Esempio n. 1
0
        public RenderTarget Render(Stage stage, Camera camera)
        {
            if (!HandlesInitialized)
            {
                InitializeHandles();
                HandlesInitialized = true;
            }

            RenderedLights = 0;

            // Init common matrices
            Matrix4 view, projection;
            camera.GetViewMatrix(out view);
            camera.GetProjectionMatrix(out projection);

            // Render scene to GBuffer
            var clearColor = stage.ClearColor;
            clearColor.W = 0;
            Backend.ProfileBeginSection(Profiler.GBuffer);
            Backend.BeginPass(GBuffer, clearColor, true);
            RenderScene(stage, camera, ref view, ref projection);
            Backend.EndPass();
            Backend.ProfileEndSection(Profiler.GBuffer);

            // Render light accumulation
            Backend.ProfileBeginSection(Profiler.Lighting);
            Backend.BeginPass(LightAccumulation, new Vector4(0.0f, 0.0f, 0.0f, 1.0f), true);

            RenderAmbientLight(stage);
            RenderLights(camera, ref view, ref projection, stage.GetLights(), stage);

            Backend.EndPass();
            Backend.ProfileEndSection(Profiler.Lighting);

            var currentRenderTarget = Temporary;
            var currentSource = LightAccumulation;

            if (FogSettings.Enable)
            {
                Backend.BeginPass(currentRenderTarget, new Vector4(0.0f, 0.0f, 0.0f, 1.0f), false);

                Backend.BeginInstance(FogShader.Handle, new int[] { currentSource.Textures[0].Handle, GBuffer.Textures[2].Handle }, new int[] { Backend.DefaultSamplerNoFiltering, Backend.DefaultSamplerNoFiltering }, LightAccumulatinRenderState);
                Backend.BindShaderVariable(FogParams.SamplerScene, 0);
                Backend.BindShaderVariable(FogParams.SamplerGBuffer2, 1);
                Backend.BindShaderVariable(FogParams.FogStart, FogSettings.Start);
                Backend.BindShaderVariable(FogParams.FogEnd, FogSettings.End);
                Backend.BindShaderVariable(FogParams.FogColor, ref FogSettings.Color);

                Vector2 screenSize = new Vector2(LightAccumulation.Width, LightAccumulation.Height);
                Backend.BindShaderVariable(FogParams.ScreenSize, ref screenSize);

                Backend.DrawMesh(QuadMesh.MeshHandle);

                Backend.EndPass();

                var tmp = currentRenderTarget;
                currentRenderTarget = currentSource;
                currentSource = tmp;
            }

            Backend.BeginPass(Output, new Vector4(0.0f, 0.0f, 0.0f, 1.0f), false);

            Backend.BeginInstance(CombineShader.Handle, new int[] { currentSource.Textures[0].Handle }, new int[] { Backend.DefaultSamplerNoFiltering }, LightAccumulatinRenderState);
            Backend.BindShaderVariable(CombineParams.SamplerLight, 0);
            Backend.DrawMesh(QuadMesh.MeshHandle);

            Backend.EndPass();

            return Output;
        }