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 );
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336 |
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337 | // Show the cursor and clip it when in full screen
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338 | DXUTSetCursorSettings( true, true );
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339 |
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340 |
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341 |
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342 | // Initialize the sample framework and create the desired Win32 window and Direct3D
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343 | // device for the application. Calling each of these functions is optional, but they
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344 | // allow you to set several options which control the behavior of the framework.
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345 | DXUTInit( true, true, true ); // Parse the command line, handle the default hotkeys, and show msgboxes
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346 | DXUTCreateWindow( L"RayTraceEffects" );
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347 | DXUTCreateDevice( D3DADAPTER_DEFAULT, true, WINDOW_SIZE_X, WINDOW_SIZE_Y, IsDeviceAcceptable, ModifyDeviceSettings );
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348 |
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349 | // Pass control to the sample framework for handling the message pump and
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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
|
---|
640 | if( FAILED( LoadMesh( SPHERE, &g_pCenterObjectMesh, true ) ) ) return DXUTERR_MEDIANOTFOUND;
|
---|
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 | } |
---|