diff options
Diffstat (limited to 'samples/SampleBase/renderer/RendererHBAO.cpp')
| -rwxr-xr-x[-rw-r--r--] | samples/SampleBase/renderer/RendererHBAO.cpp | 194 |
1 files changed, 97 insertions, 97 deletions
diff --git a/samples/SampleBase/renderer/RendererHBAO.cpp b/samples/SampleBase/renderer/RendererHBAO.cpp index e402db2..333d485 100644..100755 --- a/samples/SampleBase/renderer/RendererHBAO.cpp +++ b/samples/SampleBase/renderer/RendererHBAO.cpp @@ -1,98 +1,98 @@ -// 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. - - -#include "RendererHBAO.h" -#include "Renderer.h" -#include "imgui.h" - -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -// Renderer HBAO (wrapper for hbao+) -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// - - -RendererHBAO::RendererHBAO() -{ - m_SSAOContext = NULL; - - // default parameters - m_SSAOParameters.Radius = 2.0f; -} - - -RendererHBAO::~RendererHBAO() -{ - releaseResources(); -} - - -void RendererHBAO::createResources(ID3D11Device *pd3dDevice) -{ - GFSDK_SSAO_Status status; - status = GFSDK_SSAO_CreateContext_D3D11(pd3dDevice, &m_SSAOContext, nullptr); - assert(status == GFSDK_SSAO_OK); -} - - -void RendererHBAO::releaseResources() -{ - if (m_SSAOContext != NULL) - { - m_SSAOContext->Release(); - } -} - - -void RendererHBAO::renderAO(ID3D11DeviceContext *pd3dDeviceContext, ID3D11RenderTargetView* pRTV, ID3D11ShaderResourceView* pDepthSRV, DirectX::XMMATRIX& projMatrix) -{ - GFSDK_SSAO_InputData_D3D11 InputData; - InputData.DepthData.pFullResDepthTextureSRV = pDepthSRV; - InputData.DepthData.DepthTextureType = GFSDK_SSAO_HARDWARE_DEPTHS; - InputData.DepthData.MetersToViewSpaceUnits = 1.0f; - InputData.DepthData.ProjectionMatrix.Data = GFSDK_SSAO_Float4x4(reinterpret_cast<const GFSDK_SSAO_FLOAT*>(&(projMatrix.r[0]))); - InputData.DepthData.ProjectionMatrix.Layout = GFSDK_SSAO_ROW_MAJOR_ORDER; - - GFSDK_SSAO_Output_D3D11 Output; - Output.pRenderTargetView = pRTV;// m_pSceneRTs->ColorRTV; - Output.Blend.Mode = GFSDK_SSAO_MULTIPLY_RGB; - - m_SSAOContext->RenderAO(pd3dDeviceContext, InputData, m_SSAOParameters, Output); -} - - -void RendererHBAO::drawUI() -{ - ImGui::DragFloat("Radius", &(m_SSAOParameters.Radius), 0.05f, 0.0f, 100.0f); - ImGui::DragFloat("Bias", &(m_SSAOParameters.Bias), 0.01f, 0.0f, 0.5f); - ImGui::DragFloat("NearAO", &(m_SSAOParameters.NearAO), 0.01f, 1.0f, 4.0f); - ImGui::DragFloat("FarAO", &(m_SSAOParameters.FarAO), 0.01, 1.0f, 4.0f); - ImGui::DragFloat("PowerExponent", &(m_SSAOParameters.PowerExponent), 0.01f, 1.0f, 8.0f); - ImGui::Checkbox("ForegroundAO Enabled", (bool*)&(m_SSAOParameters.ForegroundAO.Enable)); - ImGui::DragFloat("ForegroundAO ViewDepth", &(m_SSAOParameters.ForegroundAO.ForegroundViewDepth), 0.01f, 0.0f, 100.0f); - ImGui::Checkbox("BackgroundAO Enabled", (bool*)&(m_SSAOParameters.BackgroundAO.Enable)); - ImGui::DragFloat("BackgroundAO ViewDepth", &(m_SSAOParameters.BackgroundAO.BackgroundViewDepth), 0.01f, 0.0f, 100.0f); +// 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.
+
+
+#include "RendererHBAO.h"
+#include "Renderer.h"
+#include "imgui.h"
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// Renderer HBAO (wrapper for hbao+)
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+
+
+RendererHBAO::RendererHBAO()
+{
+ m_SSAOContext = NULL;
+
+ // default parameters
+ m_SSAOParameters.Radius = 2.0f;
+}
+
+
+RendererHBAO::~RendererHBAO()
+{
+ releaseResources();
+}
+
+
+void RendererHBAO::createResources(ID3D11Device *pd3dDevice)
+{
+ GFSDK_SSAO_Status status;
+ status = GFSDK_SSAO_CreateContext_D3D11(pd3dDevice, &m_SSAOContext, nullptr);
+ assert(status == GFSDK_SSAO_OK);
+}
+
+
+void RendererHBAO::releaseResources()
+{
+ if (m_SSAOContext != NULL)
+ {
+ m_SSAOContext->Release();
+ }
+}
+
+
+void RendererHBAO::renderAO(ID3D11DeviceContext *pd3dDeviceContext, ID3D11RenderTargetView* pRTV, ID3D11ShaderResourceView* pDepthSRV, DirectX::XMMATRIX& projMatrix)
+{
+ GFSDK_SSAO_InputData_D3D11 InputData;
+ InputData.DepthData.pFullResDepthTextureSRV = pDepthSRV;
+ InputData.DepthData.DepthTextureType = GFSDK_SSAO_HARDWARE_DEPTHS;
+ InputData.DepthData.MetersToViewSpaceUnits = 1.0f;
+ InputData.DepthData.ProjectionMatrix.Data = GFSDK_SSAO_Float4x4(reinterpret_cast<const GFSDK_SSAO_FLOAT*>(&(projMatrix.r[0])));
+ InputData.DepthData.ProjectionMatrix.Layout = GFSDK_SSAO_ROW_MAJOR_ORDER;
+
+ GFSDK_SSAO_Output_D3D11 Output;
+ Output.pRenderTargetView = pRTV;// m_pSceneRTs->ColorRTV;
+ Output.Blend.Mode = GFSDK_SSAO_MULTIPLY_RGB;
+
+ m_SSAOContext->RenderAO(pd3dDeviceContext, InputData, m_SSAOParameters, Output);
+}
+
+
+void RendererHBAO::drawUI()
+{
+ ImGui::DragFloat("Radius", &(m_SSAOParameters.Radius), 0.05f, 0.0f, 100.0f);
+ ImGui::DragFloat("Bias", &(m_SSAOParameters.Bias), 0.01f, 0.0f, 0.5f);
+ ImGui::DragFloat("NearAO", &(m_SSAOParameters.NearAO), 0.01f, 1.0f, 4.0f);
+ ImGui::DragFloat("FarAO", &(m_SSAOParameters.FarAO), 0.01, 1.0f, 4.0f);
+ ImGui::DragFloat("PowerExponent", &(m_SSAOParameters.PowerExponent), 0.01f, 1.0f, 8.0f);
+ ImGui::Checkbox("ForegroundAO Enabled", (bool*)&(m_SSAOParameters.ForegroundAO.Enable));
+ ImGui::DragFloat("ForegroundAO ViewDepth", &(m_SSAOParameters.ForegroundAO.ForegroundViewDepth), 0.01f, 0.0f, 100.0f);
+ ImGui::Checkbox("BackgroundAO Enabled", (bool*)&(m_SSAOParameters.BackgroundAO.Enable));
+ ImGui::DragFloat("BackgroundAO ViewDepth", &(m_SSAOParameters.BackgroundAO.BackgroundViewDepth), 0.01f, 0.0f, 100.0f);
}
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