internal override void Cleanup()
        {
            base.Cleanup();

            Dsv = null;
            Rtv = null;
        }
Esempio n. 2
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        internal override void Cleanup()
        {
            base.Cleanup();

            Dsv = null;
            DefaultRasterizer = null;
        }
Esempio n. 3
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        internal override void Cleanup()
        {
            base.Cleanup();

            Dsv = null;
            DefaultRasterizer = null;
            IsCascade         = false;
        }
Esempio n. 4
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        internal void SetRtv(IDsvBindable dsvBind, IRtvBindable rtv)
        {
            DepthStencilView dsv = null;

            if (dsvBind != null)
            {
                dsv = dsvBind.Dsv;
            }
            InternalSetRtvs(dsv, rtv);
            CheckErrors();
        }
Esempio n. 5
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        public void Init(int passId, Matrix viewProjMatrix, MyViewport viewport, IDsvBindable dsv, bool isCascade, string debugName)
        {
            m_viewProjMatrix = viewProjMatrix;
            m_viewport       = viewport;
            m_dsv            = dsv;
            m_isCascade      = isCascade;

            if (isCascade)
            {
                Init(passId, debugName, MyFrustumEnum.ShadowCascade, MyPassIdResolver.GetCascadeDepthPassIdx(passId));
            }
            else
            {
                Init(passId, debugName, MyFrustumEnum.ShadowProjection, MyPassIdResolver.GetSingleDepthPassIdx(passId));
            }
        }
Esempio n. 6
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        public MyShadowmapQuery GetShadowmapQueryForSingleShadow(int index, IDsvBindable dsvBindable)
        {
            MyProjectionInfo projInfo = new MyProjectionInfo();
            projInfo.WorldCameraOffsetPosition = MyRender11.Environment.Matrices.CameraPosition;
            projInfo.WorldToProjection = MatrixWorldAt0ToShadowSpace;
            projInfo.LocalToProjection = Matrix.CreateTranslation(MyRender11.Environment.Matrices.CameraPosition) * MatrixWorldAt0ToShadowSpace;

            MyShadowmapQuery query = new MyShadowmapQuery();
            query.DepthBuffer = dsvBindable;
            query.Viewport = new MyViewport(dsvBindable.Size.X, dsvBindable.Size.Y);
            query.ProjectionInfo = projInfo;
            query.ProjectionFactor = (float)Math.Sqrt(dsvBindable.Size.X * dsvBindable.Size.Y / (m_matrixShadowToWorldAt0Space.Left.Length() * m_matrixShadowToWorldAt0Space.Up.Length()));

            query.QueryType = MyFrustumEnum.ShadowProjection;
            query.Index = index;
            return query;
        }
Esempio n. 7
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        public MyShadowmapQuery GetShadowmapQueryForSingleShadow(int index, IDsvBindable dsvBindable)
        {
            MyProjectionInfo projInfo = new MyProjectionInfo();

            projInfo.WorldCameraOffsetPosition = MyRender11.Environment.Matrices.CameraPosition;
            projInfo.WorldToProjection         = MatrixWorldAt0ToShadowSpace;
            projInfo.LocalToProjection         = Matrix.CreateTranslation(MyRender11.Environment.Matrices.CameraPosition) * MatrixWorldAt0ToShadowSpace;

            MyShadowmapQuery query = new MyShadowmapQuery();

            query.DepthBuffer      = dsvBindable;
            query.Viewport         = new MyViewport(dsvBindable.Size.X, dsvBindable.Size.Y);
            query.ProjectionInfo   = projInfo;
            query.ProjectionFactor = (float)Math.Sqrt(dsvBindable.Size.X * dsvBindable.Size.Y / (m_matrixShadowToWorldAt0Space.Left.Length() * m_matrixShadowToWorldAt0Space.Up.Length()));

            query.QueryType = MyFrustumEnum.ShadowProjection;
            query.Index     = index;
            return(query);
        }
Esempio n. 8
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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);
        }
        void InitRenderPasses(MyCullQuery cullQuery, List <MyRenderPass> renderPasses)
        {
            renderPasses.Clear();
            foreach (var query in cullQuery.RenderingPasses)
            {
                if (query == null)
                {
                    continue;
                }

                Matrix     matrix   = query.ViewProjection;
                MyViewport viewport = query.Viewport;

                if (query is VRageRender.MyGBufferPass)
                {
                    VRageRender.MyGBufferPass oldGBufferPass = (VRageRender.MyGBufferPass)query;
                    MyGBuffer     gbuffer = oldGBufferPass.GBuffer;
                    MyGBufferPass gbufferPass;
                    int           passId = GetPassId(oldGBufferPass);
                    m_gbufferPassesPool.AllocateOrCreate(out gbufferPass);
                    gbufferPass.Init(passId, matrix, viewport, gbuffer);
                    renderPasses.Add(gbufferPass);
                }

                if (query is VRageRender.MyDepthPass)
                {
                    VRageRender.MyDepthPass oldDepthPass = (VRageRender.MyDepthPass)query;
                    IDsvBindable            dsv          = oldDepthPass.Dsv;
                    MyDepthPass             depthPass;
                    bool isCascade = oldDepthPass.IsCascade;
                    int  passId    = GetPassId(oldDepthPass);
                    m_depthPassesPool.AllocateOrCreate(out depthPass);
                    depthPass.Init(passId, matrix, viewport, dsv, isCascade, oldDepthPass.DebugName);
                    renderPasses.Add(depthPass);
                }
            }
        }
Esempio n. 10
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 internal void ClearDsv(IDsvBindable dsv, DepthStencilClearFlags clearFlags,
                        float depth, byte stencil)
 {
     m_deviceContext.ClearDepthStencilView(dsv.Dsv, clearFlags, depth, stencil);
     CheckErrors();
 }
Esempio n. 11
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        internal void AddForwardPass(int index, ref Matrix offsetedViewProjection, ref MatrixD viewProjection, MyViewport viewport, IDsvBindable dsv, IRtvBindable rtv)
        {
            int frustumMask = AddFrustum(ref viewProjection);

            MyForwardPass pass = MyObjectPoolManager.Allocate <MyForwardPass>();

            pass.DebugName      = "EnvironmentProbe";
            pass.ProcessingMask = frustumMask;
            pass.ViewProjection = offsetedViewProjection;
            pass.Viewport       = viewport;
            pass.FrustumIndex   = index;
            pass.Dsv            = dsv;
            pass.Rtv            = rtv;

            pass.PerFrame();

            RenderingPasses[Size - 1] = pass;
        }
Esempio n. 12
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 public MyShadowmapQuery GetShadowmapQuery(IDsvBindable dsv, int slice)
 {
     return(m_shadowVolume.GetShadowmapQueryForCsm(dsv, slice));
 }
Esempio n. 13
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        internal void AddForwardPass(int index, ref Matrix offsetedViewProjection, ref MatrixD viewProjection, MyViewport viewport, IDsvBindable dsv, IRtvBindable rtv)
        {
            int frustumMask = AddFrustum(ref viewProjection);

            MyForwardPass pass = MyObjectPoolManager.Allocate<MyForwardPass>();
            pass.DebugName = "EnvironmentProbe";
            pass.ProcessingMask = frustumMask;
            pass.ViewProjection = offsetedViewProjection;
            pass.Viewport = viewport;
            pass.FrustumIndex = index;
            pass.Dsv = dsv;
            pass.Rtv = rtv;

            pass.PerFrame();

            RenderingPasses[Size - 1] = pass;
        }
Esempio n. 14
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        internal override void Cleanup()
        {
            base.Cleanup();

            Dsv = null;
            DefaultRasterizer = null;
            IsCascade = false;
        }
Esempio n. 15
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        internal override void Cleanup()
        {
            base.Cleanup();

            Dsv = null;
            Rtv = null;
        }
Esempio n. 16
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        internal override void Cleanup()
        {
            base.Cleanup();

            Dsv = null;
            DefaultRasterizer = null;
        }
Esempio n. 17
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 public MyShadowmapQuery GetShadowmapQuery(IDsvBindable dsv, int slice)
 {
     return m_shadowVolume.GetShadowmapQueryForCsm(dsv, slice);
 }
        internal void AddDepthPass(ref MatrixD worldToProjection, Matrix viewProjectionLocal, MyViewport viewport, IDsvBindable depthTarget, bool isCascade, string debugName)
        {
            int frustumMask = AddFrustum(ref worldToProjection);

            MyDepthPass pass = MyObjectPoolManager.Allocate <MyDepthPass>();

            pass.DebugName      = debugName;
            pass.ProcessingMask = frustumMask;
            pass.ViewProjection = viewProjectionLocal;
            pass.Viewport       = viewport;

            pass.Dsv = depthTarget;
            pass.DefaultRasterizer = isCascade ? MyRasterizerStateManager.CascadesRasterizerStateOld : MyRasterizerStateManager.ShadowRasterizerState;

            pass.PerFrame();

            RenderingPasses[Size - 1] = pass;
        }