void SampleUtil_Init() { std::string dir; CPUTFileSystem::GetExecutableDirectory(&dir); CPUTFileSystem::StripDirectoriesFromPath(&dir, 4); CPUTFileSystem::CombinePath(dir, "Media\\MyAssets", &gUtilGlob.myAssetsDirectory); CPUTFileSystem::CombinePath(dir, "userdata", &gUtilGlob.userDataDirectory); CPUTAssetLibrary *pAssetLibrary = CPUTAssetLibrary::GetAssetLibrary(); for (int i = 0; i < CODE_TEXTURE_COUNT; i++) { char textureName[64]; snprintf(textureName, sizeof(textureName), "$CODETEXTURE%d", i); std::string textureNameString = std::string(textureName); gUtilGlob.codeTextures[i] = (CPUTTextureDX11*)CPUTTextureDX11::Create(textureNameString, NULL, NULL); pAssetLibrary->AddTexture(textureName, "", "", gUtilGlob.codeTextures[i]); } gUtilGlob.codeMaterial = pAssetLibrary->GetMaterial("MyAssets/codesprite"); pAssetLibrary->SetMediaDirectoryName(GetMyAssetsDirectory() + "\\"); gUtilGlob.meshPreviewMaterial = pAssetLibrary->GetMaterial("meshpreview"); // Load cube and sphere pAssetLibrary->SetRootRelativeMediaDirectory(""); std::string filename; CPUTFileSystem::GetMediaDirectory(&filename); CPUTFileSystem::CombinePath(filename, "common.scene", &filename); gUtilGlob.boxScene = CPUTScene::Create(); gUtilGlob.boxScene->LoadScene(filename.c_str()); gUtilGlob.boxModel = pAssetLibrary->FindModel("pCube1", true); pAssetLibrary->SetMediaDirectoryName(GetMyAssetsDirectory() + "\\"); CPUTMaterial *quadSpriteMat = pAssetLibrary->GetMaterial("debugQuad"); gUtilGlob.QuadSprite = CPUTSprite::Create(0.0f, 0.0f, 1.0f, 1.0f, quadSpriteMat); SAFE_RELEASE(quadSpriteMat); }
//----------------------------------------------- HRESULT CPUTRenderTargetDepth::CreateRenderTarget( std::string textureName, UINT width, UINT height, DXGI_FORMAT depthFormat, UINT multiSampleCount, bool recreate ) { HRESULT result; mName = textureName; mWidth = width; mHeight = height; mDepthFormat = depthFormat; mMultiSampleCount = multiSampleCount; // NOTE: The following doesn't work for DX10.0 devices. // They don't support binding an MSAA depth texture as // If we have a DX 10.1 or no MSAA, then create a shader resource view, and add a CPUTTexture to the AssetLibrary D3D_FEATURE_LEVEL featureLevel = gpSample->GetFeatureLevel(); bool supportsResourceView = ( featureLevel >= D3D_FEATURE_LEVEL_10_1) || (mMultiSampleCount==1); D3D11_TEXTURE2D_DESC depthDesc = { width, height, 1, // MIP Levels 1, // Array Size DXGI_FORMAT(depthFormat - 1), // DXGI_FORMAT_R32_TYPELESS mMultiSampleCount, 0, D3D11_USAGE_DEFAULT, D3D11_BIND_DEPTH_STENCIL | (supportsResourceView ? D3D11_BIND_SHADER_RESOURCE : 0), 0, // CPU Access flags 0 // Misc flags }; // Create either a Texture2D, or Texture2DMS, depending on multisample count. D3D11_DSV_DIMENSION dsvDimension = (mMultiSampleCount>1) ? D3D11_DSV_DIMENSION_TEXTURE2DMS : D3D11_DSV_DIMENSION_TEXTURE2D; ID3D11Device *pD3dDevice = CPUT_DX11::GetDevice(); result = pD3dDevice->CreateTexture2D( &depthDesc, NULL, &mpDepthTextureDX ); ASSERT( SUCCEEDED(result), "Failed creating depth texture.\nAre you using MSAA with a DX10.0 GPU?\nOnly DX10.1 and above can create a shader resource view for an MSAA depth texture." ); D3D11_DEPTH_STENCIL_VIEW_DESC dsvd = { depthFormat, dsvDimension, 0 }; result = pD3dDevice->CreateDepthStencilView( mpDepthTextureDX, &dsvd, &mpDepthStencilView ); ASSERT( SUCCEEDED(result), "Failed creating depth stencil view" ); CPUTSetDebugName( mpDepthStencilView, mName ); if( supportsResourceView ) { D3D11_SRV_DIMENSION srvDimension = (mMultiSampleCount>1) ? D3D11_SRV_DIMENSION_TEXTURE2DMS : D3D11_SRV_DIMENSION_TEXTURE2D; // Create the shader-resource view D3D11_SHADER_RESOURCE_VIEW_DESC depthRsDesc = { DXGI_FORMAT(depthFormat + 1), srvDimension, 0 }; // TODO: Support optionally creating MIP chain. Then, support MIP generation (e.g., GenerateMIPS()). depthRsDesc.Texture2D.MipLevels = 1; result = pD3dDevice->CreateShaderResourceView( mpDepthTextureDX, &depthRsDesc, &mpDepthResourceView ); ASSERT( SUCCEEDED(result), "Failed creating render target shader resource view" ); CPUTSetDebugName( mpDepthResourceView, textureName + " Depth" ); if( !recreate ) { CPUTAssetLibrary *pAssetLibrary = CPUTAssetLibrary::GetAssetLibrary(); mpDepthTexture = CPUTTextureDX11::Create(mName); pAssetLibrary->AddTexture( mName, "", "", mpDepthTexture ); } ((CPUTTextureDX11*)mpDepthTexture)->SetTextureAndShaderResourceView(mpDepthTextureDX, mpDepthResourceView); } return S_OK; }
//----------------------------------------------- HRESULT CPUTRenderTargetColor::CreateRenderTarget( std::string textureName, UINT width, UINT height, DXGI_FORMAT colorFormat, UINT multiSampleCount, bool createUAV, bool recreate ) { HRESULT result; mName = textureName; mWidth = width; mHeight = height; mColorFormat = colorFormat; mMultiSampleCount = multiSampleCount; CPUTAssetLibrary *pAssetLibrary = CPUTAssetLibrary::GetAssetLibrary(); // Create the color texture int createFlags = createUAV ? D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_UNORDERED_ACCESS : D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE; mColorDesc = CD3D11_TEXTURE2D_DESC( colorFormat, width, height, 1, // Array Size 1, // MIP Levels createFlags, D3D11_USAGE_DEFAULT, 0, mMultiSampleCount, 0 ); ID3D11Device *pD3dDevice = CPUT_DX11::GetDevice(); // If MSAA enabled, then create MSAA texture if( mMultiSampleCount>1 ) { result = pD3dDevice->CreateTexture2D( &mColorDesc, NULL, &mpColorTextureDXMSAA ); ASSERT( SUCCEEDED(result), "Failed creating MSAA render target texture" ); D3D11_SHADER_RESOURCE_VIEW_DESC srDesc = { colorFormat, D3D11_SRV_DIMENSION_TEXTURE2DMS, 0 }; srDesc.Texture2D.MipLevels = 1; result = pD3dDevice->CreateShaderResourceView( mpColorTextureDXMSAA, &srDesc, &mpColorSRVMSAA ); ASSERT( SUCCEEDED(result), "Failed creating MSAA render target shader resource view" ); CPUTSetDebugName( mpColorSRVMSAA, textureName + " ColorMSAA" ); if( !recreate ) { std::string msaaName = mName + "_MSAA"; mpColorTextureMSAA = CPUTTextureDX11::Create( msaaName ); // If the name starts with a '$', then its an internal texture (has no filesystem path). // Otherwise, its a file, so prepend filesystem path CPUTAssetLibrary *pAssetLibrary = CPUTAssetLibrary::GetAssetLibrary(); std::string finalName; if( mName.at(0) == '$' ) { finalName = msaaName; }else { CPUTFileSystem::ResolveAbsolutePathAndFilename( (pAssetLibrary->GetTextureDirectoryName() + msaaName), &finalName); } pAssetLibrary->AddTexture( finalName, "", "", mpColorTextureMSAA ); } ((CPUTTextureDX11*)mpColorTextureMSAA)->SetTextureAndShaderResourceView( mpColorTextureDXMSAA, mpColorSRVMSAA ); } // Create non-MSAA texture. If we're MSAA, then we'll resolve into this. If not, then we'll render directly to this one. mColorDesc.SampleDesc.Count = 1; result = pD3dDevice->CreateTexture2D( &mColorDesc, NULL, &mpColorTextureDX ); ASSERT( SUCCEEDED(result), "Failed creating render target texture" ); // Create the shader-resource view from the non-MSAA texture D3D11_SHADER_RESOURCE_VIEW_DESC srDesc = { colorFormat, D3D11_SRV_DIMENSION_TEXTURE2D, 0 }; srDesc.Texture2D.MipLevels = 1; result = pD3dDevice->CreateShaderResourceView( mpColorTextureDX, &srDesc, &mpColorSRV ); ASSERT( SUCCEEDED(result), "Failed creating render target shader resource view" ); CPUTSetDebugName( mpColorSRV, textureName + " Color" ); mHasUav = createUAV; // Remember, so we know to recreate it (or not) on RecreateRenderTarget() if( createUAV ) { // D3D11_SHADER_RESOURCE_VIEW_DESC srDesc = { colorFormat, D3D_SRV_DIMENSION_BUFFER, 0 }; D3D11_UNORDERED_ACCESS_VIEW_DESC uavDesc; memset( &uavDesc, 0, sizeof(uavDesc) ); uavDesc.Format = colorFormat; uavDesc.ViewDimension = D3D11_UAV_DIMENSION_TEXTURE2D; uavDesc.Texture2D.MipSlice = 0; result = pD3dDevice->CreateUnorderedAccessView( mpColorTextureDX, &uavDesc, &mpColorUAV ); ASSERT( SUCCEEDED(result), "Failed creating render target buffer shader resource view" ); CPUTSetDebugName( mpColorUAV, textureName + " Color Buffer" ); } if( !recreate ) { mpColorTexture = CPUTTextureDX11::Create(mName); pAssetLibrary->AddTexture( mName, "", "", mpColorTexture ); mpColorBuffer = CPUTBuffer::Create(mName, NULL); ((CPUTBufferDX11*)mpColorBuffer)->SetUnorderedAccessView(mpColorUAV); //SeCPUTBufferDX11::CreateWithUAV(mName, NULL, mpColorUAV); // We don't have an ID3D11Buffer, but we want to track this UAV as if the texture was a buffer. pAssetLibrary->AddBuffer( mName, "", "", mpColorBuffer ); } ((CPUTTextureDX11*)mpColorTexture)->SetTextureAndShaderResourceView( mpColorTextureDX, mpColorSRV); // Choose our render target. If MSAA, then use the MSAA texture, and use resolve to fill the non-MSAA texture. ID3D11Texture2D *pColorTexture = (mMultiSampleCount>1) ? mpColorTextureDXMSAA : mpColorTextureDX; result = pD3dDevice->CreateRenderTargetView( pColorTexture, NULL, &mpColorRenderTargetView ); ASSERT( SUCCEEDED(result), "Failed creating render target view" ); CPUTSetDebugName( mpColorRenderTargetView, mName ); return S_OK; }
// Handle OnCreation events //----------------------------------------------------------------------------- void MySample::Create() { CPUTAssetLibrary *pAssetLibrary = CPUTAssetLibrary::GetAssetLibrary(); gLightDir.normalize(); // TODO: read from cmd line, using these as defaults //pAssetLibrary->SetMediaDirectoryName( _L("Media")); CPUTGuiControllerDX11 *pGUI = CPUTGetGuiController(); // create some controls CPUTButton *pButton = NULL; pGUI->CreateButton(_L("Fullscreen"), ID_FULLSCREEN_BUTTON, ID_MAIN_PANEL, &pButton); pGUI->CreateDropdown( L"Rasterizer Technique: SCALAR", ID_RASTERIZE_TYPE, ID_MAIN_PANEL, &mpTypeDropDown); mpTypeDropDown->AddSelectionItem( L"Rasterizer Technique: SSE" ); mpTypeDropDown->SetSelectedItem(mSOCType + 1); wchar_t string[CPUT_MAX_STRING_LENGTH]; pGUI->CreateText( _L("Occluders \t"), ID_OCCLUDERS, ID_MAIN_PANEL, &mpOccludersText); swprintf_s(&string[0], CPUT_MAX_STRING_LENGTH, _L("\tNumber of Models: \t%d"), mNumOccluders); pGUI->CreateText(string, ID_NUM_OCCLUDERS, ID_MAIN_PANEL, &mpNumOccludersText); swprintf_s(&string[0], CPUT_MAX_STRING_LENGTH, _L("\tDepth rasterized models: %d"), mNumOccludersR2DB); pGUI->CreateText(string, ID_NUM_OCCLUDERS_RASTERIZED_TO_DB, ID_MAIN_PANEL, &mpOccludersR2DBText); swprintf_s(&string[0], CPUT_MAX_STRING_LENGTH, _L("\tNumber of tris: \t\t%f"), mNumOccluderTris); pGUI->CreateText(string, ID_NUM_OCCLUDER_TRIS, ID_MAIN_PANEL, &mpOccluderTrisText); swprintf_s(&string[0], CPUT_MAX_STRING_LENGTH, _L("\tDepth rasterized tris: \t%f"), mNumOccluderRasterizedTris); pGUI->CreateText(string, ID_NUM_OCCLUDER_RASTERIZED_TRIS, ID_MAIN_PANEL, &mpOccluderRasterizedTrisText); swprintf_s(&string[0], CPUT_MAX_STRING_LENGTH, _L("\tDepth raterizer time: \t%f"), mRasterizeTime); pGUI->CreateText(string, ID_RASTERIZE_TIME, ID_MAIN_PANEL, &mpRasterizeTimeText); swprintf_s(&string[0], CPUT_MAX_STRING_LENGTH, _L("Occluder Size Threshold: %0.4f"), mOccluderSizeThreshold); pGUI->CreateSlider(string, ID_OCCLUDER_SIZE, ID_MAIN_PANEL, &mpOccluderSizeSlider); mpOccluderSizeSlider->SetScale(0, 5.0, 51); mpOccluderSizeSlider->SetValue(mOccluderSizeThreshold); mpOccluderSizeSlider->SetTickDrawing(false); pGUI->CreateText(_L("Occludees \t"), ID_OCCLUDEES, ID_MAIN_PANEL, &mpOccludeesText); swprintf_s(&string[0], CPUT_MAX_STRING_LENGTH, _L("\tNumber of Models: \t%d"), mNumOccludees); pGUI->CreateText(string, ID_NUM_OCCLUDEES, ID_MAIN_PANEL, &mpNumOccludeesText); swprintf_s(&string[0], CPUT_MAX_STRING_LENGTH, _L("\tModels culled: \t%d"), mNumCulled); pGUI->CreateText(string, ID_NUM_CULLED, ID_MAIN_PANEL, &mpCulledText); swprintf_s(&string[0], CPUT_MAX_STRING_LENGTH, _L("\tModels visible: \t%d"), mNumVisible); pGUI->CreateText(string, ID_NUM_VISIBLE, ID_MAIN_PANEL, &mpVisibleText); swprintf_s(&string[0], CPUT_MAX_STRING_LENGTH, _L("\tNumber of tris: \t%d"), (int)mNumOccludeeTris); pGUI->CreateText(string, ID_NUM_OCCLUDEE_TRIS, ID_MAIN_PANEL, &mpOccludeeTrisText); swprintf_s(&string[0], CPUT_MAX_STRING_LENGTH, _L("\tCulled Triangles: \t%d"), (int)mNumOccludeeCulledTris); pGUI->CreateText(string, ID_NUM_OCCLUDEE_CULLED_TRIS, ID_MAIN_PANEL, &mpCulledTrisText); swprintf_s(&string[0], CPUT_MAX_STRING_LENGTH, _L("\tVisible Triangles: \t%d"), (int)mNumOccludeeVisibleTris); pGUI->CreateText(string, ID_NUM_OCCLUDEE_VISIBLE_TRIS, ID_MAIN_PANEL, &mpVisibleTrisText); swprintf_s(&string[0], CPUT_MAX_STRING_LENGTH, _L("\tVisible Triangles: \t%0.2f ms"), mDepthTestTime); pGUI->CreateText(string, ID_DEPTHTEST_TIME, ID_MAIN_PANEL, &mpDepthTestTimeText); swprintf_s(&string[0], CPUT_MAX_STRING_LENGTH, _L("Occludee Size Threshold: %0.4f"), mOccludeeSizeThreshold); pGUI->CreateSlider(string, ID_OCCLUDEE_SIZE, ID_MAIN_PANEL, &mpOccludeeSizeSlider); mpOccludeeSizeSlider->SetScale(0, 0.1f, 41); mpOccludeeSizeSlider->SetValue(mOccludeeSizeThreshold); mpOccludeeSizeSlider->SetTickDrawing(false); swprintf_s(&string[0], CPUT_MAX_STRING_LENGTH, _L("Total Cull time: %0.2f"), mTotalCullTime); pGUI->CreateText(string, ID_TOTAL_CULL_TIME, ID_MAIN_PANEL, &mpTotalCullTimeText); pGUI->CreateCheckbox(_L("Depth Test Culling"), ID_ENABLE_CULLING, ID_MAIN_PANEL, &mpCullingCheckBox); pGUI->CreateCheckbox(_L("Frustum Culling"), ID_ENABLE_FCULLING, ID_MAIN_PANEL, &mpFCullingCheckBox); pGUI->CreateCheckbox(_L("View Depth Buffer"), ID_DEPTH_BUFFER_VISIBLE, ID_MAIN_PANEL, &mpDBCheckBox); pGUI->CreateCheckbox(_L("View Bounding Box"), ID_BOUNDING_BOX_VISIBLE, ID_MAIN_PANEL, &mpBBCheckBox); pGUI->CreateCheckbox(_L("Multi Tasking"), ID_ENABLE_TASKS, ID_MAIN_PANEL, &mpTasksCheckBox); pGUI->CreateCheckbox(_L("Vsync"), ID_VSYNC_ON_OFF, ID_MAIN_PANEL, &mpVsyncCheckBox); pGUI->CreateCheckbox(_L("Pipeline"), ID_PIPELINE, ID_MAIN_PANEL, &mpPipelineCheckBox); swprintf_s(&string[0], CPUT_MAX_STRING_LENGTH, _L("Number of draw calls: \t%d"), mNumDrawCalls); pGUI->CreateText(string, ID_NUM_DRAW_CALLS, ID_MAIN_PANEL, &mpDrawCallsText), swprintf_s(&string[0], CPUT_MAX_STRING_LENGTH, _L("Depth Test Tasks: \t\t%d"), mNumDepthTestTasks); pGUI->CreateSlider(string, ID_DEPTH_TEST_TASKS, ID_MAIN_PANEL, &mpDepthTestTaskSlider); mpDepthTestTaskSlider->SetScale(1, (float)NUM_DT_TASKS, 11); mpDepthTestTaskSlider->SetValue((float)mNumDepthTestTasks); mpDepthTestTaskSlider->SetTickDrawing(false); mpAABB->SetDepthTestTasks(mNumDepthTestTasks); // // Create Static text // pGUI->CreateText( _L("F1 for Help"), ID_IGNORE_CONTROL_ID, ID_SECONDARY_PANEL); pGUI->CreateText( _L("[Escape] to quit application"), ID_IGNORE_CONTROL_ID, ID_SECONDARY_PANEL); pGUI->CreateText( _L("A,S,D,F - move camera position"), ID_IGNORE_CONTROL_ID, ID_SECONDARY_PANEL); pGUI->CreateText( _L("Q - camera position up"), ID_IGNORE_CONTROL_ID, ID_SECONDARY_PANEL); pGUI->CreateText( _L("E - camera position down"), ID_IGNORE_CONTROL_ID, ID_SECONDARY_PANEL); pGUI->CreateText( _L("mouse + right click - camera look location"), ID_IGNORE_CONTROL_ID, ID_SECONDARY_PANEL); pGUI->CreateText( _L("size thresholds : computed using screen space metris"), ID_IGNORE_CONTROL_ID, ID_SECONDARY_PANEL); pGUI->SetActivePanel(ID_MAIN_PANEL); pGUI->DrawFPS(true); // Add our programatic (and global) material parameters CPUTMaterial::mGlobalProperties.AddValue( _L("cbPerFrameValues"), _L("$cbPerFrameValues") ); CPUTMaterial::mGlobalProperties.AddValue( _L("cbPerModelValues"), _L("$cbPerModelValues") ); CPUTMaterial::mGlobalProperties.AddValue( _L("_Shadow"), _L("$shadow_depth") ); // Creating a render target to view the CPU rasterized depth buffer mpCPUDepthBuf[0] = new char[SCREENW*SCREENH*4]; mpCPUDepthBuf[1] = new char[SCREENW*SCREENH*4]; mpGPUDepthBuf = new char[SCREENW*SCREENH*4]; CD3D11_TEXTURE2D_DESC cpuRenderTargetDescSSE ( DXGI_FORMAT_R8G8B8A8_UNORM, SCREENW * 2, // TODO: round up to full tile sizes SCREENH / 2, 1, // Array Size 1, // MIP Levels D3D11_BIND_SHADER_RESOURCE, D3D11_USAGE_DEFAULT, 0 ); HRESULT hr; hr = mpD3dDevice->CreateTexture2D(&cpuRenderTargetDescSSE, NULL, &mpCPURenderTargetSSE[0]); ASSERT(SUCCEEDED(hr), _L("Failed creating render target.")); hr = mpD3dDevice->CreateTexture2D(&cpuRenderTargetDescSSE, NULL, &mpCPURenderTargetSSE[1]); ASSERT(SUCCEEDED(hr), _L("Failed creating render target.")); hr = mpD3dDevice->CreateShaderResourceView(mpCPURenderTargetSSE[0], NULL, &mpCPUSRVSSE[0]); ASSERT(SUCCEEDED(hr), _L("Failed creating shader resource view.")); hr = mpD3dDevice->CreateShaderResourceView(mpCPURenderTargetSSE[1], NULL, &mpCPUSRVSSE[1]); ASSERT(SUCCEEDED(hr), _L("Failed creating shader resource view.")); // Corresponding texture object CPUTTextureDX11 *pDummyTex0 = new CPUTTextureDX11; pDummyTex0->SetTextureAndShaderResourceView(mpCPURenderTargetSSE[0], mpCPUSRVSSE[0]); pAssetLibrary->AddTexture( _L("$depthbuf_tex_SSE"), pDummyTex0 ); SAFE_RELEASE(pDummyTex0); CPUTTextureDX11 *pDummyTex1 = new CPUTTextureDX11; pDummyTex1->SetTextureAndShaderResourceView(mpCPURenderTargetSSE[1], mpCPUSRVSSE[1]); pAssetLibrary->AddTexture( _L("$depthbuf_tex_SSE"), pDummyTex1 ); SAFE_RELEASE(pDummyTex1); CD3D11_TEXTURE2D_DESC cpuRenderTargetDescScalar ( DXGI_FORMAT_R8G8B8A8_UNORM, SCREENW, // TODO: round up to full tile sizes SCREENH, 1, // Array Size 1, // MIP Levels D3D11_BIND_SHADER_RESOURCE, D3D11_USAGE_DEFAULT, 0 ); hr = mpD3dDevice->CreateTexture2D(&cpuRenderTargetDescScalar, NULL, &mpCPURenderTargetScalar[0]); ASSERT(SUCCEEDED(hr), _L("Failed creating render target.")); hr = mpD3dDevice->CreateTexture2D(&cpuRenderTargetDescScalar, NULL, &mpCPURenderTargetScalar[1]); ASSERT(SUCCEEDED(hr), _L("Failed creating render target.")); hr = mpD3dDevice->CreateShaderResourceView(mpCPURenderTargetScalar[0], NULL, &mpCPUSRVScalar[0]); ASSERT(SUCCEEDED(hr), _L("Failed creating shader resource view.")); hr = mpD3dDevice->CreateShaderResourceView(mpCPURenderTargetScalar[1], NULL, &mpCPUSRVScalar[1]); ASSERT(SUCCEEDED(hr), _L("Failed creating shader resource view.")); // Corresponding texture object CPUTTextureDX11 *pDummyTex2 = new CPUTTextureDX11; pDummyTex2->SetTextureAndShaderResourceView(mpCPURenderTargetScalar[0], mpCPUSRVScalar[0]); pAssetLibrary->AddTexture( _L("$depthbuf_tex_Scalar"), pDummyTex2 ); SAFE_RELEASE(pDummyTex2); CPUTTextureDX11 *pDummyTex3 = new CPUTTextureDX11; pDummyTex3->SetTextureAndShaderResourceView(mpCPURenderTargetScalar[1], mpCPUSRVScalar[1]); pAssetLibrary->AddTexture( _L("$depthbuf_tex_Scalar"), pDummyTex3 ); SAFE_RELEASE(pDummyTex3); // Create default shaders CPUTPixelShaderDX11 *pPS = CPUTPixelShaderDX11::CreatePixelShaderFromMemory( _L("$DefaultShader"), CPUT_DX11::mpD3dDevice, _L("PSMain"), _L("ps_4_0"), gpDefaultShaderSource ); CPUTPixelShaderDX11 *pPSNoTex = CPUTPixelShaderDX11::CreatePixelShaderFromMemory( _L("$DefaultShaderNoTexture"), CPUT_DX11::mpD3dDevice, _L("PSMainNoTexture"), _L("ps_4_0"), gpDefaultShaderSource ); CPUTVertexShaderDX11 *pVS = CPUTVertexShaderDX11::CreateVertexShaderFromMemory( _L("$DefaultShader"), CPUT_DX11::mpD3dDevice, _L("VSMain"), _L("vs_4_0"), gpDefaultShaderSource ); CPUTVertexShaderDX11 *pVSNoTex = CPUTVertexShaderDX11::CreateVertexShaderFromMemory( _L("$DefaultShaderNoTexture"), CPUT_DX11::mpD3dDevice, _L("VSMainNoTexture"), _L("vs_4_0"), gpDefaultShaderSource ); // We just want to create them, which adds them to the library. We don't need them any more so release them, leaving refCount at 1 (only library owns a ref) SAFE_RELEASE(pPS); SAFE_RELEASE(pPSNoTex); SAFE_RELEASE(pVS); SAFE_RELEASE(pVSNoTex); // load shadow casting material+sprite object cString ExecutableDirectory; CPUTOSServices::GetOSServices()->GetExecutableDirectory(&ExecutableDirectory); pAssetLibrary->SetMediaDirectoryName( ExecutableDirectory+_L("..\\..\\Media\\")); mpShadowRenderTarget = new CPUTRenderTargetDepth(); mpShadowRenderTarget->CreateRenderTarget( cString(_L("$shadow_depth")), SHADOW_WIDTH_HEIGHT, SHADOW_WIDTH_HEIGHT, DXGI_FORMAT_D32_FLOAT ); mpDebugSprite = new CPUTSprite(); mpDebugSprite->CreateSprite( -1.0f, -1.0f, 0.5f, 0.5f, _L("Sprite") ); int width, height; CPUTOSServices::GetOSServices()->GetClientDimensions(&width, &height); // Depth buffer visualization material mpShowDepthBufMtrlScalar = (CPUTMaterialDX11*)CPUTAssetLibraryDX11::GetAssetLibrary()->GetMaterial( _L("showDepthBufScalar")); mpShowDepthBufMtrlSSE = (CPUTMaterialDX11*)CPUTAssetLibraryDX11::GetAssetLibrary()->GetMaterial( _L("showDepthBufSSE")); if(mSOCType == SCALAR_TYPE) { mpCPURenderTarget[0] = mpCPURenderTargetScalar[0]; mpCPURenderTarget[1] = mpCPURenderTargetScalar[1]; mpCPUSRV[0] = mpCPUSRVScalar[0]; mpCPUSRV[1] = mpCPUSRVScalar[1]; mpShowDepthBufMtrl = mpShowDepthBufMtrlScalar; rowPitch = SCREENW * 4; } else { mpCPURenderTarget[0] = mpCPURenderTargetSSE[0]; mpCPURenderTarget[1] = mpCPURenderTargetSSE[1]; mpCPUSRV[0] = mpCPUSRVSSE[0]; mpCPUSRV[1] = mpCPUSRVSSE[1]; mpShowDepthBufMtrl = mpShowDepthBufMtrlSSE; rowPitch = 2 * SCREENW * 4; } // Call ResizeWindow() because it creates some resources that our blur material needs (e.g., the back buffer) ResizeWindow(width, height); CPUTRenderStateBlockDX11 *pBlock = new CPUTRenderStateBlockDX11(); CPUTRenderStateDX11 *pStates = pBlock->GetState(); // Override default sampler desc for our default shadowing sampler pStates->SamplerDesc[1].Filter = D3D11_FILTER_COMPARISON_MIN_MAG_LINEAR_MIP_POINT; pStates->SamplerDesc[1].AddressU = D3D11_TEXTURE_ADDRESS_BORDER; pStates->SamplerDesc[1].AddressV = D3D11_TEXTURE_ADDRESS_BORDER; pStates->SamplerDesc[1].ComparisonFunc = D3D11_COMPARISON_GREATER; pBlock->CreateNativeResources(); CPUTAssetLibrary::GetAssetLibrary()->AddRenderStateBlock( _L("$DefaultRenderStates"), pBlock ); pBlock->Release(); // We're done with it. The library owns it now. // // Load .set files to load the castle scene // pAssetLibrary->SetMediaDirectoryName(_L("..\\..\\Media\\Castle\\")); #ifdef DEBUG mpAssetSetDBR[0] = pAssetLibrary->GetAssetSet(_L("castleLargeOccluders")); ASSERT(mpAssetSetDBR[0], _L("Failed loading castle.")); mpAssetSetDBR[1] = pAssetLibrary->GetAssetSet(_L("groundDebug")); ASSERT(mpAssetSetDBR[1], _L("Failed loading ground.")); mpAssetSetAABB[0] = pAssetLibrary->GetAssetSet(_L("marketStallsDebug")); ASSERT(mpAssetSetAABB, _L("Failed loading marketStalls")); mpAssetSetAABB[1] = pAssetLibrary->GetAssetSet(_L("castleSmallDecorationsDebug")); ASSERT(mpAssetSetAABB, _L("Failed loading castleSmallDecorations")); #else mpAssetSetDBR[0] = pAssetLibrary->GetAssetSet(_L("castleLargeOccluders")); ASSERT(mpAssetSetDBR[0], _L("Failed loading castle.")); mpAssetSetDBR[1] = pAssetLibrary->GetAssetSet(_L("ground")); ASSERT(mpAssetSetDBR[1], _L("Failed loading ground.")); mpAssetSetAABB[0] = pAssetLibrary->GetAssetSet(_L("marketStalls")); ASSERT(mpAssetSetAABB, _L("Failed loading marketStalls")); mpAssetSetAABB[1] = pAssetLibrary->GetAssetSet(_L("castleSmallDecorations")); ASSERT(mpAssetSetAABB, _L("Failed loading castleSmallDecorations")); #endif mpAssetSetSky = pAssetLibrary->GetAssetSet(_L("sky")); ASSERT(mpAssetSetSky, _L("Failed loading sky")); // For every occluder model in the sene create a place holder // for the CPU transformed vertices of the model. mpDBR->CreateTransformedModels(mpAssetSetDBR, OCCLUDER_SETS); // Get number of occluders in the scene mNumOccluders = mpDBR->GetNumOccluders(); // Get number of occluder triangles in the scene mNumOccluderTris = mpDBR->GetNumTriangles(); // For every occludee model in the scene create a place holder // for the triangles that make up the model axis aligned bounding box mpAssetSetAABB[2] = mpAssetSetDBR[0]; mpAssetSetAABB[3] = mpAssetSetDBR[1]; mpAABB->CreateTransformedAABBoxes(mpAssetSetAABB, OCCLUDEE_SETS); // Get number of occludees in the scene mNumOccludees = mpAABB->GetNumOccludees(); // Get number of occluddee triangles in the scene mNumOccludeeTris = mpAABB->GetNumTriangles(); swprintf_s(&string[0], CPUT_MAX_STRING_LENGTH, _L("\tNumber of Models: \t%d"), mNumOccluders); mpNumOccludersText->SetText(string); swprintf_s(&string[0], CPUT_MAX_STRING_LENGTH, _L("\tNumber of tris: \t\t%d"), mNumOccluderTris); mpOccluderTrisText->SetText(string); swprintf_s(&string[0], CPUT_MAX_STRING_LENGTH, _L("\tNumber of Model: \t%d"), mNumOccludees); mpNumOccludeesText->SetText(string); swprintf_s(&string[0], CPUT_MAX_STRING_LENGTH, _L("\tNumber of tris: \t\t%d"), mNumOccludeeTris); mpOccludeeTrisText->SetText(string); CPUTCheckboxState state; if(mEnableCulling) { state = CPUT_CHECKBOX_CHECKED; } else { state = CPUT_CHECKBOX_UNCHECKED; } mpCullingCheckBox->SetCheckboxState(state); if(mEnableFCulling) { state = CPUT_CHECKBOX_CHECKED; } else { state = CPUT_CHECKBOX_UNCHECKED; } mpFCullingCheckBox->SetCheckboxState(state); mpDBR->SetEnableFCulling(mEnableFCulling); mpAABB->SetEnableFCulling(mEnableFCulling); if(mViewDepthBuffer) { state = CPUT_CHECKBOX_CHECKED; } else { state = CPUT_CHECKBOX_UNCHECKED; } mpDBCheckBox->SetCheckboxState(state); if(mEnableTasks) { state = CPUT_CHECKBOX_CHECKED; } else { state = CPUT_CHECKBOX_UNCHECKED; } mpTasksCheckBox->SetCheckboxState(state); if(mSyncInterval) { state = CPUT_CHECKBOX_CHECKED; } else { state = CPUT_CHECKBOX_UNCHECKED; } mpVsyncCheckBox->SetCheckboxState(state); if(mPipeline) { state = CPUT_CHECKBOX_CHECKED; } else { state = CPUT_CHECKBOX_UNCHECKED; } mpPipelineCheckBox->SetCheckboxState(state); // Setting occluder size threshold in DepthBufferRasterizer mpDBR->SetOccluderSizeThreshold(mOccluderSizeThreshold); // Setting occludee size threshold in AABBoxRasterizer mpAABB->SetOccludeeSizeThreshold(mOccludeeSizeThreshold); // // If no cameras were created from the model sets then create a default simple camera // and add it to the camera array. // if( mpAssetSetDBR[0] && mpAssetSetDBR[0]->GetCameraCount() ) { mpCamera = mpAssetSetDBR[0]->GetFirstCamera(); mpCamera->AddRef(); } else { mpCamera = new CPUTCamera(); CPUTAssetLibraryDX11::GetAssetLibrary()->AddCamera( _L("SampleStart Camera"), mpCamera ); mpCamera->SetPosition( 0.0f, 0.0f, 5.0f ); // Set the projection matrix for all of the cameras to match our window. // TODO: this should really be a viewport matrix. Otherwise, all cameras will have the same FOV and aspect ratio, etc instead of just viewport dimensions. mpCamera->SetAspectRatio(((float)width)/((float)height)); } mpCamera->SetFov(XMConvertToRadians(60.0f)); // TODO: Fix converter's FOV bug (Maya generates cameras for which fbx reports garbage for fov) mpCamera->SetFarPlaneDistance(gFarClipDistance); mpCamera->SetPosition(27.0f, 2.0f, 47.0f); mpCamera->LookAt(41.0f, 8.0f, -50.0f); mpCamera->Update(); // Set up the shadow camera (a camera that sees what the light sees) float3 lookAtPoint(0.0f, 0.0f, 0.0f); float3 half(1.0f, 1.0f, 1.0f); if( mpAssetSetDBR[0] ) { mpAssetSetDBR[0]->GetBoundingBox( &lookAtPoint, &half ); } float length = half.length(); mpShadowCamera = new CPUTCamera(); mpShadowCamera->SetFov(XMConvertToRadians(45)); mpShadowCamera->SetAspectRatio(1.0f); float fov = mpShadowCamera->GetFov(); float tanHalfFov = tanf(fov * 0.5f); float cameraDistance = length/tanHalfFov; float nearDistance = cameraDistance * 0.1f; mpShadowCamera->SetNearPlaneDistance(nearDistance); mpShadowCamera->SetFarPlaneDistance(2.0f * cameraDistance); CPUTAssetLibraryDX11::GetAssetLibrary()->AddCamera( _L("ShadowCamera"), mpShadowCamera ); float3 shadowCameraPosition = lookAtPoint - gLightDir * cameraDistance; mpShadowCamera->SetPosition( shadowCameraPosition ); mpShadowCamera->LookAt( lookAtPoint.x, lookAtPoint.y, lookAtPoint.z ); mpShadowCamera->Update(); mpCameraController = new CPUTCameraControllerFPS(); mpCameraController->SetCamera(mpCamera); mpCameraController->SetLookSpeed(0.004f); mpCameraController->SetMoveSpeed(2.5f); gLightDir = float3(-40.48f, -142.493f, -3.348f); gLightDir = gLightDir.normalize(); QueryPerformanceFrequency(&glFrequency); }