//Set up the world, view, and projection transform matrices. void Graphics::SetupMatrices() { if(!CurrentCamera) return; //^? I'm putting this here to stop the game from crashing when there is no camera... // it's not that we shouldn't crash when there is no camera... obviously thats a hint that // something is horrendously wrong. It's just annoying. //Set the position of the camera. float cameraX = CurrentCamera->transform->Position.x; float cameraY = CurrentCamera->transform->Position.y; float cameraH = -10.0f; //The eye point is the location of the viewer (center of the screen, 10 units away). Vec3 eyePoint( cameraX, cameraY, cameraH ); //The look-at point is where the viewer is looking (center of the screen). Vec3 lookAtPoint( cameraX, cameraY, 0.0f ); //The up vector defines which way is up (the y-direction). Vec3 upVector( 0.0f, 1.0f, 0.0f ); //Create a left-handed view matrix. Mat4 matView; D3DXMatrixLookAtLH(&matView, &eyePoint, &lookAtPoint, &upVector); //Store the view matrix ViewMatrix = matView; //Create an orthogonal left-handed projection matrix. //This will transform everything to the view port with no perspective. //The near and far clipping plains are still needed, but not as important. Mat4 matProj; D3DXMatrixOrthoLH(&matProj, SurfaceSize.x , SurfaceSize.y , 1.0f, 100.0f); //Store the projection matrix; ProjMatrix = matProj; //Store the view projection matrix ViewProjMatrix = ViewMatrix * ProjMatrix; }
//-------------------------------------------------------------------------------------- // Updates the position and velocity of the entity associated to this movement manager // using the accumulated sum of all forces impacting the entity. // Param1: The time in seconds passed since the last frame. // Param2: The maximal speed of the entity. // Param3: The maximal size of the accumulated forces. // Param4: The handicap to use if the entity is currently being handicapped. //-------------------------------------------------------------------------------------- void EntityMovementManager::UpdatePosition(float deltaTime, float maxSpeed, float maxForce, float handicap) { // Truncate steering force to not be greater than the maximal allowed force float magnitude = 0.0f; XMStoreFloat(&magnitude, XMVector2Length(XMLoadFloat2(&m_steeringForce))); if(magnitude > maxForce) { // Truncate the vector to be of the magnitude corresponding to the maximal allowed force XMStoreFloat2(&m_steeringForce, XMVector2Normalize(XMLoadFloat2(&m_steeringForce)) * maxForce); } // Calculate the new velocity for the entity XMFLOAT2 newVelocity; XMStoreFloat2(&newVelocity, XMLoadFloat2(&m_velocity) + XMLoadFloat2(&m_steeringForce)); // Truncate the velocity if it is greater than the maximally allowed velocity for the entity XMStoreFloat(&magnitude, XMVector2Length(XMLoadFloat2(&newVelocity))); if(magnitude > maxSpeed) { // Truncate the vector to be of the magnitude corresponding to the maximal allowed velocity XMStoreFloat2(&newVelocity, XMVector2Normalize(XMLoadFloat2(&newVelocity)) * maxSpeed); } // Set the new velocity and position on the entity m_velocity = newVelocity; XMFLOAT2 newPosition; if(m_pEntity->IsHandicapped()) { XMStoreFloat2(&newPosition, XMLoadFloat2(&m_pEntity->GetPosition()) + XMLoadFloat2(&newVelocity) * deltaTime * handicap); }else { XMStoreFloat2(&newPosition, XMLoadFloat2(&m_pEntity->GetPosition()) + XMLoadFloat2(&newVelocity) * deltaTime); } m_pEntity->SetPosition(newPosition); m_pEntity->UpdateColliderPosition(newPosition); // Update the rotation to make the entity face the direction, in which it is moving if(!(newVelocity.x == 0.0f && newVelocity.y == 0.0f)) { XMFLOAT2 lookAtPoint(0.0f, 0.0f); XMStoreFloat2(&lookAtPoint, XMLoadFloat2(&m_pEntity->GetPosition()) + XMLoadFloat2(&newVelocity)); LookAt(lookAtPoint); } // Reset the steering force for the next frame m_steeringForce.x = 0.0f; m_steeringForce.y = 0.0f; }
void ColladaNode::handleLookAt(domLookat *lookat) { if(lookat == NULL) return; domNodeRef node = getDOMElementAs<domNode>(); Pnt3f eyePosition(lookat->getValue()[0],lookat->getValue()[1],lookat->getValue()[2]), lookAtPoint(lookat->getValue()[3],lookat->getValue()[4],lookat->getValue()[5]); Vec3f upDirection(lookat->getValue()[7],lookat->getValue()[8],lookat->getValue()[9]); if(getGlobal()->getOptions()->getFlattenNodeXForms()) { LookAtTransformationElementUnrecPtr LookAtElement = LookAtTransformationElement::create(); LookAtElement->setEyePosition(eyePosition); LookAtElement->setLookAtPosition(lookAtPoint); LookAtElement->setUpDirection(upDirection); setName(LookAtElement, lookat->getSid()); appendStackedXForm(LookAtElement, node); } else { TransformUnrecPtr xform = Transform::create(); NodeUnrecPtr xformN = makeNodeFor(xform); Matrix lookAtMatrix; MatrixLookAt(lookAtMatrix,eyePosition, lookAtPoint, upDirection); xform->setMatrix(lookAtMatrix); if(getGlobal()->getOptions()->getCreateNameAttachments() == true && node->getName() != NULL ) { std::string nodeName = node->getName(); if(lookat->getSid() != NULL && getGlobal()->getOptions()->getFlattenNodeXForms() == false) { nodeName.append("." ); nodeName.append(lookat->getSid()); } setName(xformN, nodeName); } appendXForm(xformN); } }
////////////////////////////////////////////////////////////////////////// // 행렬 세팅 // // World, View, Projection ////////////////////////////////////////////////////////////////////////// VOID SetupMatrices() { // World D3DXMATRIXA16 worldMatrix; // float 연산의 정밀도를 위해서 1000으로 나머지 연산 UINT time = timeGetTime() % 1000; // 1초마다 한바퀴씩(2 * pi) 회전 할 각도 FLOAT angle = time * ( 2.0f * D3DX_PI ) / 1000.0f; // Y축 기준으로 회전하는 행렬 생성 D3DXMatrixRotationY( &worldMatrix, angle ); // 생성한 회전 행렬을 World 행렬로 디바이스에 설정 g_pd3dDevice->SetTransform( D3DTS_WORLD, &worldMatrix ); ////////////////////////////////////////////////////////////////////////// // View 행렬을 정의하기 위해서 세가지 값이 필요하다. // 원점, 시점, 업벡터 ////////////////////////////////////////////////////////////////////////// // 1. 눈의 위치 ( 0, 3.0, -5) D3DXVECTOR3 eyePoint( 0.0f, 3.0f, -5.0f ); // 2. 눈이 바라보는 위치 ( 0, 0, 0 ) D3DXVECTOR3 lookAtPoint( 0.0f, 0.0f, 0.0f ); // 3. 업벡터 ( 0, 1, 0 ) D3DXVECTOR3 upVector( 0.0f, 1.0f, 0.0f ); D3DXMATRIXA16 viewMatrix; // 1, 2, 3의 값으로 View 행렬 생성 D3DXMatrixLookAtLH( &viewMatrix, &eyePoint, &lookAtPoint, &upVector ); // 생성한 View 행렬을 디바이스에 설정 g_pd3dDevice->SetTransform( D3DTS_VIEW, &viewMatrix ); // Projection 행렬을 정의하기 위해서는 시야각(FOV=Field Of View)과 종횡비(aspect ratio), 클리핑 평면 값이 필요하다. D3DXMATRIXA16 projMatrix; /// matProj : 값이 설정될 행렬 /// D3DX_PI/4 : FOV(D3DX_PI/4 = 45도) /// 1.0f : 종횡비 /// 1.0f : 근접 클리핑 평면(near clipping plane) /// 100.0f : 원거리 클리핑 평면(far clipping plane) D3DXMatrixPerspectiveFovLH( // 행렬을 얻어올 변수 &projMatrix, // FOV(D3DX_PI/4 = 45도) D3DX_PI / 4, // 종횡비 1:1 1.0f, // Near Plane 1.0f, // Far Plane 100.0f ); // 생성한 Projection 행렬을 디바이스에 설정 g_pd3dDevice->SetTransform( D3DTS_PROJECTION, &projMatrix ); }
// 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); }