Example #1
0
        /// <summary>
        /// Renders the cubemap in one pass using a geometry shader.
        /// </summary>
        /// <param name="context">The render context.</param>
        /// <param name="entity">The entity the cubemap is attached to.</param>
        /// <param name="component">The CubemapSource component.</param>
        private void RenderInSinglePass(RenderContext context, Entity entity, CubemapSourceComponent component)
        {
            var cameraPos = component.Entity.Transformation.Translation;

            for (var i = 0; i < 6; ++i)
            {
                Matrix worldToCamera;
                Matrix projection;
                ComputeViewProjectionMatrices(cameraPos, TargetPositions[i], CameraUps[i], component, out worldToCamera, out projection);
                cameraViewProjMatrices[i] = worldToCamera * projection;
            }

            // TODO: set parameters on another collection?
            GraphicsDevice.Parameters.Set(CameraCubeKeys.CameraViewProjectionMatrices, cameraViewProjMatrices);
            GraphicsDevice.Parameters.Set(CameraCubeKeys.CameraWorldPosition, cameraPos);

            if (component.RenderTarget == null)
            {
                component.CreateFullViewRenderTarget();
            }

            GraphicsDevice.Clear(component.DepthStencil, DepthStencilClearOptions.DepthBuffer);
            GraphicsDevice.Clear(component.RenderTarget, Color.Black);

            GraphicsDevice.SetDepthAndRenderTargets(component.DepthStencil, component.RenderTarget);

            base.OnRendering(context);

            GraphicsDevice.SetDepthAndRenderTarget(GraphicsDevice.DepthStencilBuffer, GraphicsDevice.BackBuffer);

            GraphicsDevice.Parameters.Remove(CameraCubeKeys.CameraViewProjectionMatrices);
            GraphicsDevice.Parameters.Remove(CameraCubeKeys.CameraWorldPosition);
        }
Example #2
0
        /// <summary>
        /// Renders the cubemap in 6 passes, one for each face.
        /// </summary>
        /// <param name="context">The render context.</param>
        /// <param name="entity">The entity the cubemap is attached to.</param>
        /// <param name="component">The CubemapSource component.</param>
        private void RenderInSixPasses(RenderContext context, Entity entity, CubemapSourceComponent component)
        {
            var cameraPos = entity.Transformation.Translation;

            for (var i = 0; i < 6; ++i)
            {
                Matrix worldToCamera;
                Matrix projection;
                ComputeViewProjectionMatrices(cameraPos, TargetPositions[i], CameraUps[i], component, out worldToCamera, out projection);

                // TODO: set parameters on another collection?
                GraphicsDevice.Parameters.Set(TransformationKeys.View, worldToCamera);
                GraphicsDevice.Parameters.Set(TransformationKeys.Projection, projection);
                GraphicsDevice.Parameters.Set(CameraKeys.NearClipPlane, component.NearPlane);
                GraphicsDevice.Parameters.Set(CameraKeys.FarClipPlane, component.FarPlane);
                GraphicsDevice.Parameters.Set(CameraKeys.FieldOfView, MathUtil.PiOverTwo);
                GraphicsDevice.Parameters.Set(CameraKeys.Aspect, 1);

                if (component.RenderTargets == null)
                {
                    component.CreateSingleViewRenderTargets();
                }

                var renderTarget = component.RenderTargets[i];
                GraphicsDevice.Clear(component.DepthStencil, DepthStencilClearOptions.DepthBuffer);
                GraphicsDevice.Clear(renderTarget, Color.Black);

                GraphicsDevice.SetDepthAndRenderTargets(component.DepthStencil, renderTarget);

                // TODO: flip face culling

                base.OnRendering(context);
            }

            GraphicsDevice.SetDepthAndRenderTarget(GraphicsDevice.DepthStencilBuffer, GraphicsDevice.BackBuffer);

            GraphicsDevice.Parameters.Remove(TransformationKeys.View);
            GraphicsDevice.Parameters.Remove(TransformationKeys.Projection);
            GraphicsDevice.Parameters.Remove(CameraKeys.NearClipPlane);
            GraphicsDevice.Parameters.Remove(CameraKeys.FarClipPlane);
            GraphicsDevice.Parameters.Remove(CameraKeys.FieldOfView);
            GraphicsDevice.Parameters.Remove(CameraKeys.Aspect);
            GraphicsDevice.Parameters.Remove(CameraKeys.FocusDistance);
        }
Example #3
0
 private static void ComputeViewProjectionMatrices(Vector3 position, Vector3 faceOffset, Vector3 up, CubemapSourceComponent source, out Matrix viewMatrix, out Matrix projection)
 {
     viewMatrix = Matrix.LookAtRH(position, position + faceOffset, up);
     Matrix.PerspectiveFovRH(MathUtil.PiOverTwo, 1, source.NearPlane, source.FarPlane, out projection);
 }