Ejemplo n.º 1
0
        public GraphicsCompositorCameraSlotsViewModel([NotNull] GraphicsCompositorEditorViewModel editor, SceneCameraSlot cameraSlot) : base(editor)
        {
            CameraSlot     = cameraSlot;
            cameraSlotNode = editor.Session.AssetNodeContainer.GetOrCreateNode(cameraSlot);

            nameNodeBinding = new MemberGraphNodeBinding <string>(cameraSlotNode[nameof(CameraSlot.Name)], nameof(Name), OnPropertyChanging, OnPropertyChanged, editor.UndoRedoService);
        }
Ejemplo n.º 2
0
        public void MissingSlot()
        {
            var sceneCameraSlot = new SceneCameraSlot();

            var camera = AddCamera(true, sceneCameraSlot.ToSlotId());

            // Run camera processor
            var cameraProcessor = entityManager.Processors.OfType <CameraProcessor>().Single();

            cameraProcessor.Draw(null);

            // Check if detached
            Assert.IsNull(camera.Slot.AttachedCompositor);

            graphicsCompositor.Cameras.Add(sceneCameraSlot);
            cameraProcessor.Draw(null);

            // Check if attached
            Assert.AreEqual(graphicsCompositor, camera.Slot.AttachedCompositor);
            Assert.AreEqual(camera, graphicsCompositor.Cameras[0].Camera);

            // Remove and add new slot with same GUID
            graphicsCompositor.Cameras.Clear();
            cameraProcessor.Draw(null);
            graphicsCompositor.Cameras.Add(new SceneCameraSlot {
                Id = sceneCameraSlot.Id
            });
            cameraProcessor.Draw(null);

            // Check if attached
            Assert.AreEqual(graphicsCompositor, camera.Slot.AttachedCompositor);
            Assert.AreEqual(camera, graphicsCompositor.Cameras[0].Camera);
        }
        private void AddNewCameraSlot()
        {
            using (var transaction = UndoRedoService.CreateTransaction())
            {
                var cameraSlot = new SceneCameraSlot();
                cameraSlotsNode.Add(cameraSlot);

                UndoRedoService.SetName(transaction, "Create new camera slot");
            }
        }
Ejemplo n.º 4
0
        protected override void UpdateNode(IAssetNodePresenter node)
        {
            if (node.Value is SceneCameraSlot)
            {
                SceneCameraSlot slot = (SceneCameraSlot)node.Value;

                // Hide children
                node.Children.ForEach(x => x.IsVisible = false);
                node.AttachedProperties.Set(DisplayData.AttributeDisplayNameKey, slot.Name);
            }
            else if (node.Value is SceneCameraSlotId)
            {
                // Grab all graphics compositor of the same package as the asset.
                // TODO: we do not take all package dependencies for now because we don't want to include Stride package compositors.
                var graphicsCompositors = node.Asset.Directory.Package.Assets.Where(x => x.AssetType == typeof(GraphicsCompositorAsset));

                var entries = new List <AbstractNodeEntry>();
                foreach (var compositor in graphicsCompositors)
                {
                    var asset = (GraphicsCompositorAsset)compositor.Asset;
                    entries.Add(new AbstractNodeValue(new SceneCameraSlotId(), AbstractNodeValue.Null.DisplayValue, AbstractNodeValue.Null.Order));
                    var i = 0;
                    foreach (var slot in asset.Cameras)
                    {
                        var slotId = slot.ToSlotId();
                        var entry  = new AbstractNodeValue(slotId, $"{compositor.Url} > {slot.Name}", i++);
                        entries.Add(entry);
                    }
                }
                node.AttachedProperties.Add(AbstractNodeEntryData.Key, entries);

                node.Children.ForEach(x => x.IsVisible = false);
                // TODO: turn this into a real command!
                if (node.Commands.All(x => x.Name != CameraSlotData.UpdateCameraSlotIndex))
                {
                    node.Commands.Add(new SyncAnonymousNodePresenterCommand(CameraSlotData.UpdateCameraSlotIndex, (n, id) => UpdateCameraSlotIndex(n, (SceneCameraSlotId)id)));
                }
            }
        }
Ejemplo n.º 5
0
        /// <summary>
        /// Creates a graphics compositor programatically that renders into a Rendertarget. It can render everything the default Compositor can
        /// </summary>
        public static GraphicsCompositor CreateOffscreenCompositor(
            bool enablePostEffects,
            Texture renderTarget,
            CameraComponent camera    = null,
            RenderGroupMask groupMask = RenderGroupMask.All)
        {
            #region Render stages
            var opaqueRenderStage = new RenderStage("Opaque", "Main")
            {
                SortMode = new StateChangeSortMode()
            };
            var transparentRenderStage = new RenderStage("Transparent", "Main")
            {
                SortMode = new BackToFrontSortMode()
            };
            var shadowMapCaster = new RenderStage("ShadowMapCaster", "ShadowMapCaster")
            {
                SortMode = new FrontToBackSortMode()
            };
            var shadowMapCasterrParaboloidRenderStage = new RenderStage("ShadowMapCasterParaboloid", "ShadowMapCasterParaboloid")
            {
                SortMode = new FrontToBackSortMode()
            };
            var shadowMapCasterCubeMapRenderStage = new RenderStage("ShadowMapCasterCubeMap", "ShadowMapCasterCubeMap")
            {
                SortMode = new FrontToBackSortMode()
            };
            var gBuffer = new RenderStage("GBuffer", "GBuffer")
            {
                SortMode = new FrontToBackSortMode()
            };
            #endregion

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

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

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

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

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

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

            //};
            #endregion

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

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

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

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

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

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

            return(new GraphicsCompositor
            {
                Cameras = { offscreenCameraSlot },

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

                Game = game
            });
        }