blob: 661449cdfd39783f493e51308fa8fd6a0f2dc51b (
plain) (
blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
|
/*
* Copyright (c) 2008-2018, NVIDIA CORPORATION. All rights reserved.
*
* NVIDIA CORPORATION and its licensors retain all intellectual property
* and proprietary rights in and to this software, 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.
*/
#include "HBAOSample.h"
#include "DeviceManager11.h"
#include <D3D11.h>
#include <wrl.h>
#include "SceneRenderer.h"
#include <GFSDK_SSAO.h>
using namespace Microsoft::WRL;
class HBAOSampleD3D11 : public HBAOSample, public IVisualController
{
public:
void Initialize() override;
void Run() override;
void Render(RenderTargetView RTV) override;
void BackBufferResized(uint32_t width, uint32_t height, uint32_t sampleCount) override;
private:
bool InitializeHBAOPlus();
bool InitializeRenderTargets();
LRESULT MsgProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam) override;
DeviceManager mDeviceManager;
ComPtr<ID3D11Texture2D> mDepthStencil[2];
ComPtr<ID3D11Resource> mNormalsGBuffer;
ComPtr<ID3D11DepthStencilView> mDepthStencilView[2];
ComPtr<ID3D11ShaderResourceView> mDepthSRV[2];
ID3D11Device* mDevice = nullptr;
ID3D11DeviceContext* mDeviceContext = nullptr;
ID3D12CommandQueue* mCommandQueue;
SceneRenderer mSceneRenderer;
GFSDK_SSAO_InputData_D3D11 mSSAOInputData;
GFSDK_SSAO_Context_D3D11* mSSAOContext;
};
|