Example #1
0
        private static void TakeCustomSizedScreenshot(Vector2 rescale)
        {
            IRtvTexture m_finalImage;

            var resCpy = m_resolution;

            m_resolution = new Vector2I(resCpy * rescale);
            CreateScreenResources();

            IBorrowedRtvTexture dummy;

            m_finalImage = DrawGameScene(null, out dummy);
            dummy.Release();
            m_resetEyeAdaptation = true;

            MyBorrowedRwTextureManager texManager = MyManagers.RwTexturesPool;
            var surface = texManager.BorrowRtv("MyRender11.TakeCustomSizedScreenshot",
                                               m_finalImage.Size.X, m_finalImage.Size.Y, SharpDX.DXGI.Format.R8G8B8A8_UNorm_SRgb, 1, 0);

            MyCopyToRT.Run(surface, m_finalImage);
            MyCopyToRT.ClearAlpha(surface);
            SaveScreenshotFromResource(surface);
            surface.Release();

            m_resolution = resCpy;
            CreateScreenResources();
        }
Example #2
0
        internal static void RenderColoredTextures(List <renderColoredTextureProperties> texturesToRender)
        {
            if (texturesToRender.Count == 0)
            {
                return;
            }

            if (!m_initialized)
            {
                Init();
            }

            const int RENDER_TEXTURE_RESOLUTION = 512;

            RC.SetBlendState(null);
            RC.SetInputLayout(null);

            RC.PixelShader.Set(m_ps);
            RC.AllShaderStages.SetConstantBuffer(MyCommon.FRAME_SLOT, MyCommon.FrameConstants);
            RC.AllShaderStages.SetConstantBuffer(1, m_cb);

            MyBorrowedRwTextureManager rwTexManager   = MyManagers.RwTexturesPool;
            MyFileTextureManager       fileTexManager = MyManagers.FileTextures;

            foreach (var texture in texturesToRender)
            {
                ISrvBindable tex = fileTexManager.GetTexture(texture.TextureName, MyFileTextureEnum.COLOR_METAL, true);
                if (tex == null)
                {
                    continue;
                }

                Vector2  texSize = tex.Size;
                Vector2I renderTargetResolution = new Vector2I(RENDER_TEXTURE_RESOLUTION, RENDER_TEXTURE_RESOLUTION);
                if (texSize.Y > 0)
                {
                    if (texSize.Y < RENDER_TEXTURE_RESOLUTION)
                    {
                        renderTargetResolution.X = (int)texSize.X;
                        renderTargetResolution.Y = (int)texSize.Y;
                    }
                    else
                    {
                        renderTargetResolution.X *= (int)(texSize.X / texSize.Y);
                    }
                }

                MyViewport viewport = new MyViewport(renderTargetResolution.X, renderTargetResolution.Y);

                IBorrowedRtvTexture renderTexture = rwTexManager.BorrowRtv("MySaveExportedTextures.RenderColoredTextures",
                                                                           renderTargetResolution.X, renderTargetResolution.Y, SharpDX.DXGI.Format.R8G8B8A8_UNorm_SRgb, 1, 0);

                RC.SetRtv(renderTexture);

                // Set color
                var     mapping = MyMapping.MapDiscard(m_cb);
                Vector4 color   = new Vector4(texture.ColorMaskHSV, 1);
                mapping.WriteAndPosition(ref color);
                mapping.Unmap();

                // Set texture
                RC.PixelShader.SetSrv(0, tex);

                // Draw
                MyScreenPass.DrawFullscreenQuad(viewport);

                // Save to file
                MyTextureData.ToFile(renderTexture, texture.PathToSave, ImageFileFormat.Png);

                renderTexture.Release();
            }

            texturesToRender.Clear();

            RC.SetRtv(null);
            RC.PixelShader.SetSrvs(0, MyGBuffer.Main);
        }
Example #3
0
        // IMPORTANT: The returned object needs to be returned to MyManagers.RwTexturePool after the usage
        internal static IBorrowedUavTexture Run(ISrvBindable src, ISrvBindable srcGBuffer2, ISrvBindable srcDepth)
        {
            RC.ComputeShader.SetConstantBuffer(MyCommon.FRAME_SLOT, MyCommon.FrameConstants);
            RC.ComputeShader.SetSampler(0, MySamplerStateManager.Default);

            int    screenX       = MyRender11.ResolutionI.X;
            int    screenY       = MyRender11.ResolutionI.Y;
            Format formatLBuffer = MyGBuffer.LBufferFormat;
            MyBorrowedRwTextureManager rwTexturePool       = MyManagers.RwTexturesPool;
            IBorrowedUavTexture        uavHalfScreen       = rwTexturePool.BorrowUav("MyBloom.UavHalfScreen", screenX / 2, screenY / 2, formatLBuffer);
            IBorrowedUavTexture        uavBlurScreen       = rwTexturePool.BorrowUav("MyBloom.UavBlurScreen", screenX / BLOOM_TARGET_SIZE_DIVIDER, screenY / BLOOM_TARGET_SIZE_DIVIDER, formatLBuffer);
            IBorrowedUavTexture        uavBlurScreenHelper = rwTexturePool.BorrowUav("MyBloom.UavBlurScreenHelper", screenX / BLOOM_TARGET_SIZE_DIVIDER, screenY / BLOOM_TARGET_SIZE_DIVIDER, formatLBuffer);

            RC.ComputeShader.SetUav(0, uavHalfScreen);
            RC.ComputeShader.SetSrv(0, src);
            RC.ComputeShader.SetSrv(1, srcGBuffer2);
            RC.ComputeShader.SetSrv(2, srcDepth);

            RC.ComputeShader.Set(m_bloomShader);

            var size = uavHalfScreen.Size;

            VRageMath.Vector2I threadGroups = new VRageMath.Vector2I((size.X + m_numthreads - 1) / m_numthreads, (size.Y + m_numthreads - 1) / m_numthreads);
            RC.Dispatch(threadGroups.X, threadGroups.Y, 1);

            bool skipDownScale = false;

            switch (BLOOM_TARGET_SIZE_DIVIDER)
            {
            case 2:
                skipDownScale = true;
                break;

            case 4:
                RC.ComputeShader.Set(m_downscale2Shader);
                break;

            case 8:
                RC.ComputeShader.Set(m_downscale4Shader);
                break;

            default:
                MyRenderProxy.Assert(false, "Invalid bloom target size divider");
                break;
            }
            size         = uavBlurScreen.Size;
            threadGroups = new VRageMath.Vector2I((size.X + m_numthreads - 1) / m_numthreads, (size.Y + m_numthreads - 1) / m_numthreads);
            if (!skipDownScale)
            {
                RC.ComputeShader.SetConstantBuffer(1, GetCBSize(uavHalfScreen.Size.X, uavHalfScreen.Size.Y));

                RC.ComputeShader.SetUav(0, uavBlurScreen);
                RC.ComputeShader.SetSrv(0, uavHalfScreen);
                RC.Dispatch(threadGroups.X, threadGroups.Y, 1);
            }

            RC.ComputeShader.SetConstantBuffer(1, GetCB_blur(MyStereoRegion.FULLSCREEN, size));
            RC.ComputeShader.Set(m_blurV[MyRender11.Postprocess.BloomSize]);
            RC.ComputeShader.SetUav(0, uavBlurScreenHelper);
            RC.ComputeShader.SetSrv(0, uavBlurScreen);
            RC.Dispatch(threadGroups.X, threadGroups.Y, 1);
            RC.ComputeShader.SetSrv(0, null);
            RC.ComputeShader.SetUav(0, null);

            RC.ComputeShader.Set(m_blurH[MyRender11.Postprocess.BloomSize]);
            RC.ComputeShader.SetUav(0, uavBlurScreen);
            RC.ComputeShader.SetSrv(0, uavBlurScreenHelper);

            int nPasses = 1;

            if (MyStereoRender.Enable)
            {
                threadGroups.X /= 2;
                nPasses         = 2;
            }
            for (int nPass = 0; nPass < nPasses; nPass++)
            {
                MyStereoRegion region = MyStereoRegion.FULLSCREEN;
                if (MyStereoRender.Enable)
                {
                    region = nPass == 0 ? MyStereoRegion.LEFT : MyStereoRegion.RIGHT;
                }

                RC.ComputeShader.SetConstantBuffer(1, GetCB_blur(region, size));
                RC.Dispatch(threadGroups.X, threadGroups.Y, 1);
            }

            if (MyRender11.Settings.DisplayBloomFilter)
            {
                MyDebugTextureDisplay.Select(uavHalfScreen);
            }
            else if (MyRender11.Settings.DisplayBloomMin)
            {
                MyDebugTextureDisplay.Select(uavBlurScreen);
            }

            RC.ComputeShader.SetUav(0, null);
            RC.ComputeShader.SetSrv(0, null);
            uavHalfScreen.Release();
            uavBlurScreenHelper.Release();

            return(uavBlurScreen);
        }