├── Common ├── DXUT │ ├── Core │ │ ├── DXUT.cpp │ │ ├── DXUTCore_2008.vcproj │ │ ├── DXUTDevice11.cpp │ │ ├── DXUTDevice9.cpp │ │ ├── DXUTenum.cpp │ │ └── DXUTmisc.cpp │ └── Optional │ │ ├── DXUTOptional_2008.vcproj │ │ ├── DXUTShapes.cpp │ │ ├── DXUTcamera.cpp │ │ ├── DXUTgui.cpp │ │ ├── DXUTguiIME.cpp │ │ ├── DXUTlockfreepipe.h │ │ ├── DXUTres.cpp │ │ ├── DXUTsettingsdlg.cpp │ │ ├── DXUTsettingsdlg.h │ │ ├── ImeUi.cpp │ │ ├── SDKmesh.cpp │ │ ├── SDKmisc.cpp │ │ ├── SDKsound.cpp │ │ ├── SDKwavefile.cpp │ │ └── directx.ico ├── DXUT10 │ ├── Core │ │ ├── DXUT.cpp │ │ ├── DXUT.h │ │ ├── DXUTCore10_2008.vcproj │ │ ├── DXUTenum.cpp │ │ ├── DXUTenum.h │ │ ├── DXUTmisc.cpp │ │ ├── DXUTmisc.h │ │ └── dpiaware.manifest │ └── Optional │ │ ├── DXUTOptional10_2008.vcproj │ │ ├── DXUTShapes.cpp │ │ ├── DXUTShapes.h │ │ ├── DXUTcamera.cpp │ │ ├── DXUTcamera.h │ │ ├── DXUTgui.cpp │ │ ├── DXUTgui.h │ │ ├── DXUTguiIME.cpp │ │ ├── DXUTguiIME.h │ │ ├── DXUTlockfreepipe.h │ │ ├── DXUTres.cpp │ │ ├── DXUTres.h │ │ ├── DXUTsettingsdlg.cpp │ │ ├── DXUTsettingsdlg.h │ │ ├── ImeUi.cpp │ │ ├── ImeUi.h │ │ ├── SDKmesh.cpp │ │ ├── SDKmesh.h │ │ ├── SDKmisc.cpp │ │ ├── SDKmisc.h │ │ ├── SDKsound.cpp │ │ ├── SDKsound.h │ │ ├── SDKwavefile.cpp │ │ ├── SDKwavefile.h │ │ └── directx.ico ├── Effects11 │ ├── Binary │ │ ├── EffectBinaryFormat.h │ │ ├── EffectStateBase11.h │ │ ├── EffectStates11.h │ │ └── SOParser.h │ ├── D3DXCore │ │ ├── d3dx11dbg.cpp │ │ ├── d3dxGlobal.cpp │ │ └── pchcore.h │ ├── Effect.h │ ├── EffectAPI.cpp │ ├── EffectLoad.cpp │ ├── EffectLoad.h │ ├── EffectNonRuntime.cpp │ ├── EffectReflection.cpp │ ├── EffectRuntime.cpp │ ├── EffectVariable.inl │ ├── Effects11_2008.vcproj │ ├── Inc │ │ ├── D3dxGlobal.h │ │ ├── d3dx11dbg.h │ │ └── d3dx11effect.h │ └── pchfx.h ├── FXC.props ├── FXC.rules ├── FXC.targets ├── FXC.xml ├── Release_2008.sln └── nv_d3dh │ ├── Buffer.cpp │ ├── D3DH.vcproj │ ├── D3DHelpers.cpp │ ├── Pipeline.cpp │ └── Quad.cpp ├── ConstantTimeGaussianBlur ├── Gaussian_2008.vcproj ├── doc │ ├── ConstantTimeGaussian_SDKWhitePaper.doc │ ├── ConstantTimeGaussian_SDKWhitePaper.pdf │ ├── ConstantTimeGaussian_lg.jpg │ ├── ConstantTimeGaussian_md.jpg │ └── ConstantTimeGaussian_sm.jpg ├── gaussian.rc ├── gaussian_color_cs.fx ├── gaussian_mono_cs.fx ├── gaussian_vs_ps.fx ├── info.xml ├── main.cpp ├── resource.h ├── skybox11.cpp ├── skybox11.h └── skybox11.hlsl ├── DiffuseGlobalIllumination ├── CoreLPVandRSM.cpp ├── Defines.h ├── DiffuseGlobalIllumination.rc ├── DiffuseGlobalIllumination_2008.vcproj ├── Grid.cpp ├── Hierarchy.hlsl ├── LPV.hlsl ├── LPV_Accumulate.hlsl ├── LPV_Accumulate4.hlsl ├── LPV_Propagate.hlsl ├── Lighting.cpp ├── Lighting.h ├── Mesh.cpp ├── Mesh.h ├── ReadMe.txt ├── ScreenQuad.hlsl ├── SimpleRT.h ├── SimpleShading.hlsl ├── doc │ ├── DiffuseGlobalIllumination_lg.jpg │ ├── DiffuseGlobalIllumination_md.jpg │ └── DiffuseGlobalIllumination_sm.jpg ├── grid.h ├── info.xml └── resource.h ├── FXAA ├── FXAA.cpp ├── FXAA.hlsl ├── FXAA.manifest ├── FXAA.rc ├── FXAA_2008.vcproj ├── FxaaShader.h ├── ModifiedJitteredShadowSampling.hlsl ├── doc │ ├── FXAA_WhitePaper.docx │ ├── FXAA_WhitePaper.pdf │ ├── Fxaa_lg.png │ ├── Fxaa_md.png │ └── Fxaa_sm.png ├── info.xml └── resource.h ├── GregoryAccTessellation11 ├── BzrFile_stencil.cpp ├── Bzrfile_stencil.h ├── DynamicMesh.cpp ├── DynamicMesh.h ├── GPUPatchUtils.cpp ├── GPUPatchUtils.h ├── Globals.h ├── GregoryACC11.rc ├── GregoryACC11_2008.vcproj ├── GregoryACC11_WhitePaper.doc ├── IMesh.h ├── StaticMesh.cpp ├── StaticMesh.h ├── doc │ ├── GregoryACC11_WhitePaper.doc │ ├── GregoryACC11_WhitePaper.pdf │ ├── GregoryACC11_lg.jpg │ ├── GregoryACC11_md.jpg │ ├── GregoryACC11_sm.jpg │ ├── README.txt │ └── screenshot.jpg ├── info.xml ├── main.cpp ├── readme.txt ├── resource.h ├── screenshot.jpg └── typedef.h ├── Hair ├── Common.cpp ├── Common.h ├── DensityGrid.cpp ├── DensityGrid.h ├── Fluid.cpp ├── Fluid.h ├── FluidCommon.fxh ├── FluidSim.fx ├── Grid.cpp ├── Hair.cpp ├── Hair.fx ├── Hair.fxo ├── Hair.h ├── Hair.rc ├── Hair.vcproj ├── HairShadows.h ├── HairSimulateCS.hlsl ├── HairTextures │ ├── HairSpecMap01.DDS │ ├── HairSpecMap02.DDS │ ├── HairSpecMap03.DDS │ ├── HairSpecMap04.DDS │ └── specNoise.dds ├── Hair_vc2008.vcproj ├── LoadHairFile.cpp ├── LongHairResources │ ├── ClumpMapBarycentric.raw │ ├── DensityMapBarycentric.raw │ ├── Face.sdkmesh │ ├── MeshAOMap.dds │ ├── README.txt │ ├── ScalpTexture.dds │ ├── collision_objects.txt │ ├── densityThicknessMapBarycentric.dds │ ├── densityThicknessMapClump.dds │ ├── full_model.sdkmesh │ ├── full_model2.sdkmesh │ ├── hair_vertices.txt │ ├── hairbase.dds │ ├── hairbaseBrown.dds │ ├── hairbaseRed.dds │ ├── scalp_mesh.sdkmesh │ └── stiffnessMap.dds ├── ReadMe.txt ├── RecordedTransforms.txt ├── RecordedTransforms1.txt ├── RecordedTransforms2.txt ├── SimpleRT.h ├── doc │ ├── HairSDKWhitePaper.doc │ ├── HairSDKWhitePaper.pdf │ ├── Hair_lg.png │ ├── Hair_md.png │ ├── Hair_sm.png │ └── images │ │ ├── Hair0.jpg │ │ ├── Hair1.jpg │ │ ├── Hair2.jpg │ │ ├── Hair3.jpg │ │ ├── Hair4.jpg │ │ ├── Hair5.jpg │ │ ├── Hair6.jpg │ │ └── Hair7.jpg ├── grid.h ├── hair.txt ├── hairData.txt ├── info.xml └── resource.h ├── Island11 ├── Island11.cpp ├── Island11.fx ├── Island11.h ├── Island11.rc ├── Island11_2008.vcproj ├── common.fx ├── directx.ico ├── doc │ ├── Island11_lg.jpg │ ├── Island11_md.jpg │ └── Island11_sm.jpg ├── info.xml ├── resource.h ├── terrain.cpp └── terrain.h ├── MultiViewSoftShadows ├── MultiViewSoftShadows.cpp ├── MultiViewSoftShadows.h ├── MultiViewSoftShadows.manifest ├── MultiViewSoftShadows.rc ├── MultiViewSoftShadows_2008.vcproj ├── doc │ ├── MultiViewSoftShadows.doc │ ├── MultiViewSoftShadows.pdf │ ├── MultiViewSoftShadows.wmv │ ├── MultiViewSoftShadows_128.png │ ├── MultiViewSoftShadows_256.png │ ├── MultiViewSoftShadows_512.png │ └── Readme.txt ├── info.xml └── shaders │ ├── MVSS_Common.hlsl │ ├── MVSS_ForwardRendering.hlsl │ ├── MVSS_ShadowMapRendering.hlsl │ └── MVSS_ShadowMapVisualization.hlsl ├── OceanCS ├── CSFFT │ ├── fft_512x512.h │ ├── fft_512x512_c2c.cpp │ └── fft_512x512_c2c.hlsl ├── OceanCS.rc ├── OceanCS_2008.vcproj ├── doc │ ├── OceanCS_Slides.pdf │ ├── OceanCS_Slides.pptx │ ├── OceanCS_lg.jpg │ ├── OceanCS_md.jpg │ └── OceanCS_sm.jpg ├── info.xml ├── main.cpp ├── ocean_shading.hlsl ├── ocean_simulator.cpp ├── ocean_simulator.h ├── ocean_simulator_cs.hlsl ├── ocean_simulator_vs_ps.hlsl ├── render.cpp ├── resource.h ├── skybox11.cpp ├── skybox11.h └── skybox11.hlsl ├── OpacityMapping ├── Camera.cpp ├── Camera.h ├── CameraState.bin ├── DepthReduction.fx ├── Floor.cpp ├── Floor.fx ├── Floor.h ├── Globals.fx ├── LightSource.cpp ├── LightSource.fx ├── LightSource.h ├── LineDraw.cpp ├── LineDraw.fx ├── LineDraw.h ├── LowResOffscreen.cpp ├── LowResOffscreen.fx ├── LowResOffscreen.h ├── Main.cpp ├── Main.fx ├── Main.fxo ├── OpacityMapping.fx ├── OpacityMapping.manifest ├── OpacityMapping.rc ├── OpacityMapping_2008.vcproj ├── OpaqueObject.cpp ├── OpaqueObject.fx ├── OpaqueObject.h ├── ParticleState.bin ├── ParticleSystem.cpp ├── ParticleSystem.fx ├── ParticleSystem.h ├── ScreenAlignedQuad.fx ├── SharedDefines.h ├── Util.cpp ├── Util.h ├── doc │ ├── OpacityMappingSDKWhitePaper.docx │ ├── OpacityMappingSDKWhitePaper.pdf │ ├── OpacityMapping_lg.jpg │ ├── OpacityMapping_md.jpg │ └── OpacityMapping_sm.jpg ├── info.xml └── resource.h ├── PNPatches ├── PNPatches.rc ├── PNPatches_2008.vcproj ├── Preprocessor.fx ├── PreprocessorCS.fx ├── ProgressBar.cpp ├── ProgressBar.h ├── common.fx ├── doc │ ├── PNPatches_lg.jpg │ ├── PNPatches_md.jpg │ ├── PNPatches_sm.jpg │ ├── pnpatches.doc │ ├── pnpatches.pdf │ └── readme.txt ├── info.xml ├── meshloader │ ├── AllocHierarchy.cpp │ ├── DX9AnimationLoader.cpp │ ├── DX9AnimationLoader.h │ ├── MultiAnimation.h │ ├── MultiAnimationLib.cpp │ └── bone_weights.h ├── mymath │ ├── mymath.h │ ├── mymath.vcproj │ ├── mymath_2008.vcproj │ ├── mymath_ext.cpp │ ├── mymath_ext.h │ └── tsort.hpp ├── mymesh.cpp ├── mymesh.h ├── mymesh_backedge.cpp ├── pnpatches.cpp ├── pnpatches.fx ├── pnpatches.fxh ├── pnpatches.h ├── resource.h ├── wsnormalmap.h └── wsnormalmap_gpu.cpp ├── README.md ├── SSAO11 ├── NVSDK_D3D11_SSAO │ ├── HBAO_DX11_LIB.cpp │ ├── HBAO_DX11_LIB.h │ ├── HBAO_DX11_LIB_2008.vcproj │ ├── NVSSAO │ │ ├── NVSDK_D3D11_SSAO.h │ │ ├── NVSDK_D3D11_SSAO_MD.lib │ │ ├── NVSDK_D3D11_SSAO_MDd.lib │ │ ├── NVSDK_D3D11_SSAO_MT.lib │ │ └── NVSDK_D3D11_SSAO_MTd.lib │ └── Shaders │ │ ├── Bin │ │ ├── BlurX_CS_0.h │ │ ├── BlurX_CS_10.h │ │ ├── BlurX_CS_12.h │ │ ├── BlurX_CS_14.h │ │ ├── BlurX_CS_16.h │ │ ├── BlurX_CS_2.h │ │ ├── BlurX_CS_4.h │ │ ├── BlurX_CS_6.h │ │ ├── BlurX_CS_8.h │ │ ├── BlurY_CS_0.h │ │ ├── BlurY_CS_10.h │ │ ├── BlurY_CS_12.h │ │ ├── BlurY_CS_14.h │ │ ├── BlurY_CS_16.h │ │ ├── BlurY_CS_2.h │ │ ├── BlurY_CS_4.h │ │ ├── BlurY_CS_6.h │ │ ├── BlurY_CS_8.h │ │ ├── Blur_Composite.h │ │ ├── DownsampleDepth_PS.h │ │ ├── FullScreenTriangle_VS.h │ │ ├── HBAOX_CS_1.h │ │ ├── HBAOX_CS_2.h │ │ ├── HBAOX_CS_3.h │ │ ├── HBAOX_CS_4.h │ │ ├── HBAOX_CS_5.h │ │ ├── HBAOX_CS_6.h │ │ ├── HBAOX_CS_7.h │ │ ├── HBAOX_CS_8.h │ │ ├── HBAOY_CS_1.h │ │ ├── HBAOY_CS_2.h │ │ ├── HBAOY_CS_3.h │ │ ├── HBAOY_CS_4.h │ │ ├── HBAOY_CS_5.h │ │ ├── HBAOY_CS_6.h │ │ ├── HBAOY_CS_7.h │ │ ├── HBAOY_CS_8.h │ │ ├── HBAO_PS.h │ │ ├── LinearizeDepthNoMSAA_PS.h │ │ ├── ResolveAndLinearizeDepthMSAA_PS.h │ │ ├── UpsampleAndBlurX_CS_0.h │ │ ├── UpsampleAndBlurX_CS_10.h │ │ ├── UpsampleAndBlurX_CS_12.h │ │ ├── UpsampleAndBlurX_CS_14.h │ │ ├── UpsampleAndBlurX_CS_16.h │ │ ├── UpsampleAndBlurX_CS_2.h │ │ ├── UpsampleAndBlurX_CS_4.h │ │ ├── UpsampleAndBlurX_CS_6.h │ │ └── UpsampleAndBlurX_CS_8.h │ │ ├── Source │ │ ├── BlurX_CS.hlsl │ │ ├── BlurY_CS.hlsl │ │ ├── Blur_Common.hlsl │ │ ├── Blur_Composite_PS.hlsl │ │ ├── ConstantBuffer.hlsl │ │ ├── DownsampleDepth_PS.hlsl │ │ ├── FullScreenTriangle_VS.hlsl │ │ ├── HBAO_CS.hlsl │ │ ├── HBAO_PS.hlsl │ │ ├── LinearizeDepthNoMSAA_PS.hlsl │ │ └── ResolveAndLinearizeDepthMSAA_PS.hlsl │ │ ├── compile_all.bat │ │ ├── compile_blur.bat │ │ ├── compile_hbao.bat │ │ ├── fxc.exe │ │ ├── helper_blur_cs.bat │ │ └── helper_hbao_cs.bat ├── SSAO11.cpp ├── SSAO11.manifest ├── SSAO11.rc ├── SSAO11_2008.vcproj ├── Scene3D.cpp ├── Scene3D.fx ├── Scene3D.h ├── SceneBinFile.h ├── doc │ ├── SSAO11.docx │ ├── SSAO11.pdf │ ├── SSAO11.wmv │ ├── SSAO11_128.png │ ├── SSAO11_256.png │ └── SSAO11_512.png └── info.xml ├── Samples_2008.sln ├── ShowTessellationPatterns ├── PatternMain.cpp ├── TessPattern.hlsl ├── TessPattern.rc ├── TessPattern11_2008.vcproj ├── doc │ ├── README.txt │ ├── ShowTessellationPatterns_lg.jpg │ ├── ShowTessellationPatterns_md.jpg │ └── ShowTessellationPatterns_sm.jpg ├── info.xml └── resource.h ├── StereoIssues ├── Scene.h ├── StanfordBunnyScene.h ├── StanfordBunnyScene10.fx ├── StereoIssues.cpp ├── StereoIssues.rc ├── StereoIssues_2008.vcproj ├── doc │ ├── 3DV - BestPracticesGuide.pdf │ ├── StereoIssues_lg.jpg │ ├── StereoIssues_md.jpg │ └── StereoIssues_sm.jpg ├── info.xml ├── nvapi.h ├── nvapi.lib ├── nvstereo.cpp ├── nvstereo.h └── resource.h ├── StochasticTransparency ├── BaseTechnique.h ├── BaseTechnique.hlsl ├── DualDepthPeeling11.h ├── DualDepthPeeling11.hlsl ├── MersenneTwister.h ├── OIT.manifest ├── OIT.rc ├── PlainAlphaBlending.h ├── PlainAlphaBlending.hlsl ├── RandomColors.h ├── Scene.h ├── SimpleRT.h ├── StochasticTransparency11.h ├── StochasticTransparency11.hlsl ├── StochasticTransparency_2008.vcproj ├── doc │ ├── ConstantMemoryOIT.pdf │ ├── StochasticTransparency_128.png │ ├── StochasticTransparency_256.png │ └── StochasticTransparency_512.png └── main.cpp ├── TerrainTessellation ├── Common.fxh ├── Deformation.fx ├── Doc │ ├── TerrainTessellation_WhitePaper.docx │ ├── TerrainTessellation_WhitePaper.pdf │ ├── TerrainTessellation_lg.jpg │ ├── TerrainTessellation_md.jpg │ ├── TerrainTessellation_sm.jpg │ └── TriangleSizeVsPerf.xlsx ├── INoise.fxh ├── Picking.fx ├── SkyBox11.cpp ├── SkyBox11.h ├── SkyBox11.hlsl ├── Stars.cpp ├── Stars.fx ├── Stars.h ├── TerrainTessellation.cpp ├── TerrainTessellation.fx ├── TerrainTessellation.manifest ├── TerrainTessellation.rc ├── TerrainTessellation_2008.vcproj ├── TileRing.cpp ├── TileRing.h ├── Wireframe.fx ├── info.xml └── resource.h └── nBodyCS ├── RenderParticles.hlsl ├── UpdateParticlesCS.hlsl ├── doc ├── nBodyCS_lg.jpg ├── nBodyCS_md.jpg ├── nBodyCS_sm.jpg └── readme.txt ├── info.xml ├── nBodyCS.cpp ├── nBodyCS.h ├── nBodyCS.hlsl ├── nBodyCS.manifest ├── nBodyCS.rc ├── nBodyCS_2008.vcproj ├── nBodySystemCS.cpp ├── nBodySystemCS.h └── resource.h /Common/DXUT/Optional/directx.ico: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/LiveMirror/NVIDIA-Direct3D-SDK-11/a2d3cc46179364c9faa3e218eff230883badcd79/Common/DXUT/Optional/directx.ico -------------------------------------------------------------------------------- /Common/DXUT10/Core/dpiaware.manifest: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | true 5 | 6 | 7 | -------------------------------------------------------------------------------- /Common/DXUT10/Optional/DXUTShapes.h: -------------------------------------------------------------------------------- 1 | //-------------------------------------------------------------------------------------- 2 | // File: DXUTShapes.h 3 | // 4 | // Shape creation functions for DXUT 5 | // 6 | // Copyright (c) Microsoft Corporation. All rights reserved 7 | //-------------------------------------------------------------------------------------- 8 | #pragma once 9 | #ifndef DXUT_SHAPES_H 10 | #define DXUT_SHAPES_H 11 | 12 | HRESULT WINAPI DXUTCreateBox( ID3D10Device* pDevice, float fWidth, float fHeight, float fDepth, ID3DX10Mesh** ppMesh ); 13 | HRESULT WINAPI DXUTCreateCylinder( ID3D10Device* pDevice, float fRadius1, float fRadius2, float fLength, UINT uSlices, 14 | UINT uStacks, ID3DX10Mesh** ppMesh ); 15 | HRESULT WINAPI DXUTCreatePolygon( ID3D10Device* pDevice, float fLength, UINT uSides, ID3DX10Mesh** ppMesh ); 16 | HRESULT WINAPI DXUTCreateSphere( ID3D10Device* pDevice, float fRadius, UINT uSlices, UINT uStacks, 17 | ID3DX10Mesh** ppMesh ); 18 | HRESULT WINAPI DXUTCreateTorus( ID3D10Device* pDevice, float fInnerRadius, float fOuterRadius, UINT uSides, 19 | UINT uRings, ID3DX10Mesh** ppMesh ); 20 | HRESULT WINAPI DXUTCreateTeapot( ID3D10Device* pDevice, ID3DX10Mesh** ppMesh ); 21 | 22 | #endif 23 | -------------------------------------------------------------------------------- /Common/DXUT10/Optional/DXUTres.h: -------------------------------------------------------------------------------- 1 | //---------------------------------------------------------------------------- 2 | // File: dxutres.h 3 | // 4 | // Functions to create DXUT media from arrays in memory 5 | // 6 | // Copyright (c) Microsoft Corp. All rights reserved. 7 | //----------------------------------------------------------------------------- 8 | #pragma once 9 | #ifndef DXUT_RES_H 10 | #define DXUT_RES_H 11 | 12 | HRESULT WINAPI DXUTCreateGUITextureFromInternalArray9( LPDIRECT3DDEVICE9 pd3dDevice, IDirect3DTexture9** ppTexture, 13 | D3DXIMAGE_INFO* pInfo ); 14 | HRESULT WINAPI DXUTCreateGUITextureFromInternalArray10( ID3D10Device* pd3dDevice, ID3D10Texture2D** ppTexture, 15 | D3DX10_IMAGE_INFO* pInfo ); 16 | HRESULT WINAPI DXUTCreateArrowMeshFromInternalArray( LPDIRECT3DDEVICE9 pd3dDevice, ID3DXMesh** ppMesh ); 17 | 18 | #endif 19 | -------------------------------------------------------------------------------- /Common/DXUT10/Optional/SDKwavefile.h: -------------------------------------------------------------------------------- 1 | //----------------------------------------------------------------------------- 2 | // File: WaveFile.h 3 | // 4 | // Copyright (c) Microsoft Corp. All rights reserved. 5 | //----------------------------------------------------------------------------- 6 | #ifndef DXUTWAVEFILE_H 7 | #define DXUTWAVEFILE_H 8 | 9 | //----------------------------------------------------------------------------- 10 | // Typing macros 11 | //----------------------------------------------------------------------------- 12 | #define WAVEFILE_READ 1 13 | #define WAVEFILE_WRITE 2 14 | 15 | //----------------------------------------------------------------------------- 16 | // Name: class CWaveFile 17 | // Desc: Encapsulates reading or writing sound data to or from a wave file 18 | //----------------------------------------------------------------------------- 19 | class CWaveFile 20 | { 21 | public: 22 | WAVEFORMATEX* m_pwfx; // Pointer to WAVEFORMATEX structure 23 | HMMIO m_hmmio; // MM I/O handle for the WAVE 24 | MMCKINFO m_ck; // Multimedia RIFF chunk 25 | MMCKINFO m_ckRiff; // Use in opening a WAVE file 26 | DWORD m_dwSize; // The size of the wave file 27 | MMIOINFO m_mmioinfoOut; 28 | DWORD m_dwFlags; 29 | BOOL m_bIsReadingFromMemory; 30 | BYTE* m_pbData; 31 | BYTE* m_pbDataCur; 32 | ULONG m_ulDataSize; 33 | CHAR* m_pResourceBuffer; 34 | 35 | protected: 36 | HRESULT ReadMMIO(); 37 | HRESULT WriteMMIO( WAVEFORMATEX* pwfxDest ); 38 | 39 | public: 40 | CWaveFile(); 41 | ~CWaveFile(); 42 | 43 | HRESULT Open( LPWSTR strFileName, WAVEFORMATEX* pwfx, DWORD dwFlags ); 44 | HRESULT OpenFromMemory( BYTE* pbData, ULONG ulDataSize, WAVEFORMATEX* pwfx, DWORD dwFlags ); 45 | HRESULT Close(); 46 | 47 | HRESULT Read( BYTE* pBuffer, DWORD dwSizeToRead, DWORD* pdwSizeRead ); 48 | HRESULT Write( UINT nSizeToWrite, BYTE* pbData, UINT* pnSizeWrote ); 49 | 50 | DWORD GetSize(); 51 | HRESULT ResetFile(); 52 | WAVEFORMATEX* GetFormat() 53 | { 54 | return m_pwfx; 55 | }; 56 | }; 57 | 58 | 59 | #endif // DXUTWAVEFILE_H 60 | -------------------------------------------------------------------------------- /Common/DXUT10/Optional/directx.ico: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/LiveMirror/NVIDIA-Direct3D-SDK-11/a2d3cc46179364c9faa3e218eff230883badcd79/Common/DXUT10/Optional/directx.ico -------------------------------------------------------------------------------- /Common/Effects11/Binary/EffectStateBase11.h: -------------------------------------------------------------------------------- 1 | ////////////////////////////////////////////////////////////////////////////// 2 | // 3 | // Copyright (C) 2009 Microsoft Corporation. All Rights Reserved. 4 | // 5 | // File: EffectStateBase11.h 6 | // Content: D3D@11 Effects States Header 7 | // 8 | ////////////////////////////////////////////////////////////////////////////// 9 | 10 | #pragma once 11 | 12 | namespace D3DX11Effects 13 | { 14 | 15 | ////////////////////////////////////////////////////////////////////////// 16 | // Effect HLSL states and late resolve lists 17 | ////////////////////////////////////////////////////////////////////////// 18 | 19 | struct RValue 20 | { 21 | const char *m_pName; 22 | UINT m_Value; 23 | }; 24 | 25 | #define RVALUE_END() { NULL, 0 } 26 | #define RVALUE_ENTRY(prefix, x) { #x, prefix##x } 27 | 28 | enum ELhsType; 29 | 30 | struct LValue 31 | { 32 | const char *m_pName; // name of the LHS side of expression 33 | EBlockType m_BlockType; // type of block it can appear in 34 | D3D10_SHADER_VARIABLE_TYPE m_Type; // data type allows 35 | UINT m_Cols; // number of [m_Type]'s required (1 for a scalar, 4 for a vector) 36 | UINT m_Indices; // max index allowable (if LHS is an array; otherwise this is 1) 37 | BOOL m_VectorScalar; // can be both vector and scalar (setting as a scalar sets all m_Indices values simultaneously) 38 | CONST RValue *m_pRValue; // pointer to table of allowable RHS "late resolve" values 39 | ELhsType m_LhsType; // ELHS_* enum value that corresponds to this entry 40 | UINT m_Offset; // offset into the given block type where this value should be written 41 | UINT m_Stride; // for vectors, byte stride between two consecutive values. if 0, m_Type's size is used 42 | }; 43 | 44 | #define LVALUE_END() { NULL, D3D10_SVT_UINT, 0, 0, 0, NULL } 45 | 46 | extern CONST LValue g_lvGeneral[]; 47 | extern CONST UINT g_lvGeneralCount; 48 | 49 | } // end namespace D3DX11Effects 50 | -------------------------------------------------------------------------------- /Common/Effects11/D3DXCore/d3dx11dbg.cpp: -------------------------------------------------------------------------------- 1 | /////////////////////////////////////////////////////////////////////////// 2 | // 3 | // Copyright (C) 2009 Microsoft Corporation. All Rights Reserved. 4 | // 5 | // File: d3dx11dbg.cpp 6 | // Content: D3DX11 Effects debugging functions 7 | // 8 | /////////////////////////////////////////////////////////////////////////// 9 | 10 | #include "pchcore.h" 11 | 12 | 13 | #ifdef FXDPF 14 | 15 | // 16 | // DPF 17 | // 18 | 19 | void cdecl D3DXDebugPrintf(UINT lvl, LPCSTR szFormat, ...) 20 | { 21 | static UINT uDebugLevel = (UINT) -1; 22 | 23 | char strA[4096]; 24 | char strB[4096]; 25 | 26 | va_list ap; 27 | va_start(ap, szFormat); 28 | StringCchVPrintfA(strA, sizeof(strA), szFormat, ap); 29 | strA[4095] = '\0'; 30 | va_end(ap); 31 | 32 | StringCchPrintfA(strB, sizeof(strB), "Effects11: %s\r\n", strA); 33 | 34 | strB[4095] = '\0'; 35 | 36 | OutputDebugStringA(strB); 37 | } 38 | #else 39 | // This is defined so warning LNK4211 is not generated (object file has no public symbols) 40 | void cdecl D3DXDebugPrintf(UINT lvl, LPCSTR szFormat, ...) {} 41 | #endif 42 | 43 | 44 | // 45 | // D3DXASSERT 46 | // 47 | 48 | #ifdef _DEBUG 49 | 50 | int WINAPI D3DXDebugAssert(LPCSTR szFile, int nLine, LPCSTR szCondition) 51 | { 52 | char str[512]; 53 | 54 | // Print message to debug console 55 | StringCchPrintfA(str, sizeof(str), "Assertion failure! (%s %d): %s\r\n", szFile, nLine, szCondition); 56 | str[511] = 0; 57 | OutputDebugStringA(str); 58 | 59 | return 0; 60 | } 61 | #endif 62 | 63 | -------------------------------------------------------------------------------- /Common/Effects11/D3DXCore/pchcore.h: -------------------------------------------------------------------------------- 1 | ////////////////////////////////////////////////////////////////////////////// 2 | // 3 | // Copyright (C) 2001 Microsoft Corporation. All Rights Reserved. 4 | // 5 | // File: pchcore.h 6 | // Content: D3DX11 core precompiled header 7 | // 8 | ////////////////////////////////////////////////////////////////////////////// 9 | 10 | #ifndef __D3DX11CORE_PCHCORE_H__ 11 | #define __D3DX11CORE_PCHCORE_H__ 12 | 13 | #include "usp10.h" 14 | 15 | #include "d3d11.h" 16 | #include "d3dx11.h" 17 | 18 | #include "D3dxGlobal.h" 19 | 20 | #endif //__D3DX11CORE_PCHCORE_H__ 21 | -------------------------------------------------------------------------------- /Common/Effects11/EffectAPI.cpp: -------------------------------------------------------------------------------- 1 | ////////////////////////////////////////////////////////////////////////////// 2 | // 3 | // Copyright (C) 2009 Microsoft Corporation. All Rights Reserved. 4 | // 5 | // File: EffectAPI.cpp 6 | // Content: D3DX11 Effect DLL entry points 7 | // 8 | ////////////////////////////////////////////////////////////////////////////// 9 | 10 | #include "pchfx.h" 11 | 12 | using namespace D3DX11Effects; 13 | 14 | HRESULT WINAPI D3DX11CreateEffectFromMemory(void *pData, SIZE_T DataLength, UINT FXFlags, ID3D11Device *pDevice, ID3DX11Effect **ppEffect) 15 | { 16 | HRESULT hr = S_OK; 17 | 18 | // Note that pData must point to a compiled effect, not HLSL 19 | VN( *ppEffect = NEW CEffect( FXFlags & D3DX11_EFFECT_RUNTIME_VALID_FLAGS) ); 20 | VH( ((CEffect*)(*ppEffect))->LoadEffect(pData, static_cast(DataLength)) ); 21 | VH( ((CEffect*)(*ppEffect))->BindToDevice(pDevice) ); 22 | 23 | lExit: 24 | if (FAILED(hr)) 25 | { 26 | SAFE_RELEASE(*ppEffect); 27 | } 28 | return hr; 29 | } 30 | -------------------------------------------------------------------------------- /Common/Effects11/Inc/d3dx11dbg.h: -------------------------------------------------------------------------------- 1 | ////////////////////////////////////////////////////////////////////////////// 2 | // 3 | // Copyright (C) 2009 Microsoft Corporation. All Rights Reserved. 4 | // 5 | // File: d3dx11dbg.h 6 | // Content: D3DX11 debugging functions 7 | // 8 | ////////////////////////////////////////////////////////////////////////////// 9 | 10 | 11 | #ifndef __D3DX11DBG_H__ 12 | #define __D3DX11DBG_H__ 13 | 14 | #ifndef _PREFAST_ 15 | 16 | #pragma warning( disable: 4068 ) 17 | 18 | #endif 19 | 20 | 21 | #include 22 | #include 23 | 24 | #undef NEW 25 | #undef DELETE 26 | 27 | #define NEW new (std::nothrow) 28 | #define NEW_PROTO_ARGS size_t s, const std::nothrow_t& t 29 | 30 | 31 | 32 | typedef signed char INT8; 33 | typedef signed short INT16; 34 | typedef unsigned char UINT8; 35 | typedef unsigned short UINT16; 36 | 37 | 38 | //---------------------------------------------------------------------------- 39 | // DPF 40 | //---------------------------------------------------------------------------- 41 | 42 | #ifdef FXDPF 43 | void cdecl D3DXDebugPrintf(UINT lvl, LPCSTR szFormat, ...); 44 | #define DPF D3DXDebugPrintf 45 | #else // !FXDPF 46 | #pragma warning(disable:4002) 47 | #define DPF() 0 48 | #endif // !FXDPF 49 | 50 | 51 | //---------------------------------------------------------------------------- 52 | // D3DXASSERT 53 | //---------------------------------------------------------------------------- 54 | 55 | #if _DEBUG 56 | int WINAPI D3DXDebugAssert(LPCSTR szFile, int nLine, LPCSTR szCondition); 57 | #define D3DXASSERT(condition) \ 58 | do { if(!(condition)) D3DXDebugAssert(__FILE__, __LINE__, #condition); } while(0) 59 | #else // !_DEBUG 60 | #define D3DXASSERT(condition) 0 61 | #endif // !_DEBUG 62 | 63 | 64 | 65 | #endif // __D3DX11DBG_H__ 66 | 67 | -------------------------------------------------------------------------------- /Common/Effects11/pchfx.h: -------------------------------------------------------------------------------- 1 | ////////////////////////////////////////////////////////////////////////////// 2 | // 3 | // Copyright (C) 2001 Microsoft Corporation. All Rights Reserved. 4 | // 5 | // File: pchfx.h 6 | // Content: D3D shader effects precompiled header 7 | // 8 | ////////////////////////////////////////////////////////////////////////////// 9 | 10 | #ifndef __D3DX11_PCHFX_H__ 11 | #define __D3DX11_PCHFX_H__ 12 | 13 | #include "d3d11.h" 14 | #include "d3dx11.h" 15 | #undef DEFINE_GUID 16 | #include "INITGUID.h" 17 | #include "d3dx11effect.h" 18 | 19 | #define UNUSED -1 20 | 21 | ////////////////////////////////////////////////////////////////////////// 22 | 23 | #define offsetof_fx( a, b ) (UINT)offsetof( a, b ) 24 | 25 | #include "d3dxGlobal.h" 26 | 27 | #include 28 | #include 29 | 30 | #include "Effect.h" 31 | #include "EffectStateBase11.h" 32 | #include "EffectLoad.h" 33 | 34 | #include "D3DCompiler.h" 35 | 36 | ////////////////////////////////////////////////////////////////////////// 37 | 38 | namespace D3DX11Effects 39 | { 40 | } // end namespace D3DX11Effects 41 | 42 | #endif // __D3DX11_PCHFX_H__ 43 | -------------------------------------------------------------------------------- /Common/FXC.props: -------------------------------------------------------------------------------- 1 |  2 | 3 | 5 | Midl 6 | CustomBuild 7 | 8 | 9 | _SelectedFiles;$(FXCDependsOn) 11 | 12 | 13 | 14 | true 15 | False 16 | False 17 | False 18 | False 19 | False 20 | $(IntDir) 21 | 0 22 | 0 23 | fxc.exe [output] [target] [strict] [compat] [perf] [noopt] [nopre] [child] [Inputs] 24 | [outputdir]\%(Filename).o 25 | Executing tool... 26 | 27 | 28 | -------------------------------------------------------------------------------- /Common/nv_d3dh/Buffer.cpp: -------------------------------------------------------------------------------- 1 | #include "PrecompiledHeader.h" 2 | #include "Buffer.h" 3 | #include 4 | 5 | using namespace d3d11; 6 | 7 | 8 | ///////////////////////////////////////////////////////////////////////////////// 9 | //// 10 | void d3d11::IndexBuffer::Attach(ID3D11DeviceContext* pContext) 11 | { 12 | if(pContext == 0) 13 | throw std::runtime_error("IndexBuffer::Attach(): zero immediate context pointer"); 14 | 15 | uint offset = 0; 16 | uint stride = sizeof(uint); 17 | 18 | pContext->IASetIndexBuffer(m_pD3DBuffer, DXGI_FORMAT_R32_UINT, 0); 19 | } 20 | 21 | 22 | -------------------------------------------------------------------------------- /Common/nv_d3dh/D3DHelpers.cpp: -------------------------------------------------------------------------------- 1 | #include "PrecompiledHeader.h" 2 | #include "D3DHelpers.h" 3 | 4 | std::wstring ToWideString(const char* pStr) 5 | { 6 | int len = strlen(pStr); 7 | 8 | //ASSERT_PTR( pStr ) ; 9 | //ASSERT( len >= 0 || len == -1 , _T("Invalid string length: ") << len ) ; 10 | 11 | // figure out how many wide characters we are going to get 12 | 13 | int nChars = MultiByteToWideChar( CP_ACP , 0 , pStr , len , NULL , 0 ) ; 14 | if ( len == -1 ) 15 | -- nChars ; 16 | if ( nChars == 0 ) 17 | return L"" ; 18 | 19 | // convert the narrow string to a wide string 20 | // nb: slightly naughty to write directly into the string like this 21 | std::wstring buf ; 22 | buf.resize( nChars ) ; 23 | MultiByteToWideChar( CP_ACP , 0 , pStr , len , 24 | const_cast(buf.c_str()) , nChars ) ; 25 | 26 | return buf ; 27 | } 28 | 29 | 30 | std::string ToNarrowString(const wchar_t* pStr) 31 | { 32 | int len = wcslen(pStr); 33 | //ASSERT( pStr!=0 ) ; 34 | //ASSERT( len >= 0 || len == -1 , _T("Invalid string length: ") << len ) ; 35 | 36 | // figure out how many narrow characters we are going to get 37 | 38 | int nChars = WideCharToMultiByte( CP_ACP , 0 , 39 | pStr , len , NULL , 0 , NULL , NULL ) ; 40 | if ( len == -1 ) 41 | -- nChars ; 42 | if ( nChars == 0 ) 43 | return "" ; 44 | 45 | // convert the wide string to a narrow string 46 | 47 | // nb: slightly naughty to write directly into the string like this 48 | 49 | std::string buf ; 50 | buf.resize( nChars ) ; 51 | WideCharToMultiByte( CP_ACP , 0 , pStr , len , 52 | const_cast(buf.c_str()) , nChars , NULL , NULL ) ; 53 | 54 | return buf ; 55 | } 56 | 57 | void ThrowStdRuntimeError(const char* file, int line, const char* err_msg) 58 | { 59 | char lineStr[64]; 60 | 61 | _itoa(line,lineStr,10); 62 | 63 | throw std::runtime_error( std::string("file: ") + std::string(file) + 64 | std::string(", line: ") + lineStr + std::string(": ") + err_msg); 65 | } 66 | 67 | /*static void ThrowStdRuntimeError(const wchar_t* file, int line, const wchar_t* err_msg) 68 | { 69 | char lineStr[64]; 70 | _itoa(line,lineStr,10); 71 | 72 | std::string fileName = ToNarrowString(file); 73 | std::string errMsg = ToNarrowString(file); 74 | 75 | throw std::runtime_error( std::string("file: ") + fileName + 76 | std::string(", line: ") + lineStr + std::string(": ") + errMsg); 77 | }*/ 78 | 79 | void ThrowStdRuntimeErrorU(const wchar_t* file, int line, const wchar_t* err_msg) 80 | { 81 | char lineStr[64]; 82 | _itoa(line,lineStr,10); 83 | 84 | std::string fileName = ToNarrowString(file); 85 | std::string errMsg = ToNarrowString(err_msg); 86 | 87 | throw std::runtime_error( std::string("file: ") + fileName + 88 | std::string(", line: ") + lineStr + std::string(": ") + errMsg); 89 | } 90 | -------------------------------------------------------------------------------- /ConstantTimeGaussianBlur/doc/ConstantTimeGaussian_SDKWhitePaper.doc: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/LiveMirror/NVIDIA-Direct3D-SDK-11/a2d3cc46179364c9faa3e218eff230883badcd79/ConstantTimeGaussianBlur/doc/ConstantTimeGaussian_SDKWhitePaper.doc -------------------------------------------------------------------------------- /ConstantTimeGaussianBlur/doc/ConstantTimeGaussian_SDKWhitePaper.pdf: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/LiveMirror/NVIDIA-Direct3D-SDK-11/a2d3cc46179364c9faa3e218eff230883badcd79/ConstantTimeGaussianBlur/doc/ConstantTimeGaussian_SDKWhitePaper.pdf -------------------------------------------------------------------------------- /ConstantTimeGaussianBlur/doc/ConstantTimeGaussian_lg.jpg: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/LiveMirror/NVIDIA-Direct3D-SDK-11/a2d3cc46179364c9faa3e218eff230883badcd79/ConstantTimeGaussianBlur/doc/ConstantTimeGaussian_lg.jpg -------------------------------------------------------------------------------- /ConstantTimeGaussianBlur/doc/ConstantTimeGaussian_md.jpg: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/LiveMirror/NVIDIA-Direct3D-SDK-11/a2d3cc46179364c9faa3e218eff230883badcd79/ConstantTimeGaussianBlur/doc/ConstantTimeGaussian_md.jpg -------------------------------------------------------------------------------- /ConstantTimeGaussianBlur/doc/ConstantTimeGaussian_sm.jpg: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/LiveMirror/NVIDIA-Direct3D-SDK-11/a2d3cc46179364c9faa3e218eff230883badcd79/ConstantTimeGaussianBlur/doc/ConstantTimeGaussian_sm.jpg -------------------------------------------------------------------------------- /ConstantTimeGaussianBlur/gaussian.rc: -------------------------------------------------------------------------------- 1 | // Microsoft Visual C++ generated resource script. 2 | // 3 | #include "resource.h" 4 | 5 | #define APSTUDIO_READONLY_SYMBOLS 6 | ///////////////////////////////////////////////////////////////////////////// 7 | // 8 | // Generated from the TEXTINCLUDE 2 resource. 9 | // 10 | #define IDC_STATIC -1 11 | #include 12 | 13 | 14 | ///////////////////////////////////////////////////////////////////////////// 15 | #undef APSTUDIO_READONLY_SYMBOLS 16 | 17 | ///////////////////////////////////////////////////////////////////////////// 18 | // English (U.S.) resources 19 | 20 | #if !defined(AFX_RESOURCE_DLL) || defined(AFX_TARG_ENU) 21 | #ifdef _WIN32 22 | LANGUAGE LANG_ENGLISH, SUBLANG_ENGLISH_US 23 | #pragma code_page(1252) 24 | #endif //_WIN32 25 | 26 | ///////////////////////////////////////////////////////////////////////////// 27 | // 28 | // Icon 29 | // 30 | 31 | // Icon with lowest ID value placed first to ensure application icon 32 | // remains consistent on all systems. 33 | IDI_MAIN_ICON ICON "..\\..\\media\\directx.ico" 34 | 35 | #ifdef APSTUDIO_INVOKED 36 | ///////////////////////////////////////////////////////////////////////////// 37 | // 38 | // TEXTINCLUDE 39 | // 40 | 41 | 1 TEXTINCLUDE 42 | BEGIN 43 | "resource.h\0" 44 | END 45 | 46 | 2 TEXTINCLUDE 47 | BEGIN 48 | "#define IDC_STATIC -1\r\n" 49 | "#include \r\n" 50 | "\r\n" 51 | "\r\n" 52 | "\0" 53 | END 54 | 55 | 3 TEXTINCLUDE 56 | BEGIN 57 | "\r\n" 58 | "\0" 59 | END 60 | 61 | #endif // APSTUDIO_INVOKED 62 | 63 | #endif // English (U.S.) resources 64 | ///////////////////////////////////////////////////////////////////////////// 65 | 66 | 67 | 68 | #ifndef APSTUDIO_INVOKED 69 | ///////////////////////////////////////////////////////////////////////////// 70 | // 71 | // Generated from the TEXTINCLUDE 3 resource. 72 | // 73 | 74 | 75 | ///////////////////////////////////////////////////////////////////////////// 76 | #endif // not APSTUDIO_INVOKED 77 | 78 | -------------------------------------------------------------------------------- /ConstantTimeGaussianBlur/info.xml: -------------------------------------------------------------------------------- 1 | 2 | Constant Time Gaussian Blur 3 | Lin Nan 4 | DirectX 11 5 | 6 | Source\ConstantTimeGaussianBlur 7 | doc\ConstantTimeGaussian_sm.jpg 8 | doc\ConstantTimeGaussian_md.jpg 9 | doc\ConstantTimeGaussian_lg.jpg 10 | 11 | 12 | 13 | Bin\ConstantTimeGaussianBlur.exe 14 | GeForce GTX 400 15 | Compute Shader, Image Processing 16 | 3D Graphics 17 | 110304 18 | 19 | ..\..\media\GaussianBlur 20 | ..\..\media\UI 21 | ..\ConstantTimeGaussianBlur 22 | 23 | 24 | -------------------------------------------------------------------------------- /ConstantTimeGaussianBlur/resource.h: -------------------------------------------------------------------------------- 1 | //{{NO_DEPENDENCIES}} 2 | // Microsoft Visual C++ generated include file. 3 | // Used by Gaussian.rc 4 | // 5 | #define IDI_MAIN_ICON 101 6 | 7 | // Next default values for new objects 8 | // 9 | #ifdef APSTUDIO_INVOKED 10 | #ifndef APSTUDIO_READONLY_SYMBOLS 11 | #define _APS_NEXT_RESOURCE_VALUE 113 12 | #define _APS_NEXT_COMMAND_VALUE 40029 13 | #define _APS_NEXT_CONTROL_VALUE 1000 14 | #define _APS_NEXT_SYMED_VALUE 101 15 | #endif 16 | #endif 17 | -------------------------------------------------------------------------------- /ConstantTimeGaussianBlur/skybox11.h: -------------------------------------------------------------------------------- 1 | // Copyright (c) 2011 NVIDIA Corporation. All rights reserved. 2 | // 3 | // TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW, THIS SOFTWARE IS PROVIDED 4 | // *AS IS* AND NVIDIA AND ITS SUPPLIERS DISCLAIM ALL WARRANTIES, EITHER EXPRESS 5 | // OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, NONINFRINGEMENT,IMPLIED WARRANTIES OF 6 | // MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL NVIDIA 7 | // OR ITS SUPPLIERS BE LIABLE FOR ANY DIRECT, SPECIAL, INCIDENTAL, INDIRECT, OR 8 | // CONSEQUENTIAL DAMAGES WHATSOEVER (INCLUDING, WITHOUT LIMITATION, DAMAGES FOR LOSS 9 | // OF BUSINESS PROFITS, BUSINESS INTERRUPTION, LOSS OF BUSINESS INFORMATION, OR ANY 10 | // OTHER PECUNIARY LOSS) ARISING OUT OF THE USE OF OR INABILITY TO USE THIS SOFTWARE, 11 | // EVEN IF NVIDIA HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. 12 | // 13 | // Please direct any bugs or questions to SDKFeedback@nvidia.com 14 | 15 | #ifndef _SKYBOX11_H 16 | #define _SKYBOX11_H 17 | 18 | class CSkybox11 19 | { 20 | public: 21 | CSkybox11(); 22 | 23 | HRESULT CALLBACK OnD3D11CreateDevice( ID3D11Device* pd3dDevice, float fSize, 24 | ID3D11Texture2D* pCubeTexture, ID3D11ShaderResourceView* pCubeRV ); 25 | 26 | void OnD3D11ResizedSwapChain( const DXGI_SURFACE_DESC* pBackBufferSurfaceDesc ); 27 | void D3D11Render( D3DXMATRIX* pmWorldViewProj, BOOL bColor, ID3D11DeviceContext* pd3dImmediateContext ); 28 | void OnD3D11ReleasingSwapChain(); 29 | void OnD3D11DestroyDevice(); 30 | 31 | ID3D11Texture2D* GetD3D10EnvironmentMap() 32 | { 33 | return m_pEnvironmentMap11; 34 | } 35 | ID3D11ShaderResourceView* GetD3D10EnvironmentMapRV() 36 | { 37 | return m_pEnvironmentRV11; 38 | } 39 | void SetD3D11EnvironmentMap( ID3D11Texture2D* pCubeTexture ) 40 | { 41 | m_pEnvironmentMap11 = pCubeTexture; 42 | } 43 | 44 | protected: 45 | struct CB_VS_PER_OBJECT 46 | { 47 | D3DXMATRIX m_WorldViewProj; 48 | }; 49 | 50 | ID3D11Texture2D* m_pEnvironmentMap11; 51 | ID3D11ShaderResourceView* m_pEnvironmentRV11; 52 | ID3D11Device* m_pd3dDevice11; 53 | ID3D11VertexShader* m_pVertexShader; 54 | ID3D11PixelShader* m_pPixelShader_Color; 55 | ID3D11PixelShader* m_pPixelShader_Gray; 56 | ID3D11SamplerState* m_pSam; 57 | ID3D11InputLayout* m_pVertexLayout11; 58 | ID3D11Buffer* m_pcbVSPerObject; 59 | ID3D11Buffer* m_pVB11; 60 | ID3D11DepthStencilState* m_pDepthStencilState11; 61 | 62 | float m_fSize; 63 | }; 64 | 65 | #endif -------------------------------------------------------------------------------- /ConstantTimeGaussianBlur/skybox11.hlsl: -------------------------------------------------------------------------------- 1 | // Copyright (c) 2011 NVIDIA Corporation. All rights reserved. 2 | // 3 | // TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW, THIS SOFTWARE IS PROVIDED 4 | // *AS IS* AND NVIDIA AND ITS SUPPLIERS DISCLAIM ALL WARRANTIES, EITHER EXPRESS 5 | // OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, NONINFRINGEMENT,IMPLIED WARRANTIES OF 6 | // MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL NVIDIA 7 | // OR ITS SUPPLIERS BE LIABLE FOR ANY DIRECT, SPECIAL, INCIDENTAL, INDIRECT, OR 8 | // CONSEQUENTIAL DAMAGES WHATSOEVER (INCLUDING, WITHOUT LIMITATION, DAMAGES FOR LOSS 9 | // OF BUSINESS PROFITS, BUSINESS INTERRUPTION, LOSS OF BUSINESS INFORMATION, OR ANY 10 | // OTHER PECUNIARY LOSS) ARISING OUT OF THE USE OF OR INABILITY TO USE THIS SOFTWARE, 11 | // EVEN IF NVIDIA HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. 12 | // 13 | // Please direct any bugs or questions to SDKFeedback@nvidia.com 14 | 15 | // RGB color space is device-dependent, but here we neglect this issue and just 16 | // use RGB709 spec. More precise usage should be involved with a color profile 17 | // for display device. 18 | static const float3 RGB709_to_CIE_Y = float3(0.212671f, 0.715160f, 0.072169f); 19 | 20 | 21 | cbuffer cbPerObject : register( b0 ) 22 | { 23 | row_major matrix g_mWorldViewProjection : packoffset( c0 ); 24 | } 25 | 26 | TextureCube g_EnvironmentTexture : register( t0 ); 27 | SamplerState g_sam : register( s0 ); 28 | 29 | struct SkyboxVS_Input 30 | { 31 | float4 Pos : POSITION; 32 | }; 33 | 34 | struct SkyboxVS_Output 35 | { 36 | float4 Pos : SV_POSITION; 37 | float3 Tex : TEXCOORD0; 38 | }; 39 | 40 | SkyboxVS_Output SkyboxVS( SkyboxVS_Input Input ) 41 | { 42 | SkyboxVS_Output Output; 43 | 44 | Output.Pos = Input.Pos; 45 | Output.Tex = normalize( mul(Input.Pos, g_mWorldViewProjection) ); 46 | 47 | return Output; 48 | } 49 | 50 | float4 SkyboxPS_Color( SkyboxVS_Output Input ) : SV_TARGET 51 | { 52 | float4 color = g_EnvironmentTexture.Sample( g_sam, Input.Tex ); 53 | 54 | return color; 55 | } 56 | 57 | float4 SkyboxPS_Gray( SkyboxVS_Output Input ) : SV_TARGET 58 | { 59 | float4 color = g_EnvironmentTexture.Sample( g_sam, Input.Tex ); 60 | float gray = dot(color, RGB709_to_CIE_Y); 61 | 62 | return gray; 63 | } 64 | -------------------------------------------------------------------------------- /DiffuseGlobalIllumination/Defines.h: -------------------------------------------------------------------------------- 1 | // Copyright (c) 2011 NVIDIA Corporation. All rights reserved. 2 | // 3 | // TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW, THIS SOFTWARE IS PROVIDED 4 | // *AS IS* AND NVIDIA AND ITS SUPPLIERS DISCLAIM ALL WARRANTIES, EITHER EXPRESS 5 | // OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, NONINFRINGEMENT,IMPLIED WARRANTIES OF 6 | // MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL NVIDIA 7 | // OR ITS SUPPLIERS BE LIABLE FOR ANY DIRECT, SPECIAL, INCIDENTAL, INDIRECT, OR 8 | // CONSEQUENTIAL DAMAGES WHATSOEVER (INCLUDING, WITHOUT LIMITATION, DAMAGES FOR LOSS 9 | // OF BUSINESS PROFITS, BUSINESS INTERRUPTION, LOSS OF BUSINESS INFORMATION, OR ANY 10 | // OTHER PECUNIARY LOSS) ARISING OUT OF THE USE OF OR INABILITY TO USE THIS SOFTWARE, 11 | // EVEN IF NVIDIA HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. 12 | // 13 | // Please direct any bugs or questions to SDKFeedback@nvidia.com 14 | 15 | //block size for the LPV propagation code 16 | #define X_BLOCK_SIZE 8 17 | #define Y_BLOCK_SIZE 8 18 | #define Z_BLOCK_SIZE 4 19 | #define TOTAL_BLOCK_SIZE 405 //(8+1)*(8+1)*(4+1) 20 | 21 | #define SM_SIZE 1024 //the resolution of the shadow map for the scene 22 | 23 | #define RSM_RES 512 //the resolution of the RSMs (this has to be a power of two, see note below) 24 | #define RSM_RES_M_1 RSM_RES-1 //one RSM_RES-1 (to be used for doing modulus with RSM_RES - note that any code using this assumes RSM_RES is a power of two) 25 | #define RSM_RES_SQR RSM_RES*RSM_RES 26 | #define RSM_RES_SQR_M_1 RSM_RES_SQR-1 27 | 28 | #define g_LPVWIDTH 32 //resolution of the 3D LPV 29 | #define g_LPVHEIGHT 32 //resolution of the 3D LPV 30 | #define g_LPVDEPTH 32 //resolution of the 3D LPV 31 | 32 | #define USE_MULTIPLE_BOUNCES 33 | 34 | #define HIERARCHICAL_INIT_LEVEL 0 //if we are using the hiearchy model we always initialize the top level, and downsample down to the other levels 35 | 36 | //#define USE_SINGLE_CHANNELS 37 | 38 | #define MAX_P_SAMPLES 32 -------------------------------------------------------------------------------- /DiffuseGlobalIllumination/DiffuseGlobalIllumination.rc: -------------------------------------------------------------------------------- 1 | // Microsoft Visual C++ generated resource script. 2 | // 3 | #include "resource.h" 4 | 5 | #define APSTUDIO_READONLY_SYMBOLS 6 | ///////////////////////////////////////////////////////////////////////////// 7 | // 8 | // Generated from the TEXTINCLUDE 2 resource. 9 | // 10 | #include "WinResRc.h" 11 | 12 | ///////////////////////////////////////////////////////////////////////////// 13 | #undef APSTUDIO_READONLY_SYMBOLS 14 | 15 | ///////////////////////////////////////////////////////////////////////////// 16 | // English (U.S.) resources 17 | 18 | #if !defined(AFX_RESOURCE_DLL) || defined(AFX_TARG_ENU) 19 | #ifdef _WIN32 20 | LANGUAGE LANG_ENGLISH, SUBLANG_ENGLISH_US 21 | #pragma code_page(1252) 22 | #endif //_WIN32 23 | 24 | 25 | #ifdef APSTUDIO_INVOKED 26 | ///////////////////////////////////////////////////////////////////////////// 27 | // 28 | // TEXTINCLUDE 29 | // 30 | 31 | 1 TEXTINCLUDE 32 | BEGIN 33 | "resource.h\0" 34 | END 35 | 36 | 2 TEXTINCLUDE 37 | BEGIN 38 | "#include ""WinResRc.h""\r\n" 39 | "\0" 40 | END 41 | 42 | 3 TEXTINCLUDE 43 | BEGIN 44 | "\r\n" 45 | "\0" 46 | END 47 | 48 | #endif // APSTUDIO_INVOKED 49 | 50 | 51 | ///////////////////////////////////////////////////////////////////////////// 52 | // 53 | // Icon 54 | // 55 | 56 | // Icon with lowest ID value placed first to ensure application icon 57 | // remains consistent on all systems. 58 | IDI_ICON1 ICON "..\\..\\Media\\directx.ico" 59 | #endif // English (U.S.) resources 60 | ///////////////////////////////////////////////////////////////////////////// 61 | 62 | 63 | 64 | #ifndef APSTUDIO_INVOKED 65 | ///////////////////////////////////////////////////////////////////////////// 66 | // 67 | // Generated from the TEXTINCLUDE 3 resource. 68 | // 69 | 70 | 71 | ///////////////////////////////////////////////////////////////////////////// 72 | #endif // not APSTUDIO_INVOKED 73 | 74 | -------------------------------------------------------------------------------- /DiffuseGlobalIllumination/Mesh.h: -------------------------------------------------------------------------------- 1 | // Copyright (c) 2011 NVIDIA Corporation. All rights reserved. 2 | // 3 | // TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW, THIS SOFTWARE IS PROVIDED 4 | // *AS IS* AND NVIDIA AND ITS SUPPLIERS DISCLAIM ALL WARRANTIES, EITHER EXPRESS 5 | // OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, NONINFRINGEMENT,IMPLIED WARRANTIES OF 6 | // MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL NVIDIA 7 | // OR ITS SUPPLIERS BE LIABLE FOR ANY DIRECT, SPECIAL, INCIDENTAL, INDIRECT, OR 8 | // CONSEQUENTIAL DAMAGES WHATSOEVER (INCLUDING, WITHOUT LIMITATION, DAMAGES FOR LOSS 9 | // OF BUSINESS PROFITS, BUSINESS INTERRUPTION, LOSS OF BUSINESS INFORMATION, OR ANY 10 | // OTHER PECUNIARY LOSS) ARISING OUT OF THE USE OF OR INABILITY TO USE THIS SOFTWARE, 11 | // EVEN IF NVIDIA HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. 12 | // 13 | // Please direct any bugs or questions to SDKFeedback@nvidia.com 14 | 15 | #ifndef MESH_H 16 | #define MESH_H 17 | 18 | //#include "SDKMesh.h" 19 | 20 | 21 | #endif -------------------------------------------------------------------------------- /DiffuseGlobalIllumination/doc/DiffuseGlobalIllumination_lg.jpg: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/LiveMirror/NVIDIA-Direct3D-SDK-11/a2d3cc46179364c9faa3e218eff230883badcd79/DiffuseGlobalIllumination/doc/DiffuseGlobalIllumination_lg.jpg -------------------------------------------------------------------------------- /DiffuseGlobalIllumination/doc/DiffuseGlobalIllumination_md.jpg: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/LiveMirror/NVIDIA-Direct3D-SDK-11/a2d3cc46179364c9faa3e218eff230883badcd79/DiffuseGlobalIllumination/doc/DiffuseGlobalIllumination_md.jpg -------------------------------------------------------------------------------- /DiffuseGlobalIllumination/doc/DiffuseGlobalIllumination_sm.jpg: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/LiveMirror/NVIDIA-Direct3D-SDK-11/a2d3cc46179364c9faa3e218eff230883badcd79/DiffuseGlobalIllumination/doc/DiffuseGlobalIllumination_sm.jpg -------------------------------------------------------------------------------- /DiffuseGlobalIllumination/info.xml: -------------------------------------------------------------------------------- 1 | 2 | Diffuse Global Illumination 3 | Sarah Tariq 4 | DirectX 11 5 | 6 | Source\DiffuseGlobalIllumination 7 | doc\DiffuseGlobalIllumination_sm.jpg 8 | doc\DiffuseGlobalIllumination_md.jpg 9 | doc\DiffuseGlobalIllumination_lg.jpg 10 | 11 | 12 | 13 | Bin\DiffuseGlobalIllumination.exe 14 | GeForce GTX 400 15 | Lighting, Global Illumination, Reflective Shadow Maps 16 | 3D Graphics 17 | 110304 18 | 19 | ..\..\media\sponza 20 | ..\..\media\UI 21 | ..\..\media\arrow.sdkmesh 22 | ..\..\media\box.sdkmesh 23 | ..\..\media\unitSphere.sdkmesh 24 | ..\DiffuseGlobalIllumination 25 | 26 | 27 | -------------------------------------------------------------------------------- /DiffuseGlobalIllumination/resource.h: -------------------------------------------------------------------------------- 1 | //{{NO_DEPENDENCIES}} 2 | // Microsoft Visual C++ generated include file. 3 | // Used by Cloth.rc 4 | // 5 | #define IDI_ICON1 101 6 | 7 | // Next default values for new objects 8 | // 9 | #ifdef APSTUDIO_INVOKED 10 | #ifndef APSTUDIO_READONLY_SYMBOLS 11 | #define _APS_NEXT_RESOURCE_VALUE 102 12 | #define _APS_NEXT_COMMAND_VALUE 40001 13 | #define _APS_NEXT_CONTROL_VALUE 1001 14 | #define _APS_NEXT_SYMED_VALUE 101 15 | #endif 16 | #endif 17 | -------------------------------------------------------------------------------- /FXAA/FXAA.manifest: -------------------------------------------------------------------------------- 1 |  2 | 3 | 8 | 9 | NVIDIA DX11 SDK Sample Program. 10 | 11 | 12 | 13 | 21 | 22 | 23 | 24 | -------------------------------------------------------------------------------- /FXAA/FXAA.rc: -------------------------------------------------------------------------------- 1 | // Microsoft Visual C++ generated resource script. 2 | // 3 | #include "resource.h" 4 | 5 | #define APSTUDIO_READONLY_SYMBOLS 6 | ///////////////////////////////////////////////////////////////////////////// 7 | // 8 | // Generated from the TEXTINCLUDE 2 resource. 9 | // 10 | #define IDC_STATIC -1 11 | #include 12 | 13 | 14 | 15 | ///////////////////////////////////////////////////////////////////////////// 16 | #undef APSTUDIO_READONLY_SYMBOLS 17 | 18 | ///////////////////////////////////////////////////////////////////////////// 19 | // English (U.S.) resources 20 | 21 | #if !defined(AFX_RESOURCE_DLL) || defined(AFX_TARG_ENU) 22 | #ifdef _WIN32 23 | LANGUAGE LANG_ENGLISH, SUBLANG_ENGLISH_US 24 | #pragma code_page(1252) 25 | #endif //_WIN32 26 | 27 | ///////////////////////////////////////////////////////////////////////////// 28 | // 29 | // Icon 30 | // 31 | 32 | // Icon with lowest ID value placed first to ensure application icon 33 | // remains consistent on all systems. 34 | IDI_MAIN_ICON ICON "..\\..\\Media\\directx.ico" 35 | 36 | #ifdef APSTUDIO_INVOKED 37 | ///////////////////////////////////////////////////////////////////////////// 38 | // 39 | // TEXTINCLUDE 40 | // 41 | 42 | 1 TEXTINCLUDE 43 | BEGIN 44 | "resource.h\0" 45 | END 46 | 47 | 2 TEXTINCLUDE 48 | BEGIN 49 | "#define IDC_STATIC -1\r\n" 50 | "#include \r\n" 51 | "\r\n" 52 | "\r\n" 53 | "\0" 54 | END 55 | 56 | 3 TEXTINCLUDE 57 | BEGIN 58 | "\r\n" 59 | "\0" 60 | END 61 | 62 | #endif // APSTUDIO_INVOKED 63 | 64 | #endif // English (U.S.) resources 65 | ///////////////////////////////////////////////////////////////////////////// 66 | 67 | 68 | 69 | #ifndef APSTUDIO_INVOKED 70 | ///////////////////////////////////////////////////////////////////////////// 71 | // 72 | // Generated from the TEXTINCLUDE 3 resource. 73 | // 74 | 75 | 76 | ///////////////////////////////////////////////////////////////////////////// 77 | #endif // not APSTUDIO_INVOKED 78 | 79 | -------------------------------------------------------------------------------- /FXAA/doc/FXAA_WhitePaper.docx: 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-------------------------------------------------------------------------------- https://raw.githubusercontent.com/LiveMirror/NVIDIA-Direct3D-SDK-11/a2d3cc46179364c9faa3e218eff230883badcd79/FXAA/doc/Fxaa_md.png -------------------------------------------------------------------------------- /FXAA/doc/Fxaa_sm.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/LiveMirror/NVIDIA-Direct3D-SDK-11/a2d3cc46179364c9faa3e218eff230883badcd79/FXAA/doc/Fxaa_sm.png -------------------------------------------------------------------------------- /FXAA/info.xml: -------------------------------------------------------------------------------- 1 | 2 | Image-Based Anti-Aliasing 3 | Timothy Lottes 4 | DirectX 11 5 | 7 | Source\FXAA 8 | doc\Fxaa_sm.png 9 | doc\Fxaa_md.png 10 | doc\Fxaa_lg.png 11 | 12 | 13 | doc\FXAA_WhitePaper.pdf 14 | Bin\FXAA.exe 15 | GeForce GTX 200 16 | FXAA, Anti-Aliasing 17 | 3D Graphics 18 | 110304 19 | 20 | ..\..\media\Crypt 21 | ..\..\media\UI 22 | ..\FXAA 23 | 24 | 25 | -------------------------------------------------------------------------------- /FXAA/resource.h: -------------------------------------------------------------------------------- 1 | //{{NO_DEPENDENCIES}} 2 | // Microsoft Visual C++ generated include file. 3 | // Used by FXAA.rc 4 | // 5 | #define IDI_MAIN_ICON 101 6 | 7 | // Next default values for new objects 8 | // 9 | #ifdef APSTUDIO_INVOKED 10 | #ifndef APSTUDIO_READONLY_SYMBOLS 11 | #define _APS_NEXT_RESOURCE_VALUE 113 12 | #define _APS_NEXT_COMMAND_VALUE 40029 13 | #define _APS_NEXT_CONTROL_VALUE 1000 14 | #define _APS_NEXT_SYMED_VALUE 101 15 | #endif 16 | #endif 17 | -------------------------------------------------------------------------------- /GregoryAccTessellation11/DynamicMesh.h: -------------------------------------------------------------------------------- 1 | // Copyright (c) 2011 NVIDIA Corporation. All rights reserved. 2 | // 3 | // TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW, THIS SOFTWARE IS PROVIDED 4 | // *AS IS* AND NVIDIA AND ITS SUPPLIERS DISCLAIM ALL WARRANTIES, EITHER EXPRESS 5 | // OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, NONINFRINGEMENT,IMPLIED WARRANTIES OF 6 | // MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL NVIDIA 7 | // OR ITS SUPPLIERS BE LIABLE FOR ANY DIRECT, SPECIAL, INCIDENTAL, INDIRECT, OR 8 | // CONSEQUENTIAL DAMAGES WHATSOEVER (INCLUDING, WITHOUT LIMITATION, DAMAGES FOR LOSS 9 | // OF BUSINESS PROFITS, BUSINESS INTERRUPTION, LOSS OF BUSINESS INFORMATION, OR ANY 10 | // OTHER PECUNIARY LOSS) ARISING OUT OF THE USE OF OR INABILITY TO USE THIS SOFTWARE, 11 | // EVEN IF NVIDIA HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. 12 | // 13 | // Please direct any bugs or questions to SDKFeedback@nvidia.com 14 | 15 | #pragma once 16 | 17 | #include "Bzrfile_stencil.h" 18 | #include "IMesh.h" 19 | 20 | class DynamicMesh : public IMesh 21 | { 22 | public: 23 | DynamicMesh(const wchar_t* filename); 24 | ~DynamicMesh(void); 25 | 26 | BzrFile Bzr() const { return m_bzr; } 27 | HRESULT Init(); 28 | 29 | void Render(ID3D11DeviceContext* pd3dDeviceContext, UINT32 mode, UINT32 offset); 30 | void GenerateShadowMap( ID3D11DeviceContext* pd3dDeviceContext, int offsetVertex ); 31 | void adjustWorldPosition(D3DXMATRIX & mWorld); 32 | 33 | private: 34 | // prevent copying 35 | DynamicMesh(const DynamicMesh&); 36 | 37 | DynamicMesh& operator =(const DynamicMesh&); 38 | 39 | // Data members 40 | BzrFile m_bzr; 41 | int m_RegularPatchCount; 42 | int m_QuadPatchCount; 43 | int m_TriPatchCount; 44 | int m_IndexCount; 45 | int m_IndexCount2; 46 | int m_VertexCount; 47 | float3 m_center; 48 | int m_faceTopologyCount; 49 | int m_primitiveSize; 50 | D3D11_PRIMITIVE_TOPOLOGY m_topologyType; 51 | ID3D11Buffer* m_pConstructionVertexBuffer; 52 | ID3D11Buffer* m_pRegIndexBuffer; 53 | ID3D11Buffer* m_pQuadIndexBuffer; 54 | ID3D11Buffer* m_pInputMeshIndexBuffer; 55 | ID3D11Buffer* m_pcbPerPatch; 56 | ID3D11Buffer* m_pcbPerMesh; 57 | ID3D11ShaderResourceView* m_pQuadIntDataTextureSRV; 58 | ID3D11Texture2D* m_pQuadIntDataTexture; 59 | ID3D11ShaderResourceView* m_pGregoryStencilTextureSRV; 60 | ID3D11Texture2D* m_pGregoryStencilTexture; 61 | ID3D11Texture2D* m_pQuadWatertightTex; 62 | ID3D11ShaderResourceView* m_pQuadWatertightTexSRV; 63 | ID3D11Texture2D* m_pRegularWatertightTex; 64 | ID3D11ShaderResourceView* m_pRegularWatertightTexSRV; 65 | }; 66 | -------------------------------------------------------------------------------- /GregoryAccTessellation11/GPUPatchUtils.h: -------------------------------------------------------------------------------- 1 | // Copyright (c) 2011 NVIDIA Corporation. All rights reserved. 2 | // 3 | // TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW, THIS SOFTWARE IS PROVIDED 4 | // *AS IS* AND NVIDIA AND ITS SUPPLIERS DISCLAIM ALL WARRANTIES, EITHER EXPRESS 5 | // OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, NONINFRINGEMENT,IMPLIED WARRANTIES OF 6 | // MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL NVIDIA 7 | // OR ITS SUPPLIERS BE LIABLE FOR ANY DIRECT, SPECIAL, INCIDENTAL, INDIRECT, OR 8 | // CONSEQUENTIAL DAMAGES WHATSOEVER (INCLUDING, WITHOUT LIMITATION, DAMAGES FOR LOSS 9 | // OF BUSINESS PROFITS, BUSINESS INTERRUPTION, LOSS OF BUSINESS INFORMATION, OR ANY 10 | // OTHER PECUNIARY LOSS) ARISING OUT OF THE USE OF OR INABILITY TO USE THIS SOFTWARE, 11 | // EVEN IF NVIDIA HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. 12 | // 13 | // Please direct any bugs or questions to SDKFeedback@nvidia.com 14 | 15 | #pragma once 16 | #include "DXUT.h" 17 | 18 | void CreateABuffer( ID3D11Device* pd3dDevice, UINT bindFlags, UINT width, UINT cpuAccessFlag, D3D11_USAGE usage, ID3D11Buffer* &pBuffer, void* pData); 19 | HRESULT CreateABufferWithView( ID3D11Device* pd3dDevice, UINT bindFlags, UINT width, ID3D11Buffer* &pBuffer, void* pData, UINT elementWidth, ID3D11ShaderResourceView* &pBufferRV); 20 | HRESULT CreateDataTexture( ID3D11Device* pd3dDevice, UINT width, UINT height, DXGI_FORMAT format, const void* pData, UINT size, ID3D11Texture2D** ppTexture2D, ID3D11ShaderResourceView** out_ppRV); 21 | VOID CreateSolidTexture( ID3D11Device* pd3dDevice, DWORD ColorRGBA, ID3D11Texture2D** ppTexture2D, ID3D11ShaderResourceView** ppSRV ); 22 | -------------------------------------------------------------------------------- /GregoryAccTessellation11/GregoryACC11.rc: -------------------------------------------------------------------------------- 1 | // Microsoft Visual C++ generated resource script. 2 | // 3 | #include "resource.h" 4 | 5 | #define APSTUDIO_READONLY_SYMBOLS 6 | ///////////////////////////////////////////////////////////////////////////// 7 | // 8 | // Generated from the TEXTINCLUDE 2 resource. 9 | // 10 | #define IDC_STATIC -1 11 | #include 12 | 13 | 14 | ///////////////////////////////////////////////////////////////////////////// 15 | #undef APSTUDIO_READONLY_SYMBOLS 16 | 17 | ///////////////////////////////////////////////////////////////////////////// 18 | // English (U.S.) resources 19 | 20 | #if !defined(AFX_RESOURCE_DLL) || defined(AFX_TARG_ENU) 21 | #ifdef _WIN32 22 | LANGUAGE LANG_ENGLISH, SUBLANG_ENGLISH_US 23 | #pragma code_page(1252) 24 | #endif //_WIN32 25 | 26 | ///////////////////////////////////////////////////////////////////////////// 27 | // 28 | // Icon 29 | // 30 | 31 | // Icon with lowest ID value placed first to ensure application icon 32 | // remains consistent on all systems. 33 | IDI_MAIN_ICON ICON "..\\..\\Media\\directx.ico" 34 | 35 | #ifdef APSTUDIO_INVOKED 36 | ///////////////////////////////////////////////////////////////////////////// 37 | // 38 | // TEXTINCLUDE 39 | // 40 | 41 | 1 TEXTINCLUDE 42 | BEGIN 43 | "resource.h\0" 44 | END 45 | 46 | 2 TEXTINCLUDE 47 | BEGIN 48 | "#define IDC_STATIC -1\r\n" 49 | "#include \r\n" 50 | "\r\n" 51 | "\r\n" 52 | "\0" 53 | END 54 | 55 | 3 TEXTINCLUDE 56 | BEGIN 57 | "\r\n" 58 | "\0" 59 | END 60 | 61 | #endif // APSTUDIO_INVOKED 62 | 63 | #endif // English (U.S.) resources 64 | ///////////////////////////////////////////////////////////////////////////// 65 | 66 | 67 | 68 | #ifndef APSTUDIO_INVOKED 69 | ///////////////////////////////////////////////////////////////////////////// 70 | // 71 | // Generated from the TEXTINCLUDE 3 resource. 72 | // 73 | 74 | 75 | ///////////////////////////////////////////////////////////////////////////// 76 | #endif // not APSTUDIO_INVOKED 77 | 78 | -------------------------------------------------------------------------------- /GregoryAccTessellation11/GregoryACC11_WhitePaper.doc: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/LiveMirror/NVIDIA-Direct3D-SDK-11/a2d3cc46179364c9faa3e218eff230883badcd79/GregoryAccTessellation11/GregoryACC11_WhitePaper.doc -------------------------------------------------------------------------------- /GregoryAccTessellation11/IMesh.h: -------------------------------------------------------------------------------- 1 | // Copyright (c) 2011 NVIDIA Corporation. All rights reserved. 2 | // 3 | // TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW, THIS SOFTWARE IS PROVIDED 4 | // *AS IS* AND NVIDIA AND ITS SUPPLIERS DISCLAIM ALL WARRANTIES, EITHER EXPRESS 5 | // OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, NONINFRINGEMENT,IMPLIED WARRANTIES OF 6 | // MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL NVIDIA 7 | // OR ITS SUPPLIERS BE LIABLE FOR ANY DIRECT, SPECIAL, INCIDENTAL, INDIRECT, OR 8 | // CONSEQUENTIAL DAMAGES WHATSOEVER (INCLUDING, WITHOUT LIMITATION, DAMAGES FOR LOSS 9 | // OF BUSINESS PROFITS, BUSINESS INTERRUPTION, LOSS OF BUSINESS INFORMATION, OR ANY 10 | // OTHER PECUNIARY LOSS) ARISING OUT OF THE USE OF OR INABILITY TO USE THIS SOFTWARE, 11 | // EVEN IF NVIDIA HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. 12 | // 13 | // Please direct any bugs or questions to SDKFeedback@nvidia.com 14 | 15 | #pragma once 16 | 17 | class IMesh 18 | { 19 | public: 20 | virtual HRESULT Init() = 0; 21 | virtual void Render(ID3D11DeviceContext* pd3dDeviceContext, UINT32 mode, UINT32 offset) = 0; 22 | virtual void GenerateShadowMap( ID3D11DeviceContext* pd3dDeviceContext, int offsetVertex )=0; 23 | 24 | virtual ~IMesh(void){} 25 | }; 26 | -------------------------------------------------------------------------------- /GregoryAccTessellation11/StaticMesh.h: -------------------------------------------------------------------------------- 1 | // Copyright (c) 2011 NVIDIA Corporation. All rights reserved. 2 | // 3 | // TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW, THIS SOFTWARE IS PROVIDED 4 | // *AS IS* AND NVIDIA AND ITS SUPPLIERS DISCLAIM ALL WARRANTIES, EITHER EXPRESS 5 | // OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, NONINFRINGEMENT,IMPLIED WARRANTIES OF 6 | // MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL NVIDIA 7 | // OR ITS SUPPLIERS BE LIABLE FOR ANY DIRECT, SPECIAL, INCIDENTAL, INDIRECT, OR 8 | // CONSEQUENTIAL DAMAGES WHATSOEVER (INCLUDING, WITHOUT LIMITATION, DAMAGES FOR LOSS 9 | // OF BUSINESS PROFITS, BUSINESS INTERRUPTION, LOSS OF BUSINESS INFORMATION, OR ANY 10 | // OTHER PECUNIARY LOSS) ARISING OUT OF THE USE OF OR INABILITY TO USE THIS SOFTWARE, 11 | // EVEN IF NVIDIA HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. 12 | // 13 | // Please direct any bugs or questions to SDKFeedback@nvidia.com 14 | 15 | #pragma once 16 | 17 | #include "Bzrfile_stencil.h" 18 | #include "IMesh.h" 19 | 20 | class StaticMesh : public IMesh 21 | { 22 | public: 23 | StaticMesh(const wchar_t* filename); 24 | ~StaticMesh(void); 25 | 26 | BzrFile Bzr() const { return m_bzr; } 27 | HRESULT Init(); 28 | 29 | void Render(ID3D11DeviceContext* pd3dDeviceContext, UINT32 mode, UINT32 offset ); 30 | void adjustWorldPosition(D3DXMATRIX & mWorld); 31 | void GenerateShadowMap( ID3D11DeviceContext* pd3dDeviceContext, int offsetVertex ); 32 | 33 | private: 34 | // prevent copying 35 | StaticMesh(const StaticMesh&); 36 | 37 | StaticMesh& operator =(const StaticMesh&); 38 | 39 | // Data members 40 | BzrFile m_bzr; 41 | int m_regularPatchCount; 42 | int m_quadPatchCount; 43 | int m_triPatchCount; 44 | int m_vertexCount; 45 | int m_indexCount; 46 | int m_indexCount2; 47 | float3 m_center; 48 | ID3D11Buffer* m_pVertexBuffer; 49 | ID3D11Buffer* m_pRegIndexBuffer; 50 | ID3D11Buffer* m_pQuadIndexBuffer; 51 | ID3D11Buffer* m_pInputMeshIndexBuffer; 52 | ID3D11Buffer* m_pcbPerMesh; 53 | ID3D11ShaderResourceView* m_pControlPointsTextureSRV; 54 | ID3D11Texture2D* m_pControlPointsTexture; 55 | ID3D11ShaderResourceView* m_pGregoryControlPointsTextureSRV; 56 | ID3D11Texture2D* m_pGregoryControlPointsTexture; 57 | }; 58 | -------------------------------------------------------------------------------- /GregoryAccTessellation11/doc/GregoryACC11_WhitePaper.doc: 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/GregoryAccTessellation11/doc/README.txt: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/LiveMirror/NVIDIA-Direct3D-SDK-11/a2d3cc46179364c9faa3e218eff230883badcd79/GregoryAccTessellation11/doc/README.txt -------------------------------------------------------------------------------- /GregoryAccTessellation11/doc/screenshot.jpg: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/LiveMirror/NVIDIA-Direct3D-SDK-11/a2d3cc46179364c9faa3e218eff230883badcd79/GregoryAccTessellation11/doc/screenshot.jpg -------------------------------------------------------------------------------- /GregoryAccTessellation11/info.xml: -------------------------------------------------------------------------------- 1 | 2 | Gregory ACC 3 | Tianyun Ni 4 | DirectX 11 5 | 6 | Source\GregoryAccTessellation11 7 | doc\GregoryACC11_sm.jpg 8 | doc\GregoryACC11_md.jpg 9 | doc\GregoryACC11_lg.jpg 10 | doc\readme.txt 11 | 12 | doc\GregoryACC11_WhitePaper.pdf 13 | Bin\GregoryACC11.exe 14 | GeForce GTX 400 15 | DirectX 11, Tessellation, ACC, Gregory patches 16 | 3D Graphics 17 | 110304 18 | 19 | ..\..\media\GregoryAccTessellation11 20 | ..\..\media\UI 21 | ..\GregoryAccTessellation11 22 | 23 | 24 | -------------------------------------------------------------------------------- /GregoryAccTessellation11/readme.txt: -------------------------------------------------------------------------------- 1 | Set working directory to 2 | $(ProjectDir)\..\..\Media\GregoryAccTessellation11\ -------------------------------------------------------------------------------- /GregoryAccTessellation11/resource.h: -------------------------------------------------------------------------------- 1 | //{{NO_DEPENDENCIES}} 2 | // Microsoft Visual C++ generated include file. 3 | // Used by Patch10.rc 4 | // 5 | #define IDI_MAIN_ICON 101 6 | 7 | // Next default values for new objects 8 | // 9 | #ifdef APSTUDIO_INVOKED 10 | #ifndef APSTUDIO_READONLY_SYMBOLS 11 | #define _APS_NEXT_RESOURCE_VALUE 113 12 | #define _APS_NEXT_COMMAND_VALUE 40029 13 | #define _APS_NEXT_CONTROL_VALUE 1000 14 | #define _APS_NEXT_SYMED_VALUE 101 15 | #endif 16 | #endif 17 | -------------------------------------------------------------------------------- /GregoryAccTessellation11/screenshot.jpg: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/LiveMirror/NVIDIA-Direct3D-SDK-11/a2d3cc46179364c9faa3e218eff230883badcd79/GregoryAccTessellation11/screenshot.jpg -------------------------------------------------------------------------------- /GregoryAccTessellation11/typedef.h: -------------------------------------------------------------------------------- 1 | // Copyright (c) 2011 NVIDIA Corporation. All rights reserved. 2 | // 3 | // TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW, THIS SOFTWARE IS PROVIDED 4 | // *AS IS* AND NVIDIA AND ITS SUPPLIERS DISCLAIM ALL WARRANTIES, EITHER EXPRESS 5 | // OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, NONINFRINGEMENT,IMPLIED WARRANTIES OF 6 | // MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL NVIDIA 7 | // OR ITS SUPPLIERS BE LIABLE FOR ANY DIRECT, SPECIAL, INCIDENTAL, INDIRECT, OR 8 | // CONSEQUENTIAL DAMAGES WHATSOEVER (INCLUDING, WITHOUT LIMITATION, DAMAGES FOR LOSS 9 | // OF BUSINESS PROFITS, BUSINESS INTERRUPTION, LOSS OF BUSINESS INFORMATION, OR ANY 10 | // OTHER PECUNIARY LOSS) ARISING OUT OF THE USE OF OR INABILITY TO USE THIS SOFTWARE, 11 | // EVEN IF NVIDIA HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. 12 | // 13 | // Please direct any bugs or questions to SDKFeedback@nvidia.com 14 | 15 | #pragma once 16 | 17 | //constant data per frame 18 | struct CB_PER_FRAME_CONSTANTS 19 | { 20 | D3DXVECTOR4 vEyeDir; 21 | D3DXVECTOR4 vLightPos; 22 | D3DXVECTOR4 vLightDir; 23 | D3DXVECTOR4 vRandom; 24 | float fLightAngle; 25 | float fTessellationFactor; 26 | float fDisplacementHeight; 27 | DWORD dwPadding[1]; 28 | }; 29 | struct CB_PER_DRAW_CONSTANTS 30 | { 31 | D3DXMATRIX world; 32 | D3DXMATRIX worldView; 33 | D3DXMATRIX viewProjection; 34 | D3DXMATRIX mLightViewProjection; 35 | }; 36 | //constant data per mesh 37 | struct CB_PER_PATCH_CONSTANTS 38 | { 39 | float weightsForRegularPatches[256][4]; 40 | }; 41 | struct CB_PER_MESH_CONSTANTS 42 | { 43 | D3DXVECTOR4 diffuse; 44 | D3DXVECTOR4 center; 45 | }; 46 | //vertex type for vertex shader 47 | struct Vertex 48 | { 49 | D3DXVECTOR3 m_Position; 50 | D3DXVECTOR3 m_Tangent; 51 | D3DXVECTOR3 m_Bitangent; 52 | D3DXVECTOR2 m_Texcoord; 53 | }; 54 | struct PlaneVertex 55 | { 56 | D3DXVECTOR3 m_Position; 57 | D3DXVECTOR2 m_Texcoord; 58 | }; 59 | struct TESSELLATION_MODEL_STRUCT 60 | { 61 | WCHAR* modelFileName; 62 | WCHAR* NormalHeightMap; // Normal and height map (normal in .xyz, height in .w) 63 | bool isAnimated; 64 | float3 diffuse; 65 | }; 66 | typedef enum _ADAPTIVETESSELLATION_METRIC 67 | { 68 | MESH_TYPE_DISTANCE = 0, 69 | MESH_TYPE_GEOMTRY = 1, 70 | MESH_TYPE_IMAGESPACE = 2, 71 | }ADAPTIVETESSELLATION_METRIC; 72 | -------------------------------------------------------------------------------- /Hair/FluidCommon.fxh: -------------------------------------------------------------------------------- 1 | // Copyright (c) 2011 NVIDIA Corporation. All rights reserved. 2 | // 3 | // TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW, THIS SOFTWARE IS PROVIDED 4 | // *AS IS* AND NVIDIA AND ITS SUPPLIERS DISCLAIM ALL WARRANTIES, EITHER EXPRESS 5 | // OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, NONINFRINGEMENT,IMPLIED WARRANTIES OF 6 | // MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL NVIDIA 7 | // OR ITS SUPPLIERS BE LIABLE FOR ANY DIRECT, SPECIAL, INCIDENTAL, INDIRECT, OR 8 | // CONSEQUENTIAL DAMAGES WHATSOEVER (INCLUDING, WITHOUT LIMITATION, DAMAGES FOR LOSS 9 | // OF BUSINESS PROFITS, BUSINESS INTERRUPTION, LOSS OF BUSINESS INFORMATION, OR ANY 10 | // OTHER PECUNIARY LOSS) ARISING OUT OF THE USE OF OR INABILITY TO USE THIS SOFTWARE, 11 | // EVEN IF NVIDIA HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. 12 | // 13 | // Please direct any bugs or questions to SDKFeedback@nvidia.com 14 | 15 | #ifndef FLUIDCOMMON_FXH 16 | #define FLUIDCOMMON_FXH 17 | 18 | // Definitions common to C++ and HLSL code 19 | //======================================== 20 | 21 | // These are the values used when filling the obstacle textures 22 | #define OBSTACLE_EXTERIOR 1.0f 23 | #define OBSTACLE_BOUNDARY 128.0f/255.0f 24 | #define OBSTACLE_INTERIOR 0.0f 25 | 26 | #ifndef __cplusplus 27 | 28 | // HLSL-only code 29 | //======================================== 30 | 31 | #endif 32 | 33 | 34 | #endif 35 | -------------------------------------------------------------------------------- /Hair/Hair.fxo: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/LiveMirror/NVIDIA-Direct3D-SDK-11/a2d3cc46179364c9faa3e218eff230883badcd79/Hair/Hair.fxo -------------------------------------------------------------------------------- /Hair/Hair.rc: -------------------------------------------------------------------------------- 1 | // Microsoft Visual C++ generated resource script. 2 | // 3 | #include "resource.h" 4 | 5 | #define APSTUDIO_READONLY_SYMBOLS 6 | ///////////////////////////////////////////////////////////////////////////// 7 | // 8 | // Generated from the TEXTINCLUDE 2 resource. 9 | // 10 | #include "WinResRc.h" 11 | 12 | ///////////////////////////////////////////////////////////////////////////// 13 | #undef APSTUDIO_READONLY_SYMBOLS 14 | 15 | ///////////////////////////////////////////////////////////////////////////// 16 | // English (U.S.) resources 17 | 18 | #if !defined(AFX_RESOURCE_DLL) || defined(AFX_TARG_ENU) 19 | #ifdef _WIN32 20 | LANGUAGE LANG_ENGLISH, SUBLANG_ENGLISH_US 21 | #pragma code_page(1252) 22 | #endif //_WIN32 23 | 24 | 25 | #ifdef APSTUDIO_INVOKED 26 | ///////////////////////////////////////////////////////////////////////////// 27 | // 28 | // TEXTINCLUDE 29 | // 30 | 31 | 1 TEXTINCLUDE 32 | BEGIN 33 | "resource.h\0" 34 | END 35 | 36 | 2 TEXTINCLUDE 37 | BEGIN 38 | "#include ""WinResRc.h""\r\n" 39 | "\0" 40 | END 41 | 42 | 3 TEXTINCLUDE 43 | BEGIN 44 | "\r\n" 45 | "\0" 46 | END 47 | 48 | #endif // APSTUDIO_INVOKED 49 | 50 | 51 | ///////////////////////////////////////////////////////////////////////////// 52 | // 53 | // Icon 54 | // 55 | 56 | // Icon with lowest ID value placed first to ensure application icon 57 | // remains consistent on all systems. 58 | IDI_ICON1 ICON "..\\..\\Media\\directx.ico" 59 | #endif // English (U.S.) resources 60 | ///////////////////////////////////////////////////////////////////////////// 61 | 62 | 63 | 64 | #ifndef APSTUDIO_INVOKED 65 | ///////////////////////////////////////////////////////////////////////////// 66 | // 67 | // Generated from the TEXTINCLUDE 3 resource. 68 | // 69 | 70 | 71 | ///////////////////////////////////////////////////////////////////////////// 72 | #endif // not APSTUDIO_INVOKED 73 | 74 | -------------------------------------------------------------------------------- /Hair/HairTextures/HairSpecMap01.DDS: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/LiveMirror/NVIDIA-Direct3D-SDK-11/a2d3cc46179364c9faa3e218eff230883badcd79/Hair/HairTextures/HairSpecMap01.DDS -------------------------------------------------------------------------------- /Hair/HairTextures/HairSpecMap02.DDS: 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/Hair/HairTextures/specNoise.dds: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/LiveMirror/NVIDIA-Direct3D-SDK-11/a2d3cc46179364c9faa3e218eff230883badcd79/Hair/HairTextures/specNoise.dds -------------------------------------------------------------------------------- /Hair/LongHairResources/ClumpMapBarycentric.raw: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/LiveMirror/NVIDIA-Direct3D-SDK-11/a2d3cc46179364c9faa3e218eff230883badcd79/Hair/LongHairResources/ClumpMapBarycentric.raw -------------------------------------------------------------------------------- /Hair/LongHairResources/DensityMapBarycentric.raw: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/LiveMirror/NVIDIA-Direct3D-SDK-11/a2d3cc46179364c9faa3e218eff230883badcd79/Hair/LongHairResources/DensityMapBarycentric.raw -------------------------------------------------------------------------------- /Hair/LongHairResources/Face.sdkmesh: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/LiveMirror/NVIDIA-Direct3D-SDK-11/a2d3cc46179364c9faa3e218eff230883badcd79/Hair/LongHairResources/Face.sdkmesh -------------------------------------------------------------------------------- /Hair/LongHairResources/MeshAOMap.dds: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/LiveMirror/NVIDIA-Direct3D-SDK-11/a2d3cc46179364c9faa3e218eff230883badcd79/Hair/LongHairResources/MeshAOMap.dds -------------------------------------------------------------------------------- /Hair/LongHairResources/README.txt: -------------------------------------------------------------------------------- 1 | 2 | To create another maya hair project you need to create another folder, with the following four files, named exactly 3 | 4 | scalp_mesh.obj 5 | The roots of the hair strands tessellated into a mesh. Refer to Hair\MeshProcess for how to create this file 6 | 7 | hair_vertices.txt 8 | The actual hair strands, with the hair strands ordered the *same* way as scalp_mesh orders the roots. Refer to Hair\MeshProcess for how to create this file 9 | 10 | collision_objects.txt 11 | txt file containing all the collision implicits representing the model. Refer to LongMayaHairResources\collision_objects for the syntax 12 | These implicits will be all that the hair will collide against 13 | 14 | full_model.x 15 | the model to render, this can be the whole characrter, just the scalp, or anything in between 16 | this model is used for rendering and shadowing purposes, not simulation 17 | 18 | -------------------------------------------------------------------------------- /Hair/LongHairResources/ScalpTexture.dds: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/LiveMirror/NVIDIA-Direct3D-SDK-11/a2d3cc46179364c9faa3e218eff230883badcd79/Hair/LongHairResources/ScalpTexture.dds -------------------------------------------------------------------------------- /Hair/LongHairResources/collision_objects.txt: -------------------------------------------------------------------------------- 1 | #these are the collision objects for the long hair from maya 2 | #spheres have to be specified with 's', cylinders with 'c' 3 | #in addition, the sphere that denotes the head has to have a special qualifier called 'head' 4 | #any implicit that also has to be used as a barycentric interpolant hair obstacle should be labeled with 'barycentricObstacle' 5 | 6 | #for implicits: 7 | #scale 8 | #rotation (in radians) 9 | #translation 10 | 11 | 12 | // 's' this is the 'head' 13 | // 'barycentricObstacle' 14 | // 'basePoseToMeshBind' 15 | 1 0 0 0 0 1 0 0 0 0 1 0 0 0 0 1 16 | 2.4 2.788 3.002 17 | 0.0 0.0 0.0 18 | 0.018 1.109 -0.157 19 | 20 | // 's' this is the 'chin' 21 | // 'barycentricObstacle' 22 | // 'basePoseToMeshBind' 23 | 1 0 0 0 0 1 0 0 0 0 1 0 0 0 0 1 24 | 1.2 1.0 1.1 25 | 0.0 0.0 0.0 26 | 0.0 -0.8 1.3 27 | 28 | 29 | // 's' 'X' this is the 'body' 30 | // 'barycentricObstacle' 31 | // 'basePoseToMeshBind' 32 | 1 0 0 0 0 1 0 0 0 0 1 0 0 0 0 1 33 | 4.497 1.797 1.95 34 | 0.0 0.0 0.0 35 | 0 -4.454 -1.3 36 | 37 | // 's' 'X' this is the 'neck' 38 | // 'barycentricObstacle' 39 | // 'basePoseToMeshBind' 40 | 1 0 0 0 0 1 0 0 0 0 1 0 0 0 0 1 41 | 1.597 2.797 1.597 42 | 0.0 0.0 0 43 | 0 -1.5 -0.5 44 | 45 | // 's' 'X' this is the 'left breast' 46 | // 'barycentricObstacle' 47 | // 'basePoseToMeshBind' 48 | 1 0 0 0 0 1 0 0 0 0 1 0 0 0 0 1 49 | 2.0 1.497 2.45 50 | 0.0 0.0 0.0 51 | -1.6 -5.3 -0.7 52 | 53 | 54 | // 's' 'X' this is the 'right breast' 55 | // 'barycentricObstacle' 56 | // 'basePoseToMeshBind' 57 | 1 0 0 0 0 1 0 0 0 0 1 0 0 0 0 1 58 | 2.0 1.497 2.45 59 | 0.0 0.0 0.0 60 | 1.6 -5.3 -0.7 61 | 62 | 63 | // 's' 'X' this is the 'left shoulder' 64 | // 'barycentricObstacle' 65 | // 'basePoseToMeshBind' 66 | 1 0 0 0 0 1 0 0 0 0 1 0 0 0 0 1 67 | 2.55 1.497 1.7 68 | 0.0 0.0 0.0 69 | -2.513 -5.0 -1.4 70 | 71 | // 's' 'X' this is the 'right shoulder' 72 | // 'barycentricObstacle' 73 | // 'basePoseToMeshBind' 74 | 1 0 0 0 0 1 0 0 0 0 1 0 0 0 0 1 75 | 2.55 1.497 1.7 76 | 0.0 0.0 0.0 77 | 2.513 -5.0 -1.4 78 | 79 | // 'scalpToMesh' 80 | 1 0 0 0 0 1 0 0 0 0 1 0 0 0 0 1 81 | 82 | // 'InitialTotalTransform' 83 | 1 0 0 0 0 1 0 0 0 0 -1 0 0 0 0 1 -------------------------------------------------------------------------------- /Hair/LongHairResources/densityThicknessMapBarycentric.dds: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/LiveMirror/NVIDIA-Direct3D-SDK-11/a2d3cc46179364c9faa3e218eff230883badcd79/Hair/LongHairResources/densityThicknessMapBarycentric.dds -------------------------------------------------------------------------------- /Hair/LongHairResources/densityThicknessMapClump.dds: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/LiveMirror/NVIDIA-Direct3D-SDK-11/a2d3cc46179364c9faa3e218eff230883badcd79/Hair/LongHairResources/densityThicknessMapClump.dds -------------------------------------------------------------------------------- /Hair/LongHairResources/full_model.sdkmesh: 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-------------------------------------------------------------------------------- /Hair/resource.h: -------------------------------------------------------------------------------- 1 | //{{NO_DEPENDENCIES}} 2 | // Microsoft Visual C++ generated include file. 3 | // Used by Cloth.rc 4 | // 5 | #define IDI_ICON1 101 6 | 7 | // Next default values for new objects 8 | // 9 | #ifdef APSTUDIO_INVOKED 10 | #ifndef APSTUDIO_READONLY_SYMBOLS 11 | #define _APS_NEXT_RESOURCE_VALUE 102 12 | #define _APS_NEXT_COMMAND_VALUE 40001 13 | #define _APS_NEXT_CONTROL_VALUE 1001 14 | #define _APS_NEXT_SYMED_VALUE 101 15 | #endif 16 | #endif 17 | -------------------------------------------------------------------------------- /Island11/Island11.h: -------------------------------------------------------------------------------- 1 | // Copyright (c) 2011 NVIDIA Corporation. All rights reserved. 2 | // 3 | // TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW, THIS SOFTWARE IS PROVIDED 4 | // *AS IS* AND NVIDIA AND ITS SUPPLIERS DISCLAIM ALL WARRANTIES, EITHER EXPRESS 5 | // OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, NONINFRINGEMENT,IMPLIED WARRANTIES OF 6 | // MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL NVIDIA 7 | // OR ITS SUPPLIERS BE LIABLE FOR ANY DIRECT, SPECIAL, INCIDENTAL, INDIRECT, OR 8 | // CONSEQUENTIAL DAMAGES WHATSOEVER (INCLUDING, WITHOUT LIMITATION, DAMAGES FOR LOSS 9 | // OF BUSINESS PROFITS, BUSINESS INTERRUPTION, LOSS OF BUSINESS INFORMATION, OR ANY 10 | // OTHER PECUNIARY LOSS) ARISING OUT OF THE USE OF OR INABILITY TO USE THIS SOFTWARE, 11 | // EVEN IF NVIDIA HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. 12 | // 13 | // Please direct any bugs or questions to SDKFeedback@nvidia.com 14 | 15 | #ifndef __ISLANDSAMPLE11_H_ 16 | #define __ISLANDSAMPLE11_H_ 17 | 18 | #pragma warning(disable: 4995) 19 | 20 | HRESULT CompileShaderFromFile(WCHAR* szFileName, LPCSTR szEntryPoint, LPCSTR szShaderModel, ID3DBlob** ppBlobOut); 21 | 22 | #endif // __ISLANDSAMPLE11_H_ 23 | -------------------------------------------------------------------------------- /Island11/Island11.rc: -------------------------------------------------------------------------------- 1 | // Microsoft Visual C++ generated resource script. 2 | // 3 | #include "resource.h" 4 | 5 | #define APSTUDIO_READONLY_SYMBOLS 6 | ///////////////////////////////////////////////////////////////////////////// 7 | // 8 | // Generated from the TEXTINCLUDE 2 resource. 9 | // 10 | #include "WinResRc.h" 11 | 12 | ///////////////////////////////////////////////////////////////////////////// 13 | #undef APSTUDIO_READONLY_SYMBOLS 14 | 15 | ///////////////////////////////////////////////////////////////////////////// 16 | // English (U.S.) resources 17 | 18 | #if !defined(AFX_RESOURCE_DLL) || defined(AFX_TARG_ENU) 19 | #ifdef _WIN32 20 | LANGUAGE LANG_ENGLISH, SUBLANG_ENGLISH_US 21 | #pragma code_page(1252) 22 | #endif //_WIN32 23 | 24 | 25 | #ifdef APSTUDIO_INVOKED 26 | ///////////////////////////////////////////////////////////////////////////// 27 | // 28 | // TEXTINCLUDE 29 | // 30 | 31 | 1 TEXTINCLUDE 32 | BEGIN 33 | "resource.h\0" 34 | END 35 | 36 | 2 TEXTINCLUDE 37 | BEGIN 38 | "#include ""WinResRc.h""\r\n" 39 | "\0" 40 | END 41 | 42 | 3 TEXTINCLUDE 43 | BEGIN 44 | "\r\n" 45 | "\0" 46 | END 47 | 48 | #endif // APSTUDIO_INVOKED 49 | 50 | 51 | ///////////////////////////////////////////////////////////////////////////// 52 | // 53 | // Icon 54 | // 55 | 56 | // Icon with lowest ID value placed first to ensure application icon 57 | // remains consistent on all systems. 58 | IDI_ICON1 ICON "..\\..\\Media\\directx.ico" 59 | #endif // English (U.S.) resources 60 | ///////////////////////////////////////////////////////////////////////////// 61 | 62 | 63 | 64 | #ifndef APSTUDIO_INVOKED 65 | ///////////////////////////////////////////////////////////////////////////// 66 | // 67 | // Generated from the TEXTINCLUDE 3 resource. 68 | // 69 | 70 | 71 | ///////////////////////////////////////////////////////////////////////////// 72 | #endif // not APSTUDIO_INVOKED 73 | 74 | -------------------------------------------------------------------------------- /Island11/directx.ico: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/LiveMirror/NVIDIA-Direct3D-SDK-11/a2d3cc46179364c9faa3e218eff230883badcd79/Island11/directx.ico -------------------------------------------------------------------------------- /Island11/doc/Island11_lg.jpg: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/LiveMirror/NVIDIA-Direct3D-SDK-11/a2d3cc46179364c9faa3e218eff230883badcd79/Island11/doc/Island11_lg.jpg -------------------------------------------------------------------------------- /Island11/doc/Island11_md.jpg: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/LiveMirror/NVIDIA-Direct3D-SDK-11/a2d3cc46179364c9faa3e218eff230883badcd79/Island11/doc/Island11_md.jpg -------------------------------------------------------------------------------- /Island11/doc/Island11_sm.jpg: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/LiveMirror/NVIDIA-Direct3D-SDK-11/a2d3cc46179364c9faa3e218eff230883badcd79/Island11/doc/Island11_sm.jpg -------------------------------------------------------------------------------- /Island11/info.xml: -------------------------------------------------------------------------------- 1 | 2 | Island 3 | Tim Tcheblokov 4 | DirectX 11 5 | 6 | Source\Island11 7 | doc\Island11_sm.jpg 8 | doc\Island11_md.jpg 9 | doc\Island11_lg.jpg 10 | 11 | 12 | 13 | Bin\Island11.exe 14 | GeForce GTX 400 15 | Tessellation, terrain, hull shader, domain shader, displacement mapping 16 | 3D Graphics 17 | 110204 18 | 19 | ..\..\media\UI 20 | ..\..\media\TerrainTextures 21 | ..\Island11 22 | 23 | 24 | -------------------------------------------------------------------------------- /Island11/resource.h: -------------------------------------------------------------------------------- 1 | //{{NO_DEPENDENCIES}} 2 | // Microsoft Visual C++ generated include file. 3 | // Used by Island11_2005.rc 4 | // 5 | #define IDI_MAIN_ICON 101 6 | 7 | // Next default values for new objects 8 | // 9 | #ifdef APSTUDIO_INVOKED 10 | #ifndef APSTUDIO_READONLY_SYMBOLS 11 | #define _APS_NEXT_RESOURCE_VALUE 101 12 | #define _APS_NEXT_COMMAND_VALUE 40001 13 | #define _APS_NEXT_CONTROL_VALUE 1001 14 | #define _APS_NEXT_SYMED_VALUE 101 15 | #endif 16 | #endif 17 | -------------------------------------------------------------------------------- /MultiViewSoftShadows/MultiViewSoftShadows.manifest: -------------------------------------------------------------------------------- 1 | 2 | 3 | 9 | MVSS 10 | 11 | 12 | 20 | 21 | 22 | 23 | -------------------------------------------------------------------------------- /MultiViewSoftShadows/MultiViewSoftShadows.rc: -------------------------------------------------------------------------------- 1 | // Microsoft Visual C++ generated resource script. 2 | // 3 | //#include "resource.h" 4 | 5 | #define APSTUDIO_READONLY_SYMBOLS 6 | ///////////////////////////////////////////////////////////////////////////// 7 | // 8 | // Generated from the TEXTINCLUDE 2 resource. 9 | // 10 | #include "WinResRc.h" 11 | 12 | ///////////////////////////////////////////////////////////////////////////// 13 | #undef APSTUDIO_READONLY_SYMBOLS 14 | 15 | ///////////////////////////////////////////////////////////////////////////// 16 | // English (U.S.) resources 17 | 18 | #if !defined(AFX_RESOURCE_DLL) || defined(AFX_TARG_ENU) 19 | #ifdef _WIN32 20 | LANGUAGE LANG_ENGLISH, SUBLANG_ENGLISH_US 21 | #pragma code_page(1252) 22 | #endif //_WIN32 23 | 24 | 25 | #ifdef APSTUDIO_INVOKED 26 | ///////////////////////////////////////////////////////////////////////////// 27 | // 28 | // TEXTINCLUDE 29 | // 30 | 31 | 1 TEXTINCLUDE 32 | BEGIN 33 | "resource.h\0" 34 | END 35 | 36 | 2 TEXTINCLUDE 37 | BEGIN 38 | "#include ""WinResRc.h""\r\n" 39 | "\0" 40 | END 41 | 42 | 3 TEXTINCLUDE 43 | BEGIN 44 | "\r\n" 45 | "\0" 46 | END 47 | 48 | #endif // APSTUDIO_INVOKED 49 | 50 | 51 | ///////////////////////////////////////////////////////////////////////////// 52 | // 53 | // Icon 54 | // 55 | 56 | // Icon with lowest ID value placed first to ensure application icon 57 | // remains consistent on all systems. 58 | IDI_ICON1 ICON "..\\..\\Media\\directx.ico" 59 | #endif // English (U.S.) resources 60 | ///////////////////////////////////////////////////////////////////////////// 61 | 62 | 63 | 64 | #ifndef APSTUDIO_INVOKED 65 | ///////////////////////////////////////////////////////////////////////////// 66 | // 67 | // Generated from the TEXTINCLUDE 3 resource. 68 | // 69 | 70 | 71 | ///////////////////////////////////////////////////////////////////////////// 72 | #endif // not APSTUDIO_INVOKED 73 | 74 | 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Source\MultiViewSoftShadows 9 | doc\MultiViewSoftShadows_128.png 10 | doc\MultiViewSoftShadows_256.png 11 | doc\MultiViewSoftShadows_512.png 12 | 13 | 14 | doc\MultiViewSoftShadows.pdf 15 | bin\MultiViewSoftShadows.exe 16 | GeForce GTX 400 17 | HLSL,Pixel shader,MSFT FX,Soft Shadows 18 | 3D Graphics 19 | 110304 20 | 21 | shaders 22 | nvapi.h 23 | nvapi.lib 24 | nvstereo.h 25 | ..\..\media\goof_knight.sdkmesh 26 | ..\..\media\goof_knight1.sdkmesh 27 | ..\..\media\goof_knight2.sdkmesh 28 | ..\..\media\goof_knight3.sdkmesh 29 | ..\..\media\goof_knight4.sdkmesh 30 | ..\..\media\goof_knight5.sdkmesh 31 | ..\..\media\goof_knight6.sdkmesh 32 | ..\..\media\lichen6.dds 33 | ..\..\media\lichen6_normal.dds 34 | ..\..\media\lichen6_rock.dds 35 | ..\..\media\UI 36 | ..\MultiViewSoftShadows 37 | 38 | 39 | -------------------------------------------------------------------------------- /MultiViewSoftShadows/shaders/MVSS_ShadowMapRendering.hlsl: -------------------------------------------------------------------------------- 1 | // Copyright (c) 2011 NVIDIA Corporation. All rights reserved. 2 | // 3 | // TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW, THIS SOFTWARE IS PROVIDED 4 | // *AS IS* AND NVIDIA AND ITS SUPPLIERS DISCLAIM ALL WARRANTIES, EITHER EXPRESS 5 | // OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, NONINFRINGEMENT,IMPLIED WARRANTIES OF 6 | // MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL NVIDIA 7 | // OR ITS SUPPLIERS BE LIABLE FOR ANY DIRECT, SPECIAL, INCIDENTAL, INDIRECT, OR 8 | // CONSEQUENTIAL DAMAGES WHATSOEVER (INCLUDING, WITHOUT LIMITATION, DAMAGES FOR LOSS 9 | // OF BUSINESS PROFITS, BUSINESS INTERRUPTION, LOSS OF BUSINESS INFORMATION, OR ANY 10 | // OTHER PECUNIARY LOSS) ARISING OUT OF THE USE OF OR INABILITY TO USE THIS SOFTWARE, 11 | // EVEN IF NVIDIA HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. 12 | // 13 | // Please direct any bugs or questions to SDKFeedback@nvidia.com 14 | 15 | #pragma pack_matrix( row_major ) 16 | 17 | //-------------------------------------------------------------------------------------- 18 | // Shadow-map generation vertex shader 19 | //-------------------------------------------------------------------------------------- 20 | 21 | cbuffer shadowmapconstants : register(b0) 22 | { 23 | float4x4 g_WorldToLightClip; 24 | }; 25 | 26 | struct Geometry_VSIn 27 | { 28 | float4 WorldPos : position; 29 | }; 30 | 31 | float4 RenderShadowMapVS(Geometry_VSIn IN) : SV_Position 32 | { 33 | return mul(IN.WorldPos, g_WorldToLightClip); 34 | } 35 | -------------------------------------------------------------------------------- /MultiViewSoftShadows/shaders/MVSS_ShadowMapVisualization.hlsl: -------------------------------------------------------------------------------- 1 | // Copyright (c) 2011 NVIDIA Corporation. All rights reserved. 2 | // 3 | // TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW, THIS SOFTWARE IS PROVIDED 4 | // *AS IS* AND NVIDIA AND ITS SUPPLIERS DISCLAIM ALL WARRANTIES, EITHER EXPRESS 5 | // OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, NONINFRINGEMENT,IMPLIED WARRANTIES OF 6 | // MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL NVIDIA 7 | // OR ITS SUPPLIERS BE LIABLE FOR ANY DIRECT, SPECIAL, INCIDENTAL, INDIRECT, OR 8 | // CONSEQUENTIAL DAMAGES WHATSOEVER (INCLUDING, WITHOUT LIMITATION, DAMAGES FOR LOSS 9 | // OF BUSINESS PROFITS, BUSINESS INTERRUPTION, LOSS OF BUSINESS INFORMATION, OR ANY 10 | // OTHER PECUNIARY LOSS) ARISING OUT OF THE USE OF OR INABILITY TO USE THIS SOFTWARE, 11 | // EVEN IF NVIDIA HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. 12 | // 13 | // Please direct any bugs or questions to SDKFeedback@nvidia.com 14 | 15 | #include "MVSS_Common.hlsl" 16 | 17 | //-------------------------------------------------------------------------------------- 18 | // Vertex shader 19 | //-------------------------------------------------------------------------------------- 20 | 21 | struct PostProc_VSOut 22 | { 23 | float4 pos : SV_Position; 24 | float2 uv : TEXCOORD; 25 | }; 26 | 27 | // Vertex shader that generates a full screen triangle with texcoords 28 | // To use, draw 3 vertices with primitive type triangle 29 | PostProc_VSOut FullScreenTriangleVS(uint id : SV_VertexID) 30 | { 31 | PostProc_VSOut output = (PostProc_VSOut)0.0f; 32 | output.uv = float2( (id << 1) & 2, id & 2 ); 33 | output.pos = float4( output.uv * float2( 2.0f, -2.0f ) + float2( -1.0f, 1.0f), 0.0f, 1.0f ); 34 | return output; 35 | } 36 | 37 | //-------------------------------------------------------------------------------------- 38 | // Pixel shader 39 | //-------------------------------------------------------------------------------------- 40 | 41 | float ZClipToZEye(float zClip) 42 | { 43 | return g_LightZFar*g_LightZNear / (g_LightZFar - zClip*(g_LightZFar-g_LightZNear)); 44 | } 45 | 46 | float4 VisShadowMapPS(PostProc_VSOut IN) : SV_TARGET 47 | { 48 | float z = tShadowMapArray.Sample(PointSampler, float3(IN.uv, 0)); 49 | z = (ZClipToZEye(z) - g_LightZNear) / (g_LightZFar - g_LightZNear); 50 | return z * 10; 51 | } 52 | -------------------------------------------------------------------------------- /OceanCS/CSFFT/fft_512x512.h: -------------------------------------------------------------------------------- 1 | // Copyright (c) 2011 NVIDIA Corporation. All rights reserved. 2 | // 3 | // TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW, THIS SOFTWARE IS PROVIDED 4 | // *AS IS* AND NVIDIA AND ITS SUPPLIERS DISCLAIM ALL WARRANTIES, EITHER EXPRESS 5 | // OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, NONINFRINGEMENT,IMPLIED WARRANTIES OF 6 | // MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL NVIDIA 7 | // OR ITS SUPPLIERS BE LIABLE FOR ANY DIRECT, SPECIAL, INCIDENTAL, INDIRECT, OR 8 | // CONSEQUENTIAL DAMAGES WHATSOEVER (INCLUDING, WITHOUT LIMITATION, DAMAGES FOR LOSS 9 | // OF BUSINESS PROFITS, BUSINESS INTERRUPTION, LOSS OF BUSINESS INFORMATION, OR ANY 10 | // OTHER PECUNIARY LOSS) ARISING OUT OF THE USE OF OR INABILITY TO USE THIS SOFTWARE, 11 | // EVEN IF NVIDIA HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. 12 | // 13 | // Please direct any bugs or questions to SDKFeedback@nvidia.com 14 | 15 | #include "DXUT.h" 16 | 17 | 18 | //Memory access coherency (in threads) 19 | #define COHERENCY_GRANULARITY 128 20 | 21 | 22 | /////////////////////////////////////////////////////////////////////////////// 23 | // Common types 24 | /////////////////////////////////////////////////////////////////////////////// 25 | 26 | typedef struct CSFFT_512x512_Data_t 27 | { 28 | // D3D11 objects 29 | ID3D11DeviceContext* pd3dImmediateContext; 30 | ID3D11ComputeShader* pRadix008A_CS; 31 | ID3D11ComputeShader* pRadix008A_CS2; 32 | 33 | // More than one array can be transformed at same time 34 | UINT slices; 35 | 36 | // For 512x512 config, we need 6 constant buffers 37 | ID3D11Buffer* pRadix008A_CB[6]; 38 | 39 | // Temporary buffers 40 | ID3D11Buffer* pBuffer_Tmp; 41 | ID3D11UnorderedAccessView* pUAV_Tmp; 42 | ID3D11ShaderResourceView* pSRV_Tmp; 43 | } CSFFT512x512_Plan; 44 | 45 | //////////////////////////////////////////////////////////////////////////////// 46 | // Common constants 47 | //////////////////////////////////////////////////////////////////////////////// 48 | #define TWO_PI 6.283185307179586476925286766559 49 | 50 | #define FFT_DIMENSIONS 3U 51 | #define FFT_PLAN_SIZE_LIMIT (1U << 27) 52 | 53 | #define FFT_FORWARD -1 54 | #define FFT_INVERSE 1 55 | 56 | 57 | void fft512x512_create_plan(CSFFT512x512_Plan* plan, ID3D11Device* pd3dDevice, UINT slices); 58 | void fft512x512_destroy_plan(CSFFT512x512_Plan* plan); 59 | 60 | void fft_512x512_c2c(CSFFT512x512_Plan* fft_plan, 61 | ID3D11UnorderedAccessView* pUAV_Dst, 62 | ID3D11ShaderResourceView* pSRV_Dst, 63 | ID3D11ShaderResourceView* pSRV_Src); 64 | -------------------------------------------------------------------------------- /OceanCS/OceanCS.rc: -------------------------------------------------------------------------------- 1 | // Microsoft Visual C++ generated resource script. 2 | // 3 | #include "resource.h" 4 | 5 | #define APSTUDIO_READONLY_SYMBOLS 6 | ///////////////////////////////////////////////////////////////////////////// 7 | // 8 | // Generated from the TEXTINCLUDE 2 resource. 9 | // 10 | #define IDC_STATIC -1 11 | #include 12 | 13 | 14 | ///////////////////////////////////////////////////////////////////////////// 15 | #undef APSTUDIO_READONLY_SYMBOLS 16 | 17 | ///////////////////////////////////////////////////////////////////////////// 18 | // English (U.S.) resources 19 | 20 | #if !defined(AFX_RESOURCE_DLL) || defined(AFX_TARG_ENU) 21 | #ifdef _WIN32 22 | LANGUAGE LANG_ENGLISH, SUBLANG_ENGLISH_US 23 | #pragma code_page(1252) 24 | #endif //_WIN32 25 | 26 | ///////////////////////////////////////////////////////////////////////////// 27 | // 28 | // Icon 29 | // 30 | 31 | // Icon with lowest ID value placed first to ensure application icon 32 | // remains consistent on all systems. 33 | IDI_MAIN_ICON ICON "..\\..\\Media\\directx.ico" 34 | 35 | #ifdef APSTUDIO_INVOKED 36 | ///////////////////////////////////////////////////////////////////////////// 37 | // 38 | // TEXTINCLUDE 39 | // 40 | 41 | 1 TEXTINCLUDE 42 | BEGIN 43 | "resource.h\0" 44 | END 45 | 46 | 2 TEXTINCLUDE 47 | BEGIN 48 | "#define IDC_STATIC -1\r\n" 49 | "#include \r\n" 50 | "\r\n" 51 | "\r\n" 52 | "\0" 53 | END 54 | 55 | 3 TEXTINCLUDE 56 | BEGIN 57 | "\r\n" 58 | "\0" 59 | END 60 | 61 | #endif // APSTUDIO_INVOKED 62 | 63 | #endif // English (U.S.) resources 64 | ///////////////////////////////////////////////////////////////////////////// 65 | 66 | 67 | 68 | #ifndef APSTUDIO_INVOKED 69 | ///////////////////////////////////////////////////////////////////////////// 70 | // 71 | // Generated from the TEXTINCLUDE 3 resource. 72 | // 73 | 74 | 75 | ///////////////////////////////////////////////////////////////////////////// 76 | #endif // not APSTUDIO_INVOKED 77 | 78 | -------------------------------------------------------------------------------- /OceanCS/doc/OceanCS_Slides.pdf: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/LiveMirror/NVIDIA-Direct3D-SDK-11/a2d3cc46179364c9faa3e218eff230883badcd79/OceanCS/doc/OceanCS_Slides.pdf -------------------------------------------------------------------------------- /OceanCS/doc/OceanCS_Slides.pptx: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/LiveMirror/NVIDIA-Direct3D-SDK-11/a2d3cc46179364c9faa3e218eff230883badcd79/OceanCS/doc/OceanCS_Slides.pptx -------------------------------------------------------------------------------- /OceanCS/doc/OceanCS_lg.jpg: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/LiveMirror/NVIDIA-Direct3D-SDK-11/a2d3cc46179364c9faa3e218eff230883badcd79/OceanCS/doc/OceanCS_lg.jpg -------------------------------------------------------------------------------- /OceanCS/doc/OceanCS_md.jpg: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/LiveMirror/NVIDIA-Direct3D-SDK-11/a2d3cc46179364c9faa3e218eff230883badcd79/OceanCS/doc/OceanCS_md.jpg -------------------------------------------------------------------------------- /OceanCS/doc/OceanCS_sm.jpg: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/LiveMirror/NVIDIA-Direct3D-SDK-11/a2d3cc46179364c9faa3e218eff230883badcd79/OceanCS/doc/OceanCS_sm.jpg -------------------------------------------------------------------------------- /OceanCS/info.xml: -------------------------------------------------------------------------------- 1 | 2 | FFT Ocean 3 | Lin Nan, Victor Podlozhnyuk 4 | DirectX 11 5 | 6 | Source\OceanCS 7 | doc\OceanCS_sm.jpg 8 | doc\OceanCS_md.jpg 9 | doc\OceanCS_lg.jpg 10 | 11 | 12 | doc\OceanCS_Slides.pdf 13 | Bin\OceanCS.exe 14 | GeForce GTX 400 15 | DirectCompute 16 | 3D Graphics 17 | 110304 18 | 19 | ..\..\media\OceanCS 20 | ..\..\media\UI 21 | ..\OceanCS 22 | 23 | 24 | -------------------------------------------------------------------------------- /OceanCS/resource.h: -------------------------------------------------------------------------------- 1 | //{{NO_DEPENDENCIES}} 2 | // Microsoft Visual C++ generated include file. 3 | // Used by HDRToneMappingCS11.rc 4 | // 5 | #define IDI_MAIN_ICON 101 6 | 7 | // Next default values for new objects 8 | // 9 | #ifdef APSTUDIO_INVOKED 10 | #ifndef APSTUDIO_READONLY_SYMBOLS 11 | #define _APS_NEXT_RESOURCE_VALUE 113 12 | #define _APS_NEXT_COMMAND_VALUE 40029 13 | #define _APS_NEXT_CONTROL_VALUE 1000 14 | #define _APS_NEXT_SYMED_VALUE 101 15 | #endif 16 | #endif 17 | -------------------------------------------------------------------------------- /OceanCS/skybox11.h: -------------------------------------------------------------------------------- 1 | // Copyright (c) 2011 NVIDIA Corporation. All rights reserved. 2 | // 3 | // TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW, THIS SOFTWARE IS PROVIDED 4 | // *AS IS* AND NVIDIA AND ITS SUPPLIERS DISCLAIM ALL WARRANTIES, EITHER EXPRESS 5 | // OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, NONINFRINGEMENT,IMPLIED WARRANTIES OF 6 | // MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL NVIDIA 7 | // OR ITS SUPPLIERS BE LIABLE FOR ANY DIRECT, SPECIAL, INCIDENTAL, INDIRECT, OR 8 | // CONSEQUENTIAL DAMAGES WHATSOEVER (INCLUDING, WITHOUT LIMITATION, DAMAGES FOR LOSS 9 | // OF BUSINESS PROFITS, BUSINESS INTERRUPTION, LOSS OF BUSINESS INFORMATION, OR ANY 10 | // OTHER PECUNIARY LOSS) ARISING OUT OF THE USE OF OR INABILITY TO USE THIS SOFTWARE, 11 | // EVEN IF NVIDIA HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. 12 | // 13 | // Please direct any bugs or questions to SDKFeedback@nvidia.com 14 | 15 | #ifndef _SKYBOX11_H 16 | #define _SKYBOX11_H 17 | 18 | class CSkybox11 19 | { 20 | public: 21 | CSkybox11(); 22 | 23 | HRESULT CALLBACK OnD3D11CreateDevice( ID3D11Device* pd3dDevice, float fSize, 24 | ID3D11Texture2D* pCubeTexture, ID3D11ShaderResourceView* pCubeRV ); 25 | 26 | void OnD3D11ResizedSwapChain( const DXGI_SURFACE_DESC* pBackBufferSurfaceDesc ); 27 | void D3D11Render( D3DXMATRIX* pmWorldViewProj, ID3D11DeviceContext* pd3dImmediateContext ); 28 | void OnD3D11ReleasingSwapChain(); 29 | void OnD3D11DestroyDevice(); 30 | 31 | ID3D11Texture2D* GetD3D10EnvironmentMap() 32 | { 33 | return m_pEnvironmentMap11; 34 | } 35 | ID3D11ShaderResourceView* GetD3D10EnvironmentMapRV() 36 | { 37 | return m_pEnvironmentRV11; 38 | } 39 | void SetD3D11EnvironmentMap( ID3D11Texture2D* pCubeTexture ) 40 | { 41 | m_pEnvironmentMap11 = pCubeTexture; 42 | } 43 | 44 | protected: 45 | struct CB_VS_PER_OBJECT 46 | { 47 | D3DXMATRIX m_WorldViewProj; 48 | }; 49 | 50 | ID3D11Texture2D* m_pEnvironmentMap11; 51 | ID3D11ShaderResourceView* m_pEnvironmentRV11; 52 | ID3D11Device* m_pd3dDevice11; 53 | ID3D11VertexShader* m_pVertexShader; 54 | ID3D11PixelShader* m_pPixelShader; 55 | ID3D11SamplerState* m_pSam; 56 | ID3D11InputLayout* m_pVertexLayout11; 57 | ID3D11Buffer* m_pcbVSPerObject; 58 | ID3D11Buffer* m_pVB11; 59 | ID3D11DepthStencilState* m_pDepthStencilState11; 60 | 61 | float m_fSize; 62 | }; 63 | 64 | #endif -------------------------------------------------------------------------------- /OceanCS/skybox11.hlsl: -------------------------------------------------------------------------------- 1 | // Copyright (c) 2011 NVIDIA Corporation. All rights reserved. 2 | // 3 | // TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW, THIS SOFTWARE IS PROVIDED 4 | // *AS IS* AND NVIDIA AND ITS SUPPLIERS DISCLAIM ALL WARRANTIES, EITHER EXPRESS 5 | // OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, NONINFRINGEMENT,IMPLIED WARRANTIES OF 6 | // MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL NVIDIA 7 | // OR ITS SUPPLIERS BE LIABLE FOR ANY DIRECT, SPECIAL, INCIDENTAL, INDIRECT, OR 8 | // CONSEQUENTIAL DAMAGES WHATSOEVER (INCLUDING, WITHOUT LIMITATION, DAMAGES FOR LOSS 9 | // OF BUSINESS PROFITS, BUSINESS INTERRUPTION, LOSS OF BUSINESS INFORMATION, OR ANY 10 | // OTHER PECUNIARY LOSS) ARISING OUT OF THE USE OF OR INABILITY TO USE THIS SOFTWARE, 11 | // EVEN IF NVIDIA HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. 12 | // 13 | // Please direct any bugs or questions to SDKFeedback@nvidia.com 14 | 15 | cbuffer cbPerObject : register( b0 ) 16 | { 17 | row_major matrix g_mWorldViewProjection : packoffset( c0 ); 18 | } 19 | 20 | TextureCube g_EnvironmentTexture : register( t0 ); 21 | SamplerState g_sam : register( s0 ); 22 | 23 | struct SkyboxVS_Input 24 | { 25 | float4 Pos : POSITION; 26 | }; 27 | 28 | struct SkyboxVS_Output 29 | { 30 | float4 Pos : SV_POSITION; 31 | float3 Tex : TEXCOORD0; 32 | }; 33 | 34 | SkyboxVS_Output SkyboxVS( SkyboxVS_Input Input ) 35 | { 36 | SkyboxVS_Output Output; 37 | 38 | Output.Pos = Input.Pos; 39 | Output.Tex = normalize( mul(Input.Pos, g_mWorldViewProjection) ); 40 | 41 | return Output; 42 | } 43 | 44 | float4 SkyboxPS( SkyboxVS_Output Input ) : SV_TARGET 45 | { 46 | float4 color = g_EnvironmentTexture.Sample( g_sam, Input.Tex ); 47 | return color; 48 | } 49 | -------------------------------------------------------------------------------- /OpacityMapping/Camera.h: -------------------------------------------------------------------------------- 1 | // Copyright (c) 2011 NVIDIA Corporation. All rights reserved. 2 | // 3 | // TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW, THIS SOFTWARE IS PROVIDED 4 | // *AS IS* AND NVIDIA AND ITS SUPPLIERS DISCLAIM ALL WARRANTIES, EITHER EXPRESS 5 | // OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, NONINFRINGEMENT,IMPLIED WARRANTIES OF 6 | // MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL NVIDIA 7 | // OR ITS SUPPLIERS BE LIABLE FOR ANY DIRECT, SPECIAL, INCIDENTAL, INDIRECT, OR 8 | // CONSEQUENTIAL DAMAGES WHATSOEVER (INCLUDING, WITHOUT LIMITATION, DAMAGES FOR LOSS 9 | // OF BUSINESS PROFITS, BUSINESS INTERRUPTION, LOSS OF BUSINESS INFORMATION, OR ANY 10 | // OTHER PECUNIARY LOSS) ARISING OUT OF THE USE OF OR INABILITY TO USE THIS SOFTWARE, 11 | // EVEN IF NVIDIA HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. 12 | // 13 | // Please direct any bugs or questions to SDKFeedback@nvidia.com 14 | 15 | #ifndef CUSTOM_CAMERA_H 16 | #define CUSTOM_CAMERA_H 17 | 18 | #include "DXUT.h" 19 | 20 | #include "DXUTCamera.h" 21 | 22 | class CCustomCamera : public CModelViewerCamera 23 | { 24 | public: 25 | 26 | CCustomCamera(); 27 | 28 | const D3DXMATRIX* GetViewMatrix() const 29 | { 30 | return &m_mWorldToView; 31 | } 32 | 33 | void FrameMove(double fTime, float fElapsedTime, const D3DXVECTOR3& LookAt); 34 | 35 | virtual LRESULT HandleMessages( HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam ); 36 | 37 | HRESULT SaveState(double fTime); 38 | 39 | void ToggleDoAdjust() { m_bDoAdjust = !m_bDoAdjust; } 40 | BOOL GetDoAdjust() const { return m_bDoAdjust; } 41 | 42 | void ToggleCameraOrbit(); 43 | void DisableCameraOrbit() { m_OrbitRate = 0.f; } 44 | 45 | // NB: This will hide the function with the same name in the base class, which is intentional 46 | // (so that we can preserve our custom min-radius setting) 47 | void SetViewParams( D3DXVECTOR3* pvEyePt, D3DXVECTOR3* pvLookatPt ); 48 | 49 | private: 50 | 51 | HRESULT LoadState(double fTime); 52 | D3DXMATRIX GetOrbitMatrix(); 53 | 54 | BOOL m_bMoveIn; 55 | BOOL m_bMoveOut; 56 | 57 | // Automatic adjust state 58 | BOOL m_bDoAdjust; 59 | BOOL m_bIsMoving; 60 | D3DXVECTOR3 m_CurrOffset; 61 | D3DXVECTOR3 m_TargetOffset; 62 | FLOAT m_Speed; 63 | FLOAT m_MaxError; 64 | BOOL m_FirstUpdate; 65 | double m_LastUpdateTime; 66 | 67 | FLOAT m_OrbitRate; 68 | FLOAT m_OrbitAngle; 69 | 70 | D3DXMATRIX m_mWorldToView; 71 | }; 72 | 73 | #endif // CUSTOM_CAMERA_H 74 | -------------------------------------------------------------------------------- /OpacityMapping/CameraState.bin: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/LiveMirror/NVIDIA-Direct3D-SDK-11/a2d3cc46179364c9faa3e218eff230883badcd79/OpacityMapping/CameraState.bin -------------------------------------------------------------------------------- /OpacityMapping/Floor.h: -------------------------------------------------------------------------------- 1 | // Copyright (c) 2011 NVIDIA Corporation. All rights reserved. 2 | // 3 | // TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW, THIS SOFTWARE IS PROVIDED 4 | // *AS IS* AND NVIDIA AND ITS SUPPLIERS DISCLAIM ALL WARRANTIES, EITHER EXPRESS 5 | // OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, NONINFRINGEMENT,IMPLIED WARRANTIES OF 6 | // MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL NVIDIA 7 | // OR ITS SUPPLIERS BE LIABLE FOR ANY DIRECT, SPECIAL, INCIDENTAL, INDIRECT, OR 8 | // CONSEQUENTIAL DAMAGES WHATSOEVER (INCLUDING, WITHOUT LIMITATION, DAMAGES FOR LOSS 9 | // OF BUSINESS PROFITS, BUSINESS INTERRUPTION, LOSS OF BUSINESS INFORMATION, OR ANY 10 | // OTHER PECUNIARY LOSS) ARISING OUT OF THE USE OF OR INABILITY TO USE THIS SOFTWARE, 11 | // EVEN IF NVIDIA HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. 12 | // 13 | // Please direct any bugs or questions to SDKFeedback@nvidia.com 14 | 15 | #ifndef FLOOR_H 16 | #define FLOOR_H 17 | 18 | #include "DXUT.h" 19 | 20 | #include "D3DX11Effect.h" 21 | 22 | class CFloor 23 | { 24 | public: 25 | 26 | CFloor(FLOAT tileSize, FLOAT tileBevelSize, UINT tilesPerEdge); 27 | 28 | HRESULT OnD3D11CreateDevice(ID3D11Device* pd3dDevice); 29 | void OnD3D11DestroyDevice(); 30 | 31 | void Draw(ID3D11DeviceContext* pDC, BOOL ShowOverdraw); 32 | 33 | HRESULT BindToEffect(ID3D11Device* pd3dDevice, ID3DX11Effect* pEffect); 34 | 35 | private: 36 | 37 | FLOAT m_TileSize; 38 | FLOAT m_TileBevelSize; 39 | UINT m_TilesPerEdge; 40 | 41 | ID3DX11EffectPass* m_pEffectPass; 42 | ID3DX11EffectPass* m_pEffectPass_OverdrawMeteringOverride; 43 | 44 | ID3DX11EffectMatrixVariable* m_mLocalToWorld_EffectVar; 45 | 46 | ID3D11Buffer* m_pVertexBuffer; 47 | ID3D11Buffer* m_pIndexBuffer; 48 | ID3D11InputLayout* m_pVertexLayout; 49 | }; 50 | 51 | #endif // FLOOR_H 52 | -------------------------------------------------------------------------------- /OpacityMapping/LineDraw.fx: -------------------------------------------------------------------------------- 1 | // Copyright (c) 2011 NVIDIA Corporation. All rights reserved. 2 | // 3 | // TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW, THIS SOFTWARE IS PROVIDED 4 | // *AS IS* AND NVIDIA AND ITS SUPPLIERS DISCLAIM ALL WARRANTIES, EITHER EXPRESS 5 | // OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, NONINFRINGEMENT,IMPLIED WARRANTIES OF 6 | // MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL NVIDIA 7 | // OR ITS SUPPLIERS BE LIABLE FOR ANY DIRECT, SPECIAL, INCIDENTAL, INDIRECT, OR 8 | // CONSEQUENTIAL DAMAGES WHATSOEVER (INCLUDING, WITHOUT LIMITATION, DAMAGES FOR LOSS 9 | // OF BUSINESS PROFITS, BUSINESS INTERRUPTION, LOSS OF BUSINESS INFORMATION, OR ANY 10 | // OTHER PECUNIARY LOSS) ARISING OUT OF THE USE OF OR INABILITY TO USE THIS SOFTWARE, 11 | // EVEN IF NVIDIA HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. 12 | // 13 | // Please direct any bugs or questions to SDKFeedback@nvidia.com 14 | 15 | #ifndef LINE_DRAW_FX 16 | #define LINE_DRAW_FX 17 | 18 | #include "Globals.fx" 19 | 20 | //-------------------------------------------------------------------------------------- 21 | // Globals 22 | //-------------------------------------------------------------------------------------- 23 | float4 g_LineColor; 24 | 25 | //-------------------------------------------------------------------------------------- 26 | // Structs 27 | //-------------------------------------------------------------------------------------- 28 | struct VS_LINEDRAW_OUTPUT 29 | { 30 | float4 Position : SV_Position; 31 | }; 32 | 33 | //-------------------------------------------------------------------------------------- 34 | // Functions 35 | //-------------------------------------------------------------------------------------- 36 | VS_LINEDRAW_OUTPUT RenderLinesVS( float4 vPos : POSITION ) 37 | { 38 | VS_LINEDRAW_OUTPUT Output; 39 | 40 | float4 WorldPos = mul(vPos, g_mLocalToWorld); 41 | float4 ViewPos = mul(WorldPos, g_mWorldToView); 42 | Output.Position = mul(ViewPos,g_mViewToProj); 43 | 44 | return Output; 45 | } 46 | 47 | PS_OUTPUT RenderLinesPS() 48 | { 49 | PS_OUTPUT Output; 50 | Output.RGBColor = g_LineColor; 51 | return Output; 52 | } 53 | 54 | //-------------------------------------------------------------------------------------- 55 | // Techniques 56 | //-------------------------------------------------------------------------------------- 57 | technique11 RenderLines 58 | { 59 | pass P0 60 | { 61 | SetVertexShader( CompileShader( vs_4_0, RenderLinesVS() ) ); 62 | SetGeometryShader( NULL ); 63 | SetHullShader( NULL ); 64 | SetDomainShader( NULL ); 65 | SetPixelShader( CompileShader( ps_4_0, RenderLinesPS() ) ); 66 | 67 | SetBlendState( TranslucentBlendRGB, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF ); 68 | SetDepthStencilState( DepthReadOnly, 0 ); 69 | SetRasterizerState( SolidNoCull ); 70 | } 71 | } 72 | 73 | #endif // LINE_DRAW_FX 74 | -------------------------------------------------------------------------------- /OpacityMapping/LineDraw.h: -------------------------------------------------------------------------------- 1 | // Copyright (c) 2011 NVIDIA Corporation. All rights reserved. 2 | // 3 | // TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW, THIS SOFTWARE IS PROVIDED 4 | // *AS IS* AND NVIDIA AND ITS SUPPLIERS DISCLAIM ALL WARRANTIES, EITHER EXPRESS 5 | // OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, NONINFRINGEMENT,IMPLIED WARRANTIES OF 6 | // MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL NVIDIA 7 | // OR ITS SUPPLIERS BE LIABLE FOR ANY DIRECT, SPECIAL, INCIDENTAL, INDIRECT, OR 8 | // CONSEQUENTIAL DAMAGES WHATSOEVER (INCLUDING, WITHOUT LIMITATION, DAMAGES FOR LOSS 9 | // OF BUSINESS PROFITS, BUSINESS INTERRUPTION, LOSS OF BUSINESS INFORMATION, OR ANY 10 | // OTHER PECUNIARY LOSS) ARISING OUT OF THE USE OF OR INABILITY TO USE THIS SOFTWARE, 11 | // EVEN IF NVIDIA HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. 12 | // 13 | // Please direct any bugs or questions to SDKFeedback@nvidia.com 14 | 15 | #ifndef LINEDRAW_H 16 | #define LINEDRAW_H 17 | 18 | #include "DXUT.h" 19 | 20 | #include "D3DX11Effect.h" 21 | 22 | //-------------------------------------------------------------------------------------- 23 | // Convenience class for drawing lines 24 | //-------------------------------------------------------------------------------------- 25 | class CLineDraw 26 | { 27 | public: 28 | 29 | // Singleton 30 | static CLineDraw& Instance(); 31 | 32 | HRESULT OnD3D11CreateDevice(ID3D11Device* pd3dDevice); 33 | void OnD3D11DestroyDevice(); 34 | 35 | HRESULT DrawBounds(ID3D11DeviceContext* pDC, const D3DXMATRIX& mLocalToWorld, const D3DXVECTOR4& minCorner, const D3DXVECTOR4& maxCorner, const D3DXVECTOR4& rgba); 36 | HRESULT DrawBoundsArrows(ID3D11DeviceContext* pDC, const D3DXMATRIX& mLocalToWorld, const D3DXVECTOR4& minCorner, const D3DXVECTOR4& maxCorner, const D3DXVECTOR4& rgba); 37 | 38 | HRESULT SetLineColor(const D3DXVECTOR4& rgba); 39 | 40 | HRESULT BindToEffect(ID3D11Device* pd3dDevice, ID3DX11Effect* pEffect); 41 | 42 | private: 43 | 44 | CLineDraw(); 45 | 46 | HRESULT DrawArrow(ID3D11DeviceContext* pDC, const D3DXVECTOR4& start, const D3DXVECTOR4& end, const D3DXVECTOR4& throwVector); 47 | 48 | ID3DX11EffectVectorVariable* m_LineColor_EffectVar; 49 | ID3DX11EffectMatrixVariable* m_mLocalToWorld_EffectVar; 50 | ID3DX11EffectPass* m_pEffectPass; 51 | ID3D11InputLayout* m_pVertexLayout; 52 | 53 | }; 54 | 55 | 56 | 57 | #endif // LINEDRAW_H 58 | -------------------------------------------------------------------------------- /OpacityMapping/Main.fx: -------------------------------------------------------------------------------- 1 | // Copyright (c) 2011 NVIDIA Corporation. All rights reserved. 2 | // 3 | // TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW, THIS SOFTWARE IS PROVIDED 4 | // *AS IS* AND NVIDIA AND ITS SUPPLIERS DISCLAIM ALL WARRANTIES, EITHER EXPRESS 5 | // OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, NONINFRINGEMENT,IMPLIED WARRANTIES OF 6 | // MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL NVIDIA 7 | // OR ITS SUPPLIERS BE LIABLE FOR ANY DIRECT, SPECIAL, INCIDENTAL, INDIRECT, OR 8 | // CONSEQUENTIAL DAMAGES WHATSOEVER (INCLUDING, WITHOUT LIMITATION, DAMAGES FOR LOSS 9 | // OF BUSINESS PROFITS, BUSINESS INTERRUPTION, LOSS OF BUSINESS INFORMATION, OR ANY 10 | // OTHER PECUNIARY LOSS) ARISING OUT OF THE USE OF OR INABILITY TO USE THIS SOFTWARE, 11 | // EVEN IF NVIDIA HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. 12 | // 13 | // Please direct any bugs or questions to SDKFeedback@nvidia.com 14 | 15 | #include "Globals.fx" 16 | #include "ParticleSystem.fx" 17 | #include "LightSource.fx" 18 | #include "Floor.fx" 19 | #include "ScreenAlignedQuad.fx" 20 | #include "LineDraw.fx" 21 | #include "LowResOffscreen.fx" 22 | #include "OpaqueObject.fx" 23 | #include "DepthReduction.fx" 24 | -------------------------------------------------------------------------------- /OpacityMapping/Main.fxo: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/LiveMirror/NVIDIA-Direct3D-SDK-11/a2d3cc46179364c9faa3e218eff230883badcd79/OpacityMapping/Main.fxo -------------------------------------------------------------------------------- /OpacityMapping/OpacityMapping.manifest: -------------------------------------------------------------------------------- 1 |  2 | 3 | 9 | DirectX SDK Sample Program. 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 30 | 31 | 32 | 33 | -------------------------------------------------------------------------------- /OpacityMapping/OpacityMapping.rc: -------------------------------------------------------------------------------- 1 | // Microsoft Visual C++ generated resource script. 2 | // 3 | #include "resource.h" 4 | 5 | #define APSTUDIO_READONLY_SYMBOLS 6 | ///////////////////////////////////////////////////////////////////////////// 7 | // 8 | // Generated from the TEXTINCLUDE 2 resource. 9 | // 10 | #define IDC_STATIC -1 11 | #include 12 | 13 | 14 | 15 | ///////////////////////////////////////////////////////////////////////////// 16 | #undef APSTUDIO_READONLY_SYMBOLS 17 | 18 | ///////////////////////////////////////////////////////////////////////////// 19 | // English (U.S.) resources 20 | 21 | #if !defined(AFX_RESOURCE_DLL) || defined(AFX_TARG_ENU) 22 | #ifdef _WIN32 23 | LANGUAGE LANG_ENGLISH, SUBLANG_ENGLISH_US 24 | #pragma code_page(1252) 25 | #endif //_WIN32 26 | 27 | ///////////////////////////////////////////////////////////////////////////// 28 | // 29 | // RT_MANIFEST 30 | // 31 | 32 | // 1 RT_MANIFEST "OpacityMapping.manifest" 33 | 34 | ///////////////////////////////////////////////////////////////////////////// 35 | // 36 | // Icon 37 | // 38 | 39 | // Icon with lowest ID value placed first to ensure application icon 40 | // remains consistent on all systems. 41 | IDI_MAIN_ICON ICON "..\\..\\Media\\directx.ico" 42 | 43 | #ifdef APSTUDIO_INVOKED 44 | ///////////////////////////////////////////////////////////////////////////// 45 | // 46 | // TEXTINCLUDE 47 | // 48 | 49 | 1 TEXTINCLUDE 50 | BEGIN 51 | "resource.h\0" 52 | END 53 | 54 | 2 TEXTINCLUDE 55 | BEGIN 56 | "#define IDC_STATIC -1\r\n" 57 | "#include \r\n" 58 | "\r\n" 59 | "\r\n" 60 | "\0" 61 | END 62 | 63 | 3 TEXTINCLUDE 64 | BEGIN 65 | "\r\n" 66 | "\0" 67 | END 68 | 69 | #endif // APSTUDIO_INVOKED 70 | 71 | #endif // English (U.S.) resources 72 | ///////////////////////////////////////////////////////////////////////////// 73 | 74 | 75 | 76 | #ifndef APSTUDIO_INVOKED 77 | ///////////////////////////////////////////////////////////////////////////// 78 | // 79 | // Generated from the TEXTINCLUDE 3 resource. 80 | // 81 | 82 | 83 | ///////////////////////////////////////////////////////////////////////////// 84 | #endif // not APSTUDIO_INVOKED 85 | 86 | -------------------------------------------------------------------------------- /OpacityMapping/OpaqueObject.h: -------------------------------------------------------------------------------- 1 | // Copyright (c) 2011 NVIDIA Corporation. All rights reserved. 2 | // 3 | // TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW, THIS SOFTWARE IS PROVIDED 4 | // *AS IS* AND NVIDIA AND ITS SUPPLIERS DISCLAIM ALL WARRANTIES, EITHER EXPRESS 5 | // OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, NONINFRINGEMENT,IMPLIED WARRANTIES OF 6 | // MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL NVIDIA 7 | // OR ITS SUPPLIERS BE LIABLE FOR ANY DIRECT, SPECIAL, INCIDENTAL, INDIRECT, OR 8 | // CONSEQUENTIAL DAMAGES WHATSOEVER (INCLUDING, WITHOUT LIMITATION, DAMAGES FOR LOSS 9 | // OF BUSINESS PROFITS, BUSINESS INTERRUPTION, LOSS OF BUSINESS INFORMATION, OR ANY 10 | // OTHER PECUNIARY LOSS) ARISING OUT OF THE USE OF OR INABILITY TO USE THIS SOFTWARE, 11 | // EVEN IF NVIDIA HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. 12 | // 13 | // Please direct any bugs or questions to SDKFeedback@nvidia.com 14 | 15 | #ifndef OPAQUEOBJECT_H 16 | #define OPAQUEOBJECT_H 17 | 18 | #include "DXUT.h" 19 | 20 | #include "D3DX11Effect.h" 21 | 22 | class CDXUTSDKMesh; 23 | 24 | class COpaqueObject 25 | { 26 | public: 27 | 28 | COpaqueObject(const D3DXVECTOR3& anchorPoint, const D3DXVECTOR3& startPos, double phase); 29 | 30 | HRESULT OnD3D11CreateDevice(ID3D11Device* pd3dDevice); 31 | void OnD3D11DestroyDevice(); 32 | 33 | void OnFrameMove( double fTime, float fElapsedTime); 34 | 35 | void DrawToScene(ID3D11DeviceContext* pDC, BOOL ShowOverdraw); 36 | 37 | void DrawToShadowMap(ID3D11DeviceContext* pDC); 38 | 39 | void GetBounds(D3DXVECTOR3& MinCorner, D3DXVECTOR3& MaxCorner); 40 | 41 | HRESULT BindToEffect(ID3D11Device* pd3dDevice, ID3DX11Effect* pEffect); 42 | 43 | private: 44 | 45 | D3DXMATRIX GetLocalToWorld() const; 46 | 47 | double m_phase; 48 | 49 | FLOAT m_Scale; 50 | 51 | D3DXVECTOR3 m_AnchorPoint; 52 | D3DXVECTOR3 m_StartPosition; 53 | 54 | D3DXMATRIX m_CurrWorldMatrix; 55 | 56 | D3DXVECTOR3 m_MeshBoundsMinCorner; 57 | D3DXVECTOR3 m_MeshBoundsMaxCorner; 58 | 59 | CDXUTSDKMesh* m_pMesh; 60 | 61 | ID3DX11EffectPass* m_pEffectPass_RenderToScene; 62 | ID3DX11EffectPass* m_pEffectPass_RenderToShadowMap; 63 | ID3DX11EffectPass* m_pEffectPass_OverdrawMeteringOverride; 64 | ID3DX11EffectPass* m_pEffectPass_RenderThreadOverride; 65 | 66 | ID3DX11EffectMatrixVariable* m_mLocalToWorld_EffectVar; 67 | 68 | ID3D11InputLayout* m_pVertexLayout; 69 | }; 70 | 71 | #endif // OPAQUEOBJECT_H 72 | -------------------------------------------------------------------------------- /OpacityMapping/ParticleState.bin: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/LiveMirror/NVIDIA-Direct3D-SDK-11/a2d3cc46179364c9faa3e218eff230883badcd79/OpacityMapping/ParticleState.bin -------------------------------------------------------------------------------- /OpacityMapping/SharedDefines.h: -------------------------------------------------------------------------------- 1 | // Copyright (c) 2011 NVIDIA Corporation. All rights reserved. 2 | // 3 | // TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW, THIS SOFTWARE IS PROVIDED 4 | // *AS IS* AND NVIDIA AND ITS SUPPLIERS DISCLAIM ALL WARRANTIES, EITHER EXPRESS 5 | // OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, NONINFRINGEMENT,IMPLIED WARRANTIES OF 6 | // MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL NVIDIA 7 | // OR ITS SUPPLIERS BE LIABLE FOR ANY DIRECT, SPECIAL, INCIDENTAL, INDIRECT, OR 8 | // CONSEQUENTIAL DAMAGES WHATSOEVER (INCLUDING, WITHOUT LIMITATION, DAMAGES FOR LOSS 9 | // OF BUSINESS PROFITS, BUSINESS INTERRUPTION, LOSS OF BUSINESS INFORMATION, OR ANY 10 | // OTHER PECUNIARY LOSS) ARISING OUT OF THE USE OF OR INABILITY TO USE THIS SOFTWARE, 11 | // EVEN IF NVIDIA HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. 12 | // 13 | // Please direct any bugs or questions to SDKFeedback@nvidia.com 14 | 15 | #ifndef SHAREDDEFINES_H 16 | #define SHAREDDEFINES_H 17 | 18 | #define NumActiveLights 3 19 | 20 | #endif // SHAREDDEFINES_H 21 | -------------------------------------------------------------------------------- /OpacityMapping/doc/OpacityMappingSDKWhitePaper.docx: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/LiveMirror/NVIDIA-Direct3D-SDK-11/a2d3cc46179364c9faa3e218eff230883badcd79/OpacityMapping/doc/OpacityMappingSDKWhitePaper.docx -------------------------------------------------------------------------------- /OpacityMapping/doc/OpacityMappingSDKWhitePaper.pdf: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/LiveMirror/NVIDIA-Direct3D-SDK-11/a2d3cc46179364c9faa3e218eff230883badcd79/OpacityMapping/doc/OpacityMappingSDKWhitePaper.pdf -------------------------------------------------------------------------------- /OpacityMapping/doc/OpacityMapping_lg.jpg: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/LiveMirror/NVIDIA-Direct3D-SDK-11/a2d3cc46179364c9faa3e218eff230883badcd79/OpacityMapping/doc/OpacityMapping_lg.jpg -------------------------------------------------------------------------------- /OpacityMapping/doc/OpacityMapping_md.jpg: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/LiveMirror/NVIDIA-Direct3D-SDK-11/a2d3cc46179364c9faa3e218eff230883badcd79/OpacityMapping/doc/OpacityMapping_md.jpg -------------------------------------------------------------------------------- /OpacityMapping/doc/OpacityMapping_sm.jpg: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/LiveMirror/NVIDIA-Direct3D-SDK-11/a2d3cc46179364c9faa3e218eff230883badcd79/OpacityMapping/doc/OpacityMapping_sm.jpg -------------------------------------------------------------------------------- /OpacityMapping/info.xml: -------------------------------------------------------------------------------- 1 | 2 | Opacity Mapping 3 | Jon Jansen, Louis Bavoil 4 | DirectX 11 5 | 6 | Source\OpacityMapping 7 | doc\OpacityMapping_sm.jpg 8 | doc\OpacityMapping_md.jpg 9 | doc\OpacityMapping_lg.jpg 10 | 11 | 12 | doc\OpacityMappingSDKWhitePaper.pdf 13 | Bin\OpacityMapping.exe 14 | GeForce GTX 400 15 | lighting, shadows, tessellation, particles, opacity mapping, fill rate 16 | 3D Graphics 17 | 110304 18 | 19 | ..\..\media\OpacityMapping 20 | ..\..\media\UI 21 | ..\OpacityMapping 22 | 23 | 24 | -------------------------------------------------------------------------------- /OpacityMapping/resource.h: -------------------------------------------------------------------------------- 1 | //{{NO_DEPENDENCIES}} 2 | // Microsoft Visual C++ generated include file. 3 | // Used by OpacityMapping.rc 4 | // 5 | #define IDI_MAIN_ICON 101 6 | 7 | // Next default values for new objects 8 | // 9 | #ifdef APSTUDIO_INVOKED 10 | #ifndef APSTUDIO_READONLY_SYMBOLS 11 | #define _APS_NEXT_RESOURCE_VALUE 113 12 | #define _APS_NEXT_COMMAND_VALUE 40029 13 | #define _APS_NEXT_CONTROL_VALUE 1000 14 | #define _APS_NEXT_SYMED_VALUE 101 15 | #endif 16 | #endif 17 | -------------------------------------------------------------------------------- /PNPatches/PNPatches.rc: -------------------------------------------------------------------------------- 1 | // Microsoft Visual C++ generated resource script. 2 | // 3 | #include "resource.h" 4 | 5 | #define APSTUDIO_READONLY_SYMBOLS 6 | ///////////////////////////////////////////////////////////////////////////// 7 | // 8 | // Generated from the TEXTINCLUDE 2 resource. 9 | // 10 | #include "WinResRc.h" 11 | 12 | ///////////////////////////////////////////////////////////////////////////// 13 | #undef APSTUDIO_READONLY_SYMBOLS 14 | 15 | ///////////////////////////////////////////////////////////////////////////// 16 | // English (U.S.) resources 17 | 18 | #if !defined(AFX_RESOURCE_DLL) || defined(AFX_TARG_ENU) 19 | #ifdef _WIN32 20 | LANGUAGE LANG_ENGLISH, SUBLANG_ENGLISH_US 21 | #pragma code_page(1252) 22 | #endif //_WIN32 23 | 24 | 25 | #ifdef APSTUDIO_INVOKED 26 | ///////////////////////////////////////////////////////////////////////////// 27 | // 28 | // TEXTINCLUDE 29 | // 30 | 31 | 1 TEXTINCLUDE 32 | BEGIN 33 | "resource.h\0" 34 | END 35 | 36 | 2 TEXTINCLUDE 37 | BEGIN 38 | "#include ""WinResRc.h""\r\n" 39 | "\0" 40 | END 41 | 42 | 3 TEXTINCLUDE 43 | BEGIN 44 | "\r\n" 45 | "\0" 46 | END 47 | 48 | #endif // APSTUDIO_INVOKED 49 | 50 | 51 | ///////////////////////////////////////////////////////////////////////////// 52 | // 53 | // Icon 54 | // 55 | 56 | // Icon with lowest ID value placed first to ensure application icon 57 | // remains consistent on all systems. 58 | IDI_ICON1 ICON "..\\..\\Media\\directx.ico" 59 | #endif // English (U.S.) resources 60 | ///////////////////////////////////////////////////////////////////////////// 61 | 62 | 63 | 64 | #ifndef APSTUDIO_INVOKED 65 | ///////////////////////////////////////////////////////////////////////////// 66 | // 67 | // Generated from the TEXTINCLUDE 3 resource. 68 | // 69 | 70 | 71 | ///////////////////////////////////////////////////////////////////////////// 72 | #endif // not APSTUDIO_INVOKED 73 | 74 | -------------------------------------------------------------------------------- /PNPatches/ProgressBar.h: -------------------------------------------------------------------------------- 1 | // Copyright (c) 2011 NVIDIA Corporation. All rights reserved. 2 | // 3 | // TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW, THIS SOFTWARE IS PROVIDED 4 | // *AS IS* AND NVIDIA AND ITS SUPPLIERS DISCLAIM ALL WARRANTIES, EITHER EXPRESS 5 | // OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, NONINFRINGEMENT,IMPLIED WARRANTIES OF 6 | // MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL NVIDIA 7 | // OR ITS SUPPLIERS BE LIABLE FOR ANY DIRECT, SPECIAL, INCIDENTAL, INDIRECT, OR 8 | // CONSEQUENTIAL DAMAGES WHATSOEVER (INCLUDING, WITHOUT LIMITATION, DAMAGES FOR LOSS 9 | // OF BUSINESS PROFITS, BUSINESS INTERRUPTION, LOSS OF BUSINESS INFORMATION, OR ANY 10 | // OTHER PECUNIARY LOSS) ARISING OUT OF THE USE OF OR INABILITY TO USE THIS SOFTWARE, 11 | // EVEN IF NVIDIA HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. 12 | // 13 | // Please direct any bugs or questions to SDKFeedback@nvidia.com 14 | 15 | #include 16 | 17 | LRESULT CALLBACK ProgressBarProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); 18 | DWORD WINAPI ProgressBarThread(void *lpParameter); 19 | void InitializeProgressBar(); 20 | void DestroyProgressBar(); 21 | void SetProgress(float fProgress); 22 | void SetProgressString(char *sProgressString); -------------------------------------------------------------------------------- /PNPatches/doc/PNPatches_lg.jpg: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/LiveMirror/NVIDIA-Direct3D-SDK-11/a2d3cc46179364c9faa3e218eff230883badcd79/PNPatches/doc/PNPatches_lg.jpg -------------------------------------------------------------------------------- /PNPatches/doc/PNPatches_md.jpg: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/LiveMirror/NVIDIA-Direct3D-SDK-11/a2d3cc46179364c9faa3e218eff230883badcd79/PNPatches/doc/PNPatches_md.jpg -------------------------------------------------------------------------------- /PNPatches/doc/PNPatches_sm.jpg: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/LiveMirror/NVIDIA-Direct3D-SDK-11/a2d3cc46179364c9faa3e218eff230883badcd79/PNPatches/doc/PNPatches_sm.jpg -------------------------------------------------------------------------------- /PNPatches/doc/pnpatches.doc: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/LiveMirror/NVIDIA-Direct3D-SDK-11/a2d3cc46179364c9faa3e218eff230883badcd79/PNPatches/doc/pnpatches.doc -------------------------------------------------------------------------------- /PNPatches/doc/pnpatches.pdf: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/LiveMirror/NVIDIA-Direct3D-SDK-11/a2d3cc46179364c9faa3e218eff230883badcd79/PNPatches/doc/pnpatches.pdf -------------------------------------------------------------------------------- /PNPatches/doc/readme.txt: -------------------------------------------------------------------------------- 1 | PNPatches sample navigation keys are as follows: 2 | ================================================ 3 | 4 | 'W','S','A','D' - move camera (fly mode) 5 | Left mouse button - change camera direction 6 | '1','2','3' - choose one of predefined camera positions 7 | 'Backspace' - switch UI on/off 8 | 9 | UI can be used to: 10 | ================== 11 | 12 | - Choose one of geometry rendering modes: 13 | * no geometry 14 | * coarse model (initial untessellated model) 15 | * tessellated coarse (coarse model tessellated and displaced, with normal map) 16 | * detailed geometry (model with high poly count used to generate 17 | displacement and normal map) 18 | - Increase Tessellation level (only possible when tessellated coarse geometry 19 | is rendered). 20 | - Update Camera. Update internal frustum information used to cull patches in Hull 21 | Shader. 22 | - Show Wireframe. 23 | - Show Normals. Renders normals, tangents, and bitangents as colored lines. 24 | - Fix Displacement Seams. Enable/disable technique used to fix seams between 25 | triangles adjacent in world space but disjoint in texture space. 26 | - Draw Normal Map. 27 | - Draw Texture Coordinates. 28 | - Draw Displacement Map. 29 | - Draw Checker Board. Debug rendering mode allowing to see size of single 30 | displacement texel overlayed on top of rendered geometry. 31 | - Reload Effect. If you changed .fx file, pressing this button will force 32 | application to load, compile, and apply new shaders for rendering geometry. 33 | -------------------------------------------------------------------------------- /PNPatches/info.xml: -------------------------------------------------------------------------------- 1 | 2 | PN-Patches 3 | Kirill Dmitriev, Evgeny Makarov 4 | DirectX 11 5 | 6 | Source\PNPatches 7 | doc\PNPatches_sm.jpg 8 | doc\PNPatches_md.jpg 9 | doc\PNPatches_lg.jpg 10 | doc\readme.txt 11 | 12 | doc\pnpatches.pdf 13 | Bin\PNPatches.exe 14 | GeForce GTX 400 15 | DirectX 11, Tessellation, PN-Triangles, PN-Quads, PN-Patches 16 | 3D Graphics 17 | 110304 18 | 19 | doc\readme.txt 20 | ..\..\media\PNPatches 21 | ..\..\media\UI 22 | ..\..\media\Tessellation 23 | ..\PNPatches 24 | 25 | 26 | -------------------------------------------------------------------------------- /PNPatches/meshloader/bone_weights.h: -------------------------------------------------------------------------------- 1 | // Copyright (c) 2011 NVIDIA Corporation. All rights reserved. 2 | // 3 | // TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW, THIS SOFTWARE IS PROVIDED 4 | // *AS IS* AND NVIDIA AND ITS SUPPLIERS DISCLAIM ALL WARRANTIES, EITHER EXPRESS 5 | // OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, NONINFRINGEMENT,IMPLIED WARRANTIES OF 6 | // MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL NVIDIA 7 | // OR ITS SUPPLIERS BE LIABLE FOR ANY DIRECT, SPECIAL, INCIDENTAL, INDIRECT, OR 8 | // CONSEQUENTIAL DAMAGES WHATSOEVER (INCLUDING, WITHOUT LIMITATION, DAMAGES FOR LOSS 9 | // OF BUSINESS PROFITS, BUSINESS INTERRUPTION, LOSS OF BUSINESS INFORMATION, OR ANY 10 | // OTHER PECUNIARY LOSS) ARISING OUT OF THE USE OF OR INABILITY TO USE THIS SOFTWARE, 11 | // EVEN IF NVIDIA HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. 12 | // 13 | // Please direct any bugs or questions to SDKFeedback@nvidia.com 14 | 15 | #pragma once 16 | 17 | struct BoneWeights 18 | { 19 | std::vector bones; 20 | std::vector weights; 21 | }; 22 | -------------------------------------------------------------------------------- /PNPatches/mymath/mymath_ext.cpp: -------------------------------------------------------------------------------- 1 | // Copyright (c) 2011 NVIDIA Corporation. All rights reserved. 2 | // 3 | // TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW, THIS SOFTWARE IS PROVIDED 4 | // *AS IS* AND NVIDIA AND ITS SUPPLIERS DISCLAIM ALL WARRANTIES, EITHER EXPRESS 5 | // OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, NONINFRINGEMENT,IMPLIED WARRANTIES OF 6 | // MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL NVIDIA 7 | // OR ITS SUPPLIERS BE LIABLE FOR ANY DIRECT, SPECIAL, INCIDENTAL, INDIRECT, OR 8 | // CONSEQUENTIAL DAMAGES WHATSOEVER (INCLUDING, WITHOUT LIMITATION, DAMAGES FOR LOSS 9 | // OF BUSINESS PROFITS, BUSINESS INTERRUPTION, LOSS OF BUSINESS INFORMATION, OR ANY 10 | // OTHER PECUNIARY LOSS) ARISING OUT OF THE USE OF OR INABILITY TO USE THIS SOFTWARE, 11 | // EVEN IF NVIDIA HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. 12 | // 13 | // Please direct any bugs or questions to SDKFeedback@nvidia.com 14 | 15 | #include "mymath_ext.h" 16 | 17 | const float Math::TOL_MULT = 1./0x2000; 18 | const double Math::TOL_MULT = 1./0x1000000; 19 | const float Math::MIN_VALUE = 1e-35f; 20 | const double Math::MIN_VALUE = 1e-300; 21 | const float Math::MAX_VALUE = 1e+35f; 22 | const double Math::MAX_VALUE = 1e+300; 23 | 24 | float next_float(float number) 25 | { 26 | if (number != 0) 27 | { 28 | if (number > 0) ++(int &)number; 29 | else 30 | { 31 | if ((int &)number != (0x00800000 | 0x80000000)) 32 | --(int &)number; 33 | else number = 0; 34 | } 35 | } 36 | else (int &)number = 0x00800000; 37 | return number; 38 | } 39 | 40 | float prev_float(float number) 41 | { 42 | if (number != 0) 43 | { 44 | if (number < 0) ++(int &)number; 45 | else 46 | { 47 | if ((int &)number != 0x00800000) 48 | --(int &)number; 49 | else number = 0; 50 | } 51 | } 52 | else (int &)number = (0x00800000 | 0x80000000); 53 | return number; 54 | } 55 | 56 | float truncate_double(double val) 57 | { 58 | if (val != 0) 59 | { 60 | unsigned *_val = (unsigned *)&val; 61 | _val[1] -= 0x38000000; 62 | unsigned result = (_val[1] & 0x80000000) | ((_val[1] << 3) & 0x7ffffff8) | (_val[0] >> 29); 63 | return (float &)result; 64 | } 65 | return 0; 66 | } 67 | -------------------------------------------------------------------------------- /PNPatches/pnpatches.fxh: -------------------------------------------------------------------------------- 1 | // Copyright (c) 2011 NVIDIA Corporation. All rights reserved. 2 | // 3 | // TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW, THIS SOFTWARE IS PROVIDED 4 | // *AS IS* AND NVIDIA AND ITS SUPPLIERS DISCLAIM ALL WARRANTIES, EITHER EXPRESS 5 | // OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, NONINFRINGEMENT,IMPLIED WARRANTIES OF 6 | // MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL NVIDIA 7 | // OR ITS SUPPLIERS BE LIABLE FOR ANY DIRECT, SPECIAL, INCIDENTAL, INDIRECT, OR 8 | // CONSEQUENTIAL DAMAGES WHATSOEVER (INCLUDING, WITHOUT LIMITATION, DAMAGES FOR LOSS 9 | // OF BUSINESS PROFITS, BUSINESS INTERRUPTION, LOSS OF BUSINESS INFORMATION, OR ANY 10 | // OTHER PECUNIARY LOSS) ARISING OUT OF THE USE OF OR INABILITY TO USE THIS SOFTWARE, 11 | // EVEN IF NVIDIA HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. 12 | // 13 | // Please direct any bugs or questions to SDKFeedback@nvidia.com 14 | 15 | //Work-around for an optimization rule problem in the June 2010 HLSL Compiler 16 | // (9.29.952.3111) 17 | // see http://support.microsoft.com/kb/2448404 18 | #if D3DX_VERSION == 0xa2b 19 | #pragma ruledisable 0x0802405f 20 | #endif 21 | 22 | // Common subroutines 23 | 24 | float4 BernsteinBasis(float t) 25 | { 26 | float invT = 1.0f - t; 27 | 28 | return float4( invT * invT * invT, 29 | 3.0f * t * invT * invT, 30 | 3.0f * t * t * invT, 31 | t * t * t ); 32 | } 33 | 34 | float3 EvaluateBezier( float3 p0, float3 p1, float3 p2, float3 p3, 35 | float3 p4, float3 p5, float3 p6, float3 p7, 36 | float3 p8, float3 p9, float3 p10, float3 p11, 37 | float3 p12, float3 p13, float3 p14, float3 p15, 38 | float4 BasisU, 39 | float4 BasisV ) 40 | { 41 | float3 Value; 42 | Value = BasisV.x * ( p0 * BasisU.x + p1 * BasisU.y + p2 * BasisU.z + p3 * BasisU.w ); 43 | Value += BasisV.y * ( p4 * BasisU.x + p5 * BasisU.y + p6 * BasisU.z + p7 * BasisU.w ); 44 | Value += BasisV.z * ( p8 * BasisU.x + p9 * BasisU.y + p10 * BasisU.z + p11 * BasisU.w ); 45 | Value += BasisV.w * ( p12 * BasisU.x + p13 * BasisU.y + p14 * BasisU.z + p15 * BasisU.w ); 46 | return Value; 47 | } -------------------------------------------------------------------------------- /PNPatches/pnpatches.h: -------------------------------------------------------------------------------- 1 | // Copyright (c) 2011 NVIDIA Corporation. All rights reserved. 2 | // 3 | // TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW, THIS SOFTWARE IS PROVIDED 4 | // *AS IS* AND NVIDIA AND ITS SUPPLIERS DISCLAIM ALL WARRANTIES, EITHER EXPRESS 5 | // OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, NONINFRINGEMENT,IMPLIED WARRANTIES OF 6 | // MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL NVIDIA 7 | // OR ITS SUPPLIERS BE LIABLE FOR ANY DIRECT, SPECIAL, INCIDENTAL, INDIRECT, OR 8 | // CONSEQUENTIAL DAMAGES WHATSOEVER (INCLUDING, WITHOUT LIMITATION, DAMAGES FOR LOSS 9 | // OF BUSINESS PROFITS, BUSINESS INTERRUPTION, LOSS OF BUSINESS INFORMATION, OR ANY 10 | // OTHER PECUNIARY LOSS) ARISING OUT OF THE USE OF OR INABILITY TO USE THIS SOFTWARE, 11 | // EVEN IF NVIDIA HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. 12 | // 13 | // Please direct any bugs or questions to SDKFeedback@nvidia.com 14 | 15 | #pragma once 16 | 17 | #pragma warning(disable: 4995) 18 | 19 | #include "mymath/mymath.h" 20 | -------------------------------------------------------------------------------- /PNPatches/resource.h: -------------------------------------------------------------------------------- 1 | //{{NO_DEPENDENCIES}} 2 | // Microsoft Visual C++ generated include file. 3 | // Used by EmptyProject10.rc 4 | // 5 | #define IDI_ICON1 101 6 | 7 | // Next default values for new objects 8 | // 9 | #ifdef APSTUDIO_INVOKED 10 | #ifndef APSTUDIO_READONLY_SYMBOLS 11 | #define _APS_NEXT_RESOURCE_VALUE 102 12 | #define _APS_NEXT_COMMAND_VALUE 40001 13 | #define _APS_NEXT_CONTROL_VALUE 1001 14 | #define _APS_NEXT_SYMED_VALUE 101 15 | #endif 16 | #endif 17 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # NVIDIA-Direct3D-SDK-11 2 | NVIDIA Direct3D SDK 11 3 | -------------------------------------------------------------------------------- /SSAO11/NVSDK_D3D11_SSAO/NVSSAO/NVSDK_D3D11_SSAO_MD.lib: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/LiveMirror/NVIDIA-Direct3D-SDK-11/a2d3cc46179364c9faa3e218eff230883badcd79/SSAO11/NVSDK_D3D11_SSAO/NVSSAO/NVSDK_D3D11_SSAO_MD.lib -------------------------------------------------------------------------------- /SSAO11/NVSDK_D3D11_SSAO/NVSSAO/NVSDK_D3D11_SSAO_MDd.lib: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/LiveMirror/NVIDIA-Direct3D-SDK-11/a2d3cc46179364c9faa3e218eff230883badcd79/SSAO11/NVSDK_D3D11_SSAO/NVSSAO/NVSDK_D3D11_SSAO_MDd.lib -------------------------------------------------------------------------------- /SSAO11/NVSDK_D3D11_SSAO/NVSSAO/NVSDK_D3D11_SSAO_MT.lib: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/LiveMirror/NVIDIA-Direct3D-SDK-11/a2d3cc46179364c9faa3e218eff230883badcd79/SSAO11/NVSDK_D3D11_SSAO/NVSSAO/NVSDK_D3D11_SSAO_MT.lib -------------------------------------------------------------------------------- /SSAO11/NVSDK_D3D11_SSAO/NVSSAO/NVSDK_D3D11_SSAO_MTd.lib: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/LiveMirror/NVIDIA-Direct3D-SDK-11/a2d3cc46179364c9faa3e218eff230883badcd79/SSAO11/NVSDK_D3D11_SSAO/NVSSAO/NVSDK_D3D11_SSAO_MTd.lib -------------------------------------------------------------------------------- /SSAO11/NVSDK_D3D11_SSAO/Shaders/Source/Blur_Common.hlsl: -------------------------------------------------------------------------------- 1 | // Copyright (c) 2011 NVIDIA Corporation. All rights reserved. 2 | // 3 | // TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW, THIS SOFTWARE IS PROVIDED 4 | // *AS IS* AND NVIDIA AND ITS SUPPLIERS DISCLAIM ALL WARRANTIES, EITHER EXPRESS 5 | // OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, NONINFRINGEMENT,IMPLIED WARRANTIES OF 6 | // MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL NVIDIA 7 | // OR ITS SUPPLIERS BE LIABLE FOR ANY DIRECT, SPECIAL, INCIDENTAL, INDIRECT, OR 8 | // CONSEQUENTIAL DAMAGES WHATSOEVER (INCLUDING, WITHOUT LIMITATION, DAMAGES FOR LOSS 9 | // OF BUSINESS PROFITS, BUSINESS INTERRUPTION, LOSS OF BUSINESS INFORMATION, OR ANY 10 | // OTHER PECUNIARY LOSS) ARISING OUT OF THE USE OF OR INABILITY TO USE THIS SOFTWARE, 11 | // EVEN IF NVIDIA HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. 12 | // 13 | // Please direct any bugs or questions to SDKFeedback@nvidia.com 14 | 15 | sampler PointClampSampler : register(s0); 16 | sampler LinearSamplerClamp : register(s1); 17 | 18 | // Use a static blur radius so the loops can be unrolled by fxc 19 | #define g_BlurRadius KERNEL_RADIUS 20 | #define g_HalfBlurRadius (g_BlurRadius/2) 21 | 22 | //---------------------------------------------------------------------------------- 23 | float CrossBilateralWeight(float r, float d, float d0) 24 | { 25 | // The exp2(-r*r*g_BlurFalloff) expression below is pre-computed by fxc. 26 | // On GF100, this ||d-d0|| tAO : register(t0); 19 | sampler PointSampler : register(s0); 20 | 21 | //------------------------------------------------------------------------- 22 | float4 Blur_Composite_PS11( PostProc_VSOut IN) : SV_TARGET 23 | { 24 | float ao = tAO.Sample(PointSampler, IN.uv); 25 | return pow(ao, g_PowExponent); 26 | } 27 | -------------------------------------------------------------------------------- /SSAO11/NVSDK_D3D11_SSAO/Shaders/Source/ConstantBuffer.hlsl: -------------------------------------------------------------------------------- 1 | // Copyright (c) 2011 NVIDIA Corporation. All rights reserved. 2 | // 3 | // TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW, THIS SOFTWARE IS PROVIDED 4 | // *AS IS* AND NVIDIA AND ITS SUPPLIERS DISCLAIM ALL WARRANTIES, EITHER EXPRESS 5 | // OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, NONINFRINGEMENT,IMPLIED WARRANTIES OF 6 | // MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL NVIDIA 7 | // OR ITS SUPPLIERS BE LIABLE FOR ANY DIRECT, SPECIAL, INCIDENTAL, INDIRECT, OR 8 | // CONSEQUENTIAL DAMAGES WHATSOEVER (INCLUDING, WITHOUT LIMITATION, DAMAGES FOR LOSS 9 | // OF BUSINESS PROFITS, BUSINESS INTERRUPTION, LOSS OF BUSINESS INFORMATION, OR ANY 10 | // OTHER PECUNIARY LOSS) ARISING OUT OF THE USE OF OR INABILITY TO USE THIS SOFTWARE, 11 | // EVEN IF NVIDIA HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. 12 | // 13 | // Please direct any bugs or questions to SDKFeedback@nvidia.com 14 | 15 | cbuffer GlobalConstantBuffer : register(b0) 16 | { 17 | float2 g_FullResolution; 18 | float2 g_InvFullResolution; 19 | 20 | float2 g_AOResolution; 21 | float2 g_InvAOResolution; 22 | 23 | float2 g_FocalLen; 24 | float2 g_InvFocalLen; 25 | 26 | float2 g_UVToViewA; 27 | float2 g_UVToViewB; 28 | 29 | float g_R; 30 | float g_R2; 31 | float g_NegInvR2; 32 | float g_MaxRadiusPixels; 33 | 34 | float g_AngleBias; 35 | float g_TanAngleBias; 36 | float g_PowExponent; 37 | float g_Strength; 38 | 39 | float g_BlurDepthThreshold; 40 | float g_BlurFalloff; 41 | float g_LinA; 42 | float g_LinB; 43 | }; 44 | -------------------------------------------------------------------------------- /SSAO11/NVSDK_D3D11_SSAO/Shaders/Source/DownsampleDepth_PS.hlsl: -------------------------------------------------------------------------------- 1 | // Copyright (c) 2011 NVIDIA Corporation. All rights reserved. 2 | // 3 | // TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW, THIS SOFTWARE IS PROVIDED 4 | // *AS IS* AND NVIDIA AND ITS SUPPLIERS DISCLAIM ALL WARRANTIES, EITHER EXPRESS 5 | // OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, NONINFRINGEMENT,IMPLIED WARRANTIES OF 6 | // MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL NVIDIA 7 | // OR ITS SUPPLIERS BE LIABLE FOR ANY DIRECT, SPECIAL, INCIDENTAL, INDIRECT, OR 8 | // CONSEQUENTIAL DAMAGES WHATSOEVER (INCLUDING, WITHOUT LIMITATION, DAMAGES FOR LOSS 9 | // OF BUSINESS PROFITS, BUSINESS INTERRUPTION, LOSS OF BUSINESS INFORMATION, OR ANY 10 | // OTHER PECUNIARY LOSS) ARISING OUT OF THE USE OF OR INABILITY TO USE THIS SOFTWARE, 11 | // EVEN IF NVIDIA HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. 12 | // 13 | // Please direct any bugs or questions to SDKFeedback@nvidia.com 14 | 15 | #include "ConstantBuffer.hlsl" 16 | #include "FullscreenTriangle_VS.hlsl" 17 | 18 | Texture2D tDepth : register(t0); 19 | 20 | //---------------------------------------------------------------------------------- 21 | float DownsampleDepth_PS11( PostProc_VSOut IN) : SV_TARGET 22 | { 23 | return tDepth.Load( int3(int2(IN.pos.xy)*2, 0) ); 24 | } 25 | -------------------------------------------------------------------------------- /SSAO11/NVSDK_D3D11_SSAO/Shaders/Source/FullScreenTriangle_VS.hlsl: -------------------------------------------------------------------------------- 1 | // Copyright (c) 2011 NVIDIA Corporation. All rights reserved. 2 | // 3 | // TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW, THIS SOFTWARE IS PROVIDED 4 | // *AS IS* AND NVIDIA AND ITS SUPPLIERS DISCLAIM ALL WARRANTIES, EITHER EXPRESS 5 | // OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, NONINFRINGEMENT,IMPLIED WARRANTIES OF 6 | // MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL NVIDIA 7 | // OR ITS SUPPLIERS BE LIABLE FOR ANY DIRECT, SPECIAL, INCIDENTAL, INDIRECT, OR 8 | // CONSEQUENTIAL DAMAGES WHATSOEVER (INCLUDING, WITHOUT LIMITATION, DAMAGES FOR LOSS 9 | // OF BUSINESS PROFITS, BUSINESS INTERRUPTION, LOSS OF BUSINESS INFORMATION, OR ANY 10 | // OTHER PECUNIARY LOSS) ARISING OUT OF THE USE OF OR INABILITY TO USE THIS SOFTWARE, 11 | // EVEN IF NVIDIA HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. 12 | // 13 | // Please direct any bugs or questions to SDKFeedback@nvidia.com 14 | 15 | struct PostProc_VSOut 16 | { 17 | float4 pos : SV_Position; 18 | float2 uv : TEXCOORD0; 19 | }; 20 | 21 | //---------------------------------------------------------------------------------- 22 | // Vertex shader that generates a full-screen triangle with texcoords 23 | //---------------------------------------------------------------------------------- 24 | PostProc_VSOut FullScreenTriangle_VS11( uint id : SV_VertexID ) 25 | { 26 | PostProc_VSOut output = (PostProc_VSOut)0.0f; 27 | output.uv = float2( (id << 1) & 2, id & 2 ); 28 | output.pos = float4( output.uv * float2( 2.0f, -2.0f ) + float2( -1.0f, 1.0f) , 0.0f, 1.0f ); 29 | return output; 30 | } 31 | -------------------------------------------------------------------------------- /SSAO11/NVSDK_D3D11_SSAO/Shaders/Source/LinearizeDepthNoMSAA_PS.hlsl: -------------------------------------------------------------------------------- 1 | // Copyright (c) 2011 NVIDIA Corporation. All rights reserved. 2 | // 3 | // TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW, THIS SOFTWARE IS PROVIDED 4 | // *AS IS* AND NVIDIA AND ITS SUPPLIERS DISCLAIM ALL WARRANTIES, EITHER EXPRESS 5 | // OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, NONINFRINGEMENT,IMPLIED WARRANTIES OF 6 | // MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL NVIDIA 7 | // OR ITS SUPPLIERS BE LIABLE FOR ANY DIRECT, SPECIAL, INCIDENTAL, INDIRECT, OR 8 | // CONSEQUENTIAL DAMAGES WHATSOEVER (INCLUDING, WITHOUT LIMITATION, DAMAGES FOR LOSS 9 | // OF BUSINESS PROFITS, BUSINESS INTERRUPTION, LOSS OF BUSINESS INFORMATION, OR ANY 10 | // OTHER PECUNIARY LOSS) ARISING OUT OF THE USE OF OR INABILITY TO USE THIS SOFTWARE, 11 | // EVEN IF NVIDIA HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. 12 | // 13 | // Please direct any bugs or questions to SDKFeedback@nvidia.com 14 | 15 | #include "ConstantBuffer.hlsl" 16 | #include "FullscreenTriangle_VS.hlsl" 17 | 18 | Texture2D tDepth : register(t0); 19 | sampler PointSampler : register(s0); 20 | 21 | //---------------------------------------------------------------------------------- 22 | float LinearizeDepthNoMSAA_PS11(PostProc_VSOut IN) : SV_TARGET 23 | { 24 | float z = tDepth.Sample(PointSampler, IN.uv); 25 | return 1.0f / (z * g_LinA + g_LinB); 26 | } 27 | -------------------------------------------------------------------------------- /SSAO11/NVSDK_D3D11_SSAO/Shaders/Source/ResolveAndLinearizeDepthMSAA_PS.hlsl: -------------------------------------------------------------------------------- 1 | // Copyright (c) 2011 NVIDIA Corporation. All rights reserved. 2 | // 3 | // TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW, THIS SOFTWARE IS PROVIDED 4 | // *AS IS* AND NVIDIA AND ITS SUPPLIERS DISCLAIM ALL WARRANTIES, EITHER EXPRESS 5 | // OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, NONINFRINGEMENT,IMPLIED WARRANTIES OF 6 | // MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL NVIDIA 7 | // OR ITS SUPPLIERS BE LIABLE FOR ANY DIRECT, SPECIAL, INCIDENTAL, INDIRECT, OR 8 | // CONSEQUENTIAL DAMAGES WHATSOEVER (INCLUDING, WITHOUT LIMITATION, DAMAGES FOR LOSS 9 | // OF BUSINESS PROFITS, BUSINESS INTERRUPTION, LOSS OF BUSINESS INFORMATION, OR ANY 10 | // OTHER PECUNIARY LOSS) ARISING OUT OF THE USE OF OR INABILITY TO USE THIS SOFTWARE, 11 | // EVEN IF NVIDIA HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. 12 | // 13 | // Please direct any bugs or questions to SDKFeedback@nvidia.com 14 | 15 | #include "ConstantBuffer.hlsl" 16 | #include "FullscreenTriangle_VS.hlsl" 17 | 18 | Texture2DMS tDepth : register(t0); 19 | 20 | //---------------------------------------------------------------------------------- 21 | float ResolveAndLinearizeDepthMSAA_PS11(PostProc_VSOut IN) : SV_TARGET 22 | { 23 | const int sampleId = 0; 24 | float z = tDepth.Load(int2(IN.pos.xy), sampleId); 25 | return 1.0f / (z * g_LinA + g_LinB); 26 | } 27 | -------------------------------------------------------------------------------- /SSAO11/NVSDK_D3D11_SSAO/Shaders/compile_all.bat: -------------------------------------------------------------------------------- 1 | start compile_blur.bat 2 | start compile_hbao.bat 3 | 4 | del "Bin\FullScreenTriangle_VS.h" 5 | fxc /O3 /T vs_5_0 Source/FullScreenTriangle_VS.hlsl /E FullScreenTriangle_VS11 /Fh "Bin/FullScreenTriangle_VS.h" 6 | 7 | del "Bin\DownsampleDepth_PS.h" 8 | fxc /O3 /T ps_5_0 Source/DownsampleDepth_PS.hlsl /E DownsampleDepth_PS11 /Fh "Bin/DownsampleDepth_PS.h" 9 | 10 | del "Bin\LinearizeDepthNoMSAA_PS.h" 11 | fxc /O3 /T ps_5_0 Source/LinearizeDepthNoMSAA_PS.hlsl /E LinearizeDepthNoMSAA_PS11 /Fh "Bin/LinearizeDepthNoMSAA_PS.h" 12 | 13 | del "Bin\ResolveAndLinearizeDepthMSAA_PS.h" 14 | fxc /O3 /T ps_5_0 Source/ResolveAndLinearizeDepthMSAA_PS.hlsl /E ResolveAndLinearizeDepthMSAA_PS11 /Fh "Bin/ResolveAndLinearizeDepthMSAA_PS.h" 15 | 16 | pause 17 | -------------------------------------------------------------------------------- /SSAO11/NVSDK_D3D11_SSAO/Shaders/compile_blur.bat: -------------------------------------------------------------------------------- 1 | del "Bin\Blur_Composite.h" 2 | fxc /T ps_5_0 /E Blur_Composite_PS11 "Source/Blur_Composite_PS.hlsl" /Fh "Bin/Blur_Composite.h" 3 | 4 | FOR /L %%A IN (0,2,16) DO helper_blur_cs.bat %%A 5 | 6 | pause 7 | -------------------------------------------------------------------------------- /SSAO11/NVSDK_D3D11_SSAO/Shaders/compile_hbao.bat: -------------------------------------------------------------------------------- 1 | del "Bin\HBAO_PS.h" 2 | fxc /O3 /T ps_5_0 Source/HBAO_PS.hlsl /E HBAO_PS11 /Fh "Bin/HBAO_PS.h" 3 | 4 | FOR /L %%A IN (1,1,8) DO helper_hbao_cs.bat %%A 5 | 6 | pause 7 | -------------------------------------------------------------------------------- /SSAO11/NVSDK_D3D11_SSAO/Shaders/fxc.exe: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/LiveMirror/NVIDIA-Direct3D-SDK-11/a2d3cc46179364c9faa3e218eff230883badcd79/SSAO11/NVSDK_D3D11_SSAO/Shaders/fxc.exe -------------------------------------------------------------------------------- /SSAO11/NVSDK_D3D11_SSAO/Shaders/helper_blur_cs.bat: -------------------------------------------------------------------------------- 1 | del "Bin\BlurX_CS_%1.h 2 | fxc /T cs_5_0 /E BlurX_CS11_%1 "Source/BlurX_CS.hlsl" /Fh Bin/BlurX_CS_%1.h /DKERNEL_RADIUS=%1 /DHALF_RES_AO=0 3 | 4 | del "Bin\UpsampleAndBlurX_CS_%1.h 5 | fxc /T cs_5_0 /E UpsampleAndBlurX_CS11_%1 "Source/BlurX_CS.hlsl" /Fh Bin/UpsampleAndBlurX_CS_%1.h /DKERNEL_RADIUS=%1 /DHALF_RES_AO=1 6 | 7 | del "Bin\BlurY_CS_%1.h" 8 | fxc /T cs_5_0 /E BlurY_CS11_%1 "Source/BlurY_CS.hlsl" /Fh Bin/BlurY_CS_%1.h /DKERNEL_RADIUS=%1 9 | -------------------------------------------------------------------------------- /SSAO11/NVSDK_D3D11_SSAO/Shaders/helper_hbao_cs.bat: -------------------------------------------------------------------------------- 1 | del "Bin\HBAOX_CS_%1.h" 2 | fxc /T cs_5_0 /E HBAOX_CS11_%1 "Source/HBAO_CS.hlsl" /Fh "Bin/HBAOX_CS_%1.h" /DSTEP_SIZE=%1 3 | 4 | del "Bin\HBAOY_CS_%1.h" 5 | fxc /T cs_5_0 /E HBAOY_CS11_%1 "Source/HBAO_CS.hlsl" /Fh "Bin/HBAOY_CS_%1.h" /DSTEP_SIZE=%1 6 | -------------------------------------------------------------------------------- /SSAO11/SSAO11.manifest: -------------------------------------------------------------------------------- 1 | 2 | 3 | 9 | SSAO11 10 | 11 | 12 | 20 | 21 | 22 | 23 | -------------------------------------------------------------------------------- /SSAO11/SSAO11.rc: -------------------------------------------------------------------------------- 1 | // Microsoft Visual C++ generated resource script. 2 | // 3 | 4 | #define APSTUDIO_READONLY_SYMBOLS 5 | ///////////////////////////////////////////////////////////////////////////// 6 | // 7 | // Generated from the TEXTINCLUDE 2 resource. 8 | // 9 | #include "WinResRc.h" 10 | 11 | ///////////////////////////////////////////////////////////////////////////// 12 | #undef APSTUDIO_READONLY_SYMBOLS 13 | 14 | ///////////////////////////////////////////////////////////////////////////// 15 | // English (U.S.) resources 16 | 17 | #if !defined(AFX_RESOURCE_DLL) || defined(AFX_TARG_ENU) 18 | #ifdef _WIN32 19 | LANGUAGE LANG_ENGLISH, SUBLANG_ENGLISH_US 20 | #pragma code_page(1252) 21 | #endif //_WIN32 22 | 23 | 24 | #ifdef APSTUDIO_INVOKED 25 | ///////////////////////////////////////////////////////////////////////////// 26 | // 27 | // TEXTINCLUDE 28 | // 29 | 30 | 1 TEXTINCLUDE 31 | BEGIN 32 | "resource.h\0" 33 | END 34 | 35 | 2 TEXTINCLUDE 36 | BEGIN 37 | "#include ""WinResRc.h""\r\n" 38 | "\0" 39 | END 40 | 41 | 3 TEXTINCLUDE 42 | BEGIN 43 | "\r\n" 44 | "\0" 45 | END 46 | 47 | #endif // APSTUDIO_INVOKED 48 | 49 | 50 | ///////////////////////////////////////////////////////////////////////////// 51 | // 52 | // Icon 53 | // 54 | 55 | // Icon with lowest ID value placed first to ensure application icon 56 | // remains consistent on all systems. 57 | IDI_ICON1 ICON "..\\..\\Media\\directx.ico" 58 | #endif // English (U.S.) resources 59 | ///////////////////////////////////////////////////////////////////////////// 60 | 61 | 62 | 63 | #ifndef APSTUDIO_INVOKED 64 | ///////////////////////////////////////////////////////////////////////////// 65 | // 66 | // Generated from the TEXTINCLUDE 3 resource. 67 | // 68 | 69 | 70 | ///////////////////////////////////////////////////////////////////////////// 71 | #endif // not APSTUDIO_INVOKED 72 | 73 | -------------------------------------------------------------------------------- /SSAO11/doc/SSAO11.docx: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/LiveMirror/NVIDIA-Direct3D-SDK-11/a2d3cc46179364c9faa3e218eff230883badcd79/SSAO11/doc/SSAO11.docx -------------------------------------------------------------------------------- /SSAO11/doc/SSAO11.pdf: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/LiveMirror/NVIDIA-Direct3D-SDK-11/a2d3cc46179364c9faa3e218eff230883badcd79/SSAO11/doc/SSAO11.pdf -------------------------------------------------------------------------------- /SSAO11/doc/SSAO11.wmv: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/LiveMirror/NVIDIA-Direct3D-SDK-11/a2d3cc46179364c9faa3e218eff230883badcd79/SSAO11/doc/SSAO11.wmv -------------------------------------------------------------------------------- /SSAO11/doc/SSAO11_128.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/LiveMirror/NVIDIA-Direct3D-SDK-11/a2d3cc46179364c9faa3e218eff230883badcd79/SSAO11/doc/SSAO11_128.png -------------------------------------------------------------------------------- /SSAO11/doc/SSAO11_256.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/LiveMirror/NVIDIA-Direct3D-SDK-11/a2d3cc46179364c9faa3e218eff230883badcd79/SSAO11/doc/SSAO11_256.png -------------------------------------------------------------------------------- /SSAO11/doc/SSAO11_512.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/LiveMirror/NVIDIA-Direct3D-SDK-11/a2d3cc46179364c9faa3e218eff230883badcd79/SSAO11/doc/SSAO11_512.png -------------------------------------------------------------------------------- /SSAO11/info.xml: -------------------------------------------------------------------------------- 1 | 2 | Horizon-Based Ambient Occlusion using Compute Shaders 3 | Louis Bavoil 4 | DirectX 11 5 | 6 | Source\SSAO11 7 | doc\SSAO11_128.png 8 | doc\SSAO11_256.png 9 | doc\SSAO11_512.png 10 | 11 | 12 | doc\SSAO11.pdf 13 | bin\SSAO11.exe 14 | GeForce GTX 400 15 | HLSL,DXSAS 16 | 3D Graphics 17 | 110304 18 | 19 | ..\..\media\directx.ico 20 | ..\..\media\SSAO11 21 | ..\..\media\UI 22 | ..\..\media\AT-AT.sdkmesh 23 | ..\..\media\Sibenik.sdkmesh 24 | ..\..\media\leaves.sdkmesh 25 | ..\SSAO11 26 | 27 | 28 | -------------------------------------------------------------------------------- /ShowTessellationPatterns/TessPattern.rc: -------------------------------------------------------------------------------- 1 | // Microsoft Visual C++ generated resource script. 2 | // 3 | #include "resource.h" 4 | 5 | #define APSTUDIO_READONLY_SYMBOLS 6 | ///////////////////////////////////////////////////////////////////////////// 7 | // 8 | // Generated from the TEXTINCLUDE 2 resource. 9 | // 10 | #include "WinResRc.h" 11 | 12 | ///////////////////////////////////////////////////////////////////////////// 13 | #undef APSTUDIO_READONLY_SYMBOLS 14 | 15 | ///////////////////////////////////////////////////////////////////////////// 16 | // English (U.S.) resources 17 | 18 | #if !defined(AFX_RESOURCE_DLL) || defined(AFX_TARG_ENU) 19 | #ifdef _WIN32 20 | LANGUAGE LANG_ENGLISH, SUBLANG_ENGLISH_US 21 | #pragma code_page(1252) 22 | #endif //_WIN32 23 | 24 | 25 | #ifdef APSTUDIO_INVOKED 26 | ///////////////////////////////////////////////////////////////////////////// 27 | // 28 | // TEXTINCLUDE 29 | // 30 | 31 | 1 TEXTINCLUDE 32 | BEGIN 33 | "resource.h\0" 34 | END 35 | 36 | 2 TEXTINCLUDE 37 | BEGIN 38 | "#include ""WinResRc.h""\r\n" 39 | "\0" 40 | END 41 | 42 | 3 TEXTINCLUDE 43 | BEGIN 44 | "\r\n" 45 | "\0" 46 | END 47 | 48 | #endif // APSTUDIO_INVOKED 49 | 50 | 51 | ///////////////////////////////////////////////////////////////////////////// 52 | // 53 | // Icon 54 | // 55 | 56 | // Icon with lowest ID value placed first to ensure application icon 57 | // remains consistent on all systems. 58 | IDI_ICON1 ICON "..\\..\\Media\\directx.ico" 59 | #endif // English (U.S.) resources 60 | ///////////////////////////////////////////////////////////////////////////// 61 | 62 | 63 | 64 | #ifndef APSTUDIO_INVOKED 65 | ///////////////////////////////////////////////////////////////////////////// 66 | // 67 | // Generated from the TEXTINCLUDE 3 resource. 68 | // 69 | 70 | 71 | ///////////////////////////////////////////////////////////////////////////// 72 | #endif // not APSTUDIO_INVOKED 73 | 74 | -------------------------------------------------------------------------------- /ShowTessellationPatterns/doc/README.txt: -------------------------------------------------------------------------------- 1 | 2 | 3 | Overview: 4 | ================== 5 | This sample demonstrates the tessellation patterns on triangle and quad domain. 6 | 7 | 8 | UI can be used to: 9 | ================== 10 | - Select Tessellation Mode: 11 | * Integer 12 | * power2 13 | * Fractional Odd 14 | * Fractional Even 15 | 16 | - Specify Tessellation Factor per edge 17 | * 3 edges per triangle, 4 edges per quad 18 | * up to 64 19 | 20 | - Specify Interior Tessellation factor 21 | * Max 22 | * Min 23 | * Average 24 | 25 | -------------------------------------------------------------------------------- /ShowTessellationPatterns/doc/ShowTessellationPatterns_lg.jpg: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/LiveMirror/NVIDIA-Direct3D-SDK-11/a2d3cc46179364c9faa3e218eff230883badcd79/ShowTessellationPatterns/doc/ShowTessellationPatterns_lg.jpg -------------------------------------------------------------------------------- /ShowTessellationPatterns/doc/ShowTessellationPatterns_md.jpg: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/LiveMirror/NVIDIA-Direct3D-SDK-11/a2d3cc46179364c9faa3e218eff230883badcd79/ShowTessellationPatterns/doc/ShowTessellationPatterns_md.jpg -------------------------------------------------------------------------------- /ShowTessellationPatterns/doc/ShowTessellationPatterns_sm.jpg: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/LiveMirror/NVIDIA-Direct3D-SDK-11/a2d3cc46179364c9faa3e218eff230883badcd79/ShowTessellationPatterns/doc/ShowTessellationPatterns_sm.jpg -------------------------------------------------------------------------------- /ShowTessellationPatterns/info.xml: -------------------------------------------------------------------------------- 1 | 2 | Tessellation Pattern Viewer 3 | Tianyun Ni 4 | DirectX 11 5 | 6 | Source\ShowTessellationPatterns 7 | doc\ShowTessellationPatterns_sm.jpg 8 | doc\ShowTessellationPatterns_md.jpg 9 | doc\ShowTessellationPatterns_lg.jpg 10 | doc\README.txt 11 | 12 | 13 | Bin\ShowTessellationPatterns.exe 14 | GeForce GTX 400 15 | DirectX 11, Tessellation 16 | 3D Graphics 17 | 110304 18 | 19 | ..\..\media\UI 20 | ..\ShowTessellationPatterns 21 | 22 | 23 | -------------------------------------------------------------------------------- /ShowTessellationPatterns/resource.h: -------------------------------------------------------------------------------- 1 | //{{NO_DEPENDENCIES}} 2 | // Microsoft Visual C++ generated include file. 3 | // Used by EmptyProject10.rc 4 | // 5 | #define IDI_ICON1 101 6 | 7 | // Next default values for new objects 8 | // 9 | #ifdef APSTUDIO_INVOKED 10 | #ifndef APSTUDIO_READONLY_SYMBOLS 11 | #define _APS_NEXT_RESOURCE_VALUE 102 12 | #define _APS_NEXT_COMMAND_VALUE 40001 13 | #define _APS_NEXT_CONTROL_VALUE 1001 14 | #define _APS_NEXT_SYMED_VALUE 101 15 | #endif 16 | #endif 17 | -------------------------------------------------------------------------------- /StereoIssues/StereoIssues.rc: -------------------------------------------------------------------------------- 1 | // Microsoft Visual C++ generated resource script. 2 | // 3 | #include "resource.h" 4 | 5 | #define APSTUDIO_READONLY_SYMBOLS 6 | ///////////////////////////////////////////////////////////////////////////// 7 | // 8 | // Generated from the TEXTINCLUDE 2 resource. 9 | // 10 | #include "WinResRc.h" 11 | 12 | ///////////////////////////////////////////////////////////////////////////// 13 | #undef APSTUDIO_READONLY_SYMBOLS 14 | 15 | ///////////////////////////////////////////////////////////////////////////// 16 | // English (U.S.) resources 17 | 18 | #if !defined(AFX_RESOURCE_DLL) || defined(AFX_TARG_ENU) 19 | #ifdef _WIN32 20 | LANGUAGE LANG_ENGLISH, SUBLANG_ENGLISH_US 21 | #pragma code_page(1252) 22 | #endif //_WIN32 23 | 24 | 25 | #ifdef APSTUDIO_INVOKED 26 | ///////////////////////////////////////////////////////////////////////////// 27 | // 28 | // TEXTINCLUDE 29 | // 30 | 31 | 1 TEXTINCLUDE 32 | BEGIN 33 | "resource.h\0" 34 | END 35 | 36 | 2 TEXTINCLUDE 37 | BEGIN 38 | "#include ""WinResRc.h""\r\n" 39 | "\0" 40 | END 41 | 42 | 3 TEXTINCLUDE 43 | BEGIN 44 | "\r\n" 45 | "\0" 46 | END 47 | 48 | #endif // APSTUDIO_INVOKED 49 | 50 | 51 | ///////////////////////////////////////////////////////////////////////////// 52 | // 53 | // Icon 54 | // 55 | 56 | // Icon with lowest ID value placed first to ensure application icon 57 | // remains consistent on all systems. 58 | IDI_ICON1 ICON "..\\..\\Media\\directx.ico" 59 | #endif // English (U.S.) resources 60 | ///////////////////////////////////////////////////////////////////////////// 61 | 62 | 63 | 64 | #ifndef APSTUDIO_INVOKED 65 | ///////////////////////////////////////////////////////////////////////////// 66 | // 67 | // Generated from the TEXTINCLUDE 3 resource. 68 | // 69 | 70 | 71 | ///////////////////////////////////////////////////////////////////////////// 72 | #endif // not APSTUDIO_INVOKED 73 | 74 | -------------------------------------------------------------------------------- /StereoIssues/doc/3DV - BestPracticesGuide.pdf: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/LiveMirror/NVIDIA-Direct3D-SDK-11/a2d3cc46179364c9faa3e218eff230883badcd79/StereoIssues/doc/3DV - BestPracticesGuide.pdf -------------------------------------------------------------------------------- /StereoIssues/doc/StereoIssues_lg.jpg: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/LiveMirror/NVIDIA-Direct3D-SDK-11/a2d3cc46179364c9faa3e218eff230883badcd79/StereoIssues/doc/StereoIssues_lg.jpg -------------------------------------------------------------------------------- /StereoIssues/doc/StereoIssues_md.jpg: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/LiveMirror/NVIDIA-Direct3D-SDK-11/a2d3cc46179364c9faa3e218eff230883badcd79/StereoIssues/doc/StereoIssues_md.jpg -------------------------------------------------------------------------------- /StereoIssues/doc/StereoIssues_sm.jpg: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/LiveMirror/NVIDIA-Direct3D-SDK-11/a2d3cc46179364c9faa3e218eff230883badcd79/StereoIssues/doc/StereoIssues_sm.jpg -------------------------------------------------------------------------------- /StereoIssues/info.xml: -------------------------------------------------------------------------------- 1 | 2 | 3D Vision Sample 3 | John McDonald 4 | DirectX 11 5 | 6 | Source\StereoIssues 7 | doc\StereoIssues_sm.jpg 8 | doc\StereoIssues_md.jpg 9 | doc\StereoIssues_lg.jpg 10 | 11 | 12 | doc\3DV - BestPracticesGuide.pdf 13 | Bin\StereoIssues.exe 14 | GeForce 8 15 | Stereo, Direct3D10, nvapi, nvstereo 16 | 3D Graphics 17 | 110304 18 | 19 | ..\..\media\bunny.sdkmesh 20 | ..\..\media\UI 21 | nvapi.lib 22 | ..\..\media\bubblebunny.png 23 | ..\..\media\cursor.png 24 | ..\StereoIssues 25 | 26 | 27 | -------------------------------------------------------------------------------- /StereoIssues/nvapi.lib: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/LiveMirror/NVIDIA-Direct3D-SDK-11/a2d3cc46179364c9faa3e218eff230883badcd79/StereoIssues/nvapi.lib -------------------------------------------------------------------------------- /StereoIssues/nvstereo.cpp: -------------------------------------------------------------------------------- 1 | // Copyright (c) 2011 NVIDIA Corporation. All rights reserved. 2 | // 3 | // TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW, THIS SOFTWARE IS PROVIDED 4 | // *AS IS* AND NVIDIA AND ITS SUPPLIERS DISCLAIM ALL WARRANTIES, EITHER EXPRESS 5 | // OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, NONINFRINGEMENT,IMPLIED WARRANTIES OF 6 | // MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL NVIDIA 7 | // OR ITS SUPPLIERS BE LIABLE FOR ANY DIRECT, SPECIAL, INCIDENTAL, INDIRECT, OR 8 | // CONSEQUENTIAL DAMAGES WHATSOEVER (INCLUDING, WITHOUT LIMITATION, DAMAGES FOR LOSS 9 | // OF BUSINESS PROFITS, BUSINESS INTERRUPTION, LOSS OF BUSINESS INFORMATION, OR ANY 10 | // OTHER PECUNIARY LOSS) ARISING OUT OF THE USE OF OR INABILITY TO USE THIS SOFTWARE, 11 | // EVEN IF NVIDIA HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. 12 | // 13 | // Please direct any bugs or questions to SDKFeedback@nvidia.com 14 | 15 | 16 | #include "d3d9.h" 17 | #include "d3d10.h" 18 | #include "nvstereo.h" 19 | 20 | #pragma comment(lib, "nvapi.lib") 21 | -------------------------------------------------------------------------------- /StereoIssues/resource.h: -------------------------------------------------------------------------------- 1 | //{{NO_DEPENDENCIES}} 2 | // Microsoft Visual C++ generated include file. 3 | // Used by EmptyProject10.rc 4 | // 5 | #define IDI_ICON1 101 6 | 7 | // Next default values for new objects 8 | // 9 | #ifdef APSTUDIO_INVOKED 10 | #ifndef APSTUDIO_READONLY_SYMBOLS 11 | #define _APS_NEXT_RESOURCE_VALUE 102 12 | #define _APS_NEXT_COMMAND_VALUE 40001 13 | #define _APS_NEXT_CONTROL_VALUE 1001 14 | #define _APS_NEXT_SYMED_VALUE 101 15 | #endif 16 | #endif 17 | -------------------------------------------------------------------------------- /StochasticTransparency/OIT.manifest: -------------------------------------------------------------------------------- 1 |  2 | 3 | 9 | OIT11 10 | 11 | 12 | 20 | 21 | 22 | 23 | -------------------------------------------------------------------------------- /StochasticTransparency/OIT.rc: -------------------------------------------------------------------------------- 1 | // Microsoft Visual C++ generated resource script. 2 | // 3 | 4 | #define APSTUDIO_READONLY_SYMBOLS 5 | ///////////////////////////////////////////////////////////////////////////// 6 | // 7 | // Generated from the TEXTINCLUDE 2 resource. 8 | // 9 | #define IDC_STATIC -1 10 | #include 11 | 12 | 13 | ///////////////////////////////////////////////////////////////////////////// 14 | #undef APSTUDIO_READONLY_SYMBOLS 15 | 16 | ///////////////////////////////////////////////////////////////////////////// 17 | // English (U.S.) resources 18 | 19 | #if !defined(AFX_RESOURCE_DLL) || defined(AFX_TARG_ENU) 20 | #ifdef _WIN32 21 | LANGUAGE LANG_ENGLISH, SUBLANG_ENGLISH_US 22 | #pragma code_page(1252) 23 | #endif //_WIN32 24 | 25 | ///////////////////////////////////////////////////////////////////////////// 26 | // 27 | // Icon 28 | // 29 | 30 | // Icon with lowest ID value placed first to ensure application icon 31 | // remains consistent on all systems. 32 | IDI_MAIN_ICON ICON "..\\..\\Media\\directx.ico" 33 | 34 | #ifdef APSTUDIO_INVOKED 35 | ///////////////////////////////////////////////////////////////////////////// 36 | // 37 | // TEXTINCLUDE 38 | // 39 | 40 | 1 TEXTINCLUDE 41 | BEGIN 42 | "resource.h\0" 43 | END 44 | 45 | 2 TEXTINCLUDE 46 | BEGIN 47 | "#define IDC_STATIC -1\r\n" 48 | "#include \r\n" 49 | "\r\n" 50 | "\r\n" 51 | "\0" 52 | END 53 | 54 | 3 TEXTINCLUDE 55 | BEGIN 56 | "\r\n" 57 | "\0" 58 | END 59 | 60 | #endif // APSTUDIO_INVOKED 61 | 62 | #endif // English (U.S.) resources 63 | ///////////////////////////////////////////////////////////////////////////// 64 | 65 | 66 | 67 | #ifndef APSTUDIO_INVOKED 68 | ///////////////////////////////////////////////////////////////////////////// 69 | // 70 | // Generated from the TEXTINCLUDE 3 resource. 71 | // 72 | 73 | 74 | ///////////////////////////////////////////////////////////////////////////// 75 | #endif // not APSTUDIO_INVOKED 76 | 77 | -------------------------------------------------------------------------------- /StochasticTransparency/PlainAlphaBlending.hlsl: -------------------------------------------------------------------------------- 1 | // Copyright (c) 2011 NVIDIA Corporation. All rights reserved. 2 | // 3 | // TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW, THIS SOFTWARE IS PROVIDED 4 | // *AS IS* AND NVIDIA AND ITS SUPPLIERS DISCLAIM ALL WARRANTIES, EITHER EXPRESS 5 | // OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, NONINFRINGEMENT,IMPLIED WARRANTIES OF 6 | // MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL NVIDIA 7 | // OR ITS SUPPLIERS BE LIABLE FOR ANY DIRECT, SPECIAL, INCIDENTAL, INDIRECT, OR 8 | // CONSEQUENTIAL DAMAGES WHATSOEVER (INCLUDING, WITHOUT LIMITATION, DAMAGES FOR LOSS 9 | // OF BUSINESS PROFITS, BUSINESS INTERRUPTION, LOSS OF BUSINESS INFORMATION, OR ANY 10 | // OTHER PECUNIARY LOSS) ARISING OUT OF THE USE OF OR INABILITY TO USE THIS SOFTWARE, 11 | // EVEN IF NVIDIA HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. 12 | // 13 | // Please direct any bugs or questions to SDKFeedback@nvidia.com 14 | 15 | #include "BaseTechnique.hlsl" 16 | 17 | Texture2D tResolvedColor : register(t0); 18 | 19 | float4 ShadingPS ( Geometry_VSOut IN ) : SV_Target 20 | { 21 | float4 color = ShadeFragment(IN.Normal); 22 | return float4(color.rgb, color.a); 23 | } 24 | 25 | float4 FinalPS ( FullscreenVSOut IN ) : SV_TARGET 26 | { 27 | return tResolvedColor.Load( int3( IN.pos.xy, 0 ) ); 28 | } 29 | -------------------------------------------------------------------------------- /StochasticTransparency/RandomColors.h: -------------------------------------------------------------------------------- 1 | // Copyright (c) 2011 NVIDIA Corporation. All rights reserved. 2 | // 3 | // TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW, THIS SOFTWARE IS PROVIDED 4 | // *AS IS* AND NVIDIA AND ITS SUPPLIERS DISCLAIM ALL WARRANTIES, EITHER EXPRESS 5 | // OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, NONINFRINGEMENT,IMPLIED WARRANTIES OF 6 | // MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL NVIDIA 7 | // OR ITS SUPPLIERS BE LIABLE FOR ANY DIRECT, SPECIAL, INCIDENTAL, INDIRECT, OR 8 | // CONSEQUENTIAL DAMAGES WHATSOEVER (INCLUDING, WITHOUT LIMITATION, DAMAGES FOR LOSS 9 | // OF BUSINESS PROFITS, BUSINESS INTERRUPTION, LOSS OF BUSINESS INFORMATION, OR ANY 10 | // OTHER PECUNIARY LOSS) ARISING OUT OF THE USE OF OR INABILITY TO USE THIS SOFTWARE, 11 | // EVEN IF NVIDIA HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. 12 | // 13 | // Please direct any bugs or questions to SDKFeedback@nvidia.com 14 | 15 | #include 16 | 17 | inline float mix(float x, float y, float a) 18 | { 19 | return x * (1.0f - a) + y * a; 20 | } 21 | 22 | void ComputeRandomColor(UINT subsetId, D3DXVECTOR3 &OutputColor) 23 | { 24 | float h,s,v, r,g,b, h1,h3; 25 | h = fmodf((subsetId + 101) * 0.7182863f, 1.0f); 26 | s = 0.5; 27 | v = 1.0; 28 | 29 | h3 = 3.f * h; 30 | h1 = fmodf(h3, 1.0); 31 | r = g = b = 0.f; 32 | if (h3 < 1) 33 | { 34 | r = 1-h1; 35 | g = h1; 36 | } 37 | else if (h3 < 2) 38 | { 39 | g = 1-h1; 40 | b = h1; 41 | } 42 | else 43 | { 44 | b = 1-h1; 45 | r = h1; 46 | } 47 | OutputColor.x = mix(1, r, s) * v; 48 | OutputColor.y = mix(1, g, s) * v; 49 | OutputColor.z = mix(1, b, s) * v; 50 | } 51 | -------------------------------------------------------------------------------- /StochasticTransparency/Scene.h: -------------------------------------------------------------------------------- 1 | // Copyright (c) 2011 NVIDIA Corporation. All rights reserved. 2 | // 3 | // TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW, THIS SOFTWARE IS PROVIDED 4 | // *AS IS* AND NVIDIA AND ITS SUPPLIERS DISCLAIM ALL WARRANTIES, EITHER EXPRESS 5 | // OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, NONINFRINGEMENT,IMPLIED WARRANTIES OF 6 | // MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL NVIDIA 7 | // OR ITS SUPPLIERS BE LIABLE FOR ANY DIRECT, SPECIAL, INCIDENTAL, INDIRECT, OR 8 | // CONSEQUENTIAL DAMAGES WHATSOEVER (INCLUDING, WITHOUT LIMITATION, DAMAGES FOR LOSS 9 | // OF BUSINESS PROFITS, BUSINESS INTERRUPTION, LOSS OF BUSINESS INFORMATION, OR ANY 10 | // OTHER PECUNIARY LOSS) ARISING OUT OF THE USE OF OR INABILITY TO USE THIS SOFTWARE, 11 | // EVEN IF NVIDIA HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. 12 | // 13 | // Please direct any bugs or questions to SDKFeedback@nvidia.com 14 | 15 | #pragma once 16 | 17 | #include "SDKmesh.h" 18 | 19 | #define MAX_PATH_STR 512 20 | 21 | class Scene 22 | { 23 | public: 24 | static void CreateMesh(ID3D11Device* pd3dDevice) 25 | { 26 | HRESULT hr; 27 | V( m_Mesh.Create(pd3dDevice, L"..\\Media\\StochasticTransparency\\motor.sdkmesh") ); 28 | } 29 | 30 | static void ReleaseMesh() 31 | { 32 | m_Mesh.Destroy(); 33 | } 34 | 35 | protected: 36 | static CDXUTSDKMesh m_Mesh; 37 | }; 38 | -------------------------------------------------------------------------------- /StochasticTransparency/doc/ConstantMemoryOIT.pdf: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/LiveMirror/NVIDIA-Direct3D-SDK-11/a2d3cc46179364c9faa3e218eff230883badcd79/StochasticTransparency/doc/ConstantMemoryOIT.pdf -------------------------------------------------------------------------------- /StochasticTransparency/doc/StochasticTransparency_128.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/LiveMirror/NVIDIA-Direct3D-SDK-11/a2d3cc46179364c9faa3e218eff230883badcd79/StochasticTransparency/doc/StochasticTransparency_128.png -------------------------------------------------------------------------------- /StochasticTransparency/doc/StochasticTransparency_256.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/LiveMirror/NVIDIA-Direct3D-SDK-11/a2d3cc46179364c9faa3e218eff230883badcd79/StochasticTransparency/doc/StochasticTransparency_256.png -------------------------------------------------------------------------------- /StochasticTransparency/doc/StochasticTransparency_512.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/LiveMirror/NVIDIA-Direct3D-SDK-11/a2d3cc46179364c9faa3e218eff230883badcd79/StochasticTransparency/doc/StochasticTransparency_512.png -------------------------------------------------------------------------------- /TerrainTessellation/Common.fxh: -------------------------------------------------------------------------------- 1 | // Copyright (c) 2011 NVIDIA Corporation. All rights reserved. 2 | // 3 | // TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW, THIS SOFTWARE IS PROVIDED 4 | // *AS IS* AND NVIDIA AND ITS SUPPLIERS DISCLAIM ALL WARRANTIES, EITHER EXPRESS 5 | // OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, NONINFRINGEMENT,IMPLIED WARRANTIES OF 6 | // MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL NVIDIA 7 | // OR ITS SUPPLIERS BE LIABLE FOR ANY DIRECT, SPECIAL, INCIDENTAL, INDIRECT, OR 8 | // CONSEQUENTIAL DAMAGES WHATSOEVER (INCLUDING, WITHOUT LIMITATION, DAMAGES FOR LOSS 9 | // OF BUSINESS PROFITS, BUSINESS INTERRUPTION, LOSS OF BUSINESS INFORMATION, OR ANY 10 | // OTHER PECUNIARY LOSS) ARISING OUT OF THE USE OF OR INABILITY TO USE THIS SOFTWARE, 11 | // EVEN IF NVIDIA HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. 12 | // 13 | // Please direct any bugs or questions to SDKFeedback@nvidia.com 14 | 15 | #ifndef INCLUDED_COMMON_FXH 16 | #define INCLUDED_COMMON_FXH 17 | 18 | static const int CONTROL_VTX_PER_TILE_EDGE = 9; 19 | static const int PATCHES_PER_TILE_EDGE = 8; 20 | static const float RECIP_CONTROL_VTX_PER_TILE_EDGE = 1.0 / 9; 21 | static const float WORLD_SCALE = 400; 22 | static const float VERTICAL_SCALE = 0.65; 23 | static const float WORLD_UV_REPEATS = 8; // How many UV repeats across the world for fractal generation. 24 | static const float WORLD_UV_REPEATS_RECIP = 1.0 / WORLD_UV_REPEATS; 25 | 26 | int3 g_FractalOctaves; // ridge, fBm, uv twist 27 | float3 g_TextureWorldOffset; // Offset of fractal terrain in texture space. 28 | float g_CoarseSampleSpacing; // World space distance between samples in the coarse height map. 29 | 30 | struct Adjacency 31 | { 32 | // These are the size of the neighbours along +/- x or y axes. For interior tiles 33 | // this is 1. For edge tiles it is 0.5 or 2.0. 34 | float neighbourMinusX : ADJACENCY_SIZES0; 35 | float neighbourMinusY : ADJACENCY_SIZES1; 36 | float neighbourPlusX : ADJACENCY_SIZES2; 37 | float neighbourPlusY : ADJACENCY_SIZES3; 38 | }; 39 | 40 | struct AppVertex 41 | { 42 | float2 position : POSITION_2D; 43 | Adjacency adjacency; 44 | uint VertexId : SV_VertexID; 45 | uint InstanceId : SV_InstanceID; 46 | }; 47 | 48 | SamplerState SamplerRepeatMaxAniso 49 | { 50 | Filter = ANISOTROPIC; 51 | MaxAnisotropy = 16; 52 | AddressU = Wrap; 53 | AddressV = Wrap; 54 | }; 55 | 56 | SamplerState SamplerRepeatMedAniso 57 | { 58 | Filter = ANISOTROPIC; 59 | MaxAnisotropy = 4; 60 | AddressU = Wrap; 61 | AddressV = Wrap; 62 | }; 63 | 64 | SamplerState SamplerRepeatLinear 65 | { 66 | Filter = MIN_MAG_MIP_LINEAR; 67 | AddressU = Wrap; 68 | AddressV = Wrap; 69 | }; 70 | 71 | SamplerState SamplerClampLinear 72 | { 73 | Filter = MIN_MAG_MIP_LINEAR; 74 | AddressU = Clamp; 75 | AddressV = Clamp; 76 | }; 77 | 78 | SamplerState SamplerRepeatPoint 79 | { 80 | Filter = MIN_MAG_MIP_POINT; 81 | AddressU = Wrap; 82 | AddressV = Wrap; 83 | }; 84 | 85 | #endif //INCLUDED_COMMON_FXH 86 | -------------------------------------------------------------------------------- /TerrainTessellation/Doc/TerrainTessellation_WhitePaper.docx: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/LiveMirror/NVIDIA-Direct3D-SDK-11/a2d3cc46179364c9faa3e218eff230883badcd79/TerrainTessellation/Doc/TerrainTessellation_WhitePaper.docx -------------------------------------------------------------------------------- /TerrainTessellation/Doc/TerrainTessellation_WhitePaper.pdf: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/LiveMirror/NVIDIA-Direct3D-SDK-11/a2d3cc46179364c9faa3e218eff230883badcd79/TerrainTessellation/Doc/TerrainTessellation_WhitePaper.pdf -------------------------------------------------------------------------------- /TerrainTessellation/Doc/TerrainTessellation_lg.jpg: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/LiveMirror/NVIDIA-Direct3D-SDK-11/a2d3cc46179364c9faa3e218eff230883badcd79/TerrainTessellation/Doc/TerrainTessellation_lg.jpg -------------------------------------------------------------------------------- /TerrainTessellation/Doc/TerrainTessellation_md.jpg: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/LiveMirror/NVIDIA-Direct3D-SDK-11/a2d3cc46179364c9faa3e218eff230883badcd79/TerrainTessellation/Doc/TerrainTessellation_md.jpg -------------------------------------------------------------------------------- /TerrainTessellation/Doc/TerrainTessellation_sm.jpg: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/LiveMirror/NVIDIA-Direct3D-SDK-11/a2d3cc46179364c9faa3e218eff230883badcd79/TerrainTessellation/Doc/TerrainTessellation_sm.jpg -------------------------------------------------------------------------------- /TerrainTessellation/Doc/TriangleSizeVsPerf.xlsx: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/LiveMirror/NVIDIA-Direct3D-SDK-11/a2d3cc46179364c9faa3e218eff230883badcd79/TerrainTessellation/Doc/TriangleSizeVsPerf.xlsx -------------------------------------------------------------------------------- /TerrainTessellation/Picking.fx: -------------------------------------------------------------------------------- 1 | // Copyright (c) 2011 NVIDIA Corporation. All rights reserved. 2 | // 3 | // TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW, THIS SOFTWARE IS PROVIDED 4 | // *AS IS* AND NVIDIA AND ITS SUPPLIERS DISCLAIM ALL WARRANTIES, EITHER EXPRESS 5 | // OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, NONINFRINGEMENT,IMPLIED WARRANTIES OF 6 | // MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL NVIDIA 7 | // OR ITS SUPPLIERS BE LIABLE FOR ANY DIRECT, SPECIAL, INCIDENTAL, INDIRECT, OR 8 | // CONSEQUENTIAL DAMAGES WHATSOEVER (INCLUDING, WITHOUT LIMITATION, DAMAGES FOR LOSS 9 | // OF BUSINESS PROFITS, BUSINESS INTERRUPTION, LOSS OF BUSINESS INFORMATION, OR ANY 10 | // OTHER PECUNIARY LOSS) ARISING OUT OF THE USE OF OR INABILITY TO USE THIS SOFTWARE, 11 | // EVEN IF NVIDIA HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. 12 | // 13 | // Please direct any bugs or questions to SDKFeedback@nvidia.com 14 | 15 | struct PickVertex 16 | { 17 | float4 vPosition : SV_Position; 18 | float4 pickParams : TEXCOORD0; 19 | }; 20 | 21 | //------------------------------------------------------------------------------ 22 | // Picking pass 23 | PickVertex PickVS( AppVertex input ) 24 | { 25 | float3 displacedPos; 26 | int2 intUV; 27 | ReconstructPosition(input, displacedPos, intUV); 28 | 29 | const int mipLevel = 0; 30 | float z = g_fDisplacementHeight * g_CoarseHeightMap.SampleLevel(SamplerClampLinear, displacedPos.xz, mipLevel, int2(1,1)).r; 31 | displacedPos.y += z; 32 | 33 | // TBD: fix to work with non-texture array version??!?! 34 | //float tileY = floor(input.InstanceId * RECIP_N_TILES); 35 | //float tileX = input.InstanceId - tileY * N_TILES; 36 | 37 | PickVertex output = (PickVertex) 0; 38 | //output.pickParams = float4(tileX, tileY, displacedPos.xz); 39 | 40 | output.vPosition = mul( float4( displacedPos, 1.0f ), g_WorldViewProj ); 41 | 42 | return output; 43 | } 44 | 45 | float4 PickPS( PickVertex input ) : SV_Target 46 | { 47 | return input.pickParams; 48 | } 49 | -------------------------------------------------------------------------------- /TerrainTessellation/SkyBox11.h: -------------------------------------------------------------------------------- 1 | // Copyright (c) 2011 NVIDIA Corporation. All rights reserved. 2 | // 3 | // TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW, THIS SOFTWARE IS PROVIDED 4 | // *AS IS* AND NVIDIA AND ITS SUPPLIERS DISCLAIM ALL WARRANTIES, EITHER EXPRESS 5 | // OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, NONINFRINGEMENT,IMPLIED WARRANTIES OF 6 | // MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL NVIDIA 7 | // OR ITS SUPPLIERS BE LIABLE FOR ANY DIRECT, SPECIAL, INCIDENTAL, INDIRECT, OR 8 | // CONSEQUENTIAL DAMAGES WHATSOEVER (INCLUDING, WITHOUT LIMITATION, DAMAGES FOR LOSS 9 | // OF BUSINESS PROFITS, BUSINESS INTERRUPTION, LOSS OF BUSINESS INFORMATION, OR ANY 10 | // OTHER PECUNIARY LOSS) ARISING OUT OF THE USE OF OR INABILITY TO USE THIS SOFTWARE, 11 | // EVEN IF NVIDIA HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. 12 | // 13 | // Please direct any bugs or questions to SDKFeedback@nvidia.com 14 | 15 | #ifndef _SKYBOX11_H 16 | #define _SKYBOX11_H 17 | 18 | class CSkybox11 19 | { 20 | public: 21 | CSkybox11(); 22 | 23 | HRESULT CALLBACK OnD3D11CreateDevice( ID3D11Device* pd3dDevice, float fSize, 24 | ID3D11Texture2D* pCubeTexture, ID3D11ShaderResourceView* pCubeRV ); 25 | 26 | void OnD3D11ResizedSwapChain( const DXGI_SURFACE_DESC* pBackBufferSurfaceDesc ); 27 | void D3D11Render( D3DXMATRIX* pmWorldViewProj, ID3D11DeviceContext* pd3dImmediateContext ); 28 | void OnD3D11ReleasingSwapChain(); 29 | void OnD3D11DestroyDevice(); 30 | 31 | ID3D11Texture2D* GetD3D10EnvironmentMap() 32 | { 33 | return m_pEnvironmentMap11; 34 | } 35 | ID3D11ShaderResourceView* GetD3D10EnvironmentMapRV() 36 | { 37 | return m_pEnvironmentRV11; 38 | } 39 | void SetD3D11EnvironmentMap( ID3D11Texture2D* pCubeTexture ) 40 | { 41 | m_pEnvironmentMap11 = pCubeTexture; 42 | } 43 | 44 | protected: 45 | struct CB_VS_PER_OBJECT 46 | { 47 | D3DXMATRIX m_WorldViewProj; 48 | }; 49 | 50 | ID3D11Texture2D* m_pEnvironmentMap11; 51 | ID3D11ShaderResourceView* m_pEnvironmentRV11; 52 | ID3D11Device* m_pd3dDevice11; 53 | ID3D11VertexShader* m_pVertexShader; 54 | ID3D11PixelShader* m_pPixelShader; 55 | ID3D11SamplerState* m_pSam; 56 | ID3D11InputLayout* m_pVertexLayout11; 57 | ID3D11Buffer* m_pcbVSPerObject; 58 | ID3D11Buffer* m_pVB11; 59 | ID3D11DepthStencilState* m_pDepthStencilState11; 60 | ID3D11RasterizerState* m_pRasterizerState11; 61 | 62 | void StoreD3D11State(ID3D11DeviceContext*); 63 | void RestoreD3D11State(ID3D11DeviceContext*); 64 | ID3D11DepthStencilState* m_pDepthStencilStateStored11; 65 | UINT m_StencilRefStored11; 66 | ID3D11RasterizerState* m_pRasterizerStateStored11; 67 | ID3D11BlendState* m_pBlendStateStored11; 68 | float m_BlendFactorStored11[4]; 69 | UINT m_SampleMaskStored11; 70 | ID3D11SamplerState* m_pSamplerStateStored11; 71 | 72 | float m_fSize; 73 | }; 74 | 75 | #endif -------------------------------------------------------------------------------- /TerrainTessellation/SkyBox11.hlsl: -------------------------------------------------------------------------------- 1 | // Copyright (c) 2011 NVIDIA Corporation. All rights reserved. 2 | // 3 | // TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW, THIS SOFTWARE IS PROVIDED 4 | // *AS IS* AND NVIDIA AND ITS SUPPLIERS DISCLAIM ALL WARRANTIES, EITHER EXPRESS 5 | // OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, NONINFRINGEMENT,IMPLIED WARRANTIES OF 6 | // MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL NVIDIA 7 | // OR ITS SUPPLIERS BE LIABLE FOR ANY DIRECT, SPECIAL, INCIDENTAL, INDIRECT, OR 8 | // CONSEQUENTIAL DAMAGES WHATSOEVER (INCLUDING, WITHOUT LIMITATION, DAMAGES FOR LOSS 9 | // OF BUSINESS PROFITS, BUSINESS INTERRUPTION, LOSS OF BUSINESS INFORMATION, OR ANY 10 | // OTHER PECUNIARY LOSS) ARISING OUT OF THE USE OF OR INABILITY TO USE THIS SOFTWARE, 11 | // EVEN IF NVIDIA HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. 12 | // 13 | // Please direct any bugs or questions to SDKFeedback@nvidia.com 14 | 15 | cbuffer cbPerObject : register( b0 ) 16 | { 17 | row_major matrix g_mWorldViewProjection : packoffset( c0 ); 18 | } 19 | 20 | TextureCube g_EnvironmentTexture : register( t0 ); 21 | SamplerState g_sam : register( s0 ); 22 | 23 | struct SkyboxVS_Input 24 | { 25 | float4 Pos : POSITION; 26 | }; 27 | 28 | struct SkyboxVS_Output 29 | { 30 | float4 Pos : SV_POSITION; 31 | float3 Tex : TEXCOORD0; 32 | }; 33 | 34 | SkyboxVS_Output SkyboxVS( SkyboxVS_Input Input ) 35 | { 36 | SkyboxVS_Output Output; 37 | 38 | Output.Pos = Input.Pos; 39 | Output.Tex = normalize( mul(Input.Pos, g_mWorldViewProjection) ); 40 | 41 | return Output; 42 | } 43 | 44 | float4 SkyboxPS( SkyboxVS_Output Input ) : SV_TARGET 45 | { 46 | const float DARKEN_FUDGE = 0.1; 47 | float4 color = DARKEN_FUDGE * g_EnvironmentTexture.Sample( g_sam, Input.Tex ); 48 | return color; 49 | } 50 | -------------------------------------------------------------------------------- /TerrainTessellation/Stars.h: -------------------------------------------------------------------------------- 1 | // Copyright (c) 2011 NVIDIA Corporation. All rights reserved. 2 | // 3 | // TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW, THIS SOFTWARE IS PROVIDED 4 | // *AS IS* AND NVIDIA AND ITS SUPPLIERS DISCLAIM ALL WARRANTIES, EITHER EXPRESS 5 | // OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, NONINFRINGEMENT,IMPLIED WARRANTIES OF 6 | // MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL NVIDIA 7 | // OR ITS SUPPLIERS BE LIABLE FOR ANY DIRECT, SPECIAL, INCIDENTAL, INDIRECT, OR 8 | // CONSEQUENTIAL DAMAGES WHATSOEVER (INCLUDING, WITHOUT LIMITATION, DAMAGES FOR LOSS 9 | // OF BUSINESS PROFITS, BUSINESS INTERRUPTION, LOSS OF BUSINESS INFORMATION, OR ANY 10 | // OTHER PECUNIARY LOSS) ARISING OUT OF THE USE OF OR INABILITY TO USE THIS SOFTWARE, 11 | // EVEN IF NVIDIA HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. 12 | // 13 | // Please direct any bugs or questions to SDKFeedback@nvidia.com 14 | 15 | extern void ReadStars(); 16 | extern void CreateStars(ID3D11Device*); 17 | extern D3DXMATRIX StarWorldMatrix(float starRotation = 0); 18 | extern void RenderStars(ID3D11DeviceContext*, const D3DXMATRIX& mView, const D3DXMATRIX& mProj, const D3DXVECTOR2& screenSize); 19 | extern void ReleaseStars(); 20 | -------------------------------------------------------------------------------- /TerrainTessellation/TerrainTessellation.manifest: -------------------------------------------------------------------------------- 1 | 2 | 3 | 9 | Using perlin noise for volumetric fire simulation 10 | 11 | 12 | 20 | 21 | 22 | 23 | -------------------------------------------------------------------------------- /TerrainTessellation/TerrainTessellation.rc: -------------------------------------------------------------------------------- 1 | // Microsoft Visual C++ generated resource script. 2 | // 3 | #include "resource.h" 4 | 5 | #define APSTUDIO_READONLY_SYMBOLS 6 | ///////////////////////////////////////////////////////////////////////////// 7 | // 8 | // Generated from the TEXTINCLUDE 2 resource. 9 | // 10 | #include "WinResRc.h" 11 | 12 | ///////////////////////////////////////////////////////////////////////////// 13 | #undef APSTUDIO_READONLY_SYMBOLS 14 | 15 | ///////////////////////////////////////////////////////////////////////////// 16 | // English (U.S.) resources 17 | 18 | #if !defined(AFX_RESOURCE_DLL) || defined(AFX_TARG_ENU) 19 | #ifdef _WIN32 20 | LANGUAGE LANG_ENGLISH, SUBLANG_ENGLISH_US 21 | #pragma code_page(1252) 22 | #endif //_WIN32 23 | 24 | #ifdef APSTUDIO_INVOKED 25 | ///////////////////////////////////////////////////////////////////////////// 26 | // 27 | // TEXTINCLUDE 28 | // 29 | 30 | 1 TEXTINCLUDE 31 | BEGIN 32 | "resource.h\0" 33 | END 34 | 35 | 2 TEXTINCLUDE 36 | BEGIN 37 | "#include ""WinResRc.h""\r\n" 38 | "\0" 39 | END 40 | 41 | 3 TEXTINCLUDE 42 | BEGIN 43 | "\r\n" 44 | "\0" 45 | END 46 | 47 | #endif // APSTUDIO_INVOKED 48 | 49 | 50 | ///////////////////////////////////////////////////////////////////////////// 51 | // 52 | // Icon 53 | // 54 | 55 | // Icon with lowest ID value placed first to ensure application icon 56 | // remains consistent on all systems. 57 | IDI_ICON1 ICON "..\\..\\Media\\directx.ico" 58 | 59 | ///////////////////////////////////////////////////////////////////////////// 60 | // 61 | // Bitmap 62 | // 63 | 64 | #endif // English (U.S.) resources 65 | ///////////////////////////////////////////////////////////////////////////// 66 | 67 | 68 | 69 | #ifndef APSTUDIO_INVOKED 70 | ///////////////////////////////////////////////////////////////////////////// 71 | // 72 | // Generated from the TEXTINCLUDE 3 resource. 73 | // 74 | 75 | 76 | ///////////////////////////////////////////////////////////////////////////// 77 | #endif // not APSTUDIO_INVOKED 78 | 79 | -------------------------------------------------------------------------------- /TerrainTessellation/info.xml: -------------------------------------------------------------------------------- 1 | 2 | TerrainTessellation 3 | Iain Cantlay 4 | DirectX 11 5 | 8 | Source\TerrainTessellation 9 | doc\TerrainTessellation_sm.jpg 10 | doc\TerrainTessellation_md.jpg 11 | doc\TerrainTessellation_lg.jpg 12 | 13 | 14 | Doc\TerrainTessellation_WhitePaper.pdf 15 | Bin\TerrainTessellation.exe 16 | GeForce GTX 400 17 | Tessellation, terrain, hull shader, domain shader, displacement mapping, fractals 18 | 3D Graphics 19 | 110304 20 | 21 | ..\..\media\TerrainTessellation 22 | ..\..\media\UI 23 | ..\..\media\fBm3Octaves.dds 24 | ..\..\media\fBm5Octaves.dds 25 | ..\..\media\fBm5OctavesGrad.dds 26 | ..\..\media\GaussianNoise256.jpg 27 | SkyBox11.hlsl 28 | ..\TerrainTessellation 29 | 30 | 31 | -------------------------------------------------------------------------------- /TerrainTessellation/resource.h: -------------------------------------------------------------------------------- 1 | //{{NO_DEPENDENCIES}} 2 | // Microsoft Visual C++ generated include file. 3 | // Used by DX10FeatureTest.rc 4 | // 5 | #define IDB_REFERENCE_SCREENSHOT 101 6 | #define IDI_ICON1 102 7 | 8 | // Next default values for new objects 9 | // 10 | #ifdef APSTUDIO_INVOKED 11 | #ifndef APSTUDIO_READONLY_SYMBOLS 12 | #define _APS_NEXT_RESOURCE_VALUE 103 13 | #define _APS_NEXT_COMMAND_VALUE 40001 14 | #define _APS_NEXT_CONTROL_VALUE 1001 15 | #define _APS_NEXT_SYMED_VALUE 101 16 | #endif 17 | #endif 18 | -------------------------------------------------------------------------------- /nBodyCS/doc/nBodyCS_lg.jpg: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/LiveMirror/NVIDIA-Direct3D-SDK-11/a2d3cc46179364c9faa3e218eff230883badcd79/nBodyCS/doc/nBodyCS_lg.jpg -------------------------------------------------------------------------------- /nBodyCS/doc/nBodyCS_md.jpg: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/LiveMirror/NVIDIA-Direct3D-SDK-11/a2d3cc46179364c9faa3e218eff230883badcd79/nBodyCS/doc/nBodyCS_md.jpg -------------------------------------------------------------------------------- /nBodyCS/doc/nBodyCS_sm.jpg: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/LiveMirror/NVIDIA-Direct3D-SDK-11/a2d3cc46179364c9faa3e218eff230883badcd79/nBodyCS/doc/nBodyCS_sm.jpg -------------------------------------------------------------------------------- /nBodyCS/doc/readme.txt: -------------------------------------------------------------------------------- 1 | N-Body Simulation with DirectCompute Shaders 2 | -------------------------------------------- 3 | 4 | This program performs a parallel simulation of an "N-body" system of stars. That is, it simulates the evolution over time of the positions and velocities of a number of massive bodies, such as stars, that all influence each other via gravitational attraction. Because all bodies interact with all others, there are O(N^2) interactions to compute at each time step (each frame). This is a lot of computation, but it is highly parallel and is thus amenable to GPU implementation using DirectCompute shaders. 5 | 6 | The simulation utilizes DirectCompute groupshared memory to cache body positions and share them among all threads of a thread group. This greatly reduces off-chip bandwidth use. 7 | -------------------------------------------------------------------------------- /nBodyCS/info.xml: -------------------------------------------------------------------------------- 1 | 2 | N-Body Interaction 3 | Mark Harris 4 | DirectX 11 5 | 7 | Source\nBodyCS 8 | doc\nBodyCS_sm.jpg 9 | doc\nBodyCS_md.jpg 10 | doc\nBodyCS_lg.jpg 11 | 12 | 13 | 14 | Bin\nbodyCS.exe 15 | GeForce GTX 400 16 | Graphics Interop,Physically-Based Simulation,Data-Parallel Algorithms 17 | 3D Graphics 18 | 110304 19 | 20 | ..\..\media\pointsprite_grey.dds 21 | ..\..\media\UI 22 | ..\nBodyCS 23 | 24 | 25 | -------------------------------------------------------------------------------- /nBodyCS/nBodyCS.h: -------------------------------------------------------------------------------- 1 | // Copyright (c) 2011 NVIDIA Corporation. All rights reserved. 2 | // 3 | // TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW, THIS SOFTWARE IS PROVIDED 4 | // *AS IS* AND NVIDIA AND ITS SUPPLIERS DISCLAIM ALL WARRANTIES, EITHER EXPRESS 5 | // OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, NONINFRINGEMENT,IMPLIED WARRANTIES OF 6 | // MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. IN NO EVENT SHALL NVIDIA 7 | // OR ITS SUPPLIERS BE LIABLE FOR ANY DIRECT, SPECIAL, INCIDENTAL, INDIRECT, OR 8 | // CONSEQUENTIAL DAMAGES WHATSOEVER (INCLUDING, WITHOUT LIMITATION, DAMAGES FOR LOSS 9 | // OF BUSINESS PROFITS, BUSINESS INTERRUPTION, LOSS OF BUSINESS INFORMATION, OR ANY 10 | // OTHER PECUNIARY LOSS) ARISING OUT OF THE USE OF OR INABILITY TO USE THIS SOFTWARE, 11 | // EVEN IF NVIDIA HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. 12 | // 13 | // Please direct any bugs or questions to SDKFeedback@nvidia.com 14 | 15 | #ifndef __NBODYCS_H__ 16 | #define __NBODYCS_H__ 17 | 18 | #include 19 | #include 20 | #include 21 | #include 22 | #include 23 | #include 24 | 25 | #include "nBodySystemCS.h" 26 | 27 | //-------------------------------------------------------------------------------------- 28 | // UI control IDs 29 | //-------------------------------------------------------------------------------------- 30 | enum 31 | { 32 | IDC_TOGGLEFULLSCREEN, 33 | IDC_TOGGLEREF, 34 | IDC_CHANGEDEVICE, 35 | IDC_RESET, 36 | 37 | IDC_TOGGLEUPDATES, 38 | 39 | IDC_POINTSIZE, 40 | IDC_POINTSIZELABEL, 41 | 42 | IDC_NUMBODIES, 43 | IDC_NUMBODIESLABEL, 44 | 45 | IDC_LAST, 46 | }; 47 | 48 | #define DEFAULT_POINT_SIZE 1.0f 49 | #define MAX_SCALING_FACTOR 10.0f 50 | #define SCALE_SLIDER_MAX 10 51 | 52 | #endif __NBODYCS_H__ -------------------------------------------------------------------------------- /nBodyCS/nBodyCS.manifest: -------------------------------------------------------------------------------- 1 | 2 | 3 | 9 | NVIDIA DX11 SDK n-Body Simulation demo 10 | 11 | 12 | 20 | 21 | 22 | 23 | -------------------------------------------------------------------------------- /nBodyCS/nBodyCS.rc: -------------------------------------------------------------------------------- 1 | // Microsoft Visual C++ generated resource script. 2 | // 3 | #include "resource.h" 4 | 5 | #define APSTUDIO_READONLY_SYMBOLS 6 | ///////////////////////////////////////////////////////////////////////////// 7 | // 8 | // Generated from the TEXTINCLUDE 2 resource. 9 | // 10 | #include "WinResRc.h" 11 | 12 | ///////////////////////////////////////////////////////////////////////////// 13 | #undef APSTUDIO_READONLY_SYMBOLS 14 | 15 | ///////////////////////////////////////////////////////////////////////////// 16 | // English (U.S.) resources 17 | 18 | #if !defined(AFX_RESOURCE_DLL) || defined(AFX_TARG_ENU) 19 | #ifdef _WIN32 20 | LANGUAGE LANG_ENGLISH, SUBLANG_ENGLISH_US 21 | #pragma code_page(1252) 22 | #endif //_WIN32 23 | 24 | 25 | #ifdef APSTUDIO_INVOKED 26 | ///////////////////////////////////////////////////////////////////////////// 27 | // 28 | // TEXTINCLUDE 29 | // 30 | 31 | 1 TEXTINCLUDE 32 | BEGIN 33 | "resource.h\0" 34 | END 35 | 36 | 2 TEXTINCLUDE 37 | BEGIN 38 | "#include ""WinResRc.h""\r\n" 39 | "\0" 40 | END 41 | 42 | 3 TEXTINCLUDE 43 | BEGIN 44 | "\r\n" 45 | "\0" 46 | END 47 | 48 | #endif // APSTUDIO_INVOKED 49 | 50 | 51 | ///////////////////////////////////////////////////////////////////////////// 52 | // 53 | // Icon 54 | // 55 | 56 | // Icon with lowest ID value placed first to ensure application icon 57 | // remains consistent on all systems. 58 | IDI_ICON1 ICON "..\\..\\Media\\directx.ico" 59 | #endif // English (U.S.) resources 60 | ///////////////////////////////////////////////////////////////////////////// 61 | 62 | 63 | 64 | #ifndef APSTUDIO_INVOKED 65 | ///////////////////////////////////////////////////////////////////////////// 66 | // 67 | // Generated from the TEXTINCLUDE 3 resource. 68 | // 69 | 70 | 71 | ///////////////////////////////////////////////////////////////////////////// 72 | #endif // not APSTUDIO_INVOKED 73 | 74 | -------------------------------------------------------------------------------- /nBodyCS/resource.h: -------------------------------------------------------------------------------- 1 | //{{NO_DEPENDENCIES}} 2 | // Microsoft Visual C++ generated include file. 3 | // Used by EmptyProject10.rc 4 | // 5 | #define IDI_ICON1 101 6 | 7 | // Next default values for new objects 8 | // 9 | #ifdef APSTUDIO_INVOKED 10 | #ifndef APSTUDIO_READONLY_SYMBOLS 11 | #define _APS_NEXT_RESOURCE_VALUE 102 12 | #define _APS_NEXT_COMMAND_VALUE 40001 13 | #define _APS_NEXT_CONTROL_VALUE 1001 14 | #define _APS_NEXT_SYMED_VALUE 101 15 | #endif 16 | #endif 17 | --------------------------------------------------------------------------------