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| author | Jason Maskell <[email protected]> | 2016-05-09 10:39:54 +0200 |
|---|---|---|
| committer | Jason Maskell <[email protected]> | 2016-05-09 10:39:54 +0200 |
| commit | 79b3462799c28af8ba586349bd671b1b56e72353 (patch) | |
| tree | 3b06e36c390254c0dc7f3733a0d32af213d87293 /sample/d3d11/sample_d3d11.cpp | |
| download | waveworks_archive-79b3462799c28af8ba586349bd671b1b56e72353.tar.xz waveworks_archive-79b3462799c28af8ba586349bd671b1b56e72353.zip | |
Initial commit with PS4 and XBone stuff trimmed.
Diffstat (limited to 'sample/d3d11/sample_d3d11.cpp')
| -rw-r--r-- | sample/d3d11/sample_d3d11.cpp | 1307 |
1 files changed, 1307 insertions, 0 deletions
diff --git a/sample/d3d11/sample_d3d11.cpp b/sample/d3d11/sample_d3d11.cpp new file mode 100644 index 0000000..3296401 --- /dev/null +++ b/sample/d3d11/sample_d3d11.cpp @@ -0,0 +1,1307 @@ +// 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 � 2008- 2013 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 "DXUT.h" +#include "DXUTcamera.h" +#include "DXUTgui.h" +#include "DXUTsettingsdlg.h" +#include "SDKmisc.h" + +#include "resource.h" +#include "ocean_surface.h" +#include "distance_field.h" +#include "GFSDK_WaveWorks.h" +#include "GFSDK_WaveWorks_D3D_Util.h" +#include "terrain.h" +#include <windows.h> // for QueryPerformanceFrequency/QueryPerformanceCounter + +//#define DEBUG_VS // Uncomment this line to debug vertex shaders +//#define DEBUG_PS // Uncomment this line to debug pixel shaders + +// Disable warning "conditional expression is constant" +#pragma warning(disable:4127) + +extern HRESULT LoadFile(LPCTSTR FileName, ID3DXBuffer** ppBuffer); + +//-------------------------------------------------------------------------------------- +// Global variables +//-------------------------------------------------------------------------------------- +bool g_bShowHelp = false; // If true, it renders the UI control text +bool g_bShowUI = true; // UI can be hidden e.g. for video capture +CFirstPersonCamera g_Camera; // +CDXUTDialogResourceManager g_DialogResourceManager; // manager for shared resources of dialogs +CD3DSettingsDlg g_SettingsDlg; // Device settings dialog +CDXUTTextHelper* g_pTxtHelper = NULL; // Text helper +CDXUTDialog g_HUD; // manages the 3D UI +CDXUTDialog g_SampleUI; // dialog for sample specific controls + +GFSDK_WaveWorks_SavestateHandle g_hOceanSavestate = NULL; +GFSDK_WaveWorks_SimulationHandle g_hOceanSimulation = NULL; + +gfsdk_U64 g_LastKickID = 0; +gfsdk_U64 g_LastArchivedKickID = GFSDK_WaveWorks_InvalidKickID; +gfsdk_U64 g_LastReadbackKickID = GFSDK_WaveWorks_InvalidKickID; +gfsdk_U32 g_RenderLatency = 0; +gfsdk_S32 g_ReadbackLatency = 0; +enum { ReadbackArchiveSize = 50 }; +enum { ReadbackArchiveInterval = 5 }; +float g_ReadbackCoord = 0.f; + +OceanSurface* g_pOceanSurf = NULL; +DistanceField* g_pDistanceField = NULL; + +GFSDK_WaveWorks_Simulation_Params g_ocean_simulation_param; +GFSDK_WaveWorks_Simulation_Settings g_ocean_simulation_settings; +GFSDK_WaveWorks_Simulation_Stats g_ocean_simulation_stats; +GFSDK_WaveWorks_Simulation_Stats g_ocean_simulation_stats_filtered; + +GFSDK_WaveWorks_Quadtree_Params g_ocean_quadtree_param; +GFSDK_WaveWorks_Quadtree_Stats g_ocean_quadtree_stats; +GFSDK_WaveWorks_Simulation_DetailLevel g_max_detail_level = GFSDK_WaveWorks_Simulation_DetailLevel_Normal; + +D3DXVECTOR2 g_WindDir = D3DXVECTOR2(0.8f, 0.6f); +bool g_Wireframe = false; +bool g_SimulateWater = true; +bool g_ForceKick = false; +bool g_QueryStats = false; +bool g_enableShoreEffects = true; +float g_TessellationLOD = 50.0f; +float g_NearPlane = 1.0f; +float g_FarPlane = 25000.0f; +double g_SimulationTime = 0.0; +float g_FrameTime = 0.0f; + +float g_GerstnerSteepness = 1.0f; +float g_BaseGerstnerAmplitude = 0.279f; +float g_BaseGerstnerWavelength = 3.912f; +float g_BaseGerstnerSpeed = 2.472f; +float g_GerstnerParallelity = 0.2f; +float g_ShoreTime = 0.0f; + +CTerrain g_Terrain; +ID3DX11Effect* g_pEffect = NULL; + +ID3DX11EffectTechnique* g_pLogoTechnique = NULL; +ID3DX11EffectShaderResourceVariable* g_pLogoTextureVariable = NULL; +ID3D11ShaderResourceView* g_pLogoTex = NULL; +ID3D11Buffer* g_pLogoVB = NULL; +ID3D11InputLayout* g_pSkyboxLayout = NULL; + + + +D3D11_QUERY_DATA_PIPELINE_STATISTICS g_PipelineQueryData; +ID3D11Query* g_pPipelineQuery= NULL; + +// Readbacks and raycasts related globals +enum { NumMarkersXY = 10, NumMarkers = NumMarkersXY*NumMarkersXY }; + +gfsdk_float2 g_readback_marker_coords[NumMarkers]; +gfsdk_float4 g_readback_marker_positions[NumMarkers]; + +D3DXVECTOR3 g_raycast_origins[NumMarkers]; +D3DXVECTOR3 g_raycast_directions[NumMarkers]; +D3DXVECTOR3 g_raycast_hitpoints[NumMarkers]; +bool g_raycast_hittestresults[NumMarkers]; +static LARGE_INTEGER g_IntersectRaysPerfCounter, g_IntersectRaysPerfCounterOld, g_IntersectRaysPerfFrequency; +float g_IntersectRaysTime; + +//-------------------------------------------------------------------------------------- +// UI control IDs +//-------------------------------------------------------------------------------------- +#define IDC_TOGGLEFULLSCREEN 1 +#define IDC_TOGGLEREF 2 +#define IDC_CHANGEDEVICE 3 +#define IDC_WIND_SPEED_SLIDER 4 +#define IDC_WIND_DEPENDENCY_SLIDER 5 +#define IDC_TIME_SCALE_SLIDER 6 +#define IDC_TOGGLEWIREFRAME 7 +#define IDC_TOGGLESIMULATE 8 +#define IDC_TESSELLATION_LOD_SLIDER 9 +#define IDC_TOGGLEQUERYSTATS 10 +#define IDC_DETAIL_LEVEL_COMBO 11 +#define IDC_TOGGLEUSESHOREEFFECTS 12 + +CDXUTComboBox* g_pDetailLevelCombo = NULL; + +const INT kSliderRange = 100; +const FLOAT kMinWindDep = 0.f; +const FLOAT kMaxWindDep = 1.f; +const FLOAT kMinTimeScale = 0.25f; +const FLOAT kMaxTimeScale = 1.f; +const FLOAT kMinWindSpeedBeaufort = 2.0f; +const FLOAT kMaxWindSpeedBeaufort = 4.0f; + +//-------------------------------------------------------------------------------------- +// Forward declarations +//-------------------------------------------------------------------------------------- +bool CALLBACK IsD3D9DeviceAcceptable( D3DCAPS9* pCaps, D3DFORMAT AdapterFormat, D3DFORMAT BackBufferFormat, bool bWindowed, void* pUserContext ); +bool CALLBACK IsD3D11DeviceAcceptable( const CD3D11EnumAdapterInfo *AdapterInfo, UINT Output, const CD3D11EnumDeviceInfo *DeviceInfo, DXGI_FORMAT BackBufferFormat, bool bWindowed, void* pUserContext ); +bool CALLBACK ModifyDeviceSettings( DXUTDeviceSettings* pDeviceSettings, void* pUserContext ); +HRESULT CALLBACK OnD3D11CreateDevice( ID3D11Device* pd3dDevice, const DXGI_SURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext ); +HRESULT CALLBACK OnD3D11ResizedSwapChain( ID3D11Device* pd3dDevice, IDXGISwapChain* pSwapChain, const DXGI_SURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext ); +void CALLBACK OnFrameMove( double fTime, float fElapsedTime, void* pUserContext ); +void CALLBACK OnD3D11FrameRender( ID3D11Device* pd3dDevice, ID3D11DeviceContext* pd3dImmediateContext, double fTime, float fElapsedTime, void* pUserContext ); +LRESULT CALLBACK MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam, bool* pbNoFurtherProcessing, void* pUserContext ); +void CALLBACK KeyboardProc( UINT nChar, bool bKeyDown, bool bAltDown, void* pUserContext ); +void CALLBACK OnGUIEvent( UINT nEvent, int nControlID, CDXUTControl* pControl, void* pUserContext ); +void CALLBACK OnD3D11ReleasingSwapChain( void* pUserContext ); +void CALLBACK OnD3D11DestroyDevice( void* pUserContext ); + +void InitApp(); +void RenderText( double fTime ); +void AddGUISet(); +void RenderSkybox(ID3D11DeviceContext* pDC); +void RenderLogo(ID3D11DeviceContext* pDC); + +void UpdateReadbackPositions(); +void UpdateRaycastPositions(); + +HRESULT a; + +enum SynchronizationMode +{ + SynchronizationMode_None = 0, + SynchronizationMode_RenderOnly, + SynchronizationMode_Readback, + Num_SynchronizationModes +}; +SynchronizationMode g_bSyncMode = SynchronizationMode_None; + +//-------------------------------------------------------------------------------------- +// Entry point to the program. Initializes everything and goes into a message processing +// loop. Idle time is used to render the scene. +//-------------------------------------------------------------------------------------- +INT WINAPI WinMain( HINSTANCE, HINSTANCE, LPSTR cmdline, int ) +{ + // Enable run-time memory check for debug builds. +#if defined(DEBUG) | defined(_DEBUG) + _CrtSetDbgFlag( _CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF ); +#endif + // Set the callback functions. These functions allow DXUT to notify + // the application about device changes, user input, and windows messages. The + // callbacks are optional so you need only set callbacks for events you're interested + // in. However, if you don't handle the device reset/lost callbacks then the sample + // framework won't be able to reset your device since the application must first + // release all device resources before resetting. Likewise, if you don't handle the + // device created/destroyed callbacks then DXUT won't be able to + // recreate your device resources. + DXUTSetCallbackDeviceChanging( ModifyDeviceSettings ); + DXUTSetCallbackMsgProc( MsgProc ); + DXUTSetCallbackKeyboard( KeyboardProc ); + DXUTSetCallbackFrameMove( OnFrameMove ); + + DXUTSetCallbackD3D9DeviceAcceptable( IsD3D9DeviceAcceptable ); + DXUTSetCallbackD3D11DeviceAcceptable( IsD3D11DeviceAcceptable ); + DXUTSetCallbackD3D11DeviceCreated( OnD3D11CreateDevice ); + DXUTSetCallbackD3D11SwapChainResized( OnD3D11ResizedSwapChain ); + DXUTSetCallbackD3D11FrameRender( OnD3D11FrameRender ); + DXUTSetCallbackD3D11SwapChainReleasing( OnD3D11ReleasingSwapChain ); + DXUTSetCallbackD3D11DeviceDestroyed( OnD3D11DestroyDevice ); + + // TBD: Switch to gamma-correct + DXUTSetIsInGammaCorrectMode(false); + + // Show the cursor and clip it when in full screen + DXUTSetCursorSettings( true, true ); + + InitApp(); + + // Initialize DXUT and create the desired Win32 window and Direct3D + // device for the application. Calling each of these functions is optional, but they + // allow you to set several options which control the behavior of the framework. + DXUTInit( true, true, NULL ); // Parse the command line, and show msgboxes + DXUTSetCursorSettings( true, true ); + DXUTCreateWindow( L"FFT Ocean" ); + DXUTCreateDevice( D3D_FEATURE_LEVEL_11_0, true, 1280, 720 ); + + // Pass control to DXUT for handling the message pump and + // dispatching render calls. DXUT will call your FrameMove + // and FrameRender callback when there is idle time between handling window messages. + DXUTMainLoop(); + + return DXUTGetExitCode(); +} + + +//-------------------------------------------------------------------------------------- +// Initialize the app +//-------------------------------------------------------------------------------------- +void InitApp() +{ + g_ocean_quadtree_param.min_patch_length = 40.f; + g_ocean_quadtree_param.upper_grid_coverage = 64.0f; + g_ocean_quadtree_param.mesh_dim = 128; + g_ocean_quadtree_param.sea_level = -2.f; + g_ocean_quadtree_param.auto_root_lod = 10; + g_ocean_quadtree_param.use_tessellation = true; + g_ocean_quadtree_param.tessellation_lod = 50.0f; + g_ocean_quadtree_param.geomorphing_degree = 1.f; + g_ocean_quadtree_param.enable_CPU_timers = true; + + g_ocean_simulation_param.time_scale = 0.75f; + g_ocean_simulation_param.wave_amplitude = 0.8f; + g_ocean_simulation_param.wind_dir = NvFromDX(g_WindDir); + g_ocean_simulation_param.wind_speed = 2.52f; + g_ocean_simulation_param.wind_dependency = 0.85f; + g_ocean_simulation_param.choppy_scale = 1.2f; + g_ocean_simulation_param.small_wave_fraction = 0.f; + g_ocean_simulation_param.foam_dissipation_speed = 0.6f; + g_ocean_simulation_param.foam_falloff_speed = 0.985f; + g_ocean_simulation_param.foam_generation_amount = 0.12f; + g_ocean_simulation_param.foam_generation_threshold = 0.37f; + + g_ocean_simulation_settings.fft_period = 400.0f; + g_ocean_simulation_settings.detail_level = GFSDK_WaveWorks_Simulation_DetailLevel_Normal; + g_ocean_simulation_settings.readback_displacements = true; + g_ocean_simulation_settings.num_readback_FIFO_entries = ReadbackArchiveSize; + g_ocean_simulation_settings.aniso_level = 16; + g_ocean_simulation_settings.CPU_simulation_threading_model = GFSDK_WaveWorks_Simulation_CPU_Threading_Model_Automatic; + g_ocean_simulation_settings.use_Beaufort_scale = true; + g_ocean_simulation_settings.num_GPUs = 1; + g_ocean_simulation_settings.enable_CUDA_timers = true; + g_ocean_simulation_settings.enable_gfx_timers = true; + g_ocean_simulation_settings.enable_CPU_timers = true; + + // Initialize dialogs + g_SettingsDlg.Init( &g_DialogResourceManager ); + g_HUD.Init( &g_DialogResourceManager ); + g_SampleUI.Init( &g_DialogResourceManager ); + + g_Camera.SetRotateButtons( true, false, false ); + g_Camera.SetScalers(0.003f, 4000.0f); + + const D3DCOLOR kHUDBackgroundColor = 0x5F2F2F2F; + g_HUD.SetBackgroundColors(kHUDBackgroundColor); + g_HUD.SetCallback( OnGUIEvent ); + g_SampleUI.SetCallback( OnGUIEvent ); + + AddGUISet(); +} + +void UpdateDetailLevelCombo() +{ + if(NULL == g_pDetailLevelCombo) + return; + + g_pDetailLevelCombo->RemoveAllItems(); + + for(int detail_level = 0; detail_level <= g_max_detail_level; ++detail_level) + { + switch(detail_level) + { + case GFSDK_WaveWorks_Simulation_DetailLevel_Normal: + g_pDetailLevelCombo->AddItem( L"Normal", NULL ); + break; + case GFSDK_WaveWorks_Simulation_DetailLevel_High: + g_pDetailLevelCombo->AddItem( L"High", NULL ); + break; + case GFSDK_WaveWorks_Simulation_DetailLevel_Extreme: + g_pDetailLevelCombo->AddItem( L"Extreme", NULL ); + break; + } + } + + g_pDetailLevelCombo->SetSelectedByIndex(g_ocean_simulation_settings.detail_level); + g_pDetailLevelCombo->SetDropHeight(32); +} + +void AddGUISet() +{ + int iY = 10; + const int kElementSize = 15; + + g_HUD.AddButton(IDC_TOGGLEFULLSCREEN, L"Toggle Full Screen", 10, iY, 180, kElementSize); + g_HUD.AddButton(IDC_CHANGEDEVICE, L"Change Device", 10, iY += 20, 180, kElementSize, VK_F2); + iY += 20; + + g_HUD.AddCheckBox(IDC_TOGGLESIMULATE, L"Simulate Water", 10, iY += 20, 180, kElementSize, g_SimulateWater); + g_HUD.AddCheckBox(IDC_TOGGLEQUERYSTATS, L"Show Stats", 10, iY += 20, 180, kElementSize, g_QueryStats); + g_HUD.AddCheckBox(IDC_TOGGLEUSESHOREEFFECTS, L"Shore Effects", 10, iY += 20, 180, kElementSize, g_enableShoreEffects); + g_HUD.AddCheckBox(IDC_TOGGLEWIREFRAME, L"Wireframe", 10, iY += 20, 180, kElementSize, g_Wireframe); + iY += 20; + + g_HUD.AddStatic(IDC_WIND_SPEED_SLIDER, L"Wind speed", 10, iY += kElementSize, 180, kElementSize); + g_HUD.AddSlider(IDC_WIND_SPEED_SLIDER, 10, iY += 20, 180, kElementSize, 0, kSliderRange, int(float(kSliderRange) * (g_ocean_simulation_param.wind_speed-kMinWindSpeedBeaufort)/(kMaxWindSpeedBeaufort-kMinWindSpeedBeaufort))); + + g_HUD.AddStatic(IDC_WIND_DEPENDENCY_SLIDER, L"Wind dependency: %.2f", 10, iY += kElementSize, 180, kElementSize); + g_HUD.AddSlider(IDC_WIND_DEPENDENCY_SLIDER, 10, iY += 20, 180, kElementSize, 0, 100, int(float(kSliderRange) * (g_ocean_simulation_param.wind_dependency-kMinWindDep)/(kMaxWindDep-kMinWindDep))); + + g_HUD.AddStatic(IDC_TIME_SCALE_SLIDER, L"Time scale", 10, iY += kElementSize, 180, kElementSize); + g_HUD.AddSlider(IDC_TIME_SCALE_SLIDER, 10, iY += 20, 180, kElementSize, 0, kSliderRange, int(float(kSliderRange) * (g_ocean_simulation_param.time_scale-kMinTimeScale)/(kMaxTimeScale-kMinTimeScale))); + + iY += 20; + + g_HUD.AddStatic(IDC_TESSELLATION_LOD_SLIDER, L"Tessellation LOD", 10, iY += kElementSize, 180, kElementSize); + g_HUD.AddSlider(IDC_TESSELLATION_LOD_SLIDER, 10, iY += 20, 180, kElementSize, 0, 200, int(g_TessellationLOD)); + + g_HUD.AddStatic(0, L"Detail Level", 10, iY += kElementSize, 180, kElementSize); + g_HUD.AddComboBox( IDC_DETAIL_LEVEL_COMBO, 10, iY += 20, 180, kElementSize, 0, false, &g_pDetailLevelCombo ); + + iY += 20; +} + +//-------------------------------------------------------------------------------------- +// Called during device initialization, this code checks the device for some +// minimum set of capabilities, and rejects those that don't pass by returning E_FAIL. +//-------------------------------------------------------------------------------------- +bool CALLBACK IsD3D9DeviceAcceptable( D3DCAPS9* pCaps, D3DFORMAT AdapterFormat, + D3DFORMAT BackBufferFormat, bool bWindowed, void* pUserContext ) +{ + return false; +} + +bool CALLBACK IsD3D11DeviceAcceptable(const CD3D11EnumAdapterInfo *AdapterInfo, UINT Output, const CD3D11EnumDeviceInfo *DeviceInfo, + DXGI_FORMAT BackBufferFormat, bool bWindowed, void* pUserContext ) +{ + return true; +} + +//-------------------------------------------------------------------------------------- +// This callback function is called immediately before a device is created to allow the +// application to modify the device settings. The supplied pDeviceSettings parameter +// contains the settings that the framework has selected for the new device, and the +// application can make any desired changes directly to this structure. Note however that +// DXUT will not correct invalid device settings so care must be taken +// to return valid device settings, otherwise IDirect3D9::CreateDevice() will fail. +//-------------------------------------------------------------------------------------- +bool CALLBACK ModifyDeviceSettings( DXUTDeviceSettings* pDeviceSettings, void* pUserContext ) +{ + static bool s_bFirstTime = true; + if( s_bFirstTime ) + { + s_bFirstTime = false; + + // 16x CSAA + pDeviceSettings->d3d11.sd.SampleDesc.Count = 1; + pDeviceSettings->d3d11.sd.SampleDesc.Quality = 0; + g_Terrain.MultiSampleCount = 1; + g_Terrain.MultiSampleQuality = 0; + + // Turn off vsync + pDeviceSettings->d3d11.SyncInterval = 0; + } + else + { + if(pDeviceSettings->d3d11.sd.SampleDesc.Count>4) + pDeviceSettings->d3d11.sd.SampleDesc.Count = 4; + g_Terrain.MultiSampleCount = pDeviceSettings->d3d11.sd.SampleDesc.Count; + g_Terrain.MultiSampleQuality = pDeviceSettings->d3d11.sd.SampleDesc.Quality; + } + + // It seems that AdapterInfo->m_pAdapter cannot be trusted (DXUT bug?), so enumerate our own + IDXGIFactory1* pFactory = DXUTGetDXGIFactory(); + IDXGIAdapter* pAdapter = NULL; + HRESULT hr = pFactory->EnumAdapters(pDeviceSettings->d3d11.AdapterOrdinal,&pAdapter); + if(FAILED(hr) || NULL == pAdapter) + return false; + + // Check detail level support + int detail_level = 0; + for(; detail_level != Num_GFSDK_WaveWorks_Simulation_DetailLevels; ++detail_level) { + if(!GFSDK_WaveWorks_Simulation_DetailLevelIsSupported_D3D11(pAdapter, (GFSDK_WaveWorks_Simulation_DetailLevel)detail_level)) + break; + } + if(0 == detail_level) + return false; + + g_max_detail_level = (GFSDK_WaveWorks_Simulation_DetailLevel)(detail_level - 1); + g_ocean_simulation_settings.detail_level = g_max_detail_level; + + SAFE_RELEASE(pAdapter); + UpdateDetailLevelCombo(); + + return true; +} + +//-------------------------------------------------------------------------------------- +// Create any D3D11 resources that aren't dependant on the back buffer +//-------------------------------------------------------------------------------------- +HRESULT CALLBACK OnD3D11CreateDevice( ID3D11Device* pd3dDevice, const DXGI_SURFACE_DESC* pBackBufferSurfaceDesc, + void* pUserContext ) +{ + HRESULT hr; + TCHAR path[MAX_PATH]; + static int first_time=0; + + ID3D11DeviceContext* pd3dImmediateContext = DXUTGetD3D11DeviceContext(); + V_RETURN( g_DialogResourceManager.OnD3D11CreateDevice( pd3dDevice, pd3dImmediateContext ) ); + V_RETURN( g_SettingsDlg.OnD3D11CreateDevice( pd3dDevice ) ); + g_pTxtHelper = new CDXUTTextHelper( pd3dDevice, pd3dImmediateContext, &g_DialogResourceManager, 15 ); + + if(first_time==0) + { + // Setup the camera's view parameters + D3DXVECTOR3 vecEye(-100.f, 8.0f, 200.f); + D3DXVECTOR3 vecAt (100.f, 0.f, 200.f); + + g_Camera.SetViewParams(&vecEye, &vecAt); + g_Camera.SetScalers(0.005f, 50.0f); + + } + + float aspectRatio = (float)pBackBufferSurfaceDesc->Width / (float)pBackBufferSurfaceDesc->Height; + g_Camera.SetProjParams(camera_fov * D3DX_PI / 360.0f, aspectRatio, scene_z_near, scene_z_far); + + // Ocean sim + GFSDK_WaveWorks_InitD3D11(pd3dDevice,NULL,GFSDK_WAVEWORKS_API_GUID); + + GFSDK_WaveWorks_Simulation_CreateD3D11(g_ocean_simulation_settings, g_ocean_simulation_param, pd3dDevice, &g_hOceanSimulation); + GFSDK_WaveWorks_Savestate_CreateD3D11(GFSDK_WaveWorks_StatePreserve_All, pd3dDevice, &g_hOceanSavestate); + g_ForceKick = true; + + // Ocean object + g_pOceanSurf = new OceanSurface(); + g_pOceanSurf->init(); + g_pOceanSurf->initQuadTree(g_ocean_quadtree_param); + GFSDK_WaveWorks_Simulation_UpdateProperties(g_hOceanSimulation, g_ocean_simulation_settings, g_ocean_simulation_param); + GFSDK_WaveWorks_Quadtree_SetFrustumCullMargin(g_pOceanSurf->m_hOceanQuadTree, GFSDK_WaveWorks_Simulation_GetConservativeMaxDisplacementEstimate(g_hOceanSimulation)); + + // Effect hooks borrowed from ocean object + g_pLogoTechnique = g_pOceanSurf->m_pOceanFX->GetTechniqueByName("DisplayLogoTech"); + g_pLogoTextureVariable = g_pOceanSurf->m_pOceanFX->GetVariableByName("g_LogoTexture")->AsShaderResource(); + + ID3D11Resource* pD3D11Resource = NULL; + DXUTFindDXSDKMediaFileCch(path, MAX_PATH, TEXT("..\\media\\nvidia_logo.dds")); + V_RETURN(D3DX11CreateTextureFromFile(pd3dDevice, path, NULL, NULL, &pD3D11Resource, NULL)); + V_RETURN(pd3dDevice->CreateShaderResourceView(pD3D11Resource, NULL, &g_pLogoTex)); + SAFE_RELEASE(pD3D11Resource); + + // Terrain and sky fx + ID3DXBuffer* pEffectBuffer = NULL; + DXUTFindDXSDKMediaFileCch(path, MAX_PATH, TEXT("..\\Media\\sample_d3d11.fxo")); + V_RETURN(LoadFile(path, &pEffectBuffer)); + V_RETURN(D3DX11CreateEffectFromMemory(pEffectBuffer->GetBufferPointer(), pEffectBuffer->GetBufferSize(), 0, pd3dDevice, &g_pEffect)); + SAFE_RELEASE(pEffectBuffer); + + // Initialize shoreline interaction. + g_pDistanceField = new DistanceField( &g_Terrain ); + g_pDistanceField->Init( pd3dDevice ); + g_pOceanSurf->AttachDistanceFieldModule( g_pDistanceField ); + + // Initialize terrain + g_Terrain.Initialize(pd3dDevice,g_pEffect); + g_Terrain.LoadTextures(); + g_Terrain.BackbufferWidth=(float)pBackBufferSurfaceDesc->Width; + g_Terrain.BackbufferHeight=(float)pBackBufferSurfaceDesc->Height; + g_Terrain.ReCreateBuffers(); + + // Creating pipeline query + D3D11_QUERY_DESC queryDesc; + queryDesc.Query = D3D11_QUERY_PIPELINE_STATISTICS; + queryDesc.MiscFlags = 0; + pd3dDevice->CreateQuery(&queryDesc, &g_pPipelineQuery); + + return S_OK; +} + +//-------------------------------------------------------------------------------------- +// Create any D3D11 resources that depend on the back buffer +//-------------------------------------------------------------------------------------- +HRESULT CALLBACK OnD3D11ResizedSwapChain( ID3D11Device* pd3dDevice, IDXGISwapChain* pSwapChain, + const DXGI_SURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext ) +{ + HRESULT hr; + + V_RETURN( g_DialogResourceManager.OnD3D11ResizedSwapChain(pd3dDevice,pBackBufferSurfaceDesc) ); + V_RETURN( g_SettingsDlg.OnD3D11ResizedSwapChain(pd3dDevice,pBackBufferSurfaceDesc) ); + + float aspectRatio = (float)pBackBufferSurfaceDesc->Width / (float)pBackBufferSurfaceDesc->Height; + g_Camera.SetProjParams(camera_fov * D3DX_PI / 360.0f, aspectRatio, scene_z_near, scene_z_far); + + // UI + g_HUD.SetLocation(pBackBufferSurfaceDesc->Width-240, 8); + g_HUD.SetSize(232, 704); + + g_Terrain.BackbufferWidth = (float)pBackBufferSurfaceDesc->Width; + g_Terrain.BackbufferHeight = (float)pBackBufferSurfaceDesc->Height; + + g_Terrain.ReCreateBuffers(); + + // Logo VB + float width = (float)200/pBackBufferSurfaceDesc->Width; + float height = (float)160/pBackBufferSurfaceDesc->Height; + float half_tex = 0; + float vertices0[] = {-0.98f, -0.96f + height, 0, half_tex, half_tex, + -0.98f, -0.96f, 0, half_tex, half_tex+1.0f, + -0.98f + width, -0.96f + height, 0, half_tex+1.0f, half_tex, + -0.98f + width, -0.96f, 0, half_tex+1.0f, half_tex+1.0f}; + + D3D11_BUFFER_DESC vBufferDesc; + vBufferDesc.ByteWidth = sizeof(vertices0); + vBufferDesc.Usage = D3D11_USAGE_IMMUTABLE; + vBufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER; + vBufferDesc.CPUAccessFlags = 0; + vBufferDesc.MiscFlags = 0; + vBufferDesc.StructureByteStride = 0; + + D3D11_SUBRESOURCE_DATA vSrd; + vSrd.pSysMem = vertices0; + vSrd.SysMemPitch = 0; + vSrd.SysMemSlicePitch = 0; + g_Terrain.BackbufferWidth = (float)pBackBufferSurfaceDesc->Width; + g_Terrain.BackbufferHeight = (float)pBackBufferSurfaceDesc->Height; + + V_RETURN(pd3dDevice->CreateBuffer(&vBufferDesc, &vSrd, &g_pLogoVB)); + + return S_OK; +} + +//-------------------------------------------------------------------------------------- +// Handle updates to the scene. This is called regardless of which D3D API is used +//-------------------------------------------------------------------------------------- +void CALLBACK OnFrameMove( double fTime, float fElapsedTime, void* pUserContext ) +{ + g_SimulationTime += fElapsedTime; + if(g_SimulateWater) + { + g_ShoreTime += fElapsedTime*g_ocean_simulation_param.time_scale; + } + + // Update the camera's position based on user input + g_Camera.FrameMove( fElapsedTime ); +} + +//-------------------------------------------------------------------------------------- +// Render the scene using the D3D11 device +//-------------------------------------------------------------------------------------- +void CALLBACK OnD3D11FrameRender( ID3D11Device* pd3dDevice, ID3D11DeviceContext* pDC, double fTime, + float fElapsedTime, void* pUserContext ) +{ + CDXUTStatic* static_being_updated; + WCHAR number_string[256]; + + if(g_SimulateWater || g_ForceKick || (gfsdk_waveworks_result_NONE==GFSDK_WaveWorks_Simulation_GetStagingCursor(g_hOceanSimulation,NULL))) + { + GFSDK_WaveWorks_Simulation_SetTime(g_hOceanSimulation, g_SimulationTime); + GFSDK_WaveWorks_Simulation_KickD3D11(g_hOceanSimulation, &g_LastKickID, pDC, g_hOceanSavestate); + + if(g_bSyncMode >= SynchronizationMode_RenderOnly) + { + // Block until the just-submitted kick is ready to render + gfsdk_U64 stagingCursorKickID = g_LastKickID - 1; // Just ensure that the initial value is different from last kick, + // so that we continue waiting if the staging cursor is empty + GFSDK_WaveWorks_Simulation_GetStagingCursor(g_hOceanSimulation, &stagingCursorKickID); + while(stagingCursorKickID != g_LastKickID) + { + const bool doBlock = true; + GFSDK_WaveWorks_Simulation_AdvanceStagingCursorD3D11(g_hOceanSimulation, doBlock, pDC, g_hOceanSavestate); + GFSDK_WaveWorks_Simulation_GetStagingCursor(g_hOceanSimulation, &stagingCursorKickID); + } + + if(g_bSyncMode >= SynchronizationMode_Readback && g_ocean_simulation_settings.readback_displacements) + { + gfsdk_U64 readbackCursorKickID = g_LastKickID - 1; // Just ensure that the initial value is different from last kick, + // so that we continue waiting if the staging cursor is empty + while(readbackCursorKickID != g_LastKickID) + { + const bool doBlock = true; + GFSDK_WaveWorks_Simulation_AdvanceReadbackCursor(g_hOceanSimulation, doBlock); + GFSDK_WaveWorks_Simulation_GetReadbackCursor(g_hOceanSimulation, &readbackCursorKickID); + } + } + } + else + { + // Keep feeding the simulation pipeline until it is full - this loop should skip in all + // cases except the first iteration, when the simulation pipeline is first 'primed' + while(gfsdk_waveworks_result_NONE==GFSDK_WaveWorks_Simulation_GetStagingCursor(g_hOceanSimulation,NULL)) + { + GFSDK_WaveWorks_Simulation_SetTime(g_hOceanSimulation, g_SimulationTime); + GFSDK_WaveWorks_Simulation_KickD3D11(g_hOceanSimulation, &g_LastKickID, pDC, g_hOceanSavestate); + } + } + + GFSDK_WaveWorks_Savestate_RestoreD3D11(g_hOceanSavestate, pDC); + g_ForceKick = false; + + // Exercise the readback archiving API + if(gfsdk_waveworks_result_OK == GFSDK_WaveWorks_Simulation_GetReadbackCursor(g_hOceanSimulation, &g_LastReadbackKickID)) + { + if((g_LastReadbackKickID-g_LastArchivedKickID) > ReadbackArchiveInterval) + { + GFSDK_WaveWorks_Simulation_ArchiveDisplacements(g_hOceanSimulation); + g_LastArchivedKickID = g_LastReadbackKickID; + } + } + } + + // deduce the rendering latency of the WaveWorks pipeline + { + gfsdk_U64 staging_cursor_kickID = 0; + GFSDK_WaveWorks_Simulation_GetStagingCursor(g_hOceanSimulation,&staging_cursor_kickID); + g_RenderLatency = (gfsdk_U32)(g_LastKickID - staging_cursor_kickID); + } + + // likewise with the readback latency + if(g_ocean_simulation_settings.readback_displacements) + { + gfsdk_U64 readback_cursor_kickID = 0; + if(gfsdk_waveworks_result_OK == GFSDK_WaveWorks_Simulation_GetReadbackCursor(g_hOceanSimulation,&readback_cursor_kickID)) + { + g_ReadbackLatency = (gfsdk_S32)(g_LastKickID - readback_cursor_kickID); + } + else + { + g_ReadbackLatency = -1; + } + } + else + { + g_ReadbackLatency = -1; + } + + // getting simulation timings + GFSDK_WaveWorks_Simulation_GetStats(g_hOceanSimulation,g_ocean_simulation_stats); + + // Performing treadbacks and raycasts + UpdateReadbackPositions(); + UpdateRaycastPositions(); + + // exponential filtering for stats + g_ocean_simulation_stats_filtered.CPU_main_thread_wait_time = g_ocean_simulation_stats_filtered.CPU_main_thread_wait_time*0.98f + 0.02f*g_ocean_simulation_stats.CPU_main_thread_wait_time; + g_ocean_simulation_stats_filtered.CPU_threads_start_to_finish_time = g_ocean_simulation_stats_filtered.CPU_threads_start_to_finish_time*0.98f + 0.02f*g_ocean_simulation_stats.CPU_threads_start_to_finish_time; + g_ocean_simulation_stats_filtered.CPU_threads_total_time = g_ocean_simulation_stats_filtered.CPU_threads_total_time*0.98f + 0.02f*g_ocean_simulation_stats.CPU_threads_total_time; + g_ocean_simulation_stats_filtered.GPU_simulation_time = g_ocean_simulation_stats_filtered.GPU_simulation_time*0.98f + 0.02f*g_ocean_simulation_stats.GPU_simulation_time; + g_ocean_simulation_stats_filtered.GPU_FFT_simulation_time = g_ocean_simulation_stats_filtered.GPU_FFT_simulation_time*0.98f + 0.02f*g_ocean_simulation_stats.GPU_FFT_simulation_time; + g_ocean_simulation_stats_filtered.GPU_gfx_time = g_ocean_simulation_stats_filtered.GPU_gfx_time*0.98f + 0.02f*g_ocean_simulation_stats.GPU_gfx_time; + g_ocean_simulation_stats_filtered.GPU_update_time = g_ocean_simulation_stats_filtered.GPU_update_time*0.98f + 0.02f*g_ocean_simulation_stats.GPU_update_time; + + // If the settings dialog is being shown, then + // render it instead of rendering the app's scene + if( g_SettingsDlg.IsActive() ) + { + g_SettingsDlg.OnRender( fElapsedTime ); + return; + } + + g_FrameTime = fElapsedTime; + + D3DXVECTOR2 ScreenSizeInv(1.0f / (g_Terrain.BackbufferWidth*main_buffer_size_multiplier), 1.0f / (g_Terrain.BackbufferHeight*main_buffer_size_multiplier)); + + ID3DX11Effect* oceanFX = g_pOceanSurf->m_pOceanFX; + + oceanFX->GetVariableByName("g_ZNear")->AsScalar()->SetFloat(scene_z_near); + oceanFX->GetVariableByName("g_ZFar")->AsScalar()->SetFloat(scene_z_far); + D3DXVECTOR3 light_pos = D3DXVECTOR3(140000.0f,65000.0f,40000.0f); + g_pEffect->GetVariableByName("g_LightPosition")->AsVector()->SetFloatVector(light_pos); + g_pEffect->GetVariableByName("g_ScreenSizeInv")->AsVector()->SetFloatVector(ScreenSizeInv); + oceanFX->GetVariableByName("g_ScreenSizeInv")->AsVector()->SetFloatVector(ScreenSizeInv); + g_pEffect->GetVariableByName("g_DynamicTessFactor")->AsScalar()->SetFloat(g_ocean_quadtree_param.tessellation_lod * 0.25f + 0.1f); + + g_pOceanSurf->m_pOceanFX->GetVariableByName("g_enableShoreEffects")->AsScalar()->SetFloat(g_enableShoreEffects? 1.0f:0.0f); + g_Terrain.pEffect->GetVariableByName("g_enableShoreEffects")->AsScalar()->SetFloat(g_enableShoreEffects? 1.0f:0.0f); + + g_Terrain.Render(&g_Camera); + g_pDistanceField->GenerateDataTexture( pDC ); + + + + RenderLogo(pDC); + + if(g_bShowUI) { + + const WCHAR* windSpeedFormatString = g_ocean_simulation_settings.use_Beaufort_scale ? L"Beaufort: %.1f" : L"Wind speed: %.1f"; + swprintf_s(number_string, 255, windSpeedFormatString, g_ocean_simulation_param.wind_speed); + static_being_updated = g_HUD.GetStatic(IDC_WIND_SPEED_SLIDER); + static_being_updated->SetText(number_string); + + swprintf_s(number_string, 255, L"Wind dependency: %.2f", g_ocean_simulation_param.wind_dependency); + static_being_updated = g_HUD.GetStatic(IDC_WIND_DEPENDENCY_SLIDER); + static_being_updated->SetText(number_string); + + swprintf_s(number_string, 255, L"Time scale: %.1f", g_ocean_simulation_param.time_scale); + static_being_updated = g_HUD.GetStatic(IDC_TIME_SCALE_SLIDER); + static_being_updated->SetText(number_string); + + swprintf_s(number_string, 255, L"Tessellation LOD: %.0f", g_ocean_quadtree_param.tessellation_lod); + static_being_updated = g_HUD.GetStatic(IDC_TESSELLATION_LOD_SLIDER); + static_being_updated->SetText(number_string); + + g_HUD.OnRender( fElapsedTime ); + g_SampleUI.OnRender( fElapsedTime ); + RenderText( fTime ); + } + + pDC->GSSetShader(NULL,NULL,0); +} + + +//-------------------------------------------------------------------------------------- +// Render the help and statistics text. This function uses the ID3DXFont interface for +// efficient text rendering. +//-------------------------------------------------------------------------------------- +void RenderText( double fTime ) +{ + + WCHAR number_string[256]; + WCHAR number_string_with_spaces[256]; + const UINT buffer_len = 2048; + WCHAR buffer[buffer_len]; + + // Output statistics + g_pTxtHelper->Begin(); + g_pTxtHelper->SetInsertionPos( 2, 0 ); + g_pTxtHelper->SetForegroundColor( D3DXCOLOR( 0.9f, 0.9f, 0.9f, 1.0f ) ); + + swprintf_s(buffer, buffer_len, L"Lib build: %S\n", GFSDK_WaveWorks_GetBuildString()); + g_pTxtHelper->DrawTextLine(buffer); + + g_pTxtHelper->DrawTextLine( DXUTGetFrameStats(true) ); + g_pTxtHelper->DrawTextLine( DXUTGetDeviceStats() ); + + if(g_QueryStats) + { + g_pTxtHelper->SetForegroundColor( D3DXCOLOR( 1.0f, 1.0f, 1.0f, 1.0f ) ); + g_pTxtHelper->DrawTextLine(L"----------"); + wsprintf(buffer, L"Quad patches drawn : %d\n", g_ocean_quadtree_stats.num_patches_drawn); + g_pTxtHelper->DrawTextLine(buffer); + + g_pTxtHelper->DrawTextLine(L"----------"); + g_pTxtHelper->DrawTextLine(L"Pipeline Stats for water surface"); + + wsprintf(number_string, L"%d", (UINT)g_PipelineQueryData.IAPrimitives); + number_string_with_spaces[0]=NULL; + for(int i=0;i<(int)wcslen(number_string);i++) + { + if((((int)wcslen(number_string)-i)%3==0)&&(i!=0)) wcsncat_s(&number_string_with_spaces[0],256,L",",1); + wcsncat_s(&number_string_with_spaces[0],256,&number_string[i],1); + } + wsprintf(buffer, L"Input Primitives : %s", number_string_with_spaces); + g_pTxtHelper->DrawTextLine(buffer); + + + wsprintf(number_string, L"%d", (UINT)g_PipelineQueryData.CInvocations); + number_string_with_spaces[0]=NULL; + for(int i=0;i<(int)wcslen(number_string);i++) + { + if((((int)wcslen(number_string)-i)%3==0)&&(i!=0)) wcsncat_s(&number_string_with_spaces[0],256,L",",1); + wcsncat_s(&number_string_with_spaces[0],256,&number_string[i],1); + } + wsprintf(buffer, L"Primitives created : %s", number_string_with_spaces); + g_pTxtHelper->DrawTextLine(buffer); + + + wsprintf(number_string, L"%d", (UINT)((float)g_PipelineQueryData.CInvocations*(1.0f/g_FrameTime)/1000000.0f)); + number_string_with_spaces[0]=NULL; + for(int i=0;i<(int)wcslen(number_string);i++) + { + if((((int)wcslen(number_string)-i)%3==0)&&(i!=0)) wcsncat_s(&number_string_with_spaces[0],256,L",",1); + wcsncat_s(&number_string_with_spaces[0],256,&number_string[i],1); + } + wsprintf(buffer, L"Primitives created / sec : %sM", number_string_with_spaces); + g_pTxtHelper->DrawTextLine(buffer); + + wsprintf(number_string, L"%d", (UINT)g_PipelineQueryData.CPrimitives); + number_string_with_spaces[0]=NULL; + for(int i=0;i<(int)wcslen(number_string);i++) + { + if((((int)wcslen(number_string)-i)%3==0)&&(i!=0)) wcsncat_s(&number_string_with_spaces[0],256,L",",1); + wcsncat_s(&number_string_with_spaces[0],256,&number_string[i],1); + } + wsprintf(buffer, L"Primitives passed clipping : %s", number_string_with_spaces); + g_pTxtHelper->DrawTextLine(buffer); + + if(g_PipelineQueryData.IAPrimitives>0) + { + wsprintf(number_string, L"%d", (UINT)(g_PipelineQueryData.CInvocations/g_PipelineQueryData.IAPrimitives)); + number_string_with_spaces[0]=NULL; + for(int i=0;i<(int)wcslen(number_string);i++) + { + if((((int)wcslen(number_string)-i)%3==0)&&(i!=0)) wcsncat_s(&number_string_with_spaces[0],256,L",",1); + wcsncat_s(&number_string_with_spaces[0],256,&number_string[i],1); + } + wsprintf(buffer, L"Average expansion ratio : %s", number_string_with_spaces); + } + else + { + wsprintf(buffer, L"Average expansion ratio : N/A"); + } + g_pTxtHelper->DrawTextLine(buffer); + g_pTxtHelper->DrawTextLine(L"----------"); + + swprintf_s(buffer,buffer_len,L"GPU_gfx_time : %3.3f msec",g_ocean_simulation_stats_filtered.GPU_gfx_time); + g_pTxtHelper->DrawTextLine(buffer); + swprintf_s(buffer,buffer_len,L"GPU_update_time : %3.3f msec",g_ocean_simulation_stats_filtered.GPU_update_time); + g_pTxtHelper->DrawTextLine(buffer); + swprintf_s(buffer,buffer_len,L"CPU_main_thread_wait_time : %3.3f msec",g_ocean_simulation_stats_filtered.CPU_main_thread_wait_time); + g_pTxtHelper->DrawTextLine(buffer); + swprintf_s(buffer,buffer_len,L"CPU_threads_start_to_finish_time : %3.3f msec",g_ocean_simulation_stats_filtered.CPU_threads_start_to_finish_time); + g_pTxtHelper->DrawTextLine(buffer); + swprintf_s(buffer,buffer_len,L"CPU_threads_total_time : %3.3f msec",g_ocean_simulation_stats_filtered.CPU_threads_total_time); + g_pTxtHelper->DrawTextLine(buffer); + swprintf_s(buffer,buffer_len,L"GPU_simulation_time : %3.3f msec",g_ocean_simulation_stats_filtered.GPU_simulation_time); + g_pTxtHelper->DrawTextLine(buffer); + swprintf_s(buffer,buffer_len,L"GPU_FFT_simulation_time : %3.3f msec",g_ocean_simulation_stats_filtered.GPU_FFT_simulation_time); + g_pTxtHelper->DrawTextLine(buffer); + swprintf_s(buffer,buffer_len,L"CPU_quadtree_update_time : %3.3f msec",g_ocean_quadtree_stats.CPU_quadtree_update_time); + g_pTxtHelper->DrawTextLine(buffer); + + swprintf_s(buffer,buffer_len,L"RenderLatency : %i",g_RenderLatency); + g_pTxtHelper->DrawTextLine(buffer); + if(g_ReadbackLatency >= 0) + { + swprintf_s(buffer,buffer_len,L"ReadbackLatency : %i",g_ReadbackLatency); + g_pTxtHelper->DrawTextLine(buffer); + } + else + { + swprintf_s(buffer,buffer_len,L"ReadbackLatency : <NONE-AVAILABLE>"); + g_pTxtHelper->DrawTextLine(buffer); + } + + swprintf_s(buffer,buffer_len,L"Num of raycasts : %i",NumMarkers); + g_pTxtHelper->DrawTextLine(buffer); + swprintf_s(buffer,buffer_len,L"Total time for raycasts : %3.3f msec", 1000.0f * g_IntersectRaysTime); + g_pTxtHelper->DrawTextLine(buffer); + swprintf_s(buffer,buffer_len,L"Time per raycast : %3.3f msec", 1000.0f * g_IntersectRaysTime / NumMarkers); + g_pTxtHelper->DrawTextLine(buffer); + g_pTxtHelper->DrawTextLine(L"----------"); + swprintf_s(buffer,buffer_len,L"Readback cache coordinate : %3.3f", g_ReadbackCoord); + g_pTxtHelper->DrawTextLine(buffer); + } + + // Draw help + if( g_bShowHelp ) + { + g_pTxtHelper->DrawTextLine(L"----------"); + g_pTxtHelper->DrawTextLine( L"Controls:" ); + g_pTxtHelper->DrawTextLine( L"Camera control: left mouse\n"); + g_pTxtHelper->DrawTextLine( L"W/S/A/D/Q/E to move camera" ); + g_pTxtHelper->DrawTextLine( L"'[' to cycle readback mode" ); + g_pTxtHelper->DrawTextLine( L"'N'/'M' to change readback cache coordinate" ); + g_pTxtHelper->DrawTextLine( L"'U' to toggle UI" ); + g_pTxtHelper->DrawTextLine( L"Hide help: F1\nQuit: ESC\n" ); + } + else + { + g_pTxtHelper->DrawTextLine(L"----------"); + g_pTxtHelper->DrawTextLine( L"Press F1 for help" ); + } + g_pTxtHelper->End(); +} + + +//-------------------------------------------------------------------------------------- +// Before handling window messages, DXUT passes incoming windows +// messages to the application through this callback function. If the application sets +// *pbNoFurtherProcessing to TRUE, then DXUT will not process this message. +//-------------------------------------------------------------------------------------- +LRESULT CALLBACK MsgProc( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam, bool* pbNoFurtherProcessing, void* pUserContext ) +{ + // Always allow dialog resource manager calls to handle global messages + // so GUI state is updated correctly + *pbNoFurtherProcessing = g_DialogResourceManager.MsgProc( hWnd, uMsg, wParam, lParam ); + if( *pbNoFurtherProcessing ) + return 0; + + if( g_SettingsDlg.IsActive() ) + { + g_SettingsDlg.MsgProc( hWnd, uMsg, wParam, lParam ); + return 0; + } + + // Give the dialogs a chance to handle the message first + *pbNoFurtherProcessing = g_HUD.MsgProc( hWnd, uMsg, wParam, lParam ); + if( *pbNoFurtherProcessing ) + return 0; + *pbNoFurtherProcessing = g_SampleUI.MsgProc( hWnd, uMsg, wParam, lParam ); + if( *pbNoFurtherProcessing ) + return 0; + + // Pass all remaining windows messages to camera so it can respond to user input + g_Camera.HandleMessages( hWnd, uMsg, wParam, lParam ); + + return 0; +} + + +//-------------------------------------------------------------------------------------- +// As a convenience, DXUT inspects the incoming windows messages for +// keystroke messages and decodes the message parameters to pass relevant keyboard +// messages to the application. The framework does not remove the underlying keystroke +// messages, which are still passed to the application's MsgProc callback. +//-------------------------------------------------------------------------------------- +void CALLBACK KeyboardProc( UINT nChar, bool bKeyDown, bool bAltDown, void* pUserContext ) +{ + if( bKeyDown ) + { + switch( nChar ) + { + case VK_F1: + g_bShowHelp = !g_bShowHelp; + break; + case 'u': + case 'U': + g_bShowUI = !g_bShowUI; + break; + case VK_OEM_4: // '[{' for US + g_bSyncMode = (SynchronizationMode)((g_bSyncMode+1)%Num_SynchronizationModes); + break; + case 'n': + case 'N': + if(1.f == g_ReadbackCoord) + g_ReadbackCoord = 0.f; + else + { + g_ReadbackCoord -= 0.5f; + if(g_ReadbackCoord < 0.f) + g_ReadbackCoord = 0.f; + } + break; + case 'm': + case 'M': + if(0.f == g_ReadbackCoord) + g_ReadbackCoord = 1.f; + else + { + g_ReadbackCoord += 0.5f; + if(g_ReadbackCoord > (ReadbackArchiveSize-1)) + g_ReadbackCoord = (ReadbackArchiveSize-1); + } + break; + } + } +} + + +//-------------------------------------------------------------------------------------- +// Handles the GUI events +//-------------------------------------------------------------------------------------- +void CALLBACK OnGUIEvent( UINT nEvent, int nControlID, CDXUTControl* pControl, void* pUserContext ) +{ + + switch( nControlID ) + { + case IDC_TOGGLEFULLSCREEN: DXUTToggleFullScreen(); break; + case IDC_TOGGLEREF: DXUTToggleREF(); break; + case IDC_CHANGEDEVICE: g_SettingsDlg.SetActive( !g_SettingsDlg.IsActive() ); break; + case IDC_TOGGLESIMULATE: g_SimulateWater = g_HUD.GetCheckBox(IDC_TOGGLESIMULATE)->GetChecked(); break; + case IDC_TOGGLEQUERYSTATS: g_QueryStats = g_HUD.GetCheckBox(IDC_TOGGLEQUERYSTATS)->GetChecked(); break; + + + case IDC_TOGGLEUSESHOREEFFECTS: + { + g_enableShoreEffects = !g_enableShoreEffects; + break; + } + + case IDC_TOGGLEWIREFRAME: + { + g_Wireframe = !g_Wireframe; + break; + } + + case IDC_WIND_SPEED_SLIDER: + if(EVENT_SLIDER_VALUE_CHANGED_UP == nEvent) + { + g_ocean_simulation_param.wind_speed = kMinWindSpeedBeaufort + FLOAT(g_HUD.GetSlider(IDC_WIND_SPEED_SLIDER)->GetValue()) * (kMaxWindSpeedBeaufort-kMinWindSpeedBeaufort)/float(kSliderRange); + GFSDK_WaveWorks_Simulation_UpdateProperties(g_hOceanSimulation, g_ocean_simulation_settings, g_ocean_simulation_param); + GFSDK_WaveWorks_Quadtree_SetFrustumCullMargin(g_pOceanSurf->m_hOceanQuadTree, GFSDK_WaveWorks_Simulation_GetConservativeMaxDisplacementEstimate(g_hOceanSimulation)); + g_BaseGerstnerAmplitude = (GFSDK_WaveWorks_Simulation_GetConservativeMaxDisplacementEstimate(g_hOceanSimulation)/4.0f); // The estimate is based on significant wave height with 4x confidence: http://en.wikipedia.org/wiki/Significant_wave_height, we take it as our shore wave + g_BaseGerstnerWavelength = 14.0f*g_BaseGerstnerAmplitude; // 7.0 is the min possible, according to Bascom reports: http://hyperphysics.phy-astr.gsu.edu/hbase/waves/watwav2.html + g_BaseGerstnerSpeed = sqrtf(9.81f*g_BaseGerstnerWavelength/6.28f); // m/sec, let's use equation for deep water waves for simplicity, and slow it down a bit as we're working with shallow water + break; + } + break; + + case IDC_WIND_DEPENDENCY_SLIDER: + if(EVENT_SLIDER_VALUE_CHANGED_UP == nEvent) + { + g_ocean_simulation_param.wind_dependency = kMinWindDep + FLOAT(g_HUD.GetSlider(IDC_WIND_DEPENDENCY_SLIDER)->GetValue()) * (kMaxWindDep-kMinWindDep)/float(kSliderRange); + GFSDK_WaveWorks_Simulation_UpdateProperties(g_hOceanSimulation, g_ocean_simulation_settings, g_ocean_simulation_param); + GFSDK_WaveWorks_Quadtree_SetFrustumCullMargin(g_pOceanSurf->m_hOceanQuadTree, GFSDK_WaveWorks_Simulation_GetConservativeMaxDisplacementEstimate(g_hOceanSimulation)); + } + break; + + case IDC_TIME_SCALE_SLIDER: + { + g_ocean_simulation_param.time_scale = kMinTimeScale + FLOAT(g_HUD.GetSlider(IDC_TIME_SCALE_SLIDER)->GetValue()) * (kMaxTimeScale-kMinTimeScale)/float(kSliderRange); + GFSDK_WaveWorks_Simulation_UpdateProperties(g_hOceanSimulation, g_ocean_simulation_settings, g_ocean_simulation_param); + } + break; + + case IDC_TESSELLATION_LOD_SLIDER: + { + g_ocean_quadtree_param.tessellation_lod = (float)g_HUD.GetSlider(IDC_TESSELLATION_LOD_SLIDER)->GetValue(); + g_pOceanSurf->initQuadTree(g_ocean_quadtree_param); + } + break; + + case IDC_DETAIL_LEVEL_COMBO: + { + g_ocean_simulation_settings.detail_level = (GFSDK_WaveWorks_Simulation_DetailLevel)g_HUD.GetComboBox(IDC_DETAIL_LEVEL_COMBO)->GetSelectedIndex(); + GFSDK_WaveWorks_Simulation_UpdateProperties(g_hOceanSimulation, g_ocean_simulation_settings, g_ocean_simulation_param); + } + break; + + } + +} + + +//-------------------------------------------------------------------------------------- +// Release D3D11 resources created in OnD3D11ResizedSwapChain +//-------------------------------------------------------------------------------------- +void CALLBACK OnD3D11ReleasingSwapChain( void* pUserContext ) +{ + g_DialogResourceManager.OnD3D11ReleasingSwapChain(); + + SAFE_RELEASE(g_pLogoVB); +} + + +//-------------------------------------------------------------------------------------- +// Release D3D11 resources created in OnD3D11CreateDevice +//-------------------------------------------------------------------------------------- +void CALLBACK OnD3D11DestroyDevice( void* pUserContext ) +{ + g_DialogResourceManager.OnD3D11DestroyDevice(); + g_SettingsDlg.OnD3D11DestroyDevice(); + CDXUTDirectionWidget::StaticOnD3D11DestroyDevice(); + + // Ocean object + SAFE_DELETE(g_pOceanSurf); + SAFE_DELETE(g_pDistanceField); + + if(g_hOceanSimulation) + { + GFSDK_WaveWorks_Simulation_Destroy(g_hOceanSimulation); + g_hOceanSimulation = NULL; + } + SAFE_RELEASE(g_pLogoTex); + SAFE_RELEASE(g_pEffect); + SAFE_DELETE(g_pTxtHelper); + g_Terrain.DeInitialize(); + + if(g_hOceanSavestate) + { + GFSDK_WaveWorks_Savestate_Destroy(g_hOceanSavestate); + g_hOceanSavestate = NULL; + } + + GFSDK_WaveWorks_ReleaseD3D11(DXUTGetD3D11Device()); + + SAFE_RELEASE(g_pPipelineQuery); +} + +void RenderLogo(ID3D11DeviceContext* pDC) +{ + g_pLogoTextureVariable->SetResource(g_pLogoTex); + + const UINT vbOffset = 0; + const UINT vertexStride = 20; + pDC->IASetInputLayout(g_pOceanSurf->m_pQuadLayout); + pDC->IASetVertexBuffers(0, 1, &g_pLogoVB, &vertexStride, &vbOffset); + pDC->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); + pDC->GSSetShader(NULL,NULL,0); + pDC->HSSetShader(NULL,NULL,0); + pDC->DSSetShader(NULL,NULL,0); + g_pLogoTechnique->GetPassByIndex(0)->Apply(0, pDC); + pDC->Draw(4, 0); +} + +void UpdateReadbackPositions() +{ + for(int x = 0; x != NumMarkersXY; ++x) + { + for(int y = 0; y != NumMarkersXY; ++y) + { + g_readback_marker_coords[y * NumMarkersXY + x].x = 5.0f*x; + g_readback_marker_coords[y * NumMarkersXY + x].y = 5.0f*y; + } + } + + if(g_ocean_simulation_settings.readback_displacements) + { + gfsdk_float4 displacements[NumMarkers]; + if(g_ReadbackCoord >= 1.f) + { + const float coord = g_ReadbackCoord - (g_LastReadbackKickID-g_LastArchivedKickID) * 1.f/float(ReadbackArchiveInterval + 1); + GFSDK_WaveWorks_Simulation_GetArchivedDisplacements(g_hOceanSimulation, coord, g_readback_marker_coords, displacements, NumMarkers); + } + else + { + GFSDK_WaveWorks_Simulation_GetDisplacements(g_hOceanSimulation, g_readback_marker_coords, displacements, NumMarkers); + } + + for(int ix = 0; ix != NumMarkers; ++ix) + { + g_readback_marker_positions[ix].x = displacements[ix].x + g_readback_marker_coords[ix].x; + g_readback_marker_positions[ix].y = displacements[ix].y + g_readback_marker_coords[ix].y; + g_readback_marker_positions[ix].z = displacements[ix].z + g_ocean_quadtree_param.sea_level; + g_readback_marker_positions[ix].w = 1.f; + } + } +} + +// Returns true and sets Result to intersection point if intersection is found, or returns false and does not update Result +// NB: The function does trace the water surface from above or from inside the water volume, but can be easily changed to trace from below water volume +// NB: y axiz is up +bool intersectRayWithOcean(D3DXVECTOR3& Result, D3DXVECTOR3 Position, D3DXVECTOR3 Direction, GFSDK_WaveWorks_SimulationHandle hSim, float sea_level) +{ + gfsdk_float2 test_point; // x,z coordinates of current test point + gfsdk_float2 old_test_point; // x,z coordinates of current test point + gfsdk_float4 displacements; // displacements returned by GFSDK_WaveWorks library + float t; // distance traveled along the ray while tracing + int num_steps = 0; // number of steps we've done while tracing + float max_displacement = GFSDK_WaveWorks_Simulation_GetConservativeMaxDisplacementEstimate(hSim); + // the maximal possible displacements of ocean surface along y axis, + // defining volume we have to trace + const int max_num_successive_steps = 16; // we limit ourselves on #of successive steps + const int max_num_binary_steps = 16; // we limit ourselves on #of binary search steps + const float t_threshold = 0.05f; // we stop successive tracing when we don't progress more than 5 cm each step + const float refinement_threshold_sqr = 0.1f*0.1f; // we stop refinement step when we don't progress more than 10cm while doing refinement of current water altitude + const float t_multiplier = 1.8f/(fabs(Direction.y) + 1.0f); // we increase step length at steep angles to speed up the tracing, + // but less than 2 to make sure the process converges + // and to add some safety to minimize chance of overshooting + D3DXVECTOR3 PositionBSStart; // Vectors used at binary search step + D3DXVECTOR3 PositionBSEnd; + + // normalizing direction + D3DXVec3Normalize(&Direction, &Direction); + + // checking if ray is outside of ocean surface volume + if((Position.y >= max_displacement + sea_level) && (Direction.y >=0)) return false; + + // getting to the top edge of volume where we can start + if(Position.y > max_displacement + sea_level) + { + t = -(Position.y - max_displacement - sea_level) / Direction.y; + Position += t*Direction; + } + + // tracing the ocean surface: + // moving along the ray by distance defined by vertical distance form current test point, increased/decreased by safety multiplier + // this process will converge despite our assumption on local flatness of the surface because curvature of the surface is smooth + // NB: this process guarantees we don't shoot through wave tips + while(1) + { + displacements.x = 0; + displacements.y = 0; + old_test_point.x = 0; + old_test_point.y = 0; + for(int k = 0; k < 4; k++) // few refinement steps to converge at correct intersection point + { + // moving back sample points by the displacements read initially, + // to get a guess on which undisturbed water surface point moved to the actual sample point + // due to x,y motion of water surface, assuming the x,y disturbances are locally constant + test_point.x = Position.x - displacements.x; + test_point.y = Position.z - displacements.y; + GFSDK_WaveWorks_Simulation_GetDisplacements( hSim, &test_point, &displacements, 1 ); + if(refinement_threshold_sqr > (old_test_point.x - test_point.x)*(old_test_point.x - test_point.x) + (old_test_point.y - test_point.y)*(old_test_point.y - test_point.y)) break; + old_test_point.x = test_point.x; + old_test_point.y = test_point.y; + } + // getting t to travel along the ray + t = t_multiplier * (Position.y - displacements.z - sea_level); + + // traveling along the ray + Position += t*Direction; + + if(num_steps >= max_num_successive_steps) break; + if(t < t_threshold) break; + ++num_steps; + } + + // exited the loop, checking if intersection is found + if(t < t_threshold) + { + Result.x = Position.x; + Result.y = Position.y; + Result.z = Position.z; + return true; + } + + // if we're looking down and we did not hit water surface, doing binary search to make sure we hit water surface, + // but there is risk of shooting through wave tips if we are tracing at extremely steep angles + if(Direction.y < 0) + { + PositionBSStart = Position; + + // getting to the bottom edge of volume where we can start + t = -(Position.y + max_displacement - sea_level) / Direction.y; + PositionBSEnd = Position + t*Direction; + + for(int i = 0; i < max_num_binary_steps; i++) + { + Position = (PositionBSStart + PositionBSEnd)*0.5f; + old_test_point.x = 0; + old_test_point.y = 0; + for(int k = 0; k < 4; k++) + { + test_point.x = Position.x - displacements.x; + test_point.y = Position.z - displacements.y; + GFSDK_WaveWorks_Simulation_GetDisplacements( hSim, &test_point, &displacements, 1 ); + if(refinement_threshold_sqr > (old_test_point.x - test_point.x)*(old_test_point.x - test_point.x) + (old_test_point.y - test_point.y)*(old_test_point.y - test_point.y)) break; + old_test_point.x = test_point.x; + old_test_point.y = test_point.y; + } + if(Position.y - displacements.z - sea_level > 0) + { + PositionBSStart = Position; + } + else + { + PositionBSEnd = Position; + } + } + Result.x = Position.x; + Result.y = Position.y; + Result.z = Position.z; + return true; + } + return false; +} + +void UpdateRaycastPositions() +{ + for(int x = 0; x != NumMarkersXY; ++x) + { + for(int y = 0; y != NumMarkersXY; ++y) + { + int i = x + y*NumMarkersXY; + g_raycast_origins[i].x = 0; + g_raycast_origins[i].y = 10; + g_raycast_origins[i].z = terrain_gridpoints*terrain_geometry_scale; + g_raycast_directions[i].x = 5.0f*float(x - NumMarkersXY/2.0f); + g_raycast_directions[i].y = -10.0f; + g_raycast_directions[i].z = 5.0f*float(y - NumMarkersXY/2.0f); + D3DXVec3Normalize(&g_raycast_directions[i], &g_raycast_directions[i]); + } + } + g_IntersectRaysTime = 0.f; + // Performing water hit test for rays + QueryPerformanceFrequency(&g_IntersectRaysPerfFrequency); + QueryPerformanceCounter(&g_IntersectRaysPerfCounterOld); + for(int i = 0; i < NumMarkers; i++) + { + g_raycast_hittestresults[i] = intersectRayWithOcean(g_raycast_hitpoints[i], g_raycast_origins[i], g_raycast_directions[i], g_hOceanSimulation, g_ocean_quadtree_param.sea_level); + } + QueryPerformanceCounter(&g_IntersectRaysPerfCounter); + g_IntersectRaysTime = (float)(((double)(g_IntersectRaysPerfCounter.QuadPart) - (double)(g_IntersectRaysPerfCounterOld.QuadPart))/(double)g_IntersectRaysPerfFrequency.QuadPart); +} |