[754] | 1 | SHADERBOL KIVENNI A TEXTURA HASZNALATOT
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| 2 |
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| 3 | #include "dxstdafx.h"
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| 4 | #include "resource.h"
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| 5 |
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| 6 | // Define X files path
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| 7 | #define BUNNY L"Media\\Objects\\bunny.x"
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| 8 | #define COLUMN L"Media\\Objects\\column.x"
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| 9 | #define ROOM L"Media\\Objects\\room.x"
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| 10 | #define SKULL L"Media\\Objects\\skull.x"
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| 11 | #define SPHERE L"Media\\Objects\\sphere.x"
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| 12 | #define TEAPOT L"Media\\Objects\\teapot.x"
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| 13 | #define TIGER L"Media\\Objects\\tiger.x"
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| 14 |
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| 15 |
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| 16 | //#define D3D_DEBUG_INFO
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| 17 |
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| 18 | //#define DEBUG_VS // Uncomment this line to debug vertex shaders
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| 19 | //#define DEBUG_PS // Uncomment this line to debug pixel shaders
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| 20 |
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| 21 |
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| 22 | // Define texture sizes
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| 23 | #define CUBEMAP_SIZE 512 // size of CubeMaps
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| 24 | #define ATLASMAP_SIZE 512 // size of Atlases (Room, Columns)
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| 25 | #define SHADOWMAP_SIZE 512 // size of ShadowMap
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| 26 | #define PHOTONMAP_MAX_SIZE 256 // The max size of the PhotonMap
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| 27 | #define SNIPPET_MAX_SIZE 5 // The max size of the snippet
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| 28 |
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| 29 | #define STEP 0.1f // The size of a movement between two step
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| 30 | #define CENTEROBJECTRADIUS 2.0f // radius of the center object
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| 31 | #define LIGHTRADIUS 0.3f // radius of the light object
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| 32 |
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| 33 | //--------------------------------------------------------------------------------------
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| 34 | // UI control IDs
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| 35 | //--------------------------------------------------------------------------------------
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| 36 |
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| 37 | #define IDC_TOGGLEFULLSCREEN 1
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| 38 | #define IDC_TOGGLEREF 2
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| 39 | #define IDC_CHANGEDEVICE 3
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| 40 | #define WINDOW_SIZE_X 640 // Size of the screen
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| 41 | #define WINDOW_SIZE_Y 640 // Size of the screen
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| 42 |
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| 43 | // HUD IDs
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| 44 | #define IDC_SHADOW_CHECK_BOX 10
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| 45 | #define IDC_CAUSTICS_CHECK_BOX 11
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| 46 | #define IDC_CENTEROBJ_CHECK_BOX 12
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| 47 | #define IDC_SNIPPET_SIZE_IS_CONSTANT_CHECK_BOX 13
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| 48 | #define IDC_SHOW_PHOTON_MAP_CHECK_BOX 14
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| 49 |
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| 50 |
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| 51 | #define IDC_CLASSIC_METHOD 20
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| 52 | #define IDC_DISTANCE_IMPOSTOR_METHOD 21
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| 53 |
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| 54 | #define IDC_NUMBER_OF_ITERATION_SLIDER 30
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| 55 | #define IDC_FRESNEL_FACTOR_SLIDER 31
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| 56 | #define IDC_REFRACTION_INDEX_SLIDER 32
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| 57 | #define IDC_SHADOW_INTENSITY_SLIDER 33
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| 58 | #define IDC_CAUSTICS_INTENSITY_SLIDER 34
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| 59 | #define IDC_PHOTON_MAP_SIZE_SLIDER 35
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| 60 | #define IDC_SNIPPET_SIZE_SLIDER 36
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| 61 |
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| 62 | #define IDC_RESET_PARAMETERS_BUTTON 40
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| 63 |
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| 64 | // These constants will be used as arguments for the RenderScene(..., int, ..) function
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| 65 | // They are used to switch between the different shaders
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| 66 | enum { RENDER_ROOM_COLOR_DISTANCE, RENDER_ROOM_UV, RENDER_ROOM_AND_COLUMNS_SCREEN, RENDER_PHOTON_UV_MAP, RENDER_PHOTON_HIT,
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| 67 | RENDER_REFRACT_OBJECT_SCREEN, RENDER_LIGHT_SCREEN, RENDER_UMBRA, RENDER_SHADOW, RENDER_FULLSCREENQUAD, RENDER_PHOTON_MAP_SCREEN };
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| 68 |
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| 69 |
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| 70 | // The next two float array pairs define the Snippet's light intensity and its size.
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| 71 | // These values (light intensity and size) depend on the PhotonMapSize.
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| 72 | // The bigger PhotonMapSize defines bigger texture and that defines more photon.
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| 73 | // The more photons need smaller intensity and size.
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| 74 | // PhotonMapSize = 1 2 4 8 16 32 64 128 256
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| 75 | // Tries to fill the same area with constant intensity.
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| 76 | float g_fIntensityOfSnippet[9] = { 0.05f, 0.06f, 0.08f, 0.11f, 0.185f, 0.27f, 0.53f, 1.00f, 1.65f };
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| 77 | float g_fSizeOfSnippet[9] = { 0.05f, 0.10f, 0.14f, 0.17f, 0.25f, 0.32f, 0.64f, 1.28f, 2.56f };
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| 78 |
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| 79 | // Tries to fill the same area with texture's size independent Snippet's size.
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| 80 | float g_fIntensityOfSnippetWithIndependentSnippetSize[9] =
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| 81 | { 0.05f, 0.05f, 0.05f, 0.065f, 0.13f, 0.27f, 0.53f, 1.00f, 1.65f };
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| 82 | float g_fSizeOfSnippetWithIndependentSnippetSize[9] =
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| 83 | { 0.01f, 0.02f, 0.04f, 0.08f, 0.16f, 0.32f, 0.64f, 1.28f, 2.56f };
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| 84 |
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| 85 |
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| 86 |
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| 87 | //--------------------------------------------------------------------------------------
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| 88 | // Structs
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| 89 | //--------------------------------------------------------------------------------------
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| 90 | // Vertex structure for a photon hit (called snippet)
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| 91 | D3DVERTEXELEMENT9 g_aSnippetVertex[] =
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| 92 | {
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| 93 | { 0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0 },
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| 94 | { 0, 12, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0 },
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| 95 | { 0, 28, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0 },
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| 96 | D3DDECL_END()
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| 97 | };
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| 98 |
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| 99 | // Vertex structure for the fullscreene quad
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| 100 | D3DVERTEXELEMENT9 g_aFullScreneQuadVertex[] =
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| 101 | {
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| 102 | { 0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0 },
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| 103 | D3DDECL_END()
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| 104 | };
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| 105 |
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| 106 | // Define a snippet
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| 107 | struct SnippetVertexStruct
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| 108 | {
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| 109 | float x, y, z;
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| 110 | float r, g, b, a;
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| 111 | float u, v;
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| 112 | };
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| 113 |
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| 114 | struct FullScreenQuadVertexStruct
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| 115 | {
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| 116 | FLOAT x, y, z, rhw; // The transformed position for the vertex.
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| 117 | };
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| 118 |
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| 119 | #define D3DFVF_FULLSCREENQUADVERTEX (D3DFVF_XYZRHW)
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| 120 |
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| 121 | FullScreenQuadVertexStruct fullscreen[] =
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| 122 | {
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| 123 | { -1.0f, -1.0f, 0.5f, 1.0f, }, // x, y, z, rhw
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| 124 | { 1.0f, -1.0f, 0.5f, 1.0f, },
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| 125 | { 1.0f, 1.0f, 0.5f, 1.0f, },
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| 126 | { -1.0f, -1.0f, 0.5f, 1.0f, },
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| 127 | { 1.0f, 1.0f, 0.5f, 1.0f, },
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| 128 | { -1.0f, 1.0f, 0.5f, 1.0f, },
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| 129 | };
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| 130 |
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| 131 |
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| 132 | //--------------------------------------------------------------------------------------
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| 133 | // Global variables
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| 134 | //--------------------------------------------------------------------------------------
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| 135 | IDirect3DDevice9* g_pd3dDevice = NULL; // RenderDevice
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| 136 |
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| 137 | ID3DXFont* g_pFont = NULL; // Font for drawing text
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| 138 | ID3DXSprite* g_pTextSprite = NULL; // Sprite for batching draw text calls
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| 139 | ID3DXEffect* g_pEffect = NULL; // D3DX effect interface
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| 140 |
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| 141 | CModelViewerCamera g_Camera; // A model viewing camera
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| 142 |
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| 143 | CDXUTDialog g_HUD; // Dialog for sample specific controls
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| 144 |
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| 145 |
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| 146 | // Textures
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| 147 | LPDIRECT3DTEXTURE9 g_pPhotonUVTexture = NULL; // Texture where the Photon map is rendered
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| 148 | LPDIRECT3DTEXTURE9 g_pPowerOfSnippetTexelTexture = NULL; // Texture to contain the power of the snippet Texels
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| 149 | LPDIRECT3DTEXTURE9 g_pRoomModifyTexture = NULL; // Room's Texture, this has viewable black edges
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| 150 | LPDIRECT3DTEXTURE9 g_pRoomLastTexture = NULL; // Room's Texture, this contains the original brdf,
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| 151 | // the Caustics Effect and the shadow
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| 152 | LPDIRECT3DTEXTURE9 g_pColumnModifyTexture[4]; // Columns Texture
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| 153 | LPDIRECT3DTEXTURE9 g_pColumnLastTexture[5]; // Columns Texture, the last one contains the original brdf
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| 154 | LPDIRECT3DTEXTURE9 g_pRoomTexture = NULL; // Room's original Texture (brdf)
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| 155 | LPDIRECT3DTEXTURE9 g_pShadowMapTexture = NULL; // Shadow map's texture. This is used for shadow generation.
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| 156 |
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| 157 | // Surfaces for the textures
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| 158 | LPDIRECT3DSURFACE9 g_pColumnsModifySurface[4]; // Columns Atlas
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| 159 | LPDIRECT3DSURFACE9 g_pColumnsLastSurface[5]; // Columns Atlas
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| 160 | LPDIRECT3DSURFACE9 g_pRoomLastSurface = NULL; // Room's Atlas
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| 161 | LPDIRECT3DSURFACE9 g_pRoomModifySurface = NULL; // Room's Atlas
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| 162 | LPDIRECT3DSURFACE9 g_pRoomSurface = NULL; // Room's Atlas
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| 163 | LPDIRECT3DSURFACE9 g_pPhotonMapDepthStencilSurface = NULL; // Used to render Photon map
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| 164 | LPDIRECT3DSURFACE9 g_pPhotonUVMapSurface = NULL; // Photon map's UV surface
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| 165 | LPDIRECT3DSURFACE9 g_pShadowMapSurface = NULL; // Shadow map's surface
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| 166 | LPDIRECT3DSURFACE9 g_pShadowMapDepthStencilSSurface = NULL; // Shadow DS's Z surface
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| 167 |
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| 168 | LPDIRECT3DSURFACE9 g_pRenderTargetSurfaceOld = NULL; // Store the original Screen's surface
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| 169 | LPDIRECT3DSURFACE9 g_pDepthStencilSurfaceOld = NULL; // Store the original Screen's DSS
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| 170 |
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| 171 | // Cube map textures
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| 172 | IDirect3DCubeTexture9* g_pRoomCubeMapColorDistTexture = NULL; // CubeMap for store: Color + Distance
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| 173 | IDirect3DCubeTexture9* g_pRoomCubeMapUVTexture = NULL; // CubeMap for store: UV + ObjectID
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| 174 |
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| 175 | IDirect3DSurface9* g_pRoomCubeMapDepthStencilSurface = NULL; // Depth-stencil buffer for rendering to cube texture
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| 176 | IDirect3DSurface9* g_pDepthStencilSurface = NULL; // Depth-stencil buffer for Room Texture
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| 177 |
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| 178 | IDirect3DVertexDeclaration9* g_pSnippetVertexDeclaration = NULL; // Vertex declaration for the snippet
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| 179 | IDirect3DVertexDeclaration9* g_pFullScreenQuadVertexDeclaration = NULL; // Vertex declaration for the fullscreen quad
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| 180 |
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| 181 | LPDIRECT3DVERTEXBUFFER9 g_pFullScreenQuadVertexBuffer = NULL; // Contains vertex data for the fullscreen quad
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| 182 | LPDIRECT3DVERTEXBUFFER9 g_bSnippetVertexBuffer = NULL; // Contains vertex data for the snippets
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| 183 |
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| 184 | // Meshes
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| 185 | ID3DXMesh* g_pCenterObjectMesh = NULL; // Mesh for the center object
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| 186 | ID3DXMesh* g_pRoomMesh = NULL; // Mesh representing room (wall, floor, ceiling)
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| 187 | ID3DXMesh* g_pColumnMesh = NULL; // Mesh representing one Column
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| 188 | ID3DXMesh* g_pLightMesh = NULL; // Mesh for the light object
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| 189 |
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| 190 | // Flags
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| 191 | bool g_bShowHelp = false; // If true, it renders the UI control text
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| 192 | bool g_bInitialization = true; // Initialization is in progress
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| 193 | bool g_bRunGenerateCaustics = false; // Rerender Caustics Effect
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| 194 | bool g_bShadowON = true; // Calculate shadow yes/no.
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| 195 | bool g_bCausticsON = true; // Calculate caustics yes/no.
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| 196 | bool g_bShowVariables = true; // Show the values of the algorithm's variables
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| 197 | bool g_bShowVariablesUserSet = true; // The user sets to show the variables.
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| 198 | bool g_bRenderCenterObjectWithBrdfON = true; // Render Center Objectum with normal texture or diffuse color.
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| 199 | bool g_bShowHUD = true; // Show HUD
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| 200 | bool g_bSaveTexture = false; // Just for debug.
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| 201 | bool g_bSnippetSizeIsConstant = false; // The fSnippetSize is independent of the size of PhotonMap.
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| 202 | // Its size is constant in world space.
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| 203 | bool g_bShowPhotonMap = true; // Show PhotonMap on screen
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| 204 |
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| 205 | // Matrices
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| 206 | D3DXMATRIXA16 g_mWorldCenterObject; // World matrix of the Center Object (scaling & offset)
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| 207 | D3DXMATRIXA16 g_mWorldViewLight; // Light's worldview matrix
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| 208 | D3DXMATRIXA16 g_mProjLight; // Light's projection matrix
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| 209 | D3DXMATRIXA16 g_mTexScaleBiasMat; // Special texture matrix for ShadowMapping
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| 210 | D3DXMATRIXA16 g_mLightViewTexBias; // Light view matrix multiplied by g_mTexScaleBiasMat
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| 211 |
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| 212 |
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| 213 | // Floats
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| 214 | float g_fFresnelFactor = 0.05f; // The Fresnel factor
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| 215 | float g_fRefractionIndex = 0.9f; // The Refraction index
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| 216 | float g_fShadowIntensity = 0.25f; // The intensity of the shadow
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| 217 | float g_fCausticsIntensity = 0.05f; // The intensity of a caustics snippet
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| 218 | float g_fCenterObjectSize = 1.0; // The scale of the CenterObject
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| 219 | float g_fSnippetSize = 3.0f; // The size of a snippet;
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| 220 | float g_dDepthBias = 0.0002f; // Depth bias value
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| 221 | float g_dBiasSlope = 2.0f; // Bias slope
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| 222 |
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| 223 |
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| 224 | // Vectors
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| 225 | D3DXVECTOR3 g_vLightPos; // Define the position of light
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| 226 | D3DXVECTOR3 g_vLightPosLast; // Light position at the last Caustic Effect generation
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| 227 | D3DXVECTOR3 g_vCenterObjectPosInitial; // Define the offset of the center object in the X file
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| 228 | D3DXVECTOR3 g_vCenterObjectPos; // Define the offset of the center object
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| 229 | D3DXVECTOR3 g_vCenterObjectPosLast; // CenterObj position at the last Caustic Effect generation
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| 230 |
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| 231 | int g_iNumberOfIteration = 10; // The number of the iteration of the algorithm.
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| 232 | int g_iObjectID = -1; // The identifier of the object in the scene.
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| 233 | // Every object has its own ID.
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| 234 | int g_iAlgorithmMethod = 1; // Here you can switch between the classical and our distance impstor method.
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| 235 | int g_iPhotonMapSize = 64; // Size of the PhotonMap
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| 236 |
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| 237 |
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| 238 | //--------------------------------------------------------------------------------------
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| 239 | // Forward declarations
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| 240 | //--------------------------------------------------------------------------------------
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| 241 | bool CALLBACK IsDeviceAcceptable( D3DCAPS9* pCaps, D3DFORMAT AdapterFormat, D3DFORMAT BackBufferFormat, bool bWindowed );
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| 242 | void CALLBACK ModifyDeviceSettings( DXUTDeviceSettings* pDeviceSettings, const D3DCAPS9* pCaps );
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| 243 |
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| 244 | // This function creates the vertex buffer for the snippets,
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| 245 | // controls the compiler properties,
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| 246 | // loads the effect file and the meshes and
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| 247 | // sets up the matrices.
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| 248 | HRESULT CALLBACK OnCreateDevice( IDirect3DDevice9* pd3dDevice, const D3DSURFACE_DESC* pBackBufferSurfaceDesc );
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| 249 |
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| 250 | // This function contains the texture generation.
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| 251 | HRESULT CALLBACK OnResetDevice( IDirect3DDevice9* pd3dDevice, const D3DSURFACE_DESC* pBackBufferSurfaceDesc );
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| 252 |
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| 253 | void CALLBACK OnFrameMove( IDirect3DDevice9* pd3dDevice, double fTime, float fElapsedTime );
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| 254 |
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| 255 | // This is the most important function. It is called at every frame. Steps:
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| 256 | // - some initialization
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| 257 | // At the first call we make the initialization. This runs just once, when the program starts.
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| 258 | // - update caustics if necessary
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| 259 | // Then it decides whether the caustics effect should be rerendered or not.
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| 260 | // Re-rendering the caustic effect is requested if there were some major changes (movements) in the scene.
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| 261 | // - render to screen
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| 262 | // The last task is to render the objects of the scene to the screen.
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| 263 | void CALLBACK OnFrameRender( IDirect3DDevice9* pd3dDevice, double fTime, float fElapsedTime );
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| 264 |
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| 265 | LRESULT CALLBACK MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam, bool* pbNoFurtherProcessing );
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| 266 |
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| 267 | // This function handles keyboard events (user inputs).
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| 268 | void CALLBACK KeyboardProc( UINT nChar, bool bKeyDown, bool bAltDown );
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| 269 |
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| 270 | // The next two functions clear the variables from the memory.
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| 271 | void CALLBACK OnLostDevice();
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| 272 | void CALLBACK OnDestroyDevice();
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| 273 |
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| 274 | // This function displays the values of the algorithm's variables and the help text.
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| 275 | void RenderText();
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| 276 |
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| 277 | // It loads a mesh from the specified X file and - after determining its size and bounding box -
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| 278 | // centers it on the screen.
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| 279 | HRESULT LoadMesh( WCHAR* strFileName, ID3DXMesh** ppMesh, bool bComputeBoundingBox );
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| 280 |
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| 281 | // This function creates the cube maps.
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| 282 | // The first cube map stores color and distance values, created from the CenterObject's position. (g_pRoomCubeMapColorDistTexture)
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| 283 | // The second one is created from the same position. (g_pRoomCubeMapUVTexture)
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| 284 | // It stores at every pixel the viewable object's ID and UV.
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| 285 | void RenderScenePreProcessing();
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| 286 |
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| 287 | // This function generates the caustics effect.
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| 288 | // At first it creates a photon map created from the light's position.
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| 289 | // This map stores the viewable ObjectID and UV at every pixel.
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| 290 | // This information is gathered from the second (g_pRoomCubeMapUVTexture) CubeMap.
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| 291 | // The second step is to create the shadow map (g_pShadowMapTexture). This map contains depth values.
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| 292 | // This map is generated from the light's position.
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| 293 | // The last step is to blend caustics snippets and generate shadow into the room's and the columns's atlases at the right places.
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| 294 | void GenerateCaustics();
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| 295 |
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| 296 | // This function contains the GPU calls.
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| 297 | // It calculates and sets up the values of the variables which are needed for the actual technique.
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| 298 | void RenderScene( D3DXMATRIXA16 *mWorld, D3DXMATRIXA16 *mProj, int method );
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| 299 |
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| 300 | // This function binds the texture to the GPU.
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| 301 | void RenderSceneInitialization();
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| 302 |
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| 303 | // Functions to crate different type of textures.
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| 304 | IDirect3DTexture9* CreateTexture( int size, D3DFORMAT Format );
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| 305 | IDirect3DCubeTexture9* CreateCubeTexture( int size, D3DFORMAT Format );
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| 306 | IDirect3DSurface9* CreateDepthStencilSurface( int size );
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| 307 |
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| 308 | // This function creates vertex buffer.
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| 309 | void CreateVertexBuffer();
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| 310 |
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| 311 | void InitializeHUD();
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| 312 | void CALLBACK OnGUIEvent( UINT nEvent, int nControlID, CDXUTControl* pControl );
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| 313 |
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| 314 | //--------------------------------------------------------------------------------------
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| 315 | // Entry point to the program. Initializes everything and goes into a message processing
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| 316 | // loop. Idle time is used to render the scene.
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| 317 | //--------------------------------------------------------------------------------------
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| 318 | INT WINAPI WinMain( HINSTANCE, HINSTANCE, LPSTR, int )
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| 319 | {
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| 320 | // Set the callback functions. These functions allow the sample framework to notify
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| 321 | // the application about device changes, user input, and windows messages. The
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| 322 | // callbacks are optional so you need only set callbacks for events you're interested
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| 323 | // in. However, if you don't handle the device reset/lost callbacks then the sample
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| 324 | // framework won't be able to reset your device since the application must first
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| 325 | // release all device resources before resetting. Likewise, if you don't handle the
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| 326 | // device created/destroyed callbacks then the sample framework won't be able to
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| 327 | // recreate your device resources.
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| 328 | DXUTSetCallbackDeviceCreated( OnCreateDevice );
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| 329 | DXUTSetCallbackDeviceReset( OnResetDevice );
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| 330 | DXUTSetCallbackDeviceLost( OnLostDevice );
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| 331 | DXUTSetCallbackDeviceDestroyed( OnDestroyDevice );
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| 332 | DXUTSetCallbackMsgProc( MsgProc );
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| 333 | DXUTSetCallbackKeyboard( KeyboardProc );
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| 334 | DXUTSetCallbackFrameRender( OnFrameRender );
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| 335 | DXUTSetCallbackFrameMove( OnFrameMove );
|
---|
| 336 |
|
---|
| 337 | // Show the cursor and clip it when in full screen
|
---|
| 338 | DXUTSetCursorSettings( true, true );
|
---|
| 339 |
|
---|
| 340 |
|
---|
| 341 |
|
---|
| 342 | // Initialize the sample framework and create the desired Win32 window and Direct3D
|
---|
| 343 | // device for the application. Calling each of these functions is optional, but they
|
---|
| 344 | // allow you to set several options which control the behavior of the framework.
|
---|
| 345 | DXUTInit( true, true, true ); // Parse the command line, handle the default hotkeys, and show msgboxes
|
---|
| 346 | DXUTCreateWindow( L"RayTraceEffects" );
|
---|
| 347 | DXUTCreateDevice( D3DADAPTER_DEFAULT, true, WINDOW_SIZE_X, WINDOW_SIZE_Y, IsDeviceAcceptable, ModifyDeviceSettings );
|
---|
| 348 |
|
---|
| 349 | // Pass control to the sample framework for handling the message pump and
|
---|
| 350 | // dispatching render calls. The sample framework will call your FrameMove
|
---|
| 351 | // and FrameRender callback when there is idle time between handling window messages.
|
---|
| 352 | DXUTMainLoop();
|
---|
| 353 |
|
---|
| 354 | // Perform any application-level cleanup here. Direct3D device resources are released within the
|
---|
| 355 | // appropriate callback functions and therefore don't require any cleanup code here.
|
---|
| 356 |
|
---|
| 357 | return DXUTGetExitCode();
|
---|
| 358 | }
|
---|
| 359 |
|
---|
| 360 | //--------------------------------------------------------------------------------------
|
---|
| 361 | // Initialize the app
|
---|
| 362 | //--------------------------------------------------------------------------------------
|
---|
| 363 | void InitializeHUD()
|
---|
| 364 | {
|
---|
| 365 | // Initialize dialog
|
---|
| 366 | int posX = 350;
|
---|
| 367 | int posY = 35;
|
---|
| 368 | int sliderWidth = 120;
|
---|
| 369 | int sliderHeight = 14;
|
---|
| 370 | g_HUD.SetCallback( OnGUIEvent );
|
---|
| 371 |
|
---|
| 372 | g_HUD.AddSlider( IDC_NUMBER_OF_ITERATION_SLIDER, posX, posY += 16, sliderWidth, sliderHeight, 0,
|
---|
| 373 | 20, g_iNumberOfIteration );
|
---|
| 374 |
|
---|
| 375 | g_HUD.AddSlider( IDC_FRESNEL_FACTOR_SLIDER, posX, posY += 16, sliderWidth, sliderHeight, 0,
|
---|
| 376 | 100, (int)( g_fFresnelFactor * 100.0f ) );
|
---|
| 377 |
|
---|
| 378 | g_HUD.AddSlider( IDC_REFRACTION_INDEX_SLIDER, posX, posY += 16, sliderWidth, sliderHeight, 0,
|
---|
| 379 | 100, (int)( g_fRefractionIndex * 100.0f + 1 ) );
|
---|
| 380 |
|
---|
| 381 | g_HUD.AddSlider( IDC_SHADOW_INTENSITY_SLIDER, posX, posY += 16, sliderWidth, sliderHeight, 0,
|
---|
| 382 | 100, (int)( g_fShadowIntensity * 100.0f ) );
|
---|
| 383 |
|
---|
| 384 | g_HUD.AddSlider( IDC_CAUSTICS_INTENSITY_SLIDER, posX, posY += 16, sliderWidth, sliderHeight, -4000,
|
---|
| 385 | 500, (int)( log( g_fCausticsIntensity ) / log ( 1.2f ) * 100.0f ) );
|
---|
| 386 |
|
---|
| 387 | g_HUD.AddSlider( IDC_PHOTON_MAP_SIZE_SLIDER, posX, posY += 16, sliderWidth, sliderHeight, 0,
|
---|
| 388 | (int)( log( (float)PHOTONMAP_MAX_SIZE ) / log( 2.0f ) ), (int)( log( (float)g_iPhotonMapSize ) / log( 2.0f ) ) );
|
---|
| 389 |
|
---|
| 390 | g_HUD.AddSlider( IDC_SNIPPET_SIZE_SLIDER, posX, posY += 16, sliderWidth, sliderHeight, 0,
|
---|
| 391 | SNIPPET_MAX_SIZE * 100, (int)( g_fSnippetSize * 100.0f ) );
|
---|
| 392 |
|
---|
| 393 | // --------------------------------------------------------------------------------------------
|
---|
| 394 |
|
---|
| 395 | posX = 0;
|
---|
| 396 | posY = 35;
|
---|
| 397 |
|
---|
| 398 | g_HUD.AddCheckBox( IDC_SHADOW_CHECK_BOX, L"Shadow ON/OFF", posX, posY += 20, 125, 16, g_bShadowON, 'S' );
|
---|
| 399 | g_HUD.AddCheckBox( IDC_CAUSTICS_CHECK_BOX, L"Caustics ON/OFF", posX, posY += 20, 125, 16, g_bCausticsON, 'C' );
|
---|
| 400 | g_HUD.AddCheckBox( IDC_CENTEROBJ_CHECK_BOX, L"CenterObj ON/OFF", posX, posY += 20, 125, 16, g_bRenderCenterObjectWithBrdfON, 'X' );
|
---|
| 401 | g_HUD.AddCheckBox( IDC_SNIPPET_SIZE_IS_CONSTANT_CHECK_BOX, L"Indep. Snippet size?", posX, posY += 20, 125, 16, g_bSnippetSizeIsConstant, 'V' );
|
---|
| 402 | g_HUD.AddCheckBox( IDC_SHOW_PHOTON_MAP_CHECK_BOX, L"Show Ph.Map ON/OFF", posX, posY += 20, 125, 16, g_bShowPhotonMap, 'M' );
|
---|
| 403 |
|
---|
| 404 |
|
---|
| 405 | g_HUD.AddRadioButton( IDC_CLASSIC_METHOD, 1, L"Classic method", posX, posY += 30, 125, 16, false );
|
---|
| 406 | g_HUD.AddRadioButton( IDC_DISTANCE_IMPOSTOR_METHOD, 1, L"Dist. imp. method", posX, posY += 20, 125, 16, true );
|
---|
| 407 |
|
---|
| 408 | g_HUD.AddButton( IDC_RESET_PARAMETERS_BUTTON, L"Reset parameters", posX, posY += 30, 125, 16, 'Y' );
|
---|
| 409 | }
|
---|
| 410 |
|
---|
| 411 |
|
---|
| 412 | //--------------------------------------------------------------------------------------
|
---|
| 413 | // Called during device initialization, this code checks the device for some
|
---|
| 414 | // minimum set of capabilities, and rejects those that don't pass by returning false.
|
---|
| 415 | //--------------------------------------------------------------------------------------
|
---|
| 416 | bool CALLBACK IsDeviceAcceptable( D3DCAPS9* pCaps, D3DFORMAT AdapterFormat,
|
---|
| 417 | D3DFORMAT BackBufferFormat, bool bWindowed )
|
---|
| 418 | {
|
---|
| 419 | // Skip backbuffer formats that don't support alpha blending
|
---|
| 420 | IDirect3D9* pD3D = DXUTGetD3DObject();
|
---|
| 421 | if( FAILED( pD3D->CheckDeviceFormat( pCaps->AdapterOrdinal, pCaps->DeviceType,
|
---|
| 422 | AdapterFormat, D3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING,
|
---|
| 423 | D3DRTYPE_TEXTURE, BackBufferFormat ) ) )
|
---|
| 424 | return false;
|
---|
| 425 |
|
---|
| 426 | // Must support cube textures
|
---|
| 427 | if( !( pCaps->TextureCaps & D3DPTEXTURECAPS_CUBEMAP ) )
|
---|
| 428 | return false;
|
---|
| 429 |
|
---|
| 430 | // Must support pixel shader 3.0
|
---|
| 431 | if( pCaps->PixelShaderVersion < D3DPS_VERSION( 3, 0 ) )
|
---|
| 432 | return false;
|
---|
| 433 |
|
---|
| 434 | // need to support D3DFMT_A32B32G32R32F render target
|
---|
| 435 | if( FAILED( pD3D->CheckDeviceFormat( pCaps->AdapterOrdinal, pCaps->DeviceType,
|
---|
| 436 | AdapterFormat, D3DUSAGE_RENDERTARGET,
|
---|
| 437 | D3DRTYPE_CUBETEXTURE, D3DFMT_A32B32G32R32F ) ) )
|
---|
| 438 | return false;
|
---|
| 439 |
|
---|
| 440 | return true;
|
---|
| 441 | }
|
---|
| 442 |
|
---|
| 443 |
|
---|
| 444 | //--------------------------------------------------------------------------------------
|
---|
| 445 | // This callback function is called immediately before a device is created to allow the
|
---|
| 446 | // application to modify the device settings. The supplied pDeviceSettings parameter
|
---|
| 447 | // contains the settings that the framework has selected for the new device, and the
|
---|
| 448 | // application can make any desired changes directly to this structure. Note however that
|
---|
| 449 | // the sample framework will not correct invalid device settings so care must be taken
|
---|
| 450 | // to return valid device settings, otherwise IDirect3D9::CreateDevice() will fail.
|
---|
| 451 | //--------------------------------------------------------------------------------------
|
---|
| 452 | void CALLBACK ModifyDeviceSettings( DXUTDeviceSettings* pDeviceSettings, const D3DCAPS9* pCaps )
|
---|
| 453 | {
|
---|
| 454 | // If device doesn't support HW T&L or doesn't support 1.1 vertex shaders in HW then switch to SWVP.
|
---|
| 455 | if( (pCaps->DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT) == 0 ||
|
---|
| 456 | pCaps->VertexShaderVersion < D3DVS_VERSION(1,1) )
|
---|
| 457 | {
|
---|
| 458 | pDeviceSettings->BehaviorFlags = D3DCREATE_SOFTWARE_VERTEXPROCESSING;
|
---|
| 459 | }
|
---|
| 460 | else
|
---|
| 461 | {
|
---|
| 462 | pDeviceSettings->BehaviorFlags = D3DCREATE_HARDWARE_VERTEXPROCESSING;
|
---|
| 463 | }
|
---|
| 464 |
|
---|
| 465 | // This application is designed to work on a pure device by not using
|
---|
| 466 | // IDirect3D9::Get*() methods, so create a pure device if supported and using HWVP.
|
---|
| 467 | if ((pCaps->DevCaps & D3DDEVCAPS_PUREDEVICE) != 0 &&
|
---|
| 468 | (pDeviceSettings->BehaviorFlags & D3DCREATE_HARDWARE_VERTEXPROCESSING) != 0 )
|
---|
| 469 | pDeviceSettings->BehaviorFlags |= D3DCREATE_PUREDEVICE;
|
---|
| 470 |
|
---|
| 471 | // Debugging vertex shaders requires either REF or software vertex processing
|
---|
| 472 | // and debugging pixel shaders requires REF.
|
---|
| 473 | #ifdef DEBUG_VS
|
---|
| 474 | if( pDeviceSettings->DeviceType != D3DDEVTYPE_REF )
|
---|
| 475 | {
|
---|
| 476 | pDeviceSettings->BehaviorFlags &= ~D3DCREATE_HARDWARE_VERTEXPROCESSING;
|
---|
| 477 | pDeviceSettings->BehaviorFlags &= ~D3DCREATE_PUREDEVICE;
|
---|
| 478 | pDeviceSettings->BehaviorFlags |= D3DCREATE_SOFTWARE_VERTEXPROCESSING;
|
---|
| 479 | }
|
---|
| 480 | #endif
|
---|
| 481 | #ifdef DEBUG_PS
|
---|
| 482 | pDeviceSettings->DeviceType = D3DDEVTYPE_REF;
|
---|
| 483 | #endif
|
---|
| 484 | }
|
---|
| 485 |
|
---|
| 486 |
|
---|
| 487 |
|
---|
| 488 | // Creates VertexBuffer
|
---|
| 489 | void CreateVertexBuffer()
|
---|
| 490 | {
|
---|
| 491 | HRESULT hr;
|
---|
| 492 |
|
---|
| 493 | SAFE_RELEASE( g_bSnippetVertexBuffer );
|
---|
| 494 |
|
---|
| 495 | V( g_pd3dDevice->CreateVertexBuffer( (sizeof(float) * 54 * g_iPhotonMapSize * g_iPhotonMapSize ),
|
---|
| 496 | D3DUSAGE_WRITEONLY, D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX0 | D3DFVF_TEXCOORDSIZE2( 2 ),
|
---|
| 497 | D3DPOOL_DEFAULT, &g_bSnippetVertexBuffer, NULL ) );
|
---|
| 498 |
|
---|
| 499 | void* pData;
|
---|
| 500 | V ( g_bSnippetVertexBuffer->Lock( 0, 0, &pData, 0 ) );
|
---|
| 501 | float* pVertexBuffer = (float*)pData;
|
---|
| 502 | for ( int i = 0; i < g_iPhotonMapSize; i++ )
|
---|
| 503 | {
|
---|
| 504 | for ( int j = 0; j < g_iPhotonMapSize; j++ )
|
---|
| 505 | {
|
---|
| 506 | // Determines the exponent of the PhotonMap size.
|
---|
| 507 | // It is used as an index to look up from g_fSizeOfSnippet array.
|
---|
| 508 | int iPhotonMapSizeExponent = (int)(log( (float)g_iPhotonMapSize ) / log ( 2.0f ) + 0.5f ); // 0..8
|
---|
| 509 |
|
---|
| 510 | // By default the fSnippetSize is not constant in world space
|
---|
| 511 | float fSnippetSize = g_fSizeOfSnippet[ iPhotonMapSizeExponent ] * g_fSnippetSize / g_iPhotonMapSize;
|
---|
| 512 | // Decides wether the Snippet size is constant in world space or not.
|
---|
| 513 | if ( g_bSnippetSizeIsConstant )
|
---|
| 514 | // If constant
|
---|
| 515 | fSnippetSize = g_fSizeOfSnippetWithIndependentSnippetSize[ iPhotonMapSizeExponent ] * g_fSnippetSize / g_iPhotonMapSize;
|
---|
| 516 |
|
---|
| 517 | float number = (float)( i * g_iPhotonMapSize + j );
|
---|
| 518 |
|
---|
| 519 | float u = (float) i / g_iPhotonMapSize;
|
---|
| 520 | float v = (float) j / g_iPhotonMapSize;
|
---|
| 521 |
|
---|
| 522 | SnippetVertexStruct snippetVertices[] =
|
---|
| 523 | {
|
---|
| 524 | // x, y, z, r, g,b,a, u, v,
|
---|
| 525 | { -fSnippetSize, -fSnippetSize, 0, number, 0,1,0, u, v },
|
---|
| 526 | { -fSnippetSize, fSnippetSize, 0, number, 0,0,0, u, v },
|
---|
| 527 | { fSnippetSize, fSnippetSize, 0, number, 1,0,0, u, v },
|
---|
| 528 | { fSnippetSize, fSnippetSize, 0, number, 1,0,0, u, v },
|
---|
| 529 | { fSnippetSize, -fSnippetSize, 0, number, 1,1,0, u, v },
|
---|
| 530 | { -fSnippetSize, -fSnippetSize, 0, number, 0,1,0, u, v },
|
---|
| 531 | };
|
---|
| 532 |
|
---|
| 533 | memcpy( pVertexBuffer, snippetVertices, sizeof( snippetVertices ) );
|
---|
| 534 | pVertexBuffer += 54;
|
---|
| 535 | }
|
---|
| 536 | }
|
---|
| 537 | V (g_bSnippetVertexBuffer->Unlock() );
|
---|
| 538 |
|
---|
| 539 | SAFE_RELEASE( g_pPhotonMapDepthStencilSurface );
|
---|
| 540 | SAFE_RELEASE( g_pPhotonUVTexture );
|
---|
| 541 | SAFE_RELEASE( g_pPhotonUVMapSurface );
|
---|
| 542 |
|
---|
| 543 | g_pPhotonMapDepthStencilSurface = CreateDepthStencilSurface( g_iPhotonMapSize );
|
---|
| 544 | g_pPhotonUVTexture = CreateTexture( g_iPhotonMapSize, D3DFMT_A32B32G32R32F );
|
---|
| 545 | V( g_pPhotonUVTexture->GetSurfaceLevel( 0, &g_pPhotonUVMapSurface ) );
|
---|
| 546 |
|
---|
| 547 | // Sends the new texture parameters to the GPU.
|
---|
| 548 | RenderSceneInitialization();
|
---|
| 549 | }
|
---|
| 550 |
|
---|
| 551 |
|
---|
| 552 | D3DXMATRIXA16 ScaleAndOffset(float fScale, D3DXVECTOR3 vOffset)
|
---|
| 553 | {
|
---|
| 554 | D3DXMATRIXA16 mScale, mOffset;
|
---|
| 555 | D3DXMatrixIdentity(&mScale);
|
---|
| 556 | D3DXMatrixIdentity(&mOffset);
|
---|
| 557 |
|
---|
| 558 | D3DXMatrixTranslation( &mOffset, vOffset.x, vOffset.y, vOffset.z );
|
---|
| 559 | D3DXMatrixScaling( &mScale, fScale, fScale, fScale );
|
---|
| 560 |
|
---|
| 561 | return mScale * mOffset;
|
---|
| 562 | }
|
---|
| 563 |
|
---|
| 564 | //--------------------------------------------------------------------------------------
|
---|
| 565 | // This callback function will be called immediately after the Direct3D device has been
|
---|
| 566 | // created, which will happen during application initialization and windowed/full screen
|
---|
| 567 | // toggles. This is the best location to create D3DPOOL_MANAGED resources since these
|
---|
| 568 | // resources need to be reloaded whenever the device is destroyed. Resources created
|
---|
| 569 | // here should be released in the OnDestroyDevice callback.
|
---|
| 570 | //--------------------------------------------------------------------------------------
|
---|
| 571 | HRESULT CALLBACK OnCreateDevice( IDirect3DDevice9* pd3dDevice, const D3DSURFACE_DESC* pBackBufferSurfaceDesc )
|
---|
| 572 | {
|
---|
| 573 | HRESULT hr;
|
---|
| 574 |
|
---|
| 575 | // Make the device available as a global variable.
|
---|
| 576 | g_pd3dDevice = pd3dDevice;
|
---|
| 577 |
|
---|
| 578 | // Initialize the font
|
---|
| 579 | V_RETURN( D3DXCreateFont( pd3dDevice, 15, 0, FW_BOLD, 1, FALSE, DEFAULT_CHARSET,
|
---|
| 580 | OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, DEFAULT_PITCH | FF_DONTCARE,
|
---|
| 581 | L"Arial", &g_pFont ) );
|
---|
| 582 |
|
---|
| 583 | // Define DEBUG_VS and/or DEBUG_PS to debug vertex and/or pixel shaders with the
|
---|
| 584 | // shader debugger. In this case shaders will be unoptimized and forced into software.
|
---|
| 585 | DWORD dwShaderFlags = D3DXSHADER_PREFER_FLOW_CONTROL | D3DXSHADER_SKIPOPTIMIZATION;
|
---|
| 586 | #ifdef DEBUG_VS
|
---|
| 587 | dwShaderFlags |= D3DXSHADER_FORCE_VS_SOFTWARE_NOOPT;
|
---|
| 588 | #endif
|
---|
| 589 | #ifdef DEBUG_PS
|
---|
| 590 | dwShaderFlags |= D3DXSHADER_FORCE_PS_SOFTWARE_NOOPT;
|
---|
| 591 | #endif
|
---|
| 592 |
|
---|
| 593 | // Read the D3DX effect file
|
---|
| 594 | WCHAR str[MAX_PATH];
|
---|
| 595 | V_RETURN( DXUTFindDXSDKMediaFileCch( str, MAX_PATH, L"RayTraceEffects.fx" ) );
|
---|
| 596 |
|
---|
| 597 | ID3DXBuffer* errBuff = NULL;
|
---|
| 598 | if (FAILED(D3DXCreateEffectFromFile( pd3dDevice, str, NULL, NULL, dwShaderFlags, NULL, &g_pEffect, &errBuff )))
|
---|
| 599 | {
|
---|
| 600 | const int BufSize = 500;
|
---|
| 601 | wchar_t wbuf[BufSize];
|
---|
| 602 | mbstowcs( wbuf, (const char*)errBuff->GetBufferPointer(), BufSize );
|
---|
| 603 | MessageBox(NULL, wbuf, L".fx compilation error", MB_ICONERROR);
|
---|
| 604 | exit(-1);
|
---|
| 605 | }
|
---|
| 606 |
|
---|
| 607 |
|
---|
| 608 | // --- Initialize the matrices ---------------------------------------------------------------
|
---|
| 609 |
|
---|
| 610 | // World transform to identity
|
---|
| 611 | D3DXMATRIXA16 mIdent;
|
---|
| 612 | D3DXMatrixIdentity( & mIdent );
|
---|
| 613 | V_RETURN( pd3dDevice->SetTransform( D3DTS_WORLD, &mIdent ) );
|
---|
| 614 |
|
---|
| 615 | // Setup the camera's view parameters
|
---|
| 616 | D3DXVECTOR3 vEyePt( -4.0f, 5.0f, -11.0f );
|
---|
| 617 | D3DXVECTOR3 vLookatPt( 0.0f, 0.0f, 0.0f );
|
---|
| 618 | g_Camera.SetViewParams( &vEyePt, &vLookatPt );
|
---|
| 619 |
|
---|
| 620 | // Initialize the position of light
|
---|
| 621 | g_vLightPos = D3DXVECTOR3( 0.0f, 4.9f, -4.9f );
|
---|
| 622 |
|
---|
| 623 | // For shadow mapping
|
---|
| 624 | // Set special texture matrix for shadow mapping
|
---|
| 625 | float fOffsetX = 0.5f + (0.5f / (float)SHADOWMAP_SIZE);
|
---|
| 626 | float fOffsetY = 0.5f + (0.5f / (float)SHADOWMAP_SIZE);
|
---|
| 627 | float range = 1; //note different scale in DX9!
|
---|
| 628 | //float fBias = -0.001f * range;
|
---|
| 629 | float fBias = 0.0f;
|
---|
| 630 | g_mTexScaleBiasMat = D3DXMATRIXA16( 0.5f, 0.0f, 0.0f, 0.0f,
|
---|
| 631 | 0.0f, -0.5f, 0.0f, 0.0f,
|
---|
| 632 | 0.0f, 0.0f, range, 0.0f,
|
---|
| 633 | fOffsetX, fOffsetY, fBias, 1.0f );
|
---|
| 634 |
|
---|
| 635 |
|
---|
| 636 | // The matrices must be initialized before mesh loading!
|
---|
| 637 | // --- Load objects -----------------------------------------------------------------------------------
|
---|
| 638 |
|
---|
| 639 | // load default center object
|
---|
[2494] | 640 | if( FAILED( LoadMesh( SKULL, &g_pCenterObjectMesh, true ) ) ) return DXUTERR_MEDIANOTFOUND;
|
---|
[754] | 641 |
|
---|
| 642 | // load room
|
---|
| 643 | if( FAILED( LoadMesh( ROOM, &g_pRoomMesh, false ) ) ) return DXUTERR_MEDIANOTFOUND;
|
---|
| 644 |
|
---|
| 645 | // load light object
|
---|
| 646 | if( FAILED( LoadMesh( SPHERE, &g_pLightMesh, false ) ) ) return DXUTERR_MEDIANOTFOUND;
|
---|
| 647 |
|
---|
| 648 | // load light object
|
---|
| 649 | if( FAILED( LoadMesh( COLUMN, &g_pColumnMesh, false ) ) ) return DXUTERR_MEDIANOTFOUND;
|
---|
| 650 |
|
---|
| 651 | // --- Load objects ends ------------------------------------------------------------------------------
|
---|
| 652 |
|
---|
| 653 |
|
---|
| 654 | g_pRoomCubeMapColorDistTexture = CreateCubeTexture( CUBEMAP_SIZE, D3DFMT_A16B16G16R16F ); // Because 32 can not use linear filtering.
|
---|
| 655 | g_pRoomCubeMapUVTexture = CreateCubeTexture( CUBEMAP_SIZE, D3DFMT_A16B16G16R16F ); // Because 32 can not use linear filtering.
|
---|
| 656 |
|
---|
| 657 | g_pShadowMapTexture = CreateTexture( SHADOWMAP_SIZE, D3DFMT_A16B16G16R16F ); // Because we use the alpha channel.
|
---|
| 658 | g_pRoomTexture = CreateTexture( ATLASMAP_SIZE, D3DFMT_A16B16G16R16F );
|
---|
| 659 | g_pRoomModifyTexture = CreateTexture( ATLASMAP_SIZE, D3DFMT_A16B16G16R16F ); // Because 32 can not use BLEND function.
|
---|
| 660 | g_pRoomLastTexture = CreateTexture( ATLASMAP_SIZE, D3DFMT_A16B16G16R16F );
|
---|
| 661 |
|
---|
| 662 |
|
---|
| 663 | V( g_pShadowMapTexture->GetSurfaceLevel( 0, &g_pShadowMapSurface ) );
|
---|
| 664 | V( g_pRoomTexture->GetSurfaceLevel( 0, &g_pRoomSurface ) );
|
---|
| 665 | V( g_pRoomModifyTexture->GetSurfaceLevel( 0, &g_pRoomModifySurface ) );
|
---|
| 666 | V( g_pRoomLastTexture->GetSurfaceLevel( 0, &g_pRoomLastSurface ) );
|
---|
| 667 |
|
---|
| 668 |
|
---|
| 669 | V( D3DXLoadSurfaceFromFile( g_pRoomSurface, NULL, NULL, L"Media\\Maps\\RoomTextMap.png", NULL, D3DX_FILTER_NONE, 0xFFFFFFFF, NULL ));
|
---|
| 670 |
|
---|
| 671 | // Creates ColumnsTextureArray and surfaces. Load the original map from file to the last one.
|
---|
| 672 | // The last one is used always as a source.
|
---|
| 673 | for( int i = 0; i < 4; i++ )
|
---|
| 674 | {
|
---|
| 675 | g_pColumnModifyTexture[i] = CreateTexture( ATLASMAP_SIZE, D3DFMT_A16B16G16R16F ); // Because 32 can not use BLEND function.
|
---|
| 676 | V( g_pColumnModifyTexture[i]->GetSurfaceLevel( 0, &g_pColumnsModifySurface[i] ) );
|
---|
| 677 | }
|
---|
| 678 |
|
---|
| 679 | for( int i = 0; i < 5; i++ )
|
---|
| 680 | {
|
---|
| 681 | g_pColumnLastTexture[i] = CreateTexture( ATLASMAP_SIZE, D3DFMT_A16B16G16R16F ); // Because 32 can not use BLEND function.
|
---|
| 682 | V( g_pColumnLastTexture[i]->GetSurfaceLevel( 0, &g_pColumnsLastSurface[i] ) );
|
---|
| 683 | }
|
---|
| 684 |
|
---|
| 685 | D3DXLoadSurfaceFromFile( g_pColumnsLastSurface[4], NULL, NULL, L"Media\\Maps\\ColumnMap.png", NULL, D3DX_FILTER_NONE, 0xFFFFFFFF, NULL );
|
---|
| 686 |
|
---|
| 687 |
|
---|
| 688 | g_pShadowMapDepthStencilSSurface = CreateDepthStencilSurface( SHADOWMAP_SIZE );
|
---|
| 689 | g_pDepthStencilSurface = CreateDepthStencilSurface( ATLASMAP_SIZE );
|
---|
| 690 | g_pRoomCubeMapDepthStencilSurface = CreateDepthStencilSurface( CUBEMAP_SIZE );
|
---|
| 691 |
|
---|
| 692 | // Creates Snippet Texture, and loads from file
|
---|
| 693 | D3DXCreateTextureFromFile( pd3dDevice, L"Media\\Maps\\PowerOfSnippetTexel.dds", &g_pPowerOfSnippetTexelTexture);
|
---|
| 694 |
|
---|
| 695 | RenderSceneInitialization();
|
---|
| 696 |
|
---|
| 697 | return S_OK;
|
---|
| 698 | }
|
---|
| 699 |
|
---|
| 700 |
|
---|
| 701 | //--------------------------------------------------------------------------------------
|
---|
| 702 | // LoadMesh from file
|
---|
| 703 | //--------------------------------------------------------------------------------------
|
---|
| 704 | HRESULT LoadMesh( WCHAR* strFileName, ID3DXMesh** ppMesh, bool bComputeBoundingBox )
|
---|
| 705 | {
|
---|
| 706 | ID3DXMesh* pMesh = NULL;
|
---|
| 707 | WCHAR str[MAX_PATH];
|
---|
| 708 | D3DXVECTOR3 minPos, maxPos;
|
---|
| 709 | HRESULT hr;
|
---|
| 710 |
|
---|
| 711 | // Load the mesh with D3DX and get back a ID3DXMesh*. For this
|
---|
| 712 | // sample we'll ignore the X file's embedded materials since we know
|
---|
| 713 | // exactly the model we're loading. See the mesh samples such as
|
---|
| 714 | // "OptimizedMesh" for a more generic mesh loading example.
|
---|
| 715 | V_RETURN( DXUTFindDXSDKMediaFileCch( str, MAX_PATH, strFileName ) );
|
---|
| 716 | V_RETURN( D3DXLoadMeshFromX(str, D3DXMESH_MANAGED, g_pd3dDevice, NULL, NULL, NULL, NULL, &pMesh) );
|
---|
| 717 |
|
---|
| 718 | if ( bComputeBoundingBox )
|
---|
| 719 | {
|
---|
| 720 | // Lock the vertex buffer, to generate a simple bounding box
|
---|
| 721 | IDirect3DVertexBuffer9* pMeshVB = NULL;
|
---|
| 722 | void* pVertices;
|
---|
| 723 | hr = pMesh->GetVertexBuffer( &pMeshVB );
|
---|
| 724 | if( SUCCEEDED( hr ) )
|
---|
| 725 | {
|
---|
| 726 | hr = pMeshVB->Lock( 0, 0, &pVertices, D3DLOCK_NOSYSLOCK );
|
---|
| 727 | if( SUCCEEDED(hr) )
|
---|
| 728 | {
|
---|
| 729 | D3DXComputeBoundingBox( ( D3DXVECTOR3*)pVertices, pMesh->GetNumVertices(),
|
---|
| 730 | D3DXGetFVFVertexSize( pMesh->GetFVF() ),
|
---|
| 731 | &minPos, &maxPos );
|
---|
| 732 | pMeshVB->Unlock();
|
---|
| 733 | }
|
---|
| 734 | pMeshVB->Release();
|
---|
| 735 |
|
---|
| 736 | // If an Object was previously loaded, it removes its offset from WorldCenterObject matrix.
|
---|
| 737 | g_vCenterObjectPos += g_vCenterObjectPosInitial * g_fCenterObjectSize;
|
---|
| 738 |
|
---|
| 739 | // mesh: center-size .. center+size
|
---|
| 740 | g_vCenterObjectPosInitial = ( minPos + maxPos ) / 2.0f;
|
---|
| 741 |
|
---|
| 742 | // The size of the Center Object
|
---|
| 743 | D3DXVECTOR3 vCenterObjectSize = ( maxPos - minPos ) / 2.0f;
|
---|
| 744 |
|
---|
| 745 | // The diameter of the center object
|
---|
| 746 | float fCenterObjectDiameter = sqrt( vCenterObjectSize.x * vCenterObjectSize.x +
|
---|
| 747 | vCenterObjectSize.y * vCenterObjectSize.y +
|
---|
| 748 | vCenterObjectSize.z * vCenterObjectSize.z ) / 1.732f;
|
---|
| 749 |
|
---|
| 750 | // Center Object size
|
---|
| 751 | g_fCenterObjectSize = (float)CENTEROBJECTRADIUS / fCenterObjectDiameter;
|
---|
| 752 |
|
---|
| 753 | // Eliminate the offset defined by the X file
|
---|
| 754 | //g_vCenterObjectPos = D3DXVECTOR3(0,0,0);
|
---|
| 755 | g_vCenterObjectPos -= g_vCenterObjectPosInitial * g_fCenterObjectSize;
|
---|
| 756 |
|
---|
| 757 | // Center Object scale
|
---|
| 758 | g_mWorldCenterObject = ScaleAndOffset(g_fCenterObjectSize, g_vCenterObjectPos);
|
---|
| 759 | }
|
---|
| 760 | }
|
---|
| 761 |
|
---|
| 762 | DWORD *rgdwAdjacency = NULL;
|
---|
| 763 |
|
---|
| 764 | // Make sure there are normals which are required for lighting
|
---|
| 765 | if( !(pMesh->GetFVF() & D3DFVF_NORMAL) )
|
---|
| 766 | {
|
---|
| 767 | ID3DXMesh* pTempMesh;
|
---|
| 768 | V( pMesh->CloneMeshFVF( pMesh->GetOptions(),
|
---|
| 769 | pMesh->GetFVF() | D3DFVF_NORMAL,
|
---|
| 770 | g_pd3dDevice, &pTempMesh ) );
|
---|
| 771 | V( D3DXComputeNormals( pTempMesh, NULL ) );
|
---|
| 772 |
|
---|
| 773 | SAFE_RELEASE( pMesh );
|
---|
| 774 | pMesh = pTempMesh;
|
---|
| 775 | }
|
---|
| 776 |
|
---|
| 777 | // Optimize the mesh for this graphics card's vertex cache
|
---|
| 778 | // so when rendering the mesh's triangle list the vertices will
|
---|
| 779 | // cache hit more often so it won't have to re-execute the vertex shader
|
---|
| 780 | // on those vertices so it will improve perf.
|
---|
| 781 | rgdwAdjacency = new DWORD[pMesh->GetNumFaces() * 3];
|
---|
| 782 | if( rgdwAdjacency == NULL )
|
---|
| 783 | return E_OUTOFMEMORY;
|
---|
| 784 | V( pMesh->ConvertPointRepsToAdjacency(NULL, rgdwAdjacency) );
|
---|
| 785 | V( pMesh->OptimizeInplace(D3DXMESHOPT_VERTEXCACHE, rgdwAdjacency, NULL, NULL, NULL) );
|
---|
| 786 | delete []rgdwAdjacency;
|
---|
| 787 |
|
---|
| 788 | *ppMesh = pMesh;
|
---|
| 789 |
|
---|
| 790 | return S_OK;
|
---|
| 791 | }
|
---|
| 792 |
|
---|
| 793 | //--------------------------------------------------------------------------------------
|
---|
| 794 | // Util function.
|
---|
| 795 | // Creates an empty texture. These textures will be used as render targets, therefore
|
---|
| 796 | // the Usage flag is set to D3DUSAGE_RENDERTARGET and consequently, the assigned
|
---|
| 797 | // memory pool is D3DPOOL_DEFAULT.
|
---|
| 798 | // Params: size and format (eg. D3DFMT_A32B32G32R32F) of the new texture.
|
---|
| 799 | //--------------------------------------------------------------------------------------
|
---|
| 800 | IDirect3DTexture9* CreateTexture( int size, D3DFORMAT Format )
|
---|
| 801 | {
|
---|
| 802 | HRESULT hr;
|
---|
| 803 | IDirect3DTexture9* pTexture;
|
---|
| 804 | V( g_pd3dDevice->CreateTexture( size, size, 1, D3DUSAGE_RENDERTARGET,
|
---|
| 805 | Format, D3DPOOL_DEFAULT, &pTexture, NULL ) );
|
---|
| 806 | return pTexture;
|
---|
| 807 | }
|
---|
| 808 |
|
---|
| 809 | //--------------------------------------------------------------------------------------
|
---|
| 810 | // Util function.
|
---|
| 811 | // Creates an empty cubemap texture of the given resolution and format.
|
---|
| 812 | //--------------------------------------------------------------------------------------
|
---|
| 813 |
|
---|
| 814 | IDirect3DCubeTexture9* CreateCubeTexture( int size, D3DFORMAT Format )
|
---|
| 815 | {
|
---|
| 816 | HRESULT hr;
|
---|
| 817 | IDirect3DCubeTexture9* pCubeTexture;
|
---|
| 818 | V( g_pd3dDevice->CreateCubeTexture( size, 1, D3DUSAGE_RENDERTARGET,
|
---|
| 819 | Format, D3DPOOL_DEFAULT, &pCubeTexture, NULL ) );
|
---|
| 820 | return pCubeTexture;
|
---|
| 821 | }
|
---|
| 822 |
|
---|
| 823 | //--------------------------------------------------------------------------------------
|
---|
| 824 | // Util function.
|
---|
| 825 | // Creates a Depth stencil surface (DSS) of the given size.
|
---|
| 826 | //--------------------------------------------------------------------------------------
|
---|
| 827 | IDirect3DSurface9* CreateDepthStencilSurface( int size )
|
---|
| 828 | {
|
---|
| 829 | HRESULT hr;
|
---|
| 830 | IDirect3DSurface9* pDSSurface;
|
---|
| 831 | V( g_pd3dDevice->CreateDepthStencilSurface( size, size,
|
---|
| 832 | DXUTGetDeviceSettings().pp.AutoDepthStencilFormat,
|
---|
| 833 | D3DMULTISAMPLE_NONE, 0, TRUE, &pDSSurface, NULL ) );
|
---|
| 834 | return pDSSurface;
|
---|
| 835 | }
|
---|
| 836 |
|
---|
| 837 |
|
---|
| 838 | //--------------------------------------------------------------------------------------
|
---|
| 839 | // This callback function will be called immediately after the Direct3D device has been
|
---|
| 840 | // reset, which will happen after a lost device scenario. This is the best location to
|
---|
| 841 | // create D3DPOOL_DEFAULT resources since these resources need to be reloaded whenever
|
---|
| 842 | // the device is lost. Resources created here should be released in the OnLostDevice
|
---|
| 843 | // callback.
|
---|
| 844 | //--------------------------------------------------------------------------------------
|
---|
| 845 | HRESULT CALLBACK OnResetDevice( IDirect3DDevice9* pd3dDevice,
|
---|
| 846 | const D3DSURFACE_DESC* pBackBufferSurfaceDesc )
|
---|
| 847 | {
|
---|
| 848 | HRESULT hr;
|
---|
| 849 | g_pd3dDevice = pd3dDevice;
|
---|
| 850 |
|
---|
| 851 | if( g_pFont )
|
---|
| 852 | V_RETURN( g_pFont->OnResetDevice() );
|
---|
| 853 | if( g_pEffect )
|
---|
| 854 | V_RETURN( g_pEffect->OnResetDevice() );
|
---|
| 855 |
|
---|
| 856 | // Create a sprite to help batch calls when drawing many lines of text
|
---|
| 857 | V_RETURN( D3DXCreateSprite( pd3dDevice, &g_pTextSprite ) );
|
---|
| 858 |
|
---|
| 859 |
|
---|
| 860 | // --- Vertex declarations ------------------------------------------------------------------
|
---|
| 861 |
|
---|
| 862 | // Create vertex declaration for the snippets
|
---|
| 863 | V_RETURN( pd3dDevice->CreateVertexDeclaration( g_aSnippetVertex, &g_pSnippetVertexDeclaration ) );
|
---|
| 864 | CreateVertexBuffer();
|
---|
| 865 |
|
---|
| 866 | // Create vertex declaration for the fullscreen quad
|
---|
| 867 | V( pd3dDevice->CreateVertexDeclaration( g_aFullScreneQuadVertex, &g_pFullScreenQuadVertexDeclaration ) );
|
---|
| 868 | V_RETURN( pd3dDevice->CreateVertexBuffer( 6 * sizeof( FullScreenQuadVertexStruct ),
|
---|
| 869 | D3DUSAGE_WRITEONLY, D3DFVF_FULLSCREENQUADVERTEX, D3DPOOL_DEFAULT, &g_pFullScreenQuadVertexBuffer, NULL ) );
|
---|
| 870 |
|
---|
| 871 | void* pVertices;
|
---|
| 872 | V( g_pFullScreenQuadVertexBuffer->Lock( 0, sizeof( fullscreen ), (void**)&pVertices, 0 ) );
|
---|
| 873 | memcpy( pVertices, fullscreen, sizeof( fullscreen ) );
|
---|
| 874 | g_pFullScreenQuadVertexBuffer->Unlock();
|
---|
| 875 | // --- Vertex declarations ------------------------------------------------------------------
|
---|
| 876 |
|
---|
| 877 | // Setup the camera's projection parameters
|
---|
| 878 | float fAspectRatio = pBackBufferSurfaceDesc->Width / (FLOAT)pBackBufferSurfaceDesc->Height;
|
---|
| 879 | g_Camera.SetProjParams( D3DX_PI/4, fAspectRatio, 0.1f, 1000.0f );
|
---|
| 880 | g_Camera.SetWindow( pBackBufferSurfaceDesc->Width, pBackBufferSurfaceDesc->Height );
|
---|
| 881 | g_Camera.SetButtonMasks( 0, MOUSE_WHEEL, MOUSE_LEFT_BUTTON );
|
---|
| 882 |
|
---|
| 883 | g_HUD.SetLocation( 50, 0 );
|
---|
| 884 | g_HUD.SetSize( 250, 250 );
|
---|
| 885 |
|
---|
| 886 | //DXUTDeviceSettings d3dSettings = DXUTGetDeviceSettings();
|
---|
| 887 | InitializeHUD();
|
---|
| 888 | RenderSceneInitialization();
|
---|
| 889 |
|
---|
| 890 | return S_OK;
|
---|
| 891 | }
|
---|
| 892 |
|
---|
| 893 | //--------------------------------------------------------------------------------------
|
---|
| 894 | // This callback function will be called once at the beginning of every frame. This is the
|
---|
| 895 | // best location for your application to handle updates to the scene, but is not
|
---|
| 896 | // intended to contain actual rendering calls, which should instead be placed in the
|
---|
| 897 | // OnFrameRender callback.
|
---|
| 898 | //--------------------------------------------------------------------------------------
|
---|
| 899 | void CALLBACK OnFrameMove( IDirect3DDevice9* pd3dDevice, double fTime, float fElapsedTime )
|
---|
| 900 | {
|
---|
| 901 | // Update the camera's position based on user input
|
---|
| 902 | g_Camera.FrameMove( fElapsedTime );
|
---|
| 903 | }
|
---|
| 904 |
|
---|
| 905 | //--------------------------------------------------------------------------------------
|
---|
| 906 | // This callback function will be called at the end of every frame to perform all the
|
---|
| 907 | // rendering calls for the scene, and it will also be called if the window needs to be
|
---|
| 908 | // repainted. After this function has returned, the sample framework will call
|
---|
| 909 | // IDirect3DDevice9::Present to display the contents of the next buffer in the swap chain
|
---|
| 910 | //--------------------------------------------------------------------------------------
|
---|
| 911 | void CALLBACK OnFrameRender( IDirect3DDevice9* pd3dDevice, double fTime, float fElapsedTime )
|
---|
| 912 | {
|
---|
| 913 | HRESULT hr;
|
---|
| 914 | D3DXMATRIXA16 mScaleLightObjSize, mWorldViewLight, mWorldViewCausticGenerator;
|
---|
| 915 | g_pd3dDevice = pd3dDevice;
|
---|
| 916 |
|
---|
| 917 | //------------------------------------------------------------------------
|
---|
| 918 | // This is an initialization. This part of the code runs just once.
|
---|
| 919 | // CubeMaps are created and basic setup is done here.
|
---|
| 920 | //------------------------------------------------------------------------
|
---|
| 921 | if ( g_bInitialization )
|
---|
| 922 | {
|
---|
| 923 | RenderSceneInitialization();
|
---|
| 924 | RenderScenePreProcessing();
|
---|
| 925 | g_bInitialization = false;
|
---|
| 926 | }
|
---|
| 927 |
|
---|
| 928 | //------------------------------------------------------------------------
|
---|
| 929 | // This part of the code calculates whether the Caustics should be recalculated or not.
|
---|
| 930 | // Calculate the size of movement between the last Caustics generation and the current position
|
---|
| 931 | //------------------------------------------------------------------------
|
---|
| 932 | float fSumDist = ( abs( g_vLightPos.x - g_vLightPosLast.x ) +
|
---|
| 933 | abs( g_vLightPos.y - g_vLightPosLast.y ) +
|
---|
| 934 | abs( g_vLightPos.z - g_vLightPosLast.z ) +
|
---|
| 935 | abs( g_vCenterObjectPos.x - g_vCenterObjectPosLast.x ) +
|
---|
| 936 | abs( g_vCenterObjectPos.y - g_vCenterObjectPosLast.y ) +
|
---|
| 937 | abs( g_vCenterObjectPos.z - g_vCenterObjectPosLast.z ) );
|
---|
| 938 |
|
---|
| 939 | float fEpsilon = 0.01f; // Tolerance of the max move size between two Caustics generation step
|
---|
| 940 | if ( fSumDist > fEpsilon || g_bRunGenerateCaustics )
|
---|
| 941 | {
|
---|
| 942 | // If the movement is too big, or at least one property is changed
|
---|
| 943 | // the Caustic effect is recalculated
|
---|
| 944 | // Generate Caustics effect
|
---|
| 945 | GenerateCaustics();
|
---|
| 946 |
|
---|
| 947 | // Refreshes Position data
|
---|
| 948 | g_vLightPosLast = g_vLightPos;
|
---|
| 949 | g_vCenterObjectPosLast = g_vCenterObjectPos;
|
---|
| 950 |
|
---|
| 951 | // Turns off the Caustics Generation
|
---|
| 952 | g_bRunGenerateCaustics = false;
|
---|
| 953 | }
|
---|
| 954 |
|
---|
| 955 | //------------------------------------------------------------------------
|
---|
| 956 | // This part of the code renders the visible objects in the scene.
|
---|
| 957 | //------------------------------------------------------------------------
|
---|
| 958 | D3DXMATRIXA16 mWorldCamera = *g_Camera.GetWorldMatrix();
|
---|
| 959 | D3DXMATRIXA16 mViewCamera = *g_Camera.GetViewMatrix();
|
---|
| 960 | D3DXMATRIXA16 mProjCamera = *g_Camera.GetProjMatrix();
|
---|
| 961 |
|
---|
| 962 | D3DXMATRIXA16 mWorldLight = ScaleAndOffset(1, g_vLightPos);
|
---|
| 963 |
|
---|
| 964 | D3DXMATRIXA16 mWorldViewCamera;
|
---|
| 965 | D3DXMatrixMultiply( &mWorldViewCamera, &mWorldCamera, &mViewCamera );
|
---|
| 966 | D3DXMatrixScaling( &mScaleLightObjSize, LIGHTRADIUS, LIGHTRADIUS, LIGHTRADIUS );
|
---|
| 967 | mWorldViewLight = mScaleLightObjSize * mWorldLight * mWorldViewCamera;
|
---|
| 968 | mWorldViewCausticGenerator = g_mWorldCenterObject * mWorldViewCamera;
|
---|
| 969 |
|
---|
| 970 | V( pd3dDevice->Clear( 0L, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x000000ff, 1.0f, 0L ) );
|
---|
| 971 |
|
---|
| 972 | if( SUCCEEDED( pd3dDevice->BeginScene() ) )
|
---|
| 973 | {
|
---|
| 974 | // Renders Room and Columns objects
|
---|
| 975 | RenderScene( &mWorldViewCamera, &mProjCamera, RENDER_ROOM_AND_COLUMNS_SCREEN );
|
---|
| 976 |
|
---|
| 977 | // Renders light source
|
---|
| 978 | RenderScene( &mWorldViewLight, &mProjCamera, RENDER_LIGHT_SCREEN );
|
---|
| 979 |
|
---|
| 980 | // Renders CenterObject (Caustic generator)
|
---|
| 981 | RenderScene( &mWorldViewCausticGenerator, &mProjCamera, RENDER_REFRACT_OBJECT_SCREEN );
|
---|
| 982 |
|
---|
| 983 | if( g_bShowPhotonMap )
|
---|
| 984 | {
|
---|
| 985 | // Renders the PhotonMap into the screen
|
---|
| 986 | RenderScene( &mWorldViewCausticGenerator, &mProjCamera, RENDER_PHOTON_MAP_SCREEN );
|
---|
| 987 | }
|
---|
| 988 |
|
---|
| 989 | // Renders stats and help text
|
---|
| 990 | RenderText();
|
---|
| 991 |
|
---|
| 992 | // Show HUD
|
---|
| 993 | if( g_bShowHUD ) g_HUD.OnRender( fElapsedTime );
|
---|
| 994 |
|
---|
| 995 | pd3dDevice->EndScene();
|
---|
| 996 | }
|
---|
| 997 | }
|
---|
| 998 |
|
---|
| 999 | // The next part will run just once ( the initialization )
|
---|
| 1000 | void RenderScenePreProcessing()
|
---|
| 1001 | {
|
---|
| 1002 | HRESULT hr;
|
---|
| 1003 |
|
---|
| 1004 | D3DXMATRIXA16 mProj_90_Degrees; // projection matrix
|
---|
| 1005 | D3DXMATRIXA16 mWorldView; // worldview matrix
|
---|
| 1006 | D3DXMATRIXA16 mViewCubeMap;
|
---|
| 1007 | LPDIRECT3DSURFACE9 pCubeMapDistSurf, pCubeMapUVSurf;
|
---|
| 1008 |
|
---|
| 1009 | D3DXMATRIXA16 g_mWorldCenterObjectMinus = ScaleAndOffset(1, -g_vCenterObjectPos);
|
---|
| 1010 |
|
---|
| 1011 | // The projection matrix has a FOV of 90 degrees and asp ratio of 1
|
---|
| 1012 | D3DXMatrixPerspectiveFovLH( &mProj_90_Degrees, D3DX_PI * 0.5f, 1.0f, 0.001f, 1000.0f );
|
---|
| 1013 |
|
---|
| 1014 | //----------------------------------------------------------------------------------------------
|
---|
| 1015 | // Saves original settings
|
---|
| 1016 | //----------------------------------------------------------------------------------------------
|
---|
| 1017 | V( g_pd3dDevice->GetRenderTarget( 0, &g_pRenderTargetSurfaceOld ) );
|
---|
| 1018 | if( SUCCEEDED( g_pd3dDevice->GetDepthStencilSurface( &g_pDepthStencilSurfaceOld ) ) )
|
---|
| 1019 | {
|
---|
| 1020 | // If the device has a depth-stencil buffer, use the depth stencil buffer created for the cube textures.
|
---|
| 1021 | V( g_pd3dDevice->SetDepthStencilSurface( g_pRoomCubeMapDepthStencilSurface ) );
|
---|
| 1022 | }
|
---|
| 1023 |
|
---|
| 1024 | //----------------------------------------------------------------------------------------------
|
---|
| 1025 | // creates: CubeMap from the position of the CenterObject (RoomCubeMapColorDistanceTexture)
|
---|
| 1026 | // stores: COLOR(x,y,z) + DISTANCE(w)
|
---|
| 1027 | //----------------------------------------------------------------------------------------------
|
---|
| 1028 | for( int nFace = 0; nFace < 6; ++nFace )
|
---|
| 1029 | {
|
---|
| 1030 | V( g_pRoomCubeMapColorDistTexture->GetCubeMapSurface( (D3DCUBEMAP_FACES)nFace, 0, &pCubeMapDistSurf ) );
|
---|
| 1031 | V( g_pd3dDevice->SetRenderTarget( 0, pCubeMapDistSurf ) );
|
---|
| 1032 | V( g_pd3dDevice->Clear( 0L, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, 0x00000000, 1.0f, 0L ) );
|
---|
| 1033 |
|
---|
| 1034 | if( SUCCEEDED( g_pd3dDevice->BeginScene() ) )
|
---|
| 1035 | {
|
---|
| 1036 | mViewCubeMap = DXUTGetCubeMapViewMatrix( nFace );
|
---|
| 1037 | mWorldView = g_mWorldCenterObjectMinus * mViewCubeMap;
|
---|
| 1038 | RenderScene( &mWorldView, &mProj_90_Degrees, RENDER_ROOM_COLOR_DISTANCE );
|
---|
| 1039 |
|
---|
| 1040 | g_pd3dDevice->EndScene();
|
---|
| 1041 | }
|
---|
| 1042 | SAFE_RELEASE( pCubeMapDistSurf );
|
---|
| 1043 | }
|
---|
| 1044 |
|
---|
| 1045 | //----------------------------------------------------------------------------------------------
|
---|
| 1046 | // creates: CubeMap from the position of the CenterObject (RoomCubeMapUVTexture)
|
---|
| 1047 | // stores: UV(x,y) + ObjectID(z) + 1
|
---|
| 1048 | //----------------------------------------------------------------------------------------------
|
---|
| 1049 | for( int nFace = 0; nFace < 6; ++nFace )
|
---|
| 1050 | {
|
---|
| 1051 | V( g_pRoomCubeMapUVTexture->GetCubeMapSurface( (D3DCUBEMAP_FACES)nFace, 0, &pCubeMapUVSurf ) );
|
---|
| 1052 | V( g_pd3dDevice->SetRenderTarget( 0, pCubeMapUVSurf ) );
|
---|
| 1053 | V( g_pd3dDevice->Clear( 0L, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, 0x00000000, 1.0f, 0L ) );
|
---|
| 1054 |
|
---|
| 1055 | if( SUCCEEDED( g_pd3dDevice->BeginScene() ) )
|
---|
| 1056 | {
|
---|
| 1057 | mViewCubeMap = DXUTGetCubeMapViewMatrix( nFace );
|
---|
| 1058 | mWorldView = g_mWorldCenterObjectMinus * mViewCubeMap;
|
---|
| 1059 | RenderScene( &mWorldView, &mProj_90_Degrees, RENDER_ROOM_UV );
|
---|
| 1060 |
|
---|
| 1061 | g_pd3dDevice->EndScene();
|
---|
| 1062 | }
|
---|
| 1063 | SAFE_RELEASE( pCubeMapUVSurf );
|
---|
| 1064 | }
|
---|
| 1065 |
|
---|
| 1066 | //----------------------------------------------------------------------------------------------
|
---|
| 1067 | // Restores depth-stencil buffer and render target
|
---|
| 1068 | //----------------------------------------------------------------------------------------------
|
---|
| 1069 | if( g_pDepthStencilSurfaceOld )
|
---|
| 1070 | {
|
---|
| 1071 | V( g_pd3dDevice->SetDepthStencilSurface( g_pDepthStencilSurfaceOld ) );
|
---|
| 1072 | SAFE_RELEASE( g_pDepthStencilSurfaceOld );
|
---|
| 1073 | }
|
---|
| 1074 | V( g_pd3dDevice->SetRenderTarget( 0, g_pRenderTargetSurfaceOld ) );
|
---|
| 1075 | SAFE_RELEASE( g_pRenderTargetSurfaceOld );
|
---|
| 1076 | }
|
---|
| 1077 |
|
---|
| 1078 |
|
---|
| 1079 | void GenerateCaustics()
|
---|
| 1080 | {
|
---|
| 1081 | HRESULT hr;
|
---|
| 1082 |
|
---|
| 1083 |
|
---|
| 1084 | //----------------------------------------------------------------------------------------------
|
---|
| 1085 | // save original settings
|
---|
| 1086 | //----------------------------------------------------------------------------------------------
|
---|
| 1087 | V( g_pd3dDevice->GetRenderTarget( 0, &g_pRenderTargetSurfaceOld ) );
|
---|
| 1088 | if( SUCCEEDED( g_pd3dDevice->GetDepthStencilSurface( &g_pDepthStencilSurfaceOld ) ) )
|
---|
| 1089 | {
|
---|
| 1090 | // If the device has a depth-stencil buffer, use the depth stencil buffer created for the cube textures.
|
---|
| 1091 | V( g_pd3dDevice->SetDepthStencilSurface( g_pRoomCubeMapDepthStencilSurface ) );
|
---|
| 1092 | }
|
---|
| 1093 |
|
---|
| 1094 |
|
---|
| 1095 | //----------------------------------------------------------------------------------------------
|
---|
| 1096 | // creates: PhotonMap from light position
|
---|
| 1097 | // stores: UV(x,y) + ObjectID(z) + "1"
|
---|
| 1098 | //----------------------------------------------------------------------------------------------
|
---|
| 1099 |
|
---|
| 1100 | // Calculate the light's worldview transformation and take picture from there
|
---|
| 1101 | D3DXVECTOR3 vUpPt( 0.0f, 1.0f, 0.0f );
|
---|
| 1102 | D3DXMatrixLookAtLH( &g_mWorldViewLight, &g_vLightPos, &g_vCenterObjectPos, &vUpPt );
|
---|
| 1103 |
|
---|
| 1104 | // Calculate FOV of the light
|
---|
| 1105 | float radiusCenter = CENTEROBJECTRADIUS * 1.03f; // The radius of the CenterObject
|
---|
| 1106 |
|
---|
| 1107 | D3DXVECTOR3 vDiff = g_vLightPos - g_vCenterObjectPos;
|
---|
| 1108 | float dist = sqrt ( vDiff.x * vDiff.x + // The distance between
|
---|
| 1109 | vDiff.y * vDiff.y + // light source and CenterObject
|
---|
| 1110 | vDiff.z * vDiff.z );
|
---|
| 1111 |
|
---|
| 1112 | float fovLight = atan ( radiusCenter / dist ) * 2; // fov[rad]
|
---|
| 1113 |
|
---|
| 1114 | D3DXMATRIXA16 mLightProj; // projection matrix for the light
|
---|
| 1115 | D3DXMatrixPerspectiveFovLH( &mLightProj, fovLight, 1.0f, 0.001f, 1000.0f );
|
---|
| 1116 |
|
---|
| 1117 | // Skip this part of code if Caustic effect is not used
|
---|
| 1118 | if ( g_bCausticsON )
|
---|
| 1119 | {
|
---|
| 1120 | V( g_pd3dDevice->SetDepthStencilSurface( g_pPhotonMapDepthStencilSurface ) );
|
---|
| 1121 | V( g_pd3dDevice->SetRenderTarget( 0, g_pPhotonUVMapSurface ) );
|
---|
| 1122 | V( g_pd3dDevice->Clear( 0L, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, 0x00000000, 1.0f, 0L ) );
|
---|
| 1123 |
|
---|
| 1124 | if( SUCCEEDED( g_pd3dDevice->BeginScene() ) )
|
---|
| 1125 | {
|
---|
| 1126 | RenderScene( &g_mWorldViewLight, &mLightProj, RENDER_PHOTON_UV_MAP );
|
---|
| 1127 | g_pd3dDevice->EndScene();
|
---|
| 1128 | }
|
---|
| 1129 | }
|
---|
| 1130 |
|
---|
| 1131 | // -- DEBUG ----------------------------------------------------------------------------------------------
|
---|
| 1132 | if( g_bSaveTexture )
|
---|
| 1133 | {
|
---|
| 1134 | D3DXSaveSurfaceToFile( L"PhotonMap.png", D3DXIFF_PNG, g_pPhotonUVMapSurface, NULL,NULL);
|
---|
| 1135 |
|
---|
| 1136 | g_bSaveTexture = false;
|
---|
| 1137 | }
|
---|
| 1138 | // -- DEBUG END ----------------------------------------------------------------------------------------------
|
---|
| 1139 |
|
---|
| 1140 |
|
---|
| 1141 | //----------------------------------------------------------------------------------------------
|
---|
| 1142 | // creates: ShadowMap from light position
|
---|
| 1143 | // stores: Distance(x)
|
---|
| 1144 | //----------------------------------------------------------------------------------------------
|
---|
| 1145 | // Skip this part of code if Shadow is not used
|
---|
| 1146 | if ( g_bShadowON )
|
---|
| 1147 | {
|
---|
| 1148 | V( g_pd3dDevice->SetDepthStencilSurface( g_pShadowMapDepthStencilSSurface ) );
|
---|
| 1149 | V( g_pd3dDevice->SetRenderTarget( 0, g_pShadowMapSurface ) );
|
---|
| 1150 | V( g_pd3dDevice->Clear( 0L, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, 0x00000000, 1.0f, 0L ) );
|
---|
| 1151 |
|
---|
| 1152 | // Sets depth bias to a predefined value
|
---|
| 1153 | g_pd3dDevice->SetRenderState(D3DRS_DEPTHBIAS, (DWORD)g_dDepthBias);
|
---|
| 1154 | g_pd3dDevice->SetRenderState(D3DRS_SLOPESCALEDEPTHBIAS, (DWORD)g_dBiasSlope);
|
---|
| 1155 | // The projection of the ShadowMap is 80 degree.
|
---|
| 1156 | D3DXMatrixPerspectiveFovLH( &g_mProjLight, D3DXToRadian( 80.0f ), 1.0f, 1.0f, 20.0f );
|
---|
| 1157 |
|
---|
| 1158 | if( SUCCEEDED( g_pd3dDevice->BeginScene() ) )
|
---|
| 1159 | {
|
---|
| 1160 | RenderScene( &g_mWorldViewLight, &g_mProjLight, RENDER_SHADOW );
|
---|
| 1161 | g_pd3dDevice->EndScene();
|
---|
| 1162 | }
|
---|
| 1163 |
|
---|
| 1164 | // Sets back the depth bias to "0"
|
---|
| 1165 | g_pd3dDevice->SetRenderState( D3DRS_DEPTHBIAS, (DWORD)0.0f );
|
---|
| 1166 | g_pd3dDevice->SetRenderState( D3DRS_SLOPESCALEDEPTHBIAS, (DWORD)0.0f );
|
---|
| 1167 | }
|
---|
| 1168 |
|
---|
| 1169 | //--------------------------------------------------------------------------------------------
|
---|
| 1170 | // creates: RoomLastTexture, and ColumnTexture[0,1,2,3]
|
---|
| 1171 | // They will be used as source textures when the Room and Columns are rendered in the visible scene
|
---|
| 1172 | // stores: Color(r,g,b,a)
|
---|
| 1173 | //--------------------------------------------------------------------------------------------
|
---|
| 1174 | D3DXMATRIXA16 mWorldViewCamera = *g_Camera.GetViewMatrix();
|
---|
| 1175 | D3DXMATRIXA16 mProjCamera = *g_Camera.GetProjMatrix();
|
---|
| 1176 |
|
---|
| 1177 | // Render Room with Shadow and Caustics
|
---|
| 1178 | V( g_pd3dDevice->SetRenderTarget( 0, g_pRoomModifySurface ) );
|
---|
| 1179 | V( g_pd3dDevice->SetDepthStencilSurface( g_pDepthStencilSurface ) );
|
---|
| 1180 | V( g_pd3dDevice->Clear( 0L, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, 0x00000000, 1.0f, 0L ) );
|
---|
| 1181 |
|
---|
| 1182 | if( SUCCEEDED( g_pd3dDevice->BeginScene() ) )
|
---|
| 1183 | {
|
---|
| 1184 | // Renders Room with Shadow and Caustics
|
---|
| 1185 | g_iObjectID = -1; // The ID of the Room Object = -1
|
---|
| 1186 | RenderScene( &mWorldViewCamera, &mProjCamera, RENDER_UMBRA );
|
---|
| 1187 | if ( g_bCausticsON )
|
---|
| 1188 | RenderScene( &mWorldViewCamera, &mProjCamera, RENDER_PHOTON_HIT );
|
---|
| 1189 | g_pd3dDevice->EndScene();
|
---|
| 1190 | }
|
---|
| 1191 |
|
---|
| 1192 | V( g_pd3dDevice->SetRenderTarget( 0, g_pRoomLastSurface ) );
|
---|
| 1193 | V( g_pd3dDevice->Clear( 0L, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, 0x00000000, 1.0f, 0L ) );
|
---|
| 1194 |
|
---|
| 1195 | if( SUCCEEDED( g_pd3dDevice->BeginScene() ) )
|
---|
| 1196 | {
|
---|
| 1197 | // Removes the black edges. Enlarges the usefull content of the atlas with one texel
|
---|
| 1198 | RenderScene( &mWorldViewCamera, &mProjCamera, RENDER_FULLSCREENQUAD );
|
---|
| 1199 | g_pd3dDevice->EndScene();
|
---|
| 1200 | }
|
---|
| 1201 |
|
---|
| 1202 | // Renders Columns with Shadow and Caustics
|
---|
| 1203 | for (int i = 0; i < 4; i++)
|
---|
| 1204 | {
|
---|
| 1205 | // Renders one Column with Shadow and Caustics
|
---|
| 1206 | V( g_pd3dDevice->SetRenderTarget( 0, g_pColumnsModifySurface[i] ) );
|
---|
| 1207 | V( g_pd3dDevice->Clear( 0L, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, 0x00000000, 1.0f, 0L ) );
|
---|
| 1208 |
|
---|
| 1209 | if( SUCCEEDED( g_pd3dDevice->BeginScene() ) )
|
---|
| 1210 | {
|
---|
| 1211 | g_iObjectID = i; // The ID of a Column
|
---|
| 1212 | RenderScene( &mWorldViewCamera, &mProjCamera, RENDER_UMBRA );
|
---|
| 1213 | if ( g_bCausticsON )
|
---|
| 1214 | RenderScene( &mWorldViewCamera, &mProjCamera, RENDER_PHOTON_HIT );
|
---|
| 1215 | g_pd3dDevice->EndScene();
|
---|
| 1216 | }
|
---|
| 1217 |
|
---|
| 1218 | V( g_pd3dDevice->SetRenderTarget( 0, g_pColumnsLastSurface[i] ) );
|
---|
| 1219 | V( g_pd3dDevice->Clear( 0L, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, 0x00000000, 1.0f, 0L ) );
|
---|
| 1220 |
|
---|
| 1221 | if( SUCCEEDED( g_pd3dDevice->BeginScene() ) )
|
---|
| 1222 | {
|
---|
| 1223 | // Removes the black edges. Enlarges the usefull content of the atlas with one texel
|
---|
| 1224 | RenderScene( &mWorldViewCamera, &mProjCamera, RENDER_FULLSCREENQUAD );
|
---|
| 1225 | g_pd3dDevice->EndScene();
|
---|
| 1226 | }
|
---|
| 1227 | }
|
---|
| 1228 |
|
---|
| 1229 | /*
|
---|
| 1230 |
|
---|
| 1231 | // -- DEBUG ----------------------------------------------------------------------------------------------
|
---|
| 1232 | if( g_bSaveTexture )
|
---|
| 1233 | {
|
---|
| 1234 | D3DXSaveSurfaceToFile( L"RoomMod.png", D3DXIFF_PNG, g_pRoomModifySurface, NULL,NULL);
|
---|
| 1235 | D3DXSaveSurfaceToFile( L"RoomLast.png", D3DXIFF_PNG, g_pRoomLastSurface, NULL,NULL);
|
---|
| 1236 |
|
---|
| 1237 | D3DXSaveSurfaceToFile( L"ColumnMod0.png", D3DXIFF_PNG, g_pColumnsModifySurface[0], NULL,NULL);
|
---|
| 1238 | //D3DXSaveSurfaceToFile( L"ColumnMod1.png", D3DXIFF_PNG, g_pColumnsModifySurface[1], NULL,NULL);
|
---|
| 1239 | //D3DXSaveSurfaceToFile( L"ColumnMod2.png", D3DXIFF_PNG, g_pColumnsModifySurface[2], NULL,NULL);
|
---|
| 1240 | //D3DXSaveSurfaceToFile( L"ColumnMod3.png", D3DXIFF_PNG, g_pColumnsModifySurface[3], NULL,NULL);
|
---|
| 1241 |
|
---|
| 1242 | D3DXSaveSurfaceToFile( L"ColumnLast0.png", D3DXIFF_PNG, g_pColumnsLastSurface[0], NULL,NULL);
|
---|
| 1243 | //D3DXSaveSurfaceToFile( L"ColumnLast1.png", D3DXIFF_PNG, g_pColumnsLastSurface[1], NULL,NULL);
|
---|
| 1244 | //D3DXSaveSurfaceToFile( L"ColumnLast2.png", D3DXIFF_PNG, g_pColumnsLastSurface[2], NULL,NULL);
|
---|
| 1245 | //D3DXSaveSurfaceToFile( L"ColumnLast3.png", D3DXIFF_PNG, g_pColumnsLastSurface[3], NULL,NULL);
|
---|
| 1246 |
|
---|
| 1247 | g_bSaveTexture = false;
|
---|
| 1248 | }
|
---|
| 1249 | // -- DEBUG END ----------------------------------------------------------------------------------------------
|
---|
| 1250 | */
|
---|
| 1251 |
|
---|
| 1252 | //----------------------------------------------------------------------
|
---|
| 1253 | // Restores depth-stencil buffer and render target
|
---|
| 1254 | //---------------------------------------------------------------------
|
---|
| 1255 | if( g_pDepthStencilSurfaceOld )
|
---|
| 1256 | {
|
---|
| 1257 | V( g_pd3dDevice->SetDepthStencilSurface( g_pDepthStencilSurfaceOld ) );
|
---|
| 1258 | SAFE_RELEASE( g_pDepthStencilSurfaceOld );
|
---|
| 1259 | }
|
---|
| 1260 | V( g_pd3dDevice->SetRenderTarget( 0, g_pRenderTargetSurfaceOld ) );
|
---|
| 1261 | SAFE_RELEASE( g_pRenderTargetSurfaceOld );
|
---|
| 1262 | }
|
---|
| 1263 |
|
---|
| 1264 |
|
---|
| 1265 | // Sends texture parameters to the GPU.
|
---|
| 1266 | void RenderSceneInitialization()
|
---|
| 1267 | {
|
---|
| 1268 | HRESULT hr;
|
---|
| 1269 |
|
---|
| 1270 | // Bind textures
|
---|
| 1271 | V( g_pEffect->SetTexture( "g_txRoomMap", g_pRoomTexture ) );
|
---|
| 1272 | V( g_pEffect->SetTexture( "g_txRoomCubeMapColorDistanceMap", g_pRoomCubeMapColorDistTexture ) );
|
---|
| 1273 | V( g_pEffect->SetTexture( "g_txRoomCubeMapUVMap", g_pRoomCubeMapUVTexture ) );
|
---|
| 1274 | V( g_pEffect->SetTexture( "g_txRoomModifyMap", g_pRoomModifyTexture ) );
|
---|
| 1275 | V( g_pEffect->SetTexture( "g_txRoomLastMap", g_pRoomLastTexture ) );
|
---|
| 1276 |
|
---|
| 1277 | V( g_pEffect->SetTexture( "g_txPhotonUVMap", g_pPhotonUVTexture ) );
|
---|
| 1278 | V( g_pEffect->SetTexture( "g_txPowerOfSnippetMap", g_pPowerOfSnippetTexelTexture ) );
|
---|
| 1279 |
|
---|
| 1280 | V( g_pEffect->SetTexture( "g_txColumnModifyTexture0", g_pColumnModifyTexture[0] ) );
|
---|
| 1281 | V( g_pEffect->SetTexture( "g_txColumnModifyTexture1", g_pColumnModifyTexture[1] ) );
|
---|
| 1282 | V( g_pEffect->SetTexture( "g_txColumnModifyTexture2", g_pColumnModifyTexture[2] ) );
|
---|
| 1283 | V( g_pEffect->SetTexture( "g_txColumnModifyTexture3", g_pColumnModifyTexture[3] ) );
|
---|
| 1284 | V( g_pEffect->SetTexture( "g_txColumnLastTexture0", g_pColumnLastTexture[0] ) );
|
---|
| 1285 | V( g_pEffect->SetTexture( "g_txColumnLastTexture1", g_pColumnLastTexture[1] ) );
|
---|
| 1286 | V( g_pEffect->SetTexture( "g_txColumnLastTexture2", g_pColumnLastTexture[2] ) );
|
---|
| 1287 | V( g_pEffect->SetTexture( "g_txColumnLastTexture3", g_pColumnLastTexture[3] ) );
|
---|
| 1288 | V( g_pEffect->SetTexture( "g_txColumnOriginalTexture", g_pColumnLastTexture[4] ) );
|
---|
| 1289 |
|
---|
| 1290 | V( g_pEffect->SetTexture( "g_txShadowMap", g_pShadowMapTexture ) );
|
---|
| 1291 | }
|
---|
| 1292 |
|
---|
| 1293 |
|
---|
| 1294 | // This function renders the Room mesh.
|
---|
| 1295 | void RenderRoom(D3DXMATRIXA16 *mWorldView, D3DXMATRIXA16 *mProj)
|
---|
| 1296 | {
|
---|
| 1297 | HRESULT hr;
|
---|
| 1298 | D3DXMATRIXA16 mWorldViewProjection;
|
---|
| 1299 |
|
---|
| 1300 | V( g_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_CW ) );
|
---|
| 1301 |
|
---|
| 1302 | D3DXMatrixMultiply( &mWorldViewProjection, mWorldView, mProj );
|
---|
| 1303 | V( g_pEffect->SetMatrix( "g_mWorldView", mWorldView ) );
|
---|
| 1304 | V( g_pEffect->SetMatrix( "g_mWorldViewProjection", &mWorldViewProjection ) );
|
---|
| 1305 | V( g_pEffect->SetMatrix( "g_mLightViewTexBias", &mWorldViewProjection ) );
|
---|
| 1306 | V( g_pEffect->SetInt( "g_iObjectID", -1 ) );
|
---|
| 1307 | V( g_pEffect->CommitChanges() );
|
---|
| 1308 |
|
---|
| 1309 | V( g_pRoomMesh->DrawSubset( 0 ) );
|
---|
| 1310 |
|
---|
| 1311 | V( g_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_CCW ) );
|
---|
| 1312 | }
|
---|
| 1313 |
|
---|
| 1314 |
|
---|
| 1315 | // This function renders the Columns mesh.
|
---|
| 1316 | void RenderColumns(D3DXMATRIXA16 *mWorldView, D3DXMATRIXA16 *mProj)
|
---|
| 1317 | {
|
---|
| 1318 | HRESULT hr;
|
---|
| 1319 | D3DXMATRIXA16 mWorldOffset, mWorldViewProjection;
|
---|
| 1320 |
|
---|
| 1321 | for (int i = 0; i < 4; i++)
|
---|
| 1322 | {
|
---|
| 1323 | if (i==0) D3DXMatrixTranslation( &mWorldOffset, 3.75f ,0 , 3.75f );
|
---|
| 1324 | if (i==1) D3DXMatrixTranslation( &mWorldOffset, -3.75f ,0 , 3.75f );
|
---|
| 1325 | if (i==2) D3DXMatrixTranslation( &mWorldOffset, 3.75f ,0 ,-3.75f );
|
---|
| 1326 | if (i==3) D3DXMatrixTranslation( &mWorldOffset, -3.75f ,0 ,-3.75f );
|
---|
| 1327 | D3DXMatrixMultiply( &mWorldOffset, &mWorldOffset, mWorldView);
|
---|
| 1328 | D3DXMatrixMultiply( &mWorldViewProjection, &mWorldOffset, mProj);
|
---|
| 1329 |
|
---|
| 1330 | V( g_pEffect->SetMatrix( "g_mWorldView", &mWorldOffset ) );
|
---|
| 1331 | V( g_pEffect->SetMatrix( "g_mWorldViewProjection", &mWorldViewProjection ) );
|
---|
| 1332 | V( g_pEffect->SetMatrix( "g_mLightViewTexBias", &mWorldViewProjection ) );
|
---|
| 1333 | V( g_pEffect->SetInt( "g_iObjectID", i ) );
|
---|
| 1334 | V( g_pEffect->CommitChanges() );
|
---|
| 1335 |
|
---|
| 1336 | V( g_pColumnMesh->DrawSubset( 0 ) );
|
---|
| 1337 | }
|
---|
| 1338 | }
|
---|
| 1339 |
|
---|
| 1340 | // Sets the techniques.
|
---|
| 1341 | // Calculates and sends parameters to the GPU.
|
---|
| 1342 | void RenderScene(D3DXMATRIXA16 *mWorldView, D3DXMATRIXA16 *mProj, int method )
|
---|
| 1343 | {
|
---|
| 1344 | HRESULT hr;
|
---|
| 1345 | UINT cPass;
|
---|
| 1346 | D3DXMATRIXA16 mWorldViewProjection, mWorldOffset;
|
---|
| 1347 |
|
---|
| 1348 | D3DXMatrixMultiply( &mWorldViewProjection, mWorldView, mProj );
|
---|
| 1349 | V( g_pEffect->SetMatrix( "g_mWorldViewProjection", &mWorldViewProjection ) );
|
---|
| 1350 | V( g_pEffect->SetMatrix( "g_mWorldView", mWorldView ) );
|
---|
| 1351 |
|
---|
| 1352 | V( g_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_CW ) );
|
---|
| 1353 |
|
---|
| 1354 |
|
---|
| 1355 | //----------------------------------------------------------------------
|
---|
| 1356 | // It renders Room and Columns from the CenterObject position
|
---|
| 1357 | // and stores them in a CubeMap: g_pRoomCubeMapColorDistTexture.
|
---|
| 1358 | // Contains: COLOR(x,y,z) + Distance(w)
|
---|
| 1359 | //----------------------------------------------------------------------
|
---|
| 1360 | if ( method == RENDER_ROOM_COLOR_DISTANCE )
|
---|
| 1361 | {
|
---|
| 1362 | V( g_pEffect->SetTechnique( "RenderRoomColorDistance" ) );
|
---|
| 1363 | V( g_pEffect->Begin( &cPass, 0 ) );
|
---|
| 1364 | V( g_pEffect->BeginPass( 0 ) );
|
---|
| 1365 |
|
---|
| 1366 | // Render Room
|
---|
| 1367 | RenderRoom( mWorldView, mProj );
|
---|
| 1368 |
|
---|
| 1369 | // Render Columns
|
---|
| 1370 | RenderColumns( mWorldView, mProj );
|
---|
| 1371 |
|
---|
| 1372 | V( g_pEffect->EndPass() );
|
---|
| 1373 | V( g_pEffect->End() );
|
---|
| 1374 | }
|
---|
| 1375 |
|
---|
| 1376 |
|
---|
| 1377 | //----------------------------------------------------------------------
|
---|
| 1378 | // It renders Room and Columns from the center object position
|
---|
| 1379 | // and stores them in a CubeMap: g_pRoomCubeMapUVTexture.
|
---|
| 1380 | // Contains: UV(x,y) + ObjectID(z) + "1"
|
---|
| 1381 | //----------------------------------------------------------------------
|
---|
| 1382 | if ( method == RENDER_ROOM_UV )
|
---|
| 1383 | {
|
---|
| 1384 | V( g_pEffect->SetTechnique( "RenderRoomUV" ) );
|
---|
| 1385 | V( g_pEffect->Begin( &cPass, 0 ) );
|
---|
| 1386 | V( g_pEffect->BeginPass( 0 ) );
|
---|
| 1387 |
|
---|
| 1388 | // Render Room
|
---|
| 1389 | RenderRoom( mWorldView, mProj );
|
---|
| 1390 |
|
---|
| 1391 | // Render Columns
|
---|
| 1392 | RenderColumns( mWorldView, mProj );
|
---|
| 1393 |
|
---|
| 1394 | V( g_pEffect->EndPass() );
|
---|
| 1395 | V( g_pEffect->End() );
|
---|
| 1396 | }
|
---|
| 1397 |
|
---|
| 1398 |
|
---|
| 1399 | //----------------------------------------------------------------------
|
---|
| 1400 | // It renders Room and Columns from the center object position
|
---|
| 1401 | // and stores them in their Atlases.
|
---|
| 1402 | // Contains: Color(r,g,b,a )
|
---|
| 1403 | //----------------------------------------------------------------------
|
---|
| 1404 | if ( method == RENDER_UMBRA )
|
---|
| 1405 | {
|
---|
| 1406 | V( g_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_CCW ) );
|
---|
| 1407 |
|
---|
| 1408 | V( g_pEffect->SetTechnique( "RenderUmbra" ) );
|
---|
| 1409 | V( g_pEffect->Begin( &cPass, 0 ) );
|
---|
| 1410 |
|
---|
| 1411 | g_mLightViewTexBias = g_mWorldViewLight * g_mProjLight * g_mTexScaleBiasMat;
|
---|
| 1412 | V( g_pEffect->SetMatrix( "g_mLightViewTexBias", &g_mLightViewTexBias ) );
|
---|
| 1413 | V( g_pEffect->SetBool( "g_bShadowON", g_bShadowON ) );
|
---|
| 1414 | V( g_pEffect->SetBool( "g_bShowHelp", g_bShowHelp ) );
|
---|
| 1415 | V( g_pEffect->SetFloatArray( "g_vLightPos3f", g_vLightPos, 3 ) );
|
---|
| 1416 | V( g_pEffect->SetFloat( "g_fShadowIntensity", 1-g_fShadowIntensity ));
|
---|
| 1417 | V( g_pEffect->SetFloat( "g_fCausticsIntensity", g_fCausticsIntensity ));
|
---|
| 1418 |
|
---|
| 1419 | V( g_pEffect->BeginPass( 0 ) );
|
---|
| 1420 | if (g_iObjectID == -1)
|
---|
| 1421 | {
|
---|
| 1422 | // Render Room
|
---|
| 1423 | V( g_pEffect->SetInt( "g_iObjectID", -1 ) );
|
---|
| 1424 | V( g_pEffect->CommitChanges() );
|
---|
| 1425 | V( g_pRoomMesh->DrawSubset( 0 ) );
|
---|
| 1426 | } else
|
---|
| 1427 | {
|
---|
| 1428 | // Render Columns
|
---|
| 1429 | if (g_iObjectID==0) D3DXMatrixTranslation( &mWorldOffset, 3.75f ,0 , 3.75f );
|
---|
| 1430 | if (g_iObjectID==1) D3DXMatrixTranslation( &mWorldOffset, -3.75f ,0 , 3.75f );
|
---|
| 1431 | if (g_iObjectID==2) D3DXMatrixTranslation( &mWorldOffset, 3.75f ,0 ,-3.75f );
|
---|
| 1432 | if (g_iObjectID==3) D3DXMatrixTranslation( &mWorldOffset, -3.75f ,0 ,-3.75f );
|
---|
| 1433 | V( g_pEffect->SetMatrix( "g_mWorldView", &mWorldOffset ) );
|
---|
| 1434 | V( g_pEffect->SetInt( "g_iObjectID", g_iObjectID ) );
|
---|
| 1435 | V( g_pEffect->CommitChanges() );
|
---|
| 1436 | V( g_pColumnMesh->DrawSubset( 0 ) );
|
---|
| 1437 | }
|
---|
| 1438 | V( g_pEffect->EndPass() );
|
---|
| 1439 | V( g_pEffect->End() );
|
---|
| 1440 | }
|
---|
| 1441 |
|
---|
| 1442 |
|
---|
| 1443 | //----------------------------------------------------------------------
|
---|
| 1444 | // It renders Room and Columns from the camera position
|
---|
| 1445 | // and shows them on the screen.
|
---|
| 1446 | // Contains: Color(r,g,b,a)
|
---|
| 1447 | //----------------------------------------------------------------------
|
---|
| 1448 | if ( method == RENDER_ROOM_AND_COLUMNS_SCREEN )
|
---|
| 1449 | {
|
---|
| 1450 | V( g_pEffect->SetTechnique( "RenderRoomAndColumnsScreen" ) );
|
---|
| 1451 | V( g_pEffect->Begin( &cPass, 0 ) );
|
---|
| 1452 | V( g_pEffect->BeginPass( 0 ) );
|
---|
| 1453 |
|
---|
| 1454 | // Render Room
|
---|
| 1455 | RenderRoom( mWorldView, mProj );
|
---|
| 1456 |
|
---|
| 1457 | // Render Columns
|
---|
| 1458 | RenderColumns( mWorldView, mProj );
|
---|
| 1459 |
|
---|
| 1460 | V( g_pEffect->EndPass() );
|
---|
| 1461 | V( g_pEffect->End() );
|
---|
| 1462 | }
|
---|
| 1463 |
|
---|
| 1464 |
|
---|
| 1465 | //----------------------------------------------------------------------
|
---|
| 1466 | // It renders CenterObject from the light position
|
---|
| 1467 | // and stores it in g_pPhotonUVTexture.
|
---|
| 1468 | // Contains: UV(x,y) + ObjectID(1) + "1" or "-1"
|
---|
| 1469 | //----------------------------------------------------------------------
|
---|
| 1470 | if ( method == RENDER_PHOTON_UV_MAP )
|
---|
| 1471 | {
|
---|
| 1472 | V( g_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_CCW ) );
|
---|
| 1473 |
|
---|
| 1474 | if( g_iAlgorithmMethod == 0 )
|
---|
| 1475 | // Uses classic method
|
---|
| 1476 | V( g_pEffect->SetTechnique( "RenderPhotonUVMapClassic" ) );
|
---|
| 1477 | if( g_iAlgorithmMethod == 1 )
|
---|
| 1478 | // Uses distance impostor
|
---|
| 1479 | V( g_pEffect->SetTechnique( "RenderPhotonUVMap" ) );
|
---|
| 1480 |
|
---|
| 1481 | D3DXMatrixMultiply( &mWorldViewProjection, mWorldView, mProj );
|
---|
| 1482 | D3DXMatrixMultiply( &mWorldViewProjection, &g_mWorldCenterObject, &mWorldViewProjection );
|
---|
| 1483 | V( g_pEffect->SetMatrix( "g_mWorldViewProjection", &mWorldViewProjection ) );
|
---|
| 1484 | V( g_pEffect->SetMatrix( "g_mWorldCenterObject", &g_mWorldCenterObject ) );
|
---|
| 1485 | V( g_pEffect->SetFloatArray( "g_vLightPos3f", g_vLightPos, 3 ) );
|
---|
| 1486 | V( g_pEffect->SetInt( "g_iNumberOfIteration", g_iNumberOfIteration) );
|
---|
| 1487 | V( g_pEffect->SetInt( "g_iPhotonMapSize", g_iPhotonMapSize) );
|
---|
| 1488 | V( g_pEffect->SetFloat( "g_fRefractionIndex", g_fRefractionIndex ) );
|
---|
| 1489 |
|
---|
| 1490 | V( g_pEffect->Begin( &cPass, 0 ) );
|
---|
| 1491 | V( g_pEffect->BeginPass( 0 ) );
|
---|
| 1492 | V( g_pEffect->CommitChanges() );
|
---|
| 1493 |
|
---|
| 1494 | V( g_pCenterObjectMesh->DrawSubset( 0 ) );
|
---|
| 1495 |
|
---|
| 1496 | V( g_pEffect->EndPass() );
|
---|
| 1497 | V( g_pEffect->End() );
|
---|
| 1498 | }
|
---|
| 1499 |
|
---|
| 1500 |
|
---|
| 1501 | //----------------------------------------------------------------------
|
---|
| 1502 | // It renders CenterObject from the camera position
|
---|
| 1503 | // and shows it on the screen.
|
---|
| 1504 | // Contains: Color(r,g,b,a)
|
---|
| 1505 | //----------------------------------------------------------------------
|
---|
| 1506 | if ( method == RENDER_REFRACT_OBJECT_SCREEN )
|
---|
| 1507 | {
|
---|
| 1508 | V( g_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_CCW ) );
|
---|
| 1509 |
|
---|
| 1510 | if( g_bRenderCenterObjectWithBrdfON )
|
---|
| 1511 | {
|
---|
| 1512 | if( g_iAlgorithmMethod == 0 )
|
---|
| 1513 | // Uses classic method
|
---|
| 1514 | V( g_pEffect->SetTechnique( "RenderRefractObjectScreenClassic" ) );
|
---|
| 1515 | if( g_iAlgorithmMethod == 1 )
|
---|
| 1516 | // Uses distance impostor
|
---|
| 1517 | V( g_pEffect->SetTechnique( "RenderRefractObjectScreen" ) );
|
---|
| 1518 | }
|
---|
| 1519 | else
|
---|
| 1520 | // Uses diffuse color
|
---|
| 1521 | V( g_pEffect->SetTechnique( "RenderLightScreen" ) );
|
---|
| 1522 |
|
---|
| 1523 | V( g_pEffect->Begin( &cPass, 0 ) );
|
---|
| 1524 |
|
---|
| 1525 | D3DXVECTOR3 vWorldCameraEye = *g_Camera.GetEyePt();
|
---|
| 1526 |
|
---|
| 1527 | V( g_pEffect->SetMatrix( "g_mWorldCenterObject", &g_mWorldCenterObject ) );
|
---|
| 1528 | V( g_pEffect->SetFloatArray( "g_vCameraPos3f", vWorldCameraEye, 3 ) );
|
---|
| 1529 | V( g_pEffect->SetInt( "g_iNumberOfIteration", g_iNumberOfIteration));
|
---|
| 1530 | V( g_pEffect->SetFloat( "g_fFresnelFactor", g_fFresnelFactor));
|
---|
| 1531 | V( g_pEffect->SetFloat( "g_fRefractionIndex", g_fRefractionIndex ));
|
---|
| 1532 |
|
---|
| 1533 | V( g_pEffect->BeginPass( 0 ) );
|
---|
| 1534 | V( g_pEffect->CommitChanges() );
|
---|
| 1535 | V( g_pCenterObjectMesh->DrawSubset( 0 ) );
|
---|
| 1536 | V( g_pEffect->EndPass() );
|
---|
| 1537 | V( g_pEffect->End() );
|
---|
| 1538 | }
|
---|
| 1539 |
|
---|
| 1540 |
|
---|
| 1541 | //----------------------------------------------------------------------
|
---|
| 1542 | // It renders and blends impostors into the Atlases of Room and Columns
|
---|
| 1543 | // Contains: Color(r,g,b,a)
|
---|
| 1544 | //----------------------------------------------------------------------
|
---|
| 1545 | if ( method == RENDER_PHOTON_HIT )
|
---|
| 1546 | {
|
---|
| 1547 | V( g_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_CCW ) );
|
---|
| 1548 |
|
---|
| 1549 | g_pd3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_ONE);
|
---|
| 1550 | g_pd3dDevice->SetRenderState(D3DRS_DESTBLEND,D3DBLEND_ONE);
|
---|
| 1551 | g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, true);
|
---|
| 1552 | g_pd3dDevice->SetRenderState(D3DRS_ALPHATESTENABLE, false);
|
---|
| 1553 |
|
---|
| 1554 | V( g_pEffect->SetTechnique( "RenderPhotonHit" ) );
|
---|
| 1555 | V( g_pEffect->Begin( &cPass, 0 ) );
|
---|
| 1556 |
|
---|
| 1557 | float x = g_vLightPos.x - g_vCenterObjectPos.x;
|
---|
| 1558 | float y = g_vLightPos.y - g_vCenterObjectPos.y;
|
---|
| 1559 | float z = g_vLightPos.z - g_vCenterObjectPos.z;
|
---|
| 1560 | float gll2 = x * x + y * y + z * z;
|
---|
| 1561 |
|
---|
| 1562 |
|
---|
| 1563 | //float POWER = CENTEROBJECTRADIUS * CENTEROBJECTRADIUS / 10;//45 * CENTEROBJECTRADIUS * CENTEROBJECTRADIUS * 4 / (SNIPPET_SIZE * SNIPPET_SIZE);
|
---|
| 1564 | //float POWER = 45 * CENTEROBJECTRADIUS * CENTEROBJECTRADIUS * 4 / (g_iPhotonMapSize * g_iPhotonMapSize);
|
---|
| 1565 | //float POWER = 45 * CENTEROBJECTRADIUS * CENTEROBJECTRADIUS * 4 / g_iPhotonMapSize;
|
---|
| 1566 |
|
---|
| 1567 | // Determines the exponent of the PhotonMap size.
|
---|
| 1568 | // It is used as an index to look up from g_fIntensityOfSnippet array.
|
---|
| 1569 | int iPhotonMapSizeExponent = (int)( log( (float)g_iPhotonMapSize ) / log ( 2.0f ) + 0.5 ); // 0..8
|
---|
| 1570 |
|
---|
| 1571 | // By default the fSnippetSize is not constant in world space
|
---|
| 1572 | float fSnippetIntensity = g_fIntensityOfSnippet[ iPhotonMapSizeExponent ];
|
---|
| 1573 | if( g_bSnippetSizeIsConstant ) // if it is constant
|
---|
| 1574 | fSnippetIntensity = g_fIntensityOfSnippetWithIndependentSnippetSize[ iPhotonMapSizeExponent ];
|
---|
| 1575 |
|
---|
| 1576 | // The intensity value of one snippet
|
---|
| 1577 | float POWER = 10 * CENTEROBJECTRADIUS * CENTEROBJECTRADIUS /
|
---|
| 1578 | ( g_fSnippetSize * g_fSnippetSize *
|
---|
| 1579 | fSnippetIntensity * fSnippetIntensity );
|
---|
| 1580 |
|
---|
| 1581 | V( g_pEffect->BeginPass( 0 ) );
|
---|
| 1582 | V( g_pEffect->SetInt( "g_iObjectID", g_iObjectID ) );
|
---|
| 1583 | V( g_pEffect->SetFloat( "g_fPower", POWER / gll2 ) );
|
---|
| 1584 | V( g_pEffect->SetFloat( "g_fCausticsIntensity", g_fCausticsIntensity ) );
|
---|
| 1585 | V( g_pEffect->CommitChanges() );
|
---|
| 1586 | V( g_pd3dDevice->SetVertexDeclaration( g_pSnippetVertexDeclaration ) );
|
---|
| 1587 | V( g_pd3dDevice->SetStreamSource( 0, g_bSnippetVertexBuffer, 0, (sizeof(float)* 9 ) ) );
|
---|
| 1588 | V( g_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLELIST, 0, ( g_iPhotonMapSize * g_iPhotonMapSize * 2 ) ) );
|
---|
| 1589 | V( g_pEffect->EndPass() );
|
---|
| 1590 | V( g_pEffect->End() );
|
---|
| 1591 |
|
---|
| 1592 | g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, false);
|
---|
| 1593 | }
|
---|
| 1594 |
|
---|
| 1595 |
|
---|
| 1596 | //----------------------------------------------------------------------
|
---|
| 1597 | // It renders Light Object from the camera position
|
---|
| 1598 | // and shows it on the screen.
|
---|
| 1599 | // Contains: Color(r,g,b,a)
|
---|
| 1600 | //----------------------------------------------------------------------
|
---|
| 1601 | if ( method == RENDER_LIGHT_SCREEN )
|
---|
| 1602 | {
|
---|
| 1603 | V( g_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE ) );
|
---|
| 1604 |
|
---|
| 1605 | V( g_pEffect->SetTechnique( "RenderLightScreen" ) );
|
---|
| 1606 | V( g_pEffect->Begin( &cPass, 0 ) );
|
---|
| 1607 | V( g_pEffect->BeginPass( 0 ) );
|
---|
| 1608 | V( g_pEffect->CommitChanges() );
|
---|
| 1609 |
|
---|
| 1610 | V( g_pLightMesh->DrawSubset( 0 ) );
|
---|
| 1611 |
|
---|
| 1612 | V( g_pEffect->EndPass() );
|
---|
| 1613 | V( g_pEffect->End() );
|
---|
| 1614 | }
|
---|
| 1615 |
|
---|
| 1616 |
|
---|
| 1617 | //----------------------------------------------------------------------
|
---|
| 1618 | // It renders CenterObject, Columns and Room from light position
|
---|
| 1619 | // and stores them in g_pShadowMapTexture.
|
---|
| 1620 | // Contains: Depth(x)
|
---|
| 1621 | //----------------------------------------------------------------------
|
---|
| 1622 | if ( method == RENDER_SHADOW )
|
---|
| 1623 | {
|
---|
| 1624 | V( g_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE ) );
|
---|
| 1625 |
|
---|
| 1626 | V( g_pEffect->SetTechnique( "RenderShadow" ) );
|
---|
| 1627 |
|
---|
| 1628 | D3DXMatrixMultiply( &mWorldViewProjection, &g_mWorldCenterObject, &mWorldViewProjection );
|
---|
| 1629 | V( g_pEffect->SetMatrix( "g_mWorldViewProjection", &mWorldViewProjection ) );
|
---|
| 1630 | V( g_pEffect->SetMatrix( "g_mLightViewTexBias", &mWorldViewProjection ) );
|
---|
| 1631 |
|
---|
| 1632 | V( g_pEffect->Begin( &cPass, 0 ) );
|
---|
| 1633 | V( g_pEffect->BeginPass( 0 ) );
|
---|
| 1634 |
|
---|
| 1635 | // Render CenterObject
|
---|
| 1636 | V( g_pEffect->CommitChanges() );
|
---|
| 1637 | V( g_pCenterObjectMesh->DrawSubset( 0 ) );
|
---|
| 1638 |
|
---|
| 1639 | // Render Columns
|
---|
| 1640 | RenderColumns( mWorldView, mProj );
|
---|
| 1641 |
|
---|
| 1642 | // Render Room
|
---|
| 1643 | RenderRoom( mWorldView, mProj );
|
---|
| 1644 |
|
---|
| 1645 | V( g_pEffect->EndPass() );
|
---|
| 1646 | V( g_pEffect->End() );
|
---|
| 1647 | }
|
---|
| 1648 |
|
---|
| 1649 | //----------------------------------------------------------------------
|
---|
| 1650 | // It renders a fullscreen quad
|
---|
| 1651 | // and modifies the Room and Columns atlases.
|
---|
| 1652 | // Contains: Color(r,g,b,a)
|
---|
| 1653 | //----------------------------------------------------------------------
|
---|
| 1654 | if ( method == RENDER_FULLSCREENQUAD )
|
---|
| 1655 | {
|
---|
| 1656 | V( g_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE ) );
|
---|
| 1657 |
|
---|
| 1658 | V( g_pEffect->SetTechnique( "FullScreenQuad" ) );
|
---|
| 1659 | V( g_pEffect->Begin( &cPass, 0 ) );
|
---|
| 1660 | V( g_pEffect->BeginPass( 0 ) );
|
---|
| 1661 |
|
---|
| 1662 | V( g_pEffect->SetInt( "g_iObjectID", g_iObjectID ) );
|
---|
| 1663 | V( g_pEffect->CommitChanges() );
|
---|
| 1664 |
|
---|
| 1665 | V( g_pd3dDevice->SetVertexDeclaration( g_pFullScreenQuadVertexDeclaration ) );
|
---|
| 1666 | V( g_pd3dDevice->SetStreamSource( 0, g_pFullScreenQuadVertexBuffer, 0, sizeof(FullScreenQuadVertexStruct) ) );
|
---|
| 1667 | V( g_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLELIST, 0, 2 ) );
|
---|
| 1668 |
|
---|
| 1669 | V( g_pEffect->EndPass() );
|
---|
| 1670 | V( g_pEffect->End() );
|
---|
| 1671 | }
|
---|
| 1672 |
|
---|
| 1673 | if ( method == RENDER_PHOTON_MAP_SCREEN )
|
---|
| 1674 | {
|
---|
| 1675 | V( g_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE ) );
|
---|
| 1676 |
|
---|
| 1677 | V( g_pEffect->SetTechnique( "PhotonMapScreen" ) );
|
---|
| 1678 | V( g_pEffect->Begin( &cPass, 0 ) );
|
---|
| 1679 | V( g_pEffect->BeginPass( 0 ) );
|
---|
| 1680 | V( g_pEffect->CommitChanges() );
|
---|
| 1681 |
|
---|
| 1682 | V( g_pd3dDevice->SetVertexDeclaration( g_pFullScreenQuadVertexDeclaration ) );
|
---|
| 1683 | V( g_pd3dDevice->SetStreamSource( 0, g_pFullScreenQuadVertexBuffer, 0, sizeof(FullScreenQuadVertexStruct) ) );
|
---|
| 1684 | V( g_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLELIST, 0, 2 ) );
|
---|
| 1685 |
|
---|
| 1686 | V( g_pEffect->EndPass() );
|
---|
| 1687 | V( g_pEffect->End() );
|
---|
| 1688 | }
|
---|
| 1689 | }
|
---|
| 1690 |
|
---|
| 1691 | //--------------------------------------------------------------------------------------
|
---|
| 1692 | // Render the help and statistics text. This function uses the ID3DXFont interface for
|
---|
| 1693 | // efficient text rendering.
|
---|
| 1694 | //--------------------------------------------------------------------------------------
|
---|
| 1695 | void RenderText()
|
---|
| 1696 | {
|
---|
| 1697 | // The helper object simply helps keep track of text position, and color
|
---|
| 1698 | // and then it calls pFont->DrawText( m_pSprite, strMsg, -1, &rc, DT_NOCLIP, m_clr );
|
---|
| 1699 | // If NULL is passed in as the sprite object, then it will work however the
|
---|
| 1700 | // pFont->DrawText() will not be batched together. Batching calls will improves performance.
|
---|
| 1701 | const D3DSURFACE_DESC* pd3dsdBackBuffer = DXUTGetBackBufferSurfaceDesc();
|
---|
| 1702 | CDXUTTextHelper txtHelper( g_pFont, g_pTextSprite, 16 );
|
---|
| 1703 |
|
---|
| 1704 | // Output statistics
|
---|
| 1705 | txtHelper.Begin();
|
---|
| 1706 | txtHelper.SetInsertionPos( 10, 5 );
|
---|
| 1707 | txtHelper.SetForegroundColor( D3DXCOLOR( 1.0f, 1.0f, 1.0f, 1.0f ) );
|
---|
| 1708 |
|
---|
| 1709 | /*TCHAR sz[50];
|
---|
| 1710 | sz[49] = 0;
|
---|
| 1711 | _sntprintf( sz, 50, L"%.2f fps", DXUTGetFPS() );
|
---|
| 1712 | txtHelper.DrawTextLine( sz );*/
|
---|
| 1713 |
|
---|
| 1714 | txtHelper.DrawTextLine( DXUTGetFrameStats() );
|
---|
| 1715 | //txtHelper.DrawTextLine( DXUTGetDeviceStats() );
|
---|
| 1716 |
|
---|
| 1717 | if (!g_bShowHelp)
|
---|
| 1718 | txtHelper.DrawTextLine( L"Press F1 for help" );
|
---|
| 1719 |
|
---|
| 1720 | // Show algorithm's parameters
|
---|
| 1721 | if ( g_bShowVariables )
|
---|
| 1722 | {
|
---|
| 1723 | txtHelper.SetInsertionPos( 200, 50 );
|
---|
| 1724 |
|
---|
| 1725 | txtHelper.DrawTextLine( L"Number of iteration" );
|
---|
| 1726 | txtHelper.DrawTextLine( L"Fresnel factor" );
|
---|
| 1727 | txtHelper.DrawTextLine( L"Refraction index" );
|
---|
| 1728 | txtHelper.DrawTextLine( L"Shadow intensity" );
|
---|
| 1729 | txtHelper.DrawTextLine( L"Caustics intensity" );
|
---|
| 1730 | txtHelper.DrawTextLine( L"PhotonMap size" );
|
---|
| 1731 | txtHelper.DrawTextLine( L"Snippet size" );
|
---|
| 1732 |
|
---|
| 1733 | txtHelper.SetInsertionPos( 330, 50 );
|
---|
| 1734 |
|
---|
| 1735 | TCHAR sz0[50], sz1[50], sz2[50], sz3[50], sz4[50], sz5[50], sz6[50];
|
---|
| 1736 | sz0[49] = sz1[49] = sz2[49] = sz3[49] = sz4[49] = sz5[49] = sz6[49] = 0;
|
---|
| 1737 |
|
---|
| 1738 | _sntprintf( sz0, 50, L"%i", g_iNumberOfIteration );
|
---|
| 1739 | _sntprintf( sz1, 50, L"%.2f", g_fFresnelFactor );
|
---|
| 1740 | _sntprintf( sz2, 50, L"%.2f", g_fRefractionIndex );
|
---|
| 1741 | _sntprintf( sz3, 50, L"%.2f", g_fShadowIntensity );
|
---|
| 1742 | _sntprintf( sz4, 50, L"%.2f", g_fCausticsIntensity );
|
---|
| 1743 | _sntprintf( sz5, 50, L"%i", g_iPhotonMapSize );
|
---|
| 1744 | _sntprintf( sz6, 50, L"%.2f", g_fSnippetSize );
|
---|
| 1745 |
|
---|
| 1746 | txtHelper.DrawTextLine( sz0 );
|
---|
| 1747 | txtHelper.DrawTextLine( sz1 );
|
---|
| 1748 | txtHelper.DrawTextLine( sz2 );
|
---|
| 1749 | txtHelper.DrawTextLine( sz3 );
|
---|
| 1750 | txtHelper.DrawTextLine( sz4 );
|
---|
| 1751 | txtHelper.DrawTextLine( sz5 );
|
---|
| 1752 | txtHelper.DrawTextLine( sz6 );
|
---|
| 1753 | }
|
---|
| 1754 |
|
---|
| 1755 | // Draw help
|
---|
| 1756 | if ( g_bShowHelp )
|
---|
| 1757 | {
|
---|
| 1758 | const D3DSURFACE_DESC* backBufferDesc = DXUTGetBackBufferSurfaceDesc();
|
---|
| 1759 | txtHelper.SetInsertionPos( backBufferDesc->Width - 220, backBufferDesc->Height-24 * 16 );
|
---|
| 1760 |
|
---|
| 1761 | txtHelper.DrawTextLine(
|
---|
| 1762 | L"Controls (F1 to hide):\n\n"
|
---|
| 1763 | L"____________________________\n"
|
---|
| 1764 | L" GENERAL CONTROLS\n"
|
---|
| 1765 | L"Left click drag: Rotate mesh\n"
|
---|
| 1766 | L"Mouse wheel: Zoom\n"
|
---|
| 1767 | L"Arrow keys: Move center object\n"
|
---|
| 1768 | L"Alt+Arrow keys: Move light object\n"
|
---|
| 1769 | L"F2: Settings\n"
|
---|
| 1770 | L"F3: Switch to REF device\n"
|
---|
| 1771 | L"F4: Show parameters ON/OFF\n"
|
---|
| 1772 | L"F5: Show HUD ON/OFF\n"
|
---|
| 1773 | L"F8: Switch to Wireframe mode\n"
|
---|
| 1774 | L"____________________________\n"
|
---|
| 1775 | L" ALGORITHM\n"
|
---|
| 1776 | L"1-5: Choose mesh\n"
|
---|
| 1777 | L"C: Caustics Effect ON/OFF\n"
|
---|
| 1778 | L"S: Shadow ON/OFF\n"
|
---|
| 1779 | L"X: Center Objectum render ON/OFF\n"
|
---|
| 1780 | L"D: Switch classic / dist. imp. meth.\n"
|
---|
| 1781 | L"Y: Reset parameters\n"
|
---|
| 1782 | L"V: Indep. Snippet size?\n"
|
---|
| 1783 | L"M: Show PhotonMap ON/OFF\n"
|
---|
| 1784 | L"____________________________\n"
|
---|
| 1785 | L" Quit: ESC");
|
---|
| 1786 |
|
---|
| 1787 | if( g_bShowHUD )
|
---|
| 1788 | txtHelper.SetInsertionPos( 540, 50 );
|
---|
| 1789 | else
|
---|
| 1790 | txtHelper.SetInsertionPos( 370, 50 );
|
---|
| 1791 |
|
---|
| 1792 | if ( g_bShowVariables )
|
---|
| 1793 | {
|
---|
| 1794 | txtHelper.DrawTextLine( L"Key: +, -" );
|
---|
| 1795 | txtHelper.DrawTextLine( L"Key: Q, W" );
|
---|
| 1796 | txtHelper.DrawTextLine( L"Key: E, R" );
|
---|
| 1797 | txtHelper.DrawTextLine( L"Key: T, Z" );
|
---|
| 1798 | txtHelper.DrawTextLine( L"Key: U, I" );
|
---|
| 1799 | txtHelper.DrawTextLine( L"Key: O, P" );
|
---|
| 1800 | txtHelper.DrawTextLine( L"Key: K, L" );
|
---|
| 1801 | txtHelper.DrawTextLine( L"+ 'Alt' key:");
|
---|
| 1802 | txtHelper.DrawTextLine( L" quick change" );
|
---|
| 1803 | }
|
---|
| 1804 | }
|
---|
| 1805 |
|
---|
| 1806 | // Draws the title of the PhotonMap
|
---|
| 1807 | if ( g_bShowPhotonMap )
|
---|
| 1808 | {
|
---|
| 1809 | const D3DSURFACE_DESC* backBufferDesc = DXUTGetBackBufferSurfaceDesc();
|
---|
| 1810 | txtHelper.SetInsertionPos( 65, backBufferDesc->Height - 180 );
|
---|
| 1811 | txtHelper.DrawTextLine( L"PhotonMap" );
|
---|
| 1812 | }
|
---|
| 1813 |
|
---|
| 1814 | txtHelper.End();
|
---|
| 1815 | }
|
---|
| 1816 |
|
---|
| 1817 |
|
---|
| 1818 | //--------------------------------------------------------------------------------------
|
---|
| 1819 | // Before handling window messages, the sample framework passes incoming windows
|
---|
| 1820 | // messages to the application through this callback function. If the application sets
|
---|
| 1821 | // *pbNoFurtherProcessing to TRUE, then the sample framework will not process this message.
|
---|
| 1822 | //--------------------------------------------------------------------------------------
|
---|
| 1823 | LRESULT CALLBACK MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam, bool* pbNoFurtherProcessing )
|
---|
| 1824 | {
|
---|
| 1825 | // Give the dialogs a chance to handle the message first
|
---|
| 1826 | *pbNoFurtherProcessing = g_HUD.MsgProc( hWnd, uMsg, wParam, lParam );
|
---|
| 1827 | if( *pbNoFurtherProcessing )
|
---|
| 1828 | return 0;
|
---|
| 1829 |
|
---|
| 1830 | // Pass all remaining windows messages to camera so it can respond to user input
|
---|
| 1831 | g_Camera.HandleMessages( hWnd, uMsg, wParam, lParam );
|
---|
| 1832 |
|
---|
| 1833 | return 0;
|
---|
| 1834 | }
|
---|
| 1835 |
|
---|
| 1836 |
|
---|
| 1837 | //--------------------------------------------------------------------------------------
|
---|
| 1838 | // As a convenience, the sample framework inspects the incoming windows messages for
|
---|
| 1839 | // keystroke messages and decodes the message parameters to pass relevant keyboard
|
---|
| 1840 | // messages to the application. The framework does not remove the underlying keystroke
|
---|
| 1841 | // messages, which are still passed to the application's MsgProc callback.
|
---|
| 1842 | //--------------------------------------------------------------------------------------
|
---|
| 1843 | void CALLBACK KeyboardProc( UINT nChar, bool bKeyDown, bool bAltDown )
|
---|
| 1844 | {
|
---|
| 1845 | HRESULT hr;
|
---|
| 1846 | D3DXVECTOR3 movement(0,0,0);
|
---|
| 1847 |
|
---|
| 1848 | if( bKeyDown )
|
---|
| 1849 | {
|
---|
| 1850 | switch( nChar )
|
---|
| 1851 | {
|
---|
| 1852 | // Save Objects Last Texture Atlas
|
---|
| 1853 | case 'A':
|
---|
| 1854 | g_bSaveTexture = true;
|
---|
| 1855 | g_bRunGenerateCaustics = true;
|
---|
| 1856 | break;
|
---|
| 1857 |
|
---|
| 1858 | // Show Help
|
---|
| 1859 | case VK_F1:
|
---|
| 1860 | g_bShowHelp = !g_bShowHelp;
|
---|
| 1861 | if (!g_bShowVariablesUserSet) g_bShowVariables = g_bShowHelp || g_bShowHUD;
|
---|
| 1862 | g_bRunGenerateCaustics = true;
|
---|
| 1863 | break;
|
---|
| 1864 |
|
---|
| 1865 | // Show the values of the algorithm's variables
|
---|
| 1866 | case VK_F4:
|
---|
| 1867 | g_bShowVariables = !g_bShowVariables;
|
---|
| 1868 | g_bShowVariablesUserSet = !g_bShowVariablesUserSet;
|
---|
| 1869 | break;
|
---|
| 1870 |
|
---|
| 1871 | // Show HUD
|
---|
| 1872 | case VK_F5:
|
---|
| 1873 | g_bShowHUD = !g_bShowHUD;
|
---|
| 1874 | if (!g_bShowVariablesUserSet) g_bShowVariables = g_bShowHelp || g_bShowHUD;
|
---|
| 1875 | break;
|
---|
| 1876 |
|
---|
| 1877 | // Change the Mesh of CenterObject
|
---|
| 1878 | case '1':
|
---|
| 1879 | SAFE_RELEASE( g_pCenterObjectMesh );
|
---|
| 1880 | V( LoadMesh( SPHERE, &g_pCenterObjectMesh, true ) );
|
---|
| 1881 | g_bRunGenerateCaustics = true;
|
---|
| 1882 | break;
|
---|
| 1883 |
|
---|
| 1884 | case '2':
|
---|
| 1885 | SAFE_RELEASE( g_pCenterObjectMesh );
|
---|
| 1886 | V( LoadMesh( SKULL, &g_pCenterObjectMesh, true ) );
|
---|
| 1887 | g_bRunGenerateCaustics = true;
|
---|
| 1888 | break;
|
---|
| 1889 |
|
---|
| 1890 | case '3':
|
---|
| 1891 | SAFE_RELEASE( g_pCenterObjectMesh );
|
---|
| 1892 | V( LoadMesh( BUNNY, &g_pCenterObjectMesh, true ) );
|
---|
| 1893 | g_bRunGenerateCaustics = true;
|
---|
| 1894 | break;
|
---|
| 1895 |
|
---|
| 1896 | case '4':
|
---|
| 1897 | SAFE_RELEASE( g_pCenterObjectMesh );
|
---|
| 1898 | V( LoadMesh( TEAPOT, &g_pCenterObjectMesh, true ) );
|
---|
| 1899 | g_bRunGenerateCaustics = true;
|
---|
| 1900 | break;
|
---|
| 1901 |
|
---|
| 1902 | case '5':
|
---|
| 1903 | SAFE_RELEASE( g_pCenterObjectMesh );
|
---|
| 1904 | V( LoadMesh( TIGER, &g_pCenterObjectMesh, true ) );
|
---|
| 1905 | g_bRunGenerateCaustics = true;
|
---|
| 1906 | break;
|
---|
| 1907 |
|
---|
| 1908 | // Switch between the classical and our new distance impostor method
|
---|
| 1909 | case 'D':
|
---|
| 1910 | g_iAlgorithmMethod = 1 - g_iAlgorithmMethod;
|
---|
| 1911 |
|
---|
| 1912 | if ( g_iAlgorithmMethod == 0 )
|
---|
| 1913 | g_HUD.GetRadioButton( IDC_CLASSIC_METHOD )->SetChecked( true );
|
---|
| 1914 | else g_HUD.GetRadioButton( IDC_DISTANCE_IMPOSTOR_METHOD )->SetChecked( true );
|
---|
| 1915 |
|
---|
| 1916 | g_bRunGenerateCaustics = true;
|
---|
| 1917 | break;
|
---|
| 1918 |
|
---|
| 1919 | // Change the number of iteration.
|
---|
| 1920 | case VK_ADD:
|
---|
| 1921 | if( g_iNumberOfIteration < 20 ) g_iNumberOfIteration++;
|
---|
| 1922 | g_HUD.GetSlider( IDC_NUMBER_OF_ITERATION_SLIDER )->SetValue( g_iNumberOfIteration );
|
---|
| 1923 | g_bRunGenerateCaustics = true;
|
---|
| 1924 | break;
|
---|
| 1925 |
|
---|
| 1926 | case VK_SUBTRACT:
|
---|
| 1927 | if ( g_iNumberOfIteration > 0 ) g_iNumberOfIteration--;
|
---|
| 1928 | g_HUD.GetSlider( IDC_NUMBER_OF_ITERATION_SLIDER )->SetValue( g_iNumberOfIteration );
|
---|
| 1929 | g_bRunGenerateCaustics = true;
|
---|
| 1930 | break;
|
---|
| 1931 |
|
---|
| 1932 |
|
---|
| 1933 | // Change the intensity of the shadow
|
---|
| 1934 | case 'Z':
|
---|
| 1935 | g_fShadowIntensity += bAltDown ? 0.1f : 0.01f;
|
---|
| 1936 | if ( g_fShadowIntensity > 1 ) g_fShadowIntensity = 1;
|
---|
| 1937 | g_HUD.GetSlider( IDC_SHADOW_INTENSITY_SLIDER )->SetValue( (int)g_fShadowIntensity * 100 );
|
---|
| 1938 | g_bRunGenerateCaustics = true;
|
---|
| 1939 | break;
|
---|
| 1940 |
|
---|
| 1941 | case 'T':
|
---|
| 1942 | g_fShadowIntensity -= bAltDown ? 0.1f : 0.01f;
|
---|
| 1943 | if ( g_fShadowIntensity < 0 ) g_fShadowIntensity = 0;
|
---|
| 1944 | g_HUD.GetSlider( IDC_SHADOW_INTENSITY_SLIDER )->SetValue( (int)g_fShadowIntensity * 100 );
|
---|
| 1945 |
|
---|
| 1946 | g_bRunGenerateCaustics = true;
|
---|
| 1947 | break;
|
---|
| 1948 |
|
---|
| 1949 |
|
---|
| 1950 | // Change the intensity of the caustics snippet
|
---|
| 1951 | case 'U':
|
---|
| 1952 | g_fCausticsIntensity -= bAltDown ? 0.1f : 0.01f;
|
---|
| 1953 | if ( g_fCausticsIntensity < 0 ) g_fCausticsIntensity = 0;
|
---|
| 1954 |
|
---|
| 1955 | //g_fCausticsIntensity = pow ( 2.0f, g_HUD.GetSlider( IDC_CAUSTICS_INTENSITY_SLIDER )->GetValue() / 100.0f );
|
---|
| 1956 | g_HUD.GetSlider( IDC_CAUSTICS_INTENSITY_SLIDER )->SetValue( (int)( log( g_fCausticsIntensity ) / log ( 1.2f ) ) * 100 );
|
---|
| 1957 |
|
---|
| 1958 | g_bRunGenerateCaustics = true;
|
---|
| 1959 | break;
|
---|
| 1960 |
|
---|
| 1961 | case 'I':
|
---|
| 1962 | g_fCausticsIntensity += bAltDown ? 0.1f : 0.01f;
|
---|
| 1963 | g_HUD.GetSlider( IDC_CAUSTICS_INTENSITY_SLIDER )->SetValue( (int)(log( g_fCausticsIntensity ) / log ( 1.2f ) ) * 100 );
|
---|
| 1964 | g_bRunGenerateCaustics = true;
|
---|
| 1965 | break;
|
---|
| 1966 |
|
---|
| 1967 |
|
---|
| 1968 | // Change the refraction index
|
---|
| 1969 | case 'E':
|
---|
| 1970 | g_fRefractionIndex -= bAltDown ? 0.1f : 0.01f;
|
---|
| 1971 | if (g_fRefractionIndex < 0) g_fRefractionIndex = 0;
|
---|
| 1972 | g_HUD.GetSlider( IDC_REFRACTION_INDEX_SLIDER )->SetValue( (int)g_fRefractionIndex * 100 );
|
---|
| 1973 |
|
---|
| 1974 | g_bRunGenerateCaustics = true;
|
---|
| 1975 | break;
|
---|
| 1976 |
|
---|
| 1977 | case 'R':
|
---|
| 1978 | g_fRefractionIndex += bAltDown ? 0.1f : 0.01f;
|
---|
| 1979 | if (g_fRefractionIndex > 1) g_fRefractionIndex = 1;
|
---|
| 1980 | g_HUD.GetSlider( IDC_REFRACTION_INDEX_SLIDER )->SetValue( (int)g_fRefractionIndex * 100 );
|
---|
| 1981 |
|
---|
| 1982 | g_bRunGenerateCaustics = true;
|
---|
| 1983 | break;
|
---|
| 1984 |
|
---|
| 1985 |
|
---|
| 1986 | // Change Fresnel factor
|
---|
| 1987 | case 'Q':
|
---|
| 1988 | g_fFresnelFactor -= bAltDown ? 0.1f : 0.01f;
|
---|
| 1989 | if (g_fFresnelFactor < 0) g_fFresnelFactor = 0;
|
---|
| 1990 | g_HUD.GetSlider( IDC_FRESNEL_FACTOR_SLIDER )->SetValue( (int)g_fFresnelFactor * 100 );
|
---|
| 1991 |
|
---|
| 1992 | g_bRunGenerateCaustics = true;
|
---|
| 1993 | break;
|
---|
| 1994 | case 'W':
|
---|
| 1995 | g_fFresnelFactor += bAltDown ? 0.1f : 0.01f;
|
---|
| 1996 | if (g_fFresnelFactor > 1) g_fFresnelFactor = 1;
|
---|
| 1997 | g_HUD.GetSlider( IDC_FRESNEL_FACTOR_SLIDER )->SetValue( (int)g_fFresnelFactor * 100 );
|
---|
| 1998 |
|
---|
| 1999 | g_bRunGenerateCaustics = true;
|
---|
| 2000 | break;
|
---|
| 2001 |
|
---|
| 2002 |
|
---|
| 2003 | // Change PhotonMap size
|
---|
| 2004 | case 'O':
|
---|
| 2005 | if( g_iPhotonMapSize > 1 )
|
---|
| 2006 | {
|
---|
| 2007 | g_iPhotonMapSize /= 2;
|
---|
| 2008 | g_HUD.GetSlider( IDC_PHOTON_MAP_SIZE_SLIDER )->SetValue( (int) ( log( (float)g_iPhotonMapSize ) / log( 2.0f ) ) );
|
---|
| 2009 | CreateVertexBuffer();
|
---|
| 2010 | g_bRunGenerateCaustics = true;
|
---|
| 2011 | }
|
---|
| 2012 | break;
|
---|
| 2013 |
|
---|
| 2014 | case 'P':
|
---|
| 2015 | if( g_iPhotonMapSize < PHOTONMAP_MAX_SIZE )
|
---|
| 2016 | {
|
---|
| 2017 | g_iPhotonMapSize *= 2;
|
---|
| 2018 | g_HUD.GetSlider( IDC_PHOTON_MAP_SIZE_SLIDER )->SetValue( (int) ( log( (float)g_iPhotonMapSize ) / log( 2.0f ) ) );
|
---|
| 2019 | CreateVertexBuffer();
|
---|
| 2020 | g_bRunGenerateCaustics = true;
|
---|
| 2021 | }
|
---|
| 2022 | break;
|
---|
| 2023 |
|
---|
| 2024 | // Change the size of the snippet
|
---|
| 2025 | case 'K':
|
---|
| 2026 | g_fSnippetSize -= bAltDown ? 0.1f : 0.01f;
|
---|
| 2027 | if( g_fSnippetSize < 0 ) g_fSnippetSize = 0;
|
---|
| 2028 | g_HUD.GetSlider( IDC_SNIPPET_SIZE_SLIDER )->SetValue( (int)g_fSnippetSize * 100 );
|
---|
| 2029 |
|
---|
| 2030 | CreateVertexBuffer();
|
---|
| 2031 | g_bRunGenerateCaustics = true;
|
---|
| 2032 | break;
|
---|
| 2033 | case 'L':
|
---|
| 2034 | g_fSnippetSize += bAltDown ? 0.1f : 0.01f;
|
---|
| 2035 | if( (int)g_fSnippetSize > SNIPPET_MAX_SIZE ) g_fSnippetSize = SNIPPET_MAX_SIZE;
|
---|
| 2036 | g_HUD.GetSlider( IDC_SNIPPET_SIZE_SLIDER )->SetValue( (int)g_fSnippetSize * 100 );
|
---|
| 2037 |
|
---|
| 2038 | CreateVertexBuffer();
|
---|
| 2039 | g_bRunGenerateCaustics = true;
|
---|
| 2040 | break;
|
---|
| 2041 |
|
---|
| 2042 |
|
---|
| 2043 | // Move CenterObject / Light Source
|
---|
| 2044 | case VK_RIGHT: movement.x += STEP; break;
|
---|
| 2045 | case VK_LEFT: movement.x -= STEP; break;
|
---|
| 2046 | case VK_UP: movement.z += STEP; break;
|
---|
| 2047 | case VK_DOWN: movement.z -= STEP; break;
|
---|
| 2048 | case VK_PRIOR: movement.y += STEP; break;
|
---|
| 2049 | case VK_NEXT: movement.y -= STEP; break;
|
---|
| 2050 | }
|
---|
| 2051 |
|
---|
| 2052 | // Move Light Source
|
---|
| 2053 | if (bAltDown)
|
---|
| 2054 | {
|
---|
| 2055 | g_vLightPos += movement;
|
---|
| 2056 | }
|
---|
| 2057 | // Move CenterObject
|
---|
| 2058 | else
|
---|
| 2059 | {
|
---|
| 2060 | g_vCenterObjectPos += movement;
|
---|
| 2061 |
|
---|
| 2062 | // Refresh scaled World matrix of Center Mesh
|
---|
| 2063 | g_mWorldCenterObject = ScaleAndOffset(g_fCenterObjectSize, g_vCenterObjectPos);
|
---|
| 2064 | }
|
---|
| 2065 | }
|
---|
| 2066 | }
|
---|
| 2067 |
|
---|
| 2068 |
|
---|
| 2069 | //--------------------------------------------------------------------------------------
|
---|
| 2070 | // Handles the GUI events
|
---|
| 2071 | //--------------------------------------------------------------------------------------
|
---|
| 2072 | void CALLBACK OnGUIEvent( UINT nEvent, int nControlID, CDXUTControl* pControl )
|
---|
| 2073 | {
|
---|
| 2074 | switch( nControlID )
|
---|
| 2075 | {
|
---|
| 2076 | case IDC_TOGGLEFULLSCREEN: DXUTToggleFullScreen(); break;
|
---|
| 2077 | case IDC_TOGGLEREF: DXUTToggleREF(); break;
|
---|
| 2078 | case IDC_CHANGEDEVICE: DXUTSetShowSettingsDialog( !DXUTGetShowSettingsDialog() ); break;
|
---|
| 2079 |
|
---|
| 2080 | case IDC_NUMBER_OF_ITERATION_SLIDER:
|
---|
| 2081 | g_iNumberOfIteration = g_HUD.GetSlider( IDC_NUMBER_OF_ITERATION_SLIDER )->GetValue();
|
---|
| 2082 | break;
|
---|
| 2083 |
|
---|
| 2084 | case IDC_FRESNEL_FACTOR_SLIDER:
|
---|
| 2085 | g_fFresnelFactor = g_HUD.GetSlider( IDC_FRESNEL_FACTOR_SLIDER )->GetValue() / 100.0f;
|
---|
| 2086 | break;
|
---|
| 2087 |
|
---|
| 2088 | case IDC_REFRACTION_INDEX_SLIDER:
|
---|
| 2089 | g_fRefractionIndex = g_HUD.GetSlider( IDC_REFRACTION_INDEX_SLIDER )->GetValue() / 100.0f;
|
---|
| 2090 | break;
|
---|
| 2091 |
|
---|
| 2092 | case IDC_SHADOW_INTENSITY_SLIDER:
|
---|
| 2093 | g_fShadowIntensity = g_HUD.GetSlider( IDC_SHADOW_INTENSITY_SLIDER )->GetValue() / 100.0f;
|
---|
| 2094 | break;
|
---|
| 2095 |
|
---|
| 2096 | case IDC_CAUSTICS_INTENSITY_SLIDER:
|
---|
| 2097 | //g_fCausticsIntensity = g_HUD.GetSlider( IDC_CAUSTICS_INTENSITY_SLIDER )->GetValue() / 100.0f;
|
---|
| 2098 | g_fCausticsIntensity = pow ( 1.2f, g_HUD.GetSlider( IDC_CAUSTICS_INTENSITY_SLIDER )->GetValue() / 100.0f );
|
---|
| 2099 | break;
|
---|
| 2100 |
|
---|
| 2101 | case IDC_SHADOW_CHECK_BOX:
|
---|
| 2102 | g_bShadowON = ( g_HUD.GetCheckBox( IDC_SHADOW_CHECK_BOX )->GetChecked() );
|
---|
| 2103 | break;
|
---|
| 2104 |
|
---|
| 2105 | case IDC_CAUSTICS_CHECK_BOX:
|
---|
| 2106 | g_bCausticsON = (g_HUD.GetCheckBox( IDC_CAUSTICS_CHECK_BOX )->GetChecked() );
|
---|
| 2107 | break;
|
---|
| 2108 |
|
---|
| 2109 | case IDC_CENTEROBJ_CHECK_BOX:
|
---|
| 2110 | g_bRenderCenterObjectWithBrdfON = ( g_HUD.GetCheckBox( IDC_CENTEROBJ_CHECK_BOX )->GetChecked() );
|
---|
| 2111 | break;
|
---|
| 2112 |
|
---|
| 2113 | case IDC_SNIPPET_SIZE_IS_CONSTANT_CHECK_BOX:
|
---|
| 2114 | g_bSnippetSizeIsConstant = ( g_HUD.GetCheckBox( IDC_SNIPPET_SIZE_IS_CONSTANT_CHECK_BOX )->GetChecked() );
|
---|
| 2115 |
|
---|
| 2116 | CreateVertexBuffer();
|
---|
| 2117 | break;
|
---|
| 2118 |
|
---|
| 2119 | case IDC_SHOW_PHOTON_MAP_CHECK_BOX:
|
---|
| 2120 | g_bShowPhotonMap = ( g_HUD.GetCheckBox( IDC_SHOW_PHOTON_MAP_CHECK_BOX )->GetChecked() );
|
---|
| 2121 |
|
---|
| 2122 | break;
|
---|
| 2123 |
|
---|
| 2124 | case IDC_CLASSIC_METHOD:
|
---|
| 2125 | case IDC_DISTANCE_IMPOSTOR_METHOD:
|
---|
| 2126 |
|
---|
| 2127 | if ( g_HUD.GetRadioButton( IDC_DISTANCE_IMPOSTOR_METHOD )->GetChecked() )
|
---|
| 2128 | g_iAlgorithmMethod = 1;
|
---|
| 2129 | else
|
---|
| 2130 | g_iAlgorithmMethod = 0;
|
---|
| 2131 | break;
|
---|
| 2132 |
|
---|
| 2133 | case IDC_PHOTON_MAP_SIZE_SLIDER:
|
---|
| 2134 | g_iPhotonMapSize = (int)pow( 2.0f, g_HUD.GetSlider( IDC_PHOTON_MAP_SIZE_SLIDER )->GetValue() );
|
---|
| 2135 |
|
---|
| 2136 | CreateVertexBuffer();
|
---|
| 2137 | break;
|
---|
| 2138 |
|
---|
| 2139 | case IDC_SNIPPET_SIZE_SLIDER:
|
---|
| 2140 | g_fSnippetSize = g_HUD.GetSlider( IDC_SNIPPET_SIZE_SLIDER )->GetValue() / 100.0f;
|
---|
| 2141 |
|
---|
| 2142 | CreateVertexBuffer();
|
---|
| 2143 | break;
|
---|
| 2144 |
|
---|
| 2145 | case IDC_RESET_PARAMETERS_BUTTON:
|
---|
| 2146 | // Reset the parameters of the algorithm
|
---|
| 2147 | g_bShadowON = true;
|
---|
| 2148 | g_bCausticsON = true;
|
---|
| 2149 | g_bRenderCenterObjectWithBrdfON = true;
|
---|
| 2150 | g_bShowPhotonMap = true;
|
---|
| 2151 |
|
---|
| 2152 | g_fFresnelFactor = 0.05f;
|
---|
| 2153 | g_fRefractionIndex = 0.9f;
|
---|
| 2154 | g_fShadowIntensity = 0.25f;
|
---|
| 2155 | g_fCausticsIntensity = 0.05f;
|
---|
| 2156 | g_fSnippetSize = 3.0f;
|
---|
| 2157 |
|
---|
| 2158 | g_iNumberOfIteration = 10;
|
---|
| 2159 | g_iAlgorithmMethod = 1;
|
---|
| 2160 | g_iPhotonMapSize = 64;
|
---|
| 2161 |
|
---|
| 2162 | // Reset the HUD
|
---|
| 2163 | g_HUD.GetCheckBox( IDC_SHADOW_CHECK_BOX )->SetChecked( g_bShadowON );
|
---|
| 2164 | g_HUD.GetCheckBox( IDC_CAUSTICS_CHECK_BOX )->SetChecked( g_bCausticsON );
|
---|
| 2165 | g_HUD.GetCheckBox( IDC_CENTEROBJ_CHECK_BOX )->SetChecked( g_bRenderCenterObjectWithBrdfON );
|
---|
| 2166 | g_HUD.GetCheckBox( IDC_SNIPPET_SIZE_IS_CONSTANT_CHECK_BOX )->SetChecked( g_bSnippetSizeIsConstant );
|
---|
| 2167 | g_HUD.GetCheckBox( IDC_SHOW_PHOTON_MAP_CHECK_BOX )->SetChecked( g_bShowPhotonMap );
|
---|
| 2168 |
|
---|
| 2169 | g_HUD.GetRadioButton( IDC_DISTANCE_IMPOSTOR_METHOD )->SetChecked( true );
|
---|
| 2170 |
|
---|
| 2171 | g_HUD.GetSlider( IDC_NUMBER_OF_ITERATION_SLIDER )->SetValue( g_iNumberOfIteration );
|
---|
| 2172 | g_HUD.GetSlider( IDC_FRESNEL_FACTOR_SLIDER )->SetValue( (int)( g_fFresnelFactor * 100 ) );
|
---|
| 2173 | g_HUD.GetSlider( IDC_REFRACTION_INDEX_SLIDER )->SetValue( (int)( g_fRefractionIndex * 100 + 1 ) );
|
---|
| 2174 | g_HUD.GetSlider( IDC_SHADOW_INTENSITY_SLIDER )->SetValue( (int)( g_fShadowIntensity * 100 ) );
|
---|
| 2175 | g_HUD.GetSlider( IDC_CAUSTICS_INTENSITY_SLIDER )->SetValue( (int)( ( log( g_fCausticsIntensity ) / log ( 1.2f ) ) * 100.0f ) );
|
---|
| 2176 | g_HUD.GetSlider( IDC_SNIPPET_SIZE_SLIDER )->SetValue( (int)g_fSnippetSize * 100 );
|
---|
| 2177 | g_HUD.GetSlider( IDC_PHOTON_MAP_SIZE_SLIDER )->SetValue( (int)( log( (float)g_iPhotonMapSize ) / log( 2.0f ) ) );
|
---|
| 2178 |
|
---|
| 2179 |
|
---|
| 2180 | CreateVertexBuffer();
|
---|
| 2181 | g_bRunGenerateCaustics = true;
|
---|
| 2182 | break;
|
---|
| 2183 | }
|
---|
| 2184 |
|
---|
| 2185 | // Regenerate caustics to show changes
|
---|
| 2186 | g_bRunGenerateCaustics = true;
|
---|
| 2187 | }
|
---|
| 2188 |
|
---|
| 2189 |
|
---|
| 2190 | //--------------------------------------------------------------------------------------
|
---|
| 2191 | // This callback function will be called immediately after the Direct3D device has
|
---|
| 2192 | // entered a lost state and before IDirect3DDevice9::Reset is called. Resources created
|
---|
| 2193 | // in the OnResetDevice callback should be released here, which generally includes all
|
---|
| 2194 | // D3DPOOL_DEFAULT resources. See the "Lost Devices" section of the documentation for
|
---|
| 2195 | // information about lost devices.
|
---|
| 2196 | //--------------------------------------------------------------------------------------
|
---|
| 2197 | void CALLBACK OnLostDevice()
|
---|
| 2198 | {
|
---|
| 2199 | if( g_pFont )
|
---|
| 2200 | g_pFont->OnLostDevice();
|
---|
| 2201 | if( g_pEffect )
|
---|
| 2202 | g_pEffect->OnLostDevice();
|
---|
| 2203 |
|
---|
| 2204 | SAFE_RELEASE( g_pTextSprite );
|
---|
| 2205 |
|
---|
| 2206 |
|
---|
| 2207 | SAFE_RELEASE( g_pRoomCubeMapColorDistTexture );
|
---|
| 2208 | SAFE_RELEASE( g_pPowerOfSnippetTexelTexture );
|
---|
| 2209 | SAFE_RELEASE( g_pRoomCubeMapUVTexture );
|
---|
| 2210 | SAFE_RELEASE( g_pShadowMapTexture );
|
---|
| 2211 | SAFE_RELEASE( g_pRoomLastTexture );
|
---|
| 2212 | SAFE_RELEASE( g_pRoomModifyTexture );
|
---|
| 2213 | SAFE_RELEASE( g_pPhotonUVTexture );
|
---|
| 2214 | SAFE_RELEASE( g_pRoomTexture );
|
---|
| 2215 |
|
---|
| 2216 | for(int i = 0; i < 4; i++)
|
---|
| 2217 | {
|
---|
| 2218 | SAFE_RELEASE( g_pColumnModifyTexture[i] );
|
---|
| 2219 | }
|
---|
| 2220 | for(int i = 0; i < 5; i++)
|
---|
| 2221 | {
|
---|
| 2222 | SAFE_RELEASE( g_pColumnLastTexture[i] );
|
---|
| 2223 | }
|
---|
| 2224 |
|
---|
| 2225 | SAFE_RELEASE( g_pDepthStencilSurface );
|
---|
| 2226 | SAFE_RELEASE( g_pRoomCubeMapDepthStencilSurface );
|
---|
| 2227 | SAFE_RELEASE( g_pShadowMapDepthStencilSSurface );
|
---|
| 2228 | SAFE_RELEASE( g_pPhotonUVMapSurface );
|
---|
| 2229 | SAFE_RELEASE( g_pShadowMapSurface );
|
---|
| 2230 | SAFE_RELEASE( g_pPhotonMapDepthStencilSurface );
|
---|
| 2231 | SAFE_RELEASE( g_pRoomLastSurface );
|
---|
| 2232 | SAFE_RELEASE( g_pRoomModifySurface );
|
---|
| 2233 | SAFE_RELEASE( g_pRoomSurface );
|
---|
| 2234 |
|
---|
| 2235 | for(int i = 0; i < 4; i++)
|
---|
| 2236 | {
|
---|
| 2237 | SAFE_RELEASE( g_pColumnsModifySurface[i] );
|
---|
| 2238 | }
|
---|
| 2239 | for(int i = 0; i < 5; i++)
|
---|
| 2240 | {
|
---|
| 2241 | SAFE_RELEASE( g_pColumnsLastSurface[i] );
|
---|
| 2242 | }
|
---|
| 2243 |
|
---|
| 2244 | SAFE_RELEASE( g_pFullScreenQuadVertexDeclaration );
|
---|
| 2245 | SAFE_RELEASE( g_pFullScreenQuadVertexBuffer );
|
---|
| 2246 | SAFE_RELEASE( g_pSnippetVertexDeclaration );
|
---|
| 2247 | SAFE_RELEASE( g_bSnippetVertexBuffer );
|
---|
| 2248 | }
|
---|
| 2249 |
|
---|
| 2250 | //--------------------------------------------------------------------------------------
|
---|
| 2251 | // This callback function will be called immediately after the Direct3D device has
|
---|
| 2252 | // been destroyed, which generally happens as a result of application termination or
|
---|
| 2253 | // windowed/full screen toggles. Resources created in the OnCreateDevice callback
|
---|
| 2254 | // should be released here, which generally includes all D3DPOOL_MANAGED resources.
|
---|
| 2255 | //--------------------------------------------------------------------------------------
|
---|
| 2256 | void CALLBACK OnDestroyDevice()
|
---|
| 2257 | {
|
---|
| 2258 | SAFE_RELEASE( g_pFullScreenQuadVertexDeclaration );
|
---|
| 2259 | SAFE_RELEASE( g_pFullScreenQuadVertexBuffer );
|
---|
| 2260 | SAFE_RELEASE( g_pSnippetVertexDeclaration );
|
---|
| 2261 | SAFE_RELEASE( g_bSnippetVertexBuffer );
|
---|
| 2262 | SAFE_RELEASE( g_pCenterObjectMesh );
|
---|
| 2263 | SAFE_RELEASE( g_pColumnMesh );
|
---|
| 2264 | SAFE_RELEASE( g_pLightMesh );
|
---|
| 2265 | SAFE_RELEASE( g_pRoomMesh );
|
---|
| 2266 | SAFE_RELEASE( g_pEffect );
|
---|
| 2267 | SAFE_RELEASE( g_pFont );
|
---|
| 2268 | } |
---|