public void TestDirectionalLightAccumulation()
        {
            //TODO: add a way to show the specular in the alpha channel

            var game = new DX11Game();

            game.InitDirectX();
            var device  = game.Device;
            var context = device.ImmediateContext;

            var filledGBuffer = new TestFilledGBuffer(game, 800, 600);

            var light = new DirectionalLightRenderer(game, filledGBuffer.GBuffer);

            game.GameLoopEvent += delegate
            {
                filledGBuffer.DrawUpdatedGBuffer();

                game.SetBackbuffer();

                if (game.Keyboard.IsKeyDown(Key.C))
                {
                    game.SpectaterCamera.Enabled = false;

                    var mat = Matrix.RotationY(game.Mouse.RelativeX * game.Elapsed * 5) * Matrix.RotationX(game.Mouse.RelativeY * game.Elapsed * 5);

                    light.LightDirection = Vector3.TransformNormal(light.LightDirection, mat);
                }
                else
                {
                    game.SpectaterCamera.Enabled = true;
                }

                if (game.Keyboard.IsKeyDown(Key.I))
                {
                    GBufferTest.DrawGBuffer(game, filledGBuffer.GBuffer);
                }
                else
                {
                    light.Draw();
                }
            };

            game.Run();
        }
            public TestCombineFinalClass(DX11Game game)
            {
                this.game = game;

                var device = game.Device;

                context = device.ImmediateContext;

                FilledGBuffer = new TestFilledGBuffer(game, 800, 600);

                spot        = new SpotLightRenderer(game, FilledGBuffer.GBuffer);
                point       = new PointLightRenderer(game, FilledGBuffer.GBuffer);
                directional = new DirectionalLightRenderer(game, FilledGBuffer.GBuffer);

                state = 0;


                combineFinal = new CombineFinalRenderer(game, FilledGBuffer.GBuffer);



                var desc = new Texture2DDescription
                {
                    BindFlags =
                        BindFlags.RenderTarget | BindFlags.ShaderResource,
                    Format            = Format.R16G16B16A16_Float,
                    Width             = FilledGBuffer.GBuffer.Width,
                    Height            = FilledGBuffer.GBuffer.Height,
                    ArraySize         = 1,
                    SampleDescription = new SampleDescription(1, 0),
                    MipLevels         = 1
                };

                hdrImage = new Texture2D(device, desc);

                hdrImageRTV = new RenderTargetView(device, hdrImage);
                hdrImageRV  = new ShaderResourceView(device, hdrImage);
            }
        private void updateDirectionalShadows(DirectionalLightRenderer r, FrustumCullerView[] views)
        {
            var mainCamera = game.Camera;

            if (DEBUG_SeperateCullCamera != null)
            {
                mainCamera = DEBUG_SeperateCullCamera;
            }
            int num = 0;

            r.UpdateShadowmap(delegate(OrthographicCamera lightCamera)
            {
                var view = views[0];
                num++;
                var oldCam  = game.Camera;
                game.Camera = lightCamera;
                //TODO: fix culling+removing of elements
                //view.UpdateVisibility(lightCamera.ViewProjection);
                //setMeshRendererVisibles(view);
                meshesRenderer.DrawShadowCastersDepth();
                game.Camera = oldCam;
            }, mainCamera);
        }
 private void setDirectionalLightToRenderer(DirectionalLightRenderer r, DirectionalLight l)
 {
     r.LightDirection = l.LightDirection;
     r.Color          = l.Color;
     r.ShadowsEnabled = l.ShadowsEnabled;
 }
        public DeferredRenderer(DX11Game game)
        {
            this.game = game;
            var device = game.Device;

            context = device.ImmediateContext;

            screenWidth  = game.Form.Form.ClientSize.Width;
            screenHeight = game.Form.Form.ClientSize.Height;
            int width  = screenWidth;
            int height = screenHeight;

            gBuffer     = new GBuffer(game.Device, width, height);
            texturePool = new TexturePool(game);

            meshesRenderer = new DeferredMeshesRenderer(game, gBuffer, TexturePool);

            directionalLightRenderer = new DirectionalLightRenderer(game, GBuffer);
            spotLightRenderer        = new SpotLightRenderer(game, GBuffer);
            pointLightRenderer       = new PointLightRenderer(game, GBuffer);

            combineFinalRenderer = new CombineFinalRenderer(game, GBuffer);

            var desc = new Texture2DDescription
            {
                BindFlags =
                    BindFlags.RenderTarget | BindFlags.ShaderResource,
                Format            = Format.R16G16B16A16_Float,
                Width             = screenWidth,
                Height            = screenHeight,
                ArraySize         = 1,
                SampleDescription = new SampleDescription(1, 0),
                MipLevels         = 1
            };

            hdrImage = new Texture2D(device, desc);

            hdrImageRtv = new RenderTargetView(device, hdrImage);
            hdrImageRV  = new ShaderResourceView(device, hdrImage);

            calculater = new AverageLuminanceCalculater(game, hdrImageRV);

            toneMap = new ToneMapRenderer(game);


            var tempDesc = new Texture2DDescription
            {
                ArraySize         = 1,
                BindFlags         = BindFlags.None,
                CpuAccessFlags    = CpuAccessFlags.Read,
                Format            = Format.R32_Float,
                Height            = 1,
                MipLevels         = 1,
                OptionFlags       = ResourceOptionFlags.None,
                SampleDescription = new SampleDescription(1, 0),
                Usage             = ResourceUsage.Staging,
                Width             = 1
            };

            tempTex = new Texture2D(device, tempDesc);



            ssao = new HorizonSSAORenderer(game, screenWidth, screenHeight);



            Vector3 radius = new Vector3(500, 1000, 500);

            frustumCuller = new FrustumCuller(new BoundingBox(-radius, radius), 1);

            gbufferView           = frustumCuller.CreateView();
            meshesRenderer.Culler = frustumCuller;

            Texture2D skyColorTexture;// = Texture2D.FromFile(game.Device, TWDir.GameData.CreateSubdirectory("Core") + "\\skyColor.bmp");

            var strm = new DataStream(16 * 4, true, true);

            var multiplier = 2;

            strm.Write(new Half4(new Half(135f / 255f * multiplier), new Half(206f / 255f * multiplier), new Half(235 / 255f * multiplier), new Half(1)));
            strm.Position = 0;
            var dataRectangle = new DataRectangle(16 * 4, strm);

            skyColorTexture = new Texture2D(game.Device, new Texture2DDescription
            {
                ArraySize         = 1,
                BindFlags         = BindFlags.ShaderResource,
                CpuAccessFlags    = CpuAccessFlags.None,
                Format            = Format.R16G16B16A16_Float,
                Height            = 1,
                MipLevels         = 1,
                OptionFlags       = ResourceOptionFlags.None,
                SampleDescription = new SampleDescription(1, 0),
                Usage             = ResourceUsage.Default,
                Width             = 1
            }, dataRectangle);

            skyColorRV = new ShaderResourceView(game.Device, skyColorTexture);


            postProcessRT1 = CreateBackbufferLikeRT();
            postProcessRT2 = CreateBackbufferLikeRT();

            fogRenderer = new FogEffect(game);

            backgroundDepthStencilState = DepthStencilState.FromDescription(game.Device, new DepthStencilStateDescription()
            {
                IsDepthEnabled  = true,
                DepthComparison = Comparison.LessEqual,
                DepthWriteMask  = DepthWriteMask.Zero,
            });

            lineManager = new LineManager3D(game.Device);
            updateRasterizerState();
        }
        public void TestMultipleLightAccumulation()
        {
            //TODO: add a way to show the specular in the alpha channel

            var game = new DX11Game();

            game.InitDirectX();
            var device  = game.Device;
            var context = device.ImmediateContext;

            var filledGBuffer = new TestFilledGBuffer(game, 800, 600);

            var spot        = new SpotLightRenderer(game, filledGBuffer.GBuffer);
            var point       = new PointLightRenderer(game, filledGBuffer.GBuffer);
            var directional = new DirectionalLightRenderer(game, filledGBuffer.GBuffer);

            var state = 0;

            var bsDesc = new BlendStateDescription();
            var b      = new RenderTargetBlendDescription();

            b.BlendEnable           = true;
            b.BlendOperation        = BlendOperation.Add;
            b.BlendOperationAlpha   = BlendOperation.Add;
            b.DestinationBlend      = BlendOption.One;
            b.DestinationBlendAlpha = BlendOption.One;
            b.SourceBlend           = BlendOption.One;
            b.SourceBlendAlpha      = BlendOption.One;
            b.RenderTargetWriteMask = ColorWriteMaskFlags.All;
            bsDesc.RenderTargets[0] = b;


            var blendState = BlendState.FromDescription(device, bsDesc);
            var depthState = DepthStencilState.FromDescription(device, new DepthStencilStateDescription
            {
                IsDepthEnabled   = false,
                IsStencilEnabled = false,
            });


            game.GameLoopEvent += delegate
            {
                filledGBuffer.DrawUpdatedGBuffer();

                game.SetBackbuffer();

                if (game.Keyboard.IsKeyPressed(Key.D1))
                {
                    state = 0;
                }
                if (game.Keyboard.IsKeyPressed(Key.D2))
                {
                    state = 1;
                }
                if (game.Keyboard.IsKeyPressed(Key.D3))
                {
                    state = 2;
                }
                if (game.Keyboard.IsKeyPressed(Key.D4))
                {
                    state = 3;
                }

                switch (state)
                {
                case 0:
                    break;

                case 1:
                    directional.LightDirection = game.SpectaterCamera.CameraDirection;
                    break;

                case 2:
                    point.LightPosition = game.SpectaterCamera.CameraPosition;

                    break;

                case 3:
                    spot.LightPosition = game.SpectaterCamera.CameraPosition;
                    spot.SpotDirection = game.SpectaterCamera.CameraDirection;
                    break;
                }



                if (game.Keyboard.IsKeyDown(Key.I))
                {
                    GBufferTest.DrawGBuffer(game, filledGBuffer.GBuffer);
                }
                else
                {
                    context.OutputMerger.DepthStencilState = depthState;
                    directional.Draw();
                    context.OutputMerger.BlendState = blendState;
                    spot.Draw();
                    point.Draw();
                    context.OutputMerger.BlendState        = null;
                    context.OutputMerger.DepthStencilState = null;
                }
            };

            game.Run();
        }
        public void TestDirectionalLightShadowing()
        {
            var game = new DX11Game();

            game.InitDirectX();
            var device  = game.Device;
            var context = device.ImmediateContext;

            var filledGBuffer = new TestFilledGBuffer(game, 800, 600);

            var light = new DirectionalLightRenderer(game, filledGBuffer.GBuffer);

            light.ShadowsEnabled = true;

            var toggle = false;


            game.GameLoopEvent += delegate
            {
                filledGBuffer.DrawUpdatedGBuffer();


                light.UpdateShadowmap(delegate(OrthographicCamera lightCamera)
                {
                    game.Camera = lightCamera;

                    filledGBuffer.Draw();

                    game.Camera = game.SpectaterCamera;
                }, game.SpectaterCamera);


                game.SetBackbuffer();

                if (game.Keyboard.IsKeyPressed(Key.C))
                {
                    toggle = !toggle;
                }

                if (toggle)
                {
                    light.LightDirection = game.SpectaterCamera.CameraDirection;
                }


                if (game.Keyboard.IsKeyDown(Key.I))
                {
                    GBufferTest.DrawGBuffer(game, filledGBuffer.GBuffer);
                }
                else
                {
                    light.Draw();
                    game.TextureRenderer.Draw(light.CSMRenderer.ShadowMapRV, new Vector2(10, 10), new Vector2(590, 200));
                    for (int i = 0; i < 6; i++)
                    {
                        //game.LineManager3D.AddViewFrustum(light.LightCameras[i].ViewProjection,
                        //new Color4(0, 1, 0));
                    }
                }
            };

            game.Run();
        }