//---------------------------------------------------------------------------------- // File: FaceWorks/samples/sample_d3d11/scenes.h // SDK Version: v1.0 // Email: gameworks@nvidia.com // Site: http://developer.nvidia.com/ // // Copyright (c) 2014-2016, NVIDIA CORPORATION. All rights reserved. // // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions // are met: // * Redistributions of source code must retain the above copyright // notice, this list of conditions and the following disclaimer. // * Redistributions in binary form must reproduce the above copyright // notice, this list of conditions and the following disclaimer in the // documentation and/or other materials provided with the distribution. // * Neither the name of NVIDIA CORPORATION nor the names of its // contributors may be used to endorse or promote products derived // from this software without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR // PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, // EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, // PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR // PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY // OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // //---------------------------------------------------------------------------------- #pragma once #include "util.h" #include "shader.h" struct MeshToDraw { Material * m_pMtl; CMesh * m_pMesh; // Parameters for SSS int m_normalMapSize; // Pixel size of normal map float m_averageUVScale; // Average UV scale of the mesh }; class CScene { public: virtual ~CScene() = 0; virtual HRESULT Init() = 0; virtual void Release() = 0; virtual CBaseCamera * Camera() = 0; virtual void GetBounds(DirectX::XMFLOAT3 * pPosMin, DirectX::XMFLOAT3 * pPosMax) = 0; virtual void GetMeshesToDraw(std::vector * pMeshesToDraw) = 0; }; class CSceneDigitalIra : public CScene { public: CSceneDigitalIra(); virtual HRESULT Init() override; virtual void Release() override; virtual CBaseCamera* Camera() override; virtual void GetBounds(DirectX::XMFLOAT3 * pPosMin, DirectX::XMFLOAT3 * pPosMax) override; virtual void GetMeshesToDraw(std::vector * pMeshesToDraw) override; CMesh m_meshHead; CMesh m_meshEyeL; CMesh m_meshEyeR; CMesh m_meshLashes; CMesh m_meshBrows; ID3D11ShaderResourceView * m_pSrvDiffuseHead; ID3D11ShaderResourceView * m_pSrvNormalHead; ID3D11ShaderResourceView * m_pSrvSpecHead; ID3D11ShaderResourceView * m_pSrvDeepScatterHead; ID3D11ShaderResourceView * m_pSrvDiffuseEyeSclera; ID3D11ShaderResourceView * m_pSrvNormalEyeSclera; ID3D11ShaderResourceView * m_pSrvDiffuseEyeIris; ID3D11ShaderResourceView * m_pSrvDiffuseLashes; ID3D11ShaderResourceView * m_pSrvDiffuseBrows; Material m_mtlHead; Material m_mtlEye; Material m_mtlLashes; Material m_mtlBrows; CMayaStyleCamera m_camera; int m_normalHeadSize; int m_normalEyeSize; }; class CSceneTest : public CScene { public: CSceneTest(); virtual HRESULT Init() override; virtual void Release() override; virtual CBaseCamera* Camera() override; virtual void GetBounds(DirectX::XMFLOAT3 * pPosMin, DirectX::XMFLOAT3 * pPosMax) override; virtual void GetMeshesToDraw(std::vector * pMeshesToDraw) override; CMesh m_meshPlanes; CMesh m_meshShadower; CMesh m_aMeshSpheres[7]; ID3D11ShaderResourceView * m_pSrvDiffuse; ID3D11ShaderResourceView * m_pSrvNormalFlat; ID3D11ShaderResourceView * m_pSrvSpec; ID3D11ShaderResourceView * m_pSrvDeepScatter; Material m_mtl; CFirstPersonCameraRH m_camera; }; class CSceneHand : public CScene { public: CSceneHand(); virtual HRESULT Init() override; virtual void Release() override; virtual CBaseCamera* Camera() override; virtual void GetBounds(DirectX::XMFLOAT3 * pPosMin, DirectX::XMFLOAT3 * pPosMax) override; virtual void GetMeshesToDraw(std::vector * pMeshesToDraw) override; CMesh m_meshHand; ID3D11ShaderResourceView * m_pSrvDiffuse; ID3D11ShaderResourceView * m_pSrvNormalFlat; ID3D11ShaderResourceView * m_pSrvSpec; ID3D11ShaderResourceView * m_pSrvDeepScatter; Material m_mtl; CMayaStyleCamera m_camera; }; class CSceneDragon : public CScene { public: CSceneDragon(); virtual HRESULT Init(); virtual void Release(); virtual CBaseCamera * Camera() { return &m_camera; } virtual void GetBounds(DirectX::XMFLOAT3 * pPosMin, DirectX::XMFLOAT3 * pPosMax); virtual void GetMeshesToDraw(std::vector * pMeshesToDraw); CMesh m_meshDragon; ID3D11ShaderResourceView * m_pSrvDiffuse; ID3D11ShaderResourceView * m_pSrvNormal; ID3D11ShaderResourceView * m_pSrvSpec; ID3D11ShaderResourceView * m_pSrvDeepScatter; Material m_mtl; CMayaStyleCamera m_camera; int m_normalSize; }; class CSceneLPSHead : public CScene { public: CSceneLPSHead(); virtual HRESULT Init(); virtual void Release(); virtual CBaseCamera * Camera() { return &m_camera; } virtual void GetBounds(DirectX::XMFLOAT3 * pPosMin, DirectX::XMFLOAT3 * pPosMax); virtual void GetMeshesToDraw(std::vector * pMeshesToDraw); CMesh m_meshHead; ID3D11ShaderResourceView * m_pSrvDiffuseHead; ID3D11ShaderResourceView * m_pSrvNormalHead; ID3D11ShaderResourceView * m_pSrvSpecHead; ID3D11ShaderResourceView * m_pSrvDeepScatterHead; Material m_mtlHead; CMayaStyleCamera m_camera; int m_normalHeadSize; }; class CSceneManjaladon : public CScene { public: CSceneManjaladon(); virtual HRESULT Init(); virtual void Release(); virtual CBaseCamera * Camera() { return &m_camera; } virtual void GetBounds(DirectX::XMFLOAT3 * pPosMin, DirectX::XMFLOAT3 * pPosMax); virtual void GetMeshesToDraw(std::vector * pMeshesToDraw); CMesh m_meshManjaladon; ID3D11ShaderResourceView * m_pSrvDiffuse; ID3D11ShaderResourceView * m_pSrvNormal; ID3D11ShaderResourceView * m_pSrvSpec; ID3D11ShaderResourceView * m_pSrvDeepScatter; Material m_mtl; CMayaStyleCamera m_camera; int m_normalSize; }; class CSceneWarriorHead : public CScene { public: CSceneWarriorHead(); virtual HRESULT Init(); virtual void Release(); virtual CBaseCamera * Camera() { return &m_camera; } virtual void GetBounds(DirectX::XMFLOAT3 * pPosMin, DirectX::XMFLOAT3 * pPosMax); virtual void GetMeshesToDraw(std::vector * pMeshesToDraw); CMesh m_meshHead; CMesh m_meshEyeL; CMesh m_meshEyeR; CMesh m_meshLashes; ID3D11ShaderResourceView * m_pSrvDiffuseHead; ID3D11ShaderResourceView * m_pSrvNormalHead; ID3D11ShaderResourceView * m_pSrvSpecHead; ID3D11ShaderResourceView * m_pSrvDeepScatterHead; ID3D11ShaderResourceView * m_pSrvDiffuseEyeSclera; ID3D11ShaderResourceView * m_pSrvNormalEyeSclera; ID3D11ShaderResourceView * m_pSrvDiffuseEyeIris; ID3D11ShaderResourceView * m_pSrvDiffuseLashes; Material m_mtlHead; Material m_mtlEye; Material m_mtlLashes; CMayaStyleCamera m_camera; int m_normalHeadSize; int m_normalEyeSize; }; class CBackground { public: CBackground(); HRESULT Init( const wchar_t * strCubeEnv, const wchar_t * strCubeDiff, const wchar_t * strCubeSpec, float exposure = 1.0f); void Release(); ID3D11ShaderResourceView * m_pSrvCubeEnv; ID3D11ShaderResourceView * m_pSrvCubeDiff; ID3D11ShaderResourceView * m_pSrvCubeSpec; float m_exposure; };