public override void Render(Renderable renderable, CompositingContext context)
        {
            var entity    = renderable.Entity;
            var transform = entity.Transform;
            var model     = renderable.Model;
            var material  = model.Materials[0];
            var camera    = context.Camera;

            shader.Apply(model.InputLayout);

            // Update general data.
            {
                vsData1.world  = transform.Composite;
                vsData1.view   = camera.View;
                vsData1.proj   = camera.Projection;
                vsData1.camera = camera.Position;
                //vsData1.proj = world * view * proj;
                device.UpdateData(bufferVs1, vsData1);
            }

            // Update light data.
            {
                var lights        = context.ClosestLights(transform.Origin);
                var light         = lights[0];
                var lightPosition = light.Entity.Transform.Origin;
                var direction     = transform.Origin - lightPosition;

                psData1.direction   = direction.Normal();
                psData1.color       = light.Color;
                psData1.lightVector = psData1.direction;
                psData1.position    = lightPosition;
                device.UpdateData(bufferPs1, psData1);
            }

            device.NativeDeviceContext.VertexShader.SetConstantBuffer(0, bufferVs1);

            device.NativeDeviceContext.PixelShader.SetConstantBuffer(0, bufferPs1);
            device.NativeDeviceContext.PixelShader.SetConstantBuffer(1, bufferPs2);

            device.NativeDeviceContext.PixelShader.SetShaderResource(0, material.Albedo.NativeResourceView);
            device.NativeDeviceContext.PixelShader.SetShaderResource(1, material.Normal.NativeResourceView);
            device.NativeDeviceContext.PixelShader.SetShaderResource(2, material.Height?.NativeResourceView); // height
            device.NativeDeviceContext.PixelShader.SetShaderResource(3, material.Roughness?.NativeResourceView);
            device.NativeDeviceContext.PixelShader.SetShaderResource(4, material.Specular?.NativeResourceView);
            device.NativeDeviceContext.PixelShader.SetShaderResource(5, material.Alpha?.NativeResourceView);     // alpha
            device.NativeDeviceContext.PixelShader.SetShaderResource(6, material.Occlusion?.NativeResourceView); // ao
            device.NativeDeviceContext.PixelShader.SetShaderResource(7, skybox.NativeResourceView);              // ao

            model.Draw(shader);
        }
Ejemplo n.º 2
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        public void Draw(Scene scene, float dt)
        {
            var context = new CompositingContext();

            context.Time     += dt;
            context.DeltaTime = dt;

            // Cascade all transforms.
            var transforms = scene.GetComponents <Transform>();

            foreach (var transform in transforms)
            {
                if (transform.Parent == null)
                {
                    transform.ComputeTransforms();
                }
            }

            // Look for camera.
            var cameras = scene.GetComponents <Camera>();

            Requires.That(cameras.Count == 1);
            context.Camera = cameras[0];
            context.Camera.Update(); // Update


            // Gather all lights.
            var lights = scene.GetComponents <Light>();

            context.Lights = lights;

            // Iterate through each entity which can be rendered.
            var renderables = scene.GetComponents <Renderable>();

            foreach (var renderable in renderables)
            {
                var renderer = renderable.Renderer;
                renderer.Render(renderable, context);
            }

            // Render them.
        }
Ejemplo n.º 3
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        public override void Render(Renderable renderable, CompositingContext context)
        {
            base.Render(renderable, context);

            var entity    = renderable.Entity;
            var transform = entity.Transform;
            var model     = renderable.Model;
            var camera    = context.Camera;

            shader.Apply(model.InputLayout);

            // Update general data.
            {
                vsData1.view = camera.View;
                vsData1.proj = camera.Projection;
                vsData1.bias = Vector3.One;
                device.UpdateData(bufferVs1, vsData1);
            }

            device.NativeDeviceContext.VertexShader.SetConstantBuffer(0, bufferVs1);
            device.NativeDeviceContext.PixelShader.SetShaderResource(0, skybox.NativeResourceView); // ao

            model.Draw(shader);
        }
Ejemplo n.º 4
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 public virtual void Render(Renderable renderable, CompositingContext context)
 {
 }