internal static void DisplayHistogram(RenderTargetView rtv)
 {
     RC.Context.PixelShader.SetShaderResource(0, m_histogram.ShaderView);
     RC.Context.PixelShader.Set(m_drawHistogram);
     RC.Context.OutputMerger.SetRenderTargets(rtv);
     MyScreenPass.DrawFullscreenQuad(new MyViewport(64, 64, 512, 64));
 }
Exemple #2
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 private static void DebugDraw(ISrvBindable src, IRtvBindable dst, MyViewport viewport)
 {
     RC.PixelShader.Set(m_copyPS);
     RC.SetRtv(dst);
     RC.PixelShader.SetSrv(0, src);
     MyScreenPass.DrawFullscreenQuad(viewport);
 }
Exemple #3
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        static void DrawBlurYPS(IRtvBindable dst, MyViewport viewport)
        {
            RC.SetRtv(dst);
            RC.PixelShader.Set(m_blurYPS);
            RC.PixelShader.SetSrv(0, m_fullResAOZTexture);

            MyScreenPass.DrawFullscreenQuad(viewport);
        }
Exemple #4
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 internal static void ResolveOIT(MyUnorderedAccessTexture accumTarget, MyUnorderedAccessTexture coverageTarget)
 {
     RC.SetBS(MyRender11.BlendInvTransparent);
     RC.SetPS(m_psResolve);
     RC.BindDepthRT(null, DepthStencilAccess.ReadOnly, MyGBuffer.Main.Get(MyGbufferSlot.LBuffer));
     RC.BindSRV(0, accumTarget);
     RC.BindSRV(1, coverageTarget);
     MyScreenPass.DrawFullscreenQuad(null);
 }
Exemple #5
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 public static void DisplayHistogram(IRtvBindable output, ISrvBindable avgLumSrv, ISrvTexture histogram)
 {
     RC.PixelShader.SetSrvs(0, histogram, avgLumSrv);
     RC.PixelShader.Set(m_drawHistogram);
     RC.SetRtv(output);
     MyScreenPass.DrawFullscreenQuad(new MyViewport(64, 64, 512, 64));
     //m_histogram.Release();
     //m_histogram = null;
 }
Exemple #6
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 static void DrawLinearDepthPS(ISrvBindable resolvedDepth, IRtvBindable rtv, MyViewport viewport)
 {
     RC.PixelShader.Set(m_linearizeDepthPS);
     //RC.SetRtv(m_fullResViewDepthTarget);
     RC.SetRtv(rtv);
     RC.PixelShader.SetSrv(0, resolvedDepth);
     MyScreenPass.DrawFullscreenQuad(viewport);
     RC.SetRtv(null);
 }
Exemple #7
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        static void DrawBlurXPS(MyViewport viewport)
        {
            RC.SetRtv(m_fullResAOZTexture);
            RC.PixelShader.Set(m_blurXPS);
            RC.PixelShader.SetSrv(0, m_fullResAOZTexture2);
            RC.PixelShader.SetSamplers(0, MySamplerStateManager.Point);
            RC.PixelShader.SetSamplers(1, MySamplerStateManager.Linear);

            MyScreenPass.DrawFullscreenQuad(viewport);
        }
Exemple #8
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 private static void ResolveOIT(ISrvBindable accumTarget, ISrvBindable coverageTarget)
 {
     RC.SetDepthStencilState(MyDepthStencilStateManager.IgnoreDepthStencil);
     RC.SetBlendState(MyBlendStateManager.BlendWeightedTransparencyResolve);
     RC.PixelShader.Set(m_psResolve);
     RC.SetRtv(MyGBuffer.Main.LBuffer);
     RC.PixelShader.SetSrv(0, accumTarget);
     RC.PixelShader.SetSrv(1, coverageTarget);
     MyScreenPass.DrawFullscreenQuad(null);
 }
Exemple #9
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        internal static void DisplayHistogram(RenderTargetView rtv, ShaderResourceView avgLumSrv)
        {
            RC.DeviceContext.PixelShader.SetShaderResources(0, m_histogram.SRV, avgLumSrv);
            RC.DeviceContext.PixelShader.Set(m_drawHistogram);
            RC.DeviceContext.OutputMerger.SetRenderTargets(rtv);
            MyScreenPass.DrawFullscreenQuad(new MyViewport(64, 64, 512, 64));

            RC.DeviceContext.PixelShader.Set(m_drawTonemapping);
            MyScreenPass.DrawFullscreenQuad(new MyViewport(64, 128, 512, 64));
        }
Exemple #10
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        internal static void Run(RenderTargetView renderTarget, RenderTargetView intermediateRenderTarget, ShaderResourceView intermediateResourceView, ShaderResourceView initialResourceView,
                                 int maxOffset = 5, MyBlurDensityFunctionType densityFunctionType = MyBlurDensityFunctionType.Gaussian, float WeightParameter = 1.5f,
                                 DepthStencilState depthStencilState = null, int stencilRef       = 0x0, bool copyOnStencilFail = false,
                                 float depthDiscardThreshold         = 0.0f, MyViewport?viewport  = null)
        {
            ProfilerShort.Begin("MyBlur.Run");
            MyGpuProfiler.IC_BeginBlock("MyBlur.Run");
            Debug.Assert(initialResourceView != null);
            Debug.Assert(intermediateResourceView != null);
            Debug.Assert(intermediateRenderTarget != null);
            Debug.Assert(renderTarget != null);

            int shaderKey = InitShaders(densityFunctionType, maxOffset, copyOnStencilFail, depthDiscardThreshold);

            RC.DeviceContext.PixelShader.SetConstantBuffer(5, m_blurConstantBuffer);

            BlurConstants constants = new BlurConstants
            {
                DistributionWeight = WeightParameter,
                StencilRef         = stencilRef,
            };
            var mapping = MyMapping.MapDiscard(m_blurConstantBuffer);

            mapping.WriteAndPosition(ref constants);
            mapping.Unmap();

            // Horizontal pass
            MyRender11.DeviceContext.ClearRenderTargetView(intermediateRenderTarget, Color4.White);
            RC.DeviceContext.OutputMerger.SetTargets(intermediateRenderTarget);
            RC.SetDS(depthStencilState, stencilRef);
            RC.DeviceContext.PixelShader.SetShaderResource(0, MyGBuffer.Main.DepthStencil.m_SRV_depth);
            RC.DeviceContext.PixelShader.SetShaderResource(4, MyGBuffer.Main.DepthStencil.m_SRV_stencil);
            RC.DeviceContext.PixelShader.SetShaderResource(5, initialResourceView);
            RC.SetPS(m_blurShaders[shaderKey].Item1);
            MyScreenPass.DrawFullscreenQuad(viewport);
            RC.DeviceContext.PixelShader.SetShaderResource(5, null);

            // Vertical pass
            MyRender11.DeviceContext.ClearRenderTargetView(renderTarget, Color4.White);
            RC.DeviceContext.OutputMerger.SetTargets(renderTarget);
            RC.SetDS(depthStencilState, stencilRef);
            RC.DeviceContext.PixelShader.SetShaderResource(0, MyGBuffer.Main.DepthStencil.m_SRV_depth);
            RC.DeviceContext.PixelShader.SetShaderResource(4, MyGBuffer.Main.DepthStencil.m_SRV_stencil);
            RC.DeviceContext.PixelShader.SetShaderResource(5, intermediateResourceView);
            RC.SetPS(m_blurShaders[shaderKey].Item2);
            MyScreenPass.DrawFullscreenQuad(viewport);

            RC.DeviceContext.PixelShader.SetShaderResource(0, null);
            RC.DeviceContext.PixelShader.SetShaderResource(4, null);
            RC.DeviceContext.PixelShader.SetShaderResource(5, null);

            MyGpuProfiler.IC_EndBlock();
            ProfilerShort.End();
        }
Exemple #11
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        internal static void Run(IRtvBindable destination, ISrvBindable source)
        {
            RC.SetBlendState(null);

            RC.SetInputLayout(null);
            RC.PixelShader.Set(m_ps);

            RC.SetRtv(destination);
            RC.PixelShader.SetSrv(0, source);

            MyScreenPass.DrawFullscreenQuad(new MyViewport(destination.Size.X, destination.Size.Y));
        }
Exemple #12
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        internal static void ClearAlpha(IRtvBindable destination)
        {
            RC.SetBlendState(MyBlendStateManager.BlendAdditive);

            RC.SetInputLayout(null);
            RC.PixelShader.Set(m_clearAlphaPs);

            RC.SetRtv(destination);

            MyScreenPass.DrawFullscreenQuad(new MyViewport(destination.Size.X, destination.Size.Y));

            RC.SetBlendState(null);
        }
Exemple #13
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        internal static void Run(MyBindableResource destination, MyBindableResource source)
        {
            var context = MyRender11.DeviceContext;

            context.OutputMerger.BlendState = null;

            RC.SetIL(null);
            context.PixelShader.Set(m_ps);

            RC.BindDepthRT(null, DepthStencilAccess.ReadWrite, destination);
            RC.BindSRV(0, source);

            MyScreenPass.DrawFullscreenQuad(new MyViewport(destination.GetSize().X, destination.GetSize().Y));
        }
Exemple #14
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        internal static void ClearAlpha(MyBindableResource destination)
        {
            var context = MyRender11.DeviceContext;

            context.OutputMerger.BlendState = MyRender11.BlendAdditive;

            context.InputAssembler.InputLayout = null;
            context.PixelShader.Set(m_clearAlphaPs);

            RC.BindDepthRT(null, DepthStencilAccess.ReadWrite, destination);

            MyScreenPass.DrawFullscreenQuad(new MyViewport(destination.GetSize().X, destination.GetSize().Y));

            context.OutputMerger.BlendState = null;
        }
Exemple #15
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 static void Resolve(bool blur, IRtvBindable dst, MyViewport viewport)
 {
     RC.SetRtv(dst);
     RC.PixelShader.SetSrv(0, m_quarterResAOTextureArray);
     if (blur)
     {
         RC.PixelShader.Set(m_reinterleaveAOPS_PreBlur);
         RC.PixelShader.SetSrv(1, m_fullResViewDepthTarget);
     }
     else
     {
         RC.PixelShader.Set(m_reinterleaveAOPS);
     }
     RC.PixelShader.SetSamplers(0, MySamplerStateManager.PointHBAOClamp);
     MyScreenPass.DrawFullscreenQuad(viewport);
 }
Exemple #16
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        internal static void Combine(RwTexId targetArray, MyShadowCascades firstCascades, MyShadowCascades secondCascades)
        {
            if (!MyRender11.Settings.EnableShadows)
            {
                return;
            }

            ProfilerShort.Begin("MyShadowCascadesPostProcess.Combine");
            MyGpuProfiler.IC_BeginBlock("MyShadowCascadesPostProcess.Combine");

            firstCascades.FillConstantBuffer(firstCascades.CascadeConstantBuffer);
            secondCascades.FillConstantBuffer(secondCascades.CascadeConstantBuffer);
            secondCascades.PostProcessor.MarkCascadesInStencil(secondCascades.CascadeInfo);

            MyRenderContext renderContext = MyRenderContext.Immediate;
            DeviceContext   deviceContext = renderContext.DeviceContext;

            deviceContext.PixelShader.SetConstantBuffer(MyCommon.FRAME_SLOT, MyCommon.FrameConstants);
            deviceContext.PixelShader.SetConstantBuffer(10, firstCascades.CascadeConstantBuffer);
            deviceContext.PixelShader.SetConstantBuffer(11, secondCascades.CascadeConstantBuffer);
            deviceContext.PixelShader.SetConstantBuffer(12, m_inverseConstants);

            for (int subresourceIndex = 0; subresourceIndex < targetArray.Description2d.ArraySize; ++subresourceIndex)
            {
                renderContext.BindGBufferForRead(0, MyGBuffer.Main);
                deviceContext.OutputMerger.SetTargets((DepthStencilView)null, (RenderTargetView)targetArray.SubresourceRtv(subresourceIndex));
                deviceContext.PixelShader.SetShaderResource(0, firstCascades.CascadeShadowmapArray.SubresourceSrv(subresourceIndex));
                deviceContext.PixelShader.SetShaderResource(1, secondCascades.CascadeShadowmapArray.ShaderView);
                //deviceContext.PixelShader.SetShaderResource(4, MyGBuffer.Main.DepthStencil.m_SRV_stencil);
                renderContext.SetPS(m_combinePS);

                Matrix inverseCascadeMatrix = MatrixD.Transpose(MatrixD.Invert(firstCascades.CascadeInfo[subresourceIndex].CurrentLocalToProjection * MyMatrixHelpers.ClipspaceToTexture));
                var    mapping = MyMapping.MapDiscard(m_inverseConstants);
                mapping.WriteAndPosition(ref inverseCascadeMatrix);
                mapping.Unmap();

                MyScreenPass.DrawFullscreenQuad(new MyViewport(0, 0, targetArray.Description2d.Width, targetArray.Description2d.Height));
            }

            deviceContext.OutputMerger.SetTargets(null as DepthStencilView, null as RenderTargetView);
            deviceContext.PixelShader.SetShaderResource(0, null);
            deviceContext.PixelShader.SetShaderResource(1, null);
            deviceContext.PixelShader.SetShaderResource(2, null);
            MyGpuProfiler.IC_EndBlock();
            ProfilerShort.End();
        }
Exemple #17
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        internal static void Run(MyBindableResource destination, MyBindableResource source)
        {
            var context = MyRender11.Context;

            context.OutputMerger.BlendState = null;
            //context.Rasterizer.SetViewport(0, 0, MyRender.ViewportResolution.X, MyRender.ViewportResolution.Y);

            context.InputAssembler.InputLayout = null;
            context.PixelShader.Set(m_copyPs);

            //context.OutputMerger.SetTargets(null as DepthStencilView, target);
            //context.PixelShader.SetShaderResource(0, resource);

            RC.BindDepthRT(null, DepthStencilAccess.ReadWrite, destination);
            RC.BindSRV(0, source);

            MyScreenPass.DrawFullscreenQuad(new MyViewport(destination.GetSize().X, destination.GetSize().Y));
        }
Exemple #18
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        internal static unsafe void RunForwardPostprocess(IRtvBindable rt, IDsvBindable depthDsv, ISrvBindable depthSrv,
                                                          ref Matrix viewMatrix, ref Matrix projMatrix)
        {
            MyGpuProfiler.IC_BeginBlock("Postprocess");
            var viewMatrixT = Matrix.Transpose(viewMatrix);
            var projMatrixT = Matrix.Transpose(projMatrix);
            var mapping     = MyMapping.MapDiscard(RC, TransformConstants);

            mapping.WriteAndPosition(ref viewMatrixT);
            mapping.WriteAndPosition(ref projMatrixT);
            mapping.WriteAndPosition(ref MyRender11.Environment.Data.EnvironmentLight.SunLightDirection);
            mapping.Unmap();

            RC.AllShaderStages.SetConstantBuffer(MyCommon.FRAME_SLOT, MyCommon.FrameConstants);
            RC.AllShaderStages.SetConstantBuffer(MyCommon.OBJECT_SLOT, TransformConstants);

            RC.SetDepthStencilState(MyDepthStencilStateManager.IgnoreDepthStencil);
            RC.SetRtv(rt);
            RC.PixelShader.SetSrv(0, depthSrv);
            MyFileTextureManager texManager = MyManagers.FileTextures;

            RC.PixelShader.SetSrv(MyCommon.SKYBOX_SLOT, texManager.GetTexture(MyRender11.Environment.Data.Skybox, MyFileTextureEnum.CUBEMAP, true));
            RC.PixelShader.SetSamplers(0, MySamplerStateManager.StandardSamplers);
            RC.PixelShader.Set(m_ps);

            MyScreenPass.DrawFullscreenQuad(new MyViewport(m_viewportSize, m_viewportSize));
            MyGpuProfiler.IC_EndBlock();

            var nearestAtmosphereId = MyAtmosphereRenderer.GetNearestAtmosphereId();

            if (nearestAtmosphereId != null)
            {
                MyGpuProfiler.IC_BeginBlock("Atmosphere");
                RC.PixelShader.SetSrv(0, depthSrv);
                var viewProj = viewMatrix * projMatrix;
                MyAtmosphereRenderer.RenderEnvProbe(MyRender11.Environment.Matrices.CameraPosition, ref viewProj, nearestAtmosphereId.Value);

                MyGpuProfiler.IC_EndBlock();
            }

            RC.SetRtv(null);
        }
Exemple #19
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        static void DrawDeinterleavedDepth(MyViewport viewport)
        {
            var qViewport = GetQuarterViewport(viewport);

            RC.PixelShader.Set(m_deinterleaveDepthPS);
            RC.PixelShader.SetSrv(0, m_fullResViewDepthTarget);

            var rtvs = new IRtvBindable[MAX_NUM_MRTS];

            for (int sliceIndex = 0; sliceIndex < NUM_SLICES; sliceIndex += MAX_NUM_MRTS)
            {
                for (int i = 0; i < MAX_NUM_MRTS; i++)
                {
                    rtvs[i] = m_quarterResViewDepthTextureArray.SubresourceRtv(sliceIndex + i);
                }
                RC.SetRtvs(rtvs);
                RC.PixelShader.SetConstantBuffer(1, m_perPassCBs[sliceIndex]);

                MyScreenPass.DrawFullscreenQuad(qViewport);
            }
        }
        internal unsafe static void RunForwardPostprocess(RenderTargetView rt, ShaderResourceView depth, ref Matrix viewMatrix, uint?atmosphereId)
        {
            var mapping = MyMapping.MapDiscard(RC.Context, MyCommon.ProjectionConstants);

            mapping.stream.Write(Matrix.Transpose(viewMatrix));
            mapping.Unmap();

            RC.SetCB(MyCommon.FRAME_SLOT, MyCommon.FrameConstants);
            RC.SetCB(MyCommon.PROJECTION_SLOT, MyCommon.ProjectionConstants);

            RC.Context.OutputMerger.SetTargets(rt);
            RC.Context.PixelShader.SetShaderResource(0, depth);
            RC.Context.PixelShader.SetShaderResource(MyCommon.SKYBOX_SLOT, MyTextures.GetView(MyTextures.GetTexture(MyEnvironment.DaySkybox, MyTextureEnum.CUBEMAP, true)));
            RC.Context.PixelShader.SetShaderResource(MyCommon.SKYBOX2_SLOT, MyTextures.GetView(MyTextures.GetTexture(MyEnvironment.NightSkybox, MyTextureEnum.CUBEMAP, true)));
            RC.Context.PixelShader.SetSamplers(0, MyRender11.StandardSamplers);
            RC.Context.PixelShader.Set(m_ps);

            MyScreenPass.DrawFullscreenQuad(new MyViewport(256, 256));

            RC.Context.OutputMerger.SetTargets(null as RenderTargetView);
        }
        static void DisplayOverlappingHeatMap(IUavTexture accumTarget, IUavTexture coverageTarget, bool useGrayscale)
        {
            IBorrowedRtvTexture heatMap = MyManagers.RwTexturesPool.BorrowRtv("MyTransparentRendering.HeatMap",
                                                                              Format.R8G8B8A8_UNorm);

            RC.ClearRtv(heatMap, default(RawColor4));

            RC.SetRtv(heatMap);
            RC.PixelShader.SetSrv(0, accumTarget);
            RC.PixelShader.Set(useGrayscale ? m_psOverlappingHeatMapInGrayscale : m_psOverlappingHeatMap);
            RC.SetBlendState(MyBlendStateManager.BlendAdditive);
            RC.SetDepthStencilState(MyDepthStencilStateManager.IgnoreDepthStencil);
            MyScreenPass.DrawFullscreenQuad();

            RC.PixelShader.Set(null);
            RC.PixelShader.SetSrv(0, null);
            RC.SetRtv(null);
            SetupOIT(accumTarget, coverageTarget, false);

            MyDebugTextureDisplay.Select(heatMap);
            heatMap.Release();
        }
Exemple #22
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        static void DrawCoarseAO(MyGBuffer gbuffer, MyViewport viewport)
        {
            var qViewport = GetQuarterViewport(viewport);

            RC.PixelShader.Set(m_coarseAOPS);
            RC.PixelShader.SetSamplers(0, Params.DepthClampToEdge ? MySamplerStateManager.PointHBAOClamp : MySamplerStateManager.PointHBAOBorder);
            RC.PixelShader.SetSamplers(1, MySamplerStateManager.PointHBAOClamp);
            RC.PixelShader.SetSrv(1, gbuffer.GBuffer1);

            for (int sliceIndex = 0; sliceIndex < NUM_SLICES; ++sliceIndex)
            {
                RC.PixelShader.SetSrv(0, m_quarterResViewDepthTextureArray.SubresourceSrv(sliceIndex));

                RC.PixelShader.SetConstantBuffer(1, m_perPassCBs[sliceIndex]);
                RC.GeometryShader.SetConstantBuffer(1, m_perPassCBs[sliceIndex]);

                RC.SetRtv(m_quarterResAOTextureArray.SubresourceRtv(sliceIndex));
                MyScreenPass.DrawFullscreenQuad(qViewport);
            }

            RC.GeometryShader.Set(null);
        }
Exemple #23
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        internal static void Run(IRtvBindable destination, ISrvBindable source, bool alphaBlended = false, MyViewport?customViewport = null)
        {
            if (alphaBlended)
            {
                RC.SetBlendState(MyBlendStateManager.BlendAlphaPremult);
            }
            else
            {
                RC.SetBlendState(null);
            }
            //context.Rasterizer.SetViewport(0, 0, MyRender.ViewportResolution.X, MyRender.ViewportResolution.Y);

            RC.SetInputLayout(null);
            RC.PixelShader.Set(m_copyPs);

            //context.OutputMerger.SetTargets(null as DepthStencilView, target);
            //context.PixelShader.SetShaderResource(0, resource);

            RC.SetRtv(destination);
            RC.PixelShader.SetSrv(0, source);

            MyScreenPass.DrawFullscreenQuad(customViewport ?? new MyViewport(destination.Size.X, destination.Size.Y));
        }
        internal static void Draw(MyBindableResource renderTarget)
        {
            var context = RC.DeviceContext;

            context.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList;
            context.Rasterizer.SetViewport(0, 0, MyRender11.ViewportResolution.X, MyRender11.ViewportResolution.Y);
            context.PixelShader.SetConstantBuffer(MyCommon.FRAME_SLOT, MyCommon.FrameConstants);

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

            //context.OutputMerger.SetTargets(null as DepthStencilView, MyRender.Backbuffer.RenderTarget);

            //context.PixelShader.SetShaderResources(0, MyRender.MainGbuffer.DepthGbufferViews);

            context.OutputMerger.BlendState = null;

            RC.SetVS(null);
            RC.DeviceContext.InputAssembler.SetVertexBuffers(0, new VertexBufferBinding());
            RC.DeviceContext.InputAssembler.InputLayout = null;

            if (MyRender11.Settings.DisplayGbufferColor)
            {
                context.PixelShader.Set(m_baseColorShader);
                MyScreenPass.DrawFullscreenQuad();
            }
            if (MyRender11.Settings.DisplayGbufferColorLinear)
            {
                context.PixelShader.Set(m_baseColorLinearShader);
                MyScreenPass.DrawFullscreenQuad();
            }
            else if (MyRender11.Settings.DisplayGbufferNormal)
            {
                context.PixelShader.Set(m_normalShader);
                MyScreenPass.DrawFullscreenQuad();
            }
            else if (MyRender11.Settings.DisplayGbufferGlossiness)
            {
                context.PixelShader.Set(m_glossinessShader);
                MyScreenPass.DrawFullscreenQuad();
            }
            else if (MyRender11.Settings.DisplayGbufferMetalness)
            {
                context.PixelShader.Set(m_metalnessShader);
                MyScreenPass.DrawFullscreenQuad();
            }
            else if (MyRender11.Settings.DisplayGbufferMaterialID)
            {
                context.PixelShader.Set(m_matIDShader);
                MyScreenPass.DrawFullscreenQuad();
            }
            else if (MyRender11.Settings.DisplayGbufferAO)
            {
                context.PixelShader.Set(m_aoShader);
                MyScreenPass.DrawFullscreenQuad();
            }
            else if (MyRender11.Settings.DisplayEmissive)
            {
                context.PixelShader.Set(m_emissiveShader);
                MyScreenPass.DrawFullscreenQuad();
            }
            else if (MyRender11.Settings.DisplayAmbientDiffuse)
            {
                context.PixelShader.Set(m_ambientDiffuseShader);
                MyScreenPass.DrawFullscreenQuad();
            }
            else if (MyRender11.Settings.DisplayAmbientSpecular)
            {
                context.PixelShader.Set(m_ambientSpecularShader);
                MyScreenPass.DrawFullscreenQuad();
            }
            else if (MyRender11.Settings.DisplayEdgeMask)
            {
                context.PixelShader.Set(m_edgeDebugShader);
                MyScreenPass.DrawFullscreenQuad();
            }
            else if (MyRender11.Settings.DisplayShadowsWithDebug)
            {
                context.PixelShader.Set(m_shadowsDebugShader);
                MyScreenPass.DrawFullscreenQuad();
            }
            else if (MyRender11.Settings.DisplayNDotL)
            {
                context.PixelShader.Set(m_NDotLShader);
                MyScreenPass.DrawFullscreenQuad();
            }
            else if (MyRender11.Settings.DisplayStencil)
            {
                context.PixelShader.SetShaderResource(4, MyGBuffer.Main.DepthStencil.m_SRV_stencil);
                context.PixelShader.Set(m_stencilShader);
                MyScreenPass.DrawFullscreenQuad();
            }
            //DrawEnvProbe();
            //DrawAtmosphereTransmittance(MyAtmosphereRenderer.AtmosphereLUT.Keys.ToArray()[0]);
            //DrawAtmosphereInscatter(MyAtmosphereRenderer.AtmosphereLUT.Keys.ToArray()[0]);

            if (MyRender11.Settings.DrawCascadeTextures)
            {
                DrawCascades(MyRender11.DynamicShadows.ShadowCascades, 100, 100, 200);
                if (MyScene.SeparateGeometry)
                {
                    DrawCascades(MyRender11.StaticShadows.ShadowCascades, 100, 300, 200);
                    DrawCombinedCascades(100, 500, 200);
                }
            }

            if (MyRender11.Settings.DisplayIDs || MyRender11.Settings.DisplayAabbs)
            {
                DrawHierarchyDebug();
            }

            if (false)
            {
                var batch = MyLinesRenderer.CreateBatch();

                foreach (var light in MyLightRendering.VisiblePointlights)
                {
                    batch.AddSphereRing(new BoundingSphere(light.Position, 0.5f), Color.White, Matrix.Identity);
                }
                batch.Commit();
            }

            // draw terrain lods
            if (MyRender11.Settings.DebugRenderClipmapCells)
            {
                //var batch = MyLinesRenderer.CreateBatch();

                //foreach (var renderable in MyComponentFactory<MyRenderableComponent>.GetAll().Where(x => (MyMeshes.IsVoxelMesh(x.Mesh))))
                //{
                //    if (renderable.IsVisible)
                //    {
                //        if (renderable.m_lod >= LOD_COLORS.Length)
                //            return;

                //        BoundingBox bb = new BoundingBox(renderable.m_owner.Aabb.Min - MyEnvironment.CameraPosition,renderable.m_owner.Aabb.Max - MyEnvironment.CameraPosition);

                //        batch.AddBoundingBox(bb, new Color(LOD_COLORS[renderable.m_voxelLod]));


                //        if (renderable.m_lods != null && renderable.m_voxelLod != renderable.m_lods[0].RenderableProxies[0].ObjectData.CustomAlpha)
                //        {

                //        }
                //    }
                //}

                //batch.Commit();

                MyClipmap.DebugDrawClipmaps();
            }

            if (MyRender11.Settings.EnableVoxelMerging && MyRender11.Settings.DebugRenderMergedCells)
            {
                MyClipmap.DebugDrawMergedCells();
            }

            //if(true)
            //{
            //    var batch = MyLinesRenderer.CreateBatch();

            //    foreach(var id in MyLights.DirtySpotlights)
            //    {
            //        var info = MyLights.Spotlights[id.Index];

            //        if(info.ApertureCos > 0)
            //        {
            //            var D = info.Direction * info.Range;
            //            //batch.AddCone(MyLights.Lights.Data[id.Index].Position + D, -D, info.Up.Cross(info.Direction) * info.BaseRatio * info.Range, 32, Color.OrangeRed);

            //            //var bb = MyLights.AabbFromCone(info.Direction, info.ApertureCos, info.Range).Transform(Matrix.CreateLookAt(MyLights.Lights.Data[id.Index].Position, info.Direction, info.Up));


            //            //batch.AddBoundingBox(bb, Color.Green);

            //            batch.AddCone(MyLights.Lights.Data[id.Index].Position + D, -D, info.Up.Cross(info.Direction) * info.BaseRatio * info.Range, 32, Color.OrangeRed);

            //            var bb = MyLights.AabbFromCone(info.Direction, info.ApertureCos, info.Range, MyLights.Lights.Data[id.Index].Position, info.Up);
            //            batch.AddBoundingBox(bb, Color.Green);
            //        }
            //    }



            //    batch.Commit();
            //}

            // draw lods
            if (false)
            {
                var batch = MyLinesRenderer.CreateBatch();

                //foreach (var renderable in MyComponentFactory<MyRenderableComponent>.GetAll().Where(x => ((x.GetMesh() as MyVoxelMesh) == null)))
                //{

                //    if (renderable.CurrentLodNum >= LOD_COLORS.Length || renderable.m_lods.Length == 1)
                //        continue;

                //    batch.AddBoundingBox(renderable.m_owner.Aabb, new Color(LOD_COLORS[renderable.CurrentLodNum]));
                //}

                batch.Commit();
            }
        }
Exemple #25
0
        internal static void Run()
        {
            // set resolved depth/ stencil
            // render all shit with proper depth-stencil state
            // bluuuur
            // blend to main target testing with stencil again

            MyOutlinePass.Instance.ViewProjection = MyEnvironment.ViewProjectionAt0;
            MyOutlinePass.Instance.Viewport       = new MyViewport(MyRender11.ViewportResolution.X, MyRender11.ViewportResolution.Y);

            MyOutlinePass.Instance.PerFrame();
            MyOutlinePass.Instance.Begin();

            RC.Clear();
            RC.Context.VertexShader.SetShaderResources(0, null, null, null, null, null, null);
            RC.Context.GeometryShader.SetShaderResources(0, null, null, null, null, null, null);
            RC.Context.PixelShader.SetShaderResources(0, null, null, null, null, null, null);
            RC.Context.ComputeShader.SetShaderResources(0, null, null, null, null, null, null);

            if (MyRender11.MultisamplingEnabled)
            {
                RC.Context.ClearRenderTargetView(MyRender11.m_rgba8_ms.m_RTV, new SharpDX.Color4(0, 0, 0, 0));

                RC.Context.OutputMerger.SetTargets(MyGBuffer.Main.DepthStencil.m_DSV, MyRender11.m_rgba8_ms.m_RTV);
            }
            else
            {
                RC.Context.ClearRenderTargetView(MyRender11.m_rgba8_1.m_RTV, new SharpDX.Color4(0, 0, 0, 0));

                RC.Context.OutputMerger.SetTargets(MyGBuffer.Main.DepthStencil.m_DSV, MyRender11.m_rgba8_1.m_RTV);
            }

            OutlineConstantsLayout constants;

            foreach (var kv in m_outlines)
            {
                var r = MyIDTracker <MyActor> .FindByID(kv.Key).GetRenderable();

                var renderLod = r.m_lods[r.m_lod];

                var submeshes = MyMeshes.GetLodMesh(r.GetModel(), r.m_lod).Info.PartsNum;
                for (int i = 0; i < submeshes; i++)
                {
                    var part = MyMeshes.GetMeshPart(r.GetModel(), r.m_lod, i);

                    for (int j = 0; j < kv.Value.Count; ++j)
                    {
                        if (part.Info.Material.Info.Name == kv.Value[j].Material)
                        {
                            constants.Color         = kv.Value[j].Color.ToVector4();
                            constants.WorldToVolume = kv.Value[j].WorldToVolume.HasValue ? kv.Value[j].WorldToVolume.Value : Matrix.Zero;

                            var mapping = MyMapping.MapDiscard(MyCommon.OutlineConstants);
                            mapping.stream.Write(constants);
                            mapping.Unmap();

                            RC.BindShaders(renderLod.HighlightShaders[i]);
                            MyOutlinePass.Instance.RecordCommands(renderLod.RenderableProxies[i]);
                        }
                    }
                }
            }

            MyOutlinePass.Instance.End();
            RC.Context.OutputMerger.SetTargets(null as DepthStencilView, null as RenderTargetView);
            RC.SetBS(null);
            if (MyRender11.MultisamplingEnabled)
            {
                RC.Context.PixelShader.SetShaderResource(0, MyRender11.m_rgba8_ms.m_SRV);
            }
            else
            {
                RC.Context.PixelShader.SetShaderResource(0, MyRender11.m_rgba8_1.m_SRV);
            }
            RC.Context.OutputMerger.SetTargets(null as DepthStencilView, MyRender11.m_rgba8_2.m_RTV);
            RC.SetPS(m_blurH);
            MyScreenPass.DrawFullscreenQuad();

            RC.Context.PixelShader.SetShaderResource(0, null);
            RC.Context.OutputMerger.SetTargets(null as DepthStencilView, MyRender11.m_rgba8_1.m_RTV);
            RC.Context.PixelShader.SetShaderResource(0, MyRender11.m_rgba8_2.m_SRV);
            RC.SetPS(m_blurV);
            MyScreenPass.DrawFullscreenQuad();

            RC.Context.OutputMerger.SetTargets(null as DepthStencilView, null as RenderTargetView);
            RC.Context.PixelShader.SetShaderResource(0, null);
        }
Exemple #26
0
        internal unsafe static void RunForwardPostprocess(RenderTargetView rt, ShaderResourceView depth, ref Matrix viewMatrix, uint?atmosphereId)
        {
            var transpose = Matrix.Transpose(viewMatrix);
            var mapping   = MyMapping.MapDiscard(RC.DeviceContext, MyCommon.ProjectionConstants);

            mapping.WriteAndPosition(ref transpose);
            mapping.Unmap();

            RC.SetCB(MyCommon.FRAME_SLOT, MyCommon.FrameConstants);
            RC.SetCB(MyCommon.PROJECTION_SLOT, MyCommon.ProjectionConstants);

            RC.DeviceContext.OutputMerger.SetTargets(rt);
            RC.DeviceContext.PixelShader.SetShaderResource(0, depth);
            RC.DeviceContext.PixelShader.SetShaderResource(MyCommon.SKYBOX_SLOT, MyTextures.GetView(MyTextures.GetTexture(MyEnvironment.DaySkybox, MyTextureEnum.CUBEMAP, true)));
            RC.DeviceContext.PixelShader.SetShaderResource(MyCommon.SKYBOX2_SLOT, MyTextures.GetView(MyTextures.GetTexture(MyEnvironment.NightSkybox, MyTextureEnum.CUBEMAP, true)));
            RC.DeviceContext.PixelShader.SetSamplers(0, MyRender11.StandardSamplers);
            RC.DeviceContext.PixelShader.Set(m_ps);

            MyScreenPass.DrawFullscreenQuad(new MyViewport(256, 256));

            if (atmosphereId != null)
            {
                var atmosphere = MyAtmosphereRenderer.GetAtmosphere(atmosphereId.Value);
                var constants  = new AtmosphereConstants();
                //TODO(AF) These values are computed in MyAtmosphere as well. Find a way to remove the duplication
                var worldMatrix = atmosphere.WorldMatrix;
                worldMatrix.Translation -= MyEnvironment.CameraPosition;

                double distance       = worldMatrix.Translation.Length();
                double atmosphereTop  = atmosphere.AtmosphereRadius * atmosphere.Settings.AtmosphereTopModifier * atmosphere.PlanetScaleFactor * atmosphere.Settings.RayleighTransitionModifier;
                float  rayleighHeight = atmosphere.Settings.RayleighHeight;
                float  t = 0.0f;
                if (distance > atmosphereTop)
                {
                    if (distance > atmosphereTop * 2.0f)
                    {
                        t = 1.0f;
                    }
                    else
                    {
                        t = (float)((distance - atmosphereTop) / atmosphereTop);
                    }
                }
                rayleighHeight = MathHelper.Lerp(atmosphere.Settings.RayleighHeight, atmosphere.Settings.RayleighHeightSpace, t);


                constants.PlanetCentre           = (Vector3)worldMatrix.Translation;
                constants.AtmosphereRadius       = atmosphere.AtmosphereRadius * atmosphere.Settings.AtmosphereTopModifier;
                constants.GroundRadius           = atmosphere.PlanetRadius * 1.01f * atmosphere.Settings.SeaLevelModifier;
                constants.BetaRayleighScattering = atmosphere.BetaRayleighScattering / atmosphere.Settings.RayleighScattering;
                constants.BetaMieScattering      = atmosphere.BetaMieScattering / atmosphere.Settings.MieColorScattering;
                constants.HeightScaleRayleighMie = atmosphere.HeightScaleRayleighMie * new Vector2(rayleighHeight, atmosphere.Settings.MieHeight);
                constants.MieG = atmosphere.Settings.MieG;
                constants.PlanetScaleFactor     = atmosphere.PlanetScaleFactor;
                constants.AtmosphereScaleFactor = atmosphere.AtmosphereScaleFactor;
                constants.Intensity             = atmosphere.Settings.Intensity;
                constants.FogIntensity          = atmosphere.Settings.FogIntensity;

                var cb = MyCommon.GetObjectCB(sizeof(AtmosphereConstants));

                mapping = MyMapping.MapDiscard(RC.DeviceContext, cb);
                mapping.WriteAndPosition(ref constants);
                mapping.Unmap();

                RC.SetBS(MyRender11.BlendAdditive);
                RC.SetCB(2, cb);
                RC.DeviceContext.PixelShader.SetShaderResource(2, MyAtmosphereRenderer.GetAtmosphereLuts(atmosphereId.Value).TransmittanceLut.ShaderView);
                RC.DeviceContext.PixelShader.Set(m_atmosphere);

                MyScreenPass.DrawFullscreenQuad(new MyViewport(MyEnvironmentProbe.CubeMapResolution, MyEnvironmentProbe.CubeMapResolution));
            }

            RC.DeviceContext.OutputMerger.SetTargets(null as RenderTargetView);
        }
Exemple #27
0
        internal static void Draw(IRtvBindable renderTarget, IRtvTexture ambientOcclusion)
        {
            RC.SetPrimitiveTopology(PrimitiveTopology.TriangleList);
            RC.SetViewport(0, 0, MyRender11.ViewportResolution.X, MyRender11.ViewportResolution.Y);
            RC.PixelShader.SetConstantBuffer(MyCommon.FRAME_SLOT, MyCommon.FrameConstants);

            RC.SetRtv(renderTarget);
            RC.PixelShader.SetSrvs(0, MyGBuffer.Main);

            RC.SetBlendState(null);

            if (MyRender11.Settings.DisplayGbufferColor)
            {
                RC.PixelShader.Set(m_baseColorShader);
                MyScreenPass.DrawFullscreenQuad();
            }
            else if (MyRender11.Settings.DisplayGbufferAlbedo)
            {
                RC.PixelShader.Set(m_albedoShader);
                MyScreenPass.DrawFullscreenQuad();
            }
            else if (MyRender11.Settings.DisplayGbufferNormal)
            {
                RC.PixelShader.Set(m_normalShader);
                MyScreenPass.DrawFullscreenQuad();
            }
            else if (MyRender11.Settings.DisplayGbufferNormalView)
            {
                RC.PixelShader.Set(m_normalViewShader);
                MyScreenPass.DrawFullscreenQuad();
            }
            else if (MyRender11.Settings.DisplayGbufferGlossiness)
            {
                RC.PixelShader.Set(m_glossinessShader);
                MyScreenPass.DrawFullscreenQuad();
            }
            else if (MyRender11.Settings.DisplayGbufferMetalness)
            {
                RC.PixelShader.Set(m_metalnessShader);
                MyScreenPass.DrawFullscreenQuad();
            }
            else if (MyRender11.Settings.DisplayGbufferAO)
            {
                RC.PixelShader.Set(m_aoShader);
                MyScreenPass.DrawFullscreenQuad();
            }
            else if (MyRender11.Settings.DisplayEmissive)
            {
                RC.PixelShader.Set(m_emissiveShader);
                MyScreenPass.DrawFullscreenQuad();
            }
            else if (MyRender11.Settings.DisplayAmbientDiffuse)
            {
                RC.PixelShader.Set(m_ambientDiffuseShader);
                MyScreenPass.DrawFullscreenQuad();
            }
            else if (MyRender11.Settings.DisplayAmbientSpecular)
            {
                RC.PixelShader.Set(m_ambientSpecularShader);
                MyScreenPass.DrawFullscreenQuad();
            }
            else if (MyRender11.Settings.DisplayEdgeMask)
            {
                RC.PixelShader.Set(m_edgeDebugShader);
                MyScreenPass.DrawFullscreenQuad();
            }
            else if (MyRender11.Settings.DisplayShadowsWithDebug)
            {
                RC.PixelShader.Set(m_shadowsDebugShader);
                MyScreenPass.DrawFullscreenQuad();
            }
            else if (MyRender11.Settings.DisplayNDotL)
            {
                RC.PixelShader.Set(m_NDotLShader);
                MyScreenPass.DrawFullscreenQuad();
            }
            else if (MyRender11.Settings.DisplayGbufferLOD)
            {
                RC.PixelShader.Set(m_LODShader);
                MyScreenPass.DrawFullscreenQuad();
            }
            else if (MyRender11.Settings.DisplayMipmap)
            {
                RC.PixelShader.Set(m_baseColorShader);
                MyScreenPass.DrawFullscreenQuad();
            }
            else if (MyRender11.Settings.DisplayDepth)
            {
                RC.PixelShader.Set(m_depthShader);
                MyScreenPass.DrawFullscreenQuad();
            }
            else if (MyRender11.Settings.DisplayReprojectedDepth)
            {
                var dst = MyManagers.RwTexturesPool.BorrowUav("DebugRender.DepthReprojection", Format.R32_Float);
                MyRender11.RC.ClearUav(dst, SharpDX.Int4.Zero);

                RC.ComputeShader.SetConstantBuffer(MyCommon.FRAME_SLOT, MyCommon.FrameConstants);
                RC.ComputeShader.SetSrv(0, MyGBuffer.Main.DepthStencil.SrvDepth);
                RC.ComputeShader.SetUav(0, dst);
                RC.ComputeShader.Set(m_depthReprojectionShader);
                int numThreadGroupsX = align(MyRender11.ResolutionI.X, 32) / 32;
                int numThreadGroupsY = align(MyRender11.ResolutionI.Y, 32) / 32;
                RC.Dispatch(numThreadGroupsX, numThreadGroupsY, 1);
                RC.ComputeShader.SetSrv(0, null);
                RC.ComputeShader.SetUav(0, null);

                RC.PixelShader.SetSrv(0, dst);
                RC.PixelShader.Set(m_depthShader);
                MyScreenPass.DrawFullscreenQuad();

                RC.PixelShader.SetSrv(0, MyGBuffer.Main.DepthStencil.SrvDepth);
            }
            else if (MyRender11.Settings.DisplayStencil)
            {
                RC.PixelShader.Set(m_stencilShader);
                MyScreenPass.DrawFullscreenQuad();
            }
            else if (MyRender11.Settings.DisplayAO)
            {
                RC.PixelShader.SetSrv(0, ambientOcclusion);
                RC.PixelShader.SetSampler(0, MySamplerStateManager.Linear);
                RC.PixelShader.Set(m_rtShader);
                MyScreenPass.DrawFullscreenQuad();
            }
            else if (MyRender11.Settings.DisplayEnvProbe)
            {
                DrawEnvProbe();
            }

            //DrawEnvProbe();
            //DrawAtmosphereTransmittance(MyAtmosphereRenderer.AtmosphereLUT.Keys.ToArray()[0]);
            //DrawAtmosphereInscatter(MyAtmosphereRenderer.AtmosphereLUT.Keys.ToArray()[0]);

            if (MyRender11.Settings.DrawCascadeTextures)
            {
                //DrawDepthArrayTexture(MyManagers.Shadow.GetCsmForGbuffer(), 100, 100, 200);
                DrawDepthArrayTexture(MyRender11.DynamicShadows.ShadowCascades.CascadeShadowmapArray, 100, 100, 200);
                if (MyScene.SeparateGeometry)
                {
                    DrawDepthArrayTexture(MyRender11.StaticShadows.ShadowCascades.CascadeShadowmapArray, 100, 300, 200);
                    DrawDepthArrayTexture(MyShadowCascades.CombineShadowmapArray, 100, 500, 200);
                }
            }

            if (MyRender11.Settings.DisplayIDs || MyRender11.Settings.DisplayAabbs)
            {
                DrawHierarchyDebug();
            }

            if (false)
            {
                var batch = MyLinesRenderer.CreateBatch();

                foreach (var light in MyLightsRendering.VisiblePointlights)
                {
                    batch.AddSphereRing(new BoundingSphere(light.PointPosition, 0.5f), Color.White, Matrix.Identity);
                }
                batch.Commit();
            }

            // draw terrain lods
            if (MyRender11.Settings.DebugRenderClipmapCells)
            {
                //var batch = MyLinesRenderer.CreateBatch();

                //foreach (var renderable in MyComponentFactory<MyRenderableComponent>.GetAll().Where(x => (MyMeshes.IsVoxelMesh(x.Mesh))))
                //{
                //    if (renderable.IsVisible)
                //    {
                //        if (renderable.m_lod >= LOD_COLORS.Length)
                //            return;

                //        BoundingBox bb = new BoundingBox(renderable.m_owner.Aabb.Min - MyRender11.Environment.CameraPosition,renderable.m_owner.Aabb.Max - MyRender11.Environment.CameraPosition);

                //        batch.AddBoundingBox(bb, new Color(LOD_COLORS[renderable.m_voxelLod]));


                //        if (renderable.m_lods != null && renderable.m_voxelLod != renderable.m_lods[0].RenderableProxies[0].ObjectData.CustomAlpha)
                //        {

                //        }
                //    }
                //}

                //batch.Commit();

                MyClipmap.DebugDrawClipmaps();
            }

            //if(true)
            //{
            //    var batch = MyLinesRenderer.CreateBatch();

            //    foreach(var id in MyLights.DirtySpotlights)
            //    {
            //        var info = MyLights.Spotlights[id.Index];

            //        if(info.ApertureCos > 0)
            //        {
            //            var D = info.Direction * info.Range;
            //            //batch.AddCone(MyLights.Lights.Data[id.Index].Position + D, -D, info.Up.Cross(info.Direction) * info.BaseRatio * info.Range, 32, Color.OrangeRed);

            //            //var bb = MyLights.AabbFromCone(info.Direction, info.ApertureCos, info.Range).Transform(Matrix.CreateLookAt(MyLights.Lights.Data[id.Index].Position, info.Direction, info.Up));


            //            //batch.AddBoundingBox(bb, Color.Green);

            //            batch.AddCone(MyLights.Lights.Data[id.Index].Position + D, -D, info.Up.Cross(info.Direction) * info.BaseRatio * info.Range, 32, Color.OrangeRed);

            //            var bb = MyLights.AabbFromCone(info.Direction, info.ApertureCos, info.Range, MyLights.Lights.Data[id.Index].Position, info.Up);
            //            batch.AddBoundingBox(bb, Color.Green);
            //        }
            //    }



            //    batch.Commit();
            //}

            // draw lods
            if (false)
            {
                var batch = MyLinesRenderer.CreateBatch();

                //foreach (var renderable in MyComponentFactory<MyRenderableComponent>.GetAll().Where(x => ((x.GetMesh() as MyVoxelMesh) == null)))
                //{

                //    if (renderable.CurrentLodNum >= LOD_COLORS.Length || renderable.m_lods.Length == 1)
                //        continue;

                //    batch.AddBoundingBox(renderable.m_owner.Aabb, new Color(LOD_COLORS[renderable.CurrentLodNum]));
                //}

                batch.Commit();
            }
        }
Exemple #28
0
        /// <param name="clearColor">Color used to clear render targets. Defaults to black</param>
        internal static void Run(IRtvBindable renderTarget, IRtvTexture intermediate, ISrvBindable initialResourceView,
                                 int maxOffset = 5, MyBlurDensityFunctionType densityFunctionType = MyBlurDensityFunctionType.Gaussian, float WeightParameter = 1.5f,
                                 IDepthStencilState depthStencilState = null, int stencilRef      = 0x0, Color4 clearColor = default(Color4),
                                 float depthDiscardThreshold          = 0.0f, MyViewport?viewport = null)
        {
            ProfilerShort.Begin("MyBlur.Run");
            MyGpuProfiler.IC_BeginBlock("MyBlur.Run");
            Debug.Assert(initialResourceView != null);
            Debug.Assert(intermediate != null);
            Debug.Assert(renderTarget != null);

            int shaderKey = InitShaders(densityFunctionType, maxOffset, depthDiscardThreshold);

            RC.PixelShader.SetConstantBuffer(5, m_blurConstantBuffer);

            BlurConstants constants = new BlurConstants
            {
                DistributionWeight = WeightParameter,
                StencilRef         = stencilRef,
            };
            var mapping = MyMapping.MapDiscard(m_blurConstantBuffer);

            mapping.WriteAndPosition(ref constants);
            mapping.Unmap();

            // Horizontal pass
            // NOTE: DepthStencilState is not used here because the resulted target
            // would not be usable to perform vertical pass. DepthStencil is stil
            // bindinded as SRV since it is sampled in the shader
            RC.ClearRtv(intermediate, clearColor);
            RC.SetRtv(intermediate);
            RC.PixelShader.SetSrv(0, MyGBuffer.Main.DepthStencil.SrvDepth);
            RC.PixelShader.SetSrv(4, MyGBuffer.Main.DepthStencil.SrvStencil);
            RC.SetDepthStencilState(MyDepthStencilStateManager.IgnoreDepthStencil);
            RC.PixelShader.SetSrv(5, initialResourceView);
            RC.PixelShader.Set(m_blurShaders[shaderKey].Item1);
            MyScreenPass.DrawFullscreenQuad(viewport);
            RC.PixelShader.SetSrv(5, null);

            // Vertical pass
            RC.ClearRtv(renderTarget, clearColor);
            if (depthStencilState == null)
            {
                RC.SetRtv(renderTarget);
            }
            else
            {
                RC.SetDepthStencilState(depthStencilState, stencilRef);
                RC.SetRtv(MyGBuffer.Main.DepthStencil, MyDepthStencilAccess.ReadOnly, renderTarget);
            }

            RC.PixelShader.SetSrv(5, intermediate);
            RC.PixelShader.Set(m_blurShaders[shaderKey].Item2);
            MyScreenPass.DrawFullscreenQuad(viewport);

            RC.PixelShader.SetSrv(0, null);
            RC.PixelShader.SetSrv(4, null);
            RC.PixelShader.SetSrv(5, null);
            RC.SetRtv(null);

            MyGpuProfiler.IC_EndBlock();
            ProfilerShort.End();
        }
        internal unsafe static void RunForwardPostprocess(IRtvBindable rt, ISrvBindable depth, ref Matrix viewMatrix, uint?atmosphereId)
        {
            MyGpuProfiler.IC_BeginBlock("Postprocess");
            var transpose = Matrix.Transpose(viewMatrix);
            var mapping   = MyMapping.MapDiscard(RC, MyCommon.ProjectionConstants);

            mapping.WriteAndPosition(ref transpose);
            mapping.Unmap();

            RC.AllShaderStages.SetConstantBuffer(MyCommon.FRAME_SLOT, MyCommon.FrameConstants);
            RC.AllShaderStages.SetConstantBuffer(MyCommon.PROJECTION_SLOT, MyCommon.ProjectionConstants);

            RC.SetDepthStencilState(MyDepthStencilStateManager.IgnoreDepthStencil);
            RC.SetRtv(rt);
            RC.PixelShader.SetSrv(0, depth);
            MyFileTextureManager texManager = MyManagers.FileTextures;

            RC.PixelShader.SetSrv(MyCommon.SKYBOX_SLOT, texManager.GetTexture(MyRender11.Environment.Data.Skybox, MyFileTextureEnum.CUBEMAP, true));
            RC.PixelShader.SetSamplers(0, MySamplerStateManager.StandardSamplers);
            RC.PixelShader.Set(m_ps);

            MyScreenPass.DrawFullscreenQuad(new MyViewport(m_viewportSize, m_viewportSize));
            MyGpuProfiler.IC_EndBlock();

            MyGpuProfiler.IC_BeginBlock("Atmosphere");
            if (atmosphereId != null)
            {
                var atmosphere = MyAtmosphereRenderer.GetAtmosphere(atmosphereId.Value);
                var constants  = new AtmosphereConstants();
                //TODO(AF) These values are computed in MyAtmosphere as well. Find a way to remove the duplication
                var worldMatrix = atmosphere.WorldMatrix;
                worldMatrix.Translation -= MyRender11.Environment.Matrices.CameraPosition;

                double distance       = worldMatrix.Translation.Length();
                double atmosphereTop  = atmosphere.AtmosphereRadius * atmosphere.Settings.AtmosphereTopModifier * atmosphere.PlanetScaleFactor * atmosphere.Settings.RayleighTransitionModifier;
                float  rayleighHeight = atmosphere.Settings.RayleighHeight;
                float  t = 0.0f;
                if (distance > atmosphereTop)
                {
                    if (distance > atmosphereTop * 2.0f)
                    {
                        t = 1.0f;
                    }
                    else
                    {
                        t = (float)((distance - atmosphereTop) / atmosphereTop);
                    }
                }
                rayleighHeight = MathHelper.Lerp(atmosphere.Settings.RayleighHeight, atmosphere.Settings.RayleighHeightSpace, t);


                constants.PlanetCentre           = (Vector3)worldMatrix.Translation;
                constants.AtmosphereRadius       = atmosphere.AtmosphereRadius * atmosphere.Settings.AtmosphereTopModifier;
                constants.GroundRadius           = atmosphere.PlanetRadius * 1.01f * atmosphere.Settings.SeaLevelModifier;
                constants.BetaRayleighScattering = atmosphere.BetaRayleighScattering / atmosphere.Settings.RayleighScattering;
                constants.BetaMieScattering      = atmosphere.BetaMieScattering / atmosphere.Settings.MieColorScattering;
                constants.HeightScaleRayleighMie = atmosphere.HeightScaleRayleighMie * new Vector2(rayleighHeight, atmosphere.Settings.MieHeight);
                constants.MieG = atmosphere.Settings.MieG;
                constants.PlanetScaleFactor     = atmosphere.PlanetScaleFactor;
                constants.AtmosphereScaleFactor = atmosphere.AtmosphereScaleFactor;
                constants.Intensity             = atmosphere.Settings.Intensity;
                constants.FogIntensity          = atmosphere.Settings.FogIntensity;

                var cb = MyCommon.GetObjectCB(sizeof(AtmosphereConstants));

                mapping = MyMapping.MapDiscard(RC, cb);
                mapping.WriteAndPosition(ref constants);
                mapping.Unmap();

                RC.SetBlendState(MyBlendStateManager.BlendAdditive);
                RC.PixelShader.SetConstantBuffer(2, cb);
                RC.PixelShader.SetSrv(2, MyAtmosphereRenderer.GetAtmosphereLuts(atmosphereId.Value).TransmittanceLut);
                RC.PixelShader.Set(m_atmosphere);

                MyScreenPass.DrawFullscreenQuad(new MyViewport(MyEnvironmentProbe.CubeMapResolution, MyEnvironmentProbe.CubeMapResolution));
            }
            MyGpuProfiler.IC_EndBlock();

            RC.SetRtv(null);
        }