Exemple #1
0
        private void InitializeShadowmapAndCubemaps(DeviceContext context, double timeElapsed)
        {
            m_ShadowCamera.m_CameraForward = new Vector3(-0.15f, -1.0f, 0.15f);
            m_ShadowCamera.m_CameraForward.Normalize();

            Vector3 min, max;

            m_SimpleSceneWrapper.GetSceneBounds(out min, out max);

            Vector3 sceneTop = (min + max) * 0.5f;

            sceneTop.Y = max.Y;

            m_ShadowCamera.m_OrthoZoomX = (max.X - min.X) * 0.7f; // some overlap
            m_ShadowCamera.m_OrthoZoomY = (max.Z - min.Z) * 0.7f;

            m_ShadowCamera.m_CameraPosition = sceneTop - m_ShadowCamera.m_CameraForward * 50.0f;
            m_ShadowCamera.m_CameraUp       = new Vector3(0, 0, 1);

            CalculateAndUpdateConstantBuffer(context, timeElapsed);

            m_ResolvedShadow = m_ShadowEVSMGenerator.RenderShadows(context, m_SimpleSceneWrapper);

            context.PixelShader.SetShaderResource(m_GIRenderer.m_GIVolumeR.m_ShaderResourceView, 5);
            context.PixelShader.SetShaderResource(m_GIRenderer.m_GIVolumeG.m_ShaderResourceView, 6);
            context.PixelShader.SetShaderResource(m_GIRenderer.m_GIVolumeB.m_ShaderResourceView, 7);
            m_ResolvedShadow.BindSRV(context, 0);

            CubemapRenderHelper.RenderCubemap(context, m_CubeObject, m_CubeDepthObject, m_SimpleSceneWrapper, m_ViewportCamera.m_CameraPosition, 256.0f, false, new Color4(1.0f, 1.0f, 1.0f, 1.5f));
            CubemapRenderHelper.GenerateCubemapMips(context, "PrefilterEnvLighting", m_CubeObjectFiltered, m_CubeObject);

            m_ShadowsInitialized = true;
        }
Exemple #2
0
        public void ExecutePass(DeviceContext context, SimpleSceneWrapper sceneWrapper, Vector3 position)
        {
            //using (new GpuProfilePoint(context, "CubemapRender"))
            {
                context.PixelShader.SetShaderResource(m_GIVolumeR.m_ShaderResourceView, 5);
                context.PixelShader.SetShaderResource(m_GIVolumeG.m_ShaderResourceView, 6);
                context.PixelShader.SetShaderResource(m_GIVolumeB.m_ShaderResourceView, 7);

                CubemapRenderHelper.RenderCubemap(context, m_CubeObject, m_CubeObjectDepth, sceneWrapper, position, 50.0f, false, new Color4(1.0f, 0.75f, 0.75f, 1.0f));
            }

            //using (new GpuProfilePoint(context, "InitSH"))
            {
                context.PixelShader.SetShaderResource(m_CubeObject.m_ShaderResourceView, 0);
                m_InitialSHSet.BindAsRenderTarget(context);
                PostEffectHelper.RenderFullscreenTriangle(context, "GIInitSH");
                RenderTargetSet.BindNull(context);

                DownsamplePass(context, m_InitialSHSet, m_Downsampled16x16SHSetR, m_Downsampled16x16SHSetG, m_Downsampled16x16SHSetB);

                m_Downsampled16x16SHSetR.BindSRV(context, 0);
                m_Downsampled4x4SHSetR.BindAsRenderTarget(context);
                PostEffectHelper.RenderFullscreenTriangle(context, "Downsample4x4");
                RenderTargetSet.BindNull(context);

                m_Downsampled16x16SHSetG.BindSRV(context, 0);
                m_Downsampled4x4SHSetG.BindAsRenderTarget(context);
                PostEffectHelper.RenderFullscreenTriangle(context, "Downsample4x4");
                RenderTargetSet.BindNull(context);

                m_Downsampled16x16SHSetB.BindSRV(context, 0);
                m_Downsampled4x4SHSetB.BindAsRenderTarget(context);
                PostEffectHelper.RenderFullscreenTriangle(context, "Downsample4x4");
                RenderTargetSet.BindNull(context);

                Vector3 sceneMin, sceneMax;
                sceneWrapper.GetSceneBounds(out sceneMin, out sceneMax);
                Vector3 positionInVolume = position - sceneMin;
                positionInVolume.X = positionInVolume.X / (sceneMax.X - sceneMin.X);
                positionInVolume.Y = positionInVolume.Y / (sceneMax.Y - sceneMin.Y);
                positionInVolume.Z = positionInVolume.Z / (sceneMax.Z - sceneMin.Z);
                dynamic scb = m_GIConstantBuffer;
                scb.g_InjectPosition = new Vector4(new Vector3(positionInVolume.X * (float)(m_VolumeSizeX - 1), positionInVolume.Y * (float)(m_VolumeSizeY - 1), positionInVolume.Z * (float)(m_VolumeSizeZ - 1)), 0);
                m_GIConstantBuffer.CompileAndBind(context);

                m_Downsampled4x4SHSetR.BindSRV(context, 2);
                m_Downsampled4x4SHSetG.BindSRV(context, 3);
                m_Downsampled4x4SHSetB.BindSRV(context, 4);
                context.ComputeShader.SetUnorderedAccessView(m_GIVolumeR.m_UnorderedAccessView, 0);
                context.ComputeShader.SetUnorderedAccessView(m_GIVolumeG.m_UnorderedAccessView, 1);
                context.ComputeShader.SetUnorderedAccessView(m_GIVolumeB.m_UnorderedAccessView, 2);
                ShaderManager.ExecuteComputeForSize(context, 1, 1, 1, "InjectSHIntoVolume");

                ContextHelper.ClearCSContext(context);
            }
        }