Beispiel #1
0
        private static void OnDeviceReset()
        {
            MyManagers.OnDeviceReset();

            MyShaders.OnDeviceReset();
            MyMaterialShaders.OnDeviceReset();

            MyTransparentRendering.OnDeviceReset();

            ResetShadows(MyShadowCascades.Settings.NewData.CascadesCount, Settings.User.ShadowQuality.ShadowCascadeResolution());

            MyBillboardRenderer.OnDeviceReset();
            MyScreenDecals.OnDeviceReset();

            MyMeshMaterials1.OnDeviceReset();
            MyVoxelMaterials1.OnDeviceReset();

            MyRenderableComponent.MarkAllDirty();
            foreach (var f in MyComponentFactory <MyFoliageComponent> .GetAll())
            {
                f.Dispose();
            }

            foreach (var c in MyComponentFactory <MyGroupRootComponent> .GetAll())
            {
                c.OnDeviceReset();
            }

            MyBigMeshTable.Table.OnDeviceReset();
            MySceneMaterials.OnDeviceReset();
            MyMeshes.OnDeviceReset();
            MyInstancing.OnDeviceReset();
            MyScreenDecals.OnDeviceReset();
        }
Beispiel #2
0
        internal static void OnDeviceReset()
        {
            MyHwBuffers.OnDeviceReset();
            MyShaders.OnDeviceReset();
            MyMaterialShaders.OnDeviceReset();
            MyPipelineStates.OnDeviceReset();
            MyTextures.OnDeviceReset();
            MyRwTextures.OnDeviceReset();

            ResetShadows(Settings.ShadowCascadeCount, RenderSettings.ShadowQuality.ShadowCascadeResolution());

            MyBillboardRenderer.OnDeviceRestart();
            MyScreenDecals.OnDeviceReset();

            MyMeshMaterials1.InvalidateMaterials();
            MyVoxelMaterials1.InvalidateMaterials();

            MyRenderableComponent.MarkAllDirty();
            foreach (var f in MyComponentFactory <MyFoliageComponent> .GetAll())
            {
                f.Dispose();
            }

            foreach (var c in MyComponentFactory <MyGroupRootComponent> .GetAll())
            {
                c.OnDeviceReset();
            }

            MyBigMeshTable.Table.OnDeviceReset();
            MySceneMaterials.OnDeviceReset();
            MyMeshes.OnDeviceReset();
            MyInstancing.OnDeviceReset();
            MyScreenDecals.OnDeviceReset();
        }
Beispiel #3
0
        internal static void UnloadData()
        {
            MyActorFactory.RemoveAll();
            // many-to-one relation, can live withput owners, deallocated separately
            // MyComponentFactory<MyInstancingComponent>.RemoveAll();

            //MyVoxelMesh.RemoveAll();
            //MyDynamicMesh.RemoveAll();


            MyRender11.Log.WriteLine("Unloading session data");

            MyScene.RenderablesDBVH.Clear();
            MyScene.GroupsDBVH.Clear();
            MyClipmapFactory.RemoveAll();

            MyInstancing.OnSessionEnd();
            MyMeshes.OnSessionEnd();
            MyLights.OnSessionEnd();

            MyMaterials1.OnSessionEnd();
            MyVoxelMaterials1.OnSessionEnd();
            MyMeshMaterials1.OnSessionEnd();
            MyScreenDecals.OnSessionEnd();

            MyTextures.OnSessionEnd();
            MyBigMeshTable.Table.OnSessionEnd();

            //MyAssetsLoader.ClearMeshes();
        }
Beispiel #4
0
        private static void OnDeviceEnd()
        {
            // Reversed order of calling End -- Managers last
            MyScreenDecals.OnDeviceEnd();
            MyShaders.OnDeviceEnd();
            MyMaterialShaders.OnDeviceEnd();
            MyVoxelMaterials1.OnDeviceEnd();
            MyTransparentRendering.OnDeviceEnd();

            MyManagers.OnDeviceEnd();
        }
Beispiel #5
0
        internal static unsafe void InitSubsystems()
        {
            InitializeBlendStates();
            InitializeRasterizerStates();
            InitilizeSamplerStates();

            MyCommon.Init();
            MyPipelineStates.Init();
            MyTextures.Init();
            MyVertexLayouts.Init();
            MyShaders.Init();
            MyRwTextures.Init();
            MyHwBuffers.Init();
            MyMeshes.Init();
            MyMeshTableSRV.Init();
            MyMergeInstancing.Init();
            MyGeometryRenderer.Init();
            MyLightRendering.Init();
            MyShadows.Init();
            MyLinesRenderer.Init();
            MySpritesRenderer.Init();
            MyPrimitivesRenderer.Init();
            MyFoliageRenderer.Init();
            MyOutline.Init();

            MyComponents.Init();

            MyBillboardRenderer.Init(); // hardcoded limits
            MyDebugRenderer.Init();
            MyGPUFoliageGenerating.Init();

            MyScreenDecals.Init();
            MyEnvProbeProcessing.Init();
            MyShadowsResolve.Init();
            MyAtmosphereRenderer.Init();
            MyAAEdgeMarking.Init();
            MyScreenPass.Init();
            MyCopyToRT.Init();
            MyBlendTargets.Init();
            MyFXAA.Init();
            MyDepthResolve.Init();
            MyBloom.Init();
            MyLuminanceAverage.Init();
            MyToneMapping.Init();
            MySSAO.Init();
            MyHdrDebugTools.Init();

            MySceneMaterials.Init();
            MyMaterials1.Init();
            MyVoxelMaterials1.Init();
            MyMeshMaterials1.Init();

            //MyShaderFactory.RunCompilation(); // rebuild
        }
Beispiel #6
0
 internal static void OnDeviceEnd()
 {
     MyScreenDecals.OnDeviceEnd();
     MyShaders.OnDeviceEnd();
     MyMaterialShaders.OnDeviceEnd();
     MyVoxelMaterials1.OnDeviceEnd();
     MyTextures.OnDeviceEnd();
     MyRwTextures.OnDeviceEnd();
     MyHwBuffers.OnDeviceEnd();
     MyPipelineStates.OnDeviceEnd();
 }
        /// <returns>True if window has decals and is not too far</returns>
        static bool HandleWindow(MyBillboard billboard)
        {
            uint parentID = (uint)billboard.ParentID;

            if (MyScreenDecals.HasEntityDecals(parentID) && billboard.DistanceSquared < MyScreenDecals.VISIBLE_DECALS_SQ_TH)
            {
                m_windowsWithDecals.Add(parentID);
                return(true);
            }

            return(false);
        }
Beispiel #8
0
        /// <returns>True if window glass decals and is not too far</returns>
        static bool HandleGlass(MyRenderCullResultFlat result, double viewDistanceSquared)
        {
            uint id = result.RenderProxy.Parent.Owner.ID;

            if (MyScreenDecals.HasEntityDecals(id) && viewDistanceSquared < MyScreenDecals.VISIBLE_DECALS_SQ_TH)
            {
                m_glassWithDecals.Add(id);
                return(true);
            }

            return(false);
        }
Beispiel #9
0
        internal static void OnDeviceEnd()
        {
            MyManagers.OnDeviceEnd();

            MyScreenDecals.OnDeviceEnd();
            MyShaders.OnDeviceEnd();
            MyMaterialShaders.OnDeviceEnd();
            MyVoxelMaterials1.OnDeviceEnd();
            //MyRwTextures.OnDeviceEnd();
            MyHwBuffers.OnDeviceEnd();
            MyTransparentRendering.OnDeviceEnd();
        }
        internal static unsafe void InitSubsystems()
        {
            MyRwTextures.Init();
            MyHwBuffers.Init();
            MyPipelineStates.Init();
            ResetShadows(MyRenderProxy.Settings.ShadowCascadeCount, RenderSettings.ShadowQuality.ShadowCascadeResolution());
            MyRender11.Init();
            MyCommon.Init();
            SamplerStates.Init();
            MyDepthStencilState.Init();
            MyTextures.Init();
            MyVertexLayouts.Init();
            MyShaders.Init();
            MyMeshes.Init();
            MyMeshTableSRV.Init();
            MyLightRendering.Init();
            MyLinesRenderer.Init();
            MySpritesRenderer.Init();
            MyPrimitivesRenderer.Init();
            MyOutline.Init();
            MyBlur.Init();
            MyTransparentRendering.Init();

            MyFoliageComponents.Init();

            MyBillboardRenderer.Init(); // hardcoded limits
            MyDebugRenderer.Init();

            MyScreenDecals.Init();
            MyEnvProbeProcessing.Init();
            MyAtmosphereRenderer.Init();
            MyCloudRenderer.Init();
            MyAAEdgeMarking.Init();
            MyScreenPass.Init();
            MyCopyToRT.Init();
            MyBlendTargets.Init();
            MyFXAA.Init();
            MyDepthResolve.Init();
            MyBloom.Init();
            MyLuminanceAverage.Init();
            MyToneMapping.Init();
            MySSAO.Init();
            MyPlanetBlur.Init();
            MyHdrDebugTools.Init();

            MySceneMaterials.Init();
            MyMaterials1.Init();
            MyVoxelMaterials1.Init();
            MyMeshMaterials1.Init();
        }
Beispiel #11
0
        internal static void UnloadData()
        {
            MyManagers.OnUnloadData();

            MyActorFactory.RemoveAll();
            // many-to-one relation, can live withput owners, deallocated separately
            // MyComponentFactory<MyInstancingComponent>.RemoveAll();

            //MyVoxelMesh.RemoveAll();
            //MyDynamicMesh.RemoveAll();


            MyRender11.Log.WriteLine("Unloading session data");

            // Remove leftover persistent debug draw messages
            m_debugDrawMessages.Clear();

            MyScene.DynamicRenderablesDBVH.Clear();
            if (MyScene.SeparateGeometry)
            {
                MyScene.StaticRenderablesDBVH.Clear();
            }
            MyScene.GroupsDBVH.Clear();
            MyScene.FoliageDBVH.Clear();
            MyClipmapFactory.RemoveAll();
            MyClipmap.UnloadCache();

            MyInstancing.OnSessionEnd();
            MyFoliageComponents.OnSessionEnd();
            MyMeshes.OnSessionEnd();
            MyLights.OnSessionEnd();

            MyMaterials1.OnSessionEnd();
            MyVoxelMaterials1.OnSessionEnd();
            MyMeshMaterials1.OnSessionEnd();
            MyScreenDecals.OnSessionEnd();

            MyBigMeshTable.Table.OnSessionEnd();

            MyPrimitivesRenderer.Unload();

            MyTransparentRendering.OnSessionEnd();

            //MyAssetsLoader.ClearMeshes();
        }
Beispiel #12
0
        static void PreGatherBillboard(MyBillboard billboard)
        {
            var material = MyTransparentMaterials.GetMaterial(billboard.Material);

            if (material.NeedSort)
            {
                m_sortedCount++;
            }
            else
            {
                m_unsortedCount++;
            }

            if (billboard.Window && MyScreenDecals.HasEntityDecals((uint)billboard.ParentID))
            {
                m_windowCount++;
            }
        }
        internal void SetAnimationBones(Matrix[] boneAbsoluteTransforms, IReadOnlyList <MyBoneDecalUpdate> boneDecals)
        {
            if (m_skeletonHierarchy == null)
            {
                return;
            }

            var skeletonCount = m_skeletonHierarchy.Length;

            for (int i = 0; i < skeletonCount; i++)
            {
                m_absoluteTransforms[i] = boneAbsoluteTransforms[i];
            }

            int bonesCount = m_skeletonIndices.Length;

            for (int i = 0; i < bonesCount; i++)
            {
                m_skinTransforms[i] = Matrix.Transpose(m_skeletonHierarchy[m_skeletonIndices[i]].SkinTransform * m_absoluteTransforms[m_skeletonIndices[i]]);
            }

            m_decalUpdateCache.Clear();
            for (int it = 0; it < boneDecals.Count; it++)
            {
                MyBoneDecalUpdate pair = boneDecals[it];

                MyDecalTopoData data;
                bool            found = MyScreenDecals.GetDecalTopoData(pair.DecalID, out data);
                if (!found)
                {
                    continue;
                }

                Matrix skinningTrans = ComputeSkinning(data.BoneIndices, ref data.BoneWeights);
                Matrix transform     = data.MatrixBinding * skinningTrans;
                m_decalUpdateCache.Add(new MyDecalPositionUpdate()
                {
                    ID = pair.DecalID, Transform = transform
                });
            }

            MyScreenDecals.UpdateDecals(m_decalUpdateCache);
        }
        private static void UpdateDecalPositions(InstancingId id, List <MyCubeInstanceData> instanceData, List <MyCubeInstanceDecalData> decals)
        {
            m_tmpDecalsUpdate.Clear();
            for (int it1 = 0; it1 < decals.Count; it1++)
            {
                MyCubeInstanceDecalData decal    = decals[it1];
                MyCubeInstanceData      cubeData = instanceData[decal.InstanceIndex];
                if (!cubeData.EnableSkinning)
                {
                    break;
                }

                MyDecalTopoData decalTopo;
                bool            found = MyScreenDecals.GetDecalTopoData(decal.DecalId, out decalTopo);
                if (!found)
                {
                    continue;
                }

                Matrix localCubeMatrix;
                Matrix skinningMatrix = cubeData.ConstructDeformedCubeInstanceMatrix(ref decalTopo.BoneIndices, ref decalTopo.BoneWeights, out localCubeMatrix);

                Matrix localCubeMatrixInv;
                Matrix.Invert(ref localCubeMatrix, out localCubeMatrixInv);

                // TODO: Optimization: it would be cool if we keep original cube coordiates local intersection
                // and avoid matrix inversion here. Refer to MyCubeGrid.GetIntersectionWithLine(), MyCubeGridHitInfo

                Matrix invBinding = decalTopo.MatrixBinding * localCubeMatrixInv;
                Matrix transform  = invBinding * skinningMatrix;

                m_tmpDecalsUpdate.Add(new MyDecalPositionUpdate()
                {
                    ID = decal.DecalId, Transform = transform
                });
            }

            MyScreenDecals.UpdateDecals(m_tmpDecalsUpdate);
        }
        private static void ProcessMessageInternal(IMyRenderMessage message)
        {
            switch (message.MessageType)
            {
            case MyRenderMessageEnum.SetCameraViewMatrix:
            {
                var rMessage = (MyRenderMessageSetCameraViewMatrix)message;

                SetupCameraMatrices(rMessage);

                break;
            }

            case MyRenderMessageEnum.DrawScene:
            {
                var rMessage = (IMyRenderMessage)message;

                m_drawQueue.Enqueue(rMessage);

                m_messageTracker.Clear();

                break;
            }

            case MyRenderMessageEnum.RebuildCullingStructure:
            {
                break;
            }

                #region Profiler

            case MyRenderMessageEnum.RenderProfiler:
            {
                var profMessage = (MyRenderMessageRenderProfiler)message;

                MyRenderProfiler.HandleInput(profMessage.Command, profMessage.Index);

                break;
            }

                #endregion

                #region Characters

            case MyRenderMessageEnum.CreateRenderCharacter:
            {
                var rMessage = (MyRenderMessageCreateRenderCharacter)message;

                var    actor        = MyActorFactory.CreateCharacter();
                Matrix worldMatrixF = rMessage.WorldMatrix;
                //actor.GetRenderable().SetModel(MyAssetsLoader.GetModel(rMessage.Model));
                actor.GetRenderable().SetModel(MyMeshes.GetMeshId(X.TEXT(rMessage.Model)));
                actor.SetMatrix(ref worldMatrixF);

                if (rMessage.ColorMaskHSV.HasValue)
                {
                    var color = ColorFromMask(rMessage.ColorMaskHSV.Value);
                    actor.GetRenderable().SetKeyColor(new Vector4(color, 1));
                }

                actor.SetID(rMessage.ID);

                //var entity = MyComponents.CreateEntity(rMessage.ID);
                //MyComponents.CreateRenderable(
                //    entity,
                //    MyMeshes.GetMeshId(X.TEXT(rMessage.Model)),
                //    rMessage.ColorMaskHSV.HasValue ? rMessage.ColorMaskHSV.Value : Vector3.One);
                //MyComponents.SetMatrix(entity, ref rMessage.WorldMatrix);

                break;
            }

            case MyRenderMessageEnum.SetCharacterSkeleton:
            {
                var rMessage = (MyRenderMessageSetCharacterSkeleton)message;

                var actor = MyIDTracker <MyActor> .FindByID(rMessage.CharacterID);

                if (actor != null)
                {
                    actor.GetSkinning().SetSkeleton(rMessage.SkeletonBones, rMessage.SkeletonIndices);
                }

                //var entity = MyComponents.GetEntity(rMessage.CharacterID);
                //MyComponents.SetSkeleton(entity, rMessage.SkeletonBones, rMessage.SkeletonIndices);

                break;
            };

            case MyRenderMessageEnum.SetCharacterTransforms:
            {
                var rMessage = (MyRenderMessageSetCharacterTransforms)message;

                var actor = MyIDTracker <MyActor> .FindByID(rMessage.CharacterID);

                if (actor != null)
                {
                    actor.GetSkinning().SetAnimationBones(rMessage.RelativeBoneTransforms);
                }
                //var entity = MyComponents.GetEntity(rMessage.CharacterID);
                //MyComponents.SetAnimation(entity, rMessage.RelativeBoneTransforms);

                break;
            }

            case MyRenderMessageEnum.UpdateRenderEntity:
            {
                var rMessage = (MyRenderMessageUpdateRenderEntity)message;

                var actor = MyIDTracker <MyActor> .FindByID(rMessage.ID);

                if (actor != null && actor.GetRenderable() != null)
                {
                    if (rMessage.ColorMaskHSV.HasValue)
                    {
                        actor.GetRenderable().SetKeyColor(new Vector4(ColorFromMask(rMessage.ColorMaskHSV.Value), 0));
                    }
                    actor.GetRenderable().SetDithering(rMessage.Dithering);
                }

                break;
            }

            case MyRenderMessageEnum.ChangeModelMaterial:
            {
                var rMessage = (MyRenderMessageChangeModelMaterial)message;



                //var matId = MyMeshMaterialId.NULL;
                //if (rMessage.Material.ToLower().Contains("debug"))
                //{
                //    matId = MyMeshMaterials1.DebugMaterialId;
                //}
                //else
                //{
                //    matId = MyMeshMaterials1.GetMaterialId(rMessage.Material);
                //}

                //MyAssetsLoader.GetModel(rMessage.Model).SetMaterial_SLOW(MyMeshMaterials1.GetProxyId(matId));

                break;
            }

                #endregion

                #region Render objects

            case MyRenderMessageEnum.CreateRenderEntity:
            {
                var rMessage = (MyRenderMessageCreateRenderEntity)message;

                Matrix m = (Matrix)rMessage.WorldMatrix;

                var actor = MyActorFactory.CreateSceneObject();
                if (rMessage.Model != null)
                {
                    var model = MyAssetsLoader.ModelRemap.Get(rMessage.Model, rMessage.Model);

                    actor.GetRenderable().SetModel(MyMeshes.GetMeshId(X.TEXT(model)));
                    //if (MyDestructionMesh.ModelsDictionary.ContainsKey(model))
                    //{
                    //    //actor.GetRenderable().SetModel(MyDestructionMesh.ModelsDictionary.Get(model));
                    //    actor.GetRenderable().SetModel(MyMeshes.GetMeshId(X.TEXT(model)));
                    //}
                    //else
                    //{
                    //    //actor.GetRenderable().SetModel(MyAssetsLoader.GetModel(model));
                    //    actor.GetRenderable().SetModel(MyMeshes.GetMeshId(X.TEXT(model)));
                    //}
                }

                actor.SetID(rMessage.ID);
                actor.SetMatrix(ref m);

                break;
            }

            case MyRenderMessageEnum.CreateRenderVoxelDebris:
            {
                var rMessage = (MyRenderMessageCreateRenderVoxelDebris)message;

                Matrix m = (Matrix)rMessage.WorldMatrix;

                var actor = MyActorFactory.CreateSceneObject();
                if (rMessage.Model != null)
                {
                    actor.GetRenderable().SetModel(MyMeshes.GetMeshId(X.TEXT(rMessage.Model)));
                }

                actor.SetID(rMessage.ID);
                actor.SetMatrix(ref m);

                MyRenderableComponent.DebrisEntityVoxelMaterial[rMessage.ID] = rMessage.VoxelMaterialIndex;

                break;
            }

            case MyRenderMessageEnum.CreateScreenDecal:
            {
                var rMessage = (MyRenderMessageCreateScreenDecal)message;

                //rMessage.ParentID
                MyScreenDecals.AddDecal(rMessage.ID, rMessage.ParentID, rMessage.LocalOBB);

                break;
            }

            case MyRenderMessageEnum.RemoveDecal:
            {
                var rMessage = (MyRenderMessageRemoveDecal)message;

                MyScreenDecals.RemoveDecal(rMessage.ID);

                break;
            }

            case MyRenderMessageEnum.UpdateRenderObject:
            {
                var rMessage = (MyRenderMessageUpdateRenderObject)message;

                var actor = MyIDTracker <MyActor> .FindByID(rMessage.ID);

                if (actor != null)
                {
                    Matrix m = (Matrix)rMessage.WorldMatrix;
                    actor.SetMatrix(ref m);
                    if (rMessage.AABB.HasValue)
                    {
                        actor.SetAabb((BoundingBox)rMessage.AABB.Value);
                    }
                }

                var entity = MyComponents.GetEntity(rMessage.ID);
                if (entity != EntityId.NULL)
                {
                    MyComponents.SetMatrix(entity, ref rMessage.WorldMatrix);
                    if (rMessage.AABB.HasValue)
                    {
                        var aabb = rMessage.AABB.Value;
                        MyComponents.SetAabb(entity, ref aabb);
                    }
                }

                break;
            }

            case MyRenderMessageEnum.RemoveRenderObject:
            {
                var rMessage = (MyRenderMessageRemoveRenderObject)message;

                var actor = MyIDTracker <MyActor> .FindByID(rMessage.ID);

                if (actor != null)
                {
                    if (actor.GetRenderable() != null && actor.GetRenderable().GetModel().Info.Dynamic)
                    {
                        MyMeshes.RemoveMesh(actor.GetRenderable().GetModel());
                    }

                    actor.Destruct();
                    MyScreenDecals.RemoveEntityDecals(rMessage.ID);
                }

                var instancing = MyInstancing.Get(rMessage.ID);
                if (instancing != InstancingId.NULL)
                {
                    MyInstancing.Remove(rMessage.ID, instancing);
                }

                var light = MyLights.Get(rMessage.ID);
                if (light != LightId.NULL)
                {
                    MyLights.Remove(rMessage.ID, light);
                }

                var clipmap = MyClipmapFactory.ClipmapByID.Get(rMessage.ID);
                if (clipmap != null)
                {
                    clipmap.RemoveFromUpdate();
                }

                break;
            }

            case MyRenderMessageEnum.UpdateRenderObjectVisibility:
            {
                var rMessage = (MyRenderMessageUpdateRenderObjectVisibility)message;

                var actor = MyIDTracker <MyActor> .FindByID(rMessage.ID);

                if (actor != null)
                {
                    actor.SetVisibility(rMessage.Visible);
                }

                break;
            }


            case MyRenderMessageEnum.CreateRenderInstanceBuffer:
            {
                var rMessage = (MyRenderMessageCreateRenderInstanceBuffer)message;

                //var instancing = MyComponentFactory<MyInstancingComponent>.Create();
                //instancing.SetID(rMessage.ID);
                //instancing.Init(rMessage.Type);
                //instancing.SetDebugName(rMessage.DebugName);

                MyInstancing.Create(rMessage.ID, rMessage.Type, rMessage.DebugName);

                break;
            }

            case MyRenderMessageEnum.UpdateRenderInstanceBuffer:
            {
                var rMessage = (MyRenderMessageUpdateRenderInstanceBuffer)message;

                //var instancing = MyIDTracker<MyInstancingComponent>.FindByID(rMessage.ID);
                //if(instancing != null)
                //{
                //    instancing.UpdateGeneric(rMessage.InstanceData, rMessage.Capacity);
                //}

                MyInstancing.UpdateGeneric(MyInstancing.Get(rMessage.ID), rMessage.InstanceData, rMessage.Capacity);

                rMessage.InstanceData.Clear();

                break;
            }

            case MyRenderMessageEnum.UpdateRenderCubeInstanceBuffer:
            {
                var rMessage = (MyRenderMessageUpdateRenderCubeInstanceBuffer)message;

                //var instancing = MyIDTracker<MyInstancingComponent>.FindByID(rMessage.ID);
                //if (instancing != null)
                //{
                //    instancing.UpdateCube(rMessage.InstanceData, rMessage.Capacity);
                //}
                MyInstancing.UpdateCube(MyInstancing.Get(rMessage.ID), rMessage.InstanceData, rMessage.Capacity);

                rMessage.InstanceData.Clear();

                break;
            }

            case MyRenderMessageEnum.SetInstanceBuffer:
            {
                var rMessage = (MyRenderMessageSetInstanceBuffer)message;

                var actor = MyIDTracker <MyActor> .FindByID(rMessage.ID);

                //var instancing = MyIDTracker<MyInstancingComponent>.FindByID(rMessage.InstanceBufferId);

                if (actor != null)
                {
                    //if (actor.GetComponent(MyActorComponentEnum.Instancing) != instancing)
                    //{
                    //    actor.AddComponent(instancing);
                    //}
                    //actor.SetLocalAabb(rMessage.LocalAabb);
                    //actor.GetRenderable().SetInstancingCounters(rMessage.InstanceCount, rMessage.InstanceStart);

                    actor.GetRenderable().SetInstancing(MyInstancing.Get(rMessage.InstanceBufferId));
                    actor.SetLocalAabb(rMessage.LocalAabb);
                    actor.GetRenderable().SetInstancingCounters(rMessage.InstanceCount, rMessage.InstanceStart);
                }

                break;
            }

            case MyRenderMessageEnum.CreateManualCullObject:
            {
                var rMessage = (MyRenderMessageCreateManualCullObject)message;

                var actor = MyActorFactory.CreateGroup();
                actor.SetID(rMessage.ID);
                Matrix m = (Matrix)rMessage.WorldMatrix;
                actor.SetMatrix(ref m);

                break;
            }

            case MyRenderMessageEnum.SetParentCullObject:
            {
                var rMessage = (MyRenderMessageSetParentCullObject)message;

                var child = MyIDTracker <MyActor> .FindByID(rMessage.ID);

                var parent = MyIDTracker <MyActor> .FindByID(rMessage.CullObjectID);

                if (child != null && parent != null && parent.GetGroupRoot() != null && child.GetGroupLeaf() == null)
                {
                    child.SetRelativeTransform(rMessage.ChildToParent);
                    parent.GetGroupRoot().Add(child);
                }

                break;
            }

            case MyRenderMessageEnum.CreateLineBasedObject:
            {
                var rMessage = (MyRenderMessageCreateLineBasedObject)message;

                var actor = MyActorFactory.CreateSceneObject();
                //actor.GetRenderable().SetModel(new MyDynamicMesh());

                actor.SetID(rMessage.ID);
                actor.SetMatrix(ref Matrix.Identity);

                MyMeshMaterials1.GetMaterialId("__ROPE_MATERIAL", null, rMessage.ColorMetalTexture, rMessage.NormalGlossTexture, rMessage.ExtensionTexture, MyMesh.DEFAULT_MESH_TECHNIQUE);
                actor.GetRenderable().SetModel(MyMeshes.CreateRuntimeMesh(X.TEXT("LINE" + rMessage.ID), 1, true));

                break;
            }

            case MyRenderMessageEnum.UpdateLineBasedObject:
            {
                var rMessage = (MyRenderMessageUpdateLineBasedObject)message;

                var actor = MyIDTracker <MyActor> .FindByID(rMessage.ID);

                if (actor != null)
                {
                    //var mesh = actor.GetRenderable().GetMesh() as MyDynamicMesh;

                    MyVertexFormatPositionH4 []            stream0;
                    MyVertexFormatTexcoordNormalTangent [] stream1;

                    MyLineHelpers.GenerateVertexData(ref rMessage.WorldPointA, ref rMessage.WorldPointB,
                                                     out stream0, out stream1);

                    var indices  = MyLineHelpers.GenerateIndices(stream0.Length);
                    var sections = new MySectionInfo[]
                    {
                        new MySectionInfo {
                            TriCount = indices.Length / 3, IndexStart = 0, MaterialName = "__ROPE_MATERIAL"
                        }
                    };

                    MyMeshes.UpdateRuntimeMesh(MyMeshes.GetMeshId(X.TEXT("LINE" + rMessage.ID)),
                                               indices,
                                               stream0,
                                               stream1,
                                               sections,
                                               (BoundingBox)MyLineHelpers.GetBoundingBox(ref rMessage.WorldPointA, ref rMessage.WorldPointB));

                    //actor.SetAabb((BoundingBox)MyLineHelpers.GetBoundingBox(ref rMessage.WorldPointA, ref rMessage.WorldPointB));
                    actor.MarkRenderDirty();

                    var matrix = Matrix.CreateTranslation((Vector3)(rMessage.WorldPointA + rMessage.WorldPointB) * 0.5f);
                    actor.SetMatrix(ref matrix);
                }

                break;
            }

            case MyRenderMessageEnum.SetRenderEntityData:
            {
                var rMessage = (MyRenderMessageSetRenderEntityData)message;

                Debug.Assert(false, "MyRenderMessageSetRenderEntityData is deprecated!");

                break;
            }

            case MyRenderMessageEnum.AddRuntimeModel:
            {
                var rMessage = (MyRenderMessageAddRuntimeModel)message;

                //MyDestructionMesh mesh = MyDestructionMesh.ModelsDictionary.Get(rMessage.Name);
                //if (mesh == null)
                //{
                //mesh = new MyDestructionMesh(rMessage.Name);

                //ProfilerShort.Begin("LoadBuffers");
                //mesh.Fill(rMessage.ModelData.Indices, rMessage.ModelData.Positions, rMessage.ModelData.Normals, rMessage.ModelData.Tangents, rMessage.ModelData.TexCoords, rMessage.ModelData.Sections, rMessage.ModelData.AABB);
                //ProfilerShort.End();

                if (!MyMeshes.Exists(rMessage.Name))
                {
                    {
                        ushort[] indices = new ushort[rMessage.ModelData.Indices.Count];
                        for (int i = 0; i < rMessage.ModelData.Indices.Count; i++)
                        {
                            indices[i] = (ushort)rMessage.ModelData.Indices[i];
                        }
                        var verticesNum = rMessage.ModelData.Positions.Count;
                        MyVertexFormatPositionH4[]            stream0 = new MyVertexFormatPositionH4[verticesNum];
                        MyVertexFormatTexcoordNormalTangent[] stream1 = new MyVertexFormatTexcoordNormalTangent[verticesNum];
                        for (int i = 0; i < verticesNum; i++)
                        {
                            stream0[i] = new MyVertexFormatPositionH4(rMessage.ModelData.Positions[i]);
                            stream1[i] = new MyVertexFormatTexcoordNormalTangent(
                                rMessage.ModelData.TexCoords[i], rMessage.ModelData.Normals[i], rMessage.ModelData.Tangents[i]);
                        }
                        var id = MyMeshes.CreateRuntimeMesh(X.TEXT(rMessage.Name), rMessage.ModelData.Sections.Count, false);
                        MyMeshes.UpdateRuntimeMesh(id, indices, stream0, stream1, rMessage.ModelData.Sections.ToArray(), rMessage.ModelData.AABB);
                    }

                    if (rMessage.ReplacedModel != null)
                    {
                        //MyAssetsLoader.ModelRemap[rMessage.ReplacedModel] = rMessage.Name;
                        MyAssetsLoader.ModelRemap[rMessage.Name] = rMessage.ReplacedModel;
                    }

                    //if (MyAssetsLoader.LOG_MESH_STATISTICS)
                    //{
                    //    mesh.DebugWriteInfo();
                    //}
                }

                break;
            }

            case MyRenderMessageEnum.UpdateModelProperties:
            {
                var rMessage = (MyRenderMessageUpdateModelProperties)message;

                var actor = MyIDTracker <MyActor> .FindByID(rMessage.ID);

                if (actor != null)
                {
                    var key = new MyEntityMaterialKey {
                        LOD = rMessage.LOD, Material = X.TEXT(rMessage.MaterialName)
                    };

                    if (rMessage.Enabled.HasValue)
                    {
                        if (!MyScene.EntityDisabledMaterials.ContainsKey(rMessage.ID))
                        {
                            MyScene.EntityDisabledMaterials.Add(rMessage.ID, new HashSet <MyEntityMaterialKey>());
                        }

                        if (!rMessage.Enabled.Value)
                        {
                            MyScene.EntityDisabledMaterials[rMessage.ID].Add(key);
                        }
                        else
                        {
                            MyScene.EntityDisabledMaterials[rMessage.ID].Remove(key);
                        }
                    }

                    var r = actor.GetRenderable();

                    if ((rMessage.Emissivity.HasValue || rMessage.DiffuseColor.HasValue) && !r.ModelProperties.ContainsKey(key))
                    {
                        r.ModelProperties[key] = new MyModelProperties();
                    }

                    if (rMessage.Emissivity.HasValue)
                    {
                        r.ModelProperties[key].Emissivity = rMessage.Emissivity.Value;
                    }

                    if (rMessage.DiffuseColor.HasValue)
                    {
                        r.ModelProperties[key].ColorMul = rMessage.DiffuseColor.Value;
                    }

                    actor.MarkRenderDirty();
                }

                break;
            }

            case MyRenderMessageEnum.PreloadModel:
            {
                var rMessage = (MyRenderMessagePreloadModel)message;

                //MyAssetsLoader.GetModel(rMessage.Name);
                MyMeshes.GetMeshId(X.TEXT(rMessage.Name));

                break;
            }

            case MyRenderMessageEnum.ChangeMaterialTexture:
            {
                var rMessage = (MyRenderMessageChangeMaterialTexture)message;

                var actor = MyIDTracker <MyActor> .FindByID(rMessage.RenderObjectID);

                if (actor != null)
                {
                    var r   = actor.GetRenderable();
                    var key = new MyEntityMaterialKey {
                        LOD = 0, Material = X.TEXT(rMessage.MaterialName)
                    };

                    if (!r.ModelProperties.ContainsKey(key))
                    {
                        r.ModelProperties[key] = new MyModelProperties();
                    }

                    if (r.ModelProperties[key].TextureSwaps == null)
                    {
                        r.ModelProperties[key].TextureSwaps = new List <MyMaterialTextureSwap>();

                        foreach (var s in rMessage.Changes)
                        {
                            r.ModelProperties[key].TextureSwaps.Add(new MyMaterialTextureSwap {
                                    TextureName  = X.TEXT(s.TextureName),
                                    MaterialSlot = s.MaterialSlot
                                });
                        }
                    }
                    else
                    {
                        foreach (var s in rMessage.Changes)
                        {
                            bool swapped = false;
                            for (int i = 0; i < r.ModelProperties[key].TextureSwaps.Count; ++i)
                            {
                                if (r.ModelProperties[key].TextureSwaps[i].MaterialSlot == s.MaterialSlot)
                                {
                                    r.ModelProperties[key].TextureSwaps[i] = new MyMaterialTextureSwap
                                    {
                                        TextureName  = X.TEXT(s.TextureName),
                                        MaterialSlot = s.MaterialSlot
                                    };
                                    swapped = true;
                                    break;
                                }
                            }

                            if (!swapped)
                            {
                                r.ModelProperties[key].TextureSwaps.Add(new MyMaterialTextureSwap
                                    {
                                        TextureName  = X.TEXT(s.TextureName),
                                        MaterialSlot = s.MaterialSlot
                                    });
                            }
                        }
                    }

                    r.FreeCustomRenderTextures(key);

                    actor.MarkRenderDirty();
                }

                rMessage.Changes.Clear();

                break;
            }

            case MyRenderMessageEnum.DrawTextToMaterial:
            {
                var rMessage = (MyRenderMessageDrawTextToMaterial)message;

                //rMessage.EntityId
                //rMessage.FontColor
                //rMessage.MaterialName
                //rMessage.Text;
                //rMessage.TextScale;

                var actor = MyIDTracker <MyActor> .FindByID(rMessage.RenderObjectID);

                if (actor != null)
                {
                    var r   = actor.GetRenderable();
                    var key = new MyEntityMaterialKey {
                        LOD = 0, Material = X.TEXT(rMessage.MaterialName)
                    };

                    if (!r.ModelProperties.ContainsKey(key))
                    {
                        r.ModelProperties[key] = new MyModelProperties();
                    }
                    else
                    {
                        r.ModelProperties[key].TextureSwaps = null;
                    }

                    RwTexId handle = r.ModelProperties[key].CustomRenderedTexture;
                    if (handle == RwTexId.NULL && MyModelProperties.CustomTextures < MyModelProperties.MaxCustomTextures)
                    {
                        handle = MyRwTextures.CreateRenderTarget(rMessage.TextureResolution * rMessage.TextureAspectRatio, rMessage.TextureResolution, SharpDX.DXGI.Format.R8G8B8A8_UNorm_SRgb, true);
                        r.ModelProperties[key].CustomRenderedTexture = handle;
                        ++MyModelProperties.CustomTextures;
                    }

                    if (handle != RwTexId.NULL)
                    {
                        var clearColor = new SharpDX.Color4(rMessage.BackgroundColor.PackedValue);
                        clearColor.Alpha = 0;
                        MyRender11.ImmediateContext.ClearRenderTargetView(handle.Rtv, clearColor);

                        // my sprites renderer -> push state
                        MySpritesRenderer.PushState(new Vector2(rMessage.TextureResolution * rMessage.TextureAspectRatio, rMessage.TextureResolution));


                        MySpritesRenderer.DrawText(Vector2.Zero, new StringBuilder(rMessage.Text), rMessage.FontColor, rMessage.TextScale);
                        // render text with fonts to rt
                        // update texture of proxy
                        MySpritesRenderer.Draw(handle.Rtv, new MyViewport(rMessage.TextureResolution * rMessage.TextureAspectRatio, rMessage.TextureResolution));

                        // render to rt
                        // my sprites renderer -> pop state
                        MySpritesRenderer.PopState();


                        MyRender11.ImmediateContext.GenerateMips(handle.ShaderView);

                        actor.MarkRenderDirty();
                    }
                    else
                    {
                        MyRenderProxy.TextNotDrawnToTexture(rMessage.EntityId);
                    }
                }
                else
                {
                    MyRenderProxy.TextNotDrawnToTexture(rMessage.EntityId);
                }

                break;
            }

            case MyRenderMessageEnum.PreloadMaterials:
            {
                var rMessage = (MyRenderMessagePreloadMaterials)message;

                //MyAssetsLoader.GetMaterials(rMessage.Name);
                MyMeshes.GetMeshId(X.TEXT(rMessage.Name));

                break;
            }

                #endregion

                #region Voxels

            case MyRenderMessageEnum.CreateClipmap:
            {
                var rMessage = (MyRenderMessageCreateClipmap)message;

                var clipmap = new MyClipmapHandler(rMessage.ClipmapId, rMessage.ScaleGroup, rMessage.WorldMatrix, rMessage.SizeLod0);
                MyClipmapFactory.ClipmapByID[rMessage.ClipmapId] = clipmap;
                clipmap.Base.LoadContent();


                break;
            }

            case MyRenderMessageEnum.UpdateClipmapCell:
            {
                var rMessage = (MyRenderMessageUpdateClipmapCell)message;

                var clipmap = MyClipmapFactory.ClipmapByID.Get(rMessage.ClipmapId);
                if (clipmap != null)
                {
                    clipmap.Base.UpdateCell(rMessage);
                }

                rMessage.Batches.Clear();
                break;
            }

            case MyRenderMessageEnum.InvalidateClipmapRange:
            {
                var rMessage = (MyRenderMessageInvalidateClipmapRange)message;

                var clipmap = MyClipmapFactory.ClipmapByID.Get(rMessage.ClipmapId);
                if (clipmap != null)
                {
                    clipmap.Base.InvalidateRange(rMessage.MinCellLod0, rMessage.MaxCellLod0);
                }

                break;
            }

            case MyRenderMessageEnum.CreateRenderVoxelMaterials:
            {
                var rMessage = (MyRenderMessageCreateRenderVoxelMaterials)message;

                Debug.Assert(MyVoxelMaterials1.CheckIndices(rMessage.Materials));
                MyVoxelMaterials1.Set(rMessage.Materials);

                rMessage.Materials = null;

                break;
            }


                #endregion

                #region Lights

            case MyRenderMessageEnum.CreateRenderLight:
            {
                var rMessage = (MyRenderMessageCreateRenderLight)message;

                //MyLight.Create(rMessage.ID);

                MyLights.Create(rMessage.ID);

                break;
            }

            case MyRenderMessageEnum.UpdateRenderLight:
            {
                var rMessage = (MyRenderMessageUpdateRenderLight)message;


                var light = MyLights.Get(rMessage.ID);

                if (light != LightId.NULL)
                {
                    var lightInfo = new MyLightInfo
                    {
                        Position           = rMessage.Position,
                        PositionWithOffset = rMessage.Position + rMessage.Offset * rMessage.Range * rMessage.ReflectorDirection,
                        CastsShadows       = rMessage.CastShadows,
                        ShadowsDistance    = rMessage.ShadowDistance,
                        ParentGID          = rMessage.ParentID,
                        UsedInForward      = rMessage.UseInForwardRender
                    };

                    MyLights.UpdateEntity(light, ref lightInfo);

                    if ((rMessage.Type & LightTypeEnum.PointLight) > 0)
                    {
                        MyLights.UpdatePointlight(light, rMessage.LightOn, rMessage.Range, new Vector3(rMessage.Color.R, rMessage.Color.G, rMessage.Color.B) / 255.0f * rMessage.Intensity, rMessage.Falloff);
                    }
                    if ((rMessage.Type & LightTypeEnum.Hemisphere) > 0)
                    {
                        //rMessage.Color;
                        //rMessage.Falloff;
                        //rMessage.Intensity;
                        //rMessage.LightOn;
                        //rMessage.ReflectorDirection;
                        //rMessage.ReflectorUp;
                    }
                    if ((rMessage.Type & LightTypeEnum.Spotlight) > 0)
                    {
                        // because it's so in dx9...
                        float coneMaxAngleCos = 1 - rMessage.ReflectorConeMaxAngleCos;
                        coneMaxAngleCos = (float)Math.Min(Math.Max(coneMaxAngleCos, 0.01), 0.99f);
                        MyLights.UpdateSpotlight(light, rMessage.ReflectorOn,
                                                 rMessage.ReflectorDirection, rMessage.ReflectorRange, coneMaxAngleCos, rMessage.ReflectorUp,
                                                 new Vector3(rMessage.ReflectorColor.R, rMessage.ReflectorColor.G, rMessage.ReflectorColor.B) / 255.0f * rMessage.Intensity, rMessage.ReflectorFalloff,
                                                 MyTextures.GetTexture(rMessage.ReflectorTexture, MyTextureEnum.CUSTOM));
                    }

                    if (rMessage.GlareOn)
                    {
                        MyLights.UpdateGlare(light, new MyGlareDesc
                            {
                                Enabled     = rMessage.GlareOn,
                                Material    = X.TEXT(rMessage.GlareMaterial),
                                Intensity   = rMessage.GlareIntensity,
                                QuerySize   = rMessage.GlareQuerySize,
                                Type        = rMessage.GlareType,
                                Size        = rMessage.GlareSize,
                                MaxDistance = rMessage.GlareMaxDistance,
                                Color       = rMessage.Color,
                                Direction   = rMessage.ReflectorDirection,
                                Range       = rMessage.Range
                            });
                    }
                }

                break;
            }

            case MyRenderMessageEnum.SetLightShadowIgnore:
            {
                var rMessage = (MyRenderMessageSetLightShadowIgnore)message;

                var light = MyLights.Get(rMessage.ID);
                var actor = MyIDTracker <MyActor> .FindByID(rMessage.ID2);

                if (light != LightId.NULL && actor != null)
                {
                    if (!MyLights.IgnoredEntitites.ContainsKey(light))
                    {
                        MyLights.IgnoredEntitites[light] = new HashSet <uint>();
                    }
                    MyLights.IgnoredEntitites[light].Add(rMessage.ID2);
                }

                break;
            }


            case MyRenderMessageEnum.ClearLightShadowIgnore:
            {
                var rMessage = (MyRenderMessageClearLightShadowIgnore)message;

                var light = MyLights.Get(rMessage.ID);
                if (light != LightId.NULL)
                {
                    MyLights.IgnoredEntitites.Remove(light);
                }

                break;
            }

            case MyRenderMessageEnum.UpdateFogSettings:
            {
                var rMessage = (MyRenderMessageUpdateFogSettings)message;

                MyEnvironment.FogSettings = rMessage.Settings;

                break;
            }

            case MyRenderMessageEnum.UpdateRenderEnvironment:
            {
                var rMessage = (MyRenderMessageUpdateRenderEnvironment)message;

                MyEnvironment.DirectionalLightDir       = VRageMath.Vector3.Normalize(rMessage.SunDirection);
                MyEnvironment.DirectionalLightIntensity = rMessage.SunIntensity * rMessage.SunColor.ToVector3();
                MyEnvironment.DirectionalLightEnabled   = rMessage.SunLightOn;
                MyEnvironment.DayTime           = (float)(rMessage.DayTime - Math.Truncate(rMessage.DayTime));
                MyEnvironment.SunDistance       = rMessage.DistanceToSun;
                MyEnvironment.SunColor          = rMessage.SunColor;
                MyEnvironment.SunMaterial       = rMessage.SunMaterial;
                MyEnvironment.SunSizeMultiplier = rMessage.SunSizeMultiplier;

                var skybox = rMessage.BackgroundTexture;

                m_resetEyeAdaptation = m_resetEyeAdaptation || rMessage.ResetEyeAdaptation;

                break;
            }

            case MyRenderMessageEnum.UpdateEnvironmentMap:
            {
                break;
            }

            case MyRenderMessageEnum.UpdatePostprocessSettings:
            {
                var rMessage = (MyRenderMessageUpdatePostprocessSettings)message;

                m_postprocessSettings = rMessage.Settings;

                break;
            }

            case MyRenderMessageEnum.UpdateSSAOSettings:
            {
                var rMessage = (MyRenderMessageUpdateSSAOSettings)message;


                MySSAO.Params.MinRadius  = rMessage.MinRadius;
                MySSAO.Params.MaxRadius  = rMessage.MaxRadius;
                MySSAO.Params.RadiusGrow = rMessage.RadiusGrowZScale;

                MySSAO.Params.RadiusBias    = rMessage.Bias;
                MySSAO.Params.Falloff       = rMessage.Falloff;
                MySSAO.Params.Normalization = rMessage.NormValue;
                MySSAO.Params.Contrast      = rMessage.Contrast;

                break;
            }

                #endregion

                #region Sprites
            case MyRenderMessageEnum.DrawSprite:
            case MyRenderMessageEnum.DrawSpriteNormalized:
            case MyRenderMessageEnum.DrawSpriteAtlas:
            case MyRenderMessageEnum.SpriteScissorPush:
            case MyRenderMessageEnum.SpriteScissorPop:
            {
                m_drawQueue.Enqueue(message);
                break;
            }

                #endregion

                #region Fonts and text

            case MyRenderMessageEnum.CreateFont:
            {
                var createFontMessage = message as MyRenderMessageCreateFont;
                Debug.Assert(createFontMessage != null);

                var renderFont = new MyRenderFont(createFontMessage.FontPath);
                renderFont.LoadContent();
                AddFont(createFontMessage.FontId, renderFont, createFontMessage.IsDebugFont);

                break;
            }

            case MyRenderMessageEnum.DrawString:
            {
                m_drawQueue.Enqueue(message);
                break;
            }

                #endregion

                #region Textures

            case MyRenderMessageEnum.PreloadTextures:
            {
                var preloadMsg = message as MyRenderMessagePreloadTextures;

                //MyTextureManager.PreloadTextures(preloadMsg.InDirectory, preloadMsg.Recursive);
                //MyTextures.UnloadTexture(texMessage.Texture);

                break;
            }

            case MyRenderMessageEnum.UnloadTexture:
            {
                var texMessage = (MyRenderMessageUnloadTexture)message;

                //MyTextureManager.UnloadTexture(texMessage.Texture);
                MyTextures.UnloadTexture(texMessage.Texture);

                break;
            }

            case MyRenderMessageEnum.ReloadTextures:
            {
                var reloadMsg = (MyRenderMessageReloadTextures)message;

                MyVoxelMaterials1.InvalidateMaterials();
                MyMeshMaterials1.InvalidateMaterials();
                MyTextures.ReloadAssetTextures();

                //MyTextureManager.UnloadTextures();
                //MyMaterialProxyFactory.ReloadTextures();

                break;
            }

            case MyRenderMessageEnum.ReloadModels:
            {
                var reloadMsg = (MyRenderMessageReloadModels)message;

                //MyMaterials.Clear();
                MyAssetsLoader.ReloadMeshes();
                MyRenderableComponent.MarkAllDirty();

                break;
            }

                #endregion

            case MyRenderMessageEnum.TakeScreenshot:
            {
                var rMessage = (MyRenderMessageTakeScreenshot)message;

                m_screenshot = new MyScreenshot(rMessage.PathToSave, rMessage.SizeMultiplier, rMessage.IgnoreSprites);

                break;
            }

            case MyRenderMessageEnum.ReloadEffects:
            {
                m_reloadShaders = true;

                //MyShaderBundleFactory.ClearCache();
                //MyShaderMaterial.ClearCache();
                //MyShaderPass.ClearCache();

                MyShaders.Recompile();
                MyMaterialShaders.Recompile();

                MyRenderableComponent.MarkAllDirty();

                foreach (var f in MyComponentFactory <MyFoliageComponent> .GetAll())
                {
                    f.Dispose();
                }

                break;
            }

            case MyRenderMessageEnum.PlayVideo:
            {
                var rMessage = (MyRenderMessagePlayVideo)message;

                MyVideoFactory.Create(rMessage.ID, rMessage.VideoFile);
                var video = MyVideoFactory.Videos.Get(rMessage.ID);
                if (video != null)
                {
                    video.Volume = rMessage.Volume;
                }

                break;
            }

            case MyRenderMessageEnum.CloseVideo:
            {
                var rMessage = (MyRenderMessageCloseVideo)message;

                var video = MyVideoFactory.Videos.Get(rMessage.ID);
                if (video != null)
                {
                    video.Stop();
                    video.Dispose();
                    MyVideoFactory.Videos.Remove(rMessage.ID);
                }

                break;
            }

            case MyRenderMessageEnum.DrawVideo:
            {
                var rMessage = (MyRenderMessageDrawVideo)message;

                var video = MyVideoFactory.Videos.Get(rMessage.ID);
                if (video != null)
                {
                    video.Draw(rMessage.Rectangle, rMessage.Color, rMessage.FitMode);
                }

                break;
            }

            case MyRenderMessageEnum.UpdateVideo:
            {
                var rMessage = (MyRenderMessageUpdateVideo)message;

                var video = MyVideoFactory.Videos.Get(rMessage.ID);
                if (video != null)
                {
                    video.Update();
                }

                break;
            }

            case MyRenderMessageEnum.SetVideoVolume:
            {
                var rMessage = (MyRenderMessageSetVideoVolume)message;

                var video = MyVideoFactory.Videos.Get(rMessage.ID);
                if (video != null)
                {
                    video.Volume = rMessage.Volume;
                }

                break;
            }

            case MyRenderMessageEnum.VideoAdaptersRequest:
            {
                MyRenderProxy.SendVideoAdapters(GetAdaptersList());
                break;
            }

            case MyRenderMessageEnum.SwitchDeviceSettings:
            {
                MyRenderProxy.RenderThread.SwitchSettings((message as MyRenderMessageSwitchDeviceSettings).Settings);
                break;
            }

            case MyRenderMessageEnum.SwitchRenderSettings:
                break;         // Can be ignored as we're handling newer version of the message.

            case MyRenderMessageEnum.SwitchRenderSettings1:
            {
                UpdateRenderSettings((message as MyRenderMessageSwitchRenderSettings1).Settings);
                break;
            }

            case MyRenderMessageEnum.UnloadData:
            {
                MyRender11.UnloadData();
                break;
            }

            case MyRenderMessageEnum.CollectGarbage:
            {
                GC.Collect();
                break;
            }

                #region Debug draw

            case MyRenderMessageEnum.DebugDrawPoint:
            case MyRenderMessageEnum.DebugDrawLine3D:
            case MyRenderMessageEnum.DebugDrawLine2D:
            case MyRenderMessageEnum.DebugDrawSphere:
            case MyRenderMessageEnum.DebugDrawAABB:
            case MyRenderMessageEnum.DebugDrawAxis:
            case MyRenderMessageEnum.DebugDrawOBB:
            case MyRenderMessageEnum.DebugDrawCone:
            case MyRenderMessageEnum.DebugDrawTriangle:
            case MyRenderMessageEnum.DebugDrawCapsule:
            case MyRenderMessageEnum.DebugDrawText2D:
            case MyRenderMessageEnum.DebugDrawText3D:
            case MyRenderMessageEnum.DebugDrawModel:
            case MyRenderMessageEnum.DebugDrawTriangles:
            case MyRenderMessageEnum.DebugDrawPlane:
            case MyRenderMessageEnum.DebugDrawCylinder:
            {
                m_debugDrawMessages.Enqueue(message);
            }
            break;

            case MyRenderMessageEnum.DebugCrashRenderThread:
            {
                throw new InvalidOperationException("Forced exception");
            }
                #endregion
            }
        }
Beispiel #16
0
        internal static unsafe void InitSubsystems()
        {
            MyManagers.OnDeviceInit();
            //MyRwTextures.Init();
            MyHwBuffers.Init();
            ResetShadows(MyShadowCascades.Settings.NewData.CascadesCount, RenderSettings.ShadowQuality.ShadowCascadeResolution());
            MyRender11.Init();
            MyCommon.Init();
            MyVertexLayouts.Init();
            MyShaders.Init();
            MyMeshes.Init();
            MyMeshTableSrv.Init();
            MyLightRendering.Init();
            MyLinesRenderer.Init();
            MySpritesRenderer.Init();
            MyPrimitivesRenderer.Init();
            MyOutline.Init();
            MyBlur.Init();
            MyTransparentRendering.Init();

            MyFoliageComponents.Init();

            MyBillboardRenderer.Init(); // hardcoded limits
            MyDebugRenderer.Init();

            MyScreenDecals.Init();
            MyEnvProbeProcessing.Init();
            MyAtmosphereRenderer.Init();
            MyCloudRenderer.Init();
            MyAAEdgeMarking.Init();
            MyScreenPass.Init();
            MyCopyToRT.Init();
            MyBlendTargets.Init();
            MyFXAA.Init();
            MyDepthResolve.Init();
            MyBloom.Init();
            MyLuminanceAverage.Init();
            MyToneMapping.Init();
            MySSAO.Init();
            MyHdrDebugTools.Init();

            MySceneMaterials.Init();
            MyMaterials1.Init();
            MyVoxelMaterials1.Init();
            MyMeshMaterials1.Init();

            MyHBAO.Init();

            try
            {
                if (m_settings.UseStereoRendering)
                {
                    var openVR = new MyOpenVR();
                    MyStereoStencilMask.InitUsingOpenVR();
                }
            }
            catch (System.Exception e)
            {
                if (!VRage.MyCompilationSymbols.DX11ForceStereo)
                {
                    throw;
                }
                MyStereoStencilMask.InitUsingUndefinedMask();
            }
        }
Beispiel #17
0
        // Returns the final image and copies it to renderTarget if non-null
        private static IRtvTexture DrawGameScene(IRtvBindable renderTarget, out IBorrowedRtvTexture debugAmbientOcclusion)
        {
            MyGpuProfiler.IC_BeginBlockAlways("ClearAndGeometryRender");

            PrepareGameScene();

            // todo: shouldn't be necessary
            if (true)
            {
                ProfilerShort.Begin("Clear");
                MyRender11.RC.ClearState();
                ProfilerShort.End();
            }

            if (MyStereoRender.Enable && MyStereoRender.EnableUsingStencilMask)
            {
                ProfilerShort.Begin("MyStereoStencilMask.Draw");
                MyGpuProfiler.IC_BeginBlock("MyStereoStencilMask.Draw");
                MyStereoStencilMask.Draw();
                MyGpuProfiler.IC_EndBlock();
                ProfilerShort.End();
            }

            ProfilerShort.Begin("MyLights.Update");
            MyLights.Update();
            ProfilerShort.End();

            ProfilerShort.Begin("DynamicGeometryRenderer");
            MyCullQuery cullQuery = m_dynamicGeometryRenderer.PrepareCullQuery(true); // it is used to share rendering settings between the old and the new pipeline

            ProfilerShort.End();

            MyGpuProfiler.IC_BeginBlock("NewGeometryRenderer");
            ProfilerShort.Begin("NewGeometryRenderer");
            IGeometrySrvStrategy geometrySrvStrategy = MyManagers.GeometrySrvResolver.GetGeometrySrvStrategy();

            if (MyDebugGeometryStage2.EnableNewGeometryPipeline)
            {
                MyManagers.GeometryRenderer.Render(cullQuery, geometrySrvStrategy);
            }
            ProfilerShort.End();
            MyGpuProfiler.IC_EndBlock();

            MyGpuProfiler.IC_BeginBlock("MyGeometryRenderer.Render");
            Debug.Assert(m_commandLists.Count == 0, "Not all command lists executed last frame!");
            ProfilerShort.Begin("DynamicGeometryRenderer");
            m_dynamicGeometryRenderer.Render(m_commandLists);
            ProfilerShort.End();    // End function block
            if (MyScene.SeparateGeometry)
            {
                ProfilerShort.Begin("StaticGeometryRenderer");
                m_staticGeometryRenderer.Render(m_commandLists); // , false);
                ProfilerShort.End();                             // End function block
            }

            SendGlobalOutputMessages();
            ExecuteCommandLists(m_commandLists);
            MyGpuProfiler.IC_EndBlock();

#if !UNSHARPER_TMP
            MyManagers.EnvironmentProbe.FinalizeEnvProbes();
#endif

            // cleanup context atfer deferred lists
            if (true)
            {
                ProfilerShort.Begin("Clear3");
                MyRender11.RC.ClearState();
                ProfilerShort.End();
            }

            MyGpuProfiler.IC_EndBlockAlways();

            IBorrowedRtvTexture gbuffer1Copy = MyGBuffer.Main.GetGbuffer1CopyRtv();

            ProfilerShort.Begin("Render decals - Opaque");
            MyGpuProfiler.IC_BeginBlock("Render decals - Opaque");
            MyScreenDecals.Draw(gbuffer1Copy, false);
            MyGpuProfiler.IC_EndBlock();

            IBorrowedDepthStencilTexture depthStencilCopy = null; // Highlights need the depth state before foliage
            if (MyHighlight.HasHighlights)
            {
                depthStencilCopy = MyGBuffer.Main.GetDepthStencilCopyRtv();
            }

            ProfilerShort.BeginNextBlock("Render foliage");
            MyGpuProfiler.IC_BeginBlockAlways("RenderFoliage");
            m_foliageRenderer.Render();
            MyGpuProfiler.IC_EndBlockAlways();

            MyGpuProfiler.IC_BeginBlock("GBuffer Resolve");
            ProfilerShort.BeginNextBlock("MySceneMaterials.MoveToGPU");
            MySceneMaterials.MoveToGPU();

            MyRender11.RC.ResetTargets();

            IBorrowedRtvTexture ambientOcclusionRtv = MyManagers.RwTexturesPool.BorrowRtv("MyScreenDependants.AmbientOcclusion",
                                                                                          ResolutionI.X, ResolutionI.Y, SharpDX.DXGI.Format.R8_UNorm);
            debugAmbientOcclusion = ambientOcclusionRtv; // Pass the texture to the outside

            int nPasses = MyStereoRender.Enable ? 2 : 1;
            for (int i = 0; i < nPasses; i++)
            {
                if (MyStereoRender.Enable)
                {
                    MyStereoRender.RenderRegion = i == 0 ? MyStereoRegion.LEFT : MyStereoRegion.RIGHT;
                }

                MyGBuffer.Main.ResolveMultisample();

                ProfilerShort.BeginNextBlock("Shadows");
                MyGpuProfiler.IC_BeginBlockAlways("Shadows");
                IBorrowedUavTexture postProcessedShadows;
                if (MyScene.SeparateGeometry)
                {
                    MyShadowCascadesPostProcess.Combine(MyShadowCascades.CombineShadowmapArray, DynamicShadows.ShadowCascades, StaticShadows.ShadowCascades);
                    postProcessedShadows = DynamicShadows.ShadowCascades.PostProcess(MyShadowCascades.CombineShadowmapArray);
                    //MyShadowCascadesPostProcess.Combine(MyShadowCascades.CombineShadowmapArray,
                    //    DynamicShadows.ShadowCascades, StaticShadows.ShadowCascades);
                    //postProcessedShadows =
                    //    DynamicShadows.ShadowCascades.PostProcess(MyShadowCascades.CombineShadowmapArray);
                }
                else
                {
                    postProcessedShadows = DynamicShadows.ShadowCascades.PostProcess(DynamicShadows.ShadowCascades.CascadeShadowmapArray);
                    //postProcessedShadows = MyManagers.Shadow.Evaluate();
                }
                MyGpuProfiler.IC_EndBlockAlways();

                if (MySSAO.Params.Enabled && Settings.User.AmbientOcclusionEnabled &&
                    m_debugOverrides.Postprocessing && m_debugOverrides.SSAO)
                {
                    ProfilerShort.BeginNextBlock("SSAO");
                    MyGpuProfiler.IC_BeginBlockAlways("SSAO");
                    MySSAO.Run(ambientOcclusionRtv, MyGBuffer.Main);

                    if (MySSAO.Params.UseBlur)
                    {
                        IBorrowedRtvTexture ambientOcclusionHelper = MyManagers.RwTexturesPool.BorrowRtv("MyScreenDependants.AmbientOcclusionHelper",
                                                                                                         ResolutionI.X, ResolutionI.Y, SharpDX.DXGI.Format.R8_UNorm);

                        MyBlur.Run(ambientOcclusionRtv, ambientOcclusionHelper, ambientOcclusionRtv, clearColor: Color4.White);
                        ambientOcclusionHelper.Release();
                    }
                    MyGpuProfiler.IC_EndBlockAlways();
                }
                else if (MyHBAO.Params.Enabled && Settings.User.AmbientOcclusionEnabled &&
                         m_debugOverrides.Postprocessing && m_debugOverrides.SSAO)
                {
                    ProfilerShort.BeginNextBlock("HBAO");
                    MyGpuProfiler.IC_BeginBlock("HBAO");
                    MyHBAO.Run(ambientOcclusionRtv, MyGBuffer.Main);
                    MyGpuProfiler.IC_EndBlock();
                }
                else
                {
                    MyRender11.RC.ClearRtv(ambientOcclusionRtv, Color4.White);
                }

                ProfilerShort.BeginNextBlock("Lights");
                MyGpuProfiler.IC_BeginBlockAlways("Lights");
                if (m_debugOverrides.Lighting)
                {
                    MyLightsRendering.Render(postProcessedShadows, ambientOcclusionRtv);
                }
                MyGpuProfiler.IC_EndBlockAlways();
                postProcessedShadows.Release();

                if (MyRender11.DebugOverrides.Flares)
                {
                    MyLightsRendering.DrawFlares();
                }
            }
            MyStereoRender.RenderRegion = MyStereoRegion.FULLSCREEN;
            MyGpuProfiler.IC_EndBlock();

            ProfilerShort.BeginNextBlock("Occlusion Queries");
            MyGpuProfiler.IC_BeginBlock("Occlusion Queries");
            MyOcclusionQueryRenderer.Render(RC, MyGBuffer.Main.ResolvedDepthStencil, MyGBuffer.Main.LBuffer);
            MyGpuProfiler.IC_EndBlock();

            // Rendering for VR is solved inside of Transparent rendering
            ProfilerShort.BeginNextBlock("Transparent Pass");
            MyGpuProfiler.IC_BeginBlockAlways("TransparentPass");
            if (m_debugOverrides.Transparent)
            {
                MyTransparentRendering.Render(gbuffer1Copy);
            }
            MyGpuProfiler.IC_EndBlockAlways();

            gbuffer1Copy.Release();

            ProfilerShort.BeginNextBlock("PostProcess");
            MyGpuProfiler.IC_BeginBlockAlways("PostProcess");
            MyGpuProfiler.IC_BeginBlock("Luminance reduction");
            IBorrowedUavTexture avgLum = null;

            if (MyRender11.Postprocess.EnableEyeAdaptation)
            {
                if (m_resetEyeAdaptation)
                {
                    MyLuminanceAverage.Reset();
                    m_resetEyeAdaptation = false;
                }

                avgLum = MyLuminanceAverage.Run(MyGBuffer.Main.LBuffer);
            }
            else
            {
                avgLum = MyLuminanceAverage.Skip();
            }

            MyGpuProfiler.IC_EndBlock();

            IBorrowedUavTexture histogram = null;
            if (MyRender11.Settings.DisplayHistogram)
            {
                histogram = MyHdrDebugTools.CreateHistogram(MyGBuffer.Main.LBuffer, MyGBuffer.Main.SamplesCount);
            }
            if (MyRender11.Settings.DisplayHdrIntensity)
            {
                MyHdrDebugTools.DisplayHdrIntensity(MyGBuffer.Main.LBuffer);
            }

            MyGpuProfiler.IC_BeginBlock("Bloom");
            IBorrowedUavTexture bloom;
            if (m_debugOverrides.Postprocessing && m_debugOverrides.Bloom)
            {
                bloom = MyBloom.Run(MyGBuffer.Main.LBuffer, MyGBuffer.Main.GBuffer2, MyGBuffer.Main.ResolvedDepthStencil.SrvDepth);
            }
            else
            {
                bloom = MyManagers.RwTexturesPool.BorrowUav("bloom_EightScreenUavHDR", MyRender11.ResolutionI.X / 8, MyRender11.ResolutionI.Y / 8, MyGBuffer.LBufferFormat);
                MyRender11.RC.ClearRtv(bloom, Color4.Black);
            }
            MyGpuProfiler.IC_EndBlock();

            MyGpuProfiler.IC_BeginBlock("Tone mapping");
            IBorrowedUavTexture tonemapped = MyToneMapping.Run(MyGBuffer.Main.LBuffer, avgLum, bloom, Postprocess.EnableTonemapping && m_debugOverrides.Postprocessing && m_debugOverrides.Tonemapping);
            bloom.Release();
            MyGpuProfiler.IC_EndBlock();

            IRtvTexture renderedImage;

            IBorrowedCustomTexture fxaaTarget = null;
            bool fxaa = MyRender11.FxaaEnabled;
            if (fxaa)
            {
                fxaaTarget = MyManagers.RwTexturesPool.BorrowCustom("MyRender11.FXAA.Rgb8");
                MyGpuProfiler.IC_BeginBlock("FXAA");
                MyFXAA.Run(fxaaTarget.Linear, tonemapped);
                MyGpuProfiler.IC_EndBlock();

                renderedImage = fxaaTarget.SRgb;
            }
            else
            {
                renderedImage = tonemapped;
            }


            ProfilerShort.Begin("MyHighlight.Run");
            MyHighlight.Run(renderedImage, fxaaTarget, depthStencilCopy);
            ProfilerShort.End();

            if (depthStencilCopy != null)
            {
                depthStencilCopy.Release();
            }

            if (renderTarget != null)
            {
                MyCopyToRT.Run(renderTarget, renderedImage);
            }

            if (MyRender11.Settings.DisplayHistogram)
            {
                if (renderTarget != null && avgLum != null)
                {
                    MyHdrDebugTools.DisplayHistogram(renderTarget, avgLum, histogram);
                }
            }
            MyGpuProfiler.IC_EndBlockAlways();
            ProfilerShort.End();

            if (fxaaTarget != null)
            {
                fxaaTarget.Release();
            }
            if (histogram != null)
            {
                histogram.Release();
            }
            avgLum.Release();
            tonemapped.Release();

            // HOTFIX: MyDebugTextureDisplay uses borrowed textures. If we place MyDebugTextureDisplay to the different location, we will have problem with borrowed textures (comment by Michal)
            ProfilerShort.Begin("MyDebugTextureDisplay.Draw");
            MyGpuProfiler.IC_BeginBlock("MyDebugTextureDisplay.Draw");
            MyDebugTextureDisplay.Draw(MyRender11.Backbuffer);
            MyGpuProfiler.IC_EndBlock();
            ProfilerShort.End();

            return(renderedImage);
        }
        // Returns the final image and copies it to renderTarget if non-null
        private static MyBindableResource DrawGameScene(MyBindableResource renderTarget)
        {
            ProfilerShort.Begin("DrawGameScene");

            PrepareGameScene();

            // todo: shouldn't be necessary
            if (true)
            {
                ProfilerShort.Begin("Clear");
                MyRenderContext.Immediate.Clear();
                MyRenderContext.Immediate.DeviceContext.ClearState();
                ProfilerShort.End();
            }

            Debug.Assert(m_commandLists.Count == 0, "Not all command lists executed last frame!");
            DynamicGeometryRenderer.Render(m_commandLists, true);
            if (MyScene.SeparateGeometry)
            {
                StaticGeometryRenderer.Render(m_commandLists, false);
            }

            SendGlobalOutputMessages();
            ExecuteCommandLists(m_commandLists);
            MyEnvironmentProbe.FinalizeEnvProbes();

            // cleanup context atfer deferred lists
            if (MyRender11.DeferredContextsEnabled)
            {
                ProfilerShort.Begin("Clear2");
                MyRenderContext.Immediate.Clear();
                ProfilerShort.End();
            }

            // todo: shouldn't be necessary
            if (true)
            {
                ProfilerShort.Begin("Clear3");
                MyRenderContext.Immediate.Clear();
                MyRenderContext.Immediate.DeviceContext.ClearState();
                ProfilerShort.End();
            }

            ProfilerShort.Begin("Render decals");
            MyGpuProfiler.IC_BeginBlock("Render decals");
            MyRender11.CopyGbufferToScratch();
            MyScreenDecals.Draw();
            MyGpuProfiler.IC_EndBlock();

            ProfilerShort.BeginNextBlock("Render foliage");
            MyGpuProfiler.IC_BeginBlock("Render foliage");
            m_foliageRenderer.Render();
            MyGpuProfiler.IC_EndBlock();

            ProfilerShort.BeginNextBlock("MySceneMaterials.MoveToGPU");
            MySceneMaterials.MoveToGPU();

            ProfilerShort.BeginNextBlock("Postprocessing");
            MyGpuProfiler.IC_BeginBlock("Postprocessing");
            if (MultisamplingEnabled)
            {
                MyRender11.DeviceContext.ClearDepthStencilView(MyScreenDependants.m_resolvedDepth.m_DSV, DepthStencilClearFlags.Depth | DepthStencilClearFlags.Stencil, 1, 0);
                MyGpuProfiler.IC_BeginBlock("MarkAAEdges");
                MyAAEdgeMarking.Run();
                MyGpuProfiler.IC_EndBlock();
                MyDepthResolve.Run(MyScreenDependants.m_resolvedDepth, MyGBuffer.Main.DepthStencil.Depth);
            }

            if (MyScene.SeparateGeometry)
            {
                MyShadowCascadesPostProcess.Combine(MyShadowCascades.CombineShadowmapArray, DynamicShadows.ShadowCascades, StaticShadows.ShadowCascades);
                DynamicShadows.ShadowCascades.PostProcess(MyRender11.PostProcessedShadows, MyShadowCascades.CombineShadowmapArray);
            }
            else
            {
                DynamicShadows.ShadowCascades.PostProcess(MyRender11.PostProcessedShadows, DynamicShadows.ShadowCascades.CascadeShadowmapArray);
            }

            MyGpuProfiler.IC_BeginBlock("SSAO");
            if (Postprocess.EnableSsao)
            {
                MySSAO.Run(MyScreenDependants.m_ambientOcclusion, MyGBuffer.Main, MyRender11.MultisamplingEnabled ? MyScreenDependants.m_resolvedDepth.Depth : MyGBuffer.Main.DepthStencil.Depth);

                if (MySSAO.UseBlur)
                {
                    MyBlur.Run(MyScreenDependants.m_ambientOcclusion, MyScreenDependants.m_ambientOcclusionHelper, MyScreenDependants.m_ambientOcclusion);
                }
            }
            else
            {
                MyRender11.DeviceContext.ClearRenderTargetView(MyScreenDependants.m_ambientOcclusion.m_RTV, Color4.White);
            }
            MyGpuProfiler.IC_EndBlock();


            MyGpuProfiler.IC_BeginBlock("Lights");
            MyLightRendering.Render();
            MyGpuProfiler.IC_EndBlock();

            ProfilerShort.BeginNextBlock("Billboards");
            MyGpuProfiler.IC_BeginBlock("Billboards");
            if (MyRender11.MultisamplingEnabled)
            {
                MyBillboardRenderer.Render(MyGBuffer.Main.Get(MyGbufferSlot.LBuffer), MyScreenDependants.m_resolvedDepth, MyScreenDependants.m_resolvedDepth.Depth);
            }
            else
            {
                MyBillboardRenderer.Render(MyGBuffer.Main.Get(MyGbufferSlot.LBuffer), MyGBuffer.Main.DepthStencil, MyGBuffer.Main.DepthStencil.Depth);
            }

            MyGpuProfiler.IC_EndBlock();

            ProfilerShort.BeginNextBlock("Atmosphere");
            MyGpuProfiler.IC_BeginBlock("Atmosphere");
            MyAtmosphereRenderer.Render();
            MyGpuProfiler.IC_EndBlock();

            ProfilerShort.BeginNextBlock("Clouds");
            MyGpuProfiler.IC_BeginBlock("Clouds");
            MyCloudRenderer.Render();
            MyGpuProfiler.IC_EndBlock();

            ProfilerShort.End();

            MyGpuProfiler.IC_BeginBlock("Luminance reduction");
            MyBindableResource avgLum = null;

            if (MyRender11.MultisamplingEnabled)
            {
                MyRenderContext.Immediate.DeviceContext.ResolveSubresource(MyGBuffer.Main.Get(MyGbufferSlot.LBuffer).m_resource, 0, MyGBuffer.Main.Get(MyGbufferSlot.LBufferResolved).m_resource, 0, SharpDX.DXGI.Format.R11G11B10_Float);
            }

            if (m_resetEyeAdaptation)
            {
                MyRenderContext.Immediate.DeviceContext.ClearUnorderedAccessView(m_prevLum.m_UAV, Int4.Zero);
                m_resetEyeAdaptation = false;
            }

            avgLum = MyLuminanceAverage.Run(m_reduce0, m_reduce1, MyGBuffer.Main.Get(MyGbufferSlot.LBuffer), m_prevLum);

            MyGpuProfiler.IC_EndBlock();

            if (MyRender11.Settings.DisplayHdrDebug)
            {
                var src = MyGBuffer.Main.Get(MyGbufferSlot.LBuffer) as MyRenderTarget;
                MyHdrDebugTools.CreateHistogram(src.m_SRV, src.m_resolution, src.m_samples.X);
            }


            MyGpuProfiler.IC_BeginBlock("Bloom");
            var bloom = MyBloom.Run(MyGBuffer.Main.Get(MyGbufferSlot.LBuffer), avgLum);

            MyGpuProfiler.IC_EndBlock();

            MyBindableResource tonemapped;

            if (MyRender11.FxaaEnabled)
            {
                tonemapped = m_rgba8_linear;
            }
            else
            {
                tonemapped = m_uav3;
            }

            MyGpuProfiler.IC_BeginBlock("Tone mapping");
            MyToneMapping.Run(tonemapped, MyGBuffer.Main.Get(MyGbufferSlot.LBuffer), avgLum, bloom, Postprocess.EnableTonemapping);
            MyGpuProfiler.IC_EndBlock();

            MyBindableResource renderedImage;

            if (MyRender11.FxaaEnabled)
            {
                MyGpuProfiler.IC_BeginBlock("FXAA");
                MyFXAA.Run(m_rgba8_0.GetView(new MyViewKey {
                    Fmt = SharpDX.DXGI.Format.R8G8B8A8_UNorm, View = MyViewEnum.RtvView
                }), tonemapped);
                MyGpuProfiler.IC_EndBlock();

                renderedImage = m_rgba8_0.GetView(new MyViewKey {
                    Fmt = SharpDX.DXGI.Format.R8G8B8A8_UNorm_SRgb, View = MyViewEnum.SrvView
                });
            }
            else
            {
                //renderedImage = (tonemapped as MyCustomTexture).GetView(new MyViewKey { Fmt = SharpDX.DXGI.Format.R8G8B8A8_UNorm_SRgb, View = MyViewEnum.SrvView });
                renderedImage = tonemapped;
            }
            ProfilerShort.Begin("Outline");
            if (MyOutline.AnyOutline())
            {
                MyOutline.Run();

                MyGpuProfiler.IC_BeginBlock("Outline Blending");
                ProfilerShort.Begin("Outline Blending");
                if (MyRender11.FxaaEnabled)
                {
                    MyBlendTargets.RunWithStencil(
                        m_rgba8_0.GetView(new MyViewKey {
                        Fmt = SharpDX.DXGI.Format.R8G8B8A8_UNorm_SRgb, View = MyViewEnum.RtvView
                    }),
                        MyRender11.m_rgba8_1,
                        MyRender11.BlendAdditive,
                        MyDepthStencilState.TestOutlineMeshStencil,
                        0x40);
                    MyBlendTargets.RunWithStencil(
                        m_rgba8_0.GetView(new MyViewKey {
                        Fmt = SharpDX.DXGI.Format.R8G8B8A8_UNorm_SRgb, View = MyViewEnum.RtvView
                    }),
                        MyRender11.m_rgba8_1,
                        MyRender11.BlendTransparent,
                        MyDepthStencilState.TestHighlightMeshStencil,
                        0x40);
                }
                else
                {
                    if (MyRender11.MultisamplingEnabled)
                    {
                        MyBlendTargets.RunWithPixelStencilTest(tonemapped, MyRender11.m_rgba8_ms, MyRender11.BlendAdditive);
                        MyBlendTargets.RunWithPixelStencilTest(tonemapped, MyRender11.m_rgba8_ms, MyRender11.BlendTransparent, true);
                    }
                    else
                    {
                        MyBlendTargets.RunWithStencil(tonemapped, MyRender11.m_rgba8_1, MyRender11.BlendAdditive, MyDepthStencilState.TestOutlineMeshStencil, 0x40);
                        MyBlendTargets.RunWithStencil(tonemapped, MyRender11.m_rgba8_1, MyRender11.BlendTransparent, MyDepthStencilState.TestHighlightMeshStencil, 0x40);
                    }
                }
                ProfilerShort.End();
                MyGpuProfiler.IC_EndBlock();
            }
            ProfilerShort.End();

            if (renderTarget != null)
            {
                MyCopyToRT.Run(renderTarget, renderedImage);
            }

            if (MyRender11.Settings.DisplayHdrDebug)
            {
                MyHdrDebugTools.DisplayHistogram((renderTarget as IRenderTargetBindable).RTV, (avgLum as IShaderResourceBindable).SRV);
            }

            MyGpuProfiler.IC_EndBlock();
            ProfilerShort.End();
            return(renderedImage);
        }
        private static void DrawGameScene(bool blitToBackbuffer)
        {
            ResetStats();
            MyCommon.UpdateFrameConstants();

            // todo: shouldn't be necessary
            if (true)
            {
                MyImmediateRC.RC.Clear();
                MyImmediateRC.RC.Context.ClearState();
            }

            MyRender11.GetRenderProfiler().StartProfilingBlock("MyGeometryRenderer.Render");
            MyGpuProfiler.IC_BeginBlock("MyGeometryRenderer.Render");
            MyGeometryRenderer.Render();
            MyGpuProfiler.IC_EndBlock();
            MyRender11.GetRenderProfiler().EndProfilingBlock();

            // cleanup context atfer deferred lists
            if (MyRender11.DeferredContextsEnabled)
            {
                MyImmediateRC.RC.Clear();
            }

            // todo: shouldn't be necessary
            if (true)
            {
                MyImmediateRC.RC.Clear();
                MyImmediateRC.RC.Context.ClearState();
            }

            MyRender11.GetRenderProfiler().StartProfilingBlock("Render decals");
            MyGpuProfiler.IC_BeginBlock("Render decals");
            MyRender11.CopyGbufferToScratch();
            MyScreenDecals.Draw();
            MyGpuProfiler.IC_EndBlock();
            MyRender11.GetRenderProfiler().EndProfilingBlock();

            MyRender11.GetRenderProfiler().StartProfilingBlock("Render foliage");
            MyGpuProfiler.IC_BeginBlock("Render foliage");
            MyFoliageRenderer.Render();
            MyGpuProfiler.IC_EndBlock();
            MyRender11.GetRenderProfiler().EndProfilingBlock();

            MySceneMaterials.MoveToGPU();

            MyRender11.GetRenderProfiler().StartProfilingBlock("Postprocessing");
            MyGpuProfiler.IC_BeginBlock("Postprocessing");
            if (MultisamplingEnabled)
            {
                MyRender11.Context.ClearDepthStencilView(MyScreenDependants.m_resolvedDepth.m_DSV, DepthStencilClearFlags.Depth | DepthStencilClearFlags.Stencil, 1, 0);
                MyGpuProfiler.IC_BeginBlock("MarkAAEdges");
                MyAAEdgeMarking.Run();
                MyGpuProfiler.IC_EndBlock();
                MyDepthResolve.Run(MyScreenDependants.m_resolvedDepth, MyGBuffer.Main.DepthStencil.Depth);
            }

            MyGpuProfiler.IC_BeginBlock("MarkCascades");
            MyShadows.MarkCascadesInStencil();
            MyGpuProfiler.IC_EndBlock();


            MyGpuProfiler.IC_BeginBlock("Shadows resolve");
            MyShadowsResolve.Run();
            MyGpuProfiler.IC_EndBlock();

            MyGpuProfiler.IC_BeginBlock("SSAO");
            if (Postprocess.EnableSsao)
            {
                MySSAO.Run(MyScreenDependants.m_ambientOcclusion, MyGBuffer.Main, MyRender11.MultisamplingEnabled ? MyScreenDependants.m_resolvedDepth.Depth : MyGBuffer.Main.DepthStencil.Depth);
            }
            else
            {
                MyRender11.Context.ClearRenderTargetView(MyScreenDependants.m_ambientOcclusion.m_RTV, Color4.White);
            }
            MyGpuProfiler.IC_EndBlock();

            MyGpuProfiler.IC_BeginBlock("Lights");
            MyLightRendering.Render();
            MyGpuProfiler.IC_EndBlock();

            MyRender11.GetRenderProfiler().StartProfilingBlock("Billboards");
            MyGpuProfiler.IC_BeginBlock("Billboards");
            MyRender11.Context.ClearRenderTargetView((MyScreenDependants.m_particlesRT as IRenderTargetBindable).RTV, new Color4(0, 0, 0, 0));
            if (MyRender11.MultisamplingEnabled)
            {
                MyBillboardRenderer.Render(MyScreenDependants.m_particlesRT, MyScreenDependants.m_resolvedDepth, MyScreenDependants.m_resolvedDepth.Depth);
            }
            else
            {
                MyBillboardRenderer.Render(MyScreenDependants.m_particlesRT, MyGBuffer.Main.DepthStencil, MyGBuffer.Main.DepthStencil.Depth);
            }

            MyBlendTargets.Run(MyGBuffer.Main.Get(MyGbufferSlot.LBuffer), MyScreenDependants.m_particlesRT, MyRender11.BlendAlphaPremult);
            MyGpuProfiler.IC_EndBlock();
            MyRender11.GetRenderProfiler().EndProfilingBlock();

            MyAtmosphereRenderer.Render();

            MyGpuProfiler.IC_BeginBlock("Luminance reduction");
            MyBindableResource avgLum = null;

            if (MyRender11.MultisamplingEnabled)
            {
                //MyLBufferResolve.Run(MyGBuffer.Main.Get(MyGbufferSlot.LBufferResolved), MyGBuffer.Main.Get(MyGbufferSlot.LBuffer), MyGBuffer.Main.DepthStencil.Stencil);

                MyImmediateRC.RC.Context.ResolveSubresource(MyGBuffer.Main.Get(MyGbufferSlot.LBuffer).m_resource, 0, MyGBuffer.Main.Get(MyGbufferSlot.LBufferResolved).m_resource, 0, SharpDX.DXGI.Format.R11G11B10_Float);
            }
            if (m_resetEyeAdaptation)
            {
                MyImmediateRC.RC.Context.ClearUnorderedAccessView(m_prevLum.m_UAV, Int4.Zero);
                m_resetEyeAdaptation = false;
            }
            avgLum = MyLuminanceAverage.Run(m_reduce0, m_reduce1, MyGBuffer.Main.Get(MyGbufferSlot.LBuffer), m_prevLum, m_localLum);

            MyGpuProfiler.IC_EndBlock();

            if (MyRender11.Settings.DispalyHdrDebug)
            {
                var src = MyGBuffer.Main.Get(MyGbufferSlot.LBuffer) as MyRenderTarget;
                MyHdrDebugTools.CreateHistogram(src.m_SRV, src.m_resolution, src.m_samples.X);
            }


            MyGpuProfiler.IC_BeginBlock("Bloom");
            var bloom = MyBloom.Run(MyGBuffer.Main.Get(MyGbufferSlot.LBuffer), avgLum);

            MyGpuProfiler.IC_EndBlock();

            MyBindableResource tonemapped;

            if (MyRender11.FxaaEnabled)
            {
                tonemapped = m_rgba8_linear;
            }
            else
            {
                tonemapped = m_uav3;
            }

            MyGpuProfiler.IC_BeginBlock("Tone mapping");
            MyToneMapping.Run(tonemapped, MyGBuffer.Main.Get(MyGbufferSlot.LBuffer), avgLum, bloom, MyRender11.Settings.EnableTonemapping && Postprocess.EnableTonemapping && MyRender11.RenderSettings.TonemappingEnabled);
            MyGpuProfiler.IC_EndBlock();

            MyBindableResource renderedImage;

            if (MyRender11.FxaaEnabled)
            {
                MyGpuProfiler.IC_BeginBlock("FXAA");
                MyFXAA.Run(m_rgba8_0.GetView(new MyViewKey {
                    Fmt = SharpDX.DXGI.Format.R8G8B8A8_UNorm, View = MyViewEnum.RtvView
                }), tonemapped);
                MyGpuProfiler.IC_EndBlock();

                renderedImage = m_rgba8_0.GetView(new MyViewKey {
                    Fmt = SharpDX.DXGI.Format.R8G8B8A8_UNorm_SRgb, View = MyViewEnum.SrvView
                });
            }
            else
            {
                //renderedImage = (tonemapped as MyCustomTexture).GetView(new MyViewKey { Fmt = SharpDX.DXGI.Format.R8G8B8A8_UNorm_SRgb, View = MyViewEnum.SrvView });
                renderedImage = tonemapped;
            }

            if (MyOutline.AnyOutline())
            {
                MyOutline.Run();

                if (MyRender11.FxaaEnabled)
                {
                    MyBlendTargets.RunWithStencil(m_rgba8_0.GetView(new MyViewKey {
                        Fmt = SharpDX.DXGI.Format.R8G8B8A8_UNorm_SRgb, View = MyViewEnum.RtvView
                    }), MyRender11.m_rgba8_1, MyRender11.BlendAdditive);
                }
                else
                {
                    if (MyRender11.MultisamplingEnabled)
                    {
                        MyBlendTargets.RunWithPixelStencilTest(tonemapped, MyRender11.m_rgba8_1, MyRender11.BlendAdditive);
                    }
                    else
                    {
                        MyBlendTargets.RunWithStencil(tonemapped, MyRender11.m_rgba8_1, MyRender11.BlendAdditive);
                    }
                }
            }

            m_finalImage = renderedImage;

            if (blitToBackbuffer)
            {
                MyCopyToRT.Run(Backbuffer, renderedImage);
            }

            if (MyRender11.Settings.DispalyHdrDebug)
            {
                MyHdrDebugTools.DisplayHistogram(Backbuffer.m_RTV, (avgLum as IShaderResourceBindable).SRV);
            }

            MyGpuProfiler.IC_EndBlock();
            MyRender11.GetRenderProfiler().EndProfilingBlock();
        }
        internal static void Render(MyUnorderedAccessTexture accumTarget, MyUnorderedAccessTexture coverageTarget)
        {
            ProfilerShort.Begin("Atmosphere");
            MyGpuProfiler.IC_BeginBlock("Atmosphere");
            if (MyRender11.DebugOverrides.Atmosphere)
            {
                MyAtmosphereRenderer.Render();
            }
            MyGpuProfiler.IC_EndBlock();

            ProfilerShort.BeginNextBlock("Clouds");
            MyGpuProfiler.IC_BeginBlock("Clouds");
            if (MyRender11.DebugOverrides.Clouds)
            {
                MyCloudRenderer.Render();
            }
            MyGpuProfiler.IC_EndBlock();

            // setup weighted blended OIT targets + blend states
            if (MyRender11.DebugOverrides.OIT)
            {
                SetupOIT(accumTarget, coverageTarget, true);
            }
            else
            {
                SetupStandard();
            }

            MyDepthStencil depthResource;

            if (MyRender11.MultisamplingEnabled)
            {
                depthResource = MyScreenDependants.m_resolvedDepth;
            }
            else
            {
                depthResource = MyGBuffer.Main.DepthStencil;
            }

            ProfilerShort.BeginNextBlock("Billboards");
            MyGpuProfiler.IC_BeginBlock("Billboards");
            MyBillboardRenderer.Render(depthResource.Depth);
            MyGpuProfiler.IC_EndBlock();

            ProfilerShort.BeginNextBlock("GPU Particles");
            MyGpuProfiler.IC_BeginBlock("GPU Particles");
            if (MyRender11.DebugOverrides.GPUParticles)
            {
                MyGPUParticleRenderer.Run(depthResource.Depth);
            }
            MyGpuProfiler.IC_EndBlock();

            ProfilerShort.BeginNextBlock("Billboards - Depth Only");
            MyGpuProfiler.IC_BeginBlock("Billboards - Depth Only");
            bool windowsFound = MyBillboardRenderer.RenderWindowsDepthOnly(depthResource, MyRender11.Gbuffer1Copy);

            MyGpuProfiler.IC_EndBlock();

            if (MyRender11.DebugOverrides.OIT && windowsFound)
            {
                SetupOIT(accumTarget, coverageTarget, false);
            }

            ProfilerShort.BeginNextBlock("Render decals - Transparent");
            MyGpuProfiler.IC_BeginBlock("Render decals - Transparent");
            MyScreenDecals.Draw(true);
            MyGpuProfiler.IC_EndBlock();

            MyGpuProfiler.IC_BeginBlock("OIT Resolve");
            // resolve weighted blended OIT in  accum / coverage to LBuffer
            if (MyRender11.DebugOverrides.OIT)
            {
                ResolveOIT(accumTarget, coverageTarget);
            }
            MyGpuProfiler.IC_EndBlock();

            ProfilerShort.End();
        }
Beispiel #21
0
        internal static void Render(IRtvTexture gbuffer1Copy)
        {
            IBorrowedUavTexture accumTarget    = MyManagers.RwTexturesPool.BorrowUav("MyTransparentRendering.AccumTarget", Format.R16G16B16A16_Float);
            IBorrowedUavTexture coverageTarget = MyManagers.RwTexturesPool.BorrowUav("MyTransparentRendering.CoverageTarget", Format.R16_UNorm);

            ProfilerShort.Begin("Atmosphere");
            MyGpuProfiler.IC_BeginBlock("Atmosphere");
            if (MyRender11.DebugOverrides.Atmosphere)
            {
                MyAtmosphereRenderer.RenderGBuffer();
            }

            ProfilerShort.BeginNextBlock("Clouds");
            MyGpuProfiler.IC_BeginNextBlock("Clouds");
            if (MyRender11.DebugOverrides.Clouds)
            {
                MyCloudRenderer.Render();
            }

            var depthResource = MyGBuffer.Main.ResolvedDepthStencil;

            // setup weighted blended OIT targets + blend states
            if (MyRender11.Settings.DrawBillboards)
            {
                ProfilerShort.BeginNextBlock("Billboards");
                MyGpuProfiler.IC_BeginNextBlock("Billboards");
                MyBillboardRenderer.Gather();

                MyBillboardRenderer.RenderAdditveBottom(depthResource.SrvDepth);

                SetupTargets(accumTarget, coverageTarget, true);

                MyBillboardRenderer.RenderStandard(depthResource.SrvDepth);
            }
            else
            {
                SetupTargets(accumTarget, coverageTarget, true);
            }

            ProfilerShort.BeginNextBlock("GPU Particles");
            MyGpuProfiler.IC_BeginNextBlock("GPU Particles");
            if (MyRender11.DebugOverrides.GPUParticles)
            {
                MyGPUParticleRenderer.Run(depthResource.SrvDepth, MyGBuffer.Main.GBuffer1);
            }

            // Render decals on transparent surfaces in 2 steps: first far, second proximity
            if (MyRender11.Settings.DrawGlass)
            {
                ProfilerShort.BeginNextBlock("Static glass");
                MyGpuProfiler.IC_BeginNextBlock("Static glass");
                m_glassWithDecals.Clear();
                MyStaticGlassRenderer.Render(HandleGlass);

                float intervalMax = MyScreenDecals.VISIBLE_DECALS_SQ_TH;
                for (int it = 0; it < m_distances.Length; it++)
                {
                    float intervalMin = m_distances[it];

                    ProfilerShort.BeginNextBlock("Glass - Depth Only");
                    MyGpuProfiler.IC_BeginNextBlock("Glass - Depth Only");
                    //TODO: This code should properly render glass decals, that they are visible when looking through window on another window
                    // Anyway, it is italian code and it doesnt work. Solve after Beta
                    bool glassFound = MyStaticGlassRenderer.RenderGlassDepthOnly(depthResource, gbuffer1Copy, intervalMin, intervalMax);

                    // if (glassFound)
                    {
                        SetupTargets(accumTarget, coverageTarget, false);

                        ProfilerShort.BeginNextBlock("Render decals - Transparent");
                        MyGpuProfiler.IC_BeginNextBlock("Render decals - Transparent");
                        MyScreenDecals.Draw(gbuffer1Copy, true /*, m_glassWithDecals*/);
                    }

                    intervalMax = intervalMin;
                }
            }

            if (IsUsedOverlappingHeatMap())
            {
                DisplayOverlappingHeatMap(accumTarget, coverageTarget, MyRender11.Settings.DisplayTransparencyHeatMapInGrayscale);
            }

            MyGpuProfiler.IC_BeginNextBlock("OIT Resolve");
            // resolve weighted blended OIT in  accum / coverage to LBuffer
            if (MyRender11.DebugOverrides.OIT)
            {
                ResolveOIT(accumTarget, coverageTarget);
            }

            ProfilerShort.BeginNextBlock("Billboards");
            MyGpuProfiler.IC_BeginNextBlock("Billboards");
            if (MyRender11.Settings.DrawBillboards)
            {
                MyBillboardRenderer.RenderAdditveTop(depthResource.SrvDepth);
            }

            RC.SetRtv(null);

            MyGpuProfiler.IC_EndBlock();

            coverageTarget.Release();
            accumTarget.Release();

            ProfilerShort.End();
        }
        internal static void Render()
        {
            IBorrowedUavTexture accumTarget    = MyManagers.RwTexturesPool.BorrowUav("MyTransparentRendering.AccumTarget", Format.R16G16B16A16_Float);
            IBorrowedUavTexture coverageTarget = MyManagers.RwTexturesPool.BorrowUav("MyTransparentRendering.CoverageTarget", Format.R16_UNorm);

            ProfilerShort.Begin("Atmosphere");
            MyGpuProfiler.IC_BeginBlock("Atmosphere");
            if (MyRender11.DebugOverrides.Atmosphere)
            {
                MyAtmosphereRenderer.Render();
            }

            ProfilerShort.BeginNextBlock("Clouds");
            MyGpuProfiler.IC_BeginNextBlock("Clouds");
            if (MyRender11.DebugOverrides.Clouds)
            {
                MyCloudRenderer.Render();
            }
            MyGpuProfiler.IC_EndBlock();

            // setup weighted blended OIT targets + blend states
            SetupTargets(accumTarget, coverageTarget, true);

            IDepthStencil depthResource;

            if (MyRender11.MultisamplingEnabled)
            {
                depthResource = MyScreenDependants.m_resolvedDepth;
            }
            else
            {
                depthResource = MyGBuffer.Main.DepthStencil;
            }

            m_windowsWithDecals.Clear();
            ProfilerShort.BeginNextBlock("Billboards");
            MyGpuProfiler.IC_BeginBlock("Billboards");
            bool resetBindings = MyBillboardRenderer.Gather(HandleWindow);

            if (resetBindings)
            {
                SetupTargets(accumTarget, coverageTarget, false);
            }

            MyBillboardRenderer.Render(depthResource.SrvDepth);

            ProfilerShort.BeginNextBlock("GPU Particles");
            MyGpuProfiler.IC_BeginNextBlock("GPU Particles");
            if (MyRender11.DebugOverrides.GPUParticles)
            {
                MyGPUParticleRenderer.Run(depthResource.SrvDepth);
            }
            MyGpuProfiler.IC_EndBlock();

            // Render decals on transparent surfaces in 2 steps: first far, second proximity
            float intervalMax = MyScreenDecals.VISIBLE_DECALS_SQ_TH;

            for (int it = 0; it < m_distances.Length; it++)
            {
                float intervalMin = m_distances[it];

                ProfilerShort.BeginNextBlock("Billboards - Depth Only");
                MyGpuProfiler.IC_BeginBlock("Billboards - Depth Only");
                bool windowsFound = MyBillboardRenderer.RenderWindowsDepthOnly(depthResource, MyGlobalResources.Gbuffer1Copy, intervalMin, intervalMax);
                MyGpuProfiler.IC_EndBlock();

                if (windowsFound)
                {
                    SetupTargets(accumTarget, coverageTarget, false);

                    ProfilerShort.BeginNextBlock("Render decals - Transparent");
                    MyGpuProfiler.IC_BeginBlock("Render decals - Transparent");
                    MyScreenDecals.Draw(true, m_windowsWithDecals);
                    MyGpuProfiler.IC_EndBlock();
                }

                intervalMax = intervalMin;
            }

            if (IsUsedOverlappingHeatMap())
            {
                DisplayOverlappingHeatMap(accumTarget, coverageTarget, MyRender11.Settings.DisplayTransparencyHeatMapInGrayscale);
            }

            MyGpuProfiler.IC_BeginBlock("OIT Resolve");
            // resolve weighted blended OIT in  accum / coverage to LBuffer
            if (MyRender11.DebugOverrides.OIT)
            {
                ResolveOIT(accumTarget, coverageTarget);
            }
            else
            {
                RC.SetRtv(null);
            }
            MyGpuProfiler.IC_EndBlock();

            coverageTarget.Release();
            accumTarget.Release();

            ProfilerShort.End();
        }
Beispiel #23
0
        // Returns the final image and copies it to renderTarget if non-null
        private static MyBindableResource DrawGameScene(MyBindableResource renderTarget)
        {
            MyGpuProfiler.IC_BeginBlock("Clear & Geometry Render");

            PrepareGameScene();

            // todo: shouldn't be necessary
            if (true)
            {
                ProfilerShort.Begin("Clear");
                MyRenderContext.Immediate.Clear();
                MyRenderContext.Immediate.DeviceContext.ClearState();
                ProfilerShort.End();
            }

            if (MyStereoRender.Enable && MyStereoRender.EnableUsingStencilMask)
            {
                ProfilerShort.Begin("MyStereoStencilMask.Draw");
                MyGpuProfiler.IC_BeginBlock("MyStereoStencilMask.Draw");
                MyStereoStencilMask.Draw();
                MyGpuProfiler.IC_EndBlock();
                ProfilerShort.End();
            }

            MyGpuProfiler.IC_BeginBlock("MyGeometryRenderer.Render");
            Debug.Assert(m_commandLists.Count == 0, "Not all command lists executed last frame!");
            ProfilerShort.Begin("DynamicGeometryRenderer");
            DynamicGeometryRenderer.Render(m_commandLists, true);
            ProfilerShort.End();    // End function block
            if (MyScene.SeparateGeometry)
            {
                ProfilerShort.Begin("StaticGeometryRenderer");
                StaticGeometryRenderer.Render(m_commandLists, false);
                ProfilerShort.End();    // End function block
            }

            SendGlobalOutputMessages();
            ExecuteCommandLists(m_commandLists);
            MyGpuProfiler.IC_EndBlock();

#if !UNSHARPER_TMP
            MyEnvironmentProbe.FinalizeEnvProbes();
#endif

            // cleanup context atfer deferred lists
            if (MyRender11.DeferredContextsEnabled)
            {
                ProfilerShort.Begin("Clear2");
                MyRenderContext.Immediate.Clear();
                ProfilerShort.End();
            }

            // todo: shouldn't be necessary
            if (true)
            {
                ProfilerShort.Begin("Clear3");
                MyRenderContext.Immediate.Clear();
                MyRenderContext.Immediate.DeviceContext.ClearState();
                ProfilerShort.End();
            }

            MyGpuProfiler.IC_EndBlock();

            ProfilerShort.Begin("Render decals - Opaque");
            MyGpuProfiler.IC_BeginBlock("Render decals - Opaque");
            MyRender11.CopyGbufferToScratch();
            MyScreenDecals.Draw(false);
            MyGpuProfiler.IC_EndBlock();

            ProfilerShort.BeginNextBlock("Render foliage");
            MyGpuProfiler.IC_BeginBlock("Render foliage");
            m_foliageRenderer.Render();
            MyGpuProfiler.IC_EndBlock();

            MyGpuProfiler.IC_BeginBlock("GBuffer Resolve");
            ProfilerShort.BeginNextBlock("MySceneMaterials.MoveToGPU");
            MySceneMaterials.MoveToGPU();

            int nPasses = MyStereoRender.Enable ? 2 : 1;
            for (int i = 0; i < nPasses; i++)
            {
                if (MyStereoRender.Enable)
                {
                    MyStereoRender.RenderRegion = i == 0 ? MyStereoRegion.LEFT : MyStereoRegion.RIGHT;
                }

                if (MultisamplingEnabled)
                {
                    MyRender11.DeviceContext.ClearDepthStencilView(MyScreenDependants.m_resolvedDepth.m_DSV, DepthStencilClearFlags.Depth | DepthStencilClearFlags.Stencil, 1, 0);
                    MyGpuProfiler.IC_BeginBlock("MarkAAEdges");
                    MyAAEdgeMarking.Run();
                    MyGpuProfiler.IC_EndBlock();
                    MyDepthResolve.Run(MyScreenDependants.m_resolvedDepth, MyGBuffer.Main.DepthStencil.Depth);
                }

                ProfilerShort.BeginNextBlock("Shadows");
                MyGpuProfiler.IC_BeginBlock("Shadows");
                if (MyScene.SeparateGeometry)
                {
                    MyShadowCascadesPostProcess.Combine(MyShadowCascades.CombineShadowmapArray, DynamicShadows.ShadowCascades, StaticShadows.ShadowCascades);
                    DynamicShadows.ShadowCascades.PostProcess(MyRender11.PostProcessedShadows, MyShadowCascades.CombineShadowmapArray);
                }
                else
                {
                    DynamicShadows.ShadowCascades.PostProcess(MyRender11.PostProcessedShadows, DynamicShadows.ShadowCascades.CascadeShadowmapArray);
                }
                MyGpuProfiler.IC_EndBlock();

                ProfilerShort.BeginNextBlock("SSAO");
                MyGpuProfiler.IC_BeginBlock("SSAO");
                if (Postprocess.EnableSsao && m_debugOverrides.Postprocessing && m_debugOverrides.SSAO)
                {
                    MySSAO.Run(MyScreenDependants.m_ambientOcclusion, MyGBuffer.Main, MyRender11.MultisamplingEnabled ? MyScreenDependants.m_resolvedDepth.Depth : MyGBuffer.Main.DepthStencil.Depth);

                    if (MySSAO.UseBlur)
                    {
                        MyBlur.Run(MyScreenDependants.m_ambientOcclusion, MyScreenDependants.m_ambientOcclusionHelper, MyScreenDependants.m_ambientOcclusion);
                    }
                }
                else
                {
                    MyRender11.DeviceContext.ClearRenderTargetView(MyScreenDependants.m_ambientOcclusion.m_RTV, Color4.White);
                }
                MyGpuProfiler.IC_EndBlock();

                ProfilerShort.BeginNextBlock("Lights");
                MyGpuProfiler.IC_BeginBlock("Lights");
                if (m_debugOverrides.Lighting)
                {
                    MyLightRendering.Render();
                }
                MyGpuProfiler.IC_EndBlock();

                if (MyRender11.DebugOverrides.Flares)
                {
                    MyLightRendering.DrawFlares();
                }
            }
            MyStereoRender.RenderRegion = MyStereoRegion.FULLSCREEN;
            MyGpuProfiler.IC_EndBlock();

            // Rendering for VR is solved inside of Transparent rendering
            ProfilerShort.BeginNextBlock("Transparent Pass");
            MyGpuProfiler.IC_BeginBlock("Transparent Pass");
            if (m_debugOverrides.Transparent)
            {
                MyTransparentRendering.Render(m_transparencyAccum, m_transparencyCoverage);
            }
            MyGpuProfiler.IC_EndBlock();

            ProfilerShort.BeginNextBlock("PostProcess");
            MyGpuProfiler.IC_BeginBlock("PostProcess");
            MyGpuProfiler.IC_BeginBlock("Luminance reduction");
            MyBindableResource avgLum = null;

            if (m_resetEyeAdaptation)
            {
                MyRenderContext.Immediate.DeviceContext.ClearUnorderedAccessView(m_prevLum.m_UAV, Int4.Zero);
                m_resetEyeAdaptation = false;
            }

            avgLum = MyLuminanceAverage.Run(m_reduce0, m_reduce1, MyGBuffer.Main.Get(MyGbufferSlot.LBuffer), m_prevLum);

            MyGpuProfiler.IC_EndBlock();

            if (MyRender11.Settings.DisplayHdrDebug)
            {
                var src = MyGBuffer.Main.Get(MyGbufferSlot.LBuffer) as MyRenderTarget;
                MyHdrDebugTools.CreateHistogram(src.m_SRV, src.m_resolution, src.m_samples.X);
            }


            MyGpuProfiler.IC_BeginBlock("Bloom");
            MyBindableResource bloom;
            if (m_debugOverrides.Postprocessing && m_debugOverrides.Bloom)
            {
                bloom = MyBloom.Run(MyGBuffer.Main.Get(MyGbufferSlot.LBuffer), avgLum);
            }
            else
            {
                MyRender11.DeviceContext.ClearRenderTargetView(MyRender11.EighthScreenUavHDR.m_RTV, Color4.Black);
                bloom = MyRender11.EighthScreenUavHDR;
            }
            MyGpuProfiler.IC_EndBlock();

            MyBindableResource tonemapped;
            bool fxaa = MyRender11.FxaaEnabled;
            if (fxaa)
            {
                tonemapped = m_rgba8_linear;
            }
            else
            {
                tonemapped = m_uav3;
            }

            MyGpuProfiler.IC_BeginBlock("Tone mapping");
            if (m_debugOverrides.Postprocessing && m_debugOverrides.Tonemapping)
            {
                MyToneMapping.Run(tonemapped, MyGBuffer.Main.Get(MyGbufferSlot.LBuffer), avgLum, bloom, Postprocess.EnableTonemapping);
            }
            else
            {
                tonemapped = MyGBuffer.Main.Get(MyGbufferSlot.LBuffer);
                //MyRender11.DeviceContext.CopyResource(MyGBuffer.Main.Get(MyGbufferSlot.LBuffer).m_resource, tonemapped.m_resource);
            }
            MyGpuProfiler.IC_EndBlock();

            MyBindableResource renderedImage;

            if (fxaa)
            {
                MyGpuProfiler.IC_BeginBlock("FXAA");
                MyFXAA.Run(m_rgba8_0.GetView(new MyViewKey {
                    Fmt = SharpDX.DXGI.Format.R8G8B8A8_UNorm, View = MyViewEnum.RtvView
                }), tonemapped);
                MyGpuProfiler.IC_EndBlock();

                renderedImage = m_rgba8_0.GetView(new MyViewKey {
                    Fmt = SharpDX.DXGI.Format.R8G8B8A8_UNorm_SRgb, View = MyViewEnum.SrvView
                });
            }
            else
            {
                //renderedImage = (tonemapped as MyCustomTexture).GetView(new MyViewKey { Fmt = SharpDX.DXGI.Format.R8G8B8A8_UNorm_SRgb, View = MyViewEnum.SrvView });
                renderedImage = tonemapped;
            }
            ProfilerShort.Begin("Outline");
            if (MyOutline.AnyOutline())
            {
                MyOutline.Run();

                MyGpuProfiler.IC_BeginBlock("Outline Blending");
                ProfilerShort.Begin("Outline Blending");
                if (fxaa)
                {
                    MyBlendTargets.RunWithStencil(
                        m_rgba8_0.GetView(new MyViewKey {
                        Fmt = SharpDX.DXGI.Format.R8G8B8A8_UNorm_SRgb, View = MyViewEnum.RtvView
                    }),
                        MyRender11.m_rgba8_1,
                        MyRender11.BlendAdditive,
                        MyDepthStencilState.TestOutlineMeshStencil,
                        0x40);
                    MyBlendTargets.RunWithStencil(
                        m_rgba8_0.GetView(new MyViewKey {
                        Fmt = SharpDX.DXGI.Format.R8G8B8A8_UNorm_SRgb, View = MyViewEnum.RtvView
                    }),
                        MyRender11.m_rgba8_1,
                        MyRender11.BlendTransparent,
                        MyDepthStencilState.TestHighlightMeshStencil,
                        0x40);
                }
                else
                {
                    if (MyRender11.MultisamplingEnabled)
                    {
                        MyBlendTargets.RunWithPixelStencilTest(tonemapped, MyRender11.m_rgba8_ms, MyRender11.BlendAdditive);
                        MyBlendTargets.RunWithPixelStencilTest(tonemapped, MyRender11.m_rgba8_ms, MyRender11.BlendTransparent, true);
                    }
                    else
                    {
                        MyBlendTargets.RunWithStencil(tonemapped, MyRender11.m_rgba8_1, MyRender11.BlendAdditive, MyDepthStencilState.TestOutlineMeshStencil, 0x40);
                        MyBlendTargets.RunWithStencil(tonemapped, MyRender11.m_rgba8_1, MyRender11.BlendTransparent, MyDepthStencilState.TestHighlightMeshStencil, 0x40);
                    }
                }
                ProfilerShort.End();
                MyGpuProfiler.IC_EndBlock();
            }
            ProfilerShort.End();

            if (renderTarget != null)
            {
                MyCopyToRT.Run(renderTarget, renderedImage);
            }

            if (MyRender11.Settings.DisplayHdrDebug)
            {
                var target = renderTarget as IRenderTargetBindable;
                var lum    = avgLum as IShaderResourceBindable;
                if (target != null && lum != null)
                {
                    MyHdrDebugTools.DisplayHistogram(target.RTV, lum.SRV);
                }
            }
            MyGpuProfiler.IC_EndBlock();
            ProfilerShort.End();

            return(renderedImage);
        }
        // Returns the final image and copies it to renderTarget if non-null
        private static IRtvTexture DrawGameScene(IRtvBindable renderTarget)
        {
            MyGpuProfiler.IC_BeginBlockAlways("ClearAndGeometryRender");

            PrepareGameScene();


            // todo: shouldn't be necessary
            if (true)
            {
                ProfilerShort.Begin("Clear");
                MyRender11.RC.ClearState();
                ProfilerShort.End();
            }

            if (MyStereoRender.Enable && MyStereoRender.EnableUsingStencilMask)
            {
                ProfilerShort.Begin("MyStereoStencilMask.Draw");
                MyGpuProfiler.IC_BeginBlock("MyStereoStencilMask.Draw");
                MyStereoStencilMask.Draw();
                MyGpuProfiler.IC_EndBlock();
                ProfilerShort.End();
            }

            MyGpuProfiler.IC_BeginBlock("MyGeometryRenderer.Render");
            Debug.Assert(m_commandLists.Count == 0, "Not all command lists executed last frame!");
            ProfilerShort.Begin("DynamicGeometryRenderer");
            DynamicGeometryRenderer.Render(m_commandLists, true);
            ProfilerShort.End();    // End function block
            if (MyScene.SeparateGeometry)
            {
                ProfilerShort.Begin("StaticGeometryRenderer");
                StaticGeometryRenderer.Render(m_commandLists, false);
                ProfilerShort.End();    // End function block
            }

            SendGlobalOutputMessages();
            ExecuteCommandLists(m_commandLists);
            MyGpuProfiler.IC_EndBlock();

#if !UNSHARPER_TMP
            MyManagers.EnvironmentProbe.FinalizeEnvProbes();
#endif

            // cleanup context atfer deferred lists
            if (true)
            {
                ProfilerShort.Begin("Clear3");
                MyRender11.RC.ClearState();
                ProfilerShort.End();
            }

            MyGpuProfiler.IC_EndBlockAlways();

            ProfilerShort.Begin("Render decals - Opaque");
            MyGpuProfiler.IC_BeginBlock("Render decals - Opaque");
            MyImmediateRC.RC.CopyResource(MyGBuffer.Main.GBuffer1.Resource, MyGlobalResources.Gbuffer1Copy.Resource); // copy gbuffer1
            MyScreenDecals.Draw(false);
            MyGpuProfiler.IC_EndBlock();

            ProfilerShort.BeginNextBlock("Render foliage");
            MyGpuProfiler.IC_BeginBlockAlways("RenderFoliage");
            m_foliageRenderer.Render();
            MyGpuProfiler.IC_EndBlockAlways();

            MyGpuProfiler.IC_BeginBlock("GBuffer Resolve");
            ProfilerShort.BeginNextBlock("MySceneMaterials.MoveToGPU");
            MySceneMaterials.MoveToGPU();

            MyRender11.RC.ResetTargets();

            int nPasses = MyStereoRender.Enable ? 2 : 1;
            for (int i = 0; i < nPasses; i++)
            {
                if (MyStereoRender.Enable)
                {
                    MyStereoRender.RenderRegion = i == 0 ? MyStereoRegion.LEFT : MyStereoRegion.RIGHT;
                }

                if (MultisamplingEnabled)
                {
                    MyRender11.RC.ClearDsv(MyScreenDependants.m_resolvedDepth, DepthStencilClearFlags.Depth | DepthStencilClearFlags.Stencil, 1, 0);
                    MyGpuProfiler.IC_BeginBlock("MarkAAEdges");
                    MyAAEdgeMarking.Run();
                    MyGpuProfiler.IC_EndBlock();
                    MyDepthResolve.Run(MyScreenDependants.m_resolvedDepth, MyGBuffer.Main.DepthStencil);
                }

                ProfilerShort.BeginNextBlock("Shadows");
                MyGpuProfiler.IC_BeginBlockAlways("Shadows");
                IBorrowedUavTexture postProcessedShadows;
                if (MyScene.SeparateGeometry)
                {
                    MyShadowCascadesPostProcess.Combine(MyShadowCascades.CombineShadowmapArray, DynamicShadows.ShadowCascades, StaticShadows.ShadowCascades);
                    postProcessedShadows = DynamicShadows.ShadowCascades.PostProcess(MyShadowCascades.CombineShadowmapArray);
                    //MyShadowCascadesPostProcess.Combine(MyShadowCascades.CombineShadowmapArray,
                    //    DynamicShadows.ShadowCascades, StaticShadows.ShadowCascades);
                    //postProcessedShadows =
                    //    DynamicShadows.ShadowCascades.PostProcess(MyShadowCascades.CombineShadowmapArray);
                }
                else
                {
                    postProcessedShadows = DynamicShadows.ShadowCascades.PostProcess(DynamicShadows.ShadowCascades.CascadeShadowmapArray);
                    //postProcessedShadows = MyManagers.Shadow.Evaluate();
                }
                MyGpuProfiler.IC_EndBlockAlways();

                if (MySSAO.Params.Enabled && m_debugOverrides.Postprocessing && m_debugOverrides.SSAO)
                {
                    ProfilerShort.BeginNextBlock("SSAO");
                    MyGpuProfiler.IC_BeginBlockAlways("SSAO");
                    MySSAO.Run(MyScreenDependants.m_ambientOcclusion, MyGBuffer.Main, MyRender11.MultisamplingEnabled ? MyScreenDependants.m_resolvedDepth.SrvDepth : MyGBuffer.Main.DepthStencil.SrvDepth);

                    if (MySSAO.Params.UseBlur)
                    {
                        MyBlur.Run(MyScreenDependants.m_ambientOcclusion, MyScreenDependants.m_ambientOcclusionHelper, MyScreenDependants.m_ambientOcclusion, clearColor: Color4.White);
                    }
                    MyGpuProfiler.IC_EndBlockAlways();
                }
                else if (MyHBAO.Params.Enabled && m_debugOverrides.Postprocessing && m_debugOverrides.SSAO)
                {
                    ProfilerShort.BeginNextBlock("HBAO");
                    MyGpuProfiler.IC_BeginBlock("HBAO");
                    MyHBAO.Run(MyScreenDependants.m_ambientOcclusion, MyGBuffer.Main,
                               MyRender11.MultisamplingEnabled ? MyScreenDependants.m_resolvedDepth.SrvDepth : MyGBuffer.Main.DepthStencil.SrvDepth);
                    MyGpuProfiler.IC_EndBlock();
                }
                else
                {
                    MyRender11.RC.ClearRtv(MyScreenDependants.m_ambientOcclusion, Color4.White);
                }

                ProfilerShort.BeginNextBlock("Lights");
                MyGpuProfiler.IC_BeginBlockAlways("Lights");
                if (m_debugOverrides.Lighting)
                {
                    MyLightRendering.Render(postProcessedShadows);
                }
                MyGpuProfiler.IC_EndBlockAlways();
                postProcessedShadows.Release();

                if (MyRender11.DebugOverrides.Flares)
                {
                    MyLightRendering.DrawFlares();
                }
            }
            MyStereoRender.RenderRegion = MyStereoRegion.FULLSCREEN;
            MyGpuProfiler.IC_EndBlock();

            // Rendering for VR is solved inside of Transparent rendering
            ProfilerShort.BeginNextBlock("Transparent Pass");
            MyGpuProfiler.IC_BeginBlockAlways("TransparentPass");
            if (m_debugOverrides.Transparent)
            {
                MyTransparentRendering.Render();
            }
            MyGpuProfiler.IC_EndBlockAlways();

            ProfilerShort.BeginNextBlock("PostProcess");
            MyGpuProfiler.IC_BeginBlockAlways("PostProcess");
            MyGpuProfiler.IC_BeginBlock("Luminance reduction");
            IBorrowedUavTexture avgLum = null;

            if (MyRender11.Postprocess.EnableEyeAdaptation)
            {
                if (m_resetEyeAdaptation)
                {
                    MyLuminanceAverage.Reset();
                    m_resetEyeAdaptation = false;
                }

                avgLum = MyLuminanceAverage.Run(MyGBuffer.Main.LBuffer);
            }
            else
            {
                avgLum = MyLuminanceAverage.Skip();
            }

            MyGpuProfiler.IC_EndBlock();

            IBorrowedUavTexture histogram = null;
            if (MyRender11.Settings.DisplayHistogram)
            {
                histogram = MyHdrDebugTools.CreateHistogram(MyGBuffer.Main.LBuffer, MyGBuffer.Main.SamplesCount);
            }
            if (MyRender11.Settings.DisplayHdrIntensity)
            {
                MyHdrDebugTools.DisplayHdrIntensity(MyGBuffer.Main.LBuffer);
            }

            MyGpuProfiler.IC_BeginBlock("Bloom");
            IBorrowedUavTexture bloom;
            if (m_debugOverrides.Postprocessing && m_debugOverrides.Bloom)
            {
                bloom = MyBloom.Run(MyGBuffer.Main.LBuffer, MyGBuffer.Main.GBuffer2,
                                    MyRender11.MultisamplingEnabled ? MyScreenDependants.m_resolvedDepth.SrvDepth : MyGBuffer.Main.DepthStencil.SrvDepth);
            }
            else
            {
                bloom = MyManagers.RwTexturesPool.BorrowUav("bloom_EightScreenUavHDR", MyRender11.ResolutionI.X / 8, MyRender11.ResolutionI.Y / 8, MyGBuffer.LBufferFormat);
                MyRender11.RC.ClearRtv(bloom, Color4.Black);
            }
            MyGpuProfiler.IC_EndBlock();


            MyGpuProfiler.IC_BeginBlock("Tone mapping");
            IBorrowedUavTexture tonemapped = MyToneMapping.Run(MyGBuffer.Main.LBuffer, avgLum, bloom, Postprocess.EnableTonemapping && m_debugOverrides.Postprocessing && m_debugOverrides.Tonemapping);
            bloom.Release();
            MyGpuProfiler.IC_EndBlock();

            IRtvTexture renderedImage;

            IBorrowedCustomTexture rgba8_0 = null;
            bool fxaa = MyRender11.FxaaEnabled;
            if (fxaa)
            {
                rgba8_0 = MyManagers.RwTexturesPool.BorrowCustom("MyRender11.Rgb8_0");
                MyGpuProfiler.IC_BeginBlock("FXAA");
                MyFXAA.Run(rgba8_0.Linear, tonemapped);
                MyGpuProfiler.IC_EndBlock();

                renderedImage = rgba8_0.SRgb;
            }
            else
            {
                renderedImage = tonemapped;
            }
            ProfilerShort.Begin("Outline");
            if (MyOutline.AnyOutline())
            {
                IBorrowedRtvTexture outlined = MyOutline.Run();

                MyGpuProfiler.IC_BeginBlock("Outline Blending");
                ProfilerShort.Begin("Outline Blending");
                if (fxaa)
                {
                    MyBlendTargets.RunWithStencil(
                        rgba8_0.SRgb,
                        outlined,
                        MyBlendStateManager.BlendAdditive,
                        MyDepthStencilStateManager.TestOutlineMeshStencil,
                        0x40);
                    MyBlendTargets.RunWithStencil(
                        rgba8_0.SRgb,
                        outlined,
                        MyBlendStateManager.BlendTransparent,
                        MyDepthStencilStateManager.TestHighlightMeshStencil,
                        0x40);
                }
                else
                {
                    if (MyRender11.MultisamplingEnabled)
                    {
                        MyBlendTargets.RunWithPixelStencilTest(tonemapped, outlined, MyBlendStateManager.BlendAdditive);
                        MyBlendTargets.RunWithPixelStencilTest(tonemapped, outlined, MyBlendStateManager.BlendTransparent, true);
                    }
                    else
                    {
                        MyBlendTargets.RunWithStencil(tonemapped, outlined, MyBlendStateManager.BlendAdditive, MyDepthStencilStateManager.TestOutlineMeshStencil, 0x40);
                        MyBlendTargets.RunWithStencil(tonemapped, outlined, MyBlendStateManager.BlendTransparent, MyDepthStencilStateManager.TestHighlightMeshStencil, 0x40);
                    }
                }
                ProfilerShort.End();
                MyGpuProfiler.IC_EndBlock();

                outlined.Release();
            }
            ProfilerShort.End();

            if (renderTarget != null)
            {
                MyCopyToRT.Run(renderTarget, renderedImage);
            }

            if (MyRender11.Settings.DisplayHistogram)
            {
                if (renderTarget != null && avgLum != null)
                {
                    MyHdrDebugTools.DisplayHistogram(renderTarget, avgLum, histogram);
                }
            }
            MyGpuProfiler.IC_EndBlockAlways();
            ProfilerShort.End();

            if (rgba8_0 != null)
            {
                rgba8_0.Release();
            }
            if (histogram != null)
            {
                histogram.Release();
            }
            avgLum.Release();
            tonemapped.Release();

            // HOTFIX: MyDebugTextureDisplay uses borrowed textures. If we place MyDebugTextureDisplay to the different location, we will have problem with borrowed textures (comment by Michal)
            ProfilerShort.Begin("MyDebugTextureDisplay.Draw");
            MyGpuProfiler.IC_BeginBlock("MyDebugTextureDisplay.Draw");
            MyDebugTextureDisplay.Draw(MyRender11.Backbuffer);
            MyGpuProfiler.IC_EndBlock();
            ProfilerShort.End();

            return(renderedImage);
        }
        static void Gather()
        {
            m_batches.Clear();

            // counting sorted billboards
            m_sortedCount   = 0;
            m_unsortedCount = 0;
            m_windowCount   = 0;
            PreGatherList(MyRenderProxy.BillboardsRead);
            PreGatherList(m_billboardsOnce);

            if (BillboardCount == 0)
            {
                return;
            }

            ResizeStorage();

            int sortedIndex   = 0;
            int unsortedIndex = 0;

            GatherList(MyRenderProxy.BillboardsRead, ref sortedIndex, ref unsortedIndex);
            GatherList(m_billboardsOnce, ref sortedIndex, ref unsortedIndex);

            Array.Sort(m_sortedBuffer, 0, m_sortedCount);

            int   i             = 0;
            int   windowidx     = 0;
            var   N             = BillboardCountSafe;
            int   currentOffset = 0;
            TexId prevTexId     = TexId.NULL;
            TexId batchTexId    = TexId.NULL;
            MyTransparentMaterial prevMaterial = null;

            while (true)
            {
                if (i == N)
                {
                    AddBatch(N, currentOffset, prevTexId, prevMaterial);
                    break;
                }

                MyBillboard           billboard = m_sortedBuffer[i];
                MyTransparentMaterial material  = MyTransparentMaterials.GetMaterial(billboard.Material);
                if (material.UseAtlas)
                {
                    var atlasItem = m_atlas.FindElement(material.Texture);
                    batchTexId = atlasItem.TextureId;
                }
                else
                {
                    batchTexId = MyTextures.GetTexture(material.Texture, MyTextureEnum.GUI, true);
                }

                bool closeBatch = i > 0 && (batchTexId != prevTexId || i == m_sortedCount);
                if (closeBatch)
                {
                    AddBatch(i, currentOffset, prevTexId, prevMaterial);
                    currentOffset = i;
                }

                var billboardData     = new MyBillboardData();
                var billboardVertices = new MyBillboardVertexData();

                billboardData.CustomProjectionID = billboard.CustomViewProjection;
                billboardData.Color                     = billboard.Color;
                billboardData.Color.X                  *= billboard.ColorIntensity;
                billboardData.Color.Y                  *= billboard.ColorIntensity;
                billboardData.Color.Z                  *= billboard.ColorIntensity;
                billboardData.AlphaCutout               = billboard.AlphaCutout;
                billboardData.AlphaSaturation           = material.AlphaSaturation;
                billboardData.SoftParticleDistanceScale = billboard.SoftParticleDistanceScale * material.SoftParticleDistanceScale;

                billboardData.Reflective = billboard.Reflectivity;
                Vector3D pos0 = billboard.Position0;
                Vector3D pos1 = billboard.Position1;
                Vector3D pos2 = billboard.Position2;
                Vector3D pos3 = billboard.Position3;

                if (billboard.ParentID != -1)
                {
                    if (MyIDTracker <MyActor> .FindByID((uint)billboard.ParentID) != null)
                    {
                        var matrix = MyIDTracker <MyActor> .FindByID((uint)billboard.ParentID).WorldMatrix;

                        Vector3D.Transform(ref pos0, ref matrix, out pos0);
                        Vector3D.Transform(ref pos1, ref matrix, out pos1);
                        Vector3D.Transform(ref pos2, ref matrix, out pos2);
                        Vector3D.Transform(ref pos3, ref matrix, out pos3);
                    }
                }

                MyEnvironmentMatrices envMatrices = MyRender11.Environment;
                if (MyStereoRender.Enable)
                {
                    if (MyStereoRender.RenderRegion == MyStereoRegion.LEFT)
                    {
                        envMatrices = MyStereoRender.EnvMatricesLeftEye;
                    }
                    else if (MyStereoRender.RenderRegion == MyStereoRegion.RIGHT)
                    {
                        envMatrices = MyStereoRender.EnvMatricesRightEye;
                    }
                }

                if (billboard.CustomViewProjection != -1)
                {
                    var billboardViewProjection = MyRenderProxy.BillboardsViewProjectionRead[billboard.CustomViewProjection];

                    //pos0 -= envMatrices.CameraPosition;
                    //pos1 -= envMatrices.CameraPosition;
                    //pos2 -= envMatrices.CameraPosition;
                    //pos3 -= envMatrices.CameraPosition;
                }
                else
                {
                    pos0 -= envMatrices.CameraPosition;
                    pos1 -= envMatrices.CameraPosition;
                    pos2 -= envMatrices.CameraPosition;
                    pos3 -= envMatrices.CameraPosition;
                }

                var normal = Vector3.Cross(pos1 - pos0, pos2 - pos0);
                normal.Normalize();

                billboardData.Normal = normal;

                billboardVertices.V0.Position = pos0;
                billboardVertices.V1.Position = pos1;
                billboardVertices.V2.Position = pos2;
                billboardVertices.V3.Position = pos3;

                var uv0 = new Vector2(material.UVOffset.X + billboard.UVOffset.X, material.UVOffset.Y + billboard.UVOffset.Y);
                var uv1 = new Vector2(material.UVOffset.X + material.UVSize.X * billboard.UVSize.X + billboard.UVOffset.X, material.UVOffset.Y + billboard.UVOffset.Y);
                var uv2 = new Vector2(material.UVOffset.X + material.UVSize.X * billboard.UVSize.X + billboard.UVOffset.X, material.UVOffset.Y + billboard.UVOffset.Y + material.UVSize.Y * billboard.UVSize.Y);
                var uv3 = new Vector2(material.UVOffset.X + billboard.UVOffset.X, material.UVOffset.Y + billboard.UVOffset.Y + material.UVSize.Y * billboard.UVSize.Y);

                if (material.UseAtlas)
                {
                    var atlasItem = m_atlas.FindElement(material.Texture);

                    uv0 = uv0 * new Vector2(atlasItem.UvOffsetScale.Z, atlasItem.UvOffsetScale.W) + new Vector2(atlasItem.UvOffsetScale.X, atlasItem.UvOffsetScale.Y);
                    uv1 = uv1 * new Vector2(atlasItem.UvOffsetScale.Z, atlasItem.UvOffsetScale.W) + new Vector2(atlasItem.UvOffsetScale.X, atlasItem.UvOffsetScale.Y);
                    uv2 = uv2 * new Vector2(atlasItem.UvOffsetScale.Z, atlasItem.UvOffsetScale.W) + new Vector2(atlasItem.UvOffsetScale.X, atlasItem.UvOffsetScale.Y);
                    uv3 = uv3 * new Vector2(atlasItem.UvOffsetScale.Z, atlasItem.UvOffsetScale.W) + new Vector2(atlasItem.UvOffsetScale.X, atlasItem.UvOffsetScale.Y);
                }

                billboardVertices.V0.Texcoord = new HalfVector2(uv0);
                billboardVertices.V1.Texcoord = new HalfVector2(uv1);
                billboardVertices.V2.Texcoord = new HalfVector2(uv2);
                billboardVertices.V3.Texcoord = new HalfVector2(uv3);

                pos0.AssertIsValid();
                pos1.AssertIsValid();
                pos2.AssertIsValid();
                pos3.AssertIsValid();


                MyTriangleBillboard triBillboard = billboard as MyTriangleBillboard;
                if (triBillboard != null)
                {
                    billboardVertices.V3.Position = pos2; // second triangle will die in rasterizer

                    billboardVertices.V0.Texcoord = new HalfVector2(triBillboard.UV0);
                    billboardVertices.V1.Texcoord = new HalfVector2(triBillboard.UV1);
                    billboardVertices.V2.Texcoord = new HalfVector2(triBillboard.UV2);

                    billboardData.Normal = triBillboard.Normal0;
                }

                m_arrayDataBillboards.Data[i]   = billboardData;
                m_arrayDataBillboards.Vertex[i] = billboardVertices;

                if (billboard.Window && MyScreenDecals.HasEntityDecals((uint)billboard.ParentID))
                {
                    m_arrayDataWindows.Data[windowidx]   = billboardData;
                    m_arrayDataWindows.Vertex[windowidx] = billboardVertices;
                    windowidx++;
                }

                prevTexId    = batchTexId;
                prevMaterial = material;
                i++;
            }
        }
Beispiel #26
0
 internal static void QueryTexturesFromEntities()
 {
     MyMeshMaterials1.OnResourcesRequesting();
     MyVoxelMaterials1.OnResourcesRequesting();
     MyScreenDecals.OnResourcesRequesting();
 }