r1D_gauss_c, n, n);
  if (doDump) io_wrReal1D(context, mkfname(stem, "pg", suffix, "r1"), r1D_gauss_c, n);

  /* sor */
  sor(r2D_sor, r1D_sor_v, r1D_sor_a, n, tol);
  if (doDump) io_wrReal1D(context, mkfname(stem, "s", suffix, "r1"), r1D_gauss_a, n);

  /* product (sor) */
  product(r2D_sor, r1D_sor_a, r1D_sor_c, n, n);
  if (doDump) io_wrReal1D(context, mkfname(stem, "ps", suffix, "r1"), r1D_gauss_c, n);

  /* difference */
  vecdiff(r1D_gauss_a, r1D_sor_a, n, &realDiff);
  if (doDump) io_wrReal0D(context, mkfname(stem, "v", suffix, "r0"), realDiff);

#if IEEE
  ieee_retrospective(stderr);
#endif
#if NUMA
  MAIN_END;
#endif

  return 0;
}