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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.
//
#ifndef SCENE_H
#define SCENE_H
////////////////////////////////////////////////////////////////////////////////
#include "common.h"
#include <Nv/VolumetricLighting/NvVolumetricLighting.h>
////////////////////////////////////////////////////////////////////////////////
class Scene
{
public:
static const uint32_t SHADOWMAP_RESOLUTION;
static const float LIGHT_RANGE;
static const float SPOTLIGHT_FALLOFF_ANGLE;
static const float SPOTLIGHT_FALLOFF_POWER;
enum class eLightMode
{
UNKNOWN = -1,
DIRECTIONAL,
SPOTLIGHT,
OMNI,
COUNT
};
struct ViewCB
{
Nv::NvMat44 mProj;
Nv::NvVec3 vEyePos;
float pad1[1];
float zNear;
float zFar;
float pad2[2];
};
struct ObjectCB
{
Nv::NvMat44 mTransform;
float vColor[3];
float pad[1];
};
struct LightCB
{
Nv::NvMat44 mLightViewProj;
Nv::NvVec3 vLightDirection;
float fLightFalloffCosTheta;
Nv::NvVec3 vLightPos;
float fLightFalloffPower;
Nv::NvVec3 vLightColor;
float pad1[1];
Nv::NvVec4 vLightAttenuationFactors;
float zNear;
float zFar;
float pad2[2];
Nv::NvVec3 vSigmaExtinction;
float pad3[1];
};
Scene();
void Release();
bool isCtxValid();
void invalidateCtx();
void createCtx(const Nv::Vl::PlatformDesc * platform);
void updateFramebuffer(uint32_t w, uint32_t h, uint32_t s);
void setDebugMode(Nv::Vl::DebugFlags d);
void togglePause();
void toggleDownsampleMode();
void toggleMsaaMode();
void toggleFiltering();
void toggleUpsampleMode();
void toggleFog();
void toggleViewpoint();
void toggleIntensity();
void toggleMediumType();
void toggleLightMode();
eLightMode getLightMode();
void getLightViewpoint(Nv::NvVec3 & vPos, Nv::NvMat44 & mViewProj);
Nv::NvVec3 getLightIntensity();
const Nv::Vl::ViewerDesc * getViewerDesc();
const Nv::Vl::LightDesc * getLightDesc();
const Nv::Vl::MediumDesc * getMediumDesc();
const Nv::Vl::PostprocessDesc * getPostprocessDesc();
void beginAccumulation(Nv::Vl::PlatformRenderCtx ctx, Nv::Vl::PlatformShaderResource sceneDepth);
void renderVolume(Nv::Vl::PlatformRenderCtx ctx, Nv::Vl::PlatformShaderResource shadowmap);
void endAccumulation(Nv::Vl::PlatformRenderCtx ctx);
void applyLighting(Nv::Vl::PlatformRenderCtx ctx, Nv::Vl::PlatformRenderTarget sceneRT, Nv::Vl::PlatformShaderResource sceneDepth);
void setupObjectCB(ObjectCB * pObject, const Nv::NvVec3 & offset);
void setupLightViewCB(ViewCB * cb);
void setupSceneCBs(ViewCB * view_cb, LightCB * light_cb);
void animate(float dt);
private:
Scene(const Scene & rhs) {rhs;};
Nv::Vl::Context gwvlctx_;
uint32_t shadowmapRes_;
bool isCtxValid_;
bool isPaused_;
eLightMode lightMode_;
Nv::Vl::DebugFlags debugMode_;
uint32_t viewpoint_;
uint32_t lightPower_;
uint32_t mediumType_;
Nv::NvMat44 sceneTransform_;
Nv::NvMat44 lightTransform_;
Nv::Vl::ContextDesc contextDesc_;
Nv::Vl::PostprocessDesc postprocessDesc_;
};
////////////////////////////////////////////////////////////////////////////////
#endif // SCENE_H
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