Пример #1
0
static HRESULT CALLBACK on_device_create( ID3D11Device* pd3dDevice, const DXGI_SURFACE_DESC* pBackBufferSurfaceDesc,
    void* pUserContext )
{
    g_render_context.reset(new c_render_system_context(DXUTGetD3D11Device(), 
        DXUTGetD3D11DeviceContext(), 
        DXUTGetDXGIBackBufferSurfaceDesc(), 
        DXUTGetDXGISwapChain())); 

    g_scene->on_create_resource(g_render_context); 
    g_resolver->on_create_resource(g_render_context);

    return S_OK;
}
Пример #2
0
//--------------------------------------------------------------------------------------
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;
	}
}