private void updateTonemapLuminance(AverageLuminanceCalculater calculator) { calculator.DrawUpdatedLogLuminance(); calculator.DrawUpdatedAdaptedLogLuminance(); }
public void TestFog() { var game = new DX11Game(); game.InitDirectX(); var device = game.Device; var context = device.ImmediateContext; var desc = new Texture2DDescription { BindFlags = BindFlags.RenderTarget | BindFlags.ShaderResource, Format = Format.R16G16B16A16_Float, Width = 800, Height = 600, ArraySize = 1, SampleDescription = new SampleDescription(1, 0), MipLevels = 1, OptionFlags = ResourceOptionFlags.GenerateMipMaps }; var hdrImage = new Texture2D(device, desc); var hdrImageRTV = new RenderTargetView(device, hdrImage); var hdrImageRV = new ShaderResourceView(device, hdrImage); var desc2 = new Texture2DDescription { BindFlags = BindFlags.RenderTarget | BindFlags.ShaderResource, Format = Format.R8G8B8A8_UNorm, Width = 800, Height = 600, ArraySize = 1, SampleDescription = new SampleDescription(1, 0), MipLevels = 1, OptionFlags = ResourceOptionFlags.GenerateMipMaps }; var toneMappedImage = new Texture2D(device, desc2); var toneMappedImageRTV = new RenderTargetView(device, toneMappedImage); var toneMappedImageRV = new ShaderResourceView(device, toneMappedImage); var foggedImage = new Texture2D(device, desc2); var foggedImageRTV = new RenderTargetView(device, foggedImage); var foggedImageRV = new ShaderResourceView(device, foggedImage); var calculater = new AverageLuminanceCalculater(game, hdrImageRV); var toneMap = new ToneMapRenderer(game); var combineFinal = new TestCombineFinalClass(game); var fogRenderer = new FogEffect(game); game.GameLoopEvent += delegate { combineFinal.DrawUpdatedDeferredRendering(); if (game.Keyboard.IsKeyDown(Key.I)) { return; } context.Rasterizer.SetViewports(new Viewport(0, 0, 800, 600)); context.OutputMerger.SetTargets(hdrImageRTV); combineFinal.DrawCombined(); calculater.DrawUpdatedLogLuminance(); calculater.DrawUpdatedAdaptedLogLuminance(); context.ClearState(); game.SetBackbuffer(); context.OutputMerger.SetTargets(toneMappedImageRTV); if (game.Keyboard.IsKeyDown(Key.K)) { game.TextureRenderer.Draw(calculater.AverageLuminanceRV, new Vector2(10, 10), new Vector2(300, 300)); game.TextureRenderer.Draw(hdrImageRV, new Vector2(320, 10), new Vector2(300, 300)); game.TextureRenderer.Draw(calculater.CurrAverageLumRV, new Vector2(10, 320), new Vector2(270, 270)); } else { toneMap.DrawTonemapped(hdrImageRV, calculater.CurrAverageLumRV); } context.ClearState(); game.SetBackbuffer(); fogRenderer.PostProcessFog(toneMappedImageRV, combineFinal.FilledGBuffer.GBuffer, foggedImageRTV); context.ClearState(); game.SetBackbuffer(); //context.ClearRenderTargetView(foggedImageRTV, new Color4(1, 1, 0)); game.TextureRenderer.Draw(foggedImageRV, new Vector2(0, 0), new Vector2(800, 600)); }; game.Run(); }
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 TestAutoAdjustTonemap() { var game = new DX11Game(); game.InitDirectX(); var device = game.Device; var context = device.ImmediateContext; var hdrImage1 = Texture2D.FromFile(device, HdrImageDDS); var hdrImage1RV = new ShaderResourceView(device, hdrImage1); var desc = new Texture2DDescription { BindFlags = BindFlags.RenderTarget | BindFlags.ShaderResource, Format = Format.R16G16B16A16_Float, Width = 300, Height = 300, ArraySize = 1, SampleDescription = new SampleDescription(1, 0), MipLevels = 1, OptionFlags = ResourceOptionFlags.GenerateMipMaps }; var hdrImage = new Texture2D(device, desc); var hdrImageRTV = new RenderTargetView(device, hdrImage); var hdrImageRV = new ShaderResourceView(device, hdrImage); var calculater = new AverageLuminanceCalculater(game, hdrImageRV); var toneMap = new ToneMapRenderer(game); game.GameLoopEvent += delegate { context.Rasterizer.SetViewports(new Viewport(0, 0, 300, 300)); context.OutputMerger.SetTargets(hdrImageRTV); if (game.Keyboard.IsKeyPressed(Key.D1)) { game.TextureRenderer.Draw(hdrImage1RV, new Vector2(), new Vector2(300, 300)); } if (game.Keyboard.IsKeyPressed(Key.D2)) { context.ClearRenderTargetView(hdrImageRTV, new Color4(1, 1, 1, 1)); } calculater.DrawUpdatedLogLuminance(); calculater.DrawUpdatedAdaptedLogLuminance(); context.ClearState(); game.SetBackbuffer(); //game.TextureRenderer.Draw(calculater.AverageLuminanceRV, new Vector2(10, 10), // new Vector2(300, 300)); game.TextureRenderer.Draw(hdrImageRV, new Vector2(320, 10), new Vector2(300, 300)); game.TextureRenderer.Draw(calculater.CurrAverageLumRV, new Vector2(10, 320), new Vector2(270, 270)); context.Rasterizer.SetViewports(new Viewport(10, 10, 300, 300)); toneMap.DrawTonemapped(hdrImageRV, calculater.CurrAverageLumRV); }; game.Run(); }