// Adds to commandLists the command lists containing the rendering commands for the renderables given in renderablesDBVH
        internal void Render(Queue <CommandList> commandLists, bool updateEnvironmentMap = false)
        {
            ProfilerShort.Begin("MyGeometryRenderer.Render");
            MyGpuProfiler.IC_BeginBlock("MyGeometryRenderer.Render");

            ProfilerShort.Begin("Culling");
            PrepareFrame();

            ProfilerShort.Begin("Prepare culling");
            var shadowmapQueries = m_shadowHandler.PrepareQueries();

            MyVisibilityCuller.PrepareCullQuery(m_cullQuery, shadowmapQueries, updateEnvironmentMap);

            ProfilerShort.BeginNextBlock("Perform culling");
            m_visibilityCuller.PerformCulling(m_cullQuery, m_renderablesDBVH);
            ProfilerShort.End();
            ProfilerShort.End();

            ProfilerShort.BeginNextBlock("Record command lists");
            m_renderingDispatcher.RecordCommandLists(m_cullQuery, commandLists);

            ProfilerShort.BeginNextBlock("Send output messages");
            SendOutputMessages(m_cullQuery);

            ProfilerShort.BeginNextBlock("Frame cleanup");
            EndFrame();

            MyGpuProfiler.IC_EndBlock();
            ProfilerShort.End();    // End function block
        }
Beispiel #2
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        internal void AddDepthPass(MyShadowmapQuery shadowmapQuery)
        {
            var worldToProjection = shadowmapQuery.ProjectionInfo.WorldToProjection;
            int frustumMask       = AddFrustum(ref worldToProjection);

            MyDepthPass pass = MyObjectPoolManager.Allocate <MyDepthPass>();

            pass.DebugName      = MyVisibilityCuller.ToString(shadowmapQuery.QueryType);
            pass.ProcessingMask = frustumMask;
            pass.ViewProjection = shadowmapQuery.ProjectionInfo.CurrentLocalToProjection;
            pass.Viewport       = shadowmapQuery.Viewport;
            pass.FrustumIndex   = shadowmapQuery.Index;

            pass.Dsv = shadowmapQuery.DepthBuffer;
            bool isCascade = shadowmapQuery.QueryType == MyFrustumEnum.ShadowCascade;

            pass.IsCascade         = isCascade;
            pass.DefaultRasterizer = isCascade
                ? MyRasterizerStateManager.CascadesRasterizerStateOld
                : MyRasterizerStateManager.ShadowRasterizerState;

            pass.PerFrame();

            RenderingPasses[Size - 1] = pass;
        }
 internal MyGeometryRenderer(MyDynamicAABBTreeD renderablesDBVH, MyShadows shadowHandler)
 {
     m_renderablesDBVH = renderablesDBVH;
     m_shadowHandler = shadowHandler;
     m_cullQuery = new MyCullQuery();
     m_visibilityCuller = new MyFrustumCuller();
     m_renderingDispatcher = new MyRenderingDispatcher();
 }
Beispiel #4
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 internal MyGeometryRenderer(MyDynamicAABBTreeD renderablesDBVH, MyShadows shadowHandler)
 {
     m_renderablesDBVH     = renderablesDBVH;
     m_shadowHandler       = shadowHandler;
     m_cullQuery           = new MyCullQuery();
     m_visibilityCuller    = new MyFrustumCuller();
     m_renderingDispatcher = new MyRenderingDispatcher();
 }
Beispiel #5
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        internal MyCullQuery PrepareCullQuery(bool updateEnvironmentMap = false)
        {
            PrepareFrame();

            var shadowmapQueries = m_shadowHandler.PrepareQueries();

            MyVisibilityCuller.PrepareCullQuery(m_cullQuery, shadowmapQueries, updateEnvironmentMap);

            return(m_cullQuery);
        }