Esempio n. 1
0
		/// <summary>
		/// Performs good-old StretchRect to destination buffer with blending.
		/// </summary>
		/// <param name="dst"></param>
		/// <param name="src"></param>
		/// <param name="filter"></param>
		/// <param name="rect"></param>
		public void RenderSsao ( RenderTargetSurface ssaoDst, StereoEye stereoEye, Camera camera, DepthStencil2D depthSource, RenderTarget2D normalsSource )
		{
			SetDefaultRenderStates();

			using( new PixEvent("SSAO") ) {

				var ssaoParams = new SsaoParams();

				ssaoParams.View					=	camera.GetViewMatrix( stereoEye );	
				ssaoParams.Projection			=	camera.GetProjectionMatrix( stereoEye );	
				ssaoParams.InverseProjection	=	Matrix.Invert( ssaoParams.Projection );	
				paramsCB.SetData( ssaoParams );


				SetViewport( ssaoDst );
				device.SetTargets( null, ssaoDst );

				device.PipelineState			=	factory[ (int)(ShaderFlags.SSAO) ];

				device.VertexShaderResources[0] =	depthSource;
				device.PixelShaderResources[0]	=	depthSource;
				device.PixelShaderSamplers[0]	=	SamplerState.PointClamp;

				device.PixelShaderConstants[0]	=	paramsCB;
				device.PixelShaderConstants[1]	=	randomDirsCB;

				device.Draw( 3, 0 );
			}
			device.ResetStates();
		}
Esempio n. 2
0
		/// <summary>
		/// 
		/// </summary>
		/// <param name="camera"></param>
		/// <param name="depthBuffer"></param>
		/// <param name="hdrTarget"></param>
		/// <param name="diffuse"></param>
		/// <param name="specular"></param>
		/// <param name="normals"></param>
		internal void RenderGBuffer ( StereoEye stereoEye, Camera camera, HdrFrame frame, RenderWorld viewLayer )
		{		
			using ( new PixEvent("RenderGBuffer") ) {
				if (surfaceShader==null) {	
					return;
				}

				if (rs.SkipSceneRendering) {
					return;
				}

				var device		=	Game.GraphicsDevice;

				var view			=	camera.GetViewMatrix( stereoEye );
				var projection		=	camera.GetProjectionMatrix( stereoEye );
				var viewPosition	=	camera.GetCameraPosition4( stereoEye );

				var cbData		=	new CBMeshInstanceData();

				var hdr			=	frame.HdrBuffer.Surface;
				var depth		=	frame.DepthBuffer.Surface;
				var diffuse		=	frame.DiffuseBuffer.Surface;
				var specular	=	frame.SpecularBuffer.Surface;
				var normals		=	frame.NormalMapBuffer.Surface;
				var scattering	=	frame.ScatteringBuffer.Surface;

				device.ResetStates();

				device.SetTargets( depth, hdr, diffuse, specular, normals, scattering );
				device.PixelShaderSamplers[0]	= SamplerState.AnisotropicWrap ;

				var instances	=	viewLayer.Instances;

				//#warning INSTANSING!
				foreach ( var instance in instances ) {

					if (!instance.Visible) {
						continue;
					}

					cbData.View			=	view;
					cbData.Projection	=	projection;
					cbData.World		=	instance.World;
					cbData.ViewPos		=	viewPosition;
					
					constBuffer.SetData( cbData );

					device.PixelShaderConstants[0]	= constBuffer ;
					device.VertexShaderConstants[0]	= constBuffer ;

					device.SetupVertexInput( instance.vb, instance.ib );

					if (instance.IsSkinned) {
						constBufferBones.SetData( instance.BoneTransforms );
						device.VertexShaderConstants[3]	= constBufferBones ;
					}

					try {

						foreach ( var sg in instance.ShadingGroups ) {

							device.PipelineState	=	instance.IsSkinned ? sg.Material.GBufferSkinned : sg.Material.GBufferRigid;

							device.PixelShaderConstants[1]	= sg.Material.ConstantBufferParameters;
							device.PixelShaderConstants[2]	= sg.Material.ConstantBufferUVModifiers;
							device.VertexShaderConstants[1]	= sg.Material.ConstantBufferParameters;
							device.VertexShaderConstants[2]	= sg.Material.ConstantBufferUVModifiers;

							sg.Material.SetTextures( device );

							device.DrawIndexed( sg.IndicesCount, sg.StartIndex, 0 );

							rs.Counters.SceneDIPs++;
						}
					} catch ( UbershaderException e ) {
						Log.Warning( e.Message );					
						ExceptionDialog.Show( e );
					}
				}
			}
		}
Esempio n. 3
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		/// <summary>
		/// Performs luminance measurement, tonemapping, applies bloom.
		/// </summary>
		/// <param name="target">LDR target.</param>
		/// <param name="hdrImage">HDR source image.</param>
		public void Render ( StereoEye stereoEye, Camera camera, ShaderResource depthBuffer, ShaderResource wsNormals )
		{
			var view		=	camera.GetViewMatrix( stereoEye );
			var projection	=	camera.GetProjectionMatrix( stereoEye );

			
			var device	=	Game.GraphicsDevice;
			var filter	=	Game.RenderSystem.Filter;

			if (!Enabled) {
				device.Clear( occlusionMap0.Surface, Color4.White );
				return;
			}

			using (new PixEvent("SSAO Render")) {
				filter.StretchRect( downsampledDepth.Surface, depthBuffer );
				filter.StretchRect( downsampledNormals.Surface, wsNormals );

				using (new PixEvent("SSAO Pass")) {

					//
					//	Setup parameters :
					//
					var paramsData	=	new Params();
					paramsData.ProjMatrix	=	projection;
					paramsData.View			=	view;
					paramsData.ViewProj		=	view * projection;
					paramsData.InvViewProj	=	Matrix.Invert( view * projection );
					paramsData.InvProj = Matrix.Invert(projection);
					//paramsData.TraceStep	=	Config.TraceStep;
					//paramsData.DecayRate	=	Config.DecayRate;
					paramsData.MaxSampleRadius	= MaxSamplingRadius;
					paramsData.MaxDepthJump		= MaxDepthJump;

					paramsCB.SetData( paramsData );
					sampleDirectionsCB.SetData(sampleDirectionData);

					device.PixelShaderConstants[0]	=	paramsCB;
					device.PixelShaderConstants[1]  =   sampleDirectionsCB;

					//
					//	Measure and adapt :
					//
					device.SetTargets( null, occlusionMap0 );

					device.PixelShaderResources[0]	=	downsampledDepth;
					device.PixelShaderResources[1]	=	downsampledNormals;
					device.PixelShaderResources[2]	=	randomDir;
					device.PixelShaderSamplers[0]	=	SamplerState.LinearClamp;

					Flags sampleNumFlag = getSampleNumFlag();

					device.PipelineState = factory[getFlags()];
			
					device.Draw( 3, 0 );
			
					device.ResetStates();
				}

				using (new PixEvent("Bilateral Filter")) {
					if (BlurSigma!=0) {
						filter.GaussBlurBilateral( occlusionMap0, occlusionMap1, downsampledDepth, downsampledNormals, BlurSigma, Sharpness, 0 );
					}
				}
			}
		}
Esempio n. 4
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		/// <summary>
		/// 
		/// </summary>
		void RenderGeneric ( string passName, GameTime gameTime, Camera camera, Viewport viewport, Matrix view, Matrix projection, RenderTargetSurface colorTarget, DepthStencilSurface depthTarget, ShaderResource depthValues, Flags flags )
		{
			var device	=	Game.GraphicsDevice;

			if (rs.SkipParticles) {
				return;
			}


			using ( new PixEvent(passName) ) {

				device.ResetStates();

				//
				//	Setup images :
				//
				if (Images!=null && !Images.IsDisposed) {
					imagesCB.SetData( Images.GetNormalizedRectangles( MaxImages ) );
				}

				SetupGPUParameters( 0, renderWorld, view, projection, flags );
				device.ComputeShaderConstants[0] = paramsCB ;

				//
				//	Render
				//
				using (new PixEvent("Drawing")) {

					device.ResetStates();
	
					//	target and viewport :
					device.SetTargets( depthTarget, colorTarget );
					device.SetViewport( viewport );

					//	params CB :			
					device.ComputeShaderConstants[0]	= paramsCB ;
					device.VertexShaderConstants[0]		= paramsCB ;
					device.GeometryShaderConstants[0]	= paramsCB ;
					device.PixelShaderConstants[0]		= paramsCB ;

					//	atlas CB :
					device.VertexShaderConstants[1]		= imagesCB ;
					device.GeometryShaderConstants[1]	= imagesCB ;
					device.PixelShaderConstants[1]		= imagesCB ;

					//	sampler & textures :
					device.PixelShaderSamplers[0]		=	SamplerState.LinearClamp4Mips ;

					device.PixelShaderResources[0]		=	Images==null? rs.WhiteTexture.Srv : Images.Texture.Srv;
					device.PixelShaderResources[5]		=	depthValues;
					device.GeometryShaderResources[1]	=	simulationBuffer ;
					device.GeometryShaderResources[2]	=	simulationBuffer ;
					device.GeometryShaderResources[3]	=	sortParticlesBuffer;
					device.GeometryShaderResources[4]	=	particleLighting;

					//	setup PS :
					device.PipelineState	=	factory[ (int)flags ];

					//	GPU time : 0.81 ms	-> 0.91 ms
					device.Draw( MaxSimulatedParticles, 0 );
				}
			}
		}
Esempio n. 5
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		/// <summary>
		/// 
		/// </summary>
		/// <param name="gameTime"></param>
		internal void Render ( GameTime gameTime, Camera camera, StereoEye stereoEye, HdrFrame viewFrame )
		{
			var view		=	camera.GetViewMatrix( stereoEye );
			var projection	=	camera.GetProjectionMatrix( stereoEye );

			var colorTarget	=	viewFrame.HdrBuffer.Surface;
			var depthTarget	=	viewFrame.DepthBuffer.Surface;

			var viewport	=	new Viewport( 0, 0, colorTarget.Width, colorTarget.Height );

			RenderGeneric( "Particles", gameTime, camera, viewport, view, projection, colorTarget, null, viewFrame.DepthBuffer, Flags.DRAW );
		}
Esempio n. 6
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		/// <summary>
		/// Creates ViewLayer instance
		/// </summary>
		/// <param name="Game">Game engine</param>
		public RenderLayer ( Game game )
		{
			Game		=	game;
			this.rs		=	Game.RenderSystem;

			Visible		=	true;
			Order		=	0;

			Camera		=	new Camera();

			SpriteLayers	=	new SpriteLayerCollection();
			GisLayers		=	new List<Gis.GisLayer>();
			GlobeCamera		=	new GlobeCamera(Game);
		}
Esempio n. 7
0
		/// <summary>
		/// Updates particle properties.
		/// </summary>
		/// <param name="gameTime"></param>
		internal void Simulate ( GameTime gameTime, Camera camera )
		{
			var device	=	Game.GraphicsDevice;

			var view		=	camera.GetViewMatrix( StereoEye.Mono );
			var projection	=	camera.GetProjectionMatrix( StereoEye.Mono );


			timeAccumulator	+=	gameTime.ElapsedSec;


			using ( new PixEvent("Particle Simulation") ) {

				device.ResetStates();

				//
				//	Inject :
				//
				using (new PixEvent("Injection")) {

					injectionBuffer.SetData( injectionBufferCPU );

					device.ComputeShaderResources[1]	= injectionBuffer ;
					device.SetCSRWBuffer( 0, simulationBuffer,		0 );
					device.SetCSRWBuffer( 1, deadParticlesIndices, -1 );

					SetupGPUParameters( 0, renderWorld, view, projection, Flags.INJECTION );
					device.ComputeShaderConstants[0]	= paramsCB ;

					device.PipelineState	=	factory[ (int)Flags.INJECTION ];
			
					//	GPU time ???? -> 0.0046
					device.Dispatch( MathUtil.IntDivUp( MaxInjectingParticles, BlockSize ) );

					ClearParticleBuffer();
				}


				//
				//	Simulate :
				//
				using (new PixEvent("Simulation")) {

					if (!renderWorld.IsPaused && !rs.SkipParticlesSimulation) {
	
						device.SetCSRWBuffer( 0, simulationBuffer,		0 );
						device.SetCSRWBuffer( 1, deadParticlesIndices, -1 );
						device.SetCSRWBuffer( 2, sortParticlesBuffer, 0 );

						float stepTime = SimulationStepTime;

						while ( timeAccumulator > stepTime ) {

							SetupGPUParameters( stepTime, renderWorld, view, projection, Flags.SIMULATION);
							device.ComputeShaderConstants[0] = paramsCB ;

							device.PipelineState	=	factory[ (int)Flags.SIMULATION ];
	
							/// GPU time : 1.665 ms	 --> 0.38 ms
							device.Dispatch( MathUtil.IntDivUp( MaxSimulatedParticles, BlockSize ) );//*/

							timeAccumulator -= stepTime;
						}
					}
				}

				//
				//	Sort :
				//
				using (new PixEvent("Sort")) {
					rs.BitonicSort.Sort( sortParticlesBuffer );
				}


				if (rs.ShowParticles) {
					rs.Counters.DeadParticles	=	deadParticlesIndices.GetStructureCount();
				}
			}
		}
Esempio n. 8
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		/// <summary>
		/// Renders sky with specified technique
		/// </summary>
		/// <param name="rendCtxt"></param>
		/// <param name="techName"></param>
		internal void Render( Camera camera, StereoEye stereoEye, HdrFrame frame, SkySettings settings )
		{
			var scale		=	Matrix.Scaling( settings.SkySphereSize );
			var rotation	=	Matrix.Identity;

			var	sunPos		=	settings.SunPosition;
			var sunColor	=	settings.SunGlowColor;

			rs.ResetStates();

			//rs.DepthStencilState = depthBuffer==null? DepthStencilState.None : DepthStencilState.Default ;

			rs.SetTargets( frame.DepthBuffer.Surface, frame.HdrBuffer.Surface );

			var viewMatrix = camera.GetViewMatrix( stereoEye );
			var projMatrix = camera.GetProjectionMatrix( stereoEye );

			skyConstsData.MatrixWVP		= scale * rotation * MathUtil.Transformation( viewMatrix.Right, viewMatrix.Up, viewMatrix.Backward ) * projMatrix;
			skyConstsData.SunPosition	= sunPos;
			skyConstsData.SunColor		= sunColor;
			skyConstsData.Turbidity		= settings.SkyTurbidity;
			skyConstsData.Temperature	= Temperature.Get( settings.SunTemperature ); 
			skyConstsData.SkyIntensity	= settings.SkyIntensity;
	
			skyConstsCB.SetData( skyConstsData );
			
			rs.VertexShaderConstants[0] = skyConstsCB;
			rs.PixelShaderConstants[0] = skyConstsCB;


			//
			//	Sky :
			//
			SkyFlags flags = SkyFlags.SKY;

			ApplyColorSpace( ref flags, settings );
				
			rs.PipelineState	=	factory[(int)flags];
						
			rs.SetupVertexInput( skyVB, null );
			rs.Draw( skyVB.Capacity, 0 );

			rs.ResetStates();
		}
		/// <summary>
		/// 
		/// </summary>
		/// <param name="gameTime"></param>
		internal void Render ( GameTime gameTime, Camera camera, StereoEye stereoEye, HdrFrame viewFrame )
		{
			var device	=	Game.GraphicsDevice;
			device.ResetStates();

			device.SetTargets( viewFrame.DepthBuffer, viewFrame.HdrBuffer );
			device.SetViewport( 0,0,viewFrame.HdrBuffer.Width, viewFrame.HdrBuffer.Height );

			int	w	=	device.DisplayBounds.Width;
			int h	=	device.DisplayBounds.Height;

			//var map	=	"SV_POSITION.xyzw;COLOR0.xyzw;COLOR1.xyzw;TEXCOORD0.xyzw;TEXCOORD1.xyzw;TEXCOORD2.xyzw";

			Params param = new Params();
			//param.View			=	Matrix.Identity;
			//param.Projection	=	Matrix.OrthoOffCenterRH(0, w, h, 0, -9999, 9999);
			param.View			=	camera.GetViewMatrix( stereoEye );
			param.Projection	=	camera.GetProjectionMatrix( stereoEye );
			param.MaxParticles	=	100;
			param.DeltaTime		=	gameTime.ElapsedSec;

			paramsCB.SetData( param );



			device.VertexShaderConstants[0]		= paramsCB ;
			device.GeometryShaderConstants[0]	= paramsCB ;
			device.PixelShaderConstants[0]		= paramsCB ;
			
			device.PixelShaderSamplers[0]		= SamplerState.LinearWrap ;


			//
			//	Simulate :
			//
			device.PipelineState	=	factory[ (int)Flags.SIMULATION ];

			device.SetupVertexInput( simulationSrcVB, null );
			device.SetupVertexOutput( simulationDstVB, 0 );
		
			device.DrawAuto();

			//
			//	Inject :
			//
			injectionVB.SetData( injectionBufferCPU );

			device.PipelineState	=	factory[ (int)Flags.INJECTION ];

			device.SetupVertexInput( injectionVB, null );
			device.SetupVertexOutput( simulationDstVB, -1 );
		
			device.Draw(injectionCount, 0 );

			SwapParticleBuffers();	

			//
			//	Render
			//
			paramsCB.SetData( param );
			device.VertexShaderConstants[0]		= paramsCB ;
			device.GeometryShaderConstants[0]	= paramsCB ;
			device.PixelShaderConstants[0]		= paramsCB ;

			device.PipelineState	=	factory[ (int)Flags.RENDER ];

			device.PixelShaderResources[0]	=	null;

			device.SetupVertexOutput( null, 0 );
			device.SetupVertexInput( simulationSrcVB, null );

			//device.Draw( Primitive.PointList, injectionCount, 0 );

			device.DrawAuto();
			//device.Draw( Primitive.PointList, MaxSimulatedParticles, 0 );


			ClearParticleBuffer();
		}
Esempio n. 10
0
		/// <summary>
		/// 
		/// </summary>
		public void Render ( RenderTargetSurface colorBuffer, Camera camera )
		{
			DrawTracers();

			if (!vertexDataAccum.Any()) {
				return;
			}

			var dev = Game.GraphicsDevice;
			dev.ResetStates();

			dev.SetTargets( null, colorBuffer );


			constData.Transform = camera.GetViewMatrix(StereoEye.Mono) * camera.GetProjectionMatrix(StereoEye.Mono);
			constBuffer.SetData(constData);

			dev.SetupVertexInput( vertexBuffer, null );
			dev.VertexShaderConstants[0]	=	constBuffer ;
			dev.PipelineState				=	factory[0];


			int numDPs = MathUtil.IntDivUp(vertexDataAccum.Count, vertexBufferSize);

			for (int i = 0; i < numDPs; i++) {

				int numVerts = i < numDPs - 1 ? vertexBufferSize : vertexDataAccum.Count % vertexBufferSize;

				if (numVerts == 0) {
					break;
				}

				vertexDataAccum.CopyTo(i * vertexBufferSize, vertexArray, 0, numVerts);

				vertexBuffer.SetData(vertexArray, 0, numVerts);

				dev.Draw( numVerts, 0);

			}

			vertexDataAccum.Clear();
		}
Esempio n. 11
0
		/// <summary>
		/// 
		/// </summary>
		/// <param name="view"></param>
		/// <param name="projection"></param>
		internal void RenderLighting ( StereoEye stereoEye, Camera camera, HdrFrame hdrFrame, RenderWorld viewLayer, RenderTargetCube envLight )
		{
			using ( new PixEvent("TiledLighting") ) {
				var view		=	camera.GetViewMatrix( stereoEye );
				var projection	=	camera.GetProjectionMatrix( stereoEye );

				var device = Game.GraphicsDevice;
				device.ResetStates();

				var width	=	hdrFrame.HdrBuffer.Width;
				var height	=	hdrFrame.HdrBuffer.Height;


				ICSMController csmCtrl	=	viewLayer.LightSet.DirectLight.CSMController ?? csmController;

				int activeCascadeCount	=	Math.Min( cascadedShadowMap.CascadeCount, csmCtrl.GetActiveCascadeCount() );


				//
				//	Setup compute shader parameters and states :
				//
				try {

					var cbData	=	new LightingParams();
					var invView	=	Matrix.Invert( view );
					var invVP	=	Matrix.Invert( view * projection );
					var viewPos	=	invView.TranslationVector;

					cbData.DirectLightDirection		=	new Vector4( viewLayer.LightSet.DirectLight.Direction, 0 );
					cbData.DirectLightIntensity		=	viewLayer.LightSet.DirectLight.Intensity.ToVector4();
					cbData.Projection				=	projection;

					cbData.CSMViewProjection0		=	csmCtrl.GetShadowViewMatrix(0) * csmCtrl.GetShadowProjectionMatrix(0);
					cbData.CSMViewProjection1		=	csmCtrl.GetShadowViewMatrix(1) * csmCtrl.GetShadowProjectionMatrix(1);
					cbData.CSMViewProjection2		=	csmCtrl.GetShadowViewMatrix(2) * csmCtrl.GetShadowProjectionMatrix(2);
					cbData.CSMViewProjection3		=	csmCtrl.GetShadowViewMatrix(3) * csmCtrl.GetShadowProjectionMatrix(3);

					cbData.View						=	view;
					cbData.ViewPosition				=	new Vector4(viewPos,1);
					cbData.InverseViewProjection	=	invVP;
					cbData.CSMFilterRadius			=	new Vector4( CSMFilterSize );

					cbData.AmbientColor				=	viewLayer.LightSet.AmbientLevel;
					cbData.Viewport					=	new Vector4( 0, 0, width, height );
					cbData.ShowCSLoadOmni			=	ShowOmniLightTileLoad ? 1 : 0;
					cbData.ShowCSLoadEnv			=	ShowEnvLightTileLoad  ? 1 : 0;
					cbData.ShowCSLoadSpot			=	ShowSpotLightTileLoad ? 1 : 0;

					cbData.CascadeCount				=	activeCascadeCount;
					cbData.CascadeScale				=	1.0f / (float)cascadedShadowMap.CascadeCount;


					ComputeOmniLightsTiles( view, projection, viewLayer.LightSet );
					ComputeSpotLightsTiles( view, projection, viewLayer.LightSet );
					ComputeEnvLightsTiles(  view, projection, viewLayer.LightSet );

					//
					//	set states :
					//
					device.SetTargets( null, hdrFrame.HdrBuffer.Surface );

					lightingCB.SetData( cbData );

					device.ComputeShaderSamplers[0]	=	SamplerState.PointClamp;
					device.ComputeShaderSamplers[1]	=	SamplerState.LinearClamp;
					device.ComputeShaderSamplers[2]	=	SamplerState.ShadowSampler;
					device.ComputeShaderSamplers[3]	=	SamplerState.LinearPointWrap;

					device.ComputeShaderResources[0]	=	hdrFrame.DiffuseBuffer;
					device.ComputeShaderResources[1]	=	hdrFrame.SpecularBuffer;
					device.ComputeShaderResources[2]	=	hdrFrame.NormalMapBuffer;
					device.ComputeShaderResources[3]	=	hdrFrame.ScatteringBuffer;
					device.ComputeShaderResources[4]	=	hdrFrame.DepthBuffer;
					device.ComputeShaderResources[5]	=	cascadedShadowMap.ColorBuffer;
					device.ComputeShaderResources[6]	=	spotColor;
					device.ComputeShaderResources[7]	=	viewLayer.LightSet.SpotAtlas==null ? rs.WhiteTexture.Srv : viewLayer.LightSet.SpotAtlas.Texture.Srv;
					device.ComputeShaderResources[8]	=	omniLightBuffer;
					device.ComputeShaderResources[9]	=	spotLightBuffer;
					device.ComputeShaderResources[10]	=	envLightBuffer;
					device.ComputeShaderResources[11]	=	rs.SsaoFilter.OcclusionMap;
					device.ComputeShaderResources[12]	=	viewLayer.RadianceCache;
					device.ComputeShaderResources[13]	=	viewLayer.ParticleSystem.SimulatedParticles;
					device.ComputeShaderResources[14]	=	cascadedShadowMap.ParticleShadow;

					device.ComputeShaderConstants[0]	=	lightingCB;

					device.SetCSRWTexture( 0, hdrFrame.LightAccumulator.Surface );
					device.SetCSRWTexture( 1, hdrFrame.SSSAccumulator.Surface );
					device.SetCSRWBuffer(  2, viewLayer.ParticleSystem.ParticleLighting );

					//
					//	Dispatch solids :
					//
					using (new PixEvent("Solid Lighting")) {
						device.PipelineState	=	factory[ (int)LightingFlags.SOLIDLIGHTING ];
						device.Dispatch( MathUtil.IntDivUp( width, BlockSizeX ), MathUtil.IntDivUp( height, BlockSizeY ), 1 );
					}

					//
					//	Dispatch particles :
					//
					using (new PixEvent("Particle Lighting")) {
						if (stereoEye!=StereoEye.Right) {
							int threadGroupCount	=	MathUtil.IntDivUp( ParticleSystem.MaxSimulatedParticles, ParticleSystem.BlockSize );
							device.PipelineState	=	factory[ (int)LightingFlags.PARTICLES ];
							device.Dispatch( threadGroupCount, 1, 1 );
						}
					}
	
				} catch ( UbershaderException e ) {
					Log.Warning("{0}", e.Message );
				}


				//
				//	Add accumulated light  :
				//
				rs.Filter.OverlayAdditive( hdrFrame.HdrBuffer.Surface, hdrFrame.LightAccumulator );

				//	Uncomment to enable SSS :
				#if false
				rs.Filter.GaussBlur( hdrFrame.SSSAccumulator, hdrFrame.LightAccumulator, 5, 0 ); 
				rs.Filter.OverlayAdditive( hdrFrame.HdrBuffer.Surface, hdrFrame.SSSAccumulator );
				#endif

				device.ResetStates();


				if (rs.ShowLightCounters) {
					var ls = viewLayer.LightSet;
					Log.Message("lights: {0,5} omni {1,5} spot {2,5} env", ls.OmniLights.Count, ls.SpotLights.Count, ls.EnvLights.Count );
				}
			}
		}
Esempio n. 12
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		/// <summary>
		/// 
		/// </summary>
		/// <param name="gameTime"></param>
		public void RenderRadiance ()
		{
			var sw = new Stopwatch();

			Log.Message("Radiance capture...");

			sw.Start();
			using (new PixEvent("Capture Radiance")) {

				var sun	=	SkySettings.SunGlowIntensity;
				SkySettings.SunGlowIntensity = 0;

				int index = 0;

				foreach ( var envLight in LightSet.EnvLights ) {

					for (int i=0; i<6; i++) {
					
						ClearBuffers( radianceFrame );

						var camera = new Camera();
						camera.SetupCameraCubeFace( envLight.Position, (CubeFace)i, 0.125f, 5000 );

						//	render g-buffer :
						rs.SceneRenderer.RenderGBuffer( StereoEye.Mono, camera, radianceFrame, this );

						//	render sky :
						rs.Sky.Render( camera, StereoEye.Mono, radianceFrame, SkySettings );

						//	render lights :
						rs.LightRenderer.RenderLighting( StereoEye.Mono, camera, radianceFrame, this, rs.Sky.SkyCube );

						//	downsample captured frame to cube face.
						rs.Filter.StretchRect4x4( Radiance.GetSurface( 0, (CubeFace)i ), radianceFrame.HdrBuffer, SamplerState.LinearClamp, true );

						//	prefilter cubemap :
						rs.Filter.PrefilterEnvMap( Radiance );
					}
				
					RadianceCache.CopyFromRenderTargetCube( index, Radiance );
					index ++;
				}
				sw.Stop();
	
				SkySettings.SunGlowIntensity = sun;
			}

			Log.Message("{0} light probes - {1} ms", LightSet.EnvLights.Count, sw.ElapsedMilliseconds);
		}