// Rotating sponge void Anim() { static DWORD s_PrevTick = GetTickCount(); DWORD tick = GetTickCount(); // msec float dt = float(tick - s_PrevTick) / 1000.0f; // sec if (g_Animate && dt > 0 && dt < 0.2f) { Vector3 axis = Vector3::ZERO; float angle = 0; AxisAngleFromRotation(axis, angle, g_SpongeRotation); if (Length(axis) < 1.0e-6f) axis.v[1] = 1; angle += g_AnimationSpeed * dt; if (angle >= 2.0f*FLOAT_PI) angle -= 2.0f*FLOAT_PI; else if (angle <= 0) angle += 2.0f*FLOAT_PI; g_SpongeRotation = RotationFromAxisAngle(axis, angle); } s_PrevTick = tick; }
void AtmosphereSample::Update(double CurrTime, double ElapsedTime) { SampleBase::Update(CurrTime, ElapsedTime); m_fElapsedTime = static_cast<float>(ElapsedTime); const auto& SCDesc = m_pSwapChain->GetDesc(); // Set world/view/proj matrices and global shader constants float aspectRatio = (float)SCDesc.Width / SCDesc.Height; float3 CamZ = normalize( m_f3CameraDir ); float3 CamX = normalize( cross( float3( 0, 1, 0 ), CamZ ) ); float3 CamY = normalize( cross( CamZ, CamX ) ); m_mCameraView = translationMatrix( -m_f3CameraPos ) * ViewMatrixFromBasis( CamX, CamY, CamZ ); // This projection matrix is only used to set up directions in view frustum // Actual near and far planes are ignored float FOV = (float)M_PI/4.f; float4x4 mTmpProj = Projection(FOV, aspectRatio, 50.f, 500000.f, m_bIsDXDevice); float fEarthRadius = AirScatteringAttribs().fEarthRadius; float3 EarthCenter(0, -fEarthRadius, 0); float fNearPlaneZ, fFarPlaneZ; ComputeApproximateNearFarPlaneDist(m_f3CameraPos, m_mCameraView, mTmpProj, EarthCenter, fEarthRadius, fEarthRadius + m_fMinElevation, fEarthRadius + m_fMaxElevation, fNearPlaneZ, fFarPlaneZ); fNearPlaneZ = std::max(fNearPlaneZ, 50.f); fFarPlaneZ = std::max(fFarPlaneZ, fNearPlaneZ+100.f); fFarPlaneZ = std::max(fFarPlaneZ, 1000.f); m_mCameraProj = Projection(FOV, aspectRatio, fNearPlaneZ, fFarPlaneZ, m_bIsDXDevice); #if 0 if( m_bAnimateSun ) { auto &LightOrientationMatrix = *m_pDirLightOrienationCamera->GetParentMatrix(); float3 RotationAxis( 0.5f, 0.3f, 0.0f ); float3 LightDir = m_pDirLightOrienationCamera->GetLook() * -1; float fRotationScaler = ( LightDir.y > +0.2f ) ? 50.f : 1.f; float4x4 RotationMatrix = float4x4RotationAxis(RotationAxis, 0.02f * (float)deltaSeconds * fRotationScaler); LightOrientationMatrix = LightOrientationMatrix * RotationMatrix; m_pDirLightOrienationCamera->SetParentMatrix(LightOrientationMatrix); } float dt = (float)ElapsedTime; if (m_Animate && dt > 0 && dt < 0.2f) { float3 axis; float angle = 0; AxisAngleFromRotation(axis, angle, m_SpongeRotation); if (length(axis) < 1.0e-6f) axis[1] = 1; angle += m_AnimationSpeed * dt; if (angle >= 2.0f*FLOAT_PI) angle -= 2.0f*FLOAT_PI; else if (angle <= 0) angle += 2.0f*FLOAT_PI; m_SpongeRotation = RotationFromAxisAngle(axis, angle); } #endif UpdateGUI(); }
void AtmosphereSample::Initialize(IRenderDevice *pDevice, IDeviceContext **ppContexts, Uint32 NumDeferredCtx, ISwapChain *pSwapChain) { const auto& deviceCaps = pDevice->GetDeviceCaps(); if(!deviceCaps.bComputeShadersSupported) { throw std::runtime_error("Compute shaders are required to run this sample"); } SampleBase::Initialize(pDevice, ppContexts, NumDeferredCtx, pSwapChain); m_bIsDXDevice = deviceCaps.DevType == DeviceType::D3D11 || deviceCaps.DevType == DeviceType::D3D12; if( pDevice->GetDeviceCaps().DevType == DeviceType::OpenGLES ) { m_uiShadowMapResolution = 512; m_PPAttribs.m_iFirstCascade = 2; m_PPAttribs.m_uiSingleScatteringMode = SINGLE_SCTR_MODE_LUT; m_TerrainRenderParams.m_iNumShadowCascades = 4; m_TerrainRenderParams.m_iNumRings = 10; m_TerrainRenderParams.m_TexturingMode = RenderingParams::TM_MATERIAL_MASK; } m_f4CustomRlghBeta = m_PPAttribs.m_f4CustomRlghBeta; m_f4CustomMieBeta = m_PPAttribs.m_f4CustomMieBeta; m_strRawDEMDataFile = "Terrain\\HeightMap.tif"; m_strMtrlMaskFile = "Terrain\\Mask.png"; m_strTileTexPaths[0] = "Terrain\\Tiles\\gravel_DM.dds"; m_strTileTexPaths[1] = "Terrain\\Tiles\\grass_DM.dds"; m_strTileTexPaths[2] = "Terrain\\Tiles\\cliff_DM.dds"; m_strTileTexPaths[3] = "Terrain\\Tiles\\snow_DM.dds"; m_strTileTexPaths[4] = "Terrain\\Tiles\\grassDark_DM.dds"; m_strNormalMapTexPaths[0] = "Terrain\\Tiles\\gravel_NM.dds"; m_strNormalMapTexPaths[1] = "Terrain\\Tiles\\grass_NM.dds"; m_strNormalMapTexPaths[2] = "Terrain\\Tiles\\cliff_NM.dds"; m_strNormalMapTexPaths[3] = "Terrain\\Tiles\\Snow_NM.jpg"; m_strNormalMapTexPaths[4] = "Terrain\\Tiles\\grass_NM.dds"; // Create data source try { m_pElevDataSource.reset( new ElevationDataSource(m_strRawDEMDataFile.c_str()) ); m_pElevDataSource->SetOffsets(m_TerrainRenderParams.m_iColOffset, m_TerrainRenderParams.m_iRowOffset); m_fMinElevation = m_pElevDataSource->GetGlobalMinElevation() * m_TerrainRenderParams.m_TerrainAttribs.m_fElevationScale; m_fMaxElevation = m_pElevDataSource->GetGlobalMaxElevation() * m_TerrainRenderParams.m_TerrainAttribs.m_fElevationScale; } catch(const std::exception &) { LOG_ERROR("Failed to create elevation data source"); return; } const Char *strTileTexPaths[EarthHemsiphere::NUM_TILE_TEXTURES], *strNormalMapPaths[EarthHemsiphere::NUM_TILE_TEXTURES]; for(int iTile=0; iTile < _countof(strTileTexPaths); ++iTile ) { strTileTexPaths[iTile] = m_strTileTexPaths[iTile].c_str(); strNormalMapPaths[iTile] = m_strNormalMapTexPaths[iTile].c_str(); } CreateUniformBuffer( pDevice, sizeof( CameraAttribs ), "Camera Attribs CB", &m_pcbCameraAttribs ); CreateUniformBuffer( pDevice, sizeof( LightAttribs ), "Light Attribs CB", &m_pcbLightAttribs ); const auto &SCDesc = pSwapChain->GetDesc(); m_pLightSctrPP.reset( new LightSctrPostProcess(m_pDevice, m_pImmediateContext, SCDesc.ColorBufferFormat, SCDesc.DepthBufferFormat, TEX_FORMAT_R11G11B10_FLOAT) ); auto *pcMediaScatteringParams = m_pLightSctrPP->GetMediaAttribsCB(); m_EarthHemisphere.Create(m_pElevDataSource.get(), m_TerrainRenderParams, m_pDevice, m_pImmediateContext, m_strMtrlMaskFile.c_str(), strTileTexPaths, strNormalMapPaths, m_pcbCameraAttribs, m_pcbLightAttribs, pcMediaScatteringParams ); CreateShadowMap(); // Create a tweak bar TwBar *bar = TwNewBar("Settings"); TwDefine(" GLOBAL fontsize=3 "); int barSize[2] = {300, 900}; #ifdef ANDROID barSize[0] = 800; barSize[1] = 1000; #endif TwSetParam(bar, NULL, "size", TW_PARAM_INT32, 2, barSize); // Add variables to the tweak bar #if 0 float3 axis(-1, 1, 0); m_SpongeRotation = RotationFromAxisAngle(axis, FLOAT_PI/4); TwAddVarRW(bar, "Rotation", TW_TYPE_QUAT4F, &m_SpongeRotation, "opened=true axisz=-z group=Sponge"); #endif TwAddVarRW(bar, "FPS", TW_TYPE_FLOAT, &m_fFPS, "readonly=true"); TwAddVarRW(bar, "Light direction", TW_TYPE_DIR3F, &m_f3LightDir, "opened=true axisz=-z showval=false"); TwAddVarRW(bar, "Camera direction", TW_TYPE_DIR3F, &m_f3CameraDir, "opened=true axisz=-z showval=false"); TwAddVarRW( bar, "Camera altitude", TW_TYPE_FLOAT, &m_f3CameraPos.y, "min=2000 max=100000 step=100 keyincr=PGUP keydecr=PGDOWN" ); // Shadows { // Define a new enum type for the tweak bar TwEnumVal ShadowMapRes[] = // array used to describe the shadow map resolution { { 512, "512" }, { 1024, "1024" }, { 2048, "2048" }, { 4096, "4096" } }; TwType modeType = TwDefineEnum( "Shadow Map Resolution", ShadowMapRes, _countof( ShadowMapRes ) ); // create a new TwType associated to the enum defined by the ShadowMapRes array TwAddVarCB( bar, "Shadow map resolution", modeType, SetShadowMapResCB, GetShadowMapResCB, this, "group=Shadows" ); TwAddVarRW( bar, "Show cascades", TW_TYPE_BOOLCPP, &m_bVisualizeCascades, "group=Shadows" ); TwAddVarRW( bar, "Partitioning factor", TW_TYPE_FLOAT, &m_fCascadePartitioningFactor, "min=0 max=1 step=0.01 group=Shadows" ); TwAddVarRW( bar, "Find best cascade", TW_TYPE_BOOLCPP, &m_TerrainRenderParams.m_bBestCascadeSearch, "group=Shadows" ); TwAddVarRW( bar, "Smooth shadows", TW_TYPE_BOOLCPP, &m_TerrainRenderParams.m_bSmoothShadows, "group=Shadows" ); TwAddVarCB( bar, "Num cascades", TW_TYPE_INT32, SetNumCascadesCB, GetNumCascadesCB, this, "min=1 max=8 group=Shadows" ); } TwAddVarRW( bar, "Enable Light Scattering", TW_TYPE_BOOLCPP, &m_bEnableLightScattering, "" ); // Light scattering GUI controls { TwAddVarRW( bar, "Enable light shafts", TW_TYPE_BOOLCPP, &m_PPAttribs.m_bEnableLightShafts, "group=Scattering" ); // Define a new enum type for the tweak bar TwEnumVal LightSctrTech[] = // array used to describe the shadow map resolution { { LIGHT_SCTR_TECHNIQUE_EPIPOLAR_SAMPLING, "Epipolar" }, { LIGHT_SCTR_TECHNIQUE_BRUTE_FORCE, "Brute force" } }; TwType LightSctrTechType = TwDefineEnum( "Light scattering tech", LightSctrTech, _countof( LightSctrTech ) ); TwAddVarRW( bar, "Light scattering tech", LightSctrTechType, &m_PPAttribs.m_uiLightSctrTechnique, "group=Scattering" ); TwEnumVal Pow2Values[] = { { 1, "1" }, { 2, "2" }, { 4, "4" }, { 8, "8" }, { 16, "16" }, { 32, "32" }, { 64, "64" }, { 128, "128" }, { 256, "256" }, { 512, "512" }, { 1024, "1024" }, { 2048, "2048" } }; TwType BigPow2Enum = TwDefineEnum( "Large powers of two", Pow2Values + 7, 5 ); TwAddVarRW( bar, "NumSlices", BigPow2Enum, &m_PPAttribs.m_uiNumEpipolarSlices, "group=Scattering label=\'Num slices\'" ); TwAddVarRW( bar, "MaxSamples", BigPow2Enum, &m_PPAttribs.m_uiMaxSamplesInSlice, "group=Scattering label=\'Max samples\'" ); TwType SmallPow2Enum = TwDefineEnum( "Small powers of two", Pow2Values+2, 5 ); TwAddVarRW( bar, "IntialStep", SmallPow2Enum, &m_PPAttribs.m_uiInitialSampleStepInSlice, "group=Scattering label=\'Initial step\'" ); TwAddVarRW( bar, "ShowSampling", TW_TYPE_BOOLCPP, &m_PPAttribs.m_bShowSampling, "group=Scattering label=\'Show Sampling\'" ); TwAddVarRW( bar, "RefinementThreshold", TW_TYPE_FLOAT, &m_PPAttribs.m_fRefinementThreshold, "group=Scattering label=\'Refinement Threshold\' min=0.01 max=0.5 step=0.01" ); TwAddVarRW( bar, "1DMinMaxOptimization", TW_TYPE_BOOLCPP, &m_PPAttribs.m_bUse1DMinMaxTree, "group=Scattering label=\'Use 1D min/max trees\'" ); TwAddVarRW( bar, "OptimizeSampleLocations", TW_TYPE_BOOLCPP, &m_PPAttribs.m_bOptimizeSampleLocations, "group=Scattering label=\'Optimize Sample Locations\'" ); TwAddVarRW( bar, "CorrectScattering", TW_TYPE_BOOLCPP, &m_PPAttribs.m_bCorrectScatteringAtDepthBreaks, "group=Scattering label=\'Correct Scattering At Depth Breaks\'" ); TwAddVarRW( bar, "ShowDepthBreaks", TW_TYPE_BOOLCPP, &m_PPAttribs.m_bShowDepthBreaks, "group=Scattering label=\'Show Depth Breaks\'" ); TwAddVarRW( bar, "LightingOnly", TW_TYPE_BOOLCPP, &m_PPAttribs.m_bShowLightingOnly, "group=Scattering label=\'Lighting Only\'" ); //TwAddVarRW( bar, "ScatteringScale", TW_TYPE_FLOAT, &m_fScatteringScale, "group=Scattering label=\'Scattering scale\' min=0 max=2 step=0.1" ); TwAddVarRW( bar, "NumIntegrationSteps", TW_TYPE_UINT32, &m_PPAttribs.m_uiInstrIntegralSteps, "min=5 max=100 step=5 group=Advanced label=\'Num Integrtion Steps\'" ); TwDefine( "Settings/Advanced group=Scattering" ); { TwType EpipoleSamplingDensityEnum = TwDefineEnum( "Epipole sampling density enum", Pow2Values, 4 ); TwAddVarRW( bar, "EpipoleSamplingDensity", EpipoleSamplingDensityEnum, &m_PPAttribs.m_uiEpipoleSamplingDensityFactor, "group=Advanced label=\'Epipole sampling density\'" ); } { TwEnumVal SinglSctrMode[] = { { SINGLE_SCTR_MODE_NONE, "None" }, { SINGLE_SCTR_MODE_INTEGRATION, "Integration" }, { SINGLE_SCTR_MODE_LUT, "Look-up table" } }; TwType SinglSctrModeEnum = TwDefineEnum( "Single scattering mode enum", SinglSctrMode, _countof(SinglSctrMode) ); TwAddVarRW( bar, "SingleSctrMode", SinglSctrModeEnum, &m_PPAttribs.m_uiSingleScatteringMode, "group=Advanced label=\'Single scattering\'" ); } { TwEnumVal MultSctrMode[] = { { MULTIPLE_SCTR_MODE_NONE, "None" }, { MULTIPLE_SCTR_MODE_UNOCCLUDED, "Unoccluded" }, { MULTIPLE_SCTR_MODE_OCCLUDED, "Occluded" } }; TwType MultSctrModeEnum = TwDefineEnum( "Higher-order scattering mode enum", MultSctrMode, _countof( MultSctrMode ) ); TwAddVarRW( bar, "MultipleSctrMode", MultSctrModeEnum, &m_PPAttribs.m_uiMultipleScatteringMode, "group=Advanced label=\'Higher-order scattering\'" ); } { TwEnumVal CascadeProcessingMode[] = { { CASCADE_PROCESSING_MODE_SINGLE_PASS, "Single pass" }, { CASCADE_PROCESSING_MODE_MULTI_PASS, "Multi-pass" }, { CASCADE_PROCESSING_MODE_MULTI_PASS_INST, "Multi-pass inst" } }; TwType CascadeProcessingModeEnum = TwDefineEnum( "Cascade processing mode enum", CascadeProcessingMode, _countof( CascadeProcessingMode ) ); TwAddVarRW( bar, "CascadeProcessingMode", CascadeProcessingModeEnum, &m_PPAttribs.m_uiCascadeProcessingMode, "group=Advanced label=\'Cascade processing mode\'" ); } TwAddVarRW( bar, "FirstCascadeToRayMarch", TW_TYPE_INT32, &m_PPAttribs.m_iFirstCascade, "min=0 max=8 step=1 group=Advanced label=\'Start cascade\'" ); TwAddVarRW( bar, "Is32BitMinMaxShadowMap", TW_TYPE_BOOLCPP, &m_PPAttribs.m_bIs32BitMinMaxMipMap, "group=Advanced label=\'Use 32-bit float min/max SM\'" ); { TwEnumVal RefinementCriterion[] = { { REFINEMENT_CRITERION_DEPTH_DIFF, "Depth difference" }, { REFINEMENT_CRITERION_INSCTR_DIFF, "Scattering difference" } }; TwType CascadeProcessingModeEnum = TwDefineEnum( "Refinement criterion enum", RefinementCriterion, _countof( RefinementCriterion ) ); TwAddVarRW( bar, "RefinementCriterion", CascadeProcessingModeEnum, &m_PPAttribs.m_uiRefinementCriterion, "group=Advanced label=\'Refinement criterion\'" ); } { TwEnumVal ExtinctionEvalMode[] = { { EXTINCTION_EVAL_MODE_PER_PIXEL, "Per pixel" }, { EXTINCTION_EVAL_MODE_EPIPOLAR, "Epipolar" } }; TwType ExtinctionEvalModeEnum = TwDefineEnum( "Extinction eval mode enum", ExtinctionEvalMode, _countof( ExtinctionEvalMode ) ); TwAddVarRW( bar, "ExtinctionEval", ExtinctionEvalModeEnum, &m_PPAttribs.m_uiExtinctionEvalMode, "group=Advanced label=\'Extinction eval mode\'" ); } TwAddVarRW( bar, "AerosolDensity", TW_TYPE_FLOAT, &m_PPAttribs.m_fAerosolDensityScale, "group=Advanced label=\'Aerosol density\' min=0.1 max=5.0 step=0.1" ); TwAddVarRW( bar, "AerosolAbsorption", TW_TYPE_FLOAT, &m_PPAttribs.m_fAerosolAbsorbtionScale, "group=Advanced label=\'Aerosol absorption\' min=0.0 max=5.0 step=0.1" ); TwAddVarRW( bar, "UseCustomSctrCoeffs", TW_TYPE_BOOLCPP, &m_PPAttribs.m_bUseCustomSctrCoeffs, "group=Advanced label=\'Use custom scattering coeffs\'" ); #define RLGH_COLOR_SCALE 5e-5f #define MIE_COLOR_SCALE 5e-5f TwAddVarCB(bar, "RayleighColor", TW_TYPE_COLOR4F, []( const void *value, void * clientData ) { AtmosphereSample *pTheSample = reinterpret_cast<AtmosphereSample*>( clientData ); pTheSample->m_f4CustomRlghBeta = *reinterpret_cast<const float4 *>(value) * RLGH_COLOR_SCALE; if( (float3&)pTheSample->m_f4CustomRlghBeta == float3( 0, 0, 0 ) ) { pTheSample->m_f4CustomRlghBeta = float4( 1, 1, 1, 1 ) * RLGH_COLOR_SCALE / 255.f; } }, [](void *value, void * clientData) { AtmosphereSample *pTheSample = reinterpret_cast<AtmosphereSample*>( clientData ); float4 RlghColor = pTheSample->m_f4CustomRlghBeta / RLGH_COLOR_SCALE; RlghColor.w = 1; *reinterpret_cast<float4*>(value) = RlghColor; }, this, "group=Advanced label=\'Rayleigh color\' colormode=rgb"); TwAddVarCB(bar, "MieColor", TW_TYPE_COLOR4F, []( const void *value, void * clientData ) { AtmosphereSample *pTheSample = reinterpret_cast<AtmosphereSample*>( clientData ); pTheSample->m_f4CustomMieBeta = *reinterpret_cast<const float4 *>(value) * MIE_COLOR_SCALE; if( (float3&)pTheSample->m_f4CustomMieBeta == float3( 0, 0, 0 ) ) { pTheSample->m_f4CustomMieBeta = float4( 1, 1, 1, 1 ) * MIE_COLOR_SCALE / 255.f; } }, [](void *value, void * clientData) { AtmosphereSample *pTheSample = reinterpret_cast<AtmosphereSample*>( clientData ); float4 MieColor = pTheSample->m_f4CustomMieBeta / MIE_COLOR_SCALE; MieColor.w = 1; *reinterpret_cast<float4*>(value) = MieColor; }, this, "group=Advanced label=\'Mie color\' colormode=rgb"); #undef RLGH_COLOR_SCALE #undef MIE_COLOR_SCALE TwAddButton(bar, "UpdateCoeffsBtn", [](void *clientData) { AtmosphereSample *pTheSample = reinterpret_cast<AtmosphereSample*>( clientData ); pTheSample->m_PPAttribs.m_f4CustomRlghBeta = pTheSample->m_f4CustomRlghBeta; pTheSample->m_PPAttribs.m_f4CustomMieBeta = pTheSample->m_f4CustomMieBeta; }, this, "group=Advanced label=\'Update coefficients\'"); } // Tone mapping GUI controls { { TwEnumVal ToneMappingMode[] = { {TONE_MAPPING_MODE_EXP, "Exp"}, {TONE_MAPPING_MODE_REINHARD, "Reinhard"}, {TONE_MAPPING_MODE_REINHARD_MOD, "Reinhard Mod"}, {TONE_MAPPING_MODE_UNCHARTED2, "Uncharted 2"}, {TONE_MAPPING_FILMIC_ALU, "Filmic ALU"}, {TONE_MAPPING_LOGARITHMIC, "Logarithmic"}, {TONE_MAPPING_ADAPTIVE_LOG, "Adaptive log"} }; TwType ToneMappingModeEnum = TwDefineEnum( "Tone mapping mode enum", ToneMappingMode, _countof( ToneMappingMode ) ); TwAddVarRW( bar, "ToneMappingMode", ToneMappingModeEnum, &m_PPAttribs.m_uiToneMappingMode, "group=ToneMapping label=\'Mode\'" ); } TwAddVarRW( bar, "WhitePoint", TW_TYPE_FLOAT, &m_PPAttribs.m_fWhitePoint, "group=ToneMapping label=\'White point\' min=0.01 max=10.0 step=0.1" ); TwAddVarRW( bar, "LumSaturation", TW_TYPE_FLOAT, &m_PPAttribs.m_fLuminanceSaturation, "group=ToneMapping label=\'Luminance saturation\' min=0.01 max=2.0 step=0.1" ); TwAddVarRW( bar, "MiddleGray", TW_TYPE_FLOAT, &m_PPAttribs.m_fMiddleGray, "group=ToneMapping label=\'Middle Gray\' min=0.01 max=1.0 step=0.01" ); TwAddVarRW( bar, "AutoExposure", TW_TYPE_BOOLCPP, &m_PPAttribs.m_bAutoExposure, "group=ToneMapping label=\'Auto exposure\'" ); TwAddVarRW( bar, "LightAdaptation", TW_TYPE_BOOLCPP, &m_PPAttribs.m_bLightAdaptation, "group=ToneMapping label=\'Light adaptation\'" ); } const auto& RG16UAttribs = pDevice->GetTextureFormatInfoExt( TEX_FORMAT_RG16_UNORM ); const auto& RG32FAttribs = pDevice->GetTextureFormatInfoExt( TEX_FORMAT_RG32_FLOAT ); bool RG16USupported = RG16UAttribs.Supported && RG16UAttribs.ColorRenderable; bool RG32FSupported = RG32FAttribs.Supported && RG32FAttribs.ColorRenderable; if( !RG16USupported && !RG32FSupported ) { int32_t IsVisible = 0; TwSetParam( bar, "1DMinMaxOptimization", "visible", TW_PARAM_INT32, 1, &IsVisible ); m_PPAttribs.m_bUse1DMinMaxTree = FALSE; } if( !RG16USupported || !RG32FSupported ) { int32_t IsVisible = 0; TwSetParam( bar, "Is32BitMinMaxShadowMap", "visible", TW_PARAM_INT32, 1, &IsVisible ); if( RG16USupported && !RG32FSupported ) m_PPAttribs.m_bIs32BitMinMaxMipMap = FALSE; if( !RG16USupported && RG32FSupported ) m_PPAttribs.m_bIs32BitMinMaxMipMap = TRUE; } }
// Initialize the 3D objects & shaders HRESULT InitScene() { HRESULT hr; // Define the input layout D3D11_INPUT_ELEMENT_DESC layout[] = { { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, offsetof(Vertex, Position), D3D11_INPUT_PER_VERTEX_DATA, 0 }, { "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, offsetof(Vertex, Normal), D3D11_INPUT_PER_VERTEX_DATA, 0 }, { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, offsetof(Vertex, AmbientColor), D3D11_INPUT_PER_VERTEX_DATA, 0 } }; hr = g_D3DDev->CreateInputLayout(layout, sizeof(layout)/sizeof(layout[0]), g_MainVS, sizeof(g_MainVS), &g_InputLayout); if (FAILED(hr)) return hr; // Set the input layout g_D3DDevCtx->IASetInputLayout(g_InputLayout); // Create shaders hr = g_D3DDev->CreateVertexShader(g_MainVS, sizeof(g_MainVS), NULL, &g_VertexShader); if (FAILED(hr)) return hr; hr = g_D3DDev->CreatePixelShader(g_MainPS, sizeof(g_MainPS), NULL, &g_PixelShader); if (FAILED(hr)) return hr; // Set shaders g_D3DDevCtx->VSSetShader(g_VertexShader, NULL, 0); g_D3DDevCtx->PSSetShader(g_PixelShader, NULL, 0); // Create vertex and index buffers hr = BuildSponge(g_SpongeLevel, g_SpongeAO); if (FAILED(hr)) return hr; // Create constant buffer D3D11_BUFFER_DESC bd; bd.Usage = D3D11_USAGE_DYNAMIC; bd.ByteWidth = sizeof(ShaderConstants); bd.BindFlags = D3D11_BIND_CONSTANT_BUFFER; bd.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; bd.MiscFlags = 0; bd.StructureByteStride = 0; hr = g_D3DDev->CreateBuffer(&bd, NULL, &g_ConstantBuffer); if (FAILED(hr)) return hr; // Blend state D3D11_BLEND_DESC bsd; bsd.AlphaToCoverageEnable = FALSE; bsd.IndependentBlendEnable = FALSE; for (int i = 0; i < 8; i++) { bsd.RenderTarget[i].BlendEnable = TRUE; bsd.RenderTarget[i].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL; bsd.RenderTarget[i].SrcBlend = D3D11_BLEND_SRC_ALPHA; bsd.RenderTarget[i].DestBlend = D3D11_BLEND_INV_SRC_ALPHA; bsd.RenderTarget[i].BlendOp = D3D11_BLEND_OP_ADD; bsd.RenderTarget[i].SrcBlendAlpha = D3D11_BLEND_SRC_ALPHA; bsd.RenderTarget[i].DestBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA; bsd.RenderTarget[i].BlendOpAlpha = D3D11_BLEND_OP_ADD; } g_D3DDev->CreateBlendState(&bsd, &g_BlendState); float blendFactors[4] = { 1, 1, 1, 1 }; g_D3DDevCtx->OMSetBlendState(g_BlendState, blendFactors, 0xffffffff); // Depth-stencil state D3D11_DEPTH_STENCILOP_DESC od; od.StencilFunc = D3D11_COMPARISON_ALWAYS; od.StencilFailOp = D3D11_STENCIL_OP_KEEP; od.StencilPassOp = D3D11_STENCIL_OP_KEEP; od.StencilDepthFailOp = D3D11_STENCIL_OP_KEEP; D3D11_DEPTH_STENCIL_DESC dsd; dsd.DepthEnable = TRUE; dsd.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL; dsd.DepthFunc = D3D11_COMPARISON_LESS_EQUAL; dsd.StencilEnable = FALSE; dsd.StencilReadMask = D3D11_DEFAULT_STENCIL_READ_MASK; dsd.StencilWriteMask = D3D11_DEFAULT_STENCIL_WRITE_MASK; dsd.FrontFace = od; dsd.BackFace = od; g_D3DDev->CreateDepthStencilState(&dsd, &g_DepthStencilState); g_D3DDevCtx->OMSetDepthStencilState(g_DepthStencilState, 0); // Rasterizer state D3D11_RASTERIZER_DESC rs; ZeroMemory(&rs, sizeof(rs)); rs.FillMode = D3D11_FILL_SOLID; rs.CullMode = D3D11_CULL_NONE; rs.MultisampleEnable = (g_SwapChainDesc.SampleDesc.Count > 0); g_D3DDev->CreateRasterizerState(&rs, &g_RasterState); g_D3DDevCtx->RSSetState(g_RasterState); // Init model rotation Vector3 axis = {-1, 1, 0}; g_SpongeRotation = RotationFromAxisAngle(axis, FLOAT_PI/4); return S_OK; }