internal void RegisterToUIRenderFeature(UIRenderFeature uiRenderFeature)
 {
     foreach (var uiType in _typeToRenderers.Keys)
     {
         uiRenderFeature.RegisterRendererFactory(uiType, this);
     }
 }
Beispiel #2
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        private ICollection <UIRenderFeature.HitTestResult> GetAdornerVisualsAtPosition(ref Vector3 worldPosition)
        {
            var uiComponent = Controller.GetEntityByName(UIEditorController.AdornerEntityName).Get <UIComponent>();

            if (Math.Abs(worldPosition.X) > uiComponent.Resolution.X * 0.5f ||
                Math.Abs(worldPosition.Y) > uiComponent.Resolution.Y * 0.5f)
            {
                return(null);
            }

            var rootElement = uiComponent.Page?.RootElement;

            if (rootElement == null)
            {
                return(null);
            }

            var ray           = new Ray(new Vector3(worldPosition.X, worldPosition.Y, uiComponent.Resolution.Z + 1), -Vector3.UnitZ);
            var worldViewProj = Matrix.Identity; // All the calculation is done in UI space

            return(UIRenderFeature.GetElementsAtPosition(rootElement, ref ray, ref worldViewProj));
        }
Beispiel #3
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        /// <summary>
        /// Creates a graphics compositor programatically that renders into a Rendertarget. It can render everything the default Compositor can
        /// </summary>
        public static GraphicsCompositor CreateOffscreenCompositor(
            bool enablePostEffects,
            Texture renderTarget,
            CameraComponent camera    = null,
            RenderGroupMask groupMask = RenderGroupMask.All)
        {
            #region Render stages
            var opaqueRenderStage = new RenderStage("Opaque", "Main")
            {
                SortMode = new StateChangeSortMode()
            };
            var transparentRenderStage = new RenderStage("Transparent", "Main")
            {
                SortMode = new BackToFrontSortMode()
            };
            var shadowMapCaster = new RenderStage("ShadowMapCaster", "ShadowMapCaster")
            {
                SortMode = new FrontToBackSortMode()
            };
            var shadowMapCasterrParaboloidRenderStage = new RenderStage("ShadowMapCasterParaboloid", "ShadowMapCasterParaboloid")
            {
                SortMode = new FrontToBackSortMode()
            };
            var shadowMapCasterCubeMapRenderStage = new RenderStage("ShadowMapCasterCubeMap", "ShadowMapCasterCubeMap")
            {
                SortMode = new FrontToBackSortMode()
            };
            var gBuffer = new RenderStage("GBuffer", "GBuffer")
            {
                SortMode = new FrontToBackSortMode()
            };
            #endregion

            #region RenderFeatures
            var meshRenderFeature = new MeshRenderFeature
            {
                PipelineProcessors =
                {
                    new MeshPipelineProcessor()
                    {
                        TransparentRenderStage = transparentRenderStage
                    },
                    new ShadowMeshPipelineProcessor()
                    {
                        DepthClipping = false, ShadowMapRenderStage = shadowMapCaster
                    },
                    new ShadowMeshPipelineProcessor()
                    {
                        DepthClipping = true, ShadowMapRenderStage = shadowMapCasterrParaboloidRenderStage
                    },
                    new ShadowMeshPipelineProcessor()
                    {
                        DepthClipping = true, ShadowMapRenderStage = shadowMapCasterCubeMapRenderStage
                    }
                },
                RenderFeatures =
                {
                    new TransformRenderFeature(),
                    new SkinningRenderFeature(),
                    new MaterialRenderFeature(),
                    new ShadowCasterRenderFeature(),
                    new ForwardLightingRenderFeature()
                    {
                        LightRenderers =
                        {
                            new LightAmbientRenderer(),
                            new LightDirectionalGroupRenderer(),
                            new LightSkyboxRenderer(),
                            new LightClusteredPointSpotGroupRenderer(),
                            new LightPointGroupRenderer()
                        }
                    }
                },
                RenderStageSelectors =
                {
                    new MeshTransparentRenderStageSelector()
                    {
                        EffectName             = "XenkoForwardShadingEffect",
                        OpaqueRenderStage      = opaqueRenderStage,
                        TransparentRenderStage = transparentRenderStage,
                        RenderGroup            = groupMask
                    },
                    new ShadowMapRenderStageSelector()
                    {
                        EffectName           = "XenkoForwardShadingEffect.ShadowMapCaster",
                        ShadowMapRenderStage = shadowMapCaster,
                        RenderGroup          = groupMask
                    },
                    new ShadowMapRenderStageSelector()
                    {
                        EffectName           = "XenkoForwardShadingEffect.ShadowMapCasterParaboloid",
                        ShadowMapRenderStage = shadowMapCasterrParaboloidRenderStage,
                        RenderGroup          = groupMask
                    },
                    new ShadowMapRenderStageSelector()
                    {
                        EffectName           = "XenkoForwardShadingEffect.ShadowMapCasterCubeMap",
                        ShadowMapRenderStage = shadowMapCasterCubeMapRenderStage,
                        RenderGroup          = groupMask
                    },
                    new MeshTransparentRenderStageSelector()
                    {
                        EffectName        = "XenkoForwardShadingEffect.ShadowMapCaster",
                        OpaqueRenderStage = gBuffer,
                        RenderGroup       = groupMask
                    }
                }
            };

            var spriteRenderFeature = new SpriteRenderFeature()
            {
                RenderStageSelectors =
                {
                    new SpriteTransparentRenderStageSelector()
                    {
                        EffectName             = "Test", // TODO: Check this
                        OpaqueRenderStage      = opaqueRenderStage,
                        TransparentRenderStage = transparentRenderStage,
                        RenderGroup            = groupMask
                    }
                }
            };

            var backgroundRenderFeature = new BackgroundRenderFeature()
            {
                RenderStageSelectors =
                {
                    new SimpleGroupToRenderStageSelector()
                    {
                        EffectName  = "Test",
                        RenderStage = opaqueRenderStage,
                        RenderGroup = groupMask
                    }
                }
            };

            var uiRenderFeature = new UIRenderFeature()
            {
                RenderStageSelectors =
                {
                    new SimpleGroupToRenderStageSelector()
                    {
                        EffectName  = "Test",
                        RenderStage = transparentRenderStage,
                        RenderGroup = groupMask
                    }
                }
            };

            var particleEmitterRenderFeature = new ParticleEmitterRenderFeature()
            {
                RenderStageSelectors =
                {
                    new ParticleEmitterTransparentRenderStageSelector()
                    {
                        OpaqueRenderStage      = opaqueRenderStage,
                        TransparentRenderStage = transparentRenderStage,
                        RenderGroup            = groupMask
                    }
                }
            };

            //TODO: add that when in VL Context (needs VL.Xenko nuget)
            //var vlLayerRenderfeature = new LayerRenderFeature()
            //{
            //    RenderStageSelectors =
            //    {
            //        new SimpleGroupToRenderStageSelector()
            //        {
            //            RenderStage = opaqueRenderStage,
            //            RenderGroup = groupMask
            //        }
            //    }

            //};
            #endregion

            #region Camera slots
            var offscreenCameraSlot = new SceneCameraSlot();
            if (camera != null)
            {
                camera.Slot = offscreenCameraSlot.ToSlotId();
            }
            #endregion

            #region post fx
            var postProcessingEffects = enablePostEffects
                ? new PostProcessingEffects
            {
                ColorTransforms =
                {
                    Transforms =
                    {
                        new ToneMap(),
                    },
                },
            }
                : null;

            if (postProcessingEffects != null)
            {
                postProcessingEffects.DisableAll();
                postProcessingEffects.ColorTransforms.Enabled = true;
            }
            #endregion

            #region Renderers
            var forwardRenderer = new ForwardRenderer
            {
                Clear = { ClearFlags = ClearRendererFlags.ColorAndDepth, Color = new Color4(0, 0, 0, 0) },
                GBufferRenderStage = gBuffer,
                LightProbes        = true,
                MSAALevel          = MultisampleCount.None,
                //MSAAResolver = new MSAAResolver() { FilterType = MSAAResolver.FilterTypes.BSpline, FilterRadius = 1.0f },
                OpaqueRenderStage     = opaqueRenderStage,
                ShadowMapRenderStages = { shadowMapCaster },
                //SubsurfaceScatteringBlurEffect,
                TransparentRenderStage = transparentRenderStage,
                // TODO: add postFX once their alpha is sorted out
                PostEffects = postProcessingEffects
            };

            var singleViewforwardRenderer = new ForwardRenderer
            {
                Clear = { ClearFlags = ClearRendererFlags.ColorAndDepth, Color = new Color4(0, 0, 0, 0) },
                GBufferRenderStage = gBuffer,
                LightProbes        = true,
                MSAALevel          = MultisampleCount.None,
                //MSAAResolver = new MSAAResolver() { FilterType = MSAAResolver.FilterTypes.BSpline, FilterRadius = 1.0f },
                OpaqueRenderStage     = opaqueRenderStage,
                ShadowMapRenderStages = { shadowMapCaster },
                //SubsurfaceScatteringBlurEffect,
                TransparentRenderStage = transparentRenderStage
            };
            #endregion

            #region Game
            var game = new SceneCameraRenderer()
            {
                Camera = offscreenCameraSlot,
                Child  = new RenderTextureSceneRenderer()
                {
                    RenderTexture = renderTarget,
                    Child         = forwardRenderer,
                }
            };
            #endregion

            return(new GraphicsCompositor
            {
                Cameras = { offscreenCameraSlot },

                RenderStages =
                {
                    opaqueRenderStage,
                    transparentRenderStage,
                    shadowMapCaster,
                    shadowMapCasterrParaboloidRenderStage,
                    shadowMapCasterCubeMapRenderStage,
                    gBuffer
                },
                RenderFeatures =
                {
                    meshRenderFeature,
                    spriteRenderFeature,
                    backgroundRenderFeature,
                    uiRenderFeature,
                    particleEmitterRenderFeature,
                    //vlLayerRenderfeature
                },

                Game = game
            });
        }