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-rwxr-xr-x[-rw-r--r--]samples/SampleBase/renderer/RendererHBAO.cpp194
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);
} \ No newline at end of file