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authorDmitry Duka <[email protected]>2017-09-13 21:36:04 +0300
committerDmitry Duka <[email protected]>2017-09-13 21:36:04 +0300
commit0b3e42ce3124b0dd84fd16ae0cb5c85eaee41cc8 (patch)
treea8d1b2dbb71532871e95da756eb17bcb7d09e0c3 /samples
parentPulling latest Ansel SDK 1.4 into master (diff)
downloadanselsdk-0b3e42ce3124b0dd84fd16ae0cb5c85eaee41cc8.tar.xz
anselsdk-0b3e42ce3124b0dd84fd16ae0cb5c85eaee41cc8.zip
Updating Ansel SDK to the latest revisionv1.4.339
Diffstat (limited to 'samples')
-rw-r--r--samples/AnselSDKDelayLoader/AnselSDKDelayLoader.vcxproj454
-rw-r--r--samples/AnselSDKDelayLoader/AnselSDKDelayLoader.vcxproj.filters36
-rw-r--r--samples/AnselSDKDelayLoader/source/DelayLoader.cpp654
-rw-r--r--samples/AnselSDKDelayLoader/source/DelayLoader.h82
-rw-r--r--samples/AnselSDKIntegration/AnselSDKIntegration.cpp1460
-rw-r--r--samples/AnselSDKIntegration/AnselSDKIntegration.sln56
-rw-r--r--samples/AnselSDKIntegration/AnselSDKIntegration_2015.vcxproj502
-rw-r--r--samples/AnselSDKIntegration/AnselSDKIntegration_2015.vcxproj.filters22
-rw-r--r--samples/AnselSDKIntegration/Shaders.fx118
9 files changed, 1692 insertions, 1692 deletions
diff --git a/samples/AnselSDKDelayLoader/AnselSDKDelayLoader.vcxproj b/samples/AnselSDKDelayLoader/AnselSDKDelayLoader.vcxproj
index bd22385..9956b99 100644
--- a/samples/AnselSDKDelayLoader/AnselSDKDelayLoader.vcxproj
+++ b/samples/AnselSDKDelayLoader/AnselSDKDelayLoader.vcxproj
@@ -1,228 +1,228 @@
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diff --git a/samples/AnselSDKDelayLoader/source/DelayLoader.cpp b/samples/AnselSDKDelayLoader/source/DelayLoader.cpp
index 362c63a..a7ec5f0 100644
--- a/samples/AnselSDKDelayLoader/source/DelayLoader.cpp
+++ b/samples/AnselSDKDelayLoader/source/DelayLoader.cpp
@@ -1,327 +1,327 @@
-// This code contains NVIDIA Confidential Information and is disclosed to you
-// under a form of NVIDIA software license agreement provided separately to you.
-//
-// Notice
-// NVIDIA Corporation and its licensors retain all intellectual property and
-// proprietary rights in and to this software and related documentation and
-// any modifications thereto. Any use, reproduction, disclosure, or
-// distribution of this software and related documentation without an express
-// license agreement from NVIDIA Corporation is strictly prohibited.
-//
-// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
-// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
-// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
-// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
-//
-// Information and code furnished is believed to be accurate and reliable.
-// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
-// information or for any infringement of patents or other rights of third parties that may
-// result from its use. No license is granted by implication or otherwise under any patent
-// or patent rights of NVIDIA Corporation. Details are subject to change without notice.
-// This code supersedes and replaces all information previously supplied.
-// NVIDIA Corporation products are not authorized for use as critical
-// components in life support devices or systems without express written approval of
-// NVIDIA Corporation.
-//
-// Copyright 2016 NVIDIA Corporation. All rights reserved.
-
-
-#define ANSEL_SDK_DELAYLOAD
-#include "DelayLoader.h"
-#include <ansel/Camera.h>
-#include <ansel/Hints.h>
-#include <ansel/Configuration.h>
-#include <ansel/UserControls.h>
-#include <cmath>
-#include <Windows.h>
-#include <stdio.h>
-#include <codecvt>
-
-
-namespace
-{
- HMODULE anselSDK = NULL;
-}
-
-namespace ansel
-{
- namespace
- {
- typedef SetConfigurationStatus(__cdecl *PFNSETCONFIGURATION)(const Configuration& cfg);
- typedef void(__cdecl *PFNUPDATECAMERA)(Camera& camera);
- typedef void(__cdecl *PFNSESSIONFUNC)();
- typedef bool(__cdecl *PFNISANSELAVAILABLE)();
- typedef void(__cdecl *PFNMARKBUFFERBIND)(BufferType, HintType, uint64_t);
- typedef void(__cdecl *PFNMARKBUFFERFINISHED)(BufferType, uint64_t);
- typedef UserControlStatus(__cdecl *PFNADDUSERCONTROL)(const UserControlDesc&);
- typedef UserControlStatus(__cdecl *PFNSETUSERCONTROLLABELLOCALIZATION)(uint32_t, const char*, const char*);
- typedef UserControlStatus(__cdecl *PFNREMOVEUSERCONTROL)(uint32_t);
- typedef UserControlStatus(__cdecl *PFNGETUSERCONTROLVALUE)(uint32_t, void*);
-
- PFNMARKBUFFERFINISHED markBufferFinishedFunc = nullptr;
- PFNMARKBUFFERBIND markBufferBindFunc = nullptr;
- PFNSESSIONFUNC stopSessionFunc = nullptr;
- PFNSESSIONFUNC startSessionFunc = nullptr;
- PFNUPDATECAMERA updateCameraFunc = nullptr;
- PFNSETCONFIGURATION setConfigurationFunc = nullptr;
- PFNADDUSERCONTROL addUserControlFunc = nullptr;
- PFNSETUSERCONTROLLABELLOCALIZATION setUserControlLabelLocalizationFunc = nullptr;
- PFNREMOVEUSERCONTROL removeUserControlFunc = nullptr;
- PFNGETUSERCONTROLVALUE getUserControlValueFunc = nullptr;
-
- DelayLoadStatus resolveFunctionPointers()
- {
- if (anselSDK == NULL)
- return kDelayLoadDllNotFound;
-
- setConfigurationFunc = reinterpret_cast<PFNSETCONFIGURATION>(GetProcAddress(anselSDK, "setConfiguration"));
- stopSessionFunc = reinterpret_cast<PFNSESSIONFUNC>(GetProcAddress(anselSDK, "stopSession"));
- startSessionFunc = reinterpret_cast<PFNSESSIONFUNC>(GetProcAddress(anselSDK, "startSession"));
- updateCameraFunc = reinterpret_cast<PFNUPDATECAMERA>(GetProcAddress(anselSDK, "updateCamera"));
- markBufferBindFunc = reinterpret_cast<PFNMARKBUFFERBIND>(GetProcAddress(anselSDK, "markBufferBind"));
- markBufferFinishedFunc = reinterpret_cast<PFNMARKBUFFERFINISHED>(GetProcAddress(anselSDK, "markBufferFinished"));
- addUserControlFunc = reinterpret_cast<PFNADDUSERCONTROL>(GetProcAddress(anselSDK, "addUserControl"));
- setUserControlLabelLocalizationFunc = reinterpret_cast<PFNSETUSERCONTROLLABELLOCALIZATION>(GetProcAddress(anselSDK, "setUserControlLabelLocalization"));
- removeUserControlFunc = reinterpret_cast<PFNREMOVEUSERCONTROL>(GetProcAddress(anselSDK, "removeUserControl"));
- getUserControlValueFunc = reinterpret_cast<PFNGETUSERCONTROLVALUE>(GetProcAddress(anselSDK, "getUserControlValue"));
-
- if (setConfigurationFunc == nullptr ||
- stopSessionFunc == nullptr ||
- startSessionFunc == nullptr ||
- updateCameraFunc == nullptr ||
- markBufferBindFunc == nullptr ||
- markBufferFinishedFunc == nullptr ||
- addUserControlFunc == nullptr ||
- setUserControlLabelLocalizationFunc == nullptr ||
- removeUserControlFunc == nullptr ||
- getUserControlValueFunc == nullptr)
- return kDelayLoadIncompatibleVersion;
-
- return kDelayLoadOk;
- }
-
- void makeQuaternionFromRotationMatrix(nv::Quat& q, const float r[3][3])
- {
- float trace = r[0][0] + r[1][1] + r[2][2];
-
- if (trace > 0.0f) {
- // |w| > 1/2, may as well choose w > 1/2
- float s = sqrtf(trace + 1.0f); // 2w
-
- q.w = s * 0.5f;
- s = 0.5f / s; // 1/(4w)
-
- q.x = (r[2][1] - r[1][2]) * s;
- q.y = (r[0][2] - r[2][0]) * s;
- q.z = (r[1][0] - r[0][1]) * s;
- }
- else {
- // |w| <= 1/2
- int i = 0;
- if (r[1][1] > r[0][0]) i = 1;
- if (r[2][2] > r[i][i]) i = 2;
-
- int j = (1 << i) & 3; // i + 1 modulo 3.
- int k = (1 << j) & 3;
-
- float s = sqrtf(r[i][i] - r[j][j] - r[k][k] + 1.0f);
-
- float* component = &q.x;
- component[i] = s * 0.5f;
- s = 0.5f / s;
- component[j] = (r[i][j] + r[j][i]) * s;
- component[k] = (r[k][i] + r[i][k]) * s;
- q.w = (r[k][j] - r[j][k]) * s;
- }
- }
-
- void makeRotationMatrixFromQuaternion(float rot[3][3], const nv::Quat& q)
- {
- float s = 2.0f;
-
- float xs = q.x * s;
- float ys = q.y * s;
- float zs = q.z * s;
-
- float wx = q.w * xs;
- float wy = q.w * ys;
- float wz = q.w * zs;
-
- float xx = q.x * xs;
- float xy = q.x * ys;
- float xz = q.x * zs;
-
- float yy = q.y * ys;
- float yz = q.y * zs;
- float zz = q.z * zs;
-
- rot[0][0] = 1.0f - (yy + zz);
- rot[0][1] = xy - wz;
- rot[0][2] = xz + wy;
-
- rot[1][0] = xy + wz;
- rot[1][1] = 1.0f - (xx + zz);
- rot[1][2] = yz - wx;
-
- rot[2][0] = xz - wy;
- rot[2][1] = yz + wx;
- rot[2][2] = 1.0f - (xx + yy);
- }
-
- // This may seem like a funky construct so allow me to explain. This code serves only
- // one purpose: to create a signaling object that Ansel (when loaded from driver shim)
- // can use to detect that a game has integrated the SDK. Note that this same object
- // will also be created by the SDK DLL when loaded but this is safe since creating
- // the same mutex again just provides a handle to the already existing mutex.
- class SdkMutex
- {
- public:
- SdkMutex()
- {
- DWORD id = GetCurrentProcessId();
- char name[MAX_PATH];
- sprintf_s(name, "NVIDIA/Ansel/%d", id);
- CreateMutexA(NULL, false, name);
- }
- };
-
- SdkMutex s_mySdkMutex;
- }
-
-
- SetConfigurationStatus setConfiguration(const Configuration& config)
- {
- if (setConfigurationFunc)
- return setConfigurationFunc(config);
- else
- return kSetConfigurationSdkNotLoaded;
- }
-
- void updateCamera(ansel::Camera& cam)
- {
- if (updateCameraFunc)
- updateCameraFunc(cam);
- }
-
- void stopSession()
- {
- if (stopSessionFunc)
- stopSessionFunc();
- }
-
- void startSession()
- {
- if (startSessionFunc)
- startSessionFunc();
- }
-
- bool isAnselAvailable()
- {
- // search for NvCamera32/64 DLL in the process
- const char* moduleName =
-#if _M_AMD64
- "NvCamera64.dll";
-#else
- "NvCamera32.dll";
-#endif
-
- return GetModuleHandleA(moduleName) != nullptr;
- }
-
- void markBufferBind(BufferType bufferType, HintType hintType, uint64_t threadId)
- {
- if (markBufferBindFunc)
- markBufferBindFunc(bufferType, hintType, threadId);
- }
-
- void markBufferFinished(BufferType bufferType, uint64_t threadId)
- {
- if (markBufferFinishedFunc)
- markBufferFinishedFunc(bufferType, threadId);
- }
-
- void quaternionToRotationMatrixVectors(const nv::Quat& q, nv::Vec3& right, nv::Vec3& up, nv::Vec3& forward)
- {
- float rot[3][3];
- makeRotationMatrixFromQuaternion(rot, q);
- right = { rot[0][0], rot[1][0], rot[2][0] };
- up = { rot[0][1], rot[1][1], rot[2][1] };
- forward = { rot[0][2], rot[1][2], rot[2][2] };
- }
-
- void rotationMatrixVectorsToQuaternion(const nv::Vec3& right, const nv::Vec3& up, const nv::Vec3& forward, nv::Quat& q)
- {
- const float rot[3][3] = {
- { right.x, up.x, forward.x },
- { right.y, up.y, forward.y },
- { right.z, up.z, forward.z }
- };
- makeQuaternionFromRotationMatrix(q, rot);
- }
-
- UserControlStatus addUserControl(const UserControlDesc& desc)
- {
- if (addUserControlFunc)
- return addUserControlFunc(desc);
- return UserControlStatus::kUserControlInvalidCallback;
- }
-
- UserControlStatus setUserControlLabelLocalization(uint32_t userControlId, const char* lang, const char* labelUtf8)
- {
- if (setUserControlLabelLocalizationFunc)
- return setUserControlLabelLocalizationFunc(userControlId, lang, labelUtf8);
- return UserControlStatus::kUserControlInvalidCallback;
- }
-
- UserControlStatus removeUserControl(uint32_t userControlId)
- {
- if (removeUserControlFunc)
- return removeUserControlFunc(userControlId);
- return UserControlStatus::kUserControlInvalidCallback;
- }
-
- UserControlStatus getUserControlValue(uint32_t userControlId, void* value)
- {
- if (getUserControlValueFunc)
- return getUserControlValueFunc(userControlId, value);
- return UserControlStatus::kUserControlInvalidCallback;
- }
-}
-
-DelayLoadStatus loadAnselSDKLibrary(const char* pathToLibraryUtf8)
-{
- if (anselSDK == NULL)
- {
- if (pathToLibraryUtf8)
- {
- // convert from utf8 to wchar_t:
- std::wstring_convert<std::codecvt_utf8_utf16<wchar_t>> converter;
- std::wstring pathWstring = converter.from_bytes(pathToLibraryUtf8);
- anselSDK = LoadLibraryW(pathWstring.c_str());
- }
- else
- {
- #if defined(_M_IX86)
- #define ANSEL_BITNESS "32"
- #elif defined(_M_AMD64)
- #define ANSEL_BITNESS "64"
- #endif
-
- #if defined(_DEBUG)
- #define ANSEL_RUNTIME_FLAVOR "d"
- #else
- #define ANSEL_RUNTIME_FLAVOR ""
- #endif
-
- const char* libName = "AnselSDK" ANSEL_BITNESS ANSEL_RUNTIME_FLAVOR ".dll";
- anselSDK = LoadLibraryA(libName);
- }
-
- if (anselSDK == NULL)
- return kDelayLoadDllNotFound;
- else
- return ansel::resolveFunctionPointers();
- }
-
- return kDelayLoadOk;
-}
+// This code contains NVIDIA Confidential Information and is disclosed to you
+// under a form of NVIDIA software license agreement provided separately to you.
+//
+// Notice
+// NVIDIA Corporation and its licensors retain all intellectual property and
+// proprietary rights in and to this software and related documentation and
+// any modifications thereto. Any use, reproduction, disclosure, or
+// distribution of this software and related documentation without an express
+// license agreement from NVIDIA Corporation is strictly prohibited.
+//
+// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
+// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
+// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
+// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
+//
+// Information and code furnished is believed to be accurate and reliable.
+// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
+// information or for any infringement of patents or other rights of third parties that may
+// result from its use. No license is granted by implication or otherwise under any patent
+// or patent rights of NVIDIA Corporation. Details are subject to change without notice.
+// This code supersedes and replaces all information previously supplied.
+// NVIDIA Corporation products are not authorized for use as critical
+// components in life support devices or systems without express written approval of
+// NVIDIA Corporation.
+//
+// Copyright 2016 NVIDIA Corporation. All rights reserved.
+
+
+#define ANSEL_SDK_DELAYLOAD
+#include "DelayLoader.h"
+#include <ansel/Camera.h>
+#include <ansel/Hints.h>
+#include <ansel/Configuration.h>
+#include <ansel/UserControls.h>
+#include <cmath>
+#include <Windows.h>
+#include <stdio.h>
+#include <codecvt>
+
+
+namespace
+{
+ HMODULE anselSDK = NULL;
+}
+
+namespace ansel
+{
+ namespace
+ {
+ typedef SetConfigurationStatus(__cdecl *PFNSETCONFIGURATION)(const Configuration& cfg);
+ typedef void(__cdecl *PFNUPDATECAMERA)(Camera& camera);
+ typedef void(__cdecl *PFNSESSIONFUNC)();
+ typedef bool(__cdecl *PFNISANSELAVAILABLE)();
+ typedef void(__cdecl *PFNMARKBUFFERBIND)(BufferType, HintType, uint64_t);
+ typedef void(__cdecl *PFNMARKBUFFERFINISHED)(BufferType, uint64_t);
+ typedef UserControlStatus(__cdecl *PFNADDUSERCONTROL)(const UserControlDesc&);
+ typedef UserControlStatus(__cdecl *PFNSETUSERCONTROLLABELLOCALIZATION)(uint32_t, const char*, const char*);
+ typedef UserControlStatus(__cdecl *PFNREMOVEUSERCONTROL)(uint32_t);
+ typedef UserControlStatus(__cdecl *PFNGETUSERCONTROLVALUE)(uint32_t, void*);
+
+ PFNMARKBUFFERFINISHED markBufferFinishedFunc = nullptr;
+ PFNMARKBUFFERBIND markBufferBindFunc = nullptr;
+ PFNSESSIONFUNC stopSessionFunc = nullptr;
+ PFNSESSIONFUNC startSessionFunc = nullptr;
+ PFNUPDATECAMERA updateCameraFunc = nullptr;
+ PFNSETCONFIGURATION setConfigurationFunc = nullptr;
+ PFNADDUSERCONTROL addUserControlFunc = nullptr;
+ PFNSETUSERCONTROLLABELLOCALIZATION setUserControlLabelLocalizationFunc = nullptr;
+ PFNREMOVEUSERCONTROL removeUserControlFunc = nullptr;
+ PFNGETUSERCONTROLVALUE getUserControlValueFunc = nullptr;
+
+ DelayLoadStatus resolveFunctionPointers()
+ {
+ if (anselSDK == NULL)
+ return kDelayLoadDllNotFound;
+
+ setConfigurationFunc = reinterpret_cast<PFNSETCONFIGURATION>(GetProcAddress(anselSDK, "setConfiguration"));
+ stopSessionFunc = reinterpret_cast<PFNSESSIONFUNC>(GetProcAddress(anselSDK, "stopSession"));
+ startSessionFunc = reinterpret_cast<PFNSESSIONFUNC>(GetProcAddress(anselSDK, "startSession"));
+ updateCameraFunc = reinterpret_cast<PFNUPDATECAMERA>(GetProcAddress(anselSDK, "updateCamera"));
+ markBufferBindFunc = reinterpret_cast<PFNMARKBUFFERBIND>(GetProcAddress(anselSDK, "markBufferBind"));
+ markBufferFinishedFunc = reinterpret_cast<PFNMARKBUFFERFINISHED>(GetProcAddress(anselSDK, "markBufferFinished"));
+ addUserControlFunc = reinterpret_cast<PFNADDUSERCONTROL>(GetProcAddress(anselSDK, "addUserControl"));
+ setUserControlLabelLocalizationFunc = reinterpret_cast<PFNSETUSERCONTROLLABELLOCALIZATION>(GetProcAddress(anselSDK, "setUserControlLabelLocalization"));
+ removeUserControlFunc = reinterpret_cast<PFNREMOVEUSERCONTROL>(GetProcAddress(anselSDK, "removeUserControl"));
+ getUserControlValueFunc = reinterpret_cast<PFNGETUSERCONTROLVALUE>(GetProcAddress(anselSDK, "getUserControlValue"));
+
+ if (setConfigurationFunc == nullptr ||
+ stopSessionFunc == nullptr ||
+ startSessionFunc == nullptr ||
+ updateCameraFunc == nullptr ||
+ markBufferBindFunc == nullptr ||
+ markBufferFinishedFunc == nullptr ||
+ addUserControlFunc == nullptr ||
+ setUserControlLabelLocalizationFunc == nullptr ||
+ removeUserControlFunc == nullptr ||
+ getUserControlValueFunc == nullptr)
+ return kDelayLoadIncompatibleVersion;
+
+ return kDelayLoadOk;
+ }
+
+ void makeQuaternionFromRotationMatrix(nv::Quat& q, const float r[3][3])
+ {
+ float trace = r[0][0] + r[1][1] + r[2][2];
+
+ if (trace > 0.0f) {
+ // |w| > 1/2, may as well choose w > 1/2
+ float s = sqrtf(trace + 1.0f); // 2w
+
+ q.w = s * 0.5f;
+ s = 0.5f / s; // 1/(4w)
+
+ q.x = (r[2][1] - r[1][2]) * s;
+ q.y = (r[0][2] - r[2][0]) * s;
+ q.z = (r[1][0] - r[0][1]) * s;
+ }
+ else {
+ // |w| <= 1/2
+ int i = 0;
+ if (r[1][1] > r[0][0]) i = 1;
+ if (r[2][2] > r[i][i]) i = 2;
+
+ int j = (1 << i) & 3; // i + 1 modulo 3.
+ int k = (1 << j) & 3;
+
+ float s = sqrtf(r[i][i] - r[j][j] - r[k][k] + 1.0f);
+
+ float* component = &q.x;
+ component[i] = s * 0.5f;
+ s = 0.5f / s;
+ component[j] = (r[i][j] + r[j][i]) * s;
+ component[k] = (r[k][i] + r[i][k]) * s;
+ q.w = (r[k][j] - r[j][k]) * s;
+ }
+ }
+
+ void makeRotationMatrixFromQuaternion(float rot[3][3], const nv::Quat& q)
+ {
+ float s = 2.0f;
+
+ float xs = q.x * s;
+ float ys = q.y * s;
+ float zs = q.z * s;
+
+ float wx = q.w * xs;
+ float wy = q.w * ys;
+ float wz = q.w * zs;
+
+ float xx = q.x * xs;
+ float xy = q.x * ys;
+ float xz = q.x * zs;
+
+ float yy = q.y * ys;
+ float yz = q.y * zs;
+ float zz = q.z * zs;
+
+ rot[0][0] = 1.0f - (yy + zz);
+ rot[0][1] = xy - wz;
+ rot[0][2] = xz + wy;
+
+ rot[1][0] = xy + wz;
+ rot[1][1] = 1.0f - (xx + zz);
+ rot[1][2] = yz - wx;
+
+ rot[2][0] = xz - wy;
+ rot[2][1] = yz + wx;
+ rot[2][2] = 1.0f - (xx + yy);
+ }
+
+ // This may seem like a funky construct so allow me to explain. This code serves only
+ // one purpose: to create a signaling object that Ansel (when loaded from driver shim)
+ // can use to detect that a game has integrated the SDK. Note that this same object
+ // will also be created by the SDK DLL when loaded but this is safe since creating
+ // the same mutex again just provides a handle to the already existing mutex.
+ class SdkMutex
+ {
+ public:
+ SdkMutex()
+ {
+ DWORD id = GetCurrentProcessId();
+ char name[MAX_PATH];
+ sprintf_s(name, "NVIDIA/Ansel/%d", id);
+ CreateMutexA(NULL, false, name);
+ }
+ };
+
+ SdkMutex s_mySdkMutex;
+ }
+
+
+ SetConfigurationStatus setConfiguration(const Configuration& config)
+ {
+ if (setConfigurationFunc)
+ return setConfigurationFunc(config);
+ else
+ return kSetConfigurationSdkNotLoaded;
+ }
+
+ void updateCamera(ansel::Camera& cam)
+ {
+ if (updateCameraFunc)
+ updateCameraFunc(cam);
+ }
+
+ void stopSession()
+ {
+ if (stopSessionFunc)
+ stopSessionFunc();
+ }
+
+ void startSession()
+ {
+ if (startSessionFunc)
+ startSessionFunc();
+ }
+
+ bool isAnselAvailable()
+ {
+ // search for NvCamera32/64 DLL in the process
+ const char* moduleName =
+#if _M_AMD64
+ "NvCamera64.dll";
+#else
+ "NvCamera32.dll";
+#endif
+
+ return GetModuleHandleA(moduleName) != nullptr;
+ }
+
+ void markBufferBind(BufferType bufferType, HintType hintType, uint64_t threadId)
+ {
+ if (markBufferBindFunc)
+ markBufferBindFunc(bufferType, hintType, threadId);
+ }
+
+ void markBufferFinished(BufferType bufferType, uint64_t threadId)
+ {
+ if (markBufferFinishedFunc)
+ markBufferFinishedFunc(bufferType, threadId);
+ }
+
+ void quaternionToRotationMatrixVectors(const nv::Quat& q, nv::Vec3& right, nv::Vec3& up, nv::Vec3& forward)
+ {
+ float rot[3][3];
+ makeRotationMatrixFromQuaternion(rot, q);
+ right = { rot[0][0], rot[1][0], rot[2][0] };
+ up = { rot[0][1], rot[1][1], rot[2][1] };
+ forward = { rot[0][2], rot[1][2], rot[2][2] };
+ }
+
+ void rotationMatrixVectorsToQuaternion(const nv::Vec3& right, const nv::Vec3& up, const nv::Vec3& forward, nv::Quat& q)
+ {
+ const float rot[3][3] = {
+ { right.x, up.x, forward.x },
+ { right.y, up.y, forward.y },
+ { right.z, up.z, forward.z }
+ };
+ makeQuaternionFromRotationMatrix(q, rot);
+ }
+
+ UserControlStatus addUserControl(const UserControlDesc& desc)
+ {
+ if (addUserControlFunc)
+ return addUserControlFunc(desc);
+ return UserControlStatus::kUserControlInvalidCallback;
+ }
+
+ UserControlStatus setUserControlLabelLocalization(uint32_t userControlId, const char* lang, const char* labelUtf8)
+ {
+ if (setUserControlLabelLocalizationFunc)
+ return setUserControlLabelLocalizationFunc(userControlId, lang, labelUtf8);
+ return UserControlStatus::kUserControlInvalidCallback;
+ }
+
+ UserControlStatus removeUserControl(uint32_t userControlId)
+ {
+ if (removeUserControlFunc)
+ return removeUserControlFunc(userControlId);
+ return UserControlStatus::kUserControlInvalidCallback;
+ }
+
+ UserControlStatus getUserControlValue(uint32_t userControlId, void* value)
+ {
+ if (getUserControlValueFunc)
+ return getUserControlValueFunc(userControlId, value);
+ return UserControlStatus::kUserControlInvalidCallback;
+ }
+}
+
+DelayLoadStatus loadAnselSDKLibrary(const char* pathToLibraryUtf8)
+{
+ if (anselSDK == NULL)
+ {
+ if (pathToLibraryUtf8)
+ {
+ // convert from utf8 to wchar_t:
+ std::wstring_convert<std::codecvt_utf8_utf16<wchar_t>> converter;
+ std::wstring pathWstring = converter.from_bytes(pathToLibraryUtf8);
+ anselSDK = LoadLibraryW(pathWstring.c_str());
+ }
+ else
+ {
+ #if defined(_M_IX86)
+ #define ANSEL_BITNESS "32"
+ #elif defined(_M_AMD64)
+ #define ANSEL_BITNESS "64"
+ #endif
+
+ #if defined(_DEBUG)
+ #define ANSEL_RUNTIME_FLAVOR "d"
+ #else
+ #define ANSEL_RUNTIME_FLAVOR ""
+ #endif
+
+ const char* libName = "AnselSDK" ANSEL_BITNESS ANSEL_RUNTIME_FLAVOR ".dll";
+ anselSDK = LoadLibraryA(libName);
+ }
+
+ if (anselSDK == NULL)
+ return kDelayLoadDllNotFound;
+ else
+ return ansel::resolveFunctionPointers();
+ }
+
+ return kDelayLoadOk;
+}
diff --git a/samples/AnselSDKDelayLoader/source/DelayLoader.h b/samples/AnselSDKDelayLoader/source/DelayLoader.h
index 216261b..656101e 100644
--- a/samples/AnselSDKDelayLoader/source/DelayLoader.h
+++ b/samples/AnselSDKDelayLoader/source/DelayLoader.h
@@ -1,41 +1,41 @@
-// This code contains NVIDIA Confidential Information and is disclosed to you
-// under a form of NVIDIA software license agreement provided separately to you.
-//
-// Notice
-// NVIDIA Corporation and its licensors retain all intellectual property and
-// proprietary rights in and to this software and related documentation and
-// any modifications thereto. Any use, reproduction, disclosure, or
-// distribution of this software and related documentation without an express
-// license agreement from NVIDIA Corporation is strictly prohibited.
-//
-// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
-// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
-// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
-// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
-//
-// Information and code furnished is believed to be accurate and reliable.
-// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
-// information or for any infringement of patents or other rights of third parties that may
-// result from its use. No license is granted by implication or otherwise under any patent
-// or patent rights of NVIDIA Corporation. Details are subject to change without notice.
-// This code supersedes and replaces all information previously supplied.
-// NVIDIA Corporation products are not authorized for use as critical
-// components in life support devices or systems without express written approval of
-// NVIDIA Corporation.
-//
-// Copyright 2016 NVIDIA Corporation. All rights reserved.
-
-#pragma once
-
-enum DelayLoadStatus
-{
- kDelayLoadOk = 0,
- kDelayLoadDllNotFound = -1,
- kDelayLoadIncompatibleVersion = -2,
-};
-// In order to use delay loading instead of regular linking to a dynamic library
-// define ANSEL_SDK_DELAYLOAD for the project and use this function to explicitly
-// load the library. If you don't specify a path then Win32 LoadLibrary search
-// mechanism is applied. If you do specify a path it should be the full path to
-// the AnselSDK32/64.dll in utf8 encoding.
-DelayLoadStatus loadAnselSDKLibrary(const char* pathToLibraryUtf8 = nullptr);
+// This code contains NVIDIA Confidential Information and is disclosed to you
+// under a form of NVIDIA software license agreement provided separately to you.
+//
+// Notice
+// NVIDIA Corporation and its licensors retain all intellectual property and
+// proprietary rights in and to this software and related documentation and
+// any modifications thereto. Any use, reproduction, disclosure, or
+// distribution of this software and related documentation without an express
+// license agreement from NVIDIA Corporation is strictly prohibited.
+//
+// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
+// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
+// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
+// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
+//
+// Information and code furnished is believed to be accurate and reliable.
+// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
+// information or for any infringement of patents or other rights of third parties that may
+// result from its use. No license is granted by implication or otherwise under any patent
+// or patent rights of NVIDIA Corporation. Details are subject to change without notice.
+// This code supersedes and replaces all information previously supplied.
+// NVIDIA Corporation products are not authorized for use as critical
+// components in life support devices or systems without express written approval of
+// NVIDIA Corporation.
+//
+// Copyright 2016 NVIDIA Corporation. All rights reserved.
+
+#pragma once
+
+enum DelayLoadStatus
+{
+ kDelayLoadOk = 0,
+ kDelayLoadDllNotFound = -1,
+ kDelayLoadIncompatibleVersion = -2,
+};
+// In order to use delay loading instead of regular linking to a dynamic library
+// define ANSEL_SDK_DELAYLOAD for the project and use this function to explicitly
+// load the library. If you don't specify a path then Win32 LoadLibrary search
+// mechanism is applied. If you do specify a path it should be the full path to
+// the AnselSDK32/64.dll in utf8 encoding.
+DelayLoadStatus loadAnselSDKLibrary(const char* pathToLibraryUtf8 = nullptr);
diff --git a/samples/AnselSDKIntegration/AnselSDKIntegration.cpp b/samples/AnselSDKIntegration/AnselSDKIntegration.cpp
index 093b0b8..46876e1 100644
--- a/samples/AnselSDKIntegration/AnselSDKIntegration.cpp
+++ b/samples/AnselSDKIntegration/AnselSDKIntegration.cpp
@@ -1,730 +1,730 @@
-// This sample uses DirectX SDK, specifically it depends on DirectX 11
-// Please install DirectX SDK June 2010 to compile this sample
-
-#include <windows.h>
-#include <d3d11.h>
-#include <d3dcompiler.h>
-#include <directxmath.h>
-#include <directxcolors.h>
-
-#include "AnselSDK.h"
-
-using namespace DirectX;
-
-struct SimpleVertex
-{
- XMFLOAT3 Pos;
- XMFLOAT3 Normal;
-};
-
-
-struct ConstantBuffer
-{
- XMMATRIX mWorld;
- XMMATRIX mView;
- XMMATRIX mProjection;
- XMFLOAT4 vLightDir;
- XMFLOAT4 vLightColor;
- XMFLOAT4 vOutputColor;
- float vTime;
-};
-
-
-// Globals
-HINSTANCE g_hInst = nullptr;
-HWND g_hWnd = nullptr;
-D3D_DRIVER_TYPE g_driverType = D3D_DRIVER_TYPE_NULL;
-D3D_FEATURE_LEVEL g_featureLevel = D3D_FEATURE_LEVEL_11_0;
-ID3D11Device* g_pd3dDevice = nullptr;
-ID3D11DeviceContext* g_pImmediateContext = nullptr;
-IDXGISwapChain* g_pSwapChain = nullptr;
-ID3D11RenderTargetView* g_pRenderTargetView = nullptr;
-ID3D11Texture2D* g_pDepthStencil = nullptr;
-ID3D11DepthStencilView* g_pDepthStencilView = nullptr;
-ID3D11VertexShader* g_pVertexShader = nullptr;
-ID3D11PixelShader* g_pPixelShader = nullptr;
-ID3D11VertexShader* g_pHudVertexShader = nullptr;
-ID3D11PixelShader* g_pHudPixelShader = nullptr;
-ID3D11InputLayout* g_pVertexLayout = nullptr;
-ID3D11DepthStencilState *g_pDepthStencilStateDepthDisable = nullptr;
-ID3D11Buffer* g_pVertexBuffer = nullptr;
-ID3D11Buffer* g_pIndexBuffer = nullptr;
-ID3D11Buffer* g_pHudVertexBuffer = nullptr;
-ID3D11Buffer* g_pHudIndexBuffer = nullptr;
-ID3D11Buffer* g_pConstantBuffer = nullptr;
-
-XMMATRIX g_World;
-XMMATRIX g_View, g_ViewBackup;
-XMMATRIX g_Projection;
-bool g_Pause = false;
-bool g_AnselSessionIsActive = false;
-float g_Fov = XM_PIDIV4;
-uint32_t g_FrameWidth = 0u, g_FrameHeight = 0u;
-float g_ProjectionOffsetX = 0.0f, g_ProjectionOffsetY = 0.0f;
-float g_LightIntensity = 1.0f;
-
-// Forward declarations
-HRESULT InitWindow(HINSTANCE hInstance, int nCmdShow);
-HRESULT InitDevice();
-void CleanupDevice();
-LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);
-void Render();
-
-void updateProjectionMatrix()
-{
- // Before Ansel SDK integration:
- g_Projection = XMMatrixPerspectiveFovLH(g_Fov, g_FrameWidth / FLOAT(g_FrameHeight), 0.01f, 100.0f);
- // Ansel SDK integration requires projection offsetting for super resolution captures:
- g_Projection.r[2].m128_f32[0] = -g_ProjectionOffsetX;
- g_Projection.r[2].m128_f32[1] = -g_ProjectionOffsetY;
-}
-
-// Entry point
-int WINAPI wWinMain(_In_ HINSTANCE hInstance, _In_opt_ HINSTANCE hPrevInstance, _In_ LPWSTR lpCmdLine, _In_ int nCmdShow)
-{
- UNREFERENCED_PARAMETER(hPrevInstance);
- UNREFERENCED_PARAMETER(lpCmdLine);
-
- if (FAILED(InitWindow(hInstance, nCmdShow)))
- return 0;
-
- if (FAILED(InitDevice()))
- {
- CleanupDevice();
- return 0;
- }
-
- // Main message loop
- MSG msg = { 0 };
- while (WM_QUIT != msg.message)
- {
- if (PeekMessage(&msg, nullptr, 0, 0, PM_REMOVE))
- {
- TranslateMessage(&msg);
- DispatchMessage(&msg);
- }
- else
- Render();
- }
-
- CleanupDevice();
-
- return int(msg.wParam);
-}
-
-// Register class and create window
-HRESULT InitWindow(HINSTANCE hInstance, int nCmdShow)
-{
- // Register class
- WNDCLASSEX wcex;
- wcex.cbSize = sizeof(WNDCLASSEX);
- wcex.style = CS_HREDRAW | CS_VREDRAW;
- wcex.lpfnWndProc = WndProc;
- wcex.cbClsExtra = 0;
- wcex.cbWndExtra = 0;
- wcex.hInstance = hInstance;
- wcex.hIcon = LoadIcon(hInstance, (LPCTSTR)IDI_APPLICATION);
- wcex.hCursor = LoadCursor(nullptr, IDC_ARROW);
- wcex.hbrBackground = (HBRUSH)(COLOR_WINDOW + 1);
- wcex.lpszMenuName = nullptr;
- wcex.lpszClassName = L"SampleWindowClass";
- wcex.hIconSm = LoadIcon(wcex.hInstance, (LPCTSTR)IDI_APPLICATION);
- if (!RegisterClassEx(&wcex))
- return E_FAIL;
-
- // Create window
- g_hInst = hInstance;
- RECT rc = { 0, 0, 800, 600 };
- AdjustWindowRect(&rc, WS_OVERLAPPEDWINDOW, FALSE);
- g_hWnd = CreateWindow(L"SampleWindowClass", L"Sample Ansel SDK Integration", WS_OVERLAPPED | WS_CAPTION | WS_SYSMENU | WS_MINIMIZEBOX,
- CW_USEDEFAULT, CW_USEDEFAULT, rc.right - rc.left, rc.bottom - rc.top, nullptr, nullptr, hInstance, nullptr);
- if (!g_hWnd)
- return E_FAIL;
-
- ShowWindow(g_hWnd, nCmdShow);
-
- return S_OK;
-}
-
-HRESULT CompileShaderFromFile(WCHAR* szFileName, LPCSTR szEntryPoint, LPCSTR szShaderModel, ID3DBlob** ppBlobOut)
-{
- HRESULT hr = S_OK;
-
- ID3DBlob* pErrorBlob = nullptr;
- hr = D3DCompileFromFile(szFileName, nullptr, nullptr, szEntryPoint, szShaderModel,
- D3DCOMPILE_ENABLE_STRICTNESS, 0, ppBlobOut, &pErrorBlob);
- if (FAILED(hr))
- {
- if (pErrorBlob)
- {
- OutputDebugStringA(reinterpret_cast<const char*>(pErrorBlob->GetBufferPointer()));
- pErrorBlob->Release();
- }
- return hr;
- }
- if (pErrorBlob)
- pErrorBlob->Release();
-
- return S_OK;
-}
-
-// Create Direct3D device and swap chain
-HRESULT InitDevice()
-{
- HRESULT hr = S_OK;
-
- RECT rc;
- GetClientRect(g_hWnd, &rc);
- g_FrameWidth = rc.right - rc.left;
- g_FrameHeight = rc.bottom - rc.top;
-
- UINT createDeviceFlags = 0;
-#ifdef _DEBUG
- createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
-#endif
-
- D3D_DRIVER_TYPE driverTypes[] =
- {
- D3D_DRIVER_TYPE_HARDWARE,
- D3D_DRIVER_TYPE_WARP,
- D3D_DRIVER_TYPE_REFERENCE,
- };
- const UINT numDriverTypes = ARRAYSIZE(driverTypes);
-
- D3D_FEATURE_LEVEL featureLevels[] =
- {
- D3D_FEATURE_LEVEL_11_1,
- D3D_FEATURE_LEVEL_11_0,
- };
- const UINT numFeatureLevels = ARRAYSIZE(featureLevels);
-
- for (UINT driverTypeIndex = 0; driverTypeIndex < numDriverTypes; driverTypeIndex++)
- {
- g_driverType = driverTypes[driverTypeIndex];
- hr = D3D11CreateDevice(nullptr, g_driverType, nullptr, createDeviceFlags, featureLevels, numFeatureLevels,
- D3D11_SDK_VERSION, &g_pd3dDevice, &g_featureLevel, &g_pImmediateContext);
-
- if (hr == E_INVALIDARG)
- {
- // DirectX 11.0 platforms will not recognize D3D_FEATURE_LEVEL_11_1 so we need to retry without it
- hr = D3D11CreateDevice(nullptr, g_driverType, nullptr, createDeviceFlags, &featureLevels[1], numFeatureLevels - 1,
- D3D11_SDK_VERSION, &g_pd3dDevice, &g_featureLevel, &g_pImmediateContext);
- }
-
- if (SUCCEEDED(hr))
- break;
- }
-
- if (FAILED(hr))
- return hr;
-
- // Obtain DXGI factory from device (since we used nullptr for pAdapter above)
- IDXGIFactory1* dxgiFactory = nullptr;
- {
- IDXGIDevice* dxgiDevice = nullptr;
- hr = g_pd3dDevice->QueryInterface(__uuidof(IDXGIDevice), reinterpret_cast<void**>(&dxgiDevice));
- if (SUCCEEDED(hr))
- {
- IDXGIAdapter* adapter = nullptr;
- hr = dxgiDevice->GetAdapter(&adapter);
- if (SUCCEEDED(hr))
- {
- hr = adapter->GetParent(__uuidof(IDXGIFactory1), reinterpret_cast<void**>(&dxgiFactory));
- adapter->Release();
- }
- dxgiDevice->Release();
- }
- }
-
- if (FAILED(hr))
- return hr;
-
- // Create swap chain
- DXGI_SWAP_CHAIN_DESC sd;
- ZeroMemory(&sd, sizeof(sd));
- sd.BufferCount = 1;
- sd.BufferDesc.Width = g_FrameWidth;
- sd.BufferDesc.Height = g_FrameHeight;
- sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
- sd.BufferDesc.RefreshRate.Numerator = 60;
- sd.BufferDesc.RefreshRate.Denominator = 1;
- sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
- sd.OutputWindow = g_hWnd;
- sd.SampleDesc.Count = 1;
- sd.SampleDesc.Quality = 0;
- sd.Windowed = TRUE;
- sd.OutputWindow = g_hWnd;
-
- hr = dxgiFactory->CreateSwapChain(g_pd3dDevice, &sd, &g_pSwapChain);
-
- if (FAILED(hr))
- return hr;
-
- dxgiFactory->Release();
-
- // Create a render target view
- ID3D11Texture2D* pBackBuffer = nullptr;
- hr = g_pSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), reinterpret_cast<void**>(&pBackBuffer));
- if (FAILED(hr))
- return hr;
-
- hr = g_pd3dDevice->CreateRenderTargetView(pBackBuffer, nullptr, &g_pRenderTargetView);
- pBackBuffer->Release();
- if (FAILED(hr))
- return hr;
-
- // Create depth stencil texture
- D3D11_TEXTURE2D_DESC descDepth;
- ZeroMemory(&descDepth, sizeof(descDepth));
- descDepth.Width = g_FrameWidth;
- descDepth.Height = g_FrameHeight;
- descDepth.MipLevels = 1;
- descDepth.ArraySize = 1;
- descDepth.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
- descDepth.SampleDesc.Count = 1;
- descDepth.SampleDesc.Quality = 0;
- descDepth.Usage = D3D11_USAGE_DEFAULT;
- descDepth.BindFlags = D3D11_BIND_DEPTH_STENCIL;
- descDepth.CPUAccessFlags = 0;
- descDepth.MiscFlags = 0;
- hr = g_pd3dDevice->CreateTexture2D(&descDepth, nullptr, &g_pDepthStencil);
- if (FAILED(hr))
- return hr;
-
- // Create the depth stencil view
- D3D11_DEPTH_STENCIL_VIEW_DESC descDSV;
- ZeroMemory(&descDSV, sizeof(descDSV));
- descDSV.Format = descDepth.Format;
- descDSV.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
- descDSV.Texture2D.MipSlice = 0;
- hr = g_pd3dDevice->CreateDepthStencilView(g_pDepthStencil, &descDSV, &g_pDepthStencilView);
- if (FAILED(hr))
- return hr;
-
- g_pImmediateContext->OMSetRenderTargets(1, &g_pRenderTargetView, g_pDepthStencilView);
-
- // Setup the viewport
- D3D11_VIEWPORT vp;
- vp.Width = (FLOAT)g_FrameWidth;
- vp.Height = (FLOAT)g_FrameHeight;
- vp.MinDepth = 0.0f;
- vp.MaxDepth = 1.0f;
- vp.TopLeftX = 0;
- vp.TopLeftY = 0;
- g_pImmediateContext->RSSetViewports(1, &vp);
-
- // Compile the vertex shader
- ID3DBlob* pVSBlob = nullptr;
- hr = CompileShaderFromFile(L"Shaders.fx", "VS", "vs_4_0", &pVSBlob);
- if (FAILED(hr))
- {
- MessageBox(nullptr,
- L"The FX file cannot be compiled. Please run this executable from the directory that contains the FX file.", L"Error", MB_OK);
- return hr;
- }
-
- // Create the vertex shader
- hr = g_pd3dDevice->CreateVertexShader(pVSBlob->GetBufferPointer(), pVSBlob->GetBufferSize(), nullptr, &g_pVertexShader);
- if (FAILED(hr))
- {
- pVSBlob->Release();
- return hr;
- }
-
- hr = CompileShaderFromFile(L"Shaders.fx", "VS_Hud", "vs_4_0", &pVSBlob);
- if (FAILED(hr))
- {
- MessageBox(nullptr,
- L"The FX file cannot be compiled. Please run this executable from the directory that contains the FX file.", L"Error", MB_OK);
- return hr;
- }
-
- // Create the vertex shader
- hr = g_pd3dDevice->CreateVertexShader(pVSBlob->GetBufferPointer(), pVSBlob->GetBufferSize(), nullptr, &g_pHudVertexShader);
- if (FAILED(hr))
- {
- pVSBlob->Release();
- return hr;
- }
-
- // Define the input layout
- D3D11_INPUT_ELEMENT_DESC layout[] =
- {
- { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
- { "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
- };
- const UINT numElements = ARRAYSIZE(layout);
-
- // Create the input layout
- hr = g_pd3dDevice->CreateInputLayout(layout, numElements, pVSBlob->GetBufferPointer(),
- pVSBlob->GetBufferSize(), &g_pVertexLayout);
- pVSBlob->Release();
-
- if (FAILED(hr))
- return hr;
-
- // Set the input layout
- g_pImmediateContext->IASetInputLayout(g_pVertexLayout);
-
- // Compile the pixel shader
- ID3DBlob* pPSBlob = nullptr;
- hr = CompileShaderFromFile(L"Shaders.fx", "PS", "ps_4_0", &pPSBlob);
- if (FAILED(hr))
- {
- MessageBox(nullptr,
- L"The FX file cannot be compiled. Please run this executable from the directory that contains the FX file.", L"Error", MB_OK);
- return hr;
- }
-
- // Create the pixel shader
- hr = g_pd3dDevice->CreatePixelShader(pPSBlob->GetBufferPointer(), pPSBlob->GetBufferSize(), nullptr, &g_pPixelShader);
- pPSBlob->Release();
- if (FAILED(hr))
- return hr;
-
- hr = CompileShaderFromFile(L"Shaders.fx", "PS_Hud", "ps_4_0", &pPSBlob);
- if (FAILED(hr))
- {
- MessageBox(nullptr,
- L"The FX file cannot be compiled. Please run this executable from the directory that contains the FX file.", L"Error", MB_OK);
- return hr;
- }
-
- // Create the pixel shader
- hr = g_pd3dDevice->CreatePixelShader(pPSBlob->GetBufferPointer(), pPSBlob->GetBufferSize(), nullptr, &g_pHudPixelShader);
- pPSBlob->Release();
- if (FAILED(hr))
- return hr;
-
- // Create vertex buffer
- const SimpleVertex vertices[] =
- {
- { XMFLOAT3(-1.0f, 1.0f, -1.0f), XMFLOAT3(0.0f, 1.0f, 0.0f) },
- { XMFLOAT3(1.0f, 1.0f, -1.0f), XMFLOAT3(0.0f, 1.0f, 0.0f) },
- { XMFLOAT3(1.0f, 1.0f, 1.0f), XMFLOAT3(0.0f, 1.0f, 0.0f) },
- { XMFLOAT3(-1.0f, 1.0f, 1.0f), XMFLOAT3(0.0f, 1.0f, 0.0f) },
- { XMFLOAT3(-1.0f, -1.0f, -1.0f), XMFLOAT3(0.0f, -1.0f, 0.0f) },
- { XMFLOAT3(1.0f, -1.0f, -1.0f), XMFLOAT3(0.0f, -1.0f, 0.0f) },
- { XMFLOAT3(1.0f, -1.0f, 1.0f), XMFLOAT3(0.0f, -1.0f, 0.0f) },
- { XMFLOAT3(-1.0f, -1.0f, 1.0f), XMFLOAT3(0.0f, -1.0f, 0.0f) },
- { XMFLOAT3(-1.0f, -1.0f, 1.0f), XMFLOAT3(-1.0f, 0.0f, 0.0f) },
- { XMFLOAT3(-1.0f, -1.0f, -1.0f), XMFLOAT3(-1.0f, 0.0f, 0.0f) },
- { XMFLOAT3(-1.0f, 1.0f, -1.0f), XMFLOAT3(-1.0f, 0.0f, 0.0f) },
- { XMFLOAT3(-1.0f, 1.0f, 1.0f), XMFLOAT3(-1.0f, 0.0f, 0.0f) },
- { XMFLOAT3(1.0f, -1.0f, 1.0f), XMFLOAT3(1.0f, 0.0f, 0.0f) },
- { XMFLOAT3(1.0f, -1.0f, -1.0f), XMFLOAT3(1.0f, 0.0f, 0.0f) },
- { XMFLOAT3(1.0f, 1.0f, -1.0f), XMFLOAT3(1.0f, 0.0f, 0.0f) },
- { XMFLOAT3(1.0f, 1.0f, 1.0f), XMFLOAT3(1.0f, 0.0f, 0.0f) },
- { XMFLOAT3(-1.0f, -1.0f, -1.0f), XMFLOAT3(0.0f, 0.0f, -1.0f) },
- { XMFLOAT3(1.0f, -1.0f, -1.0f), XMFLOAT3(0.0f, 0.0f, -1.0f) },
- { XMFLOAT3(1.0f, 1.0f, -1.0f), XMFLOAT3(0.0f, 0.0f, -1.0f) },
- { XMFLOAT3(-1.0f, 1.0f, -1.0f), XMFLOAT3(0.0f, 0.0f, -1.0f) },
- { XMFLOAT3(-1.0f, -1.0f, 1.0f), XMFLOAT3(0.0f, 0.0f, 1.0f) },
- { XMFLOAT3(1.0f, -1.0f, 1.0f), XMFLOAT3(0.0f, 0.0f, 1.0f) },
- { XMFLOAT3(1.0f, 1.0f, 1.0f), XMFLOAT3(0.0f, 0.0f, 1.0f) },
- { XMFLOAT3(-1.0f, 1.0f, 1.0f), XMFLOAT3(0.0f, 0.0f, 1.0f) },
- };
-
- const SimpleVertex hud[] =
- {
- { XMFLOAT3(0.1f, -0.92f, 0.0f), XMFLOAT3(0.0f, 0.0f, 0.0f) },
- { XMFLOAT3(0.9f, -0.92f, 0.0f), XMFLOAT3(2.0f, 0.0f, 0.0f) },
- { XMFLOAT3(0.1f, -0.95f, 0.0f), XMFLOAT3(1.0f, 0.0f, 0.0f) },
- { XMFLOAT3(0.9f, -0.95f, 0.0f), XMFLOAT3(3.0f, 0.0f, 0.0f) },
- };
-
- D3D11_BUFFER_DESC bd;
- ZeroMemory(&bd, sizeof(bd));
- bd.Usage = D3D11_USAGE_DEFAULT;
- bd.ByteWidth = sizeof(SimpleVertex) * 24;
- bd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
- bd.CPUAccessFlags = 0;
- D3D11_SUBRESOURCE_DATA InitData;
- ZeroMemory(&InitData, sizeof(InitData));
- InitData.pSysMem = vertices;
- hr = g_pd3dDevice->CreateBuffer(&bd, &InitData, &g_pVertexBuffer);
- if (FAILED(hr))
- return hr;
-
- bd.ByteWidth = sizeof(SimpleVertex) * 4;
- InitData.pSysMem = hud;
- hr = g_pd3dDevice->CreateBuffer(&bd, &InitData, &g_pHudVertexBuffer);
- if (FAILED(hr))
- return hr;
-
- // Set vertex buffer
- UINT stride = sizeof(SimpleVertex);
- UINT offset = 0;
- g_pImmediateContext->IASetVertexBuffers(0, 1, &g_pVertexBuffer, &stride, &offset);
-
- // Create index buffer
- const WORD indices[] =
- {
- 3,1,0,
- 2,1,3,
- 6,4,5,
- 7,4,6,
- 11,9,8,
- 10,9,11,
- 14,12,13,
- 15,12,14,
- 19,17,16,
- 18,17,19,
- 22,20,21,
- 23,20,22
- };
-
- const WORD hud_indices[] = { 0,1,2,2,1,3 };
-
- bd.Usage = D3D11_USAGE_DEFAULT;
- bd.ByteWidth = sizeof(WORD) * 36;
- bd.BindFlags = D3D11_BIND_INDEX_BUFFER;
- bd.CPUAccessFlags = 0;
- InitData.pSysMem = indices;
- hr = g_pd3dDevice->CreateBuffer(&bd, &InitData, &g_pIndexBuffer);
- if (FAILED(hr))
- return hr;
-
- bd.ByteWidth = sizeof(WORD) * 6;
- InitData.pSysMem = hud_indices;
- hr = g_pd3dDevice->CreateBuffer(&bd, &InitData, &g_pHudIndexBuffer);
- if (FAILED(hr))
- return hr;
-
- // Set index buffer
- g_pImmediateContext->IASetIndexBuffer(g_pIndexBuffer, DXGI_FORMAT_R16_UINT, 0);
-
- // Set primitive topology
- g_pImmediateContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
-
- // Create the constant buffer
- bd.Usage = D3D11_USAGE_DEFAULT;
- bd.ByteWidth = sizeof(ConstantBuffer);
- bd.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
- bd.CPUAccessFlags = 0;
- hr = g_pd3dDevice->CreateBuffer(&bd, nullptr, &g_pConstantBuffer);
- if (FAILED(hr))
- return hr;
-
- D3D11_DEPTH_STENCIL_DESC depthStencilDesc;
- depthStencilDesc.DepthEnable = FALSE;
- depthStencilDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
- depthStencilDesc.DepthFunc = D3D11_COMPARISON_ALWAYS;
- depthStencilDesc.StencilEnable = FALSE;
- depthStencilDesc.StencilReadMask = 0xFF;
- depthStencilDesc.StencilWriteMask = 0xFF;
-
- hr = g_pd3dDevice->CreateDepthStencilState(&depthStencilDesc, &g_pDepthStencilStateDepthDisable);
- if (FAILED(hr))
- return hr;
-
- // Initialize the world matrices
- g_World = XMMatrixIdentity();
-
- // Initialize the view matrix
- g_View = XMMatrixLookAtLH(XMVectorSet(0.0f, 4.0f, -10.0f, 0.0f),
- XMVectorSet(0.0f, 1.0f, 0.0f, 0.0f),
- XMVectorSet(0.0f, 1.0f, 0.0f, 0.0f));
-
- // Initialize the projection matrix
- updateProjectionMatrix();
-
- // Configure the Ansel SDK
- ansel::Configuration config;
- config.rotationalSpeedInDegreesPerSecond = 220.0f;
- config.translationalSpeedInWorldUnitsPerSecond = 50.0f;
- config.right = { 1.0f, 0.0f, 0.0f };
- config.up = { 0.0f, 1.0f, 0.0f };
- config.forward = { 0.0f, 0.0f, 1.0f };
- config.captureLatency = 0;
- config.captureSettleLatency = 0;
- config.metersInWorldUnit = 2.0f;
- config.fovType = ansel::kVerticalFov;
- config.startSessionCallback = [](ansel::SessionConfiguration& conf, void* userPointer)
- {
- UNREFERENCED_PARAMETER(userPointer);
- UNREFERENCED_PARAMETER(conf);
- g_Pause = true;
- g_AnselSessionIsActive = true;
- g_ViewBackup = g_View;
- return ansel::kAllowed;
- };
- config.stopSessionCallback = [](void* userPointer)
- {
- UNREFERENCED_PARAMETER(userPointer);
- g_Pause = false;
- g_AnselSessionIsActive = false;
- g_View = g_ViewBackup;
- };
- config.startCaptureCallback = [](const ansel::CaptureConfiguration&, void*)
- {
- // turn non-uniform full screen effects like vignette off here
- };
- config.stopCaptureCallback = [](void*)
- {
- // turn disabled effects back on here
- };
- config.isCameraFovSupported = true;
- config.isCameraOffcenteredProjectionSupported = true;
- config.isCameraRotationSupported = true;
- config.isCameraTranslationSupported = true;
- config.userPointer = nullptr;
- config.gameWindowHandle = g_hWnd;
- config.titleNameUtf8 = "AnselSDKIntegration";
- ansel::setConfiguration(config);
-
- // Expose light intensity setting as user control in the Ansel UI
- {
- ansel::UserControlDesc ui_position_slider;
- ui_position_slider.labelUtf8 = "Light intensity";
- ui_position_slider.info.userControlId = 1;
- ui_position_slider.info.userControlType = ansel::kUserControlSlider;
- ui_position_slider.info.value = &g_LightIntensity;
- ui_position_slider.callback = [](const ansel::UserControlInfo& info) {
- g_LightIntensity = *reinterpret_cast<const float*>(info.value);
- };
- ansel::addUserControl(ui_position_slider);
- }
-
- return S_OK;
-}
-
-// Clean up the objects we've created
-void CleanupDevice()
-{
- if (g_pImmediateContext) g_pImmediateContext->ClearState();
- if (g_pConstantBuffer) g_pConstantBuffer->Release();
- if (g_pVertexBuffer) g_pVertexBuffer->Release();
- if (g_pIndexBuffer) g_pIndexBuffer->Release();
- if (g_pHudVertexBuffer) g_pVertexBuffer->Release();
- if (g_pHudIndexBuffer) g_pIndexBuffer->Release();
- if (g_pVertexLayout) g_pVertexLayout->Release();
- if (g_pVertexShader) g_pVertexShader->Release();
- if (g_pPixelShader) g_pPixelShader->Release();
- if (g_pHudVertexShader) g_pVertexShader->Release();
- if (g_pHudPixelShader) g_pPixelShader->Release();
- if (g_pDepthStencil) g_pDepthStencil->Release();
- if (g_pDepthStencilView) g_pDepthStencilView->Release();
- if (g_pRenderTargetView) g_pRenderTargetView->Release();
- if (g_pDepthStencilStateDepthDisable) g_pDepthStencilStateDepthDisable->Release();
- if (g_pSwapChain) g_pSwapChain->Release();
- if (g_pImmediateContext) g_pImmediateContext->Release();
- if (g_pd3dDevice) g_pd3dDevice->Release();
-}
-
-// Called every time the application receives a message
-LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
-{
- PAINTSTRUCT ps;
- HDC hdc;
-
- switch (message)
- {
- case WM_PAINT:
- hdc = BeginPaint(hWnd, &ps);
- EndPaint(hWnd, &ps);
- break;
-
- case WM_DESTROY:
- PostQuitMessage(0);
- break;
-
- default:
- return DefWindowProc(hWnd, message, wParam, lParam);
- }
- return 0;
-}
-
-// Render a frame
-void Render()
-{
- // Simple solution, but not the best one: we would like to run at 100 hz
- Sleep(10);
- // Update our time
- static float t = 0.0f;
- if (!g_Pause)
- {
- static ULONGLONG timeStart = 0;
- ULONGLONG timeCur = GetTickCount64();
- if (timeStart == 0)
- timeStart = timeCur;
- t = (timeCur - timeStart) / 1000.0f;
- }
-
- // Before Ansel SDK integration:
- // Rotate cube around the origin
- // g_World = XMMatrixRotationY(t);
-
- // After Ansel SDK integration:
- if (g_AnselSessionIsActive)
- {
- ansel::Camera cam;
- // set up ansel::Camera object with the current camera parameters
- cam.fov = (g_Fov / XM_PI) * 180.0f;
- cam.projectionOffsetX = g_ProjectionOffsetX;
- cam.projectionOffsetY = g_ProjectionOffsetY;
- // convert view matrix (XMMATRIX) into a pair of a position and a quaternion
- XMMATRIX invView = XMMatrixInverse(nullptr, g_View);
- const nv::Vec3 right = { invView.r[0].m128_f32[0], invView.r[0].m128_f32[1], invView.r[0].m128_f32[2] };
- const nv::Vec3 up = { invView.r[1].m128_f32[0], invView.r[1].m128_f32[1], invView.r[1].m128_f32[2] };
- const nv::Vec3 forward = { invView.r[2].m128_f32[0], invView.r[2].m128_f32[1], invView.r[2].m128_f32[2] };
- ansel::rotationMatrixVectorsToQuaternion(right, up, forward, cam.rotation);
- cam.position = { invView.r[3].m128_f32[0], invView.r[3].m128_f32[1], invView.r[3].m128_f32[2] };
- ansel::updateCamera(cam);
- // convert position and quaternion returned in ansel::updateCamera call and update camera parameters
- invView = DirectX::XMMatrixAffineTransformation(DirectX::XMVectorSet(1.0f, 1.0f, 1.0f, 1.0f),
- DirectX::XMVectorSet(0.0f, 0.0f, 0.0f, 1.0f),
- DirectX::XMLoadFloat4(reinterpret_cast<const XMFLOAT4*>(&cam.rotation)),
- DirectX::XMLoadFloat3(reinterpret_cast<const XMFLOAT3*>(&cam.position)));
- g_View = XMMatrixInverse(nullptr, invView);
- g_Fov = (cam.fov / 180.0f) * XM_PI;
- g_ProjectionOffsetX = cam.projectionOffsetX;
- g_ProjectionOffsetY = cam.projectionOffsetY;
- updateProjectionMatrix();
- }
- else
- g_World = XMMatrixRotationY(t); // Rotate cube around the origin
-
- // Clear the back buffer
- g_pImmediateContext->ClearRenderTargetView(g_pRenderTargetView, Colors::MidnightBlue);
-
- // Clear the depth buffer to 1.0 (max depth)
- g_pImmediateContext->ClearDepthStencilView(g_pDepthStencilView, D3D11_CLEAR_DEPTH, 1.0f, 0);
-
- // Update matrix variables and lighting variables
- ConstantBuffer cb1;
- cb1.mWorld = XMMatrixTranspose(g_World);
- cb1.mView = XMMatrixTranspose(g_View);
- cb1.mProjection = XMMatrixTranspose(g_Projection);
- cb1.vLightDir = XMFLOAT4(-0.577f, 0.577f, -0.577f, 1.0f);
- cb1.vLightColor = XMFLOAT4(0.453f * g_LightIntensity, 0.714f * g_LightIntensity, 0.105f * g_LightIntensity, 1.0f);
- cb1.vOutputColor = XMFLOAT4(0, 0, 0, 0);
- cb1.vTime = t;
- g_pImmediateContext->UpdateSubresource(g_pConstantBuffer, 0, nullptr, &cb1, 0, 0);
-
- // Render the cube
- UINT stride = sizeof(SimpleVertex);
- UINT offset = 0;
-
- g_pImmediateContext->IASetVertexBuffers(0, 1, &g_pVertexBuffer, &stride, &offset);
- g_pImmediateContext->IASetIndexBuffer(g_pIndexBuffer, DXGI_FORMAT_R16_UINT, 0);
- g_pImmediateContext->VSSetShader(g_pVertexShader, nullptr, 0);
- g_pImmediateContext->VSSetConstantBuffers(0, 1, &g_pConstantBuffer);
- g_pImmediateContext->PSSetShader(g_pPixelShader, nullptr, 0);
- g_pImmediateContext->PSSetConstantBuffers(0, 1, &g_pConstantBuffer);
- g_pImmediateContext->DrawIndexed(36, 0, 0);
-
- // Render the HUD only if Ansel session is not active
- if (!g_AnselSessionIsActive)
- {
- g_pImmediateContext->OMSetDepthStencilState(g_pDepthStencilStateDepthDisable, 0);
- g_pImmediateContext->IASetVertexBuffers(0, 1, &g_pHudVertexBuffer, &stride, &offset);
- g_pImmediateContext->IASetIndexBuffer(g_pHudIndexBuffer, DXGI_FORMAT_R16_UINT, 0);
- g_pImmediateContext->VSSetShader(g_pHudVertexShader, nullptr, 0);
- g_pImmediateContext->PSSetShader(g_pHudPixelShader, nullptr, 0);
- g_pImmediateContext->DrawIndexed(6, 0, 0);
- }
-
- // Present our back buffer to our front buffer
- g_pSwapChain->Present(0, 0);
-}
+// This sample uses DirectX SDK, specifically it depends on DirectX 11
+// Please install DirectX SDK June 2010 to compile this sample
+
+#include <windows.h>
+#include <d3d11.h>
+#include <d3dcompiler.h>
+#include <directxmath.h>
+#include <directxcolors.h>
+
+#include "AnselSDK.h"
+
+using namespace DirectX;
+
+struct SimpleVertex
+{
+ XMFLOAT3 Pos;
+ XMFLOAT3 Normal;
+};
+
+
+struct ConstantBuffer
+{
+ XMMATRIX mWorld;
+ XMMATRIX mView;
+ XMMATRIX mProjection;
+ XMFLOAT4 vLightDir;
+ XMFLOAT4 vLightColor;
+ XMFLOAT4 vOutputColor;
+ float vTime;
+};
+
+
+// Globals
+HINSTANCE g_hInst = nullptr;
+HWND g_hWnd = nullptr;
+D3D_DRIVER_TYPE g_driverType = D3D_DRIVER_TYPE_NULL;
+D3D_FEATURE_LEVEL g_featureLevel = D3D_FEATURE_LEVEL_11_0;
+ID3D11Device* g_pd3dDevice = nullptr;
+ID3D11DeviceContext* g_pImmediateContext = nullptr;
+IDXGISwapChain* g_pSwapChain = nullptr;
+ID3D11RenderTargetView* g_pRenderTargetView = nullptr;
+ID3D11Texture2D* g_pDepthStencil = nullptr;
+ID3D11DepthStencilView* g_pDepthStencilView = nullptr;
+ID3D11VertexShader* g_pVertexShader = nullptr;
+ID3D11PixelShader* g_pPixelShader = nullptr;
+ID3D11VertexShader* g_pHudVertexShader = nullptr;
+ID3D11PixelShader* g_pHudPixelShader = nullptr;
+ID3D11InputLayout* g_pVertexLayout = nullptr;
+ID3D11DepthStencilState *g_pDepthStencilStateDepthDisable = nullptr;
+ID3D11Buffer* g_pVertexBuffer = nullptr;
+ID3D11Buffer* g_pIndexBuffer = nullptr;
+ID3D11Buffer* g_pHudVertexBuffer = nullptr;
+ID3D11Buffer* g_pHudIndexBuffer = nullptr;
+ID3D11Buffer* g_pConstantBuffer = nullptr;
+
+XMMATRIX g_World;
+XMMATRIX g_View, g_ViewBackup;
+XMMATRIX g_Projection;
+bool g_Pause = false;
+bool g_AnselSessionIsActive = false;
+float g_Fov = XM_PIDIV4;
+uint32_t g_FrameWidth = 0u, g_FrameHeight = 0u;
+float g_ProjectionOffsetX = 0.0f, g_ProjectionOffsetY = 0.0f;
+float g_LightIntensity = 1.0f;
+
+// Forward declarations
+HRESULT InitWindow(HINSTANCE hInstance, int nCmdShow);
+HRESULT InitDevice();
+void CleanupDevice();
+LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);
+void Render();
+
+void updateProjectionMatrix()
+{
+ // Before Ansel SDK integration:
+ g_Projection = XMMatrixPerspectiveFovLH(g_Fov, g_FrameWidth / FLOAT(g_FrameHeight), 0.01f, 100.0f);
+ // Ansel SDK integration requires projection offsetting for super resolution captures:
+ g_Projection.r[2].m128_f32[0] = -g_ProjectionOffsetX;
+ g_Projection.r[2].m128_f32[1] = -g_ProjectionOffsetY;
+}
+
+// Entry point
+int WINAPI wWinMain(_In_ HINSTANCE hInstance, _In_opt_ HINSTANCE hPrevInstance, _In_ LPWSTR lpCmdLine, _In_ int nCmdShow)
+{
+ UNREFERENCED_PARAMETER(hPrevInstance);
+ UNREFERENCED_PARAMETER(lpCmdLine);
+
+ if (FAILED(InitWindow(hInstance, nCmdShow)))
+ return 0;
+
+ if (FAILED(InitDevice()))
+ {
+ CleanupDevice();
+ return 0;
+ }
+
+ // Main message loop
+ MSG msg = { 0 };
+ while (WM_QUIT != msg.message)
+ {
+ if (PeekMessage(&msg, nullptr, 0, 0, PM_REMOVE))
+ {
+ TranslateMessage(&msg);
+ DispatchMessage(&msg);
+ }
+ else
+ Render();
+ }
+
+ CleanupDevice();
+
+ return int(msg.wParam);
+}
+
+// Register class and create window
+HRESULT InitWindow(HINSTANCE hInstance, int nCmdShow)
+{
+ // Register class
+ WNDCLASSEX wcex;
+ wcex.cbSize = sizeof(WNDCLASSEX);
+ wcex.style = CS_HREDRAW | CS_VREDRAW;
+ wcex.lpfnWndProc = WndProc;
+ wcex.cbClsExtra = 0;
+ wcex.cbWndExtra = 0;
+ wcex.hInstance = hInstance;
+ wcex.hIcon = LoadIcon(hInstance, (LPCTSTR)IDI_APPLICATION);
+ wcex.hCursor = LoadCursor(nullptr, IDC_ARROW);
+ wcex.hbrBackground = (HBRUSH)(COLOR_WINDOW + 1);
+ wcex.lpszMenuName = nullptr;
+ wcex.lpszClassName = L"SampleWindowClass";
+ wcex.hIconSm = LoadIcon(wcex.hInstance, (LPCTSTR)IDI_APPLICATION);
+ if (!RegisterClassEx(&wcex))
+ return E_FAIL;
+
+ // Create window
+ g_hInst = hInstance;
+ RECT rc = { 0, 0, 800, 600 };
+ AdjustWindowRect(&rc, WS_OVERLAPPEDWINDOW, FALSE);
+ g_hWnd = CreateWindow(L"SampleWindowClass", L"Sample Ansel SDK Integration", WS_OVERLAPPED | WS_CAPTION | WS_SYSMENU | WS_MINIMIZEBOX,
+ CW_USEDEFAULT, CW_USEDEFAULT, rc.right - rc.left, rc.bottom - rc.top, nullptr, nullptr, hInstance, nullptr);
+ if (!g_hWnd)
+ return E_FAIL;
+
+ ShowWindow(g_hWnd, nCmdShow);
+
+ return S_OK;
+}
+
+HRESULT CompileShaderFromFile(WCHAR* szFileName, LPCSTR szEntryPoint, LPCSTR szShaderModel, ID3DBlob** ppBlobOut)
+{
+ HRESULT hr = S_OK;
+
+ ID3DBlob* pErrorBlob = nullptr;
+ hr = D3DCompileFromFile(szFileName, nullptr, nullptr, szEntryPoint, szShaderModel,
+ D3DCOMPILE_ENABLE_STRICTNESS, 0, ppBlobOut, &pErrorBlob);
+ if (FAILED(hr))
+ {
+ if (pErrorBlob)
+ {
+ OutputDebugStringA(reinterpret_cast<const char*>(pErrorBlob->GetBufferPointer()));
+ pErrorBlob->Release();
+ }
+ return hr;
+ }
+ if (pErrorBlob)
+ pErrorBlob->Release();
+
+ return S_OK;
+}
+
+// Create Direct3D device and swap chain
+HRESULT InitDevice()
+{
+ HRESULT hr = S_OK;
+
+ RECT rc;
+ GetClientRect(g_hWnd, &rc);
+ g_FrameWidth = rc.right - rc.left;
+ g_FrameHeight = rc.bottom - rc.top;
+
+ UINT createDeviceFlags = 0;
+#ifdef _DEBUG
+ createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
+#endif
+
+ D3D_DRIVER_TYPE driverTypes[] =
+ {
+ D3D_DRIVER_TYPE_HARDWARE,
+ D3D_DRIVER_TYPE_WARP,
+ D3D_DRIVER_TYPE_REFERENCE,
+ };
+ const UINT numDriverTypes = ARRAYSIZE(driverTypes);
+
+ D3D_FEATURE_LEVEL featureLevels[] =
+ {
+ D3D_FEATURE_LEVEL_11_1,
+ D3D_FEATURE_LEVEL_11_0,
+ };
+ const UINT numFeatureLevels = ARRAYSIZE(featureLevels);
+
+ for (UINT driverTypeIndex = 0; driverTypeIndex < numDriverTypes; driverTypeIndex++)
+ {
+ g_driverType = driverTypes[driverTypeIndex];
+ hr = D3D11CreateDevice(nullptr, g_driverType, nullptr, createDeviceFlags, featureLevels, numFeatureLevels,
+ D3D11_SDK_VERSION, &g_pd3dDevice, &g_featureLevel, &g_pImmediateContext);
+
+ if (hr == E_INVALIDARG)
+ {
+ // DirectX 11.0 platforms will not recognize D3D_FEATURE_LEVEL_11_1 so we need to retry without it
+ hr = D3D11CreateDevice(nullptr, g_driverType, nullptr, createDeviceFlags, &featureLevels[1], numFeatureLevels - 1,
+ D3D11_SDK_VERSION, &g_pd3dDevice, &g_featureLevel, &g_pImmediateContext);
+ }
+
+ if (SUCCEEDED(hr))
+ break;
+ }
+
+ if (FAILED(hr))
+ return hr;
+
+ // Obtain DXGI factory from device (since we used nullptr for pAdapter above)
+ IDXGIFactory1* dxgiFactory = nullptr;
+ {
+ IDXGIDevice* dxgiDevice = nullptr;
+ hr = g_pd3dDevice->QueryInterface(__uuidof(IDXGIDevice), reinterpret_cast<void**>(&dxgiDevice));
+ if (SUCCEEDED(hr))
+ {
+ IDXGIAdapter* adapter = nullptr;
+ hr = dxgiDevice->GetAdapter(&adapter);
+ if (SUCCEEDED(hr))
+ {
+ hr = adapter->GetParent(__uuidof(IDXGIFactory1), reinterpret_cast<void**>(&dxgiFactory));
+ adapter->Release();
+ }
+ dxgiDevice->Release();
+ }
+ }
+
+ if (FAILED(hr))
+ return hr;
+
+ // Create swap chain
+ DXGI_SWAP_CHAIN_DESC sd;
+ ZeroMemory(&sd, sizeof(sd));
+ sd.BufferCount = 1;
+ sd.BufferDesc.Width = g_FrameWidth;
+ sd.BufferDesc.Height = g_FrameHeight;
+ sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+ sd.BufferDesc.RefreshRate.Numerator = 60;
+ sd.BufferDesc.RefreshRate.Denominator = 1;
+ sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
+ sd.OutputWindow = g_hWnd;
+ sd.SampleDesc.Count = 1;
+ sd.SampleDesc.Quality = 0;
+ sd.Windowed = TRUE;
+ sd.OutputWindow = g_hWnd;
+
+ hr = dxgiFactory->CreateSwapChain(g_pd3dDevice, &sd, &g_pSwapChain);
+
+ if (FAILED(hr))
+ return hr;
+
+ dxgiFactory->Release();
+
+ // Create a render target view
+ ID3D11Texture2D* pBackBuffer = nullptr;
+ hr = g_pSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), reinterpret_cast<void**>(&pBackBuffer));
+ if (FAILED(hr))
+ return hr;
+
+ hr = g_pd3dDevice->CreateRenderTargetView(pBackBuffer, nullptr, &g_pRenderTargetView);
+ pBackBuffer->Release();
+ if (FAILED(hr))
+ return hr;
+
+ // Create depth stencil texture
+ D3D11_TEXTURE2D_DESC descDepth;
+ ZeroMemory(&descDepth, sizeof(descDepth));
+ descDepth.Width = g_FrameWidth;
+ descDepth.Height = g_FrameHeight;
+ descDepth.MipLevels = 1;
+ descDepth.ArraySize = 1;
+ descDepth.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
+ descDepth.SampleDesc.Count = 1;
+ descDepth.SampleDesc.Quality = 0;
+ descDepth.Usage = D3D11_USAGE_DEFAULT;
+ descDepth.BindFlags = D3D11_BIND_DEPTH_STENCIL;
+ descDepth.CPUAccessFlags = 0;
+ descDepth.MiscFlags = 0;
+ hr = g_pd3dDevice->CreateTexture2D(&descDepth, nullptr, &g_pDepthStencil);
+ if (FAILED(hr))
+ return hr;
+
+ // Create the depth stencil view
+ D3D11_DEPTH_STENCIL_VIEW_DESC descDSV;
+ ZeroMemory(&descDSV, sizeof(descDSV));
+ descDSV.Format = descDepth.Format;
+ descDSV.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
+ descDSV.Texture2D.MipSlice = 0;
+ hr = g_pd3dDevice->CreateDepthStencilView(g_pDepthStencil, &descDSV, &g_pDepthStencilView);
+ if (FAILED(hr))
+ return hr;
+
+ g_pImmediateContext->OMSetRenderTargets(1, &g_pRenderTargetView, g_pDepthStencilView);
+
+ // Setup the viewport
+ D3D11_VIEWPORT vp;
+ vp.Width = (FLOAT)g_FrameWidth;
+ vp.Height = (FLOAT)g_FrameHeight;
+ vp.MinDepth = 0.0f;
+ vp.MaxDepth = 1.0f;
+ vp.TopLeftX = 0;
+ vp.TopLeftY = 0;
+ g_pImmediateContext->RSSetViewports(1, &vp);
+
+ // Compile the vertex shader
+ ID3DBlob* pVSBlob = nullptr;
+ hr = CompileShaderFromFile(L"Shaders.fx", "VS", "vs_4_0", &pVSBlob);
+ if (FAILED(hr))
+ {
+ MessageBox(nullptr,
+ L"The FX file cannot be compiled. Please run this executable from the directory that contains the FX file.", L"Error", MB_OK);
+ return hr;
+ }
+
+ // Create the vertex shader
+ hr = g_pd3dDevice->CreateVertexShader(pVSBlob->GetBufferPointer(), pVSBlob->GetBufferSize(), nullptr, &g_pVertexShader);
+ if (FAILED(hr))
+ {
+ pVSBlob->Release();
+ return hr;
+ }
+
+ hr = CompileShaderFromFile(L"Shaders.fx", "VS_Hud", "vs_4_0", &pVSBlob);
+ if (FAILED(hr))
+ {
+ MessageBox(nullptr,
+ L"The FX file cannot be compiled. Please run this executable from the directory that contains the FX file.", L"Error", MB_OK);
+ return hr;
+ }
+
+ // Create the vertex shader
+ hr = g_pd3dDevice->CreateVertexShader(pVSBlob->GetBufferPointer(), pVSBlob->GetBufferSize(), nullptr, &g_pHudVertexShader);
+ if (FAILED(hr))
+ {
+ pVSBlob->Release();
+ return hr;
+ }
+
+ // Define the input layout
+ D3D11_INPUT_ELEMENT_DESC layout[] =
+ {
+ { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
+ { "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
+ };
+ const UINT numElements = ARRAYSIZE(layout);
+
+ // Create the input layout
+ hr = g_pd3dDevice->CreateInputLayout(layout, numElements, pVSBlob->GetBufferPointer(),
+ pVSBlob->GetBufferSize(), &g_pVertexLayout);
+ pVSBlob->Release();
+
+ if (FAILED(hr))
+ return hr;
+
+ // Set the input layout
+ g_pImmediateContext->IASetInputLayout(g_pVertexLayout);
+
+ // Compile the pixel shader
+ ID3DBlob* pPSBlob = nullptr;
+ hr = CompileShaderFromFile(L"Shaders.fx", "PS", "ps_4_0", &pPSBlob);
+ if (FAILED(hr))
+ {
+ MessageBox(nullptr,
+ L"The FX file cannot be compiled. Please run this executable from the directory that contains the FX file.", L"Error", MB_OK);
+ return hr;
+ }
+
+ // Create the pixel shader
+ hr = g_pd3dDevice->CreatePixelShader(pPSBlob->GetBufferPointer(), pPSBlob->GetBufferSize(), nullptr, &g_pPixelShader);
+ pPSBlob->Release();
+ if (FAILED(hr))
+ return hr;
+
+ hr = CompileShaderFromFile(L"Shaders.fx", "PS_Hud", "ps_4_0", &pPSBlob);
+ if (FAILED(hr))
+ {
+ MessageBox(nullptr,
+ L"The FX file cannot be compiled. Please run this executable from the directory that contains the FX file.", L"Error", MB_OK);
+ return hr;
+ }
+
+ // Create the pixel shader
+ hr = g_pd3dDevice->CreatePixelShader(pPSBlob->GetBufferPointer(), pPSBlob->GetBufferSize(), nullptr, &g_pHudPixelShader);
+ pPSBlob->Release();
+ if (FAILED(hr))
+ return hr;
+
+ // Create vertex buffer
+ const SimpleVertex vertices[] =
+ {
+ { XMFLOAT3(-1.0f, 1.0f, -1.0f), XMFLOAT3(0.0f, 1.0f, 0.0f) },
+ { XMFLOAT3(1.0f, 1.0f, -1.0f), XMFLOAT3(0.0f, 1.0f, 0.0f) },
+ { XMFLOAT3(1.0f, 1.0f, 1.0f), XMFLOAT3(0.0f, 1.0f, 0.0f) },
+ { XMFLOAT3(-1.0f, 1.0f, 1.0f), XMFLOAT3(0.0f, 1.0f, 0.0f) },
+ { XMFLOAT3(-1.0f, -1.0f, -1.0f), XMFLOAT3(0.0f, -1.0f, 0.0f) },
+ { XMFLOAT3(1.0f, -1.0f, -1.0f), XMFLOAT3(0.0f, -1.0f, 0.0f) },
+ { XMFLOAT3(1.0f, -1.0f, 1.0f), XMFLOAT3(0.0f, -1.0f, 0.0f) },
+ { XMFLOAT3(-1.0f, -1.0f, 1.0f), XMFLOAT3(0.0f, -1.0f, 0.0f) },
+ { XMFLOAT3(-1.0f, -1.0f, 1.0f), XMFLOAT3(-1.0f, 0.0f, 0.0f) },
+ { XMFLOAT3(-1.0f, -1.0f, -1.0f), XMFLOAT3(-1.0f, 0.0f, 0.0f) },
+ { XMFLOAT3(-1.0f, 1.0f, -1.0f), XMFLOAT3(-1.0f, 0.0f, 0.0f) },
+ { XMFLOAT3(-1.0f, 1.0f, 1.0f), XMFLOAT3(-1.0f, 0.0f, 0.0f) },
+ { XMFLOAT3(1.0f, -1.0f, 1.0f), XMFLOAT3(1.0f, 0.0f, 0.0f) },
+ { XMFLOAT3(1.0f, -1.0f, -1.0f), XMFLOAT3(1.0f, 0.0f, 0.0f) },
+ { XMFLOAT3(1.0f, 1.0f, -1.0f), XMFLOAT3(1.0f, 0.0f, 0.0f) },
+ { XMFLOAT3(1.0f, 1.0f, 1.0f), XMFLOAT3(1.0f, 0.0f, 0.0f) },
+ { XMFLOAT3(-1.0f, -1.0f, -1.0f), XMFLOAT3(0.0f, 0.0f, -1.0f) },
+ { XMFLOAT3(1.0f, -1.0f, -1.0f), XMFLOAT3(0.0f, 0.0f, -1.0f) },
+ { XMFLOAT3(1.0f, 1.0f, -1.0f), XMFLOAT3(0.0f, 0.0f, -1.0f) },
+ { XMFLOAT3(-1.0f, 1.0f, -1.0f), XMFLOAT3(0.0f, 0.0f, -1.0f) },
+ { XMFLOAT3(-1.0f, -1.0f, 1.0f), XMFLOAT3(0.0f, 0.0f, 1.0f) },
+ { XMFLOAT3(1.0f, -1.0f, 1.0f), XMFLOAT3(0.0f, 0.0f, 1.0f) },
+ { XMFLOAT3(1.0f, 1.0f, 1.0f), XMFLOAT3(0.0f, 0.0f, 1.0f) },
+ { XMFLOAT3(-1.0f, 1.0f, 1.0f), XMFLOAT3(0.0f, 0.0f, 1.0f) },
+ };
+
+ const SimpleVertex hud[] =
+ {
+ { XMFLOAT3(0.1f, -0.92f, 0.0f), XMFLOAT3(0.0f, 0.0f, 0.0f) },
+ { XMFLOAT3(0.9f, -0.92f, 0.0f), XMFLOAT3(2.0f, 0.0f, 0.0f) },
+ { XMFLOAT3(0.1f, -0.95f, 0.0f), XMFLOAT3(1.0f, 0.0f, 0.0f) },
+ { XMFLOAT3(0.9f, -0.95f, 0.0f), XMFLOAT3(3.0f, 0.0f, 0.0f) },
+ };
+
+ D3D11_BUFFER_DESC bd;
+ ZeroMemory(&bd, sizeof(bd));
+ bd.Usage = D3D11_USAGE_DEFAULT;
+ bd.ByteWidth = sizeof(SimpleVertex) * 24;
+ bd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
+ bd.CPUAccessFlags = 0;
+ D3D11_SUBRESOURCE_DATA InitData;
+ ZeroMemory(&InitData, sizeof(InitData));
+ InitData.pSysMem = vertices;
+ hr = g_pd3dDevice->CreateBuffer(&bd, &InitData, &g_pVertexBuffer);
+ if (FAILED(hr))
+ return hr;
+
+ bd.ByteWidth = sizeof(SimpleVertex) * 4;
+ InitData.pSysMem = hud;
+ hr = g_pd3dDevice->CreateBuffer(&bd, &InitData, &g_pHudVertexBuffer);
+ if (FAILED(hr))
+ return hr;
+
+ // Set vertex buffer
+ UINT stride = sizeof(SimpleVertex);
+ UINT offset = 0;
+ g_pImmediateContext->IASetVertexBuffers(0, 1, &g_pVertexBuffer, &stride, &offset);
+
+ // Create index buffer
+ const WORD indices[] =
+ {
+ 3,1,0,
+ 2,1,3,
+ 6,4,5,
+ 7,4,6,
+ 11,9,8,
+ 10,9,11,
+ 14,12,13,
+ 15,12,14,
+ 19,17,16,
+ 18,17,19,
+ 22,20,21,
+ 23,20,22
+ };
+
+ const WORD hud_indices[] = { 0,1,2,2,1,3 };
+
+ bd.Usage = D3D11_USAGE_DEFAULT;
+ bd.ByteWidth = sizeof(WORD) * 36;
+ bd.BindFlags = D3D11_BIND_INDEX_BUFFER;
+ bd.CPUAccessFlags = 0;
+ InitData.pSysMem = indices;
+ hr = g_pd3dDevice->CreateBuffer(&bd, &InitData, &g_pIndexBuffer);
+ if (FAILED(hr))
+ return hr;
+
+ bd.ByteWidth = sizeof(WORD) * 6;
+ InitData.pSysMem = hud_indices;
+ hr = g_pd3dDevice->CreateBuffer(&bd, &InitData, &g_pHudIndexBuffer);
+ if (FAILED(hr))
+ return hr;
+
+ // Set index buffer
+ g_pImmediateContext->IASetIndexBuffer(g_pIndexBuffer, DXGI_FORMAT_R16_UINT, 0);
+
+ // Set primitive topology
+ g_pImmediateContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
+
+ // Create the constant buffer
+ bd.Usage = D3D11_USAGE_DEFAULT;
+ bd.ByteWidth = sizeof(ConstantBuffer);
+ bd.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
+ bd.CPUAccessFlags = 0;
+ hr = g_pd3dDevice->CreateBuffer(&bd, nullptr, &g_pConstantBuffer);
+ if (FAILED(hr))
+ return hr;
+
+ D3D11_DEPTH_STENCIL_DESC depthStencilDesc;
+ depthStencilDesc.DepthEnable = FALSE;
+ depthStencilDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
+ depthStencilDesc.DepthFunc = D3D11_COMPARISON_ALWAYS;
+ depthStencilDesc.StencilEnable = FALSE;
+ depthStencilDesc.StencilReadMask = 0xFF;
+ depthStencilDesc.StencilWriteMask = 0xFF;
+
+ hr = g_pd3dDevice->CreateDepthStencilState(&depthStencilDesc, &g_pDepthStencilStateDepthDisable);
+ if (FAILED(hr))
+ return hr;
+
+ // Initialize the world matrices
+ g_World = XMMatrixIdentity();
+
+ // Initialize the view matrix
+ g_View = XMMatrixLookAtLH(XMVectorSet(0.0f, 4.0f, -10.0f, 0.0f),
+ XMVectorSet(0.0f, 1.0f, 0.0f, 0.0f),
+ XMVectorSet(0.0f, 1.0f, 0.0f, 0.0f));
+
+ // Initialize the projection matrix
+ updateProjectionMatrix();
+
+ // Configure the Ansel SDK
+ ansel::Configuration config;
+ config.rotationalSpeedInDegreesPerSecond = 220.0f;
+ config.translationalSpeedInWorldUnitsPerSecond = 50.0f;
+ config.right = { 1.0f, 0.0f, 0.0f };
+ config.up = { 0.0f, 1.0f, 0.0f };
+ config.forward = { 0.0f, 0.0f, 1.0f };
+ config.captureLatency = 0;
+ config.captureSettleLatency = 0;
+ config.metersInWorldUnit = 2.0f;
+ config.fovType = ansel::kVerticalFov;
+ config.startSessionCallback = [](ansel::SessionConfiguration& conf, void* userPointer)
+ {
+ UNREFERENCED_PARAMETER(userPointer);
+ UNREFERENCED_PARAMETER(conf);
+ g_Pause = true;
+ g_AnselSessionIsActive = true;
+ g_ViewBackup = g_View;
+ return ansel::kAllowed;
+ };
+ config.stopSessionCallback = [](void* userPointer)
+ {
+ UNREFERENCED_PARAMETER(userPointer);
+ g_Pause = false;
+ g_AnselSessionIsActive = false;
+ g_View = g_ViewBackup;
+ };
+ config.startCaptureCallback = [](const ansel::CaptureConfiguration&, void*)
+ {
+ // turn non-uniform full screen effects like vignette off here
+ };
+ config.stopCaptureCallback = [](void*)
+ {
+ // turn disabled effects back on here
+ };
+ config.isCameraFovSupported = true;
+ config.isCameraOffcenteredProjectionSupported = true;
+ config.isCameraRotationSupported = true;
+ config.isCameraTranslationSupported = true;
+ config.userPointer = nullptr;
+ config.gameWindowHandle = g_hWnd;
+ config.titleNameUtf8 = "AnselSDKIntegration";
+ ansel::setConfiguration(config);
+
+ // Expose light intensity setting as user control in the Ansel UI
+ {
+ ansel::UserControlDesc ui_position_slider;
+ ui_position_slider.labelUtf8 = "Light intensity";
+ ui_position_slider.info.userControlId = 1;
+ ui_position_slider.info.userControlType = ansel::kUserControlSlider;
+ ui_position_slider.info.value = &g_LightIntensity;
+ ui_position_slider.callback = [](const ansel::UserControlInfo& info) {
+ g_LightIntensity = *reinterpret_cast<const float*>(info.value);
+ };
+ ansel::addUserControl(ui_position_slider);
+ }
+
+ return S_OK;
+}
+
+// Clean up the objects we've created
+void CleanupDevice()
+{
+ if (g_pImmediateContext) g_pImmediateContext->ClearState();
+ if (g_pConstantBuffer) g_pConstantBuffer->Release();
+ if (g_pVertexBuffer) g_pVertexBuffer->Release();
+ if (g_pIndexBuffer) g_pIndexBuffer->Release();
+ if (g_pHudVertexBuffer) g_pVertexBuffer->Release();
+ if (g_pHudIndexBuffer) g_pIndexBuffer->Release();
+ if (g_pVertexLayout) g_pVertexLayout->Release();
+ if (g_pVertexShader) g_pVertexShader->Release();
+ if (g_pPixelShader) g_pPixelShader->Release();
+ if (g_pHudVertexShader) g_pVertexShader->Release();
+ if (g_pHudPixelShader) g_pPixelShader->Release();
+ if (g_pDepthStencil) g_pDepthStencil->Release();
+ if (g_pDepthStencilView) g_pDepthStencilView->Release();
+ if (g_pRenderTargetView) g_pRenderTargetView->Release();
+ if (g_pDepthStencilStateDepthDisable) g_pDepthStencilStateDepthDisable->Release();
+ if (g_pSwapChain) g_pSwapChain->Release();
+ if (g_pImmediateContext) g_pImmediateContext->Release();
+ if (g_pd3dDevice) g_pd3dDevice->Release();
+}
+
+// Called every time the application receives a message
+LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
+{
+ PAINTSTRUCT ps;
+ HDC hdc;
+
+ switch (message)
+ {
+ case WM_PAINT:
+ hdc = BeginPaint(hWnd, &ps);
+ EndPaint(hWnd, &ps);
+ break;
+
+ case WM_DESTROY:
+ PostQuitMessage(0);
+ break;
+
+ default:
+ return DefWindowProc(hWnd, message, wParam, lParam);
+ }
+ return 0;
+}
+
+// Render a frame
+void Render()
+{
+ // Simple solution, but not the best one: we would like to run at 100 hz
+ Sleep(10);
+ // Update our time
+ static float t = 0.0f;
+ if (!g_Pause)
+ {
+ static ULONGLONG timeStart = 0;
+ ULONGLONG timeCur = GetTickCount64();
+ if (timeStart == 0)
+ timeStart = timeCur;
+ t = (timeCur - timeStart) / 1000.0f;
+ }
+
+ // Before Ansel SDK integration:
+ // Rotate cube around the origin
+ // g_World = XMMatrixRotationY(t);
+
+ // After Ansel SDK integration:
+ if (g_AnselSessionIsActive)
+ {
+ ansel::Camera cam;
+ // set up ansel::Camera object with the current camera parameters
+ cam.fov = (g_Fov / XM_PI) * 180.0f;
+ cam.projectionOffsetX = g_ProjectionOffsetX;
+ cam.projectionOffsetY = g_ProjectionOffsetY;
+ // convert view matrix (XMMATRIX) into a pair of a position and a quaternion
+ XMMATRIX invView = XMMatrixInverse(nullptr, g_View);
+ const nv::Vec3 right = { invView.r[0].m128_f32[0], invView.r[0].m128_f32[1], invView.r[0].m128_f32[2] };
+ const nv::Vec3 up = { invView.r[1].m128_f32[0], invView.r[1].m128_f32[1], invView.r[1].m128_f32[2] };
+ const nv::Vec3 forward = { invView.r[2].m128_f32[0], invView.r[2].m128_f32[1], invView.r[2].m128_f32[2] };
+ ansel::rotationMatrixVectorsToQuaternion(right, up, forward, cam.rotation);
+ cam.position = { invView.r[3].m128_f32[0], invView.r[3].m128_f32[1], invView.r[3].m128_f32[2] };
+ ansel::updateCamera(cam);
+ // convert position and quaternion returned in ansel::updateCamera call and update camera parameters
+ invView = DirectX::XMMatrixAffineTransformation(DirectX::XMVectorSet(1.0f, 1.0f, 1.0f, 1.0f),
+ DirectX::XMVectorSet(0.0f, 0.0f, 0.0f, 1.0f),
+ DirectX::XMLoadFloat4(reinterpret_cast<const XMFLOAT4*>(&cam.rotation)),
+ DirectX::XMLoadFloat3(reinterpret_cast<const XMFLOAT3*>(&cam.position)));
+ g_View = XMMatrixInverse(nullptr, invView);
+ g_Fov = (cam.fov / 180.0f) * XM_PI;
+ g_ProjectionOffsetX = cam.projectionOffsetX;
+ g_ProjectionOffsetY = cam.projectionOffsetY;
+ updateProjectionMatrix();
+ }
+ else
+ g_World = XMMatrixRotationY(t); // Rotate cube around the origin
+
+ // Clear the back buffer
+ g_pImmediateContext->ClearRenderTargetView(g_pRenderTargetView, Colors::MidnightBlue);
+
+ // Clear the depth buffer to 1.0 (max depth)
+ g_pImmediateContext->ClearDepthStencilView(g_pDepthStencilView, D3D11_CLEAR_DEPTH, 1.0f, 0);
+
+ // Update matrix variables and lighting variables
+ ConstantBuffer cb1;
+ cb1.mWorld = XMMatrixTranspose(g_World);
+ cb1.mView = XMMatrixTranspose(g_View);
+ cb1.mProjection = XMMatrixTranspose(g_Projection);
+ cb1.vLightDir = XMFLOAT4(-0.577f, 0.577f, -0.577f, 1.0f);
+ cb1.vLightColor = XMFLOAT4(0.453f * g_LightIntensity, 0.714f * g_LightIntensity, 0.105f * g_LightIntensity, 1.0f);
+ cb1.vOutputColor = XMFLOAT4(0, 0, 0, 0);
+ cb1.vTime = t;
+ g_pImmediateContext->UpdateSubresource(g_pConstantBuffer, 0, nullptr, &cb1, 0, 0);
+
+ // Render the cube
+ UINT stride = sizeof(SimpleVertex);
+ UINT offset = 0;
+
+ g_pImmediateContext->IASetVertexBuffers(0, 1, &g_pVertexBuffer, &stride, &offset);
+ g_pImmediateContext->IASetIndexBuffer(g_pIndexBuffer, DXGI_FORMAT_R16_UINT, 0);
+ g_pImmediateContext->VSSetShader(g_pVertexShader, nullptr, 0);
+ g_pImmediateContext->VSSetConstantBuffers(0, 1, &g_pConstantBuffer);
+ g_pImmediateContext->PSSetShader(g_pPixelShader, nullptr, 0);
+ g_pImmediateContext->PSSetConstantBuffers(0, 1, &g_pConstantBuffer);
+ g_pImmediateContext->DrawIndexed(36, 0, 0);
+
+ // Render the HUD only if Ansel session is not active
+ if (!g_AnselSessionIsActive)
+ {
+ g_pImmediateContext->OMSetDepthStencilState(g_pDepthStencilStateDepthDisable, 0);
+ g_pImmediateContext->IASetVertexBuffers(0, 1, &g_pHudVertexBuffer, &stride, &offset);
+ g_pImmediateContext->IASetIndexBuffer(g_pHudIndexBuffer, DXGI_FORMAT_R16_UINT, 0);
+ g_pImmediateContext->VSSetShader(g_pHudVertexShader, nullptr, 0);
+ g_pImmediateContext->PSSetShader(g_pHudPixelShader, nullptr, 0);
+ g_pImmediateContext->DrawIndexed(6, 0, 0);
+ }
+
+ // Present our back buffer to our front buffer
+ g_pSwapChain->Present(0, 0);
+}
diff --git a/samples/AnselSDKIntegration/AnselSDKIntegration.sln b/samples/AnselSDKIntegration/AnselSDKIntegration.sln
index 558874c..b8a681b 100644
--- a/samples/AnselSDKIntegration/AnselSDKIntegration.sln
+++ b/samples/AnselSDKIntegration/AnselSDKIntegration.sln
@@ -1,28 +1,28 @@
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-EndProject
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- GlobalSection(SolutionConfigurationPlatforms) = preSolution
- Debug|x64 = Debug|x64
- Debug|x86 = Debug|x86
- Release|x64 = Release|x64
- Release|x86 = Release|x86
- EndGlobalSection
- GlobalSection(ProjectConfigurationPlatforms) = postSolution
- {291B6A55-368E-4420-A0EB-FBE077B9F137}.Debug|x64.ActiveCfg = Debug|x64
- {291B6A55-368E-4420-A0EB-FBE077B9F137}.Debug|x64.Build.0 = Debug|x64
- {291B6A55-368E-4420-A0EB-FBE077B9F137}.Debug|x86.ActiveCfg = Debug|Win32
- {291B6A55-368E-4420-A0EB-FBE077B9F137}.Debug|x86.Build.0 = Debug|Win32
- {291B6A55-368E-4420-A0EB-FBE077B9F137}.Release|x64.ActiveCfg = Release|x64
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- {291B6A55-368E-4420-A0EB-FBE077B9F137}.Release|x86.Build.0 = Release|Win32
- EndGlobalSection
- GlobalSection(SolutionProperties) = preSolution
- HideSolutionNode = FALSE
- EndGlobalSection
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+
+Microsoft Visual Studio Solution File, Format Version 12.00
+# Visual Studio 14
+VisualStudioVersion = 14.0.25420.1
+MinimumVisualStudioVersion = 10.0.40219.1
+Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "AnselSDKIntegration", "AnselSDKIntegration_2015.vcxproj", "{291B6A55-368E-4420-A0EB-FBE077B9F137}"
+EndProject
+Global
+ GlobalSection(SolutionConfigurationPlatforms) = preSolution
+ Debug|x64 = Debug|x64
+ Debug|x86 = Debug|x86
+ Release|x64 = Release|x64
+ Release|x86 = Release|x86
+ EndGlobalSection
+ GlobalSection(ProjectConfigurationPlatforms) = postSolution
+ {291B6A55-368E-4420-A0EB-FBE077B9F137}.Debug|x64.ActiveCfg = Debug|x64
+ {291B6A55-368E-4420-A0EB-FBE077B9F137}.Debug|x64.Build.0 = Debug|x64
+ {291B6A55-368E-4420-A0EB-FBE077B9F137}.Debug|x86.ActiveCfg = Debug|Win32
+ {291B6A55-368E-4420-A0EB-FBE077B9F137}.Debug|x86.Build.0 = Debug|Win32
+ {291B6A55-368E-4420-A0EB-FBE077B9F137}.Release|x64.ActiveCfg = Release|x64
+ {291B6A55-368E-4420-A0EB-FBE077B9F137}.Release|x64.Build.0 = Release|x64
+ {291B6A55-368E-4420-A0EB-FBE077B9F137}.Release|x86.ActiveCfg = Release|Win32
+ {291B6A55-368E-4420-A0EB-FBE077B9F137}.Release|x86.Build.0 = Release|Win32
+ EndGlobalSection
+ GlobalSection(SolutionProperties) = preSolution
+ HideSolutionNode = FALSE
+ EndGlobalSection
+EndGlobal
diff --git a/samples/AnselSDKIntegration/AnselSDKIntegration_2015.vcxproj b/samples/AnselSDKIntegration/AnselSDKIntegration_2015.vcxproj
index ef49b24..28a3ba7 100644
--- a/samples/AnselSDKIntegration/AnselSDKIntegration_2015.vcxproj
+++ b/samples/AnselSDKIntegration/AnselSDKIntegration_2015.vcxproj
@@ -1,252 +1,252 @@
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+ <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
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</Project> \ No newline at end of file
diff --git a/samples/AnselSDKIntegration/AnselSDKIntegration_2015.vcxproj.filters b/samples/AnselSDKIntegration/AnselSDKIntegration_2015.vcxproj.filters
index bcf807f..ac5233b 100644
--- a/samples/AnselSDKIntegration/AnselSDKIntegration_2015.vcxproj.filters
+++ b/samples/AnselSDKIntegration/AnselSDKIntegration_2015.vcxproj.filters
@@ -1,12 +1,12 @@
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+<?xml version="1.0" encoding="utf-8"?>
+<Project ToolsVersion="4.0" xmlns:atg="http://atg.xbox.com" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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</Project> \ No newline at end of file
diff --git a/samples/AnselSDKIntegration/Shaders.fx b/samples/AnselSDKIntegration/Shaders.fx
index abac43c..8c1b4bd 100644
--- a/samples/AnselSDKIntegration/Shaders.fx
+++ b/samples/AnselSDKIntegration/Shaders.fx
@@ -1,59 +1,59 @@
-cbuffer ConstantBuffer : register( b0 )
-{
- matrix World;
- matrix View;
- matrix Projection;
- float4 vLightDir;
- float4 vLightColor;
- float4 vOutputColor;
- float vTime;
-}
-
-struct VS_INPUT
-{
- float4 Pos : POSITION;
- float3 Norm : NORMAL;
-};
-
-struct PS_INPUT
-{
- float4 Pos : SV_POSITION;
- float3 Norm : TEXCOORD0;
-};
-
-PS_INPUT VS( VS_INPUT input )
-{
- PS_INPUT output = (PS_INPUT)0;
- output.Pos = mul( input.Pos, World );
- output.Pos = mul( output.Pos, View );
- output.Pos = mul( output.Pos, Projection );
- output.Norm = mul( float4( input.Norm, 1 ), World ).xyz;
-
- return output;
-}
-
-float4 PS(PS_INPUT input) : SV_Target
-{
- float4 finalColor = saturate(dot((float3)vLightDir, input.Norm) * vLightColor);
- finalColor.a = 1.0f;
- return finalColor;
-}
-
-PS_INPUT VS_Hud(VS_INPUT input)
-{
- PS_INPUT output = (PS_INPUT)0;
- output.Pos = input.Pos;
- output.Pos.w = 1.0f;
-
- if (input.Norm.x > 1.0f)
- {
- output.Pos.x *= 0.8f * abs(sin(vTime * 0.25f)) + 0.15f;
- }
-
- return output;
-}
-
-float4 PS_Hud(PS_INPUT input) : SV_Target
-{
- return float4(0.33f, 0.5f, 0.906f, 1.0f);
-}
+cbuffer ConstantBuffer : register( b0 )
+{
+ matrix World;
+ matrix View;
+ matrix Projection;
+ float4 vLightDir;
+ float4 vLightColor;
+ float4 vOutputColor;
+ float vTime;
+}
+
+struct VS_INPUT
+{
+ float4 Pos : POSITION;
+ float3 Norm : NORMAL;
+};
+
+struct PS_INPUT
+{
+ float4 Pos : SV_POSITION;
+ float3 Norm : TEXCOORD0;
+};
+
+PS_INPUT VS( VS_INPUT input )
+{
+ PS_INPUT output = (PS_INPUT)0;
+ output.Pos = mul( input.Pos, World );
+ output.Pos = mul( output.Pos, View );
+ output.Pos = mul( output.Pos, Projection );
+ output.Norm = mul( float4( input.Norm, 1 ), World ).xyz;
+
+ return output;
+}
+
+float4 PS(PS_INPUT input) : SV_Target
+{
+ float4 finalColor = saturate(dot((float3)vLightDir, input.Norm) * vLightColor);
+ finalColor.a = 1.0f;
+ return finalColor;
+}
+
+PS_INPUT VS_Hud(VS_INPUT input)
+{
+ PS_INPUT output = (PS_INPUT)0;
+ output.Pos = input.Pos;
+ output.Pos.w = 1.0f;
+
+ if (input.Norm.x > 1.0f)
+ {
+ output.Pos.x *= 0.8f * abs(sin(vTime * 0.25f)) + 0.15f;
+ }
+
+ return output;
+}
+
+float4 PS_Hud(PS_INPUT input) : SV_Target
+{
+ return float4(0.33f, 0.5f, 0.906f, 1.0f);
+}