Ejemplo n.º 1
0
void BloomFilter::render() {
	// draw RT1 using bloom shader to RT2
	// RT1 = original source
	// RT2 = bloom
	ID3D11ShaderResourceView* srv1 = gfx::getRenderTargetSRV(_rt1);	
	gfx::setRenderTarget(_rt2);
	gfx::clearRenderTarget(_rt2, Color(0, 0, 0));
	_quad.render(_bloomShader, srv1);
	// RT3 - horizontal blur
	ID3D11ShaderResourceView* srv2 = gfx::getRenderTargetSRV(_rt2);
	gfx::setRenderTarget(_rt3);
	gfx::clearRenderTarget(_rt3, Color(0, 0, 0));
	_quad.render(_hBlurShader, srv2);
	// RT2 vertical blur
	ID3D11ShaderResourceView* srv3 = gfx::getRenderTargetSRV(_rt3);
	gfx::setRenderTarget(_rt2);
	gfx::clearRenderTarget(_rt2, Color(0, 0, 0));
	_quad.render(_vBlurShader, srv3);
	
	// draw RT1 and RT4 using combine shader
	gfx::restoreBackBuffer();
	gfx::beginRendering(Color(0, 0, 0));

	BloomSettings settings;
	settings.intensity = 1.0f;
	settings.originalIntensity = 0.7f;
	settings.saturation = 0.8f;
	settings.originalSaturation = 1.0f;
	ConstantBuffer* cb = gfx::getConstantBuffer(_blCB);
	cb->setData(gfx::getDeviceContext(), settings);
	cb->setPSBuffer(gfx::getDeviceContext(), 0);
	_quad.render(_combineShader, srv1,srv2);	
	//gfx::drawRenderTarget(_rt2);

}
Ejemplo n.º 2
0
Archivo: gfx.cpp Proyecto: amecky/DT
	int createConstantBuffer(int elementSize) {
		// FIXME: elementsize must be multiple of 16!!!!
		ConstantBuffer* buffer = new ConstantBuffer;
		buffer->create(ctx->device,elementSize);
		ctx->constantBuffers.push_back(buffer);
		return ctx->constantBuffers.size() - 1;
	}
Ejemplo n.º 3
0
	HRESULT ShaderBase::processLoadedShaderBlob( ID3DBlob *shaderSource )
	{
		HRESULT res = build( shaderSource );
		if ( FAILED(res) )
		{
			std::cout << "Error (ShaderBase::processLoadedShaderBlob): Error creating shader" << std::endl;
			return res;
		}


		// setup buffers using the shader reflection
		ID3D11ShaderReflection *reflector;
		res = D3DReflect( shaderSource->GetBufferPointer(), shaderSource->GetBufferSize(),
							IID_ID3D11ShaderReflection, (void**)&reflector );
		if ( FAILED( res ) )
		{
			std::cout << "Error (ShaderBase::processLoadedShaderBlob): Error creating shader reflection" << std::endl;
			return res;
		}


		D3D11_SHADER_DESC shaderDesc;
		ZeroMemory( &shaderDesc, sizeof( D3D11_SHADER_DESC ) );
		res = reflector->GetDesc( &shaderDesc );
		if ( FAILED( res ) )
		{
			std::cout << "Error (ShaderBase::processLoadedShaderBlob): Error creating shader reflection description" << std::endl;
			reflector->Release();
			return res;
		}


		for ( UINT i = 0U; i < shaderDesc.ConstantBuffers; ++i )
		{
			ID3D11ShaderReflectionConstantBuffer *constBuffReflection = reflector->GetConstantBufferByIndex( i );
			D3D11_SHADER_BUFFER_DESC shaderBuffDesc;
			constBuffReflection->GetDesc( &shaderBuffDesc );

			//TODO: these can be put on the stack
			ConstantBuffer *cBuff = new ConstantBuffer( m_dxDev, i, shaderBuffDesc.Name );
			cBuff->create( shaderBuffDesc.Size );
			for ( UINT j = 0U; j < shaderBuffDesc.Variables; ++j )
			{
				ID3D11ShaderReflectionVariable *variableRefl = constBuffReflection->GetVariableByIndex( j );
				D3D11_SHADER_VARIABLE_DESC shaderVarDesc;
				variableRefl->GetDesc( &shaderVarDesc );

				cBuff->addVariableDefinition( shaderVarDesc.Name, shaderVarDesc.StartOffset, shaderVarDesc.Size );
			}

			m_constBuffers.push_back( cBuff );
			m_dxConstBuffers.push_back( cBuff->getDxBufferPtr() );
		}

		reflector->Release();

		return S_OK;
	}
Ejemplo n.º 4
0
bool LightingApp::Init()
{
	if(!D3DApp::Init())
		return false;

	mWaves.Init(160, 160, 1.0f, 0.03f, 3.25f, 0.4f);

	BuildLandGeometryBuffers();
	BuildWaveGeometryBuffers();
	BuildFX();
	BuildVertexLayout();
	mObjectConstantBuffer.Initialize(md3dDevice);
	mFrameConstantBuffer.Initialize(md3dDevice);
	return true;
}
void ParticleSystemEffectBinder::Init(DeviceDependableFactory * factory)
{
	colorTexture = TexturePtr(true);
	dataBuffer = factory->CreateConstantBuffer();
	ConstantBuffer * b = dataBuffer.Get();

	b->InitBuffer(sizeof(ParticleGPUData) * MAX_PARTICLES_IN_SYSTEM);

	cameraVectorsBuffer = factory->CreateConstantBuffer();
	b = cameraVectorsBuffer.Get();

	b->InitBuffer(sizeof(CameraVectorsChunck));
	camVectorsChunck.padding1 = 0;
	camVectorsChunck.padding2 = 0;

}
Ejemplo n.º 6
0
void	ComputeShader::SetConstantBuffer( int _BufferSlot, ConstantBuffer& _Buffer )
{
	if ( !Lock() )
		return;	// Someone else is locking it !

	ID3D11Buffer*	pBuffer = _Buffer.GetBuffer();
	m_Device.DXContext().CSSetConstantBuffers( _BufferSlot, 1, &pBuffer );

	Unlock();
}
Ejemplo n.º 7
0
void AnimatedEntity::Init(ModelHandler model,SkeletonHandler skeleton,ResourceManager * resMgr, DeviceDependableFactory * factory)
{
	EntityBase::Init(model,resMgr, factory);

	this->skeletonHandler = skeleton;


	palleteBuffer = factory->CreateConstantBuffer();
	ConstantBuffer * buffer = palleteBuffer.Get();
	buffer->InitBuffer(sizeof(DirectX::XMFLOAT4X4) * MAX_BONES);

	currentAnimController = nullptr;

	DirectX::XMFLOAT4X4 id;
	DirectX::XMStoreFloat4x4(&id,DirectX::XMMatrixIdentity());
	FillBindPosePallete(0,id);

	EffectMaskUtil::Bind(effectMask,SKINNING);
}
Ejemplo n.º 8
0
bool HillsApp::Init()
{
	if(!D3DApp::Init())
		return false;

	BuildGeometryBuffers();
	BuildFX();
	BuildVertexLayout();
	BuildRasterState();
	mObjectConstantBuffer.Initialize(md3dDevice);
	return true;
}
Ejemplo n.º 9
0
    void UpdateCBuffer(ID3D11DeviceContext* context)
    {
        CBuffer.Data.MSAAMode = MSAAMode;
        CBuffer.Data.ResolveFilterType = ResolveFilterType;
        CBuffer.Data.ResolveFilterDiameter = ResolveFilterDiameter;
        CBuffer.Data.GaussianSigma = GaussianSigma;
        CBuffer.Data.CubicB = CubicB;
        CBuffer.Data.CubicC = CubicC;
        CBuffer.Data.UseStandardResolve = UseStandardResolve;
        CBuffer.Data.InverseLuminanceFiltering = InverseLuminanceFiltering;
        CBuffer.Data.UseExposureFiltering = UseExposureFiltering;
        CBuffer.Data.ExposureFilterOffset = ExposureFilterOffset;
        CBuffer.Data.UseGradientMipLevel = UseGradientMipLevel;
        CBuffer.Data.EnableTemporalAA = EnableTemporalAA;
        CBuffer.Data.TemporalAABlendFactor = TemporalAABlendFactor;
        CBuffer.Data.UseTemporalColorWeighting = UseTemporalColorWeighting;
        CBuffer.Data.NeighborhoodClampMode = NeighborhoodClampMode;
        CBuffer.Data.VarianceClipGamma = VarianceClipGamma;
        CBuffer.Data.LowFreqWeight = LowFreqWeight;
        CBuffer.Data.HiFreqWeight = HiFreqWeight;
        CBuffer.Data.SharpeningAmount = SharpeningAmount;
        CBuffer.Data.DilationMode = DilationMode;
        CBuffer.Data.MipBias = MipBias;
        CBuffer.Data.ReprojectionFilter = ReprojectionFilter;
        CBuffer.Data.UseStandardReprojection = UseStandardReprojection;
        CBuffer.Data.CurrentScene = CurrentScene;
        CBuffer.Data.LightDirection = LightDirection;
        CBuffer.Data.LightColor = LightColor;
        CBuffer.Data.EnableDirectLighting = EnableDirectLighting;
        CBuffer.Data.EnableAmbientLighting = EnableAmbientLighting;
        CBuffer.Data.RenderBackground = RenderBackground;
        CBuffer.Data.EnableShadows = EnableShadows;
        CBuffer.Data.EnableNormalMaps = EnableNormalMaps;
        CBuffer.Data.NormalMapIntensity = NormalMapIntensity;
        CBuffer.Data.DiffuseIntensity = DiffuseIntensity;
        CBuffer.Data.Roughness = Roughness;
        CBuffer.Data.SpecularIntensity = SpecularIntensity;
        CBuffer.Data.ModelOrientation = ModelOrientation;
        CBuffer.Data.ModelRotationSpeed = ModelRotationSpeed;
        CBuffer.Data.DoubleSyncInterval = DoubleSyncInterval;
        CBuffer.Data.ExposureScale = ExposureScale;
        CBuffer.Data.EnableZoom = EnableZoom;
        CBuffer.Data.BloomExposure = BloomExposure;
        CBuffer.Data.BloomMagnitude = BloomMagnitude;
        CBuffer.Data.BloomBlurSigma = BloomBlurSigma;
        CBuffer.Data.ManualExposure = ManualExposure;

        CBuffer.ApplyChanges(context);
        CBuffer.SetVS(context, 7);
        CBuffer.SetHS(context, 7);
        CBuffer.SetDS(context, 7);
        CBuffer.SetGS(context, 7);
        CBuffer.SetPS(context, 7);
        CBuffer.SetCS(context, 7);
    }
Ejemplo n.º 10
0
void HillsApp::DrawScene()
{
	md3dImmediateContext->ClearRenderTargetView(mRenderTargetView, reinterpret_cast<const float*>(&Colors::LightSteelBlue));
	md3dImmediateContext->ClearDepthStencilView(mDepthStencilView, D3D11_CLEAR_DEPTH|D3D11_CLEAR_STENCIL, 1.0f, 0);

	md3dImmediateContext->IASetInputLayout(mInputLayout);
    md3dImmediateContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
	md3dImmediateContext->PSSetShader(mPixelShader, NULL, 0);
	md3dImmediateContext->VSSetShader(mVertexShader, NULL, 0);
 
	UINT stride = sizeof(Vertex);
    UINT offset = 0;
    md3dImmediateContext->IASetVertexBuffers(0, 1, &mVB, &stride, &offset);
	md3dImmediateContext->IASetIndexBuffer(mIB, DXGI_FORMAT_R32_UINT, 0);

	// Set constants
	
	XMMATRIX view  = XMLoadFloat4x4(&mView);
	XMMATRIX proj  = XMLoadFloat4x4(&mProj);
	XMMATRIX world = XMLoadFloat4x4(&mGridWorld);
	XMMATRIX worldViewProj = XMMatrixTranspose(world*view*proj);


	cbPerObject mPerObjectCB;


	XMStoreFloat4x4(&mPerObjectCB.mWorldViewProj, worldViewProj);
	mObjectConstantBuffer.Data = mPerObjectCB;
	mObjectConstantBuffer.ApplyChanges(md3dImmediateContext);

	auto buffer = mObjectConstantBuffer.Buffer();
	md3dImmediateContext->VSSetConstantBuffers(0, 1, &buffer);

	// Set raster state
	md3dImmediateContext->RSSetState(mRasterState);

	// Draw
	md3dImmediateContext->DrawIndexed(mGridIndexCount, 0, 0);
	HR(mSwapChain->Present(0, 0));
}
Ejemplo n.º 11
0
bool	ComputeShader::SetConstantBuffer( const char* _pBufferName, ConstantBuffer& _Buffer ) {
	if ( !Lock() )
		return	true;	// Someone else is locking it !

	bool	bUsed = false;
	ID3D11Buffer*	pBuffer = _Buffer.GetBuffer();

	{
		int	SlotIndex = m_CSConstants.GetConstantBufferIndex( _pBufferName );
		if ( SlotIndex != -1 )
			m_Device.DXContext().CSSetConstantBuffers( SlotIndex, 1, &pBuffer );
		bUsed |= SlotIndex != -1;
	}

	Unlock();

	return	bUsed;
}
Ejemplo n.º 12
0
    void UpdateCBuffer(ID3D11DeviceContext* context)
    {
        CBuffer.Data.EnableSun = EnableSun;
        CBuffer.Data.SunAreaLightApproximation = SunAreaLightApproximation;
        CBuffer.Data.SunTintColor = SunTintColor;
        CBuffer.Data.SunIntensityScale = SunIntensityScale;
        CBuffer.Data.SunSize = SunSize;
        CBuffer.Data.SunDirType = SunDirType;
        CBuffer.Data.SunDirection = SunDirection;
        CBuffer.Data.SunAzimuth = SunAzimuth;
        CBuffer.Data.SunElevation = SunElevation;
        CBuffer.Data.MSAAMode = MSAAMode;
        CBuffer.Data.FilterSize = FilterSize;
        CBuffer.Data.EnableAlbedoMaps = EnableAlbedoMaps;
        CBuffer.Data.EnableNormalMaps = EnableNormalMaps;
        CBuffer.Data.NormalMapIntensity = NormalMapIntensity;
        CBuffer.Data.DiffuseIntensity = DiffuseIntensity;
        CBuffer.Data.Roughness = Roughness;
        CBuffer.Data.SpecularIntensity = SpecularIntensity;
        CBuffer.Data.NumParticles = NumParticles;
        CBuffer.Data.EmitRadius = EmitRadius;
        CBuffer.Data.EmitCenterX = EmitCenterX;
        CBuffer.Data.EmitCenterY = EmitCenterY;
        CBuffer.Data.EmitCenterZ = EmitCenterZ;
        CBuffer.Data.AbsorptionScale = AbsorptionScale;
        CBuffer.Data.EnableParticleAlbedoMap = EnableParticleAlbedoMap;
        CBuffer.Data.BillboardParticles = BillboardParticles;
        CBuffer.Data.RenderLowRes = RenderLowRes;
        CBuffer.Data.LowResRenderMode = LowResRenderMode;
        CBuffer.Data.ResolveSubPixelThreshold = ResolveSubPixelThreshold;
        CBuffer.Data.CompositeSubPixelThreshold = CompositeSubPixelThreshold;
        CBuffer.Data.NearestDepthThreshold = NearestDepthThreshold;
        CBuffer.Data.BloomExposure = BloomExposure;
        CBuffer.Data.BloomMagnitude = BloomMagnitude;
        CBuffer.Data.BloomBlurSigma = BloomBlurSigma;
        CBuffer.Data.ShowMSAAEdges = ShowMSAAEdges;

        CBuffer.ApplyChanges(context);
        CBuffer.SetVS(context, 7);
        CBuffer.SetHS(context, 7);
        CBuffer.SetDS(context, 7);
        CBuffer.SetGS(context, 7);
        CBuffer.SetPS(context, 7);
        CBuffer.SetCS(context, 7);
    }
Ejemplo n.º 13
0
void SceneShaderData::Init(DeviceDependableFactory * factory)
{
	cameraPtr = factory->CreateConstantBuffer();
	globalAmbiantPtr = factory->CreateConstantBuffer();
	illuminationInfoPtr = factory->CreateConstantBuffer();
	directionLightsPtr = factory->CreateConstantBuffer();
	pointLightsPtr = factory->CreateConstantBuffer();

	ConstantBuffer * buffer = cameraPtr.Get();
	buffer->InitBuffer(sizeof(CameraData));

	buffer = globalAmbiantPtr.Get();
	buffer->InitBuffer(sizeof(Vector4));

	buffer = illuminationInfoPtr.Get();
	buffer->InitBuffer(sizeof(IlluminationInfo));

	buffer = directionLightsPtr.Get();
	buffer->InitBuffer(sizeof(DLData) * MAX_DIRECTIONAL_LIGHTS);

	buffer = pointLightsPtr.Get();
	buffer->InitBuffer(sizeof(PLData) * MAX_POINT_LIGHTS);
}
Ejemplo n.º 14
0
namespace AppSettings
{
    MSAAModesSetting MSAAMode;
    FilterTypesSetting ResolveFilterType;
    FloatSetting ResolveFilterDiameter;
    FloatSetting GaussianSigma;
    FloatSetting CubicB;
    FloatSetting CubicC;
    BoolSetting UseStandardResolve;
    BoolSetting InverseLuminanceFiltering;
    BoolSetting UseExposureFiltering;
    FloatSetting ExposureFilterOffset;
    BoolSetting UseGradientMipLevel;
    BoolSetting CentroidSampling;
    BoolSetting EnableTemporalAA;
    FloatSetting TemporalAABlendFactor;
    BoolSetting UseTemporalColorWeighting;
    ClampModesSetting NeighborhoodClampMode;
    FloatSetting VarianceClipGamma;
    JitterModesSetting JitterMode;
    FloatSetting JitterScale;
    FloatSetting LowFreqWeight;
    FloatSetting HiFreqWeight;
    FloatSetting SharpeningAmount;
    DilationModesSetting DilationMode;
    FloatSetting MipBias;
    FilterTypesSetting ReprojectionFilter;
    BoolSetting UseStandardReprojection;
    ScenesSetting CurrentScene;
    DirectionSetting LightDirection;
    ColorSetting LightColor;
    BoolSetting EnableDirectLighting;
    BoolSetting EnableAmbientLighting;
    BoolSetting RenderBackground;
    BoolSetting EnableShadows;
    BoolSetting EnableNormalMaps;
    FloatSetting NormalMapIntensity;
    FloatSetting DiffuseIntensity;
    FloatSetting Roughness;
    FloatSetting SpecularIntensity;
    OrientationSetting ModelOrientation;
    FloatSetting ModelRotationSpeed;
    BoolSetting DoubleSyncInterval;
    FloatSetting ExposureScale;
    BoolSetting EnableZoom;
    FloatSetting BloomExposure;
    FloatSetting BloomMagnitude;
    FloatSetting BloomBlurSigma;
    FloatSetting ManualExposure;

    ConstantBuffer<AppSettingsCBuffer> CBuffer;

    void Initialize(ID3D11Device* device)
    {
        TwBar* tweakBar = Settings.TweakBar();

        MSAAMode.Initialize(tweakBar, "MSAAMode", "Anti Aliasing", "MSAAMode", "", MSAAModes::MSAA4x, 4, MSAAModesLabels);
        Settings.AddSetting(&MSAAMode);

        ResolveFilterType.Initialize(tweakBar, "ResolveFilterType", "Anti Aliasing", "Resolve Filter Type", "", FilterTypes::BSpline, 10, FilterTypesLabels);
        Settings.AddSetting(&ResolveFilterType);

        ResolveFilterDiameter.Initialize(tweakBar, "ResolveFilterDiameter", "Anti Aliasing", "Resolve Filter Diameter", "", 2.0000f, 0.0000f, 6.0000f, 0.0100f, ConversionMode::None, 1.0000f);
        Settings.AddSetting(&ResolveFilterDiameter);

        GaussianSigma.Initialize(tweakBar, "GaussianSigma", "Anti Aliasing", "Gaussian Sigma", "", 0.5000f, 0.0100f, 1.0000f, 0.0100f, ConversionMode::None, 1.0000f);
        Settings.AddSetting(&GaussianSigma);

        CubicB.Initialize(tweakBar, "CubicB", "Anti Aliasing", "Cubic B", "", 0.3300f, 0.0000f, 1.0000f, 0.0100f, ConversionMode::None, 1.0000f);
        Settings.AddSetting(&CubicB);

        CubicC.Initialize(tweakBar, "CubicC", "Anti Aliasing", "Cubic C", "", 0.3300f, 0.0000f, 1.0000f, 0.0100f, ConversionMode::None, 1.0000f);
        Settings.AddSetting(&CubicC);

        UseStandardResolve.Initialize(tweakBar, "UseStandardResolve", "Anti Aliasing", "Use Standard Resolve", "", false);
        Settings.AddSetting(&UseStandardResolve);

        InverseLuminanceFiltering.Initialize(tweakBar, "InverseLuminanceFiltering", "Anti Aliasing", "Inverse Luminance Filtering", "", true);
        Settings.AddSetting(&InverseLuminanceFiltering);

        UseExposureFiltering.Initialize(tweakBar, "UseExposureFiltering", "Anti Aliasing", "Use Exposure Filtering", "", true);
        Settings.AddSetting(&UseExposureFiltering);

        ExposureFilterOffset.Initialize(tweakBar, "ExposureFilterOffset", "Anti Aliasing", "Exposure Filter Offset", "", 2.0000f, -16.0000f, 16.0000f, 0.0100f, ConversionMode::None, 1.0000f);
        Settings.AddSetting(&ExposureFilterOffset);

        UseGradientMipLevel.Initialize(tweakBar, "UseGradientMipLevel", "Anti Aliasing", "Use Gradient Mip Level", "", false);
        Settings.AddSetting(&UseGradientMipLevel);

        CentroidSampling.Initialize(tweakBar, "CentroidSampling", "Anti Aliasing", "Centroid Sampling", "", true);
        Settings.AddSetting(&CentroidSampling);

        EnableTemporalAA.Initialize(tweakBar, "EnableTemporalAA", "Anti Aliasing", "Enable Temporal AA", "", true);
        Settings.AddSetting(&EnableTemporalAA);

        TemporalAABlendFactor.Initialize(tweakBar, "TemporalAABlendFactor", "Anti Aliasing", "Temporal AABlend Factor", "", 0.9000f, 0.0000f, 1.0000f, 0.0010f, ConversionMode::None, 1.0000f);
        Settings.AddSetting(&TemporalAABlendFactor);

        UseTemporalColorWeighting.Initialize(tweakBar, "UseTemporalColorWeighting", "Anti Aliasing", "Use Temporal Color Weighting", "", false);
        Settings.AddSetting(&UseTemporalColorWeighting);

        NeighborhoodClampMode.Initialize(tweakBar, "NeighborhoodClampMode", "Anti Aliasing", "Neighborhood Clamp Mode", "", ClampModes::Variance_Clip, 4, ClampModesLabels);
        Settings.AddSetting(&NeighborhoodClampMode);

        VarianceClipGamma.Initialize(tweakBar, "VarianceClipGamma", "Anti Aliasing", "Variance Clip Gamma", "", 1.5000f, 0.0000f, 2.0000f, 0.0100f, ConversionMode::None, 1.0000f);
        Settings.AddSetting(&VarianceClipGamma);

        JitterMode.Initialize(tweakBar, "JitterMode", "Anti Aliasing", "Jitter Mode", "", JitterModes::Hammersley4x, 5, JitterModesLabels);
        Settings.AddSetting(&JitterMode);

        JitterScale.Initialize(tweakBar, "JitterScale", "Anti Aliasing", "Jitter Scale", "", 1.0000f, 0.0000f, 340282300000000000000000000000000000000.0000f, 0.0100f, ConversionMode::None, 1.0000f);
        Settings.AddSetting(&JitterScale);

        LowFreqWeight.Initialize(tweakBar, "LowFreqWeight", "Anti Aliasing", "Low Freq Weight", "", 0.2500f, 0.0000f, 100.0000f, 0.0100f, ConversionMode::None, 1.0000f);
        Settings.AddSetting(&LowFreqWeight);

        HiFreqWeight.Initialize(tweakBar, "HiFreqWeight", "Anti Aliasing", "Hi Freq Weight", "", 0.8500f, 0.0000f, 100.0000f, 0.0100f, ConversionMode::None, 1.0000f);
        Settings.AddSetting(&HiFreqWeight);

        SharpeningAmount.Initialize(tweakBar, "SharpeningAmount", "Anti Aliasing", "Sharpening Amount", "", 0.0000f, 0.0000f, 1.0000f, 0.0100f, ConversionMode::None, 1.0000f);
        Settings.AddSetting(&SharpeningAmount);

        DilationMode.Initialize(tweakBar, "DilationMode", "Anti Aliasing", "Dilation Mode", "", DilationModes::DilateNearestDepth, 3, DilationModesLabels);
        Settings.AddSetting(&DilationMode);

        MipBias.Initialize(tweakBar, "MipBias", "Anti Aliasing", "Mip Bias", "", 0.0000f, -340282300000000000000000000000000000000.0000f, 0.0000f, 0.0100f, ConversionMode::None, 1.0000f);
        Settings.AddSetting(&MipBias);

        ReprojectionFilter.Initialize(tweakBar, "ReprojectionFilter", "Anti Aliasing", "Reprojection Filter", "", FilterTypes::CatmullRom, 10, FilterTypesLabels);
        Settings.AddSetting(&ReprojectionFilter);

        UseStandardReprojection.Initialize(tweakBar, "UseStandardReprojection", "Anti Aliasing", "Use Standard Reprojection", "", false);
        Settings.AddSetting(&UseStandardReprojection);

        CurrentScene.Initialize(tweakBar, "CurrentScene", "Scene Controls", "Current Scene", "", Scenes::RoboHand, 5, ScenesLabels);
        Settings.AddSetting(&CurrentScene);

        LightDirection.Initialize(tweakBar, "LightDirection", "Scene Controls", "Light Direction", "The direction of the light", Float3(-0.7500f, 0.9770f, -0.4000f));
        Settings.AddSetting(&LightDirection);

        LightColor.Initialize(tweakBar, "LightColor", "Scene Controls", "Light Color", "The color of the light", Float3(20.0000f, 16.0000f, 10.0000f), true, 0.0000f, 20.0000f, 0.1000f, ColorUnit::None);
        Settings.AddSetting(&LightColor);

        EnableDirectLighting.Initialize(tweakBar, "EnableDirectLighting", "Scene Controls", "Enable Direct Lighting", "Enables direct lighting", true);
        Settings.AddSetting(&EnableDirectLighting);

        EnableAmbientLighting.Initialize(tweakBar, "EnableAmbientLighting", "Scene Controls", "Enable Ambient Lighting", "Enables ambient lighting from the environment", true);
        Settings.AddSetting(&EnableAmbientLighting);

        RenderBackground.Initialize(tweakBar, "RenderBackground", "Scene Controls", "Render Background", "", true);
        Settings.AddSetting(&RenderBackground);

        EnableShadows.Initialize(tweakBar, "EnableShadows", "Scene Controls", "Enable Shadows", "", true);
        Settings.AddSetting(&EnableShadows);

        EnableNormalMaps.Initialize(tweakBar, "EnableNormalMaps", "Scene Controls", "Enable Normal Maps", "", true);
        Settings.AddSetting(&EnableNormalMaps);

        NormalMapIntensity.Initialize(tweakBar, "NormalMapIntensity", "Scene Controls", "Normal Map Intensity", "", 1.0000f, 0.0000f, 1.0000f, 0.0100f, ConversionMode::None, 1.0000f);
        Settings.AddSetting(&NormalMapIntensity);

        DiffuseIntensity.Initialize(tweakBar, "DiffuseIntensity", "Scene Controls", "Diffuse Intensity", "Diffuse albedo intensity parameter for the material", 0.5000f, 0.0000f, 1.0000f, 0.0010f, ConversionMode::None, 1.0000f);
        Settings.AddSetting(&DiffuseIntensity);

        Roughness.Initialize(tweakBar, "Roughness", "Scene Controls", "Roughness", "Specular roughness parameter for the material", 0.1000f, 0.0010f, 1.0000f, 0.0010f, ConversionMode::Square, 1.0000f);
        Settings.AddSetting(&Roughness);

        SpecularIntensity.Initialize(tweakBar, "SpecularIntensity", "Scene Controls", "Specular Intensity", "Specular intensity parameter for the material", 0.0500f, 0.0000f, 1.0000f, 0.0010f, ConversionMode::None, 1.0000f);
        Settings.AddSetting(&SpecularIntensity);

        ModelOrientation.Initialize(tweakBar, "ModelOrientation", "Scene Controls", "Model Orientation", "", Quaternion(0.4100f, -0.5500f, -0.2900f, 0.6700f));
        Settings.AddSetting(&ModelOrientation);

        ModelRotationSpeed.Initialize(tweakBar, "ModelRotationSpeed", "Scene Controls", "Model Rotation Speed", "", 0.0000f, 0.0000f, 10.0000f, 0.0100f, ConversionMode::None, 1.0000f);
        Settings.AddSetting(&ModelRotationSpeed);

        DoubleSyncInterval.Initialize(tweakBar, "DoubleSyncInterval", "Scene Controls", "Double Sync Interval", "", false);
        Settings.AddSetting(&DoubleSyncInterval);

        ExposureScale.Initialize(tweakBar, "ExposureScale", "Scene Controls", "Exposure Scale", "", 0.0000f, -16.0000f, 16.0000f, 0.0100f, ConversionMode::None, 1.0000f);
        Settings.AddSetting(&ExposureScale);

        EnableZoom.Initialize(tweakBar, "EnableZoom", "Scene Controls", "Enable Zoom", "", false);
        Settings.AddSetting(&EnableZoom);

        BloomExposure.Initialize(tweakBar, "BloomExposure", "Post Processing", "Bloom Exposure Offset", "Exposure offset applied to generate the input of the bloom pass", -4.0000f, -10.0000f, 0.0000f, 0.0100f, ConversionMode::None, 1.0000f);
        Settings.AddSetting(&BloomExposure);

        BloomMagnitude.Initialize(tweakBar, "BloomMagnitude", "Post Processing", "Bloom Magnitude", "Scale factor applied to the bloom results when combined with tone-mapped result", 1.0000f, 0.0000f, 2.0000f, 0.0100f, ConversionMode::None, 1.0000f);
        Settings.AddSetting(&BloomMagnitude);

        BloomBlurSigma.Initialize(tweakBar, "BloomBlurSigma", "Post Processing", "Bloom Blur Sigma", "Sigma parameter of the Gaussian filter used in the bloom pass", 5.0000f, 0.5000f, 5.0000f, 0.0100f, ConversionMode::None, 1.0000f);
        Settings.AddSetting(&BloomBlurSigma);

        ManualExposure.Initialize(tweakBar, "ManualExposure", "Post Processing", "Manual Exposure", "Manual exposure value when auto-exposure is disabled", -2.5000f, -10.0000f, 10.0000f, 0.0100f, ConversionMode::None, 1.0000f);
        Settings.AddSetting(&ManualExposure);

        TwHelper::SetOpened(tweakBar, "Anti Aliasing", true);

        TwHelper::SetOpened(tweakBar, "Scene Controls", true);

        TwHelper::SetOpened(tweakBar, "Post Processing", true);

        CBuffer.Initialize(device);
    }

    void Update()
    {
    }

    void UpdateCBuffer(ID3D11DeviceContext* context)
    {
        CBuffer.Data.MSAAMode = MSAAMode;
        CBuffer.Data.ResolveFilterType = ResolveFilterType;
        CBuffer.Data.ResolveFilterDiameter = ResolveFilterDiameter;
        CBuffer.Data.GaussianSigma = GaussianSigma;
        CBuffer.Data.CubicB = CubicB;
        CBuffer.Data.CubicC = CubicC;
        CBuffer.Data.UseStandardResolve = UseStandardResolve;
        CBuffer.Data.InverseLuminanceFiltering = InverseLuminanceFiltering;
        CBuffer.Data.UseExposureFiltering = UseExposureFiltering;
        CBuffer.Data.ExposureFilterOffset = ExposureFilterOffset;
        CBuffer.Data.UseGradientMipLevel = UseGradientMipLevel;
        CBuffer.Data.EnableTemporalAA = EnableTemporalAA;
        CBuffer.Data.TemporalAABlendFactor = TemporalAABlendFactor;
        CBuffer.Data.UseTemporalColorWeighting = UseTemporalColorWeighting;
        CBuffer.Data.NeighborhoodClampMode = NeighborhoodClampMode;
        CBuffer.Data.VarianceClipGamma = VarianceClipGamma;
        CBuffer.Data.LowFreqWeight = LowFreqWeight;
        CBuffer.Data.HiFreqWeight = HiFreqWeight;
        CBuffer.Data.SharpeningAmount = SharpeningAmount;
        CBuffer.Data.DilationMode = DilationMode;
        CBuffer.Data.MipBias = MipBias;
        CBuffer.Data.ReprojectionFilter = ReprojectionFilter;
        CBuffer.Data.UseStandardReprojection = UseStandardReprojection;
        CBuffer.Data.CurrentScene = CurrentScene;
        CBuffer.Data.LightDirection = LightDirection;
        CBuffer.Data.LightColor = LightColor;
        CBuffer.Data.EnableDirectLighting = EnableDirectLighting;
        CBuffer.Data.EnableAmbientLighting = EnableAmbientLighting;
        CBuffer.Data.RenderBackground = RenderBackground;
        CBuffer.Data.EnableShadows = EnableShadows;
        CBuffer.Data.EnableNormalMaps = EnableNormalMaps;
        CBuffer.Data.NormalMapIntensity = NormalMapIntensity;
        CBuffer.Data.DiffuseIntensity = DiffuseIntensity;
        CBuffer.Data.Roughness = Roughness;
        CBuffer.Data.SpecularIntensity = SpecularIntensity;
        CBuffer.Data.ModelOrientation = ModelOrientation;
        CBuffer.Data.ModelRotationSpeed = ModelRotationSpeed;
        CBuffer.Data.DoubleSyncInterval = DoubleSyncInterval;
        CBuffer.Data.ExposureScale = ExposureScale;
        CBuffer.Data.EnableZoom = EnableZoom;
        CBuffer.Data.BloomExposure = BloomExposure;
        CBuffer.Data.BloomMagnitude = BloomMagnitude;
        CBuffer.Data.BloomBlurSigma = BloomBlurSigma;
        CBuffer.Data.ManualExposure = ManualExposure;

        CBuffer.ApplyChanges(context);
        CBuffer.SetVS(context, 7);
        CBuffer.SetHS(context, 7);
        CBuffer.SetDS(context, 7);
        CBuffer.SetGS(context, 7);
        CBuffer.SetPS(context, 7);
        CBuffer.SetCS(context, 7);
    }
}
Ejemplo n.º 15
0
    void Initialize(ID3D11Device* device)
    {
        TwBar* tweakBar = Settings.TweakBar();

        MSAAMode.Initialize(tweakBar, "MSAAMode", "Anti Aliasing", "MSAAMode", "", MSAAModes::MSAA4x, 4, MSAAModesLabels);
        Settings.AddSetting(&MSAAMode);

        ResolveFilterType.Initialize(tweakBar, "ResolveFilterType", "Anti Aliasing", "Resolve Filter Type", "", FilterTypes::BSpline, 10, FilterTypesLabels);
        Settings.AddSetting(&ResolveFilterType);

        ResolveFilterDiameter.Initialize(tweakBar, "ResolveFilterDiameter", "Anti Aliasing", "Resolve Filter Diameter", "", 2.0000f, 0.0000f, 6.0000f, 0.0100f, ConversionMode::None, 1.0000f);
        Settings.AddSetting(&ResolveFilterDiameter);

        GaussianSigma.Initialize(tweakBar, "GaussianSigma", "Anti Aliasing", "Gaussian Sigma", "", 0.5000f, 0.0100f, 1.0000f, 0.0100f, ConversionMode::None, 1.0000f);
        Settings.AddSetting(&GaussianSigma);

        CubicB.Initialize(tweakBar, "CubicB", "Anti Aliasing", "Cubic B", "", 0.3300f, 0.0000f, 1.0000f, 0.0100f, ConversionMode::None, 1.0000f);
        Settings.AddSetting(&CubicB);

        CubicC.Initialize(tweakBar, "CubicC", "Anti Aliasing", "Cubic C", "", 0.3300f, 0.0000f, 1.0000f, 0.0100f, ConversionMode::None, 1.0000f);
        Settings.AddSetting(&CubicC);

        UseStandardResolve.Initialize(tweakBar, "UseStandardResolve", "Anti Aliasing", "Use Standard Resolve", "", false);
        Settings.AddSetting(&UseStandardResolve);

        InverseLuminanceFiltering.Initialize(tweakBar, "InverseLuminanceFiltering", "Anti Aliasing", "Inverse Luminance Filtering", "", true);
        Settings.AddSetting(&InverseLuminanceFiltering);

        UseExposureFiltering.Initialize(tweakBar, "UseExposureFiltering", "Anti Aliasing", "Use Exposure Filtering", "", true);
        Settings.AddSetting(&UseExposureFiltering);

        ExposureFilterOffset.Initialize(tweakBar, "ExposureFilterOffset", "Anti Aliasing", "Exposure Filter Offset", "", 2.0000f, -16.0000f, 16.0000f, 0.0100f, ConversionMode::None, 1.0000f);
        Settings.AddSetting(&ExposureFilterOffset);

        UseGradientMipLevel.Initialize(tweakBar, "UseGradientMipLevel", "Anti Aliasing", "Use Gradient Mip Level", "", false);
        Settings.AddSetting(&UseGradientMipLevel);

        CentroidSampling.Initialize(tweakBar, "CentroidSampling", "Anti Aliasing", "Centroid Sampling", "", true);
        Settings.AddSetting(&CentroidSampling);

        EnableTemporalAA.Initialize(tweakBar, "EnableTemporalAA", "Anti Aliasing", "Enable Temporal AA", "", true);
        Settings.AddSetting(&EnableTemporalAA);

        TemporalAABlendFactor.Initialize(tweakBar, "TemporalAABlendFactor", "Anti Aliasing", "Temporal AABlend Factor", "", 0.9000f, 0.0000f, 1.0000f, 0.0010f, ConversionMode::None, 1.0000f);
        Settings.AddSetting(&TemporalAABlendFactor);

        UseTemporalColorWeighting.Initialize(tweakBar, "UseTemporalColorWeighting", "Anti Aliasing", "Use Temporal Color Weighting", "", false);
        Settings.AddSetting(&UseTemporalColorWeighting);

        NeighborhoodClampMode.Initialize(tweakBar, "NeighborhoodClampMode", "Anti Aliasing", "Neighborhood Clamp Mode", "", ClampModes::Variance_Clip, 4, ClampModesLabels);
        Settings.AddSetting(&NeighborhoodClampMode);

        VarianceClipGamma.Initialize(tweakBar, "VarianceClipGamma", "Anti Aliasing", "Variance Clip Gamma", "", 1.5000f, 0.0000f, 2.0000f, 0.0100f, ConversionMode::None, 1.0000f);
        Settings.AddSetting(&VarianceClipGamma);

        JitterMode.Initialize(tweakBar, "JitterMode", "Anti Aliasing", "Jitter Mode", "", JitterModes::Hammersley4x, 5, JitterModesLabels);
        Settings.AddSetting(&JitterMode);

        JitterScale.Initialize(tweakBar, "JitterScale", "Anti Aliasing", "Jitter Scale", "", 1.0000f, 0.0000f, 340282300000000000000000000000000000000.0000f, 0.0100f, ConversionMode::None, 1.0000f);
        Settings.AddSetting(&JitterScale);

        LowFreqWeight.Initialize(tweakBar, "LowFreqWeight", "Anti Aliasing", "Low Freq Weight", "", 0.2500f, 0.0000f, 100.0000f, 0.0100f, ConversionMode::None, 1.0000f);
        Settings.AddSetting(&LowFreqWeight);

        HiFreqWeight.Initialize(tweakBar, "HiFreqWeight", "Anti Aliasing", "Hi Freq Weight", "", 0.8500f, 0.0000f, 100.0000f, 0.0100f, ConversionMode::None, 1.0000f);
        Settings.AddSetting(&HiFreqWeight);

        SharpeningAmount.Initialize(tweakBar, "SharpeningAmount", "Anti Aliasing", "Sharpening Amount", "", 0.0000f, 0.0000f, 1.0000f, 0.0100f, ConversionMode::None, 1.0000f);
        Settings.AddSetting(&SharpeningAmount);

        DilationMode.Initialize(tweakBar, "DilationMode", "Anti Aliasing", "Dilation Mode", "", DilationModes::DilateNearestDepth, 3, DilationModesLabels);
        Settings.AddSetting(&DilationMode);

        MipBias.Initialize(tweakBar, "MipBias", "Anti Aliasing", "Mip Bias", "", 0.0000f, -340282300000000000000000000000000000000.0000f, 0.0000f, 0.0100f, ConversionMode::None, 1.0000f);
        Settings.AddSetting(&MipBias);

        ReprojectionFilter.Initialize(tweakBar, "ReprojectionFilter", "Anti Aliasing", "Reprojection Filter", "", FilterTypes::CatmullRom, 10, FilterTypesLabels);
        Settings.AddSetting(&ReprojectionFilter);

        UseStandardReprojection.Initialize(tweakBar, "UseStandardReprojection", "Anti Aliasing", "Use Standard Reprojection", "", false);
        Settings.AddSetting(&UseStandardReprojection);

        CurrentScene.Initialize(tweakBar, "CurrentScene", "Scene Controls", "Current Scene", "", Scenes::RoboHand, 5, ScenesLabels);
        Settings.AddSetting(&CurrentScene);

        LightDirection.Initialize(tweakBar, "LightDirection", "Scene Controls", "Light Direction", "The direction of the light", Float3(-0.7500f, 0.9770f, -0.4000f));
        Settings.AddSetting(&LightDirection);

        LightColor.Initialize(tweakBar, "LightColor", "Scene Controls", "Light Color", "The color of the light", Float3(20.0000f, 16.0000f, 10.0000f), true, 0.0000f, 20.0000f, 0.1000f, ColorUnit::None);
        Settings.AddSetting(&LightColor);

        EnableDirectLighting.Initialize(tweakBar, "EnableDirectLighting", "Scene Controls", "Enable Direct Lighting", "Enables direct lighting", true);
        Settings.AddSetting(&EnableDirectLighting);

        EnableAmbientLighting.Initialize(tweakBar, "EnableAmbientLighting", "Scene Controls", "Enable Ambient Lighting", "Enables ambient lighting from the environment", true);
        Settings.AddSetting(&EnableAmbientLighting);

        RenderBackground.Initialize(tweakBar, "RenderBackground", "Scene Controls", "Render Background", "", true);
        Settings.AddSetting(&RenderBackground);

        EnableShadows.Initialize(tweakBar, "EnableShadows", "Scene Controls", "Enable Shadows", "", true);
        Settings.AddSetting(&EnableShadows);

        EnableNormalMaps.Initialize(tweakBar, "EnableNormalMaps", "Scene Controls", "Enable Normal Maps", "", true);
        Settings.AddSetting(&EnableNormalMaps);

        NormalMapIntensity.Initialize(tweakBar, "NormalMapIntensity", "Scene Controls", "Normal Map Intensity", "", 1.0000f, 0.0000f, 1.0000f, 0.0100f, ConversionMode::None, 1.0000f);
        Settings.AddSetting(&NormalMapIntensity);

        DiffuseIntensity.Initialize(tweakBar, "DiffuseIntensity", "Scene Controls", "Diffuse Intensity", "Diffuse albedo intensity parameter for the material", 0.5000f, 0.0000f, 1.0000f, 0.0010f, ConversionMode::None, 1.0000f);
        Settings.AddSetting(&DiffuseIntensity);

        Roughness.Initialize(tweakBar, "Roughness", "Scene Controls", "Roughness", "Specular roughness parameter for the material", 0.1000f, 0.0010f, 1.0000f, 0.0010f, ConversionMode::Square, 1.0000f);
        Settings.AddSetting(&Roughness);

        SpecularIntensity.Initialize(tweakBar, "SpecularIntensity", "Scene Controls", "Specular Intensity", "Specular intensity parameter for the material", 0.0500f, 0.0000f, 1.0000f, 0.0010f, ConversionMode::None, 1.0000f);
        Settings.AddSetting(&SpecularIntensity);

        ModelOrientation.Initialize(tweakBar, "ModelOrientation", "Scene Controls", "Model Orientation", "", Quaternion(0.4100f, -0.5500f, -0.2900f, 0.6700f));
        Settings.AddSetting(&ModelOrientation);

        ModelRotationSpeed.Initialize(tweakBar, "ModelRotationSpeed", "Scene Controls", "Model Rotation Speed", "", 0.0000f, 0.0000f, 10.0000f, 0.0100f, ConversionMode::None, 1.0000f);
        Settings.AddSetting(&ModelRotationSpeed);

        DoubleSyncInterval.Initialize(tweakBar, "DoubleSyncInterval", "Scene Controls", "Double Sync Interval", "", false);
        Settings.AddSetting(&DoubleSyncInterval);

        ExposureScale.Initialize(tweakBar, "ExposureScale", "Scene Controls", "Exposure Scale", "", 0.0000f, -16.0000f, 16.0000f, 0.0100f, ConversionMode::None, 1.0000f);
        Settings.AddSetting(&ExposureScale);

        EnableZoom.Initialize(tweakBar, "EnableZoom", "Scene Controls", "Enable Zoom", "", false);
        Settings.AddSetting(&EnableZoom);

        BloomExposure.Initialize(tweakBar, "BloomExposure", "Post Processing", "Bloom Exposure Offset", "Exposure offset applied to generate the input of the bloom pass", -4.0000f, -10.0000f, 0.0000f, 0.0100f, ConversionMode::None, 1.0000f);
        Settings.AddSetting(&BloomExposure);

        BloomMagnitude.Initialize(tweakBar, "BloomMagnitude", "Post Processing", "Bloom Magnitude", "Scale factor applied to the bloom results when combined with tone-mapped result", 1.0000f, 0.0000f, 2.0000f, 0.0100f, ConversionMode::None, 1.0000f);
        Settings.AddSetting(&BloomMagnitude);

        BloomBlurSigma.Initialize(tweakBar, "BloomBlurSigma", "Post Processing", "Bloom Blur Sigma", "Sigma parameter of the Gaussian filter used in the bloom pass", 5.0000f, 0.5000f, 5.0000f, 0.0100f, ConversionMode::None, 1.0000f);
        Settings.AddSetting(&BloomBlurSigma);

        ManualExposure.Initialize(tweakBar, "ManualExposure", "Post Processing", "Manual Exposure", "Manual exposure value when auto-exposure is disabled", -2.5000f, -10.0000f, 10.0000f, 0.0100f, ConversionMode::None, 1.0000f);
        Settings.AddSetting(&ManualExposure);

        TwHelper::SetOpened(tweakBar, "Anti Aliasing", true);

        TwHelper::SetOpened(tweakBar, "Scene Controls", true);

        TwHelper::SetOpened(tweakBar, "Post Processing", true);

        CBuffer.Initialize(device);
    }
Ejemplo n.º 16
0
	AEResult BuildCBFPRLights(GraphicDevice* graphicDevice, ConstantBuffer** cb)
	{
		AEAssert(graphicDevice != nullptr);
		if (graphicDevice == nullptr)
		{
			return AEResult::GraphicDeviceNull;
		}

		AEAssert(cb != nullptr);
		if (cb == nullptr)
		{
			return AEResult::NullParameter;
		}

		AEResult ret = AEResult::Ok;
		uint32_t offset = 0;

		/////////////////////////////////////////////////////
		//Create Constant Buffer _AE_CB_FPR_LightCulling
		//
		//		cbuffer _AE_CB_FPR_Lights : register(b0)
		//		{
		//			float3	_AE_CameraPos			: packoffset(c0);
		//			uint	_AE_WindowWidth			: packoffset(c0.w);
		//		};
		//

		/****************************************************************************
		*Constant Buffer: _AE_CB_HalfPixel
		****************************************************************************/
		ConstantBuffer* tempCB = new ConstantBuffer(graphicDevice, 0, AE_CB_FPR_LIGHTS_NAME);

		/**************************************
		*Add Var 1: _AE_CameraPos
		***************************************/
		ShaderCustomVariable* scv = new ShaderCustomVariable();
		scv->m_Name = AE_CB_CAMERA_POS_VAR_NAME;
		scv->m_StartOffset = offset;
		scv->m_Columns = 3;
		scv->m_Rows = 1;
		scv->m_Elements = 0;
		scv->m_IsArray = false;
		scv->m_ElementSize = sizeof(glm::vec3);
		scv->m_Offset = 0;
		scv->m_UserVariable = false;
		scv->m_Size = sizeof(glm::vec3);
		scv->m_ShaderVariableClass = ShaderVariableClass::Vector;
		scv->m_ShaderVariableType = ShaderVariableType::Float;

		ret = tempCB->AddVariable(scv);

		offset = (scv->m_StartOffset + scv->m_Offset + scv->m_Size);

		if (ret != AEResult::Ok)
		{
			DeleteMem(tempCB);

			DeleteMem(scv);

			return AEResult::ConstantBufferInitFailed;
		}

		/**************************************
		*Add Var 2: _AE_WindowWidth
		***************************************/
		scv = new ShaderCustomVariable();
		scv->m_Name = AE_CB_WINDOW_WIDTH_VAR_NAME;
		scv->m_StartOffset = offset;
		scv->m_Columns = 1;
		scv->m_Rows = 1;
		scv->m_Elements = 0;
		scv->m_IsArray = false;
		scv->m_ElementSize = sizeof(uint32_t);
		scv->m_Offset = 0;
		scv->m_UserVariable = false;
		scv->m_Size = sizeof(uint32_t);
		scv->m_ShaderVariableClass = ShaderVariableClass::Scalar;
		scv->m_ShaderVariableType = ShaderVariableType::UInt;

		ret = tempCB->AddVariable(scv);

		offset = (scv->m_StartOffset + scv->m_Offset + scv->m_Size);

		if (ret != AEResult::Ok)
		{
			DeleteMem(tempCB);

			DeleteMem(scv);

			return AEResult::ConstantBufferInitFailed;
		}

		/**************************************
		*Constant Buffer Initialize
		***************************************/

		ret = tempCB->Initialize();

		if (ret != AEResult::Ok)
		{
			DeleteMem(cb);

			return AEResult::ConstantBufferInitFailed;
		}

		/**************************************
		*Constant Buffer Finish
		***************************************/
		*cb = tempCB;

		return AEResult::Ok;
	}
Ejemplo n.º 17
0
AEResult GameLightsUpdate::ShadowLightRenderGameObject(GameObject* gameObject, const glm::mat4& lightView, const glm::mat4& lightProj)
{
	AEAssert(gameObject != nullptr);
	if (gameObject == nullptr)
	{
		return AEResult::NullParameter;
	}

	if (gameObject->HasMeshGOC() && gameObject->HasMaterialGOCs())
	{
		Mesh* mesh = gameObject->GetMeshGOC()->GetMeshResource();

		if (mesh != nullptr)
		{
			ConstantBuffer* cb = nullptr;
			Material* mat = nullptr;
			bool hasAnimation = gameObject->HasMeshAnimationGOC();

			if (hasAnimation)
			{
				mat = m_VarianceSkinningShadowMaterial;
				ShaderProperties* vsProps = m_VarianceSkinningShadowMaterial->GetVSProps();
				cb = vsProps->GetConstantBuffer(AE_CB_WORLD_VIEW_PROJ_NAME);

				ConstantBuffer* cbBones = vsProps->GetConstantBuffer(AE_CB_BONES_NAME);
				if (cbBones != nullptr)
				{
					AnimationPlayer* player = gameObject->GetMeshAnimationGOC()->GetAnimationPlayer();
					cbBones->SetValue(AE_CB_BONE_TRANSFORMS_VAR_NAME, player->GetBoneTransforms(), sizeof(glm::mat4) * AE_MAX_BONES);
				}
			}
			else
			{
				mat = m_VarianceShadowMaterial;
				ShaderProperties* vsProps = m_VarianceShadowMaterial->GetVSProps();
				cb = vsProps->GetConstantBuffer(AE_CB_WORLD_VIEW_PROJ_NAME);
			}

			cb->SetValueT<glm::mat4>(AE_CB_WORLD_VAR_NAME, gameObject->GetWorldTransform());
			cb->SetValueT<glm::mat4>(AE_CB_VIEW_VAR_NAME, lightView);
			cb->SetValueT<glm::mat4>(AE_CB_PROJECTION_VAR_NAME, lightProj);

			AETODO("check return");
			mat->Apply();

			for (uint32_t i = 0; i < mesh->GetNumberMeshParts(); i++)
			{
				MeshPart* meshPart = mesh->GetMeshPart(i);

				m_GraphicDevice->SetVertexBuffer(meshPart->GetVertexBuffer());
				m_GraphicDevice->SetIndexBuffer(meshPart->GetIndexBuffer());

				m_GraphicDevice->SetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);

				m_GraphicDevice->DrawIndexed(0, 0, meshPart->GetIndexBuffer()->GetSize());
			}

			AETODO("check return");
			mat->UnApply();
		}
	}

	for (auto goIt : *gameObject)
	{
		ShadowLightRenderGameObject(goIt.second, lightView, lightProj);
	}

	return AEResult::Ok;
}
Ejemplo n.º 18
0
void LightingApp::DrawScene()
{
	md3dImmediateContext->ClearRenderTargetView(mRenderTargetView, reinterpret_cast<const float*>(&Colors::LightSteelBlue));
	md3dImmediateContext->ClearDepthStencilView(mDepthStencilView, D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL, 1.0f, 0);

	md3dImmediateContext->IASetInputLayout(mInputLayout);
	md3dImmediateContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
	md3dImmediateContext->PSSetShader(mPixelShader, NULL, 0);
	md3dImmediateContext->VSSetShader(mVertexShader, NULL, 0);

	UINT stride = sizeof(Vertex);
	UINT offset = 0;

	XMMATRIX view = XMLoadFloat4x4(&mView);
	XMMATRIX proj = XMLoadFloat4x4(&mProj);
	XMMATRIX viewProj = view*proj;

	// Set per frame constants.
	mFrameConstantBuffer.Data.mDirLight = mDirLight;
	mFrameConstantBuffer.Data.mPointLight = mPointLight;
	mFrameConstantBuffer.Data.mSpotLight = mSpotLight;
	mFrameConstantBuffer.Data.mEyePosW = mEyePosW;

	//
	// Draw the hills.
	//
	md3dImmediateContext->IASetVertexBuffers(0, 1, &mLandVB, &stride, &offset);
	md3dImmediateContext->IASetIndexBuffer(mLandIB, DXGI_FORMAT_R32_UINT, 0);

	// Set per object constants.
	XMMATRIX world = XMLoadFloat4x4(&mLandWorld);
	XMMATRIX worldInvTranspose = MathHelper::InverseTranspose(world);
	XMMATRIX worldViewProj = XMMatrixTranspose(world*view*proj);

	mObjectConstantBuffer.Data.mWorld = mLandWorld;
	XMStoreFloat4x4(&mObjectConstantBuffer.Data.mWorldInvTranspose, worldInvTranspose);
	XMStoreFloat4x4(&mObjectConstantBuffer.Data.mWorldViewProj, worldViewProj);
	mObjectConstantBuffer.Data.mMaterial = mLandMat;

	mObjectConstantBuffer.ApplyChanges(md3dImmediateContext);
	mFrameConstantBuffer.ApplyChanges(md3dImmediateContext);

	ID3D11Buffer* buffer[2] = { mObjectConstantBuffer.Buffer(), mFrameConstantBuffer.Buffer() };
	md3dImmediateContext->VSSetConstantBuffers(0, 1, &buffer[0]);
	md3dImmediateContext->PSSetConstantBuffers(0, 2, buffer);


	md3dImmediateContext->DrawIndexed(mLandIndexCount, 0, 0);

	//
	// Draw the waves.
	//
	md3dImmediateContext->IASetVertexBuffers(0, 1, &mWavesVB, &stride, &offset);
	md3dImmediateContext->IASetIndexBuffer(mWavesIB, DXGI_FORMAT_R32_UINT, 0);

	// Set per object constants.
	world = XMLoadFloat4x4(&mWavesWorld);
	worldInvTranspose = MathHelper::InverseTranspose(world);
	worldViewProj = XMMatrixTranspose(world*view*proj);

	mObjectConstantBuffer.Data.mWorld = mWavesWorld;
	XMStoreFloat4x4(&mObjectConstantBuffer.Data.mWorldInvTranspose, worldInvTranspose);
	XMStoreFloat4x4(&mObjectConstantBuffer.Data.mWorldViewProj, worldViewProj);
	mObjectConstantBuffer.Data.mMaterial = mWavesMat;

	mObjectConstantBuffer.ApplyChanges(md3dImmediateContext);
	mFrameConstantBuffer.ApplyChanges(md3dImmediateContext);

	md3dImmediateContext->VSSetConstantBuffers(0, 1, &buffer[0]);
	md3dImmediateContext->PSSetConstantBuffers(0, 2, buffer);

	md3dImmediateContext->DrawIndexed(3 * mWaves.TriangleCount(), 0, 0);


	HR(mSwapChain->Present(0, 0));
}
Ejemplo n.º 19
0
	AEResult BuildCBBones(GraphicDevice* graphicDevice, ConstantBuffer** cb)
	{
		AEAssert(graphicDevice != nullptr);
		if (graphicDevice == nullptr)
		{
			return AEResult::GraphicDeviceNull;
		}

		AEAssert(cb != nullptr);
		if (cb == nullptr)
		{
			return AEResult::NullParameter;
		}

		AEResult ret = AEResult::Ok;
		uint32_t offset = 0;

		/////////////////////////////////////////////////////
		//Create Constant Buffer _AE_CB_Bones
		//
		//	cbuffer _AE_CB_Bones : register(b1)
		//	{
		//		matrix _AE_BoneTransforms[MAX_BONES] : packoffset(c0);
		//	};
		//

		/****************************************************************************
		*Constant Buffer: _AE_CB_Bones
		****************************************************************************/
		ConstantBuffer* tempCB = new ConstantBuffer(graphicDevice, 1, AE_CB_BONES_NAME);

		/**************************************
		*Add Var 1: _AE_World
		***************************************/
		ShaderCustomVariable* scv = new ShaderCustomVariable();
		scv->m_Name = AE_CB_BONE_TRANSFORMS_VAR_NAME;
		scv->m_StartOffset = offset;
		scv->m_Columns = 4;
		scv->m_Rows = 4;
		scv->m_Elements = AE_MAX_BONES;
		scv->m_IsArray = true;
		scv->m_ElementSize = sizeof(glm::mat4);
		scv->m_Offset = 0;
		scv->m_UserVariable = false;
		scv->m_Size = sizeof(glm::mat4) * AE_MAX_BONES;
		scv->m_ShaderVariableClass = ShaderVariableClass::Matrix;
		scv->m_ShaderVariableType = ShaderVariableType::Float;

		ret = tempCB->AddVariable(scv);

		offset = (scv->m_StartOffset + scv->m_Offset + scv->m_Size);

		if (ret != AEResult::Ok)
		{
			DeleteMem(tempCB);

			DeleteMem(scv);

			return AEResult::ConstantBufferInitFailed;
		}

		/**************************************
		*Constant Buffer Initialize
		***************************************/

		ret = tempCB->Initialize();

		if (ret != AEResult::Ok)
		{
			DeleteMem(cb);

			return AEResult::ConstantBufferInitFailed;
		}

		/**************************************
		*Constant Buffer Finish
		***************************************/
		*cb = tempCB;

		return AEResult::Ok;
	}
Ejemplo n.º 20
0
		inline void SetConstant(ShaderStage stage, uint32 slot, const ConstantBuffer<Type>& buffer)
		{
			SetConstant(stage, slot, buffer.base(), buffer.getPtr(), sizeof(Type) / sizeof(__m128));
		}
Ejemplo n.º 21
0
	AEResult BuildCBHalfPixel(GraphicDevice* graphicDevice, ConstantBuffer** cb)
	{
		AEAssert(graphicDevice != nullptr);
		if (graphicDevice == nullptr)
		{
			return AEResult::GraphicDeviceNull;
		}

		AEAssert(cb != nullptr);
		if (cb == nullptr)
		{
			return AEResult::NullParameter;
		}

		AEResult ret = AEResult::Ok;
		uint32_t offset = 0;

		/////////////////////////////////////////////////////
		//Create Constant Buffer _AE_CB_HalfPixel
		//
		//	cbuffer _AE_CB_HalfPixel : register(b0)
		//	{
		//		float2 _AE_HalfPixel	: packoffset(c0);
		//	};
		//

		/****************************************************************************
		*Constant Buffer: _AE_CB_HalfPixel
		****************************************************************************/
		ConstantBuffer* tempCB = new ConstantBuffer(graphicDevice, 0, AE_CB_HALF_PIXEL_NAME);

		/**************************************
		*Add Var 1: _AE_HalfPixel
		***************************************/
		ShaderCustomVariable* scv = new ShaderCustomVariable();
		scv->m_Name = AE_CB_HALF_PIXEL_VAR_NAME;
		scv->m_StartOffset = offset;
		scv->m_Columns = 2;
		scv->m_Rows = 1;
		scv->m_Elements = 0;
		scv->m_IsArray = false;
		scv->m_ElementSize = sizeof(glm::vec2);
		scv->m_Offset = 0;
		scv->m_UserVariable = false;
		scv->m_Size = sizeof(glm::vec2);
		scv->m_ShaderVariableClass = ShaderVariableClass::Vector;
		scv->m_ShaderVariableType = ShaderVariableType::Float;

		ret = tempCB->AddVariable(scv);

		offset = (scv->m_StartOffset + scv->m_Offset + scv->m_Size);

		if (ret != AEResult::Ok)
		{
			DeleteMem(tempCB);

			DeleteMem(scv);

			return AEResult::ConstantBufferInitFailed;
		}

		/**************************************
		*Constant Buffer Initialize
		***************************************/

		ret = tempCB->Initialize();

		if (ret != AEResult::Ok)
		{
			DeleteMem(cb);

			return AEResult::ConstantBufferInitFailed;
		}

		/**************************************
		*Constant Buffer Finish
		***************************************/
		*cb = tempCB;

		return AEResult::Ok;
	}
Ejemplo n.º 22
0
	AEResult BuildCBFPRLightCulling(GraphicDevice* graphicDevice, ConstantBuffer** cb)
	{
		AEAssert(graphicDevice != nullptr);
		if (graphicDevice == nullptr)
		{
			return AEResult::GraphicDeviceNull;
		}

		AEAssert(cb != nullptr);
		if (cb == nullptr)
		{
			return AEResult::NullParameter;
		}

		AEResult ret = AEResult::Ok;
		uint32_t offset = 0;

		/////////////////////////////////////////////////////
		//Create Constant Buffer _AE_CB_FPR_LightCulling
		//
		//		cbuffer _AE_CB_FPR_LightCulling : register(b0)
		//		{
		//			matrix	_AE_View				: packoffset(c0);
		//			matrix	_AE_InvProjection		: packoffset(c4);
		//		
		//			uint	_AE_WindowHeight		: packoffset(c8.x);
		//			uint	_AE_WindowWidth			: packoffset(c8.y);
		//			uint	_AE_NumLights			: packoffset(c8.z);
		//		};
		//

		/****************************************************************************
		*Constant Buffer: _AE_CB_FPR_LightCulling
		****************************************************************************/
		ConstantBuffer* tempCB = new ConstantBuffer(graphicDevice, 0, AE_CB_FPR_LIGHT_CULLING_NAME);

		/**************************************
		*Add Var 1: _AE_View
		***************************************/
		ShaderCustomVariable* scv = new ShaderCustomVariable();
		scv->m_Name = AE_CB_VIEW_VAR_NAME;
		scv->m_StartOffset = offset;
		scv->m_Columns = 4;
		scv->m_Rows = 4;
		scv->m_Elements = 0;
		scv->m_IsArray = false;
		scv->m_ElementSize = sizeof(glm::mat4);
		scv->m_Offset = 0;
		scv->m_UserVariable = false;
		scv->m_Size = sizeof(glm::mat4);
		scv->m_ShaderVariableClass = ShaderVariableClass::Matrix;
		scv->m_ShaderVariableType = ShaderVariableType::Float;

		ret = tempCB->AddVariable(scv);

		offset = (scv->m_StartOffset + scv->m_Offset + scv->m_Size);

		if (ret != AEResult::Ok)
		{
			DeleteMem(tempCB);

			DeleteMem(scv);

			return AEResult::ConstantBufferInitFailed;
		}

		/**************************************
		*Add Var 2: _AE_InvProjection
		***************************************/
		scv = new ShaderCustomVariable();
		scv->m_Name = AE_CB_INV_PROJECTION_VAR_NAME;
		scv->m_StartOffset = offset;
		scv->m_Columns = 4;
		scv->m_Rows = 4;
		scv->m_Elements = 0;
		scv->m_IsArray = false;
		scv->m_ElementSize = sizeof(glm::mat4);
		scv->m_Offset = 0;
		scv->m_UserVariable = false;
		scv->m_Size = sizeof(glm::mat4);
		scv->m_ShaderVariableClass = ShaderVariableClass::Matrix;
		scv->m_ShaderVariableType = ShaderVariableType::Float;

		ret = tempCB->AddVariable(scv);

		offset = (scv->m_StartOffset + scv->m_Offset + scv->m_Size);

		if (ret != AEResult::Ok)
		{
			DeleteMem(tempCB);

			DeleteMem(scv);

			return AEResult::ConstantBufferInitFailed;
		}

		/**************************************
		*Add Var 3: _AE_WindowHeight
		***************************************/
		scv = new ShaderCustomVariable();
		scv->m_Name = AE_CB_WINDOW_HEIGHT_VAR_NAME;
		scv->m_StartOffset = offset;
		scv->m_Columns = 1;
		scv->m_Rows = 1;
		scv->m_Elements = 0;
		scv->m_IsArray = false;
		scv->m_ElementSize = sizeof(uint32_t);
		scv->m_Offset = 0;
		scv->m_UserVariable = false;
		scv->m_Size = sizeof(uint32_t);
		scv->m_ShaderVariableClass = ShaderVariableClass::Scalar;
		scv->m_ShaderVariableType = ShaderVariableType::UInt;

		ret = tempCB->AddVariable(scv);

		offset = (scv->m_StartOffset + scv->m_Offset + scv->m_Size);

		if (ret != AEResult::Ok)
		{
			DeleteMem(tempCB);

			DeleteMem(scv);

			return AEResult::ConstantBufferInitFailed;
		}

		/**************************************
		*Add Var 4: _AE_WindowWidth
		***************************************/
		scv = new ShaderCustomVariable();
		scv->m_Name = AE_CB_WINDOW_WIDTH_VAR_NAME;
		scv->m_StartOffset = offset;
		scv->m_Columns = 1;
		scv->m_Rows = 1;
		scv->m_Elements = 0;
		scv->m_IsArray = false;
		scv->m_ElementSize = sizeof(uint32_t);
		scv->m_Offset = 0;
		scv->m_UserVariable = false;
		scv->m_Size = sizeof(uint32_t);
		scv->m_ShaderVariableClass = ShaderVariableClass::Scalar;
		scv->m_ShaderVariableType = ShaderVariableType::UInt;

		ret = tempCB->AddVariable(scv);

		offset = (scv->m_StartOffset + scv->m_Offset + scv->m_Size);

		if (ret != AEResult::Ok)
		{
			DeleteMem(tempCB);

			DeleteMem(scv);

			return AEResult::ConstantBufferInitFailed;
		}

		/**************************************
		*Add Var 5: _AE_NumLights
		***************************************/
		scv = new ShaderCustomVariable();
		scv->m_Name = AE_CB_NUM_LIGHTS_VAR_NAME;
		scv->m_StartOffset = offset;
		scv->m_Columns = 1;
		scv->m_Rows = 1;
		scv->m_Elements = 0;
		scv->m_IsArray = false;
		scv->m_ElementSize = sizeof(uint32_t);
		scv->m_Offset = 0;
		scv->m_UserVariable = false;
		scv->m_Size = sizeof(uint32_t);
		scv->m_ShaderVariableClass = ShaderVariableClass::Scalar;
		scv->m_ShaderVariableType = ShaderVariableType::UInt;

		ret = tempCB->AddVariable(scv);

		offset = (scv->m_StartOffset + scv->m_Offset + scv->m_Size);

		if (ret != AEResult::Ok)
		{
			DeleteMem(tempCB);

			DeleteMem(scv);

			return AEResult::ConstantBufferInitFailed;
		}

		/**************************************
		*Constant Buffer Initialize
		***************************************/

		ret = tempCB->Initialize();

		if (ret != AEResult::Ok)
		{
			DeleteMem(cb);

			return AEResult::ConstantBufferInitFailed;
		}

		/**************************************
		*Constant Buffer Finish
		***************************************/
		*cb = tempCB;

		return AEResult::Ok;
	}
Ejemplo n.º 23
0
	AEResult BuildCBWVP(GraphicDevice* graphicDevice, ConstantBuffer** cb)
	{
		AEAssert(graphicDevice != nullptr);
		if (graphicDevice == nullptr)
		{
			return AEResult::GraphicDeviceNull;
		}

		AEAssert(cb != nullptr);
		if (cb == nullptr)
		{
			return AEResult::NullParameter;
		}

		AEResult ret = AEResult::Ok;
		uint32_t offset = 0;

		/////////////////////////////////////////////////////
		//Create Constant Buffer _AE_CB_World_View_Proj
		//
		//	cbuffer _AE_CB_World_View_Proj : register(b0)
		//	{
		//		matrix _AE_World		: packoffset(c0);
		//		matrix _AE_View			: packoffset(c4);
		//		matrix _AE_PROJection	: packoffset(c8);
		//	};
		//

		/****************************************************************************
		*Constant Buffer: _AE_CB_World_View_Proj
		****************************************************************************/
		ConstantBuffer* tempCB = new ConstantBuffer(graphicDevice, 0, AE_CB_WORLD_VIEW_PROJ_NAME);

		/**************************************
		*Add Var 1: _AE_World
		***************************************/
		ShaderCustomVariable* scv = new ShaderCustomVariable();
		scv->m_Name = AE_CB_WORLD_VAR_NAME;
		scv->m_StartOffset = offset;
		scv->m_Columns = 4;
		scv->m_Rows = 4;
		scv->m_Elements = 0;
		scv->m_IsArray = false;
		scv->m_ElementSize = sizeof(glm::mat4);
		scv->m_Offset = 0;
		scv->m_UserVariable = false;
		scv->m_Size = sizeof(glm::mat4);
		scv->m_ShaderVariableClass = ShaderVariableClass::Matrix;
		scv->m_ShaderVariableType = ShaderVariableType::Float;

		ret = tempCB->AddVariable(scv);

		offset = (scv->m_StartOffset + scv->m_Offset + scv->m_Size);

		if (ret != AEResult::Ok)
		{
			DeleteMem(tempCB);

			DeleteMem(scv);

			return AEResult::ConstantBufferInitFailed;
		}

		/**************************************
		*Add Var 2: _AE_View
		***************************************/
		scv = new ShaderCustomVariable();
		scv->m_Name = AE_CB_VIEW_VAR_NAME;
		scv->m_StartOffset = offset;
		scv->m_Columns = 4;
		scv->m_Rows = 4;
		scv->m_Elements = 0;
		scv->m_IsArray = false;
		scv->m_ElementSize = sizeof(glm::mat4);
		scv->m_Offset = 0;
		scv->m_UserVariable = false;
		scv->m_Size = sizeof(glm::mat4);
		scv->m_ShaderVariableClass = ShaderVariableClass::Matrix;
		scv->m_ShaderVariableType = ShaderVariableType::Float;

		ret = tempCB->AddVariable(scv);

		offset = (scv->m_StartOffset + scv->m_Offset + scv->m_Size);

		if (ret != AEResult::Ok)
		{
			DeleteMem(tempCB);

			DeleteMem(scv);

			return AEResult::ConstantBufferInitFailed;
		}

		/**************************************
		*Add Var 3: _AE_PROJection
		***************************************/
		scv = new ShaderCustomVariable();
		scv->m_Name = AE_CB_PROJECTION_VAR_NAME;
		scv->m_StartOffset = offset;
		scv->m_Columns = 4;
		scv->m_Rows = 4;
		scv->m_Elements = 0;
		scv->m_IsArray = false;
		scv->m_ElementSize = sizeof(glm::mat4);
		scv->m_Offset = 0;
		scv->m_UserVariable = false;
		scv->m_Size = sizeof(glm::mat4);
		scv->m_ShaderVariableClass = ShaderVariableClass::Matrix;
		scv->m_ShaderVariableType = ShaderVariableType::Float;

		ret = tempCB->AddVariable(scv);

		offset = (scv->m_StartOffset + scv->m_Offset + scv->m_Size);

		if (ret != AEResult::Ok)
		{
			DeleteMem(tempCB);

			DeleteMem(scv);

			return AEResult::ConstantBufferInitFailed;
		}

		/**************************************
		*Constant Buffer Initialize
		***************************************/

		ret = tempCB->Initialize();

		if (ret != AEResult::Ok)
		{
			DeleteMem(tempCB);

			return AEResult::ConstantBufferInitFailed;
		}

		/**************************************
		*Constant Buffer Finish
		***************************************/
		*cb = tempCB;

		return AEResult::Ok;
	}
Ejemplo n.º 24
0
    void Initialize(ID3D11Device* device)
    {
        TwBar* tweakBar = Settings.TweakBar();

        EnableSun.Initialize(tweakBar, "EnableSun", "Sun Light", "Enable Sun", "Enables the sun light", true);
        Settings.AddSetting(&EnableSun);

        SunAreaLightApproximation.Initialize(tweakBar, "SunAreaLightApproximation", "Sun Light", "Sun Area Light Approximation", "Controls whether the sun is treated as a disc area light in the real-time shader", true);
        Settings.AddSetting(&SunAreaLightApproximation);

        SunTintColor.Initialize(tweakBar, "SunTintColor", "Sun Light", "Sun Tint Color", "The color of the sun", Float3(1.0000f, 1.0000f, 1.0000f), false, -340282300000000000000000000000000000000.0000f, 340282300000000000000000000000000000000.0000f, 0.0100f, ColorUnit::None);
        Settings.AddSetting(&SunTintColor);

        SunIntensityScale.Initialize(tweakBar, "SunIntensityScale", "Sun Light", "Sun Intensity Scale", "Scale the intensity of the sun", 1.0000f, 0.0000f, 340282300000000000000000000000000000000.0000f, 0.0100f, ConversionMode::None, 1.0000f);
        Settings.AddSetting(&SunIntensityScale);

        SunSize.Initialize(tweakBar, "SunSize", "Sun Light", "Sun Size", "Angular radius of the sun in degrees", 0.2700f, 0.0100f, 340282300000000000000000000000000000000.0000f, 0.0010f, ConversionMode::None, 1.0000f);
        Settings.AddSetting(&SunSize);

        NormalizeSunIntensity.Initialize(tweakBar, "NormalizeSunIntensity", "Sun Light", "Normalize Sun Intensity", "", false);
        Settings.AddSetting(&NormalizeSunIntensity);

        SunDirType.Initialize(tweakBar, "SunDirType", "Sun Light", "Sun Dir Type", "Input direction type for the sun", SunDirectionTypes::UnitVector, 2, SunDirectionTypesLabels);
        Settings.AddSetting(&SunDirType);

        SunDirection.Initialize(tweakBar, "SunDirection", "Sun Light", "Sun Direction", "Director of the sun", Float3(-0.7500f, 0.9770f, -0.4000f));
        Settings.AddSetting(&SunDirection);

        SunAzimuth.Initialize(tweakBar, "SunAzimuth", "Sun Light", "Sun Azimuth", "Angle around the horizon", 0.0000f, 0.0000f, 360.0000f, 0.0100f, ConversionMode::None, 1.0000f);
        Settings.AddSetting(&SunAzimuth);

        SunElevation.Initialize(tweakBar, "SunElevation", "Sun Light", "Sun Elevation", "Elevation of sun from ground. 0 degrees is aligned on the horizon while 90 degrees is directly overhead", 0.0000f, 0.0000f, 90.0000f, 0.0100f, ConversionMode::None, 1.0000f);
        Settings.AddSetting(&SunElevation);

        Turbidity.Initialize(tweakBar, "Turbidity", "Sky", "Turbidity", "Atmospheric turbidity (thickness) uses for procedural sun and sky model", 2.0000f, 1.0000f, 10.0000f, 0.0100f, ConversionMode::None, 1.0000f);
        Settings.AddSetting(&Turbidity);

        GroundAlbedo.Initialize(tweakBar, "GroundAlbedo", "Sky", "Ground Albedo", "Ground albedo color used for procedural sun and sky model", Float3(0.5000f, 0.5000f, 0.5000f), false, -340282300000000000000000000000000000000.0000f, 340282300000000000000000000000000000000.0000f, 0.0100f, ColorUnit::None);
        Settings.AddSetting(&GroundAlbedo);

        MSAAMode.Initialize(tweakBar, "MSAAMode", "Anti Aliasing", "MSAAMode", "MSAA mode to use for full-resolution rendering", MSAAModes::MSAANone, 2, MSAAModesLabels);
        Settings.AddSetting(&MSAAMode);

        FilterSize.Initialize(tweakBar, "FilterSize", "Anti Aliasing", "Filter Size", "Filter radius for MSAA resolve", 2.0000f, 0.0000f, 6.0000f, 0.0100f, ConversionMode::None, 1.0000f);
        Settings.AddSetting(&FilterSize);

        EnableAlbedoMaps.Initialize(tweakBar, "EnableAlbedoMaps", "Scene", "Enable Albedo Maps", "Enables albedo maps", true);
        Settings.AddSetting(&EnableAlbedoMaps);

        EnableNormalMaps.Initialize(tweakBar, "EnableNormalMaps", "Scene", "Enable Normal Maps", "Enables normal maps", true);
        Settings.AddSetting(&EnableNormalMaps);

        NormalMapIntensity.Initialize(tweakBar, "NormalMapIntensity", "Scene", "Normal Map Intensity", "Intensity of the normal map", 0.5000f, 0.0000f, 1.0000f, 0.0100f, ConversionMode::None, 1.0000f);
        Settings.AddSetting(&NormalMapIntensity);

        DiffuseIntensity.Initialize(tweakBar, "DiffuseIntensity", "Scene", "Diffuse Intensity", "Diffuse albedo intensity parameter for the material", 0.7500f, 0.0000f, 1.0000f, 0.0010f, ConversionMode::None, 1.0000f);
        Settings.AddSetting(&DiffuseIntensity);

        Roughness.Initialize(tweakBar, "Roughness", "Scene", "Specular Roughness", "Specular roughness parameter for the material", 0.2500f, 0.0010f, 1.0000f, 0.0010f, ConversionMode::None, 1.0000f);
        Settings.AddSetting(&Roughness);

        SpecularIntensity.Initialize(tweakBar, "SpecularIntensity", "Scene", "Specular Intensity", "Specular intensity parameter for the material", 0.0400f, 0.0000f, 1.0000f, 0.0010f, ConversionMode::None, 1.0000f);
        Settings.AddSetting(&SpecularIntensity);

        NumParticles.Initialize(tweakBar, "NumParticles", "Particles", "Num Particles (x1024)", "The number of particles to render, in increments of 1024", 8, 0, 32);
        Settings.AddSetting(&NumParticles);

        EmitRadius.Initialize(tweakBar, "EmitRadius", "Particles", "Emit Radius", "The radius in which to emit particles", 2.0000f, 0.0100f, 340282300000000000000000000000000000000.0000f, 0.0100f, ConversionMode::None, 1.0000f);
        Settings.AddSetting(&EmitRadius);

        EmitCenterX.Initialize(tweakBar, "EmitCenterX", "Particles", "Emit Center X", "The X coordinate of the point from which to emit particles", 0.0000f, -340282300000000000000000000000000000000.0000f, 340282300000000000000000000000000000000.0000f, 0.0100f, ConversionMode::None, 1.0000f);
        Settings.AddSetting(&EmitCenterX);

        EmitCenterY.Initialize(tweakBar, "EmitCenterY", "Particles", "Emit Center Y", "The Y coordinate of the point from which to emit particles", 2.5000f, -340282300000000000000000000000000000000.0000f, 340282300000000000000000000000000000000.0000f, 0.0100f, ConversionMode::None, 1.0000f);
        Settings.AddSetting(&EmitCenterY);

        EmitCenterZ.Initialize(tweakBar, "EmitCenterZ", "Particles", "Emit Center Z", "The Z coordinate of the point from which to emit particles", 0.0000f, -340282300000000000000000000000000000000.0000f, 340282300000000000000000000000000000000.0000f, 0.0100f, ConversionMode::None, 1.0000f);
        Settings.AddSetting(&EmitCenterZ);

        RotationSpeed.Initialize(tweakBar, "RotationSpeed", "Particles", "Rotation Speed", "Controls how fast to rotate the particles around the emitter center", 0.5000f, 0.0000f, 340282300000000000000000000000000000000.0000f, 0.0100f, ConversionMode::None, 1.0000f);
        Settings.AddSetting(&RotationSpeed);

        AbsorptionScale.Initialize(tweakBar, "AbsorptionScale", "Particles", "Absorption Scale", "Scaled the absorption coefficient used for particle self-shadowing", 1.0000f, 0.0000f, 340282300000000000000000000000000000000.0000f, 0.0100f, ConversionMode::None, 1.0000f);
        Settings.AddSetting(&AbsorptionScale);

        SortParticles.Initialize(tweakBar, "SortParticles", "Particles", "Sort Particles", "Enables sorting each particle by their depth", true);
        Settings.AddSetting(&SortParticles);

        EnableParticleAlbedoMap.Initialize(tweakBar, "EnableParticleAlbedoMap", "Particles", "Enable Particle Albedo Map", "Enables or disables sampling an albedo map in the particle pixel shader", true);
        Settings.AddSetting(&EnableParticleAlbedoMap);

        BillboardParticles.Initialize(tweakBar, "BillboardParticles", "Particles", "Billboard Particles", "Enables or disabled billboarding of particles towards the camera", true);
        Settings.AddSetting(&BillboardParticles);

        RenderLowRes.Initialize(tweakBar, "RenderLowRes", "Particles", "Render Low-Res", "Renders the particles at half resolution", true);
        Settings.AddSetting(&RenderLowRes);

        LowResRenderMode.Initialize(tweakBar, "LowResRenderMode", "Particles", "Low-Res Render Mode", "Specifies the technique to use for upscaling particles from half resolution", LowResRenderModes::MSAA, 2, LowResRenderModesLabels);
        Settings.AddSetting(&LowResRenderMode);

        ResolveSubPixelThreshold.Initialize(tweakBar, "ResolveSubPixelThreshold", "Particles", "Resolve Sub-Pixel Threshold", "Threshold used during low-resolution resolve for determining pixels containing sub-pixel edges", 0.0250f, 0.0000f, 1.0000f, 0.0010f, ConversionMode::None, 1.0000f);
        Settings.AddSetting(&ResolveSubPixelThreshold);

        CompositeSubPixelThreshold.Initialize(tweakBar, "CompositeSubPixelThreshold", "Particles", "Composite Sub-Pixel Threshold", "Threshold used during low-resolution composite for determining pixels containing sub-pixel edges", 0.1000f, 0.0000f, 1.0000f, 0.0010f, ConversionMode::None, 1.0000f);
        Settings.AddSetting(&CompositeSubPixelThreshold);

        ProgrammableSamplePoints.Initialize(tweakBar, "ProgrammableSamplePoints", "Particles", "Programmable Sample Points", "Use programmable sample positions when rendering low-resolution particles with 'MSAA' mode", true);
        Settings.AddSetting(&ProgrammableSamplePoints);
        ProgrammableSamplePoints.SetVisible(false);

        NearestDepthThreshold.Initialize(tweakBar, "NearestDepthThreshold", "Particles", "Nearest-Depth Threshold", "Depth threshold to use for nearest-depth upsampling", 0.2500f, 0.0000f, 100.0000f, 0.0100f, ConversionMode::None, 1.0000f);
        Settings.AddSetting(&NearestDepthThreshold);

        BloomExposure.Initialize(tweakBar, "BloomExposure", "Post Processing", "Bloom Exposure Offset", "Exposure offset applied to generate the input of the bloom pass", -4.0000f, -10.0000f, 0.0000f, 0.0100f, ConversionMode::None, 1.0000f);
        Settings.AddSetting(&BloomExposure);

        BloomMagnitude.Initialize(tweakBar, "BloomMagnitude", "Post Processing", "Bloom Magnitude", "Scale factor applied to the bloom results when combined with tone-mapped result", 1.0000f, 0.0000f, 2.0000f, 0.0100f, ConversionMode::None, 1.0000f);
        Settings.AddSetting(&BloomMagnitude);

        BloomBlurSigma.Initialize(tweakBar, "BloomBlurSigma", "Post Processing", "Bloom Blur Sigma", "Sigma parameter of the Gaussian filter used in the bloom pass", 2.5000f, 0.5000f, 2.5000f, 0.0100f, ConversionMode::None, 1.0000f);
        Settings.AddSetting(&BloomBlurSigma);

        EnableVSync.Initialize(tweakBar, "EnableVSync", "Debug", "Enable VSync", "Enables or disables vertical sync during Present", true);
        Settings.AddSetting(&EnableVSync);

        TakeScreenshot.Initialize(tweakBar, "TakeScreenshot", "Debug", "Take Screenshot", "Captures the screen output (before HUD rendering), and saves it to a file");
        Settings.AddSetting(&TakeScreenshot);

        ShowMSAAEdges.Initialize(tweakBar, "ShowMSAAEdges", "Debug", "Show MSAAEdges", "When using MSAA low-res render mode, shows pixels that use subpixel data", false);
        Settings.AddSetting(&ShowMSAAEdges);

        TwHelper::SetOpened(tweakBar, "Sun Light", false);

        TwHelper::SetOpened(tweakBar, "Sky", false);

        TwHelper::SetOpened(tweakBar, "Anti Aliasing", false);

        TwHelper::SetOpened(tweakBar, "Scene", false);

        TwHelper::SetOpened(tweakBar, "Particles", true);

        TwHelper::SetOpened(tweakBar, "Post Processing", false);

        TwHelper::SetOpened(tweakBar, "Debug", true);

        CBuffer.Initialize(device);
    }