bool MultipleRenderTargetsWindow::CreateScene()
{
    // Create a visual effect that populates the draw target.
    std::string filename = mEnvironment.GetPath("MultipleRenderTargets.hlsl");
    std::shared_ptr<VisualProgram> program =
        mProgramFactory.CreateFromFiles(filename, filename, "");
    if (!program)
    {
        return false;
    }

    std::shared_ptr<ConstantBuffer> cbuffer(new ConstantBuffer(
        sizeof(Matrix4x4<float>), true));
    program->GetVShader()->Set("PVWMatrix", cbuffer);

    std::shared_ptr<PixelShader> pshader = program->GetPShader();
    std::shared_ptr<ConstantBuffer> farNearRatio(new ConstantBuffer(
        sizeof(float), false));
    pshader->Set("FarNearRatio", farNearRatio);
    farNearRatio->SetMember("farNearRatio",
        mCamera->GetDMax() / mCamera->GetDMin());

    std::string path = mEnvironment.GetPath("StoneWall.png");
    std::shared_ptr<Texture2> baseTexture(WICFileIO::Load(path, true));
    baseTexture->AutogenerateMipmaps();
    pshader->Set("baseTexture", baseTexture);

    std::shared_ptr<SamplerState> baseSampler(new SamplerState());
    baseSampler->filter = SamplerState::MIN_L_MAG_L_MIP_L;
    baseSampler->mode[0] = SamplerState::CLAMP;
    baseSampler->mode[1] = SamplerState::CLAMP;
    pshader->Set("baseSampler", baseSampler);

    std::shared_ptr<VisualEffect> effect =
        std::make_shared<VisualEffect>(program);

    // Create a vertex buffer for a two-triangle square.  The PNG is stored
    // in left-handed coordinates.  The texture coordinates are chosen to
    // reflect the texture in the y-direction.
    struct Vertex
    {
        Vector3<float> position;
        Vector2<float> tcoord;
    };
    VertexFormat vformat;
    vformat.Bind(VA_POSITION, DF_R32G32B32_FLOAT, 0);
    vformat.Bind(VA_TEXCOORD, DF_R32G32_FLOAT, 0);
    std::shared_ptr<VertexBuffer> vbuffer(new VertexBuffer(vformat, 4));
    Vertex* vertex = vbuffer->Get<Vertex>();
    vertex[0].position = { -1.0f, -1.0f, 0.0f };
    vertex[0].tcoord = { 0.0f, 1.0f };
    vertex[1].position = { 1.0f, -1.0f, 0.0f };
    vertex[1].tcoord = { 1.0f, 1.0f };
    vertex[2].position = { -1.0f, 1.0f, 0.0f };
    vertex[2].tcoord = { 0.0f, 0.0f };
    vertex[3].position = { 1.0f, 1.0f, 0.0f };
    vertex[3].tcoord = { 1.0f, 0.0f };

    // Create an indexless buffer for a triangle mesh with two triangles.
    std::shared_ptr<IndexBuffer> ibuffer(new IndexBuffer(IP_TRISTRIP, 2));

    // Create the geometric object for drawing and enable automatic updates
    // of pvw-matrices and w-matrices.
    mSquare = std::make_shared<Visual>(vbuffer, ibuffer, effect);
    mTrackball.Attach(mSquare);
    mTrackball.Update();
    mCameraRig.Subscribe(mSquare->worldTransform, cbuffer);
    return true;
}
//----------------------------------------------------------------------------
bool StructuredBuffersWindow::CreateScene()
{
    // Create the shaders and associated resources
    HLSLDefiner definer;
    definer.SetInt("WINDOW_WIDTH", mXSize);
    std::shared_ptr<VertexShader> vshader(ShaderFactory::CreateVertex(
        mEnvironment.GetPath("StructuredBuffers.hlsl"), definer));
    if (!vshader)
    {
        return false;
    }

    std::shared_ptr<PixelShader> pshader(ShaderFactory::CreatePixel(
        mEnvironment.GetPath("StructuredBuffers.hlsl"), definer));
    if (!pshader)
    {
        return false;
    }

    std::shared_ptr<ConstantBuffer> cbuffer(new ConstantBuffer(
        sizeof(Matrix4x4<float>), true));
    vshader->Set("PVWMatrix", cbuffer);

    // Create the pixel shader and associated resources.
    std::string path = mEnvironment.GetPath("StoneWall.png");
    std::shared_ptr<Texture2> baseTexture(WICFileIO::Load(path, false));
    pshader->Set("baseTexture", baseTexture);

    std::shared_ptr<SamplerState> baseSampler(new SamplerState());
    baseSampler->filter = SamplerState::MIN_L_MAG_L_MIP_P;
    baseSampler->mode[0] = SamplerState::CLAMP;
    baseSampler->mode[1] = SamplerState::CLAMP;
    pshader->Set("baseSampler", baseSampler);

    mDrawnPixels.reset(new StructuredBuffer(mXSize*mYSize,
        sizeof(Vector4<float>)));
    mDrawnPixels->SetUsage(Resource::SHADER_OUTPUT);
    mDrawnPixels->SetCopyType(Resource::COPY_BIDIRECTIONAL);
    memset(mDrawnPixels->GetData(), 0, mDrawnPixels->GetNumBytes());
    pshader->Set("drawnPixels", mDrawnPixels);

    // Create the visual effect for the square.
    std::shared_ptr<VisualEffect> effect(new VisualEffect(vshader, pshader));

    // Create a vertex buffer for a single triangle.  The PNG is stored in
    // left-handed coordinates.  The texture coordinates are chosen to reflect
    // the texture in the y-direction.
    struct Vertex
    {
        Vector3<float> position;
        Vector2<float> tcoord;
    };
    VertexFormat vformat;
    vformat.Bind(VA_POSITION, DF_R32G32B32_FLOAT, 0);
    vformat.Bind(VA_TEXCOORD, DF_R32G32_FLOAT, 0);
    std::shared_ptr<VertexBuffer> vbuffer(new VertexBuffer(vformat, 4));
    Vertex* vertex = vbuffer->Get<Vertex>();
    vertex[0].position = Vector3<float>(0.0f, 0.0f, 0.0f);
    vertex[0].tcoord = Vector2<float>(0.0f, 1.0f);
    vertex[1].position = Vector3<float>(1.0f, 0.0f, 0.0f);
    vertex[1].tcoord = Vector2<float>(1.0f, 1.0f);
    vertex[2].position = Vector3<float>(0.0f, 1.0f, 0.0f);
    vertex[2].tcoord = Vector2<float>(0.0f, 0.0f);
    vertex[3].position = Vector3<float>(1.0f, 1.0f, 0.0f);
    vertex[3].tcoord = Vector2<float>(1.0f, 0.0f);

    // Create an indexless buffer for a triangle mesh with two triangles.
    std::shared_ptr<IndexBuffer> ibuffer(new IndexBuffer(IP_TRISTRIP, 2));

    // Create the geometric object for drawing.  Translate it so that its
    // center of mass is at the origin.  This supports virtual trackball
    // motion about the object "center".
    mSquare.reset(new Visual(vbuffer, ibuffer, effect));
    mSquare->localTransform.SetTranslation(-0.5f, -0.5f, 0.0f);
    mSquare->Update();

    // Enable automatic updates of pvw-matrices and w-matrices.
    SubscribeCW(mSquare, cbuffer);

    // The structured buffer is written in the pixel shader.  This texture
    // will receive a copy of it so that we can write the results to disk
    // as a PNG file.
    mDrawnPixelsTexture = new Texture2(DF_R8G8B8A8_UNORM, mXSize, mYSize);
    return true;
}