Graphics Reference
In-Depth Information
PDIRECT3DSURFACE9 g_pMSDS = NULL;
//Depth Stencil surface for
the float RT
LPDIRECT3DTEXTURE9 g_pTexRender;
//Render target texture
LPDIRECT3DTEXTURE9 g_pTexBrightPass;
//Bright pass filter
LPD3DXMESH g_pMesh;
LPDIRECT3DTEXTURE9 g_apTexToneMap[NUM_TONEMAP_TEXTURES]; //Tone
mapping calculation
textures
LPDIRECT3DTEXTURE9 g_apTexBloom[NUM_BLOOM_TEXTURES]; //Blooming
effect intermediate texture
bool
g_bBloom;
//Bloom effect on/off
ENCODING_MODE g_eEncodingMode;
RENDER_MODE g_eRenderMode;
TECH_HANDLES g_aTechHandles;
TECH_HANDLES* g_pCurTechnique;
bool g_bShowText;
double g_aPowsOfTwo[257]; //Lookup table for log
calculations
bool g_bSupportsR16F = false;
bool g_bSupportsR32F = false;
bool g_bSupportsD16 = false;
bool g_bSupportsD32 = false;
bool g_bSupportsD24X8 = false;
bool g_bUseMultiSample = false; //True when using
multisampling on a
supported back buffer
D3DMULTISAMPLE_TYPE g_MaxMultiSampleType = D3DMULTISAMPLE_NONE;
//Non-Zero when g_
bUseMultiSample is true
DWORD g_dwMultiSampleQuality = 0;
//Used when we have
multisampling on a
backbuffer
IDirect3DCubeTexture9* g_pCubeTexture = NULL;
int g_CurrentCubeTexture = 1;
LPCWSTR g_CubeTextures[16] = { L”Light Probes\\street.dds”, L”Street”,
L”Light Probes\\castle.dds”, L”Castle”,
L”Light Probes\\park.dds”, L”Park”,
L”Light Probes\\night.dds”, L”Night”,
//L”Light Probes\\ParkLow.dds”, L”Park
Low”,
//L”Light Probes\\Park.dds”, L”Park
High”,
//L”Light Probes\\CreekLow.dds”,
L”Creek Low”,
//L”Light Probes\\VasaLow.dds”, L”Vasa
Low”,
//L”Light Probes\\Vasa.dds”, L”Vasa
High”
};
float g_fModelReflectivity = 0.75f;
CHAR* g_Techniques[] = {“XRay”, “SimpleLighting”,
“SpecularLighting”, “ToonEffect”, “Reflect”, “ReflectSpecular”,};
LPCWSTR g_TechniqueNames[] = {L”X-Ray”, L”Diffuse Lighting”,
L”Specular Lighting”, L”Toon Effect”,
L”Reflection + Diffuse”, L”Reflection + Specular”};
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