Пример #1
0
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); 
}