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-rwxr-xr-x[-rw-r--r--]samples/SampleBase/renderer/Renderer.h540
1 files changed, 270 insertions, 270 deletions
diff --git a/samples/SampleBase/renderer/Renderer.h b/samples/SampleBase/renderer/Renderer.h
index 7bfff91..b1d5635 100644..100755
--- a/samples/SampleBase/renderer/Renderer.h
+++ b/samples/SampleBase/renderer/Renderer.h
@@ -1,271 +1,271 @@
-// 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) 2008-2018 NVIDIA Corporation. All rights reserved.
-
-
-#ifndef RENDERER_H
-#define RENDERER_H
-
-#include "RenderMaterial.h"
-#include <DirectXMath.h>
-#include "XInput.h"
-#include "DXUTMisc.h"
-#include "DXUTCamera.h"
-#include "SampleManager.h"
-#include "Utils.h"
-#include "ResourceManager.h"
-#include "PrimitiveRenderMesh.h"
-#include "RendererShadow.h"
-#include "RendererHBAO.h"
-#include <unordered_set>
-
-class CFirstPersonCamera;
-class PhysXPrimitive;
-class RenderDebugImpl;
-
-namespace physx
-{
-class PxRenderBuffer;
-}
-
-
-/**
-3D World Renderer
-- use createRenderable() to add objects to render.
-- use queueRenderBuffer() every frame to render debug primitives.
-- contains ResourceManager to search for file and load resources.
-- contains RendererShadow and RendererHBAO, use them through getters to control shadows.
-*/
-class Renderer : public ISampleController
-{
- friend class Renderable;
-
- public:
- //////// ctor ////////
-
- Renderer();
- ~Renderer();
-
-
- //////// public API ////////
-
- void reloadShaders();
-
- bool getWireframeMode()
- {
- return m_wireframeMode;
- }
-
- void setWireframeMode(bool enabled)
- {
- if(m_wireframeMode != enabled)
- {
- m_wireframeMode = enabled;
- initializeDefaultRSState();
- }
- }
-
- IRenderMesh* getPrimitiveRenderMesh(PrimitiveRenderMeshType::Enum type);
-
- Renderable* createRenderable(IRenderMesh& mesh, RenderMaterial& material);
- void removeRenderable(Renderable* r);
-
- void drawUI();
-
-
- //////// public getters ////////
-
- float getScreenWidth() const
- {
- return m_screenWidth;
- }
-
- float getScreenHeight() const
- {
- return m_screenHeight;
- }
-
- void queueRenderBuffer(const PxRenderBuffer* buffer)
- {
- m_queuedRenderBuffers.push_back(buffer);
- }
-
- void clearQueue()
- {
- m_queuedRenderBuffers.clear();
- }
-
- ResourceManager& getResourceManager()
- {
- return m_resourceManager;
- }
-
- uint32_t getVisibleOpaqueRenderablesCount()
- {
- return m_visibleOpaqueRenderablesCount;
- }
-
- uint32_t getVisibleTransparentRenderablesCount()
- {
- return m_visibleTransparentRenderablesCount;
- }
-
- CFirstPersonCamera& getCamera()
- {
- return m_camera;
- }
-
-
- //////// public 'internal' methods ////////
-
- // for internal usage (used by RenderShadows)
- void renderDepthOnly(DirectX::XMMATRIX* viewProjectionSubstitute);
-
- protected:
-
- //////// controller callbacks ////////
-
- virtual HRESULT DeviceCreated(ID3D11Device* pDevice);
- virtual void DeviceDestroyed();
- virtual LRESULT MsgProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam);
- virtual void Animate(double fElapsedTimeSeconds);
- virtual void onInitialize();
- virtual void onTerminate();
- virtual void BackBufferResized(ID3D11Device* pDevice, const DXGI_SURFACE_DESC* pBackBufferSurfaceDesc);
- virtual void Render(ID3D11Device* /*device*/, ID3D11DeviceContext* ctx, ID3D11RenderTargetView* pRTV,
- ID3D11DepthStencilView* pDSV);
-
- private:
-
- //////// internal methods ////////
-
- struct RenderDebugVertex
- {
- PxVec3 mPos;
- uint32_t mColor;
- };
-
- void render(const PxRenderBuffer* renderBuffer);
- void render(Renderable* renderable);
- void renderDebugPrimitive(const RenderDebugVertex *vertices, uint32_t verticesCount, D3D11_PRIMITIVE_TOPOLOGY topology);
- void initializeDefaultRSState();
- void setAllConstantBuffers(ID3D11DeviceContext* ctx);
- void toggleCameraSpeed(bool overspeed);
-
-
- //////// constant buffers ////////
-
- struct CBCamera
- {
- DirectX::XMMATRIX viewProjection;
- DirectX::XMMATRIX projectionInv;
- DirectX::XMFLOAT3 viewPos;
- float unusedPad;
- };
- struct CBWorld
- {
- DirectX::XMFLOAT3 ambientColor;
- float unusedPad1;
- DirectX::XMFLOAT3 pointLightPos;
- float unusedPad2;
- DirectX::XMFLOAT3 pointLightColor;
- float unusedPad3;
- DirectX::XMFLOAT3 dirLightDir;
- float specularPower;
- DirectX::XMFLOAT3 dirLightColor;
- float specularIntensity; // TODO: actually it's per object property
- };
- struct CBObject
- {
- DirectX::XMMATRIX world;
- DirectX::XMFLOAT4 color;
- };
-
-
- //////// internal data ////////
-
- // camera
- CFirstPersonCamera m_camera;
- float m_screenWidth;
- float m_screenHeight;
-
- // resources
- ResourceManager m_resourceManager;
-
- // additional render modules(libs)
- RendererShadow m_shadow;
- bool m_shadowEnabled;
- RendererHBAO m_HBAO;
- bool m_HBAOEnabled;
-
- // DX11 common
- ID3D11Device* m_device;
- ID3D11DeviceContext* m_context;
- D3D11_VIEWPORT m_viewport;
-
- // DX11 states
- ID3D11RasterizerState* m_RSState;
- ID3D11DepthStencilState* m_opaqueRenderDSState;
- ID3D11DepthStencilState* m_transparencyRenderDSState;
-
- // DX11 samplers
- ID3D11SamplerState* m_pointSampler;
- ID3D11SamplerState* m_linearSampler;
-
- // Depth Buffer
- ID3D11Texture2D* m_DSTexture;
- ID3D11DepthStencilView* m_DSView;
- ID3D11ShaderResourceView* m_DSTextureSRV;
-
- // Constant Buffers
- ID3D11Buffer* m_cameraCB;
- ID3D11Buffer* m_worldCB;
- CBWorld m_worldCBData;
- ID3D11Buffer* m_objectCB;
-
- // toggles (options)
- bool m_wireframeMode;
-
- // renderables
- std::unordered_set<Renderable*> m_renderables;
-
- // primitive meshes cache
- IRenderMesh* m_primitiveRenderMeshes[PrimitiveRenderMeshType::Count];
-
- // stats
- uint32_t m_visibleOpaqueRenderablesCount;
- uint32_t m_visibleTransparentRenderablesCount;
-
- // Debug Render
- RenderMaterial* m_debugPrimitiveRenderMaterial;
- RenderMaterial::InstancePtr m_debugPrimitiveRenderMaterialInstance;
- ID3D11Buffer* m_debugPrimitiveVB;
- uint32_t m_debugPrimitiveVBVerticesCount;
- std::vector<const PxRenderBuffer*> m_queuedRenderBuffers;
-};
-
-
+// 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) 2008-2018 NVIDIA Corporation. All rights reserved.
+
+
+#ifndef RENDERER_H
+#define RENDERER_H
+
+#include "RenderMaterial.h"
+#include <DirectXMath.h>
+#include "XInput.h"
+#include "DXUTMisc.h"
+#include "DXUTCamera.h"
+#include "SampleManager.h"
+#include "Utils.h"
+#include "ResourceManager.h"
+#include "PrimitiveRenderMesh.h"
+#include "RendererShadow.h"
+#include "RendererHBAO.h"
+#include <unordered_set>
+
+class CFirstPersonCamera;
+class PhysXPrimitive;
+class RenderDebugImpl;
+
+namespace physx
+{
+class PxRenderBuffer;
+}
+
+
+/**
+3D World Renderer
+- use createRenderable() to add objects to render.
+- use queueRenderBuffer() every frame to render debug primitives.
+- contains ResourceManager to search for file and load resources.
+- contains RendererShadow and RendererHBAO, use them through getters to control shadows.
+*/
+class Renderer : public ISampleController
+{
+ friend class Renderable;
+
+ public:
+ //////// ctor ////////
+
+ Renderer();
+ ~Renderer();
+
+
+ //////// public API ////////
+
+ void reloadShaders();
+
+ bool getWireframeMode()
+ {
+ return m_wireframeMode;
+ }
+
+ void setWireframeMode(bool enabled)
+ {
+ if(m_wireframeMode != enabled)
+ {
+ m_wireframeMode = enabled;
+ initializeDefaultRSState();
+ }
+ }
+
+ IRenderMesh* getPrimitiveRenderMesh(PrimitiveRenderMeshType::Enum type);
+
+ Renderable* createRenderable(IRenderMesh& mesh, RenderMaterial& material);
+ void removeRenderable(Renderable* r);
+
+ void drawUI();
+
+
+ //////// public getters ////////
+
+ float getScreenWidth() const
+ {
+ return m_screenWidth;
+ }
+
+ float getScreenHeight() const
+ {
+ return m_screenHeight;
+ }
+
+ void queueRenderBuffer(const PxRenderBuffer* buffer)
+ {
+ m_queuedRenderBuffers.push_back(buffer);
+ }
+
+ void clearQueue()
+ {
+ m_queuedRenderBuffers.clear();
+ }
+
+ ResourceManager& getResourceManager()
+ {
+ return m_resourceManager;
+ }
+
+ uint32_t getVisibleOpaqueRenderablesCount()
+ {
+ return m_visibleOpaqueRenderablesCount;
+ }
+
+ uint32_t getVisibleTransparentRenderablesCount()
+ {
+ return m_visibleTransparentRenderablesCount;
+ }
+
+ CFirstPersonCamera& getCamera()
+ {
+ return m_camera;
+ }
+
+
+ //////// public 'internal' methods ////////
+
+ // for internal usage (used by RenderShadows)
+ void renderDepthOnly(DirectX::XMMATRIX* viewProjectionSubstitute);
+
+ protected:
+
+ //////// controller callbacks ////////
+
+ virtual HRESULT DeviceCreated(ID3D11Device* pDevice);
+ virtual void DeviceDestroyed();
+ virtual LRESULT MsgProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam);
+ virtual void Animate(double fElapsedTimeSeconds);
+ virtual void onInitialize();
+ virtual void onTerminate();
+ virtual void BackBufferResized(ID3D11Device* pDevice, const DXGI_SURFACE_DESC* pBackBufferSurfaceDesc);
+ virtual void Render(ID3D11Device* /*device*/, ID3D11DeviceContext* ctx, ID3D11RenderTargetView* pRTV,
+ ID3D11DepthStencilView* pDSV);
+
+ private:
+
+ //////// internal methods ////////
+
+ struct RenderDebugVertex
+ {
+ PxVec3 mPos;
+ uint32_t mColor;
+ };
+
+ void render(const PxRenderBuffer* renderBuffer);
+ void render(Renderable* renderable);
+ void renderDebugPrimitive(const RenderDebugVertex *vertices, uint32_t verticesCount, D3D11_PRIMITIVE_TOPOLOGY topology);
+ void initializeDefaultRSState();
+ void setAllConstantBuffers(ID3D11DeviceContext* ctx);
+ void toggleCameraSpeed(bool overspeed);
+
+
+ //////// constant buffers ////////
+
+ struct CBCamera
+ {
+ DirectX::XMMATRIX viewProjection;
+ DirectX::XMMATRIX projectionInv;
+ DirectX::XMFLOAT3 viewPos;
+ float unusedPad;
+ };
+ struct CBWorld
+ {
+ DirectX::XMFLOAT3 ambientColor;
+ float unusedPad1;
+ DirectX::XMFLOAT3 pointLightPos;
+ float unusedPad2;
+ DirectX::XMFLOAT3 pointLightColor;
+ float unusedPad3;
+ DirectX::XMFLOAT3 dirLightDir;
+ float specularPower;
+ DirectX::XMFLOAT3 dirLightColor;
+ float specularIntensity; // TODO: actually it's per object property
+ };
+ struct CBObject
+ {
+ DirectX::XMMATRIX world;
+ DirectX::XMFLOAT4 color;
+ };
+
+
+ //////// internal data ////////
+
+ // camera
+ CFirstPersonCamera m_camera;
+ float m_screenWidth;
+ float m_screenHeight;
+
+ // resources
+ ResourceManager m_resourceManager;
+
+ // additional render modules(libs)
+ RendererShadow m_shadow;
+ bool m_shadowEnabled;
+ RendererHBAO m_HBAO;
+ bool m_HBAOEnabled;
+
+ // DX11 common
+ ID3D11Device* m_device;
+ ID3D11DeviceContext* m_context;
+ D3D11_VIEWPORT m_viewport;
+
+ // DX11 states
+ ID3D11RasterizerState* m_RSState;
+ ID3D11DepthStencilState* m_opaqueRenderDSState;
+ ID3D11DepthStencilState* m_transparencyRenderDSState;
+
+ // DX11 samplers
+ ID3D11SamplerState* m_pointSampler;
+ ID3D11SamplerState* m_linearSampler;
+
+ // Depth Buffer
+ ID3D11Texture2D* m_DSTexture;
+ ID3D11DepthStencilView* m_DSView;
+ ID3D11ShaderResourceView* m_DSTextureSRV;
+
+ // Constant Buffers
+ ID3D11Buffer* m_cameraCB;
+ ID3D11Buffer* m_worldCB;
+ CBWorld m_worldCBData;
+ ID3D11Buffer* m_objectCB;
+
+ // toggles (options)
+ bool m_wireframeMode;
+
+ // renderables
+ std::unordered_set<Renderable*> m_renderables;
+
+ // primitive meshes cache
+ IRenderMesh* m_primitiveRenderMeshes[PrimitiveRenderMeshType::Count];
+
+ // stats
+ uint32_t m_visibleOpaqueRenderablesCount;
+ uint32_t m_visibleTransparentRenderablesCount;
+
+ // Debug Render
+ RenderMaterial* m_debugPrimitiveRenderMaterial;
+ RenderMaterial::InstancePtr m_debugPrimitiveRenderMaterialInstance;
+ ID3D11Buffer* m_debugPrimitiveVB;
+ uint32_t m_debugPrimitiveVBVerticesCount;
+ std::vector<const PxRenderBuffer*> m_queuedRenderBuffers;
+};
+
+
#endif \ No newline at end of file