public void DrawCoverage(IRtvTexture outTex, IDepthStencil depthStencil)
        {
            MyRenderContext RC = MyRender11.RC;

            RC.SetBlendState(null);
            RC.SetRtv(outTex);

            RC.PixelShader.Set(m_psDrawCoverage);
            RC.PixelShader.SetSrv(1, depthStencil.SrvStencil);

            MyScreenPass.DrawFullscreenQuad();
            RC.ResetTargets();
        }
Exemple #2
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        public void CopyRedToAll(IRtvBindable output, ISrvTexture source)
        {
            MyRenderContext RC = MyRender11.RC;

            RC.SetBlendState(null);
            RC.SetRtv(output);

            RC.PixelShader.Set(m_ps);
            RC.PixelShader.SetSrv(0, source);
            MyScreenPass.DrawFullscreenQuad();

            RC.ResetTargets();
        }
        private static void RenderDirectionalEnvironmentLight(ISrvTexture postProcessedShadows, IRtvTexture ambientOcclusion)
        {
            PixelShaderId    directionalPixelShader;
            MyShadowsQuality shadowsQuality = MyRender11.Settings.User.ShadowQuality.GetShadowsQuality();

            if (!MyRender11.Settings.EnableShadows || !MyRender11.DebugOverrides.Shadows || shadowsQuality == MyShadowsQuality.DISABLED)
            {
                if (m_directionalEnvironmentLightNoShadow == PixelShaderId.NULL)
                {
                    m_directionalEnvironmentLightNoShadow = MyShaders.CreatePs("Lighting/LightDir.hlsl", new[] { new ShaderMacro("NO_SHADOWS", null) });
                }

                directionalPixelShader = m_directionalEnvironmentLightNoShadow;
            }
            else
            {
                directionalPixelShader = m_directionalEnvironmentLightPixel;
            }

            //context.VertexShader.Set(MyCommon.FullscreenShader.VertexShader);
            RC.PixelShader.Set(directionalPixelShader);
            RC.AllShaderStages.SetConstantBuffer(4, MyRender11.DynamicShadows.ShadowCascades.CascadeConstantBuffer);
            RC.PixelShader.SetSampler(MyCommon.SHADOW_SAMPLER_SLOT, MySamplerStateManager.Shadowmap);

            MyFileTextureManager texManager = MyManagers.FileTextures;

            RC.PixelShader.SetSrv(MyCommon.SKYBOX_SLOT, texManager.GetTexture(MyRender11.Environment.Data.Skybox, MyFileTextureEnum.CUBEMAP, true));

            ISrvBindable skybox = MyRender11.IsIntelBrokenCubemapsWorkaround
                ? MyGeneratedTextureManager.IntelFallbackCubeTex
                : (ISrvBindable)MyManagers.EnvironmentProbe.Cubemap;

            RC.PixelShader.SetSrv(MyCommon.SKYBOX_IBL_SLOT, skybox);

            RC.PixelShader.SetSrv(MyCommon.CASCADES_SM_SLOT, MyRender11.DynamicShadows.ShadowCascades.CascadeShadowmapArray);
            RC.PixelShader.SetSrv(MyCommon.SHADOW_SLOT, postProcessedShadows);

            RC.PixelShader.SetSrv(MyCommon.AMBIENT_BRDF_LUT_SLOT,
                                  MyCommon.GetAmbientBrdfLut());

            RC.PixelShader.SetSrv(MyCommon.AO_SLOT, ambientOcclusion);

            MyScreenPass.RunFullscreenPixelFreq(MyGBuffer.Main.LBuffer);
            if (MyRender11.MultisamplingEnabled)
            {
                RC.PixelShader.Set(m_directionalEnvironmentLightSample);
                MyScreenPass.RunFullscreenSampleFreq(MyGBuffer.Main.LBuffer);
            }
            RC.PixelShader.SetSrv(MyCommon.SHADOW_SLOT, null);
        }
        private static void RenderPointlightsTiled(IRtvTexture ambientOcclusion)
        {
            RC.PixelShader.SetConstantBuffer(MyCommon.FRAME_SLOT, MyCommon.FrameConstants);
            RC.PixelShader.SetSrv(MyCommon.TILE_LIGHT_INDICES_SLOT, m_tileIndices);
            RC.AllShaderStages.SetSrv(MyCommon.POINTLIGHT_SLOT, m_pointlightCullHwBuffer);
            RC.PixelShader.SetSrv(MyCommon.AO_SLOT, ambientOcclusion);

            RC.PixelShader.Set(m_pointlightsTiledPixel);
            MyScreenPass.RunFullscreenPixelFreq(MyGBuffer.Main.LBuffer);
            if (MyRender11.MultisamplingEnabled)
            {
                RC.PixelShader.Set(m_pointlightsTiledSample);
                MyScreenPass.RunFullscreenSampleFreq(MyGBuffer.Main.LBuffer);
            }
        }
Exemple #5
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        public static void Draw(IRtvBindable renderTarget)
        {
            ISrvBindable srvBind = null;

            if (m_selRtvTexture != null)
            {
                srvBind = m_selRtvTexture;
            }
            if (m_selUavTexture != null)
            {
                srvBind = m_selUavTexture;
            }
            if (m_selBorrowedRtvTexture != null)
            {
                srvBind = m_selBorrowedRtvTexture;
            }
            if (m_selBorrowedUavTexture != null)
            {
                srvBind = m_selBorrowedUavTexture;
            }

            if (srvBind == null) // no texture is selected
            {
                return;
            }

            if (m_ps == PixelShaderId.NULL)
            {
                m_ps = MyShaders.CreatePs("Debug/DebugRt.hlsl");
            }

            MyRenderContext RC = MyImmediateRC.RC;

            RC.SetPrimitiveTopology(PrimitiveTopology.TriangleList);
            RC.SetViewport(0, 0, MyRender11.ViewportResolution.X, MyRender11.ViewportResolution.Y);
            RC.SetRtv(renderTarget);
            RC.SetBlendState(null);
            RC.PixelShader.Set(m_ps);
            RC.PixelShader.SetSrv(0, srvBind);
            RC.PixelShader.SetConstantBuffer(MyCommon.FRAME_SLOT, MyCommon.FrameConstants);
            MyScreenPass.DrawFullscreenQuad();

            Deselect();
        }
Exemple #6
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        public void Draw(IRtvTexture outTex, IDepthStencil stencil, ICascadeShadowMap csm, ref MyShadowsSettings settings)
        {
            MyRenderContext RC = MyRender11.RC;

            RC.SetBlendState(null);
            RC.SetRtv(outTex);

            RC.PixelShader.Set(m_ps);
            RC.PixelShader.SetSrv(0, stencil.SrvDepth);
            RC.PixelShader.SetSrv(1, stencil.SrvStencil);
            RC.PixelShader.SetSrv(2, csm.DepthArrayTexture);
            RC.PixelShader.SetSrv(3, MyGBuffer.Main.GBuffer1);
            RC.PixelShader.SetConstantBuffer(MyCommon.FRAME_SLOT, MyCommon.FrameConstants);
            RC.PixelShader.SetConstantBuffer(1, GetShadowConstants(csm, ref settings));
            RC.PixelShader.SetSampler(6, MySamplerStateManager.Shadowmap);

            MyScreenPass.DrawFullscreenQuad();
            RC.ResetTargets();
        }
Exemple #7
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        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);
        }
        internal static void RenderColoredTextures(List <renderColoredTextureProperties> texturesToRender)
        {
            if (texturesToRender.Count == 0)
            {
                return;
            }

            if (!m_initialized)
            {
                Init();
            }

            const int RENDER_TEXTURE_RESOLUTION = 512;

            RC.DeviceContext.OutputMerger.BlendState = null;
            RC.SetIL(null);

            RC.SetPS(m_ps);
            RC.SetCB(0, MyCommon.FrameConstants);
            RC.SetCB(1, m_cb);

            Dictionary <Vector2I, MyRenderTarget> createdRenderTextureTargets = new Dictionary <Vector2I, MyRenderTarget>();

            foreach (var texture in texturesToRender)
            {
                TexId texId = MyTextures.GetTexture(texture.TextureName, MyTextureEnum.COLOR_METAL, true);
                if (texId == TexId.NULL)
                {
                    continue;
                }

                Vector2  texSize = MyTextures.GetSize(texId);
                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);

                MyRenderTarget renderTexture = null;
                if (!createdRenderTextureTargets.TryGetValue(renderTargetResolution, out renderTexture))
                {
                    renderTexture = new MyRenderTarget(renderTargetResolution.X, renderTargetResolution.Y, SharpDX.DXGI.Format.R8G8B8A8_UNorm_SRgb, 1, 0);
                    createdRenderTextureTargets[renderTargetResolution] = renderTexture;
                }

                RC.BindDepthRT(null, DepthStencilAccess.ReadWrite, 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.DeviceContext.PixelShader.SetShaderResource(0, MyTextures.GetView(texId));

                // Draw
                MyScreenPass.DrawFullscreenQuad(viewport);

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

            texturesToRender.Clear();

            foreach (var texture in createdRenderTextureTargets)
            {
                texture.Value.Release();
            }
            createdRenderTextureTargets.Clear();

            RC.BindDepthRT(null, DepthStencilAccess.ReadWrite, null);
            RC.BindGBufferForRead(0, MyGBuffer.Main);
        }