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| author | Anton Novoselov <[email protected]> | 2017-08-01 12:53:38 +0300 |
|---|---|---|
| committer | Anton Novoselov <[email protected]> | 2017-08-01 12:53:38 +0300 |
| commit | 236f03c0b9a4982328ed1201978f7f69d192d9b2 (patch) | |
| tree | e486f2fa39dba203563895541e92c60ed3e25759 /tools/ArtistTools/source/BlastPlugin/SampleBase/renderer/RendererShadow.cpp | |
| parent | Added screens to welcome page (diff) | |
| download | blast-236f03c0b9a4982328ed1201978f7f69d192d9b2.tar.xz blast-236f03c0b9a4982328ed1201978f7f69d192d9b2.zip | |
Blast 1.1 release (windows / linux)
see docs/release_notes.txt for details
Diffstat (limited to 'tools/ArtistTools/source/BlastPlugin/SampleBase/renderer/RendererShadow.cpp')
| -rw-r--r-- | tools/ArtistTools/source/BlastPlugin/SampleBase/renderer/RendererShadow.cpp | 67 |
1 files changed, 48 insertions, 19 deletions
diff --git a/tools/ArtistTools/source/BlastPlugin/SampleBase/renderer/RendererShadow.cpp b/tools/ArtistTools/source/BlastPlugin/SampleBase/renderer/RendererShadow.cpp index 28a79e5..c26358b 100644 --- a/tools/ArtistTools/source/BlastPlugin/SampleBase/renderer/RendererShadow.cpp +++ b/tools/ArtistTools/source/BlastPlugin/SampleBase/renderer/RendererShadow.cpp @@ -1,12 +1,29 @@ -/* -* Copyright (c) 2008-2015, NVIDIA CORPORATION. All rights reserved. -* -* NVIDIA CORPORATION and its licensors retain all intellectual property -* and proprietary rights in and to this software, 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. -*/ +// 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 (c) 2008-2017 NVIDIA Corporation. All rights reserved. #include "RendererShadow.h" @@ -16,7 +33,7 @@ #include "DXUTCamera.h" #include "Renderer.h" #include "UIHelpers.h" - +#include "SimpleScene.h" #define CASCADES 1 /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// @@ -168,7 +185,10 @@ void RendererShadow::changeShadowSettings(UINT Width, UINT Height, UINT uSampleC void RendererShadow::reloadBuffers() { { - m_shadowLibContext->RemoveMap(&m_shadowMapHandle); + if(m_shadowMapHandle != nullptr) + { + m_shadowLibContext->RemoveMap(&m_shadowMapHandle); + } if (m_SMDesc.eMapType == GFSDK_ShadowLib_MapType_Texture && m_SMDesc.eViewType == GFSDK_ShadowLib_ViewType_Single && @@ -192,7 +212,10 @@ void RendererShadow::reloadBuffers() m_shadowLibContext->DevModeCreateTexture2D(&m_downsampledShadowMap); } - m_shadowLibContext->RemoveBuffer(&m_shadowBufferHandle); + if (m_shadowBufferHandle != nullptr) + { + m_shadowLibContext->RemoveBuffer(&m_shadowBufferHandle); + } m_shadowLibContext->AddBuffer(&m_SBDesc, &m_shadowBufferHandle); } @@ -220,7 +243,7 @@ static void ShadowMapRenderFunction(void* pParams, gfsdk_float4x4* pViewProj) pRP->renderer->renderDepthOnly(&viewProjection); } -void RendererShadow::renderShadowMaps(Renderer* renderer) +void RendererShadow::renderShadowMaps(Renderer* renderer, atcore_float3& lightPos, atcore_float3& lightLookAt) { // select technique GFSDK_ShadowLib_TechniqueType technique = m_SBRenderParams.eTechniqueType; @@ -240,8 +263,8 @@ void RendererShadow::renderShadowMaps(Renderer* renderer) m_SMRenderParams.v3WorldSpaceBBox[1] = m_worldSpaceBBox1; m_SMRenderParams.LightDesc.eLightType = GFSDK_ShadowLib_LightType_Directional; - memcpy(&m_SMRenderParams.LightDesc.v3LightPos, &m_lightPos.x, sizeof(gfsdk_float3)); - memcpy(&m_SMRenderParams.LightDesc.v3LightLookAt, &m_lightLookAt.x, sizeof(gfsdk_float3)); + memcpy(&m_SMRenderParams.LightDesc.v3LightPos, &lightPos, sizeof(gfsdk_float3)); + memcpy(&m_SMRenderParams.LightDesc.v3LightLookAt, &lightLookAt, sizeof(gfsdk_float3)); m_SMRenderParams.LightDesc.fLightSize = m_lightSize; m_SMRenderParams.LightDesc.bLightFalloff = false; @@ -268,13 +291,9 @@ void RendererShadow::renderShadowBuffer(ID3D11ShaderResourceView* pDepthStencilS m_SBRenderParams.PCSSPenumbraParams = m_PCSSParams; m_SBRenderParams.fSoftShadowTestScale = m_softShadowTestScale; - m_shadowLibContext->ClearBuffer(m_shadowBufferHandle); - m_SBRenderParams.DepthBufferDesc.DepthStencilSRV.pSRV = pDepthStencilSRV; m_shadowLibContext->RenderBuffer(m_shadowMapHandle, m_shadowBufferHandle, &m_SBRenderParams); - - m_shadowLibContext->FinalizeBuffer(m_shadowBufferHandle, &m_shadowBufferSRV); } @@ -414,4 +433,14 @@ void RendererShadow::drawUI() ImGui::DragFloat("PCSS: fBlockerSearchDitherPercent", &(m_PCSSParams.fBlockerSearchDitherPercent), 0.001f, 0.0f, 100.0f); ImGui::DragFloat("PCSS: fFilterDitherPercent", &(m_PCSSParams.fFilterDitherPercent), 0.001f, 0.0f, 100.0f); } +} + +void RendererShadow::clearBuffer() +{ + m_shadowLibContext->ClearBuffer(m_shadowBufferHandle); +} + +void RendererShadow::finalizeBuffer() +{ + m_shadowLibContext->FinalizeBuffer(m_shadowBufferHandle, &m_shadowBufferSRV); }
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