public static DeferredMeshesRenderer InitDefaultMeshRenderer(DX11Game game, GBuffer gBuffer)
        {
            var texturePool = new TexturePool(game);

            var renderer = new DeferredMeshesRenderer(game, gBuffer, texturePool);

            return(renderer);
        }
Exemple #2
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        public void TestHorizonSSAO()
        {
            var c = new OBJToRAMMeshConverter(new RAMTextureFactory());

            var mesh = DefaultMeshes.CreateMerchantsHouseMesh(c);

            var game = new DX11Game();

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


            var texturePool = new TexturePool(game);

            var gBuffer = new GBuffer(game.Device, 800, 600);

            var renderer = new DeferredMeshesRenderer(game, gBuffer, texturePool);

            var ssao = new HorizonSSAORenderer(game, 800, 600);

            var el = renderer.AddMesh(mesh);

            el.WorldMatrix = SlimDX.Matrix.Translation(MathHelper.Right * 0 * 2 + SlimDX.Vector3.UnitZ * 0 * 2);


            game.GameLoopEvent += delegate
            {
                gBuffer.Clear();
                gBuffer.SetTargetsToOutputMerger();

                renderer.Draw();

                ssao.OnFrameRender(gBuffer.DepthRV, gBuffer.NormalRV);


                context.ClearState();
                game.SetBackbuffer();


                if (game.Keyboard.IsKeyDown(Key.I))
                {
                    GBufferTest.DrawGBuffer(game, gBuffer);
                }
                else
                {
                    game.TextureRenderer.Draw(ssao.MSsaoBuffer.pSRV, new SlimDX.Vector2(0, 0),
                                              new SlimDX.Vector2(800, 600));
                }
            };

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

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

            var mesh = RenderingTestsHelper.CreateSimpleTestMesh();

            var texturePool = new TexturePool(game);

            var gBuffer = new GBuffer(game.Device, 800, 600);

            var renderer = new DeferredMeshesRenderer(game, gBuffer, texturePool);


            DeferredMeshElement middle = null;

            for (int i = 0; i < 50; i++)
            {
                for (int j = 0; j < 50; j++)
                {
                    var el = renderer.AddMesh(mesh);
                    el.WorldMatrix = Matrix.Translation(MathHelper.Right * i * 2 + Vector3.UnitZ * j * 2);

                    if (i > 20 && i < 30 && j > 20 && j < 30)
                    {
                        el.Delete();
                    }
                }
            }

            game.GameLoopEvent += delegate
            {
                gBuffer.Clear();
                gBuffer.SetTargetsToOutputMerger();

                context.Rasterizer.State = game.HelperStates.RasterizerShowAll;

                renderer.Draw();

                context.ClearState();
                game.SetBackbuffer();

                GBufferTest.DrawGBuffer(game, gBuffer);
            };


            game.Run();
        }
        public void TestDeferredMeshRendererRenderCity()
        {
            var c = new OBJToRAMMeshConverter(new RAMTextureFactory());


            var importer = new ObjImporter();

            importer.AddMaterialFileStream("Town001.mtl", new FileStream("../../bin/GameData/Core/Town/OBJ03/Town001.mtl", FileMode.Open));
            importer.ImportObjFile("../../bin/GameData/Core/Town/OBJ03/Town001.obj");

            var mesh = c.CreateMesh(importer);

            var game = new DX11Game();

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


            var texturePool = new MHGameWork.TheWizards.Graphics.SlimDX.Rendering.Deferred.TexturePool(game);

            var gBuffer = new GBuffer(game.Device, 800, 600);

            var renderer = new DeferredMeshesRenderer(game, gBuffer, texturePool);



            var el = renderer.AddMesh(mesh);

            el.WorldMatrix = global::SlimDX.Matrix.Translation(MathHelper.Right * 0 * 2 + global::SlimDX.Vector3.UnitZ * 0 * 2);


            game.GameLoopEvent += delegate
            {
                gBuffer.Clear();
                gBuffer.SetTargetsToOutputMerger();

                renderer.Draw();

                context.ClearState();
                game.SetBackbuffer();

                GBufferTest.DrawGBuffer(game, gBuffer);
            };
            global::SlimDX.Configuration.EnableObjectTracking = false;

            game.Run();
        }
Exemple #5
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        public void TestCullerObjects()
        {
            var game = new DX11Game();

            game.InitDirectX();
            Vector3       radius = new Vector3(100, 1000, 100);
            FrustumCuller culler = new FrustumCuller(new BoundingBox(-radius, radius), 6);

            var mesh = RenderingTestsHelper.CreateSimpleTestMesh();

            var texturePool = new TexturePool(game);

            var gBuffer = new GBuffer(game.Device, 800, 600);

            var renderer = new DeferredMeshesRenderer(game, gBuffer, texturePool);
            var final    = new CombineFinalRenderer(game, gBuffer);



            DeferredMeshElement middle = null;

            for (int i = 0; i < 50; i++)
            {
                for (int j = 0; j < 50; j++)
                {
                    var el = renderer.AddMesh(mesh);
                    el.WorldMatrix = Matrix.Translation(MathHelper.Right * i * 2 + Vector3.UnitZ * j * 2);

                    if (i > 20 && i < 30 && j > 20 && j < 30)
                    {
                        el.Delete();
                    }
                    else
                    {
                        culler.AddCullable(el);
                    }
                }
            }

            QuadTreeVisualizer visualizer = new QuadTreeVisualizer();

            List <TestCullObject> cullObjects = new List <TestCullObject>();



            SpectaterCamera cullCam = new SpectaterCamera(10f, 80);

            cullCam.Positie         = new Vector3(8, 10, 8);
            cullCam.EnableUserInput = false;

            bool rotate = true;

            int selectedNode = -1;

            var view = culler.CreateView();


            game.GameLoopEvent +=
                delegate
            {
                view.UpdateVisibility(cullCam.ViewProjection);
                var visibleCullables = view.GetVisibleCullables();

                if (rotate)
                {
                    cullCam.AngleHorizontal += game.Elapsed * MathHelper.Pi * (1 / 8f);
                }

                if (game.Keyboard.IsKeyPressed(Key.NumberPadPlus))
                {
                    selectedNode++;
                }
                if (game.Keyboard.IsKeyPressed(Key.NumberPadMinus))
                {
                    selectedNode--;
                }

                if (game.Keyboard.IsKeyPressed(Key.Return))
                {
                    int count = -1;
                    visualizer.RenderNodeGroundBoundig(game, culler.RootNode,
                                                       delegate(FrustumCuller.CullNode node, out Color4 col)
                    {
                        col = Color.Red.dx();
                        count++;
                        if (count == selectedNode)
                        {
                            node.Tag = "SELECTED!";
                        }
                        return(count == selectedNode);
                    });
                }

                if (game.Keyboard.IsKeyPressed(Key.NumberPad0))
                {
                    rotate = !rotate;
                }



                gBuffer.Clear();
                gBuffer.SetTargetsToOutputMerger();
                renderer.Draw();

                game.Device.ImmediateContext.ClearState();
                game.SetBackbuffer();

                final.DrawCombined();


                game.LineManager3D.AddViewFrustum(new BoundingFrustum(cullCam.ViewProjection), Color.White.dx());
                for (int i = 0; i < visibleCullables.Count; i++)
                {
                    game.LineManager3D.AddBox(visibleCullables[i].BoundingBox, Color.Red.dx());
                }
                visualizer.RenderNodeGroundBoundig(game, culler.RootNode,
                                                   delegate(FrustumCuller.CullNode node, out Color4 col)
                {
                    col = Color.Green.dx();

                    return(!view.IsNodeVisible(node));
                });

                visualizer.RenderNodeGroundBoundig(game, culler.RootNode,
                                                   delegate(FrustumCuller.CullNode node, out Color4 col)
                {
                    col = Color.Orange.dx();

                    return(view.IsNodeVisible(node));
                });

                cullCam.Update(game.Elapsed, game.Keyboard, game.Mouse);


                /*int count = -1;
                 * visualizer.RenderNodeGroundBoundig(game, culler.RootNode,
                 * delegate(Culler.CullNode node, out Color col)
                 * {
                 *  col = Color.Red;
                 *  count++;
                 *  return count == selectedNode;
                 * });*/
            };



            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 TestMeshRendererSimpleCulling()
        {
            var game = new DX11Game();

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

            var mesh = RenderingTestsHelper.CreateSimpleTestMesh();

            var texturePool = new TexturePool(game);

            var gBuffer = new GBuffer(game.Device, 800, 600);

            var renderer = new DeferredMeshesRenderer(game, gBuffer, texturePool);


            DeferredMeshElement middle = null;



            Vector3             radius = new Vector3(100, 1000, 100);
            FrustumCullerSimple culler = new FrustumCullerSimple(new BoundingBox(-radius, radius), 5);

            //QuadTreeVisualizer visualizer = new QuadTreeVisualizer();


            SpectaterCamera cullCam = new SpectaterCamera(10f, 80);

            cullCam.Positie         = new Vector3(8, 10, 8);
            cullCam.EnableUserInput = false;

            SpectaterCamera renderCam = game.SpectaterCamera;

            culler.CullCamera = cullCam;

            throw new NotImplementedException();
            //renderer.Culler = culler;

            bool rotate       = true;
            int  selectedNode = -1;



            for (int i = 0; i < 50; i++)
            {
                for (int j = 0; j < 50; j++)
                {
                    var el = renderer.AddMesh(mesh);
                    el.WorldMatrix = Matrix.Translation(MathHelper.Right * i * 2 + Vector3.UnitZ * j * 2);

                    if (i > 20 && i < 30 && j > 20 && j < 30)
                    {
                        el.Delete();
                    }
                }
            }
            game.GameLoopEvent += delegate
            {
                culler.UpdateVisibility();

                if (rotate)
                {
                    cullCam.AngleHorizontal += game.Elapsed * MathHelper.Pi * (1 / 8f);
                }
                cullCam.Update(game.Elapsed, game.Keyboard, game.Mouse);
                if (game.Keyboard.IsKeyPressed(Key.NumberPadPlus))
                {
                    selectedNode++;
                }
                if (game.Keyboard.IsKeyPressed(Key.NumberPadMinus))
                {
                    selectedNode--;
                }

                if (game.Keyboard.IsKeyPressed(Key.Return))
                {
                    int count = -1;
                    //visualizer.RenderNodeGroundBoundig(game, culler.RootNode,
                    //delegate(FrustumCuller.CullNode node, out Color col)
                    //{
                    //    col = Color.Red;
                    //    count++;
                    //    if (count == selectedNode)
                    //    {
                    //        node.Tag = "SELECTED!";
                    //    }
                    //    return count == selectedNode;
                    //});
                }

                if (game.Keyboard.IsKeyPressed(Key.NumberPad0))
                {
                    rotate = !rotate;
                }


                game.LineManager3D.AddViewFrustum(new BoundingFrustum(cullCam.ViewProjection), new Color4());
                //for (int i = 0; i < cullObjects.Count; i++)
                //{
                //    game.LineManager3D.AddBox(cullObjects[i].BoundingBox, Color.Red);
                //}
                //visualizer.RenderNodeGroundBoundig(game, culler.RootNode,
                //    delegate(FrustumCuller.CullNode node, out Color col)
                //    {
                //        if (node.Visible)
                //        {
                //            col = Color.Orange;
                //        }
                //        else
                //        {
                //            col = Color.Green;

                //        }

                //        return true;
                //    });



                gBuffer.Clear();
                gBuffer.SetTargetsToOutputMerger();

                context.Rasterizer.State = game.HelperStates.RasterizerShowAll;

                renderer.Draw();

                context.ClearState();
                game.SetBackbuffer();

                GBufferTest.DrawGBuffer(game, gBuffer);
            };

            game.Run();
        }
        public void TestMeshRendererAdvanced()
        {
            var texFactory = new RAMTextureFactory();
            var c          = new OBJToRAMMeshConverter(texFactory);

            var game = new DX11Game();

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

            var importer = new ObjImporter();

            importer.AddMaterialFileStream("Crate01.mtl", File.OpenRead(TestFiles.CrateMtl));
            importer.ImportObjFile(TestFiles.CrateObj);

            var mesh = c.CreateMesh(importer);

            RAMMesh mesh2 = RenderingTestsHelper.CreateMerchantsHouseMesh(c);


            RAMMesh mesh3 = RenderingTestsHelper.CreateGuildHouseMesh(c);

            var gBuffer = new GBuffer(game.Device, 800, 600);

            DeferredMeshesRenderer renderer = InitDefaultMeshRenderer(game, gBuffer);


            var el = renderer.AddMesh(mesh);

            el.WorldMatrix = Matrix.Translation(MathHelper.Right * 0 * 2 + Vector3.UnitZ * 0 * 2);

            el             = renderer.AddMesh(mesh2);
            el.WorldMatrix = Matrix.Translation(new Vector3(0, 0, 80));

            for (int i = 0; i < 3; i++)
            {
                for (int j = 0; j < 3; j++)
                {
                    el             = renderer.AddMesh(mesh3);
                    el.WorldMatrix = Matrix.Translation(new Vector3(j * 30, 0, 70 + i * 30));
                }
            }



            game.GameLoopEvent += delegate
            {
                gBuffer.Clear();
                gBuffer.SetTargetsToOutputMerger();

                context.Rasterizer.State = game.HelperStates.RasterizerShowAll;

                renderer.Draw();

                context.ClearState();
                game.SetBackbuffer();

                GBufferTest.DrawGBuffer(game, gBuffer);
            };
            game.Run();
        }