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-rwxr-xr-x[-rw-r--r--]samples/SampleBase/renderer/RendererShadow.h198
1 files changed, 99 insertions, 99 deletions
diff --git a/samples/SampleBase/renderer/RendererShadow.h b/samples/SampleBase/renderer/RendererShadow.h
index 836dbb8..0559c0b 100644..100755
--- a/samples/SampleBase/renderer/RendererShadow.h
+++ b/samples/SampleBase/renderer/RendererShadow.h
@@ -1,100 +1,100 @@
-// 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_SHADOW_H
-#define RENDERER_SHADOW_H
-
-#include <DirectXMath.h>
-#include "Utils.h"
-#include "gfsdk_shadowlib.h"
-
-#include <string>
-
-
-class CFirstPersonCamera;
-class Renderer;
-
-class RendererShadow
-{
-public:
- RendererShadow();
- ~RendererShadow();
-
- void createResources(ID3D11Device *pd3dDevice, ID3D11DeviceContext* context, CFirstPersonCamera* camera);
-
- void setScreenResolution(float FovyRad, UINT Width, UINT Height, UINT uSampleCount, ID3D11DepthStencilView* pReadOnlyDSV);
- void changeShadowSettings(UINT Width, UINT Height, UINT uSampleCount, ID3D11DepthStencilView* pReadOnlyDSV);
- void renderShadowMaps(Renderer* renderer);
- void renderShadowBuffer(ID3D11ShaderResourceView* pDepthStencilSRV, ID3D11ShaderResourceView* pResolvedDepthStencilSRV);
- void modulateShadowBuffer(ID3D11RenderTargetView* pOutputRTV);
- void displayShadowMaps(ID3D11RenderTargetView* pOutputRTV, UINT Width, UINT Height);
- void displayMapFrustums(ID3D11RenderTargetView* pOutputRTV, ID3D11DepthStencilView* pDSV);
- void displayShadowBuffer(ID3D11RenderTargetView* pOutputRTV);
- void toggleDisplayCascades(bool bToggle);
-
-
- void drawUI();
-
-private:
- void reloadBuffers();
- void ReleaseResources();
-
-
- GFSDK_ShadowLib_Context* m_shadowLibContext;
-
- GFSDK_ShadowLib_ShaderResourceView m_shadowBufferSRV;
-
- GFSDK_ShadowLib_Map* m_shadowMapHandle;
- GFSDK_ShadowLib_MapDesc m_SMDesc;
- GFSDK_ShadowLib_BufferDesc m_SBDesc;
- GFSDK_ShadowLib_MapRenderParams m_SMRenderParams;
-
- GFSDK_ShadowLib_Buffer* m_shadowBufferHandle;
- GFSDK_ShadowLib_BufferRenderParams m_SBRenderParams;
-
- GFSDK_ShadowLib_TempResources m_tempResources;
- GFSDK_ShadowLib_Texture2D m_downsampledShadowMap;
-
- CFirstPersonCamera* m_camera;
-
- // params
- bool m_PCSSEnabled;
- float m_lightSize;
- DirectX::XMFLOAT3 m_lightPos;
- DirectX::XMFLOAT3 m_lightLookAt;
- DirectX::XMFLOAT3 m_shadowColor;
- GFSDK_ShadowLib_PCSSPenumbraParams m_PCSSParams;
- float m_softShadowTestScale;
-
- gfsdk_float3 m_worldSpaceBBox0;
- gfsdk_float3 m_worldSpaceBBox1;
-
-};
-
-
+// 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_SHADOW_H
+#define RENDERER_SHADOW_H
+
+#include <DirectXMath.h>
+#include "Utils.h"
+#include "gfsdk_shadowlib.h"
+
+#include <string>
+
+
+class CFirstPersonCamera;
+class Renderer;
+
+class RendererShadow
+{
+public:
+ RendererShadow();
+ ~RendererShadow();
+
+ void createResources(ID3D11Device *pd3dDevice, ID3D11DeviceContext* context, CFirstPersonCamera* camera);
+
+ void setScreenResolution(float FovyRad, UINT Width, UINT Height, UINT uSampleCount, ID3D11DepthStencilView* pReadOnlyDSV);
+ void changeShadowSettings(UINT Width, UINT Height, UINT uSampleCount, ID3D11DepthStencilView* pReadOnlyDSV);
+ void renderShadowMaps(Renderer* renderer);
+ void renderShadowBuffer(ID3D11ShaderResourceView* pDepthStencilSRV, ID3D11ShaderResourceView* pResolvedDepthStencilSRV);
+ void modulateShadowBuffer(ID3D11RenderTargetView* pOutputRTV);
+ void displayShadowMaps(ID3D11RenderTargetView* pOutputRTV, UINT Width, UINT Height);
+ void displayMapFrustums(ID3D11RenderTargetView* pOutputRTV, ID3D11DepthStencilView* pDSV);
+ void displayShadowBuffer(ID3D11RenderTargetView* pOutputRTV);
+ void toggleDisplayCascades(bool bToggle);
+
+
+ void drawUI();
+
+private:
+ void reloadBuffers();
+ void ReleaseResources();
+
+
+ GFSDK_ShadowLib_Context* m_shadowLibContext;
+
+ GFSDK_ShadowLib_ShaderResourceView m_shadowBufferSRV;
+
+ GFSDK_ShadowLib_Map* m_shadowMapHandle;
+ GFSDK_ShadowLib_MapDesc m_SMDesc;
+ GFSDK_ShadowLib_BufferDesc m_SBDesc;
+ GFSDK_ShadowLib_MapRenderParams m_SMRenderParams;
+
+ GFSDK_ShadowLib_Buffer* m_shadowBufferHandle;
+ GFSDK_ShadowLib_BufferRenderParams m_SBRenderParams;
+
+ GFSDK_ShadowLib_TempResources m_tempResources;
+ GFSDK_ShadowLib_Texture2D m_downsampledShadowMap;
+
+ CFirstPersonCamera* m_camera;
+
+ // params
+ bool m_PCSSEnabled;
+ float m_lightSize;
+ DirectX::XMFLOAT3 m_lightPos;
+ DirectX::XMFLOAT3 m_lightLookAt;
+ DirectX::XMFLOAT3 m_shadowColor;
+ GFSDK_ShadowLib_PCSSPenumbraParams m_PCSSParams;
+ float m_softShadowTestScale;
+
+ gfsdk_float3 m_worldSpaceBBox0;
+ gfsdk_float3 m_worldSpaceBBox1;
+
+};
+
+
#endif \ No newline at end of file