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|
// This code contains NVIDIA Confidential Information and is disclosed
// under the Mutual Non-Disclosure Agreement.
//
// Notice
// ALL NVIDIA DESIGN SPECIFICATIONS AND CODE ("MATERIALS") ARE PROVIDED "AS IS" NVIDIA MAKES
// NO REPRESENTATIONS, WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
// THE MATERIALS, AND EXPRESSLY DISCLAIMS ANY IMPLIED WARRANTIES OF NONINFRINGEMENT,
// MERCHANTABILITY, OR FITNESS FOR A PARTICULAR PURPOSE.
//
// 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. No third party distribution is allowed unless
// expressly authorized by NVIDIA. 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) 2003 - 2016 NVIDIA Corporation. All rights reserved.
//
// 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.
//
#include "common.h"
#include "scene.h"
#include <Nv/VolumetricLighting/NvVolumetricLighting.h>
////////////////////////////////////////////////////////////////////////////////
const uint32_t Scene::SHADOWMAP_RESOLUTION = 1024;
const float Scene::LIGHT_RANGE = 50.0f;
const float Scene::SPOTLIGHT_FALLOFF_ANGLE = Nv::NvPi / 4.0f;
const float Scene::SPOTLIGHT_FALLOFF_POWER = 1.0f;
Scene::Scene()
{
gwvlctx_ = nullptr;
isCtxValid_ = false;
debugMode_ = Nv::Vl::DebugFlags::NONE;
isPaused_ = false;
viewpoint_ = 0;
lightPower_ = 0;
mediumType_ = 0;
lightMode_ = eLightMode::SPOTLIGHT;
sceneTransform_ = Nv::NvMat44(Nv::NvIdentity);
lightTransform_ = Nv::NvMat44(Nv::NvIdentity);
//--------------------------------------------------------------------------
// Default context settings
contextDesc_.framebuffer.uWidth = 0;
contextDesc_.framebuffer.uHeight = 0;
contextDesc_.framebuffer.uSamples = 0;
contextDesc_.eDownsampleMode = Nv::Vl::DownsampleMode::FULL;
contextDesc_.eInternalSampleMode = Nv::Vl::MultisampleMode::SINGLE;
contextDesc_.eFilterMode = Nv::Vl::FilterMode::NONE;
//--------------------------------------------------------------------------
// Default post-process settings
postprocessDesc_.bDoFog = true;
postprocessDesc_.bIgnoreSkyFog = false;
postprocessDesc_.eUpsampleQuality = Nv::Vl::UpsampleQuality::BILINEAR;
postprocessDesc_.fBlendfactor = 1.0f;
postprocessDesc_.fTemporalFactor = 0.95f;
postprocessDesc_.fFilterThreshold = 0.20f;
}
void Scene::Release()
{
if (gwvlctx_) Nv::Vl::ReleaseContext(gwvlctx_);
isCtxValid_ = false;
}
bool Scene::isCtxValid()
{
return isCtxValid_;
}
void Scene::invalidateCtx()
{
isCtxValid_ = false;
}
void Scene::createCtx(const Nv::Vl::PlatformDesc * platform)
{
// Assumes platformDesc and contextDesc have been updated
if (gwvlctx_) Nv::Vl::ReleaseContext(gwvlctx_);
Nv::Vl::Status gwvl_status = Nv::Vl::CreateContext(gwvlctx_, platform, &contextDesc_);
ASSERT_LOG(gwvl_status == Nv::Vl::Status::OK, "GWVL Error: %d", gwvl_status);
gwvl_status;
isCtxValid_ = true;
}
void Scene::updateFramebuffer(uint32_t w, uint32_t h, uint32_t s)
{
contextDesc_.framebuffer.uWidth = w;
contextDesc_.framebuffer.uHeight = h;
contextDesc_.framebuffer.uSamples = s;
invalidateCtx();
}
void Scene::setDebugMode(Nv::Vl::DebugFlags d)
{
debugMode_ = d;
}
void Scene::togglePause()
{
isPaused_ = !isPaused_;
}
void Scene::toggleDownsampleMode()
{
switch (contextDesc_.eDownsampleMode)
{
case Nv::Vl::DownsampleMode::FULL:
contextDesc_.eDownsampleMode = Nv::Vl::DownsampleMode::HALF;
break;
case Nv::Vl::DownsampleMode::HALF:
contextDesc_.eDownsampleMode = Nv::Vl::DownsampleMode::QUARTER;
break;
case Nv::Vl::DownsampleMode::QUARTER:
contextDesc_.eDownsampleMode = Nv::Vl::DownsampleMode::FULL;
break;
}
invalidateCtx();
}
void Scene::toggleMsaaMode()
{
if (contextDesc_.eDownsampleMode == Nv::Vl::DownsampleMode::FULL)
return;
switch (contextDesc_.eInternalSampleMode)
{
case Nv::Vl::MultisampleMode::SINGLE:
contextDesc_.eInternalSampleMode = Nv::Vl::MultisampleMode::MSAA2;
break;
case Nv::Vl::MultisampleMode::MSAA2:
contextDesc_.eInternalSampleMode = Nv::Vl::MultisampleMode::MSAA4;
break;
case Nv::Vl::MultisampleMode::MSAA4:
contextDesc_.eInternalSampleMode = Nv::Vl::MultisampleMode::SINGLE;
break;
}
invalidateCtx();
}
void Scene::toggleFiltering()
{
if (contextDesc_.eDownsampleMode == Nv::Vl::DownsampleMode::FULL)
return;
contextDesc_.eFilterMode = (contextDesc_.eFilterMode == Nv::Vl::FilterMode::TEMPORAL) ? Nv::Vl::FilterMode::NONE : Nv::Vl::FilterMode::TEMPORAL;
invalidateCtx();
}
void Scene::toggleUpsampleMode()
{
if (contextDesc_.eDownsampleMode == Nv::Vl::DownsampleMode::FULL)
return;
switch (postprocessDesc_.eUpsampleQuality)
{
case Nv::Vl::UpsampleQuality::POINT:
postprocessDesc_.eUpsampleQuality = Nv::Vl::UpsampleQuality::BILINEAR;
break;
case Nv::Vl::UpsampleQuality::BILINEAR:
if (contextDesc_.eFilterMode == Nv::Vl::FilterMode::TEMPORAL)
postprocessDesc_.eUpsampleQuality = Nv::Vl::UpsampleQuality::BILATERAL;
else
postprocessDesc_.eUpsampleQuality = Nv::Vl::UpsampleQuality::POINT;
break;
case Nv::Vl::UpsampleQuality::BILATERAL:
postprocessDesc_.eUpsampleQuality = Nv::Vl::UpsampleQuality::POINT;
break;
}
}
void Scene::toggleFog()
{
postprocessDesc_.bDoFog = !postprocessDesc_.bDoFog;
}
void Scene::toggleViewpoint()
{
viewpoint_ = (viewpoint_+1)%4;
}
void Scene::toggleIntensity()
{
lightPower_ = (lightPower_+1)%6;
}
void Scene::toggleMediumType()
{
mediumType_ = (mediumType_+1)%4;
}
void Scene::toggleLightMode()
{
switch (lightMode_)
{
default:
case Scene::eLightMode::DIRECTIONAL:
lightMode_ = Scene::eLightMode::SPOTLIGHT;
break;
case Scene::eLightMode::SPOTLIGHT:
lightMode_ = Scene::eLightMode::OMNI;
break;
case Scene::eLightMode::OMNI:
lightMode_ = Scene::eLightMode::DIRECTIONAL;
break;
}
}
Scene::eLightMode Scene::getLightMode()
{
return lightMode_;
}
void Scene::getLightViewpoint(Nv::NvVec3 & vPos, Nv::NvMat44 & mViewProj)
{
Nv::NvVec3 vOrigin = Nv::NvVec3(0, 0, 0);
Nv::NvVec3 vUp = Nv::NvVec3(0, 1, 0);
switch (getLightMode())
{
case Scene::eLightMode::OMNI:
{
vPos = lightTransform_.transform(Nv::NvVec3(15, 10, 0));
Nv::NvMat44 mLightView = Nv::NvMat44(Nv::NvVec3(1,0,0), Nv::NvVec3(0,1,0), Nv::NvVec3(0,0,1), -vPos);
Nv::NvMat44 mLightProj = Nv::NvMat44(Nv::NvIdentity);
mViewProj = mLightProj*mLightView;
}
break;
case Scene::eLightMode::SPOTLIGHT:
{
vPos = Nv::NvVec3(10, 15, 5);
Nv::NvMat44 mLightView = LookAtTransform(vPos, vOrigin, vUp);
Nv::NvMat44 mLightProj = PerspectiveProjLH(
SPOTLIGHT_FALLOFF_ANGLE,
1.0f,
0.50f, LIGHT_RANGE);
mViewProj = mLightProj*mLightView;
}
break;
default:
case eLightMode::DIRECTIONAL:
{
vPos = Nv::NvVec3(10, 15, 5);
Nv::NvMat44 mLightView = LookAtTransform(vPos, vOrigin, vUp);
Nv::NvMat44 mLightProj = OrthographicProjLH(25.0f, 25.0f, 0.50f, LIGHT_RANGE);
mViewProj = mLightProj*mLightView;
}
break;
}
}
Nv::NvVec3 Scene::getLightIntensity()
{
const Nv::NvVec3 LIGHT_POWER[] = {
1.00f*Nv::NvVec3(1.00f, 0.95f, 0.90f),
0.50f*Nv::NvVec3(1.00f, 0.95f, 0.90f),
1.50f*Nv::NvVec3(1.00f, 0.95f, 0.90f),
1.00f*Nv::NvVec3(1.00f, 0.75f, 0.50f),
1.00f*Nv::NvVec3(0.75f, 1.00f, 0.75f),
1.00f*Nv::NvVec3(0.50f, 0.75f, 1.00f)
};
switch (getLightMode())
{
case Scene::eLightMode::OMNI:
return 25000.0f*LIGHT_POWER[lightPower_];
case Scene::eLightMode::SPOTLIGHT:
return 50000.0f*LIGHT_POWER[lightPower_];
default:
case eLightMode::DIRECTIONAL:
return 250.0f*LIGHT_POWER[lightPower_];
}
}
const Nv::Vl::ViewerDesc * Scene::getViewerDesc()
{
static Nv::Vl::ViewerDesc viewerDesc;
Nv::NvVec3 vOrigin = Nv::NvVec3(0, 0, 0);
Nv::NvVec3 vUp = Nv::NvVec3(0, 1, 0);
Nv::NvVec3 VIEWPOINTS[] = {
Nv::NvVec3(0, 0, -17.5f),
Nv::NvVec3(0, 17.5f, 0),
Nv::NvVec3(0, -17.5f, 0),
Nv::NvVec3(17.5f, 0, 0),
};
Nv::NvVec3 VIEWPOINT_UP[] = {
Nv::NvVec3(0, 1, 0),
Nv::NvVec3(0, 0, -1),
Nv::NvVec3(0, 0, -1),
Nv::NvVec3(0, 1, 0),
};
Nv::NvVec3 vEyePos = VIEWPOINTS[viewpoint_];
Nv::NvMat44 mEyeView = LookAtTransform(vEyePos, vOrigin, VIEWPOINT_UP[viewpoint_]);
Nv::NvMat44 mEyeProj = PerspectiveProjLH(
Nv::NvPiDivFour,
static_cast<float>(contextDesc_.framebuffer.uWidth)/static_cast<float>(contextDesc_.framebuffer.uHeight),
0.50f, 50.0f );
Nv::NvMat44 mEyeViewProj = mEyeProj*mEyeView;
viewerDesc.mProj = NVtoNVC(mEyeProj);
viewerDesc.mViewProj = NVtoNVC(mEyeViewProj);
viewerDesc.vEyePosition = NVtoNVC(vEyePos);
viewerDesc.uViewportWidth = contextDesc_.framebuffer.uWidth;
viewerDesc.uViewportHeight = contextDesc_.framebuffer.uHeight;
return &viewerDesc;
}
const Nv::Vl::LightDesc * Scene::getLightDesc()
{
static Nv::Vl::LightDesc lightDesc;
const float LIGHT_RANGE = 50.0f;
Nv::NvVec3 vLightPos;
Nv::NvMat44 mLightViewProj;
getLightViewpoint(vLightPos, mLightViewProj);
Nv::NvMat44 mLightViewProj_Inv = Inverse(mLightViewProj);
lightDesc.vIntensity = NVtoNVC(getLightIntensity());
lightDesc.mLightToWorld = NVtoNVC(mLightViewProj_Inv);
switch (getLightMode())
{
case Scene::eLightMode::OMNI:
{
lightDesc.eType = Nv::Vl::LightType::OMNI;
lightDesc.Omni.fZNear = 0.5f;
lightDesc.Omni.fZFar = LIGHT_RANGE;
lightDesc.Omni.vPosition = NVtoNVC(vLightPos);
lightDesc.Omni.eAttenuationMode = Nv::Vl::AttenuationMode::INV_POLYNOMIAL;
const float LIGHT_SOURCE_RADIUS = 0.5f; // virtual radius of a spheroid light source
lightDesc.Omni.fAttenuationFactors[0] = 1.0f;
lightDesc.Omni.fAttenuationFactors[1] = 2.0f / LIGHT_SOURCE_RADIUS;
lightDesc.Omni.fAttenuationFactors[2] = 1.0f / (LIGHT_SOURCE_RADIUS*LIGHT_SOURCE_RADIUS);
lightDesc.Omni.fAttenuationFactors[3] = 0.0f;
}
break;
case Scene::eLightMode::SPOTLIGHT:
{
Nv::NvVec3 vLightDirection = -vLightPos;
vLightDirection.normalize();
lightDesc.eType = Nv::Vl::LightType::SPOTLIGHT;
lightDesc.Spotlight.fZNear = 0.5f;
lightDesc.Spotlight.fZFar = LIGHT_RANGE;
lightDesc.Spotlight.eFalloffMode = Nv::Vl::SpotlightFalloffMode::FIXED;
lightDesc.Spotlight.fFalloff_Power = SPOTLIGHT_FALLOFF_POWER;
lightDesc.Spotlight.fFalloff_CosTheta = Nv::intrinsics::cos(SPOTLIGHT_FALLOFF_ANGLE);
lightDesc.Spotlight.vDirection = NVtoNVC(vLightDirection);
lightDesc.Spotlight.vPosition = NVtoNVC(vLightPos);
lightDesc.Spotlight.eAttenuationMode = Nv::Vl::AttenuationMode::INV_POLYNOMIAL;
const float LIGHT_SOURCE_RADIUS = 1.0f; // virtual radius of a spheroid light source
lightDesc.Spotlight.fAttenuationFactors[0] = 1.0f;
lightDesc.Spotlight.fAttenuationFactors[1] = 2.0f / LIGHT_SOURCE_RADIUS;
lightDesc.Spotlight.fAttenuationFactors[2] = 1.0f / (LIGHT_SOURCE_RADIUS*LIGHT_SOURCE_RADIUS);
lightDesc.Spotlight.fAttenuationFactors[3] = 0.0f;
}
break;
default:
case eLightMode::DIRECTIONAL:
{
Nv::NvVec3 vLightDirection = -vLightPos;
vLightDirection.normalize();
lightDesc.eType = Nv::Vl::LightType::DIRECTIONAL;
lightDesc.Directional.vDirection = NVtoNVC(vLightDirection);
}
}
return &lightDesc;
}
const Nv::Vl::MediumDesc * Scene::getMediumDesc()
{
static Nv::Vl::MediumDesc mediumDesc;
const float SCATTER_PARAM_SCALE = 0.0001f;
mediumDesc.uNumPhaseTerms = 0;
uint32_t t = 0;
mediumDesc.PhaseTerms[t].ePhaseFunc = Nv::Vl::PhaseFunctionType::RAYLEIGH;
mediumDesc.PhaseTerms[t].vDensity = NVtoNVC(10.00f * SCATTER_PARAM_SCALE * Nv::NvVec3(0.596f, 1.324f, 3.310f));
t++;
switch (mediumType_)
{
default:
case 0:
mediumDesc.PhaseTerms[t].ePhaseFunc = Nv::Vl::PhaseFunctionType::HENYEYGREENSTEIN;
mediumDesc.PhaseTerms[t].vDensity = NVtoNVC(10.00f * SCATTER_PARAM_SCALE * Nv::NvVec3(1.00f, 1.00f, 1.00f));
mediumDesc.PhaseTerms[t].fEccentricity = 0.85f;
t++;
mediumDesc.vAbsorption = NVtoNVC(5.0f * SCATTER_PARAM_SCALE * Nv::NvVec3(1, 1, 1));
break;
case 1:
mediumDesc.PhaseTerms[t].ePhaseFunc = Nv::Vl::PhaseFunctionType::HENYEYGREENSTEIN;
mediumDesc.PhaseTerms[t].vDensity = NVtoNVC(15.00f * SCATTER_PARAM_SCALE * Nv::NvVec3(1.00f, 1.00f, 1.00f));
mediumDesc.PhaseTerms[t].fEccentricity = 0.60f;
t++;
mediumDesc.vAbsorption = NVtoNVC(25.0f * SCATTER_PARAM_SCALE * Nv::NvVec3(1, 1, 1));
break;
case 2:
mediumDesc.PhaseTerms[t].ePhaseFunc = Nv::Vl::PhaseFunctionType::MIE_HAZY;
mediumDesc.PhaseTerms[t].vDensity = NVtoNVC(20.00f * SCATTER_PARAM_SCALE * Nv::NvVec3(1.00f, 1.00f, 1.00f));
t++;
mediumDesc.vAbsorption = NVtoNVC(25.0f * SCATTER_PARAM_SCALE * Nv::NvVec3(1, 1, 1));
break;
case 3:
mediumDesc.PhaseTerms[t].ePhaseFunc = Nv::Vl::PhaseFunctionType::MIE_MURKY;
mediumDesc.PhaseTerms[t].vDensity = NVtoNVC(30.00f * SCATTER_PARAM_SCALE * Nv::NvVec3(1.00f, 1.00f, 1.00f));
t++;
mediumDesc.vAbsorption = NVtoNVC(50.0f * SCATTER_PARAM_SCALE * Nv::NvVec3(1, 1, 1));
break;
}
mediumDesc.uNumPhaseTerms = t;
return &mediumDesc;
}
const Nv::Vl::PostprocessDesc * Scene::getPostprocessDesc()
{
postprocessDesc_.vFogLight = NVtoNVC(getLightIntensity());
postprocessDesc_.fMultiscatter = 0.000002f;
return &postprocessDesc_;
}
void Scene::beginAccumulation(Nv::Vl::PlatformRenderCtx ctx, Nv::Vl::PlatformShaderResource sceneDepth)
{
Nv::Vl::Status gwvl_status;
gwvl_status = Nv::Vl::BeginAccumulation(gwvlctx_, ctx, sceneDepth, getViewerDesc(), getMediumDesc(), debugMode_);
ASSERT_LOG(gwvl_status == Nv::Vl::Status::OK, "GWVL Error: %d", gwvl_status);
}
void Scene::renderVolume(Nv::Vl::PlatformRenderCtx ctx, Nv::Vl::PlatformShaderResource shadowmap)
{
Nv::NvVec3 vLightPos;
Nv::NvMat44 mLightViewProj;
getLightViewpoint(vLightPos, mLightViewProj);
Nv::Vl::ShadowMapDesc shadowmapDesc;
{
shadowmapDesc.eType = (getLightMode() == Scene::eLightMode::OMNI) ? Nv::Vl::ShadowMapLayout::PARABOLOID : Nv::Vl::ShadowMapLayout::SIMPLE;
shadowmapDesc.uWidth = SHADOWMAP_RESOLUTION;
shadowmapDesc.uHeight = SHADOWMAP_RESOLUTION;
shadowmapDesc.uElementCount = 1;
shadowmapDesc.Elements[0].uOffsetX = 0;
shadowmapDesc.Elements[0].uOffsetY = 0;
shadowmapDesc.Elements[0].uWidth = shadowmapDesc.uWidth;
shadowmapDesc.Elements[0].uHeight = shadowmapDesc.uHeight;
shadowmapDesc.Elements[0].mViewProj = NVtoNVC(mLightViewProj);
shadowmapDesc.Elements[0].mArrayIndex = 0;
if (getLightMode() == Scene::eLightMode::OMNI)
{
shadowmapDesc.uElementCount = 2;
shadowmapDesc.Elements[1].uOffsetX = 0;
shadowmapDesc.Elements[1].uOffsetY = 0;
shadowmapDesc.Elements[1].uWidth = shadowmapDesc.uWidth;
shadowmapDesc.Elements[1].uHeight = shadowmapDesc.uHeight;
shadowmapDesc.Elements[1].mViewProj = NVtoNVC(mLightViewProj);
shadowmapDesc.Elements[1].mArrayIndex = 1;
}
}
Nv::Vl::VolumeDesc volumeDesc;
{
volumeDesc.fTargetRayResolution = 12.0f;
volumeDesc.uMaxMeshResolution = SHADOWMAP_RESOLUTION;
volumeDesc.fDepthBias = 0.0f;
volumeDesc.eTessQuality = Nv::Vl::TessellationQuality::HIGH;
}
Nv::Vl::Status gwvl_status;
gwvl_status = Nv::Vl::RenderVolume(gwvlctx_, ctx, shadowmap, &shadowmapDesc, getLightDesc(), &volumeDesc);
ASSERT_LOG(gwvl_status == Nv::Vl::Status::OK, "GWVL Error: %d", gwvl_status);
}
void Scene::endAccumulation(Nv::Vl::PlatformRenderCtx ctx)
{
Nv::Vl::Status gwvl_status;
gwvl_status = Nv::Vl::EndAccumulation(gwvlctx_, ctx);
ASSERT_LOG(gwvl_status == Nv::Vl::Status::OK, "GWVL Error: %d", gwvl_status);
}
void Scene::applyLighting(Nv::Vl::PlatformRenderCtx ctx, Nv::Vl::PlatformRenderTarget sceneRT, Nv::Vl::PlatformShaderResource sceneDepth)
{
Nv::Vl::Status gwvl_status;
gwvl_status = Nv::Vl::ApplyLighting(gwvlctx_, ctx, sceneRT, sceneDepth, getPostprocessDesc());
ASSERT_LOG(gwvl_status == Nv::Vl::Status::OK, "GWVL Error: %d", gwvl_status);
}
void Scene::animate(float dt)
{
static uint64_t time_elapsed_us = 0;
// Update the scene
if (!isPaused_)
{
time_elapsed_us += static_cast<uint64_t>(dt * 1000000.0);
if (lightMode_ != eLightMode::OMNI)
{
float angle = float(dt) * Nv::NvPiDivFour;
sceneTransform_ = sceneTransform_ * Nv::NvMat44(
Nv::NvVec4(Nv::intrinsics::cos(angle), 0, -Nv::intrinsics::sin(angle), 0),
Nv::NvVec4(0, 1, 0, 0),
Nv::NvVec4(Nv::intrinsics::sin(angle), 0, Nv::intrinsics::cos(angle), 0),
Nv::NvVec4(0, 0, 0, 1)
);
}
else
{
sceneTransform_ = Nv::NvMat44(Nv::NvIdentity);
}
if (lightMode_ == eLightMode::OMNI)
{
const uint64_t CYCLE_LENGTH = 60000000;
float cyclePhase = static_cast<float>(time_elapsed_us % CYCLE_LENGTH) / static_cast<float>(CYCLE_LENGTH);
lightTransform_ = Nv::NvMat44(
Nv::NvVec4(Nv::intrinsics::cos(Nv::NvTwoPi*7.0f*cyclePhase), 0, 0, 0),
Nv::NvVec4(0, Nv::intrinsics::cos(Nv::NvTwoPi*3.0f*cyclePhase), 0, 0),
Nv::NvVec4(0, 0, 1, 0),
Nv::NvVec4(0, 0, 0, 1)
);
}
}
}
void Scene::setupObjectCB(ObjectCB * pObject, const Nv::NvVec3 & offset)
{
pObject->mTransform = sceneTransform_*Nv::NvTransform(offset);
pObject->vColor[0] = 1.0f;
pObject->vColor[1] = 1.0f;
pObject->vColor[2] = 1.0f;
}
void Scene::setupLightViewCB(ViewCB * pView)
{
getLightViewpoint(pView->vEyePos, pView->mProj);
pView->zNear = 0.50f;
pView->zFar = LIGHT_RANGE;
}
void Scene::setupSceneCBs(ViewCB * pView, LightCB * pLight)
{
const Nv::Vl::ViewerDesc * viewerDesc = getViewerDesc();
pView->mProj = *reinterpret_cast<const Nv::NvMat44 *>(&viewerDesc->mViewProj);
pView->vEyePos = *reinterpret_cast<const Nv::NvVec3 *>(&viewerDesc->vEyePosition);
pView->zNear = 0.50f;
pView->zFar = 50.0f;
const Nv::Vl::LightDesc * lightDesc = getLightDesc();
getLightViewpoint(pLight->vLightPos, pLight->mLightViewProj);
pLight->vLightDirection = (-pLight->vLightPos);
pLight->vLightDirection.normalize();
pLight->fLightFalloffCosTheta = Nv::intrinsics::cos(SPOTLIGHT_FALLOFF_ANGLE);
pLight->fLightFalloffPower = SPOTLIGHT_FALLOFF_POWER;
pLight->vLightColor = getLightIntensity();
if (lightMode_ == eLightMode::SPOTLIGHT)
{
pLight->vLightAttenuationFactors = Nv::NvVec4(lightDesc->Spotlight.fAttenuationFactors);
}
else if (lightMode_ == eLightMode::OMNI)
{
pLight->vLightAttenuationFactors = Nv::NvVec4(lightDesc->Omni.fAttenuationFactors);
}
pLight->zNear = 0.50f;
pLight->zFar = LIGHT_RANGE;
const Nv::Vl::MediumDesc * mediumDesc = getMediumDesc();
pLight->vSigmaExtinction = *reinterpret_cast<const Nv::NvVec3 *>(&mediumDesc->vAbsorption);
for (uint32_t t = 0; t < mediumDesc->uNumPhaseTerms; ++t)
{
pLight->vSigmaExtinction = pLight->vSigmaExtinction + *reinterpret_cast<const Nv::NvVec3 *>(&mediumDesc->PhaseTerms[t].vDensity);
}
}
////////////////////////////////////////////////////////////////////////////////
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