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// 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) 2008-2020 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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