public override void Draw(StandardFrameData frameData) { // Clear DepthStencilView depthStencilView = RenderBackend.DisplayRef.DepthStencilViewRef; RenderTargetView renderTargetView = RenderBackend.DisplayRef.RenderTargetViewRef; GetContext.ClearRenderTargetView(renderTargetView, Color.Gray); GetContext.ClearRenderTargetView(hdrRenderTargetView, Color.Gray); GetContext.ClearDepthStencilView( depthStencilView, DepthStencilClearFlags.Depth | DepthStencilClearFlags.Stencil, 0.0f, 0 ); if (isWireframe) { WireframePass(frameData, depthStencilView, renderTargetView); return; } //DepthPrePassWithVelocity(frameData, depthStencilView); DepthPrePass(frameData, depthStencilView, renderTargetView); // TODO: shadow maps draw pass ColourPass(frameData, depthStencilView, renderTargetView); ScreenQuadPass(frameData, depthStencilView, renderTargetView); }
public override void Draw(StandardFrameData frameData) { // Clear DepthStencilView depthStencilView = GetDisplay.DepthStencilViewRef; RenderTargetView renderTargetView = GetDisplay.RenderTargetViewRef; GetContext.ClearRenderTargetView(renderTargetView, Color.Gray); GetContext.ClearDepthStencilView(depthStencilView, DepthStencilClearFlags.Depth | DepthStencilClearFlags.Stencil, 0.0f, 0); DepthPrePass(frameData, depthStencilView, renderTargetView); LightCullingPass(frameData); ColourPass(frameData, depthStencilView, renderTargetView); //TODO: colour pass }
protected void DepthPrePass(StandardFrameData frameData) { CurrentPass = Pass.DepthPrePass; GetContext.ClearRenderTargetView(GetDisplay.RenderTargetViewRef, Color.CornflowerBlue); GetContext.ClearDepthStencilView( GetDisplay.DepthStencilViewRef, DepthStencilClearFlags.Depth | DepthStencilClearFlags.Stencil, 0.0f, 0 ); GetContext.OutputMerger.SetTargets(GetDisplay.DepthStencilViewRef, (RenderTargetView)null); SetDepthStencilState(DepthStencilStates.Greater); SetRasterizerState(RasterizerStates.SolidBackCull); SetVertexShader("ForwardPlusPosOnlyVS"); SetNullPixelShader(); GetContext.InputAssembler.InputLayout = GetSharedItems.StandardInputLayout; m_PerFrameConstBuffer = new CommonStructs.ConstBufferPerFrameStruct() { Projection = frameData.CamerasList[0].Projection, ProjectionInv = Matrix.Invert(frameData.CamerasList[0].Projection), ViewInv = Matrix.Invert(frameData.CamerasList[0].View), PreviousView = frameData.CamerasList[0].PreviousView, CameraPos = frameData.CamerasList[0].Position, CameraForward = new Vector4(frameData.CamerasList[0].Forward, 1), AlphaTest = 0.5f, WindowWidth = (uint)GetDisplay.Width, WindowHeight = (uint)GetDisplay.Height, CurrentFPS = (uint)(1.0f / RenderBackend.EngineRef.Time.DeltaTime), }; GetContext.UpdateSubresource(ref m_PerFrameConstBuffer, PerFrameConstantBuffer); GetContext.VertexShader.SetConstantBuffer(0, PerObjConstantBuffer); GetContext.VertexShader.SetConstantBuffer(1, PerFrameConstantBuffer); GetContext.PixelShader.SetConstantBuffer(0, PerObjConstantBuffer); GetContext.PixelShader.SetConstantBuffer(1, PerFrameConstantBuffer); //GetContext.PixelShader.SetConstantBuffer(2, LightsDataBuffer); GetContext.PixelShader.SetConstantBuffer(3, ShadowLightsDataBuffer); GetContext.UpdateSubresource(ref m_PerFrameConstBuffer, PerFrameConstantBuffer); string MeshName = ""; string MaterialName = ""; bool IsMaskedSubPass = false; if (postProcessSettings.MotionBlurEnabled) { GetContext.ClearRenderTargetView(VelocityTarget.View, Color.Yellow); DynamicMeshes.Clear(); } StandardFrameData.RendererData rendererData; foreach (var index in frameData.PerCameraRenderersList[0]) { rendererData = frameData.RenderersList[index]; if (postProcessSettings.MotionBlurEnabled && rendererData.IsDynamic) { DynamicMeshes.Add(rendererData); continue; } if (MeshName != rendererData.MeshName) { MeshName = rendererData.MeshName; SetMesh(MeshName); } if (MaterialName != rendererData.MaterialName) { MaterialName = rendererData.MaterialName; SetMaterial(MaterialName); if (!IsMaskedSubPass) { if (m_CachedMaterial.MetaMaterial.blendMode == ShaderGraph.MetaMaterial.BlendMode.Masked) { GetContext.OutputMerger.SetTargets(GetDisplay.DepthStencilViewRef, GetDisplay.RenderTargetViewRef); if (EnabledMSAA) { SetBlendState(BlendStates.DepthOnlyAlphaToCoverage); } else { SetBlendState(BlendStates.DepthOnlyAlphaTest); } DepthMaskedSubPath(false); IsMaskedSubPass = true; } } else { GetContext.PixelShader.SetShaderResource(0, GetSharedItems.LoadTextureSRV(m_CachedMaterial.AlbedoMapAsset)); } if (m_CachedMaterial.MetaMaterial.blendMode > ShaderGraph.MetaMaterial.BlendMode.Masked) { break; // Break on translucent objects } } m_PerObjectConstBuffer.WorldMatrix = rendererData.TransformMatrix; m_PerObjectConstBuffer.WorldViewMatrix = rendererData.TransformMatrix * frameData.CamerasList[0].View; m_PerObjectConstBuffer.WorldViewProjMatrix = rendererData.TransformMatrix * frameData.CamerasList[0].ViewProjection; m_PerObjectConstBuffer.textureTiling = m_CachedMaterial.PropetyBlock.Tile; m_PerObjectConstBuffer.textureShift = m_CachedMaterial.PropetyBlock.Shift; GetContext.UpdateSubresource(ref m_PerObjectConstBuffer, PerObjConstantBuffer); DX_DrawIndexed(m_CachedMesh.IndexCount, 0, 0); } if (!postProcessSettings.MotionBlurEnabled || DynamicMeshes.Count == 0) { return; } GetContext.OutputMerger.SetTargets(GetDisplay.DepthStencilViewRef, VelocityTarget.View); SetBlendState(BlendStates.Opaque); SetRasterizerState(RasterizerStates.SolidBackCull); SetVertexShader("ForwardPlusPosOnlyVS"); SetPixelShader("VelocityPS"); IsMaskedSubPass = false; foreach (var dRendererData in DynamicMeshes) { if (MeshName != dRendererData.MeshName) { MeshName = dRendererData.MeshName; SetMesh(MeshName); } if (MaterialName != dRendererData.MaterialName) { MaterialName = dRendererData.MaterialName; SetMaterial(MaterialName); if (!IsMaskedSubPass) { if (m_CachedMaterial.MetaMaterial.blendMode == ShaderGraph.MetaMaterial.BlendMode.Masked) { DepthMaskedSubPath(true); IsMaskedSubPass = true; } } else { GetContext.PixelShader.SetShaderResource(0, GetSharedItems.LoadTextureSRV(m_CachedMaterial.AlbedoMapAsset)); } if (m_CachedMaterial.MetaMaterial.blendMode > ShaderGraph.MetaMaterial.BlendMode.Masked) { break; // Break on translucent objects } } m_PerObjectConstBuffer.WorldMatrix = dRendererData.TransformMatrix; m_PerObjectConstBuffer.WorldViewMatrix = dRendererData.TransformMatrix * frameData.CamerasList[0].View; m_PerObjectConstBuffer.WorldViewProjMatrix = dRendererData.TransformMatrix * frameData.CamerasList[0].ViewProjection; m_PerObjectConstBuffer.PreviousWorldViewProjMatrix = dRendererData.PreviousTransformMatrix * frameData.CamerasList[0].PreviousViewProjection; GetContext.UpdateSubresource(ref m_PerObjectConstBuffer, PerObjConstantBuffer); DX_DrawIndexed(m_CachedMesh.IndexCount, 0, 0); } }
protected void ShadowMapsPass(StandardFrameData frameData) { CurrentPass = Pass.ShadowMapsPass; GetContext.ClearRenderTargetView(ShadowMapsAtlasTarget.View, Color.White); GetContext.ClearDepthStencilView( ShadowMapsAtlasDepthTarget.View, DepthStencilClearFlags.Depth | DepthStencilClearFlags.Stencil, 1.0f, 0 ); GetContext.OutputMerger.SetTargets(ShadowMapsAtlasDepthTarget.View, ShadowMapsAtlasTarget.View); SetDepthStencilState(DepthStencilStates.Less); // TODO: select right cull mode SetRasterizerState(RasterizerStates.SolidFrontCull); Viewport atlasViewport = new Viewport(0, 0, ShadowAtlasSize, ShadowAtlasSize, 0.0f, 1.0f); GetContext.Rasterizer.SetViewport(atlasViewport); SetVertexShader("DepthShadowsVS"); GetContext.VertexShader.SetConstantBuffer(0, PerObjectShadowPassConstBuffer); SetPixelShader("DepthShadowsPS"); //SetNullPixelShader(); string MeshName = ""; string MaterialName = ""; bool IsMaskedSubPass = false; StandardFrameData.RendererData rendererData; foreach (var light in frameData.LightsList) { if (!light.IsCastShadows) { continue; } foreach (int index in frameData.PerLightRenderersList[light.index]) { rendererData = frameData.RenderersList[index]; if (MeshName != rendererData.MeshName) { MeshName = rendererData.MeshName; SetMesh(MeshName); } if (MaterialName != rendererData.MaterialName) { MaterialName = rendererData.MaterialName; SetMaterial(MaterialName); /* * if (!IsMaskedSubPass) * { * if (m_CachedMaterial.MetaMaterial.blendMode == ShaderGraph.MetaMaterial.BlendMode.Masked) * { * GetContext.OutputMerger.SetTargets(GetDisplay.DepthStencilViewRef, GetDisplay.RenderTargetViewRef); * if (postProcessSettings.UsingMSAA) { * SetBlendState(SharedRenderItemsStorage.BlendStates.DepthOnlyAlphaToCoverage); * } else { * SetBlendState(SharedRenderItemsStorage.BlendStates.DepthOnlyAlphaTest); * } * //DepthMaskedSubPath(false); * IsMaskedSubPass = true; * } * } * else * { * GetContext.PixelShader.SetShaderResource(0, * GetSharedItems.LoadTextureSRV(m_CachedMaterial.AlbedoMapAsset)); * } */ if (m_CachedMaterial.MetaMaterial.blendMode > ShaderGraph.MetaMaterial.BlendMode.Masked) { break; // Break on translucent objects } } m_PerObjectShadowPassConstBuffer.WorldMatrix = rendererData.TransformMatrix; m_PerObjectShadowPassConstBuffer.ViewProjectionMatrix = light.ViewProjection; GetContext.UpdateSubresource(ref m_PerObjectShadowPassConstBuffer, PerObjectShadowPassConstBuffer); DX_DrawIndexed(m_CachedMesh.IndexCount, 0, 0); } break; } GetContext.Rasterizer.SetViewport(new Viewport( 0, 0, GetDisplay.Width, GetDisplay.Height, 0.0f, 1.0f )); }