//-------------------------------------------------------------------------------------- void UpdateLightingEnvironment() { // Gather lighting options from the HUD g_vLightDirection = g_LightControl.GetLightDirection(); g_fLightIntensity = g_SampleUI.GetSlider( IDC_LIGHT_SLIDER )->GetValue() / 100.0f; g_fEnvIntensity = g_SampleUI.GetSlider( IDC_ENV_SLIDER )->GetValue() / 1000.0f; // Create the spotlight D3DXSHEvalConeLight( D3DXSH_MAXORDER, &g_vLightDirection, D3DX_PI / 8.0f, g_fLightIntensity, g_fLightIntensity, g_fLightIntensity, m_fRLC, m_fGLC, m_fBLC ); float fSkybox[3][D3DXSH_MAXORDER*D3DXSH_MAXORDER]; // Scale the light probe environment contribution based on input options D3DXSHScale( fSkybox[0], D3DXSH_MAXORDER, g_fSkyBoxLightSH[0], g_fEnvIntensity ); D3DXSHScale( fSkybox[1], D3DXSH_MAXORDER, g_fSkyBoxLightSH[1], g_fEnvIntensity ); D3DXSHScale( fSkybox[2], D3DXSH_MAXORDER, g_fSkyBoxLightSH[2], g_fEnvIntensity ); // Combine the environment and the spotlight D3DXSHAdd( m_fRLC, D3DXSH_MAXORDER, m_fRLC, fSkybox[0] ); D3DXSHAdd( m_fGLC, D3DXSH_MAXORDER, m_fGLC, fSkybox[1] ); D3DXSHAdd( m_fBLC, D3DXSH_MAXORDER, m_fBLC, fSkybox[2] ); }
//-------------------------------------------------------------------------------------- // Render the scene using the D3D11 device //-------------------------------------------------------------------------------------- void CALLBACK OnD3D11FrameRender( ID3D11Device* pd3dDevice, ID3D11DeviceContext* pd3dImmediateContext, double fTime, float fElapsedTime, void* pUserContext ) { HRESULT hr; // If the settings dialog is being shown, then render it instead of rendering the app's scene if( g_D3DSettingsDlg.IsActive() ) { g_D3DSettingsDlg.OnRender( fElapsedTime ); return; } // Clear the render target and depth stencil auto pRTV = DXUTGetD3D11RenderTargetView(); pd3dImmediateContext->ClearRenderTargetView( pRTV, Colors::MidnightBlue ); auto pDSV = DXUTGetD3D11DepthStencilView(); pd3dImmediateContext->ClearDepthStencilView( pDSV, D3D11_CLEAR_DEPTH, 1.0, 0 ); // Get the projection & view matrix from the camera class XMMATRIX mWorld = g_Camera.GetWorldMatrix(); XMMATRIX mProj = g_Camera.GetProjMatrix(); XMMATRIX mView = g_Camera.GetViewMatrix(); // Get the light direction XMVECTOR vLightDir = g_LightControl.GetLightDirection(); // Render the light arrow so the user can visually see the light dir V( g_LightControl.OnRender( Colors::Yellow, mView, mProj, g_Camera.GetEyePt() ) ); // Ambient Light static const XMVECTORF32 s_vLightColorA = { 0.1f, 0.1f, 0.1f, 1.0f }; g_pAmbientLightColor->SetFloatVector( s_vLightColorA ); g_pAmbientLightEnable->SetBool(true); // Hemi Ambient Light static const XMVECTORF32 s_vLightColorH1 = { 0.3f, 0.3f, 0.4f, 1.0f }; g_pHemiAmbientLightColor->SetFloatVector( s_vLightColorH1 ); g_pHemiAmbientLightEnable->SetBool(true); XMFLOAT4 vLightGrndClr( 0.05f, 0.05f, 0.05f, 1.f ); g_pHemiAmbientLightGroundColor->SetFloatVector( reinterpret_cast<float*>( &vLightGrndClr ) ); XMFLOAT4 vVec(0.0f, 1.0f, 0.0f, 1.0f); g_pHemiAmbientLightDirUp->SetFloatVector( reinterpret_cast<float*>( &vVec ) ); // Directional Light g_pDirectionalLightColor->SetFloatVector( Colors::White ); g_pDirectionalLightEnable->SetBool(true); XMFLOAT4 tmp; XMStoreFloat4( &tmp, vLightDir ); tmp.w = 1.f; g_pDirectionalLightDir->SetFloatVector( reinterpret_cast<float*>( &tmp ) ); // Environment Light - color comes from the texture g_pEnvironmentLightColor->SetFloatVector( Colors::Black ); g_pEnvironmentLightEnable->SetBool(true); // Setup the Eye based on the DXUT camera XMVECTOR vEyePt = g_Camera.GetEyePt(); XMVECTOR vDir = g_Camera.GetLookAtPt() - vEyePt; XMStoreFloat4( &tmp, vDir ); tmp.w = 1.f; g_pEyeDir->SetFloatVector( reinterpret_cast<float*>( &tmp ) ); //Get the mesh //IA setup pd3dImmediateContext->IASetInputLayout( g_pVertexLayout11 ); UINT Strides[1]; UINT Offsets[1]; ID3D11Buffer* pVB[1]; pVB[0] = g_Mesh11.GetVB11( 0, 0 ); Strides[0] = ( UINT )g_Mesh11.GetVertexStride( 0, 0 ); Offsets[0] = 0; pd3dImmediateContext->IASetVertexBuffers( 0, 1, pVB, Strides, Offsets ); pd3dImmediateContext->IASetIndexBuffer( g_Mesh11.GetIB11( 0 ), g_Mesh11.GetIBFormat11( 0 ), 0 ); // Set the per object constant data XMMATRIX mWorldViewProjection = mWorld * mView * mProj; // VS Per object XMFLOAT4X4 tmp4x4; XMStoreFloat4x4( &tmp4x4, mWorldViewProjection ); g_pWorldViewProjection->SetMatrix( reinterpret_cast<float*>( &tmp4x4 ) ); XMStoreFloat4x4( &tmp4x4, mWorld ); g_pWorld->SetMatrix( reinterpret_cast<float*>( &tmp4x4 ) ); // Setup the Shader Linkage based on the user settings for Lighting ID3DX11EffectClassInstanceVariable* pLightClassVar; // Ambient Lighting First - Constant or Hemi? if ( g_bHemiAmbientLighting ) { pLightClassVar = g_pHemiAmbientLightClass; } else { pLightClassVar = g_pAmbientLightClass; } if (g_pAmbientLightIface) { g_pAmbientLightIface->SetClassInstance(pLightClassVar); } // Direct Light - None or Directional if (g_bDirectLighting) { pLightClassVar = g_pDirectionalLightClass; } else { // Disable ALL Direct Lighting pLightClassVar = g_pAmbientLightClass; } if (g_pDirectionalLightIface) { g_pDirectionalLightIface->SetClassInstance(pLightClassVar); } // Setup the selected material class instance E_MATERIAL_TYPES iMaterialTech = g_iMaterial; switch( g_iMaterial ) { case MATERIAL_PLASTIC: case MATERIAL_PLASTIC_TEXTURED: // Bind the Environment light for reflections pLightClassVar = g_pEnvironmentLightClass; if (g_bLightingOnly) { iMaterialTech = MATERIAL_PLASTIC_LIGHTING_ONLY; } break; case MATERIAL_ROUGH: case MATERIAL_ROUGH_TEXTURED: // UnBind the Environment light pLightClassVar = g_pAmbientLightClass; if (g_bLightingOnly) { iMaterialTech = MATERIAL_ROUGH_LIGHTING_ONLY; } break; } if (g_pEnvironmentLightIface) { g_pEnvironmentLightIface->SetClassInstance(pLightClassVar); } ID3DX11EffectTechnique* pTechnique = g_pTechnique; if (g_pMaterialIface) { #if USE_BIND_INTERFACES // We're using the techniques with pre-bound materials, // so select the appropriate technique. pTechnique = g_MaterialClasses[ iMaterialTech ].pTechnique; #else // We're using a single technique and need to explicitly // bind a concrete material instance. g_pMaterialIface->SetClassInstance( g_MaterialClasses[ iMaterialTech ].pClass ); #endif } // PS Per Prim // Shiny Plastic XMFLOAT3 clr1(1, 0, 0.5f); g_MaterialClasses[MATERIAL_PLASTIC].pColor->SetFloatVector( reinterpret_cast<float*>( &clr1 ) ); g_MaterialClasses[MATERIAL_PLASTIC].pSpecPower->SetInt(255); // Shiny Plastic with Textures XMFLOAT3 clr2(1, 0, 0.5f); g_MaterialClasses[MATERIAL_PLASTIC_TEXTURED].pColor->SetFloatVector( reinterpret_cast<float*>( &clr2 ) ); g_MaterialClasses[MATERIAL_PLASTIC_TEXTURED].pSpecPower->SetInt(128); // Lighting Only Plastic XMFLOAT3 clr3(1, 1, 1); g_MaterialClasses[MATERIAL_PLASTIC_LIGHTING_ONLY].pColor->SetFloatVector( reinterpret_cast<float*>( &clr3 ) ); g_MaterialClasses[MATERIAL_PLASTIC_LIGHTING_ONLY].pSpecPower->SetInt(128); // Rough Material XMFLOAT3 clr4(0, 0.5f, 1); g_MaterialClasses[MATERIAL_ROUGH].pColor->SetFloatVector( reinterpret_cast<float*>( &clr4 ) ); g_MaterialClasses[MATERIAL_ROUGH].pSpecPower->SetInt(6); // Rough Material with Textures XMFLOAT3 clr5(0, 0.5f, 1); g_MaterialClasses[MATERIAL_ROUGH_TEXTURED].pColor->SetFloatVector( reinterpret_cast<float*>( &clr5 ) ); g_MaterialClasses[MATERIAL_ROUGH_TEXTURED].pSpecPower->SetInt(6); // Lighting Only Rough XMFLOAT3 clr6(1, 1, 1); g_MaterialClasses[MATERIAL_ROUGH_LIGHTING_ONLY].pColor->SetFloatVector( reinterpret_cast<float*>( &clr6 ) ); g_MaterialClasses[MATERIAL_ROUGH_LIGHTING_ONLY].pSpecPower->SetInt(6); if (g_bWireFrame) g_pFillMode->SetInt(1); else g_pFillMode->SetInt(0); // Apply the technique to update state. pTechnique->GetPassByIndex(0)->Apply(0, pd3dImmediateContext); //Render g_Mesh11.Render( pd3dImmediateContext, 0, 1, INVALID_SAMPLER_SLOT); // Tell the UI items to render DXUT_BeginPerfEvent( DXUT_PERFEVENTCOLOR, L"HUD / Stats" ); g_HUD.OnRender( fElapsedTime ); g_SampleUI.OnRender( fElapsedTime ); RenderText(); DXUT_EndPerfEvent(); }
//-------------------------------------------------------------------------------------- // Render the scene using the D3D9 device //-------------------------------------------------------------------------------------- void CALLBACK OnD3D9FrameRender( IDirect3DDevice9* pd3dDevice, double fTime, float fElapsedTime, void* pUserContext ) { // If the settings dialog is being shown, then render it instead of rendering the app's scene if( g_D3DSettingsDlg.IsActive() ) { g_D3DSettingsDlg.OnRender( fElapsedTime ); return; } HRESULT hr; D3DXMATRIXA16 mWorldViewProjection; D3DXVECTOR3 vLightDir; D3DXCOLOR vLightDiffuse; UINT iPass, cPasses; D3DXMATRIXA16 mWorld; D3DXMATRIXA16 mView; D3DXMATRIXA16 mProj; // Clear the render target and the zbuffer V( pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DXCOLOR( 0.0f, 0.25f, 0.25f, 0.55f ), 1.0f, 0 ) ); //pd3dDevice->SetSamplerState(0, D3DSAMP_SRGBTEXTURE, TRUE); //pd3dDevice->SetRenderState( D3DRS_SRGBWRITEENABLE, TRUE ); // Render the scene if( SUCCEEDED( pd3dDevice->BeginScene() ) ) { // Get the projection & view matrix from the camera class mWorld = g_mCenterMesh * *g_Camera.GetWorldMatrix(); mProj = *g_Camera.GetProjMatrix(); mView = *g_Camera.GetViewMatrix(); mWorldViewProjection = mWorld * mView * mProj; g_fLightScale = 1.0; vLightDir = g_LightControl.GetLightDirection(); vLightDiffuse = g_fLightScale * D3DXCOLOR( 1, 1, 1, 1 ); V( g_pEffect9->SetValue( g_hLightDir, &vLightDir, sizeof( D3DXVECTOR3 ) * 1 ) ); V( g_pEffect9->SetValue( g_hLightDiffuse, &vLightDiffuse, sizeof( D3DXVECTOR4 ) * 1 ) ); // Update the effect's variables. Instead of using strings, it would // be more efficient to cache a handle to the parameter by calling // ID3DXEffect::GetParameterByName V( g_pEffect9->SetMatrix( g_hmWorldViewProjection, &mWorldViewProjection ) ); V( g_pEffect9->SetMatrix( g_hmWorld, &mWorld ) ); D3DXCOLOR vWhite = D3DXCOLOR( 1, 1, 1, 1 ); V( g_pEffect9->SetValue( g_hMaterialDiffuseColor, &vWhite, sizeof( D3DXCOLOR ) ) ); V( g_pEffect9->SetFloat( g_hfTime, ( float )fTime ) ); V( g_pEffect9->SetInt( g_hnNumLights, g_nNumActiveLights ) ); // Render the scene with this technique as defined in the .fx file switch( g_nNumActiveLights ) { case 1: V( g_pEffect9->SetTechnique( g_hRenderSceneWithTexture1Light ) ); break; case 2: V( g_pEffect9->SetTechnique( g_hRenderSceneWithTexture2Light ) ); break; case 3: V( g_pEffect9->SetTechnique( g_hRenderSceneWithTexture3Light ) ); break; } // Apply the technique contained in the effect and render the mesh V( g_pEffect9->Begin( &cPasses, 0 ) ); for( iPass = 0; iPass < cPasses; iPass++ ) { V( g_pEffect9->BeginPass( iPass ) ); V( g_pMesh9->DrawSubset( 0 ) ); V( g_pEffect9->EndPass() ); } V( g_pEffect9->End() ); g_HUD.OnRender( fElapsedTime ); g_SampleUI.OnRender( fElapsedTime ); RenderText(); V( pd3dDevice->EndScene() ); } }