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/*
* 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 "DeviceManager12.h"
#include <D3D12.h>
#include <wrl.h>
#include "SceneRenderer.h"
#include <GFSDK_SSAO.h>
using namespace Microsoft::WRL;
class HBAOSampleD3D12 : 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<ID3D12CommandAllocator> mCommandAllocator;
ComPtr<ID3D12GraphicsCommandList> mCommandList;
ComPtr<ID3D12Resource> mDepthStencil[2];
ComPtr<ID3D12Resource> mNormalsGBuffer;
D3D12_CPU_DESCRIPTOR_HANDLE mDepthStencilView[2];
D3D12_CPU_DESCRIPTOR_HANDLE mDepthSRV[2];
ComPtr<ID3D12DescriptorHeap> mDSVDescriptorHeap;
ID3D12Device* mDevice = nullptr;
ID3D12CommandQueue* mCommandQueue;
ComPtr<ID3D12Fence> mFence;
uint64_t mFenceValue = 0;
SceneRenderer mSceneRenderer;
ComPtr<ID3D12DescriptorHeap> mSSAODescriptorHeapCBVSRVUAV;
ComPtr<ID3D12DescriptorHeap> mSSAODescriptorHeapRTV;
GFSDK_SSAO_InputData_D3D12 mSSAOInputData;
GFSDK_SSAO_Context_D3D12* mSSAOContext;
};
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