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;
}
Exemple #2
0
bool HillsApp::Init()
{
	if(!D3DApp::Init())
		return false;

	BuildGeometryBuffers();
	BuildFX();
	BuildVertexLayout();
	BuildRasterState();
	mObjectConstantBuffer.Initialize(md3dDevice);
	return true;
}
    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);
    }
	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;
	}
	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;
	}
	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;
	}
	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;
	}
	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;
	}
    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);
    }