コード例 #1
0
void RevRenderEnviromentHelper::ComputeSHAndSaveToVector( std::vector< unsigned int >* aData, const int& aIndex )
{
	float	cubeMapColors[3][9];
	D3DX11SHProjectCubeMap( RevEngineMain::GetContext(), 3, myCubeMapTexture, &cubeMapColors[0][0], &cubeMapColors[1][0],&cubeMapColors[2][0]  );
	ComputeSHIrradEnvMapConstantsAndSaveToVector(&cubeMapColors[0][0], &cubeMapColors[1][0],&cubeMapColors[2][0], aData, aIndex );

}
コード例 #2
0
void RevRenderEnviromentHelper::ComputeSHAndSaveToEffect( RevEffect* aEffect )
{
	float	cubeMapColors[3][9];
	D3DX11SHProjectCubeMap( RevEngineMain::GetContext(), 3, myCubeMapTexture, &cubeMapColors[0][0], &cubeMapColors[1][0],&cubeMapColors[2][0]  );
	
	ComputeSHIrradEnvMapConstants(&cubeMapColors[0][0], &cubeMapColors[1][0],&cubeMapColors[2][0], aEffect );

}
コード例 #3
0
ファイル: SH.cpp プロジェクト: DanielNeander/my-3d-engine
SH9Color ProjectCubemapToSH9Color(ID3D11DeviceContext* context, ID3D11ShaderResourceView* cubeMap)
{
    ID3D11Texture2DPtr srcTexture;
    cubeMap->GetResource(reinterpret_cast<ID3D11Resource**>(&srcTexture));

    D3D11_TEXTURE2D_DESC srcDesc;
    srcTexture->GetDesc(&srcDesc);

    ID3D11DevicePtr device;
    context->GetDevice(&device);

    ID3D11Texture2DPtr tempTexture;
    D3D11_TEXTURE2D_DESC tempDesc = srcDesc;
    tempDesc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
    tempDesc.MipLevels = 1;
    tempDesc.BindFlags = D3D11_BIND_UNORDERED_ACCESS;
    tempDesc.Usage = D3D11_USAGE_DEFAULT;
    DXCall(device->CreateTexture2D(&tempDesc, NULL, &tempTexture));

    ID3D11UnorderedAccessViewPtr tempUAV;
    DXCall(device->CreateUnorderedAccessView(tempTexture, NULL, &tempUAV));

    ID3D11ShaderResourceViewPtr tempSRV;
    D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
    srvDesc.Format = srcDesc.Format;
    srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DARRAY;
    srvDesc.Texture2DArray.MostDetailedMip = 0;
    srvDesc.Texture2DArray.MipLevels = srcDesc.MipLevels;
    srvDesc.Texture2DArray.FirstArraySlice = 0;
    srvDesc.Texture2DArray.ArraySize = 6;
    DXCall(device->CreateShaderResourceView(srcTexture, &srvDesc, &tempSRV));

    static const UINT32 TGSize = 1024;
    static ID3D11ComputeShaderPtr decodeShader;
    if(decodeShader.GetInterfacePtr() == NULL)
    {
        CompileOptions opts;
        opts.Add("TGSize_", TGSize);
        decodeShader.Attach(CompileCSFromFile(device, L"SampleFramework11\\Shaders\\DecodeTextureCS.hlsl", 
                                                "DecodeTextureCS", "cs_5_0", opts.Defines()));
    }

    ID3D11ShaderResourceView* srvs[1] = { tempSRV };
    context->CSSetShaderResources(0, 1, srvs);

    ID3D11UnorderedAccessView* uavs[1] = { tempUAV };
    context->CSSetUnorderedAccessViews(0, 1, uavs, NULL);

    context->CSSetShader(decodeShader, NULL, 0);

    context->Dispatch(DispatchSize(TGSize, srcDesc.Width), srcDesc.Height, 6);

    float red[9];
    float green[9];
    float blue[9];

    DXCall(D3DX11SHProjectCubeMap(context, 3, tempTexture, red, green, blue));    

    SH9Color sh;
    for(UINT_PTR i = 0; i < 9; ++i)
        sh.c[i] = XMVectorSet(red[i], green[i], blue[i], 0.0f);

    return sh;
}