void CALLBACK onKeyboard(UINT nchar, bool keyDown, bool altDown, void *userContext) { if (keyDown) switch (nchar) { case VK_TAB: { if (keyDown) showHud = !showHud; break; } case '1': case '2': case '3': case '4': case '5': { hud.GetComboBox(IDC_PRESET)->SetSelectedByIndex(nchar - '1'); onLostDevice(NULL); onResetDevice(DXUTGetD3D9Device(), DXUTGetD3D9BackBufferSurfaceDesc(), NULL); break; } case 'X': hud.GetCheckBox(IDC_PROFILE)->SetChecked(!hud.GetCheckBox(IDC_PROFILE)->GetChecked()); timer->setEnabled(hud.GetCheckBox(IDC_PROFILE)->GetChecked()); break; case 'Z': hud.GetCheckBox(IDC_ANTIALIASING)->SetChecked(!hud.GetCheckBox(IDC_ANTIALIASING)->GetChecked()); break; } }
//-------------------------------------------------------------------------------------- // Handles the GUI events //-------------------------------------------------------------------------------------- void CALLBACK OnGUIEvent( UINT nEvent, int nControlID, CDXUTControl* pControl, void* pUserContext ) { switch( nControlID ) { case IDC_TOGGLEFULLSCREEN: DXUTToggleFullScreen(); break; case IDC_TOGGLEREF: DXUTToggleREF(); break; case IDC_CHANGEDEVICE: g_D3DSettingsDlg.SetActive( !g_D3DSettingsDlg.IsActive() ); break; case IDC_TOGGLEWARP: DXUTToggleWARP(); break; case IDC_TOGGLESPIN: { g_bSpinning = g_SampleUI.GetCheckBox( IDC_TOGGLESPIN )->GetChecked(); break; } case IDC_EXPLODE_SCALE: { WCHAR sz[100]; g_fExplode = ( float )( g_SampleUI.GetSlider( IDC_EXPLODE_SCALE )->GetValue() * 0.01f ); swprintf_s( sz, 100, L"Explode Amount: %0.2f", g_fExplode ); g_SampleUI.GetStatic( IDC_EXPLODE_STATIC )->SetText( sz ); g_pExplodeVariable->SetFloat( g_fExplode ); break; } } }
//-------------------------------------------------------------------------------------- // Handles the GUI events //-------------------------------------------------------------------------------------- void CALLBACK OnGUIEvent( UINT nEvent, int nControlID, CDXUTControl* pControl, void* pUserContext ) { switch( nControlID ) { case IDC_TOGGLEFULLSCREEN: DXUTToggleFullScreen(); break; case IDC_TOGGLEREF: DXUTToggleREF(); break; case IDC_CHANGEDEVICE: g_SettingsDlg.SetActive( !g_SettingsDlg.IsActive() ); break; case IDC_ENABLE_PRESHADER: { g_bEnablePreshader = g_SampleUI.GetCheckBox( IDC_ENABLE_PRESHADER )->GetChecked(); if( DXUTGetD3D9Device() != NULL ) { OnLostDevice( NULL ); OnDestroyDevice( NULL ); OnCreateDevice( DXUTGetD3D9Device(), DXUTGetD3D9BackBufferSurfaceDesc(), NULL ); OnResetDevice( DXUTGetD3D9Device(), DXUTGetD3D9BackBufferSurfaceDesc(), NULL ); } break; } case IDC_ACTIVE_LIGHT: if( !g_LightControl[g_nActiveLight].IsBeingDragged() ) { g_nActiveLight++; g_nActiveLight %= g_nNumActiveLights; } break; case IDC_NUM_LIGHTS: if( !g_LightControl[g_nActiveLight].IsBeingDragged() ) { WCHAR sz[100]; swprintf_s( sz, 100, L"# Lights: %d", g_SampleUI.GetSlider( IDC_NUM_LIGHTS )->GetValue() ); g_SampleUI.GetStatic( IDC_NUM_LIGHTS_STATIC )->SetText( sz ); g_nNumActiveLights = g_SampleUI.GetSlider( IDC_NUM_LIGHTS )->GetValue(); g_nActiveLight %= g_nNumActiveLights; } break; case IDC_LIGHT_SCALE: g_fLightScale = ( float )( g_SampleUI.GetSlider( IDC_LIGHT_SCALE )->GetValue() * 0.10f ); WCHAR sz[100]; swprintf_s( sz, 100, L"Light scale: %0.2f", g_fLightScale ); g_SampleUI.GetStatic( IDC_LIGHT_SCALE_STATIC )->SetText( sz ); break; } }
//-------------------------------------------------------------------------------------- // Handle key presses //-------------------------------------------------------------------------------------- void CALLBACK OnKeyboard(UINT nChar, bool bKeyDown, bool bAltDown, void* pUserContext) { if( !bKeyDown ) return; if( g_SampleUI.GetCheckBox(IDC_BMOVECAMERA)->GetChecked() ) { g_pCamManager->OnKeyboard(nChar,bKeyDown, bAltDown, pUserContext); } else { g_LCamera[0].OnKeyboard(nChar,bKeyDown, bAltDown, pUserContext); } switch( nChar ) { case VK_F1: g_bShowUI = !g_bShowUI; break; case VK_F3: g_bShowLightUI = !g_bShowLightUI; break; case VK_F7: g_LightVary = !g_LightVary; break; case VK_F8: g_CameraMove = !g_CameraMove; break; case VK_F9: g_LightMove = !g_LightMove; break; case VK_F10: ssmap.m_bShaderChanged = true; g_Final.m_bShaderChanged = true; g_Widget.m_bShaderChanged = true; if( ShadowAlgorithm == STD_VSM ) { g_StdVSM.m_bShaderChanged = true; } if( ShadowAlgorithm == STD_PCSS ) { g_PCSS.m_bShaderChanged = true; } if( ShadowAlgorithm == MIP_VSM ) { g_MipVSM.m_bShaderChanged = true; } break; default: break; } }
void CALLBACK onFrameRender(IDirect3DDevice9 *device, double time, float elapsedTime, void *userContext) { HRESULT hr; // IMPORTANT: stencil must be cleared to zero before executing 'smaa->go' V(device->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER | D3DCLEAR_STENCIL, D3DCOLOR_ARGB(0, 0, 0, 0), 1.0f, 0)); V(device->BeginScene()); // This emulates main pass. mainPass(device); // Run SMAA if (hud.GetCheckBox(IDC_ANTIALIASING)->GetChecked()) { SMAA::Input input = SMAA::Input(int(hud.GetComboBox(IDC_DETECTION_MODE)->GetSelectedData())); int n = hud.GetCheckBox(IDC_PROFILE)->GetChecked()? timer->getRepetitionsCount() : 1; timer->start(); for (int i = 0; i < n; i++) { // This loop is just for profiling. switch (input) { case SMAA::INPUT_LUMA: case SMAA::INPUT_COLOR: smaa->go(finalbufferColorTex, finalbufferColorTex, backbufferSurface, input); break; case SMAA::INPUT_DEPTH: smaa->go(finalbufferDepthTex, finalbufferColorTex, backbufferSurface, input); break; } } timer->clock(L"SMAA"); } else { copy(device); } // Draw the HUD drawHud(elapsedTime); V(device->EndScene()); }
//-------------------------------------------------------------------------------------- // Handle messages to the application //-------------------------------------------------------------------------------------- LRESULT CALLBACK MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam, bool* pbNoFurtherProcessing, void* pUserContext ) { // Pass messages to dialog resource manager calls so GUI state is updated correctly *pbNoFurtherProcessing = g_DialogResourceManager.MsgProc( hWnd, uMsg, wParam, lParam ); if( *pbNoFurtherProcessing ) return 0; // Pass messages to settings dialog if its active if( g_D3DSettingsDlg.IsActive() ) { g_D3DSettingsDlg.MsgProc( hWnd, uMsg, wParam, lParam ); return 0; } // Give the dialogs a chance to handle the message first *pbNoFurtherProcessing = g_HUD.MsgProc( hWnd, uMsg, wParam, lParam ); if( *pbNoFurtherProcessing ) return 0; *pbNoFurtherProcessing = g_SampleUI.MsgProc( hWnd, uMsg, wParam, lParam ); if( *pbNoFurtherProcessing ) return 0; if( g_bShowLightUI ) *pbNoFurtherProcessing = g_CameraUI.MsgProc( hWnd, uMsg, wParam, lParam ); // Pass all remaining windows messages to camera so it can respond to user input unsigned iTmp = g_SampleUI.GetCheckBox(IDC_BMOVECAMERA)->GetChecked(); if ( iTmp ) // left button pressed { g_pCamManager->HandleMessages( hWnd, uMsg, wParam, lParam ); } else{ //light management for( int light_idx = 0; light_idx < 1/*NUM_LIGHT*/; ++ light_idx ) { g_LCamera[light_idx].HandleMessages( hWnd, uMsg, wParam, lParam ); } } return 0; }
HRESULT CALLBACK onResetDevice(IDirect3DDevice9 *device, const D3DSURFACE_DESC *desc, void *userContext) { HRESULT hr; V_RETURN(dialogResourceManager.OnD3D9ResetDevice()); if (font) V_RETURN(font->OnResetDevice()); timer = new Timer(device); timer->setEnabled(hud.GetCheckBox(IDC_PROFILE)->GetChecked()); timer->setRepetitionsCount(100); SMAA::Preset preset = SMAA::Preset(int(hud.GetComboBox(IDC_PRESET)->GetSelectedData())); if(int(preset) == 4) { setVisibleCustomControls( true); } else { setVisibleCustomControls(false); } smaa = new SMAA(device, desc->Width, desc->Height, preset); V(device->GetBackBuffer(0, 0, D3DBACKBUFFER_TYPE_MONO, &backbufferSurface)); V(device->CreateTexture(desc->Width, desc->Height, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &finalbufferColorTex, NULL)); V(finalbufferColorTex->GetSurfaceLevel(0, &finalbufferColorSurface)); V(device->CreateTexture(desc->Width, desc->Height, 1, D3DUSAGE_RENDERTARGET, D3DFMT_R32F, D3DPOOL_DEFAULT, &finalbufferDepthTex, NULL)); V(finalbufferDepthTex->GetSurfaceLevel(0, &finalbufferDepthSurface)); D3DXIMAGE_INFO info; V(D3DXGetImageInfoFromResource(NULL, L"Unigine02.png", &info)); V(D3DXCreateTextureFromResourceEx(device, NULL, L"Unigine02.png", info.Width, info.Height, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, D3DX_FILTER_NONE, D3DX_FILTER_NONE, 0, &info, NULL, &colorTex)); V(D3DXGetImageInfoFromResource(NULL, L"Unigine02.dds", &info)); V(D3DXCreateTextureFromResourceEx(device, NULL, L"Unigine02.dds", info.Width, info.Height, 1, 0, D3DFMT_R32F, D3DPOOL_DEFAULT, D3DX_FILTER_NONE, D3DX_FILTER_NONE, 0, &info, NULL, &depthTex)); V_RETURN(D3DXCreateSprite(device, &sprite)); txtHelper = new CDXUTTextHelper(font, sprite, NULL, NULL, 15); hud.SetLocation(desc->Width - 170, 0); hud.SetSize(170, 170); return S_OK; }
//-------------------------------------------------------------------------------------- // Handles the GUI events //-------------------------------------------------------------------------------------- void CALLBACK OnGUIEvent( UINT nEvent, int nControlID, CDXUTControl* pControl, void* pUserContext ) { switch( nControlID ) { // Standard DXUT controls case IDC_TOGGLEFULLSCREEN: DXUTToggleFullScreen(); break; case IDC_TOGGLEREF: DXUTToggleREF(); break; case IDC_CHANGEDEVICE: g_D3DSettingsDlg.SetActive( !g_D3DSettingsDlg.IsActive() ); break; // Custom app controls case IDC_PATCH_SUBDIVS: { g_fSubdivs = g_SampleUI.GetSlider( IDC_PATCH_SUBDIVS )->GetValue() / 10.0f; WCHAR sz[100]; swprintf_s( sz, L"Patch Divisions: %2.1f", g_fSubdivs ); g_SampleUI.GetStatic( IDC_PATCH_SUBDIVS_STATIC )->SetText( sz ); } break; case IDC_TOGGLE_LINES: g_bDrawWires = g_SampleUI.GetCheckBox( IDC_TOGGLE_LINES )->GetChecked(); break; case IDC_PARTITION_INTEGER: g_iPartitionMode = PARTITION_INTEGER; break; case IDC_PARTITION_FRAC_EVEN: g_iPartitionMode = PARTITION_FRACTIONAL_EVEN; break; case IDC_PARTITION_FRAC_ODD: g_iPartitionMode = PARTITION_FRACTIONAL_ODD; break; } }
//------------------------------------------------------------------------ // Name: OnChainSelect // Desc: event handler for select one of chains //------------------------------------------------------------------------ HRESULT OnChainSelect(int iID) { if(iID >= 0) { wchar_t str[256]; cprimitive* chain = manipulator->cube[iID]; g_SampleUI.SetVisible(true); swprintf(str,L"You picked chain # %d",iID); g_SampleUI.GetStatic( IDC_OBJNAME )->SetText(str); g_SampleUI.GetSlider(IDC_WIDTH_SLIDER)->SetValue(chain->fWidth); swprintf(str,L"%.2f",chain->fWidth); g_SampleUI.GetEditBox( IDC_WIDTH )->SetText(str); g_SampleUI.GetSlider(IDC_LENGTH_SLIDER)->SetValue(chain->fLength); swprintf(str,L"%.2f",chain->fLength); g_SampleUI.GetEditBox( IDC_LENGTH )->SetText(str); swprintf(str,L"%.2f",chain->restrictAngleX.x); g_SampleUI.GetEditBox( IDC_ANGLE_RESTRICT_XL )->SetText(str); swprintf(str,L"%.2f",chain->restrictAngleX.y); g_SampleUI.GetEditBox( IDC_ANGLE_RESTRICT_XU )->SetText(str); swprintf(str,L"%.2f",chain->restrictAngleY.x); g_SampleUI.GetEditBox( IDC_ANGLE_RESTRICT_YL )->SetText(str); swprintf(str,L"%.2f",chain->restrictAngleY.y); g_SampleUI.GetEditBox( IDC_ANGLE_RESTRICT_YU )->SetText(str); swprintf(str,L"%.2f",chain->vOffset.x); g_SampleUI.GetEditBox( IDC_OFFSET_X )->SetText(str); swprintf(str,L"%.2f",chain->vOffset.y); g_SampleUI.GetEditBox( IDC_OFFSET_Y )->SetText(str); swprintf(str,L"%.2f",chain->vOffset.z); g_SampleUI.GetEditBox( IDC_OFFSET_Z )->SetText(str); swprintf(str,L"%.2f",chain->fDisplace); g_SampleUI.GetEditBox( IDC_DISPLACE )->SetText(str); swprintf(str,L"%.2f",chain->fDirection); g_SampleUI.GetEditBox( IDC_DIRECTION )->SetText(str); swprintf(str,L"%.2f",chain->fCoefficient); g_SampleUI.GetEditBox( IDC_COEFFICIENT )->SetText(str); swprintf(str,L"%.2f",chain->fMass); g_SampleUI.GetEditBox( IDC_MASS )->SetText(str); g_SampleUI.GetCheckBox( IDC_TILT )->SetChecked(chain->bTilt); g_SampleUI.GetCheckBox( IDC_PRESSURE )->SetChecked(chain->bPressure); g_SampleUI.GetCheckBox( IDC_LASER )->SetChecked(chain->bLaser); swprintf(str,L"X: %.2f",chain->vAngle.x); g_SampleUI.GetStatic( IDC_STATIC7 )->SetText(str); swprintf(str,L"Y: %.2f",chain->vAngle.y); g_SampleUI.GetStatic( IDC_STATIC8 )->SetText(str); } else { g_SampleUI.SetVisible(false); } return S_OK; }
//-------------------------------------------------------------------------------------- void CALLBACK OnD3D10FrameRender(ID3D10Device* pDev10, double fTime, float fElapsedTime, void* pUserContext) { HRESULT hr; g_pCamManager->SyncToCameraUI(g_CameraUI); //dont delete, used no only here const DXGI_SURFACE_DESC *pBackBufferSurfaceDesc = DXUTGetDXGIBackBufferSurfaceDesc(); if( ShadowAlgorithm != OldShadowAlgorithm ) { OldShadowAlgorithm = ShadowAlgorithm; switch( ShadowAlgorithm ) { case STANDARD_BP: g_ABP.OnD3D10DestroyDevice(); break; case BP_MSSM_KERNEL: g_BPMSSMKernel.OnD3D10DestroyDevice(); break; case STD_VSM: g_StdVSM.OnD3D10DestroyDevice(); break; case MIP_VSM: g_MipVSM.OnD3D10DestroyDevice(); break; case HIR_BP: g_HBP.OnD3D10DestroyDevice(); break; case BP_GI: g_BPGI.OnD3D10DestroyDevice(); break; case STD_PCSS: g_PCSS.OnD3D10DestroyDevice(); break; default: break; }; switch( ShadowAlgorithm ) { case STANDARD_BP: g_ABP.OnD3D10CreateDevice(pDev10,pBackBufferSurfaceDesc,pUserContext); g_ABP.OnD3D10SwapChainResized(pDev10,NULL,pBackBufferSurfaceDesc,pUserContext ); break; case BP_MSSM_KERNEL: g_BPMSSMKernel.OnD3D10CreateDevice(pDev10,pBackBufferSurfaceDesc,pUserContext); g_BPMSSMKernel.OnD3D10SwapChainResized(pDev10,NULL,pBackBufferSurfaceDesc,pUserContext ); break; case STD_VSM: g_StdVSM.OnD3D10CreateDevice(pDev10,pBackBufferSurfaceDesc,pUserContext); g_StdVSM.OnD3D10SwapChainResized(pDev10,NULL,pBackBufferSurfaceDesc,pUserContext ); break; case MIP_VSM: g_MipVSM.OnD3D10CreateDevice(pDev10,pBackBufferSurfaceDesc,pUserContext); g_MipVSM.OnD3D10SwapChainResized(pDev10,NULL,pBackBufferSurfaceDesc,pUserContext ); break; case HIR_BP: g_HBP.OnD3D10CreateDevice(pDev10,pBackBufferSurfaceDesc,pUserContext); g_HBP.OnD3D10SwapChainResized(pDev10,NULL,pBackBufferSurfaceDesc,pUserContext ); break; case BP_GI: g_BPGI.OnD3D10CreateDevice(pDev10,pBackBufferSurfaceDesc,pUserContext); g_BPGI.OnD3D10SwapChainResized(pDev10,NULL,pBackBufferSurfaceDesc,pUserContext ); break; case STD_PCSS: g_PCSS.OnD3D10CreateDevice(pDev10,pBackBufferSurfaceDesc,pUserContext); g_PCSS.OnD3D10SwapChainResized(pDev10,NULL,pBackBufferSurfaceDesc,pUserContext ); break; default: break; }; } //begin light and view pos management { static double old_fTime = 0.001; fTime = old_fTime; old_fTime += 0.02; static double oldTime = 0; static unsigned old_iSta = 0; static double stop_time = 0; static double total_stop_time = 0; double tmp = fTime; unsigned iSta = g_SampleUI.GetCheckBox(IDC_STATIC)->GetChecked(); if( 0 == old_iSta && 1 == iSta )//turn to be static { stop_time = fTime - total_stop_time; } if( 1 == iSta ) { total_stop_time += ( fTime - oldTime ); fTime = stop_time; } if( 0 == iSta ) { fTime -= total_stop_time; } old_iSta = iSta; oldTime = tmp; }//end light and view pos management S3UTCamera& g_CameraRef = *(g_pCamManager->ActiveEye()); // compute view matrix D3DXMATRIX mTmp, mWorldView, mWorldViewProj, mWorldViewInv; D3DXMatrixInverse(&mTmp, NULL, g_CameraRef.GetWorldMatrix()); D3DXMatrixMultiply(&mWorldView, &mTmp, g_CameraRef.GetViewMatrix()); // correct near/far clip planes according to camera location D3DXVECTOR3 vBox[2]; float fAspectRatio = pBackBufferSurfaceDesc->Width / (FLOAT)pBackBufferSurfaceDesc->Height; // clear depth and color ID3D10DepthStencilView* pDSV = DXUTGetD3D10DepthStencilView(); pDev10->ClearDepthStencilView( pDSV, D3D10_CLEAR_DEPTH, 1.0, 0); ID3D10RenderTargetView* pRTV = DXUTGetD3D10RenderTargetView(); if( g_D3DSettingsDlg.IsActive() ) { g_D3DSettingsDlg.OnRender( fElapsedTime ); return; } Parameters para; para.fLightZn = g_fCtrledLightZn; float biases[15]; biases[0] = g_fDepthBiasObject0; biases[1] = g_fDefaultDepthBias; biases[2] = g_fDepthBiasHammer; biases[3] = g_fDepthBiasLeftForearm; biases[4] = g_fDepthBiasRightForearm; biases[5] = g_fDepthBiasLeftShoulder; biases[6] = g_fDepthBiasRightShoulder; biases[7] = g_fDepthBiasBlackPlate; biases[8] = g_fDepthBiasHelmet; biases[9] = g_fDepthBiasEyes; biases[10] = g_fDepthBiasBelt; biases[11] = g_fDepthBiasLeftThigh; biases[12] = g_fDepthBiasRightThigh; biases[13] = g_fDepthBiasLeftShin; biases[14] = g_fDepthBiasRightShin; g_MeshScene.set_biases(biases,15); float light_size[NUM_LIGHT] = LIGHT_SIZE; float light_ZNS[NUM_LIGHT] = LIGHT_ZNS; float light_view_angle[NUM_LIGHT] = LIGHT_VIEW_ANGLES; D3DXVECTOR4 light_color[NUM_LIGHT] = LIGHT_COLOR; bool render_ogre = g_SampleUI.GetCheckBox( IDC_ANIMATE )->GetChecked(); bool render_scene = g_SampleUI.GetCheckBox( IDC_SCENE )->GetChecked(); bool render_fan = g_SampleUI.GetCheckBox( IDC_FAN )->GetChecked(); float ClearColor[4] = { 0, 0, 0, 1 }; pDev10->ClearRenderTargetView(g_pBlendBuffer->m_pRTView, ClearColor); //use alpha val 1 to represent untouched pixels pDev10->ClearRenderTargetView(g_pWidgetBuffer->m_pRTView, ClearColor); //light management ID3D10RenderTargetView *p_RTV; ID3D10ShaderResourceView *p_SRV; static float light_scale_factor = 0.2; static float ls_incre = 0.04; if( g_LightVary == true || g_fFilterSize < g_fFilterSizeCtrl ) { g_fFilterSize -= ls_incre; if( g_fFilterSize < 0.1 || g_fFilterSize > g_fFilterSizeCtrl ) ls_incre = -ls_incre; } else { g_fFilterSize = g_fFilterSizeCtrl; } g_fFilterSize = g_fFilterSizeCtrl; //light pos is not modified here. this light pos stored in 3DWidget is only synced with light camera after rendering of the light //if you try to modify light pos here, light would be freezed, of course, this is a bug introduced by bad design D3DXVECTOR3 vTmp; // render GBuffer pDev10->OMSetDepthStencilState(g_pDSState,0); g_GBuffer.OnD3D10FrameRender( true, true, g_SampleUI, g_MeshScene, g_CameraRef, pDev10, fTime, fElapsedTime, pUserContext ); g_Blender.OriginalSampleMask = 0; pDev10->OMGetBlendState( &g_Blender.pOriginalBlendState, g_Blender.OriginalBlendFactor, &g_Blender.OriginalSampleMask ); float BlendBufferClearColor[4] = { 1, 1, 0, 1 }; bool isFirstPass = true; for( int cam_idx = 0; cam_idx < g_pCamManager->CameraCount(); ++cam_idx ) { // rendering a subdivided light if( g_pCamManager->Camera(cam_idx)->GetCamType() == S3UTCamera::eLight&& g_pCamManager->Camera(cam_idx)->IsActive() ) { float scaled_half_light_size = (g_pCamManager->Camera(cam_idx)->GetLightSize()*LIGHT_SCALE_FACTOR); float fStartPt = -scaled_half_light_size; float fInterval = 2 * scaled_half_light_size / g_nNumLightSample; float fSubLightSize = g_pCamManager->Camera(cam_idx)->GetLightSize(); if( g_nNumLightSample > 0 ) { fSubLightSize = fSubLightSize / g_nNumLightSample; } if( g_nNumLightSample == 0 ) { g_nNumLightSample = 1; } static float total_light_x_incre = 0; static int light_mov_dir = 0; float shadow_factor = 0.8/(g_nNumLightSample * g_nNumLightSample); for( int ix = 0; ix < g_nNumLightSample; ++ix ) { for( int iy = 0; iy < g_nNumLightSample; ++iy ) { D3DXVECTOR3 vLight = *g_pCamManager->Camera(cam_idx)->GetEyePt(); S3UTCamera local_cam = *g_pCamManager->Camera(cam_idx); D3DXVECTOR3 vTrans( fStartPt+(ix+0.5)*fInterval,fStartPt+(iy+0.5)*fInterval,0 ); if( g_nNumLightSample == 1 ) { vTrans = D3DXVECTOR3(0,0,0); } D3DXMATRIX mInvLightView; D3DXVECTOR4 tmp_light_pos; D3DXMatrixInverse(&mInvLightView, NULL, local_cam.GetViewMatrix()); D3DXVec3Transform(&tmp_light_pos, &vTrans, &mInvLightView ); D3DXVECTOR3 tmp_light_pos_3(tmp_light_pos.x,tmp_light_pos.y,tmp_light_pos.z); D3DXVECTOR3 vLookAt = *local_cam.GetLookAtPt(); local_cam.SetViewParams( &tmp_light_pos_3, &vLookAt ); g_MeshScene.set_parameters( render_ogre, render_scene, render_fan, false ); D3DXMATRIX mLightView; // here we compute light viewprojection so that light oversees the whole scene D3DXMATRIX mTranslate; D3DXMatrixInverse(&mTranslate, NULL, local_cam.GetWorldMatrix()); D3DXMatrixMultiply(&mLightView, &mTranslate, local_cam.GetViewMatrix()); unsigned iTmp = g_SampleUI.GetCheckBox(IDC_BDUMP_SHADOWMAP)->GetChecked(); ssmap.Render(pDev10, &g_MeshScene, local_cam,fTime,fElapsedTime,iTmp); pDev10->RSSetState(g_pRenderState); p_RTV = g_pBlendBuffer->m_pRTView; float NewBlendFactor[4] = {0,0,0,0}; //alpha blending initial; if( isFirstPass ) { isFirstPass = false; pDev10->OMSetBlendState( g_Blender.m_pSceneBlendStateInitial, NewBlendFactor, 0xffffffff ); } else { pDev10->OMSetBlendState( g_Blender.m_pSceneBlendStateOn, NewBlendFactor, 0xffffffff ); } if( ShadowAlgorithm == BP_GI ) { V(g_BPGI.m_pEffect->GetVariableByName("g_fLumiFactor")->AsScalar()->SetFloat( shadow_factor )); g_BPGI.set_parameters( para,p_RTV,&light_color[0] ); g_BPGI.set_input_buffer( &g_GBuffer ); g_BPGI.OnD3D10FrameRender(render_ogre,render_scene,g_SampleUI,g_MeshScene,fSubLightSize,ssmap,g_CameraRef,local_cam,pDev10,fTime,fElapsedTime,pUserContext); } else if( ShadowAlgorithm == STANDARD_BP ) { V(g_ABP.m_pEffect->GetVariableByName("fLumiFactor")->AsScalar()->SetFloat( shadow_factor )); g_ABP.set_parameters( para,p_RTV,&light_color[0] ); g_ABP.set_input_buffer( &g_GBuffer ); g_ABP.OnD3D10FrameRender(render_ogre,render_scene,g_SampleUI,g_MeshScene,fSubLightSize,ssmap,g_CameraRef,local_cam,pDev10,fTime,fElapsedTime,pUserContext); } else if( ShadowAlgorithm == BP_MSSM_KERNEL ) { V(g_BPMSSMKernel.m_pEffect->GetVariableByName("fLumiFactor")->AsScalar()->SetFloat( shadow_factor )); g_BPMSSMKernel.set_parameters( para,p_RTV,&light_color[0] ); g_BPMSSMKernel.set_input_buffer( &g_GBuffer ); g_BPMSSMKernel.OnD3D10FrameRender(render_ogre,render_scene,g_SampleUI,g_MeshScene,fSubLightSize,ssmap,g_CameraRef,local_cam,pDev10,fTime,fElapsedTime,pUserContext); } else if( ShadowAlgorithm == STD_VSM ) { V(g_StdVSM.m_pEffect->GetVariableByName("fLumiFactor")->AsScalar()->SetFloat( shadow_factor )); g_StdVSM.set_bias( g_fDefaultDepthBias,g_f3rdDepthDelta, g_f1stDepthDelta ); g_StdVSM.set_parameters( para,p_RTV,&light_color[0] ); g_StdVSM.set_input_buffer( &g_GBuffer ); g_StdVSM.OnD3D10FrameRender(render_ogre,render_scene,g_SampleUI,g_MeshScene,fSubLightSize,ssmap,g_CameraRef,local_cam,pDev10,fTime,fElapsedTime,pUserContext); } else if( ShadowAlgorithm == MIP_VSM ) { V(g_MipVSM.m_pEffect->GetVariableByName("fLumiFactor")->AsScalar()->SetFloat( shadow_factor )); g_MipVSM.set_parameters( para,p_RTV,&light_color[0] ); g_MipVSM.set_input_buffer( &g_GBuffer ); g_MipVSM.OnD3D10FrameRender(render_ogre,render_scene,g_SampleUI,g_MeshScene,fSubLightSize,ssmap,g_CameraRef,local_cam,pDev10,fTime,fElapsedTime,pUserContext); } else if( ShadowAlgorithm == STD_PCSS ) { V(g_PCSS.m_pEffect->GetVariableByName("fLumiFactor")->AsScalar()->SetFloat( shadow_factor )); g_PCSS.set_parameters( para,p_RTV,&light_color[0] ); g_PCSS.set_input_buffer( &g_GBuffer ); g_PCSS.OnD3D10FrameRender(render_ogre,render_scene,g_SampleUI,g_MeshScene,fSubLightSize,ssmap,g_CameraRef,local_cam,pDev10,fTime,fElapsedTime,pUserContext); } //alpha blending restore pDev10->OMSetBlendState( g_Blender.pOriginalBlendState, g_Blender.OriginalBlendFactor, g_Blender.OriginalSampleMask ); if( g_SampleUI.GetCheckBox( IDC_SHOW_3DWIDGET )->GetChecked() ) { if( g_pCamManager->Camera(cam_idx)->GetCamType() == S3UTCamera::eLight&& g_pCamManager->Camera(cam_idx)->IsActive() ) { pDev10->OMSetRenderTargets(1, &(g_pWidgetBuffer->m_pRTView), g_GBuffer.m_pDepthBuffer->m_pDSView); g_Widget.m_pSsmap = &ssmap; g_Widget.OnD3D10FrameRender(pDev10,g_CameraRef,local_cam); } } } } } } //----------------------------------------------------------------------------------- D3DXMATRIX mMatrixScale; D3DXMATRIX mMatrixScaleWVP; D3DXMatrixScaling( &mMatrixScale,(FLOAT)5,(FLOAT)5,(FLOAT)5 ); D3DXMatrixMultiply( &mMatrixScaleWVP, &mMatrixScale, &mWorldViewProj ); ID3D10RenderTargetView* pOrigRTV = DXUTGetD3D10RenderTargetView(); pDev10->OMSetRenderTargets(1,&pOrigRTV,NULL); float FinalClearColor[4] = { 1, 0, 0, 1 }; pDev10->ClearRenderTargetView(pOrigRTV, FinalClearColor); g_MeshScene.set_parameters( render_ogre,render_scene, render_fan ); g_Final.set_parameters( para, pOrigRTV, NULL, g_pBlendBuffer->m_pSRView, g_pWidgetBuffer->m_pSRView ); S3UTCamera& g_LCameraRef = g_LCamera[0]; g_Final.set_input_buffer( &g_GBuffer ); g_pSkyBox->OnFrameRender( mMatrixScaleWVP ); g_Final.OnD3D10FrameRender(g_SampleUI,g_MeshScene,g_fFilterSize,ssmap,g_CameraRef,g_LCameraRef,pDev10,fTime,fElapsedTime,pUserContext); g_LCameraRef.SetProjParams(g_fCtrledLightFov, 1.0, g_fCtrledLightZn, g_fCtrledLightZf); //if( g_SampleUI.GetCheckBox( IDC_SHOW_3DWIDGET )->GetChecked() ) //{ // for( int cam_idx = 0; cam_idx < g_pCamManager->CameraCount(); ++cam_idx ) // { // // rendering a subdivided light // if( g_pCamManager->Camera(cam_idx)->GetCamType() == S3UTCamera::eLight&& // g_pCamManager->Camera(cam_idx)->IsActive() ) // { // g_Widget.m_pSsmap = &ssmap; // g_Widget.OnD3D10FrameRender(pDev10,g_CameraRef,*(g_pCamManager->Camera(cam_idx))); // } // } //} // render UI if (g_bShowUI) { RenderText(); g_SampleUI.OnRender(fElapsedTime); //g_HUD.OnRender(fElapsedTime); } if( g_bShowLightUI ) { g_CameraUI.OnRender(fElapsedTime); } if( g_SampleUI.GetCheckBox( IDC_FRAME_DUMP )->GetChecked() ) { static int g_Frame = 0; IDXGISwapChain* pSwapChain = DXUTGetDXGISwapChain(); ID3D10Texture2D* pRT; pSwapChain->GetBuffer(0, __uuidof(pRT), reinterpret_cast<void**>(&pRT)); WCHAR filename[32]; StringCchPrintf(filename, 100, L"DumpedImages\\screenshot%.3d.jpg", g_Frame); D3DX10SaveTextureToFile(pRT, D3DX10_IFF_JPG, filename); SAFE_RELEASE(pRT); ++g_Frame; } }
//-------------------------------------------------------------------------------------- // Create any D3D9 resources that will live through a device reset (D3DPOOL_MANAGED) // and aren't tied to the back buffer size //-------------------------------------------------------------------------------------- HRESULT CALLBACK OnD3D10CreateDevice( ID3D10Device* pd3dDevice, const DXGI_SURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext ) { HRESULT hr; V_RETURN( g_DialogResourceManager.OnD3D10CreateDevice( pd3dDevice ) ); V_RETURN( g_SettingsDlg.OnD3D10CreateDevice( pd3dDevice ) ); V_RETURN( D3DX10CreateFont( pd3dDevice, 15, 0, FW_BOLD, 1, FALSE, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, DEFAULT_PITCH | FF_DONTCARE, L"Arial", &g_pFont10 ) ); V_RETURN( D3DX10CreateSprite( pd3dDevice, 512, &g_pSprite10 ) ); g_pTxtHelper = new CDXUTTextHelper( NULL, NULL, g_pFont10, g_pSprite10, 15 ); #define IDC_WIREFRAME 10 g_SampleUI.GetCheckBox( IDC_WIREFRAME )->SetVisible( false ); V_RETURN( LoadEffect10( pd3dDevice ) ); WCHAR str[MAX_PATH]; V_RETURN( DXUTFindDXSDKMediaFileCch( str, MAX_PATH, L"PIXWorkshop\\Terrain1.bmp" ) ); V_RETURN( g_Terrain.LoadTerrain( str, g_SqrtNumTiles, g_SidesPerTile, g_fWorldScale, g_fHeightScale, 1000, 1.0f, 2.0f ) ); ResetBalls(); // Create a Vertex Decl for the terrain and basic meshes const D3D10_INPUT_ELEMENT_DESC basiclayout[] = { { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0 }, { "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D10_INPUT_PER_VERTEX_DATA, 0 }, { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 24, D3D10_INPUT_PER_VERTEX_DATA, 0 }, }; D3D10_PASS_DESC PassDesc; g_pRenderTerrain->GetPassByIndex( 0 )->GetDesc( &PassDesc ); V_RETURN( pd3dDevice->CreateInputLayout( basiclayout, sizeof( basiclayout ) / sizeof( basiclayout[0] ), PassDesc.pIAInputSignature, PassDesc.IAInputSignatureSize, &g_pBasicDecl10 ) ); // Create a Vertex Decl for the ball const D3D10_INPUT_ELEMENT_DESC balllayout[] = { { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0 }, { "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D10_INPUT_PER_VERTEX_DATA, 0 }, { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 24, D3D10_INPUT_PER_VERTEX_DATA, 0 }, { "TEXCOORD", 1, DXGI_FORMAT_R32G32B32_FLOAT, 1, 0, D3D10_INPUT_PER_INSTANCE_DATA, 1 }, }; g_pRenderBall->GetPassByIndex( 0 )->GetDesc( &PassDesc ); V_RETURN( pd3dDevice->CreateInputLayout( balllayout, sizeof( balllayout ) / sizeof( balllayout[0] ), PassDesc.pIAInputSignature, PassDesc.IAInputSignatureSize, &g_pBallDecl10 ) ); // Create a Vertex Decl for the grass const D3D10_INPUT_ELEMENT_DESC grasslayout[] = { { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0 }, { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 12, D3D10_INPUT_PER_VERTEX_DATA, 0 }, { "TEXCOORD", 1, DXGI_FORMAT_R32G32B32_FLOAT, 1, 0, D3D10_INPUT_PER_INSTANCE_DATA, 1 }, }; g_pRenderGrass->GetPassByIndex( 0 )->GetDesc( &PassDesc ); V_RETURN( pd3dDevice->CreateInputLayout( grasslayout, sizeof( grasslayout ) / sizeof( grasslayout[0] ), PassDesc.pIAInputSignature, PassDesc.IAInputSignatureSize, &g_pGrassDecl10 ) ); // Load terrain device objects V_RETURN( g_Terrain.OnCreateDevice( pd3dDevice ) ); // Load a mesh g_BallMesh.Create( pd3dDevice, L"PIXWorkshop\\lowpolysphere.sdkmesh" ); g_SkyMesh.Create( pd3dDevice, L"PIXWorkshop\\desertsky.sdkmesh" ); // Create a VB for the stream data D3D10_BUFFER_DESC BufferDesc; BufferDesc.ByteWidth = NUM_PLAYERS * sizeof( D3DXVECTOR3 ); BufferDesc.Usage = D3D10_USAGE_DYNAMIC; BufferDesc.BindFlags = D3D10_BIND_VERTEX_BUFFER; BufferDesc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE; BufferDesc.MiscFlags = 0; V_RETURN( pd3dDevice->CreateBuffer( &BufferDesc, NULL, &g_pStreamDataVB10 ) ); // Create a VB for the grass instances BufferDesc.ByteWidth = g_SqrtNumTiles * g_SqrtNumTiles * sizeof( D3DXVECTOR3 ); V_RETURN( pd3dDevice->CreateBuffer( &BufferDesc, NULL, &g_pGrassDataVB10 ) ); // Load a texture for the mesh V_RETURN( DXUTFindDXSDKMediaFileCch( str, MAX_PATH, L"PIXWorkshop\\Terrain1.bmp" ) ); V_RETURN( D3DX10CreateShaderResourceViewFromFile( pd3dDevice, str, NULL, NULL, &g_pHeightTexRV, NULL ) ); V_RETURN( DXUTFindDXSDKMediaFileCch( str, MAX_PATH, L"PIXWorkshop\\Terrain1_Norm.dds" ) ); V_RETURN( D3DX10CreateShaderResourceViewFromFile( pd3dDevice, str, NULL, NULL, &g_pNormalTexRV, NULL ) ); V_RETURN( DXUTFindDXSDKMediaFileCch( str, MAX_PATH, L"PIXWorkshop\\grass_v3_dark_tex.dds" ) ); V_RETURN( D3DX10CreateShaderResourceViewFromFile( pd3dDevice, str, NULL, NULL, &g_pGrassTexRV, NULL ) ); V_RETURN( DXUTFindDXSDKMediaFileCch( str, MAX_PATH, L"PIXWorkshop\\Dirt_Diff.dds" ) ); V_RETURN( D3DX10CreateShaderResourceViewFromFile( pd3dDevice, str, NULL, NULL, &g_pDirtTexRV, NULL ) ); V_RETURN( DXUTFindDXSDKMediaFileCch( str, MAX_PATH, L"PIXWorkshop\\Grass_Diff.dds" ) ); V_RETURN( D3DX10CreateShaderResourceViewFromFile( pd3dDevice, str, NULL, NULL, &g_pGroundGrassTexRV, NULL ) ); V_RETURN( DXUTFindDXSDKMediaFileCch( str, MAX_PATH, L"PIXWorkshop\\Terrain1_Mask.dds" ) ); V_RETURN( D3DX10CreateShaderResourceViewFromFile( pd3dDevice, str, NULL, NULL, &g_pMaskTexRV, NULL ) ); V_RETURN( DXUTFindDXSDKMediaFileCch( str, MAX_PATH, L"PIXWorkshop\\Terrain1_ShadeNormals.dds" ) ); V_RETURN( D3DX10CreateShaderResourceViewFromFile( pd3dDevice, str, NULL, NULL, &g_pShadeNormalTexRV, NULL ) ); // Setup the camera's view parameters D3DXVECTOR3 vecEye( 0.0f, 20.0f, -50.0f ); D3DXVECTOR3 vecAt ( 0.0f, 5.0f, 0.0f ); g_Camera.SetViewParams( &vecEye, &vecAt ); return S_OK; }
// Handles the GUI events void CALLBACK OnGUIEvent( UINT nEvent, int nControlID, CDXUTControl* pControl, void* pUserContext ) { switch( nControlID ) { case IDC_TOGGLEFULLSCREEN: { DXUTToggleFullScreen(); break; } case IDC_TOGGLEREF: { DXUTToggleREF(); break; } case IDC_CHANGEDEVICE: { gD3DSettingsDlg.SetActive( !gD3DSettingsDlg.IsActive() ); break; } case IDC_TEXT: case IDC_EXPOSURE: { gLog2Exposure = (gSampleUI.GetSlider(IDC_EXPOSURE)->GetValue() / 100.0f - 0.5f) * 33.33333; WCHAR wstr[MAX_PATH]; swprintf_s(wstr, MAX_PATH, L"Texture Size: %d x %d\n" L"logRGB L1: %.2f%%\n" //L"logRGB RMSE: %.4f\n" //L"Relative error: %.2f%%\n" //L"mPSNR: %.2f%%\n" L"Exposure: %.2f\n" L"Compression Time: %0.2f ms\n" L"Compression Rate: %0.2f Mp/s\n", gTexWidth, gTexHeight, gError, gLog2Exposure, gCompTime, gCompRate); gSampleUI.GetStatic(IDC_TEXT)->SetText(wstr); break; } case IDC_MT: { // Shut down all previous threading abilities. DestroyThreads(); gMultithreaded = gSampleUI.GetCheckBox(IDC_MT)->GetChecked(); if (gMultithreaded) { InitWin32Threads(); } // Recompress the texture. RecompressTexture(); gSampleUI.SendEvent(IDC_TEXT, true, gSampleUI.GetStatic(IDC_TEXT)); break; } case IDC_PROFILE: { gCompressionFunc = (CompressionFunc*)gSampleUI.GetComboBox(IDC_PROFILE)->GetSelectedData(); // Recompress the texture. RecompressTexture(); gSampleUI.SendEvent(IDC_TEXT, true, gSampleUI.GetStatic(IDC_TEXT)); break; } case IDC_LOAD_TEXTURE: { // Store the current working directory. TCHAR workingDirectory[MAX_PATH]; GetCurrentDirectory(MAX_PATH, workingDirectory); // Open a file dialog. OPENFILENAME openFileName; WCHAR file[MAX_PATH]; file[0] = 0; ZeroMemory(&openFileName, sizeof(OPENFILENAME)); openFileName.lStructSize = sizeof(OPENFILENAME); openFileName.lpstrFile = file; openFileName.nMaxFile = MAX_PATH; openFileName.lpstrFilter = L"DDS\0*.dds\0\0"; openFileName.nFilterIndex = 1; openFileName.lpstrInitialDir = NULL; openFileName.Flags = OFN_PATHMUSTEXIST | OFN_FILEMUSTEXIST; if(GetOpenFileName(&openFileName)) { //CreateTextures(openFileName.lpstrFile); SAFE_RELEASE(gUncompressedSRV); LoadTexture(openFileName.lpstrFile); } // Restore the working directory. GetOpenFileName changes the current working directory which causes problems with relative paths to assets. SetCurrentDirectory(workingDirectory); RecompressTexture(); gSampleUI.SendEvent(IDC_TEXT, true, gSampleUI.GetStatic(IDC_TEXT)); break; } case IDC_RECOMPRESS: { // Recompress the texture. RecompressTexture(); gSampleUI.SendEvent(IDC_TEXT, true, gSampleUI.GetStatic(IDC_TEXT)); break; } case IDC_SAVE_TEXTURE: { // Store the current working directory. TCHAR workingDirectory[MAX_PATH]; GetCurrentDirectory(MAX_PATH, workingDirectory); // Open a file dialog. OPENFILENAME openFileName; WCHAR file[MAX_PATH]; file[0] = 0; ZeroMemory(&openFileName, sizeof(OPENFILENAME)); openFileName.lStructSize = sizeof(OPENFILENAME); openFileName.lpstrFile = file; openFileName.nMaxFile = MAX_PATH; openFileName.lpstrFilter = L"DDS\0*.dds\0\0"; openFileName.lpstrDefExt = L"dds"; openFileName.nFilterIndex = 1; openFileName.lpstrInitialDir = NULL; openFileName.Flags = OFN_PATHMUSTEXIST; if(GetSaveFileName(&openFileName)) { SaveTexture(gCompressedSRV,openFileName.lpstrFile); } // Restore the working directory. GetOpenFileName changes the current working directory which causes problems with relative paths to assets. SetCurrentDirectory(workingDirectory); break; } case IDC_IMAGEVIEW: { gImageView = (EImageView)(INT_PTR)gSampleUI.GetComboBox(IDC_IMAGEVIEW)->GetSelectedData(); break; } } }
void CALLBACK onGUIEvent(UINT event, int controlId, CDXUTControl* control, void *userContext) { switch(controlId) { case IDC_TOGGLE_FULLSCREEN: DXUTToggleFullScreen(); break; case IDC_PRESET: if (event == EVENT_COMBOBOX_SELECTION_CHANGED) { SMAA::Preset selected; selected = SMAA::Preset(int(hud.GetComboBox(IDC_PRESET)->GetSelectedData())); onLostDevice(NULL); onResetDevice(DXUTGetD3D9Device(), DXUTGetD3D9BackBufferSurfaceDesc(), NULL); } break; case IDC_ANTIALIASING: if (event == EVENT_CHECKBOX_CHANGED) timer->reset(); break; case IDC_PROFILE: if (event == EVENT_CHECKBOX_CHANGED) { timer->reset(); timer->setEnabled(hud.GetCheckBox(IDC_PROFILE)->GetChecked()); } break; case IDC_THRESHOLD: if (event == EVENT_SLIDER_VALUE_CHANGED) { CDXUTSlider *slider = hud.GetSlider(IDC_THRESHOLD); int min, max; slider->GetRange(min, max); float scale = float(slider->GetValue()) / (max - min); smaa->setThreshold(scale * 0.5f); wstringstream s; s << L"Threshold: " << scale * 0.5f; hud.GetStatic(IDC_THRESHOLD_LABEL)->SetText(s.str().c_str()); } break; case IDC_MAX_SEARCH_STEPS: if (event == EVENT_SLIDER_VALUE_CHANGED) { CDXUTSlider *slider = hud.GetSlider(IDC_MAX_SEARCH_STEPS); int min, max; slider->GetRange(min, max); float scale = float(slider->GetValue()) / (max - min); smaa->setMaxSearchSteps(int(round(scale * 98.0f))); wstringstream s; s << L"Max Search Steps: " << int(round(scale * 98.0f)); hud.GetStatic(IDC_MAX_SEARCH_STEPS_LABEL)->SetText(s.str().c_str()); } break; case IDC_MAX_SEARCH_STEPS_DIAG: if (event == EVENT_SLIDER_VALUE_CHANGED) { CDXUTSlider *slider = hud.GetSlider(IDC_MAX_SEARCH_STEPS_DIAG); int min, max; slider->GetRange(min, max); float scale = float(slider->GetValue()) / (max - min); smaa->setMaxSearchStepsDiag(int(round(scale * 20.0f))); wstringstream s; s << L"Max Diag. Search Steps: " << int(round(scale * 20.0f)); hud.GetStatic(IDC_MAX_SEARCH_STEPS_DIAG_LABEL)->SetText(s.str().c_str()); } break; case IDC_CORNER_ROUNDING: if (event == EVENT_SLIDER_VALUE_CHANGED) { CDXUTSlider *slider = hud.GetSlider(IDC_CORNER_ROUNDING); int min, max; slider->GetRange(min, max); float scale = float(slider->GetValue()) / (max - min); smaa->setCornerRounding(scale * 100.0f); wstringstream s; s << L"Corner Rounding: " << scale * 100.0f; hud.GetStatic(IDC_CORNER_ROUNDING_LABEL)->SetText(s.str().c_str()); } break; } }
//-------------------------------------------------------------------------------------- // Handles the GUI events //-------------------------------------------------------------------------------------- void CALLBACK OnGUIEvent(UINT nEvent, int nControlID, CDXUTControl* pControl, void* pUserContext) { switch (nControlID) { case IDC_TOGGLEFULLSCREEN: DXUTToggleFullScreen(); break; case IDC_TOGGLEREF: DXUTToggleREF(); break; case IDC_CHANGEDEVICE: { g_SettingsDlg.SetActive(!g_SettingsDlg.IsActive()); break; } case IDC_CHANGESCENE: { CDXUTComboBox* pComboBox = (CDXUTComboBox*) pControl; g_CurrentSceneId = pComboBox->GetSelectedIndex(); break; } case IDC_BLUR_AO: { g_BlurAO = g_HUD.GetCheckBox(nControlID)->GetChecked(); break; } case IDC_DEINTERLEAVE: { g_UseDeinterleavedTexturing = g_HUD.GetCheckBox(nControlID)->GetChecked(); break; } case IDC_RANDOMIZE: { g_RandomizeSamples = g_HUD.GetCheckBox(nControlID)->GetChecked(); break; } case IDC_RADIUS_SLIDER: { g_AOParams.Radius = (float) g_HUD.GetSlider(IDC_RADIUS_SLIDER)->GetValue() * MAX_RADIUS_MULT / 100.0f; WCHAR sz[100]; StringCchPrintf(sz, 100, UI_RADIUS_MULT L"%0.2f", g_AOParams.Radius); g_HUD.GetStatic(IDC_RADIUS_STATIC)->SetText(sz); break; } case IDC_BIAS_SLIDER: { g_AOParams.Bias = (float) g_HUD.GetSlider(IDC_BIAS_SLIDER)->GetValue() / 1000.f; WCHAR sz[100]; StringCchPrintf(sz, 100, UI_AO_BIAS L"%g", g_AOParams.Bias); g_HUD.GetStatic(IDC_BIAS_STATIC)->SetText(sz); break; } case IDC_EXPONENT_SLIDER: { g_AOParams.PowerExponent = (float)g_HUD.GetSlider(IDC_EXPONENT_SLIDER)->GetValue() / 100.0f; WCHAR sz[100]; StringCchPrintf(sz, 100, UI_POW_EXPONENT L"%0.2f", g_AOParams.PowerExponent); g_HUD.GetStatic(IDC_EXPONENT_STATIC)->SetText(sz); break; } case IDC_BLUR_SHARPNESS_SLIDER: { g_AOParams.Blur.Sharpness = (float)g_HUD.GetSlider(IDC_BLUR_SHARPNESS_SLIDER)->GetValue() / 100.0f; WCHAR sz[100]; StringCchPrintf(sz, 100, UI_BLUR_SHARPNESS L"%0.2f", g_AOParams.Blur.Sharpness); g_HUD.GetStatic(IDC_BLUR_SHARPNESS_STATIC)->SetText(sz); break; } case IDC_PER_PIXEL_AO: { g_AOParams.Output.MSAAMode = GFSDK_SSAO_PER_PIXEL_AO; break; } case IDC_PER_SAMPLE_AO: { g_AOParams.Output.MSAAMode = GFSDK_SSAO_PER_SAMPLE_AO; break; } case IDC_1xMSAA: case IDC_2xMSAA: case IDC_4xMSAA: case IDC_8xMSAA: { g_RenderTargetsDirty = true; g_MSAACurrentSettings = nControlID - IDC_1xMSAA; assert(g_MSAACurrentSettings >= MSAA_MODE_1X); assert(g_MSAACurrentSettings <= MSAA_MODE_8X); break; } } }
//-------------------------------------------------------------------------------------- // This callback function will be called at the end of every frame to perform all the // rendering calls for the scene, and it will also be called if the window needs to be // repainted. After this function has returned, DXUT will call // IDirect3DDevice9::Present to display the contents of the next buffer in the swap chain //-------------------------------------------------------------------------------------- void CALLBACK OnFrameRender(IDirect3DDevice9* pd3dDevice, double fTime, float fElapsedTime, void* pUserContext) { PERF_NODE_FUNC(); HRESULT hr; float *pVertex = NULL; V(g_pVbFloor->Lock(0, 0, (void**)&pVertex, 0)); //移动地板纹理 for (int i = 0; i < 6; ++i) { g_aVertexFloor[i*5+4] += (g_fCurSpeed * fElapsedTime * g_fTimeScale / FLOOR_SIZE * 1.8f); } memcpy(pVertex, g_aVertexFloor, sizeof(g_aVertexFloor)); V(g_pVbFloor->Unlock()); D3DXMATRIXA16 mWorldViewProjection; D3DXMATRIXA16 mWorld; D3DXMATRIXA16 mView; D3DXMATRIXA16 mProj; UINT iPass, cPasses; // Clear the render target and the zbuffer V(pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DXCOLOR(0.3f,0.3f,0.6f,0.5f), 1.0f, 0)); // Render the scene if(SUCCEEDED(pd3dDevice->BeginScene())) { // Get the projection & view matrix from the camera class mProj = reinterpret_cast<const D3DXMATRIXA16&>(g_camera.getProjectionMatrix()); mView = reinterpret_cast<const D3DXMATRIXA16&>(g_camera.getViewMatrix()); pd3dDevice->SetRenderState(D3DRS_ALPHATESTENABLE, TRUE); pd3dDevice->SetRenderState(D3DRS_ALPHAREF, (DWORD)0x00000080); pd3dDevice->SetRenderState(D3DRS_ALPHAFUNC, D3DCMP_GREATEREQUAL); pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CW); if (g_SampleUI.GetCheckBox(IDC_CHECK_WIREFRAME)->GetChecked()) { pd3dDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_WIREFRAME); } else { pd3dDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID); } //地板,采用不同变换 D3DXMATRIXA16 coordMatrix; memset(&coordMatrix, 0, sizeof(D3DXMATRIXA16)); coordMatrix._11 = 1.0f; coordMatrix._23 = 1.0f; coordMatrix._32 = 1.0f; coordMatrix._44 = 1.0f; V(g_pEffect->SetMatrix("g_mWorldViewProjection", &(coordMatrix*mView*mProj))); V(g_pEffect->SetMatrix("g_mWorld", &coordMatrix)); V(pd3dDevice->SetVertexDeclaration(g_pVdFloor)); V(pd3dDevice->SetStreamSource(0, g_pVbFloor, 0, 20)); V(g_pEffect->SetTexture("g_texDiffuse", g_pTexFloor)); V(g_pEffect->SetTechnique("NoLight")); V(g_pEffect->Begin(&cPasses, 0)); for (iPass = 0; iPass < cPasses; iPass++) { V(g_pEffect->BeginPass(iPass)); V(pd3dDevice->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 2)); V(g_pEffect->EndPass()); } V(g_pEffect->End()); //角色 if (g_character->isGpuSkinning()) { V(pd3dDevice->SetVertexDeclaration(g_pVdMeshGpuSkinning)); } else { V(pd3dDevice->SetVertexDeclaration(g_pVdMesh)); } V(g_pEffect->SetValue("g_vCameraPos", &g_camera.getEyePos(), sizeof(grp::Vector3))); //g_vLightDir = D3DXVECTOR3(cosf(fTime), sinf(fTime), 0.0f); V(g_pEffect->SetValue("g_vLightDir", &g_vLightDir, sizeof(D3DXVECTOR3))); V(g_pEffect->SetBool("g_bDiffuse", g_SampleUI.GetCheckBox(IDC_CHECK_DIFFUSEMAP)->GetChecked())); V(g_pEffect->SetBool("g_bGloss", g_SampleUI.GetCheckBox(IDC_CHECK_GLOSS)->GetChecked())); if (g_SampleUI.GetCheckBox(IDC_CHECK_NORMALMAP)->GetChecked()) { if (g_character->isGpuSkinning()) { V(g_pEffect->SetTechnique("Normalmap_Gpu_Skinning")); } else { V(g_pEffect->SetTechnique("Normalmap")); } } else { if (g_character->isGpuSkinning()) { V(g_pEffect->SetTechnique("VertexLight_Gpu_Skinning")); } else { V(g_pEffect->SetTechnique("VertexLight")); } } if (g_character != NULL) { bool drawNormal = g_SampleUI.GetCheckBox(IDC_CHECK_DRAW_NORMAL)->GetChecked(); bool drawSkeleton = g_SampleUI.GetCheckBox(IDC_CHECK_DRAW_SKELETON)->GetChecked(); bool drawBoundingBox = g_SampleUI.GetCheckBox(IDC_CHECK_DRAW_BOUNDINGBOX)->GetChecked(); if (!drawSkeleton || g_SampleUI.GetCheckBox(IDC_CHECK_WIREFRAME)->GetChecked()) { UINT cPasses; g_pEffect->Begin(&cPasses, 0); g_character->render(g_pEffect, mView, mProj); g_pEffect->End(); } if (drawNormal) { g_character->renderNormal(mView, mProj); } if (drawBoundingBox) { g_character->renderBoundingBox(mView, mProj); } if (drawSkeleton) { g_character->renderSkeleton(mView, mProj); } } if (g_bShowHelp) { g_SampleUI.OnRender(fElapsedTime); } RenderText(fTime); V(pd3dDevice->EndScene()); } }
// Render the scene using the D3D11 device void CALLBACK OnD3D11FrameRender( ID3D11Device* pd3dDevice, ID3D11DeviceContext* pd3dImmediateContext, double fTime, float fElapsedTime, void* pUserContext ) { // Recompress the texture gFrameDelay frames after the app has started. This produces more accurate timing of the // compression algorithm. if(gFrameNum == gFrameDelay) { RecompressTexture(); gSampleUI.SendEvent(IDC_TEXT, true, gSampleUI.GetStatic(IDC_TEXT)); gFrameNum++; } else if(gFrameNum < gFrameDelay) { gFrameNum++; } // If the settings dialog is being shown, then render it instead of rendering the app's scene if( gD3DSettingsDlg.IsActive() ) { gD3DSettingsDlg.OnRender( fElapsedTime ); return; } // Clear the render target and depth stencil float ClearColor[4] = { 0.02f, 0.02f, 0.02f, 1.0f }; ID3D11RenderTargetView* pRTV = DXUTGetD3D11RenderTargetView(); pd3dImmediateContext->ClearRenderTargetView( pRTV, ClearColor ); ID3D11DepthStencilView* pDSV = DXUTGetD3D11DepthStencilView(); pd3dImmediateContext->ClearDepthStencilView( pDSV, D3D11_CLEAR_DEPTH, 1.0, 0 ); // Set the input layout. pd3dImmediateContext->IASetInputLayout( gVertexLayout ); // Set the vertex buffer. UINT stride = sizeof( Vertex ); UINT offset = 0; if (gImageView == eImageView_All) { pd3dImmediateContext->IASetVertexBuffers( 0, 1, &gVertexBuffer, &stride, &offset ); } else { pd3dImmediateContext->IASetVertexBuffers( 0, 1, &gQuadVB, &stride, &offset ); } // Set the primitive topology pd3dImmediateContext->IASetPrimitiveTopology( D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST ); // Update the Constant Buffer D3D11_MAPPED_SUBRESOURCE MappedResource; pd3dImmediateContext->Map( gConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &MappedResource ); VS_CONSTANT_BUFFER* pConstData = ( VS_CONSTANT_BUFFER* )MappedResource.pData; ZeroMemory(pConstData, sizeof(VS_CONSTANT_BUFFER)); SetView(&pConstData->mView); pConstData->exposure = powf(2.0, gLog2Exposure); pd3dImmediateContext->Unmap( gConstantBuffer, 0 ); // Set the shaders ID3D11Buffer* pBuffers[1] = { gConstantBuffer }; pd3dImmediateContext->VSSetConstantBuffers( 0, 1, pBuffers ); pd3dImmediateContext->VSSetShader( gVertexShader, NULL, 0 ); if (gSampleUI.GetCheckBox(IDC_ALPHA)->GetChecked()) { pd3dImmediateContext->PSSetShader( gRenderAlphaPS, NULL, 0 ); } else { pd3dImmediateContext->PSSetShader( gRenderFramePS, NULL, 0 ); } pd3dImmediateContext->PSSetConstantBuffers(0, 1, pBuffers ); // Set the texture sampler. pd3dImmediateContext->PSSetSamplers( 0, 1, &gSamPoint ); // Render the textures. if (gImageView == eImageView_Uncompressed || gImageView == eImageView_All ) { pd3dImmediateContext->PSSetShaderResources( 0, 1, &gUncompressedSRV ); } else if (gImageView == eImageView_Compressed) { pd3dImmediateContext->PSSetShaderResources( 0, 1, &gCompressedSRV ); } else if (gImageView == eImageView_Error) { pd3dImmediateContext->PSSetShaderResources( 0, 1, &gErrorSRV ); } pd3dImmediateContext->Draw( 6, 0 ); if (gImageView == eImageView_All) { pd3dImmediateContext->PSSetShaderResources( 0, 1, &gCompressedSRV ); pd3dImmediateContext->Draw( 6, 6 ); pd3dImmediateContext->PSSetShaderResources( 0, 1, &gErrorSRV ); pd3dImmediateContext->Draw( 6, 12 ); } DXUT_BeginPerfEvent( DXUT_PERFEVENTCOLOR, L"HUD / Stats" ); HRESULT hr; V(gHUD.OnRender( fElapsedTime )); V(gSampleUI.OnRender( fElapsedTime )); RenderText(); DXUT_EndPerfEvent(); }
//-------------------------------------------------------------------------------------- // Handles the GUI events //-------------------------------------------------------------------------------------- void CALLBACK OnGUIEvent(UINT nEvent, int nControlID, CDXUTControl* pControl, void* pUserContext) { switch(nControlID) { case IDC_SLIDER_TIMESCALE: { int iValue = g_SampleUI.GetSlider(IDC_SLIDER_TIMESCALE)->GetValue(); if (iValue < 50) { g_fTimeScale = iValue / 50.0f; } else { g_fTimeScale = iValue / 10.0f - 4.0f; } } break; case IDC_SLIDER_WEIGHT: { if (g_model == NULL) { break; } setAnimationWeight(); break; } case IDC_BUTTON_ATTACK: if (g_model != NULL) { grp::IAnimation* fight = g_model->findAnimation(L"fight"); if (fight != NULL && fight->getWeight() == 1.0f) { g_model->playAnimation(L"attack", grp::ANIMATION_SINGLE); } else { g_model->playAnimation(L"attack_up", grp::ANIMATION_SINGLE); } } break; case IDC_CHECK_RAGDOLL: if (g_SampleUI.GetCheckBox(IDC_CHECK_RAGDOLL)->GetChecked()) { g_character->createRagdoll(g_model->getTransform()); } else { g_character->destroyRagdoll(); } break; case IDC_CHECK_GPU_SKINNING: { bool enable = g_SampleUI.GetCheckBox(IDC_CHECK_GPU_SKINNING)->GetChecked(); g_character->setGpuSkinning(enable); } break; } }
//-------------------------------------------------------------------------------------- // Handles the GUI events //-------------------------------------------------------------------------------------- void CALLBACK OnGUIEvent( UINT nEvent, int nControlID, CDXUTControl* pControl, void* pUserContext ) { WCHAR wszOutput[1024]; switch( nControlID ) { case IDC_TOGGLEFULLSCREEN: DXUTToggleFullScreen(); break; case IDC_TOGGLEREF: DXUTToggleREF(); break; case IDC_CHANGEDEVICE: g_SettingsDlg.SetActive( !g_SettingsDlg.IsActive() ); break; case IDC_ENABLEIME: CDXUTIMEEditBox::SetImeEnableFlag( true ); g_SampleUI.GetStatic( IDC_OUTPUT )->SetText( L"You clicked the 'Enable IME' button.\nIME text input is enabled for IME-capable edit controls." ); break; case IDC_DISABLEIME: CDXUTIMEEditBox::SetImeEnableFlag( false ); g_SampleUI.GetStatic( IDC_OUTPUT )->SetText( L"You clicked the 'Disable IME' button.\nIME text input is disabled for IME-capable edit controls." ); break; case IDC_EDITBOX1: case IDC_EDITBOX2: switch( nEvent ) { case EVENT_EDITBOX_STRING: { swprintf_s( wszOutput, 1024, L"You have pressed Enter in edit control (ID %u).\nThe content of the edit control is:\n\"%s\"", nControlID, ( ( CDXUTEditBox* )pControl )->GetText() ); g_SampleUI.GetStatic( IDC_OUTPUT )->SetText( wszOutput ); // Clear the text if needed if( g_SampleUI.GetCheckBox( IDC_CLEAREDIT )->GetChecked() ) ( ( CDXUTEditBox* )pControl )->SetText( L"" ); break; } case EVENT_EDITBOX_CHANGE: { swprintf_s( wszOutput, 1024, L"You have changed the content of an edit control (ID %u).\nIt is now:\n\"%s\"", nControlID, ( ( CDXUTEditBox* )pControl )->GetText() ); g_SampleUI.GetStatic( IDC_OUTPUT )->SetText( wszOutput ); break; } } break; case IDC_SLIDER: swprintf_s( wszOutput, 1024, L"You adjusted the slider control.\nThe new value reported is %d", ( ( CDXUTSlider* )pControl )->GetValue() ); g_SampleUI.GetStatic( IDC_OUTPUT )->SetText( wszOutput ); break; case IDC_CHECKBOX: swprintf_s( wszOutput, 1024, L"You %s the upper check box.", ( ( CDXUTCheckBox* )pControl )->GetChecked() ? L"checked" : L"cleared" ); g_SampleUI.GetStatic( IDC_OUTPUT )->SetText( wszOutput ); break; case IDC_CLEAREDIT: swprintf_s( wszOutput, 1024, L"You %s the lower check box.\nNow edit controls will %s", ( ( CDXUTCheckBox* )pControl )->GetChecked() ? L"checked" : L"cleared", ( ( CDXUTCheckBox* )pControl )->GetChecked() ? L"be cleared when you press Enter to send the text" : L"retain the text context when you press Enter to send the text" ); g_SampleUI.GetStatic( IDC_OUTPUT )->SetText( wszOutput ); break; case IDC_COMBOBOX: { DXUTComboBoxItem* pItem = ( ( CDXUTComboBox* )pControl )->GetSelectedItem(); if( pItem ) { swprintf_s( wszOutput, 1024, L"You selected a new item in the combobox.\nThe new item is \"%s\" and the associated data value is 0x%p", pItem->strText, pItem->pData ); g_SampleUI.GetStatic( IDC_OUTPUT )->SetText( wszOutput ); } break; } case IDC_RADIO1A: case IDC_RADIO1B: case IDC_RADIO1C: swprintf_s( wszOutput, 1024, L"You selected a new radio button in the UPPER radio group.\nThe new button is \"%s\"", ( ( CDXUTRadioButton* )pControl )->GetText() ); g_SampleUI.GetStatic( IDC_OUTPUT )->SetText( wszOutput ); break; case IDC_RADIO2A: case IDC_RADIO2B: case IDC_RADIO2C: swprintf_s( wszOutput, 1024, L"You selected a new radio button in the LOWER radio group.\nThe new button is \"%s\"", ( ( CDXUTRadioButton* )pControl )->GetText() ); g_SampleUI.GetStatic( IDC_OUTPUT )->SetText( wszOutput ); break; case IDC_LISTBOX: switch( nEvent ) { case EVENT_LISTBOX_ITEM_DBLCLK: { DXUTListBoxItem* pItem = ( ( CDXUTListBox* )pControl )->GetItem( ( ( CDXUTListBox* )pControl )->GetSelectedIndex( -1 ) ); swprintf_s( wszOutput, 1024, L"You double clicked an item in the left list box. The item is\n\"%s\"", pItem ? pItem->strText : L"" ); g_SampleUI.GetStatic( IDC_OUTPUT )->SetText( wszOutput ); break; } case EVENT_LISTBOX_SELECTION: { swprintf_s( wszOutput, 1024, L"You changed the selection in the left list box. The selected item is %d", ( ( CDXUTListBox* )pControl )->GetSelectedIndex() ); g_SampleUI.GetStatic( IDC_OUTPUT )->SetText( wszOutput ); break; } } break; case IDC_LISTBOXM: switch( nEvent ) { case EVENT_LISTBOX_ITEM_DBLCLK: { DXUTListBoxItem* pItem = ( ( CDXUTListBox* )pControl )->GetItem( ( ( CDXUTListBox* )pControl )->GetSelectedIndex( -1 ) ); swprintf_s( wszOutput, 1024, L"You double clicked an item in the right list box. The item is\n\"%s\"", pItem ? pItem->strText : L"" ); g_SampleUI.GetStatic( IDC_OUTPUT )->SetText( wszOutput ); break; } case EVENT_LISTBOX_SELECTION: { swprintf_s( wszOutput, 1024, L"You changed the selection in the right list box. The selected item(s) are\n" ); int nSelected = -1; while( ( nSelected = ( ( CDXUTListBox* )pControl )->GetSelectedIndex( nSelected ) ) != -1 ) { swprintf_s( wszOutput + lstrlenW( wszOutput ), 1024 - lstrlenW( wszOutput ), L"%d,", nSelected ); } // Remove the trailing comma if one exists. if( wszOutput[lstrlenW( wszOutput ) - 1] == L',' ) wszOutput[lstrlenW( wszOutput ) - 1] = L'\0'; g_SampleUI.GetStatic( IDC_OUTPUT )->SetText( wszOutput ); break; } } break; } }
//-------------------------------------------------------------------------------------- // Handles the GUI events //-------------------------------------------------------------------------------------- void CALLBACK OnGUIEvent( UINT nEvent, int nControlID, CDXUTControl* pControl, void* pUserContext ) { switch( nControlID ) { case IDC_TOGGLEFULLSCREEN: DXUTToggleFullScreen(); break; case IDC_TOGGLEREF: DXUTToggleREF(); break; case IDC_CHANGEDEVICE: g_D3DSettingsDlg.SetActive( !g_D3DSettingsDlg.IsActive() ); break; case IDC_DISPLACEMENTLVL: { displacement_level = g_SampleUI.GetSlider( IDC_DISPLACEMENTLVL )->GetValue()/ 100.0f; tessplane.setdislvl(displacement_level); WCHAR sz[100]; swprintf_s( sz, L"Displacement Level: %2.1f", displacement_level ); g_SampleUI.GetStatic( IDC_DISPLACEMENTLVL_STATIC )->SetText( sz ); } break; case IDC_TESSLVL: { tess_lvl = g_SampleUI.GetSlider( IDC_TESSLVL )->GetValue(); tessplane.setTesslvl(tess_lvl); tesscube.set_tesslvl(tess_lvl); fuse.set_tesslvl(tess_lvl); WCHAR sz[100]; swprintf_s( sz, L"Tesselation Level: %2.1f", tess_lvl ); g_SampleUI.GetStatic( IDC_TESSLVL_STATIC )->SetText( sz ); } break; case IDC_TOGGLEBUILDING: show_buildings = g_SampleUI.GetCheckBox( IDC_TOGGLEBUILDING )->GetChecked(); break; case IDC_TOGGLEWIRE: tessplane.toggleWire(g_SampleUI.GetCheckBox( IDC_TOGGLEWIRE )->GetChecked()); tesscube.toggleWire(g_SampleUI.GetCheckBox( IDC_TOGGLEWIRE )->GetChecked()); fuse.toggleWire(g_SampleUI.GetCheckBox( IDC_TOGGLEWIRE )->GetChecked()); break; case IDC_TOGGLEDT: tessplane.toggleDT(g_SampleUI.GetCheckBox( IDC_TOGGLEDT )->GetChecked()); break; case IDC_PARTITION_INTEGER: tessplane.settessmethod(0); tesscube.settessmethod(0); fuse.settessmethod(0); break; case IDC_PARTITION_FRAC_EVEN: tessplane.settessmethod(1); tesscube.settessmethod(1); fuse.settessmethod(1); break; case IDC_PARTITION_FRAC_ODD: tesscube.settessmethod(2); tessplane.settessmethod(2); fuse.settessmethod(2); break; } }
//-------------------------------------------------------------------------------------- // Handles the GUI events //-------------------------------------------------------------------------------------- void CALLBACK OnGUIEvent(UINT nEvent, INT nControlID, CDXUTControl* /*pControl*/, void* /*pUserContext*/) { switch (nControlID) { case IDC_TOGGLEFULLSCREEN: DXUTToggleFullScreen(); break; case IDC_TOGGLEWARP: DXUTToggleWARP(); break; case IDC_CHANGEDEVICE: g_D3DSettingsDlg.SetActive(!g_D3DSettingsDlg.IsActive()); break; break; break; case IDC_FIT_TO_CASCADE: g_CascadedShadow.m_eSelectedCascadesFit = (FIT_PROJECTION_TO_CASCADES)PtrToUlong(g_FitToCascadesCombo->GetSelectedData()); break; case IDC_FIT_TO_NEARFAR: { g_CascadedShadow.m_eSelectedNearFarFit = (FIT_TO_NEAR_FAR)PtrToUlong(g_FitToNearFarCombo->GetSelectedData()); if (g_CascadedShadow.m_eSelectedNearFarFit == FIT_NEARFAR_PANCAKING) { g_CascadedShadow.m_eSelectedCascadeSelection = CASCADE_SELECTION_INTERVAL; g_CascadeSelectionCombo->SetSelectedByData(ULongToPtr(CASCADE_SELECTION_INTERVAL)); } } break; case IDC_CASCADE_SELECT: { static int iSaveLastCascadeValue = 100; if ((CASCADE_SELECTION)PtrToUlong(g_CascadeSelectionCombo->GetSelectedData()) == CASCADE_SELECTION_MAP) { if ((FIT_TO_NEAR_FAR)PtrToUlong(g_FitToNearFarCombo->GetSelectedData()) == FIT_NEARFAR_PANCAKING) { g_FitToNearFarCombo->SetSelectedByData(ULongToPtr(FIT_NEARFAR_SCENE_AABB)); g_CascadedShadow.m_eSelectedNearFarFit = FIT_NEARFAR_SCENE_AABB; } g_CascadedShadow.m_iCascadePartitionsZeroToOne[g_CascadeConfig.m_nCascadeLevels - 1] = iSaveLastCascadeValue; } else { iSaveLastCascadeValue = g_CascadedShadow.m_iCascadePartitionsZeroToOne[g_CascadeConfig.m_nCascadeLevels - 1]; g_CascadedShadow.m_iCascadePartitionsZeroToOne[g_CascadeConfig.m_nCascadeLevels - 1] = 100; } g_CascadedShadow.m_eSelectedCascadeSelection = (CASCADE_SELECTION)PtrToUlong(g_CascadeSelectionCombo->GetSelectedData()); g_HUD.GetSlider(IDC_CASCADELEVEL1 + g_CascadeConfig.m_nCascadeLevels - 1)->SetValue( g_CascadedShadow.m_iCascadePartitionsZeroToOne[g_CascadeConfig.m_nCascadeLevels - 1]); WCHAR label[16]; swprintf_s(label, L"L%d: %d", g_CascadeConfig.m_nCascadeLevels, g_CascadedShadow.m_iCascadePartitionsZeroToOne[g_CascadeConfig.m_nCascadeLevels - 1]); g_HUD.GetStatic(IDC_CASCADELEVEL1TEXT + g_CascadeConfig.m_nCascadeLevels - 1)->SetText(label); } break; case IDC_MOVE_LIGHT_IN_TEXEL_INC: g_bMoveLightTexelSize = !g_bMoveLightTexelSize; g_CascadedShadow.m_bMoveLightTexelSize = g_bMoveLightTexelSize; break; case IDC_TOGGLEVISUALIZECASCADES: g_bVisualizeCascades = !g_bVisualizeCascades; break; case IDC_PCF_SIZE: { INT PCFSize = g_HUD.GetSlider(IDC_PCF_SIZE)->GetValue(); PCFSize *= 2; PCFSize -= 1; WCHAR desc[256]; swprintf_s(desc, L"PCF Blur: %d ", PCFSize); g_HUD.GetStatic(IDC_PCF_SIZETEXT)->SetText(desc); g_CascadedShadow.m_iPCFBlurSize = PCFSize; } break; case IDC_PCF_OFFSET_SIZE: { INT offset = g_HUD.GetSlider(IDC_PCF_OFFSET_SIZE)->GetValue(); FLOAT useoffset = (FLOAT)offset * 0.001f; WCHAR desc[256]; swprintf_s(desc, L" Offset: %0.03f", useoffset); g_HUD.GetStatic(IDC_PCF_OFFSET_SIZETEXT)->SetText(desc); g_CascadedShadow.m_fPCFOffset = useoffset; } break; case IDC_BLEND_BETWEEN_MAPS_CHECK: if (g_HUD.GetCheckBox(IDC_BLEND_BETWEEN_MAPS_CHECK)->GetChecked()) g_CascadedShadow.m_iBlurBetweenCascades = 1; else g_CascadedShadow.m_iBlurBetweenCascades = 0; break; case IDC_BLEND_MAPS_SLIDER: { INT val = g_HUD.GetSlider(IDC_BLEND_MAPS_SLIDER)->GetValue(); g_CascadedShadow.m_fBlurBetweenCascadesAmount = (float)val * 0.005f; WCHAR dta[256]; swprintf_s(dta, L"Cascade Blur %0.03f", g_CascadedShadow.m_fBlurBetweenCascadesAmount); g_HUD.GetCheckBox(IDC_BLEND_BETWEEN_MAPS_CHECK)->SetText(dta); } break; case IDC_TOGGLE_DERIVATIVE_OFFSET: { if (g_CascadedShadow.m_iDerivativeBasedOffset == 0) g_CascadedShadow.m_iDerivativeBasedOffset = 1; else g_CascadedShadow.m_iDerivativeBasedOffset = 0; } break; case IDC_BUFFER_SIZE: { INT value = 32 * g_HUD.GetSlider(IDC_BUFFER_SIZE)->GetValue(); INT max = 8192 / g_CascadeConfig.m_nCascadeLevels; if (value > max) { value = max; g_HUD.GetSlider(IDC_BUFFER_SIZE)->SetValue(value / 32); } WCHAR desc[256]; swprintf_s(desc, L"Texture Size: %d ", value); g_HUD.GetStatic(IDC_BUFFER_SIZETEXT)->SetText(desc); //Only tell the app to recreate buffers once the user is through moving the slider. if (nEvent == EVENT_SLIDER_VALUE_CHANGED_UP) { g_CascadeConfig.m_iBufferSize = value; } } break; case IDC_SELECTED_SCENE: { SCENE_SELECTION ss = (SCENE_SELECTION)PtrToUlong(g_SceneSelectCombo->GetSelectedData()); if (ss == POWER_PLANT_SCENE) { g_pSelectedMesh = &g_MeshPowerPlant; } else if (ss == TEST_SCENE) { g_pSelectedMesh = &g_MeshTestScene; } DestroyD3DComponents(); CreateD3DComponents(DXUTGetD3D11Device()); UpdateViewerCameraNearFar(); } case IDC_SELECTED_CAMERA: { g_CascadedShadow.m_eSelectedCamera = (CAMERA_SELECTION) (g_CameraSelectCombo->GetSelectedIndex()); if (g_CascadedShadow.m_eSelectedCamera < 1) { g_pActiveCamera = &g_ViewerCamera; } else { g_pActiveCamera = &g_LightCamera; } } break; case IDC_CASCADELEVELS: { INT ind = 1 + g_CascadeLevelsCombo->GetSelectedIndex(); g_CascadeConfig.m_nCascadeLevels = ind; for (INT index = 0; index < ind; ++index) { g_HUD.GetStatic(IDC_CASCADELEVEL1TEXT + index)->SetVisible(true); g_HUD.GetSlider(IDC_CASCADELEVEL1 + index)->SetVisible(true); } for (int index = ind; index < MAX_CASCADES; ++index) { g_HUD.GetStatic(IDC_CASCADELEVEL1TEXT + index)->SetVisible(false); g_HUD.GetSlider(IDC_CASCADELEVEL1 + index)->SetVisible(false); } INT value = 32 * g_HUD.GetSlider(IDC_BUFFER_SIZE)->GetValue(); INT max = 8192 / g_CascadeConfig.m_nCascadeLevels; if (value > max) { WCHAR desc[256]; value = max; swprintf_s(desc, L"Texture Size: %d ", value); g_HUD.GetStatic(IDC_BUFFER_SIZETEXT)->SetText(desc); g_HUD.GetSlider(IDC_BUFFER_SIZE)->SetValue(value / 32); g_CascadeConfig.m_iBufferSize = value; } // update the selected camera based on these changes. INT selected = g_CameraSelectCombo->GetSelectedIndex(); WCHAR dta[60]; g_CameraSelectCombo->RemoveAllItems(); swprintf_s(dta, L"Eye Camera %ld", EYE_CAMERA + 1); g_CameraSelectCombo->AddItem(dta, ULongToPtr(EYE_CAMERA)); swprintf_s(dta, L"Light Camera %ld", LIGHT_CAMERA + 1); g_CameraSelectCombo->AddItem(dta, ULongToPtr(LIGHT_CAMERA)); for (int index = 0; index < g_CascadeConfig.m_nCascadeLevels; ++index) { swprintf_s(dta, L"Cascade Cam %d", index + 1); g_CameraSelectCombo->AddItem(dta, ULongToPtr(ORTHO_CAMERA1 + index)); } if (selected - 1 >= ind) { selected = ind + 1; } g_CameraSelectCombo->SetSelectedByIndex(selected); g_CascadedShadow.m_eSelectedCamera = (CAMERA_SELECTION) (g_CameraSelectCombo->GetSelectedIndex()); if (g_CascadedShadow.m_eSelectedCamera < 1) { g_pActiveCamera = &g_ViewerCamera; } else { g_pActiveCamera = &g_LightCamera; } } break; case IDC_DEPTHBUFFERFORMAT: { SHADOW_TEXTURE_FORMAT sbt = (SHADOW_TEXTURE_FORMAT)PtrToUlong(g_DepthBufferFormatCombo->GetSelectedData()); g_CascadeConfig.m_ShadowBufferFormat = sbt; } break; case IDC_CASCADELEVEL1: case IDC_CASCADELEVEL2: case IDC_CASCADELEVEL3: case IDC_CASCADELEVEL4: case IDC_CASCADELEVEL5: case IDC_CASCADELEVEL6: case IDC_CASCADELEVEL7: case IDC_CASCADELEVEL8: { INT ind = nControlID - IDC_CASCADELEVEL1; INT move = g_HUD.GetSlider(nControlID)->GetValue(); CDXUTSlider* selecteSlider; CDXUTStatic* selectedStatic; WCHAR label[16]; for (int index = 0; index < ind; ++index) { selecteSlider = g_HUD.GetSlider(IDC_CASCADELEVEL1 + index); INT sVal = selecteSlider->GetValue(); if (move < sVal) { selecteSlider->SetValue(move); selectedStatic = g_HUD.GetStatic(IDC_CASCADELEVEL1TEXT + index); swprintf_s(label, L"L%d: %d", index + 1, move); selectedStatic->SetText(label); g_CascadedShadow.m_iCascadePartitionsZeroToOne[index] = move; } } for (int index = ind; index < MAX_CASCADES; ++index) { selecteSlider = g_HUD.GetSlider(IDC_CASCADELEVEL1 + index); INT sVal = selecteSlider->GetValue(); if (move >= sVal) { selecteSlider->SetValue(move); selectedStatic = g_HUD.GetStatic(IDC_CASCADELEVEL1TEXT + index); swprintf_s(label, L"L%d: %d", index + 1, move); selectedStatic->SetText(label); g_CascadedShadow.m_iCascadePartitionsZeroToOne[index] = move; } } } break; } }