Esempio n. 1
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        /// <summary>
        /// Render Commands for Mesh of Type:
        /// <see cref="Henzai.Geometry.VertexPositionColor"/>
        /// Also used in ShadowMap PrePass
        ///</summary>
        private static void GenerateCommandsForMesh_Inline <T>(
            CommandList commandList,
            ModelRuntimeDescriptor <T> modelState,
            int meshIndex,
            SceneRuntimeDescriptor sceneRuntimeDescriptor,
            ResourceSet[] effectResourceSets,
            Mesh <T> mesh,
            uint modelInstanceCount) where T : struct, VertexLocateable
        {
            var effectIndex = 1;

            var vertexBuffer = modelState.VertexBuffers[meshIndex];
            var indexBuffer  = modelState.IndexBuffers[meshIndex];

            var cameraProjViewBuffer = sceneRuntimeDescriptor.CameraProjViewBuffer;
            var cameraResourceSet    = sceneRuntimeDescriptor.CameraResourceSet;

            commandList.SetVertexBuffer(0, vertexBuffer);
            commandList.SetIndexBuffer(indexBuffer, IndexFormat.UInt16);
            commandList.UpdateBuffer(cameraProjViewBuffer, 128, mesh.World);
            commandList.SetGraphicsResourceSet(0, cameraResourceSet);
            for (int i = 0; i < effectResourceSets.Length; i++)
            {
                var resourceSet      = effectResourceSets[i];
                var resourceSetIndex = effectIndex + i;
                commandList.SetGraphicsResourceSet((uint)resourceSetIndex, resourceSet);
            }
            commandList.DrawIndexed(
                indexCount: mesh.Indices.Length.ToUnsigned(),
                instanceCount: modelInstanceCount,
                indexStart: 0,
                vertexOffset: 0,
                instanceStart: 0
                );
        }
Esempio n. 2
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        public void AddModel(ModelRuntimeDescriptor <T> modelRuntimeDescriptor)
        {
            var meshCount = modelRuntimeDescriptor.Length;

            for (int i = 0; i < meshCount; i++)
            {
                var meshBVH = modelRuntimeDescriptor.Model.GetMeshBVH(i);
                MeshBVHList.Add(meshBVH);
            }
        }
Esempio n. 3
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        /// <summary>
        /// Render Commands for Mesh of Type:
        /// <see cref="Henzai.Geometry.VertexPositionNormalTextureTangentBitangent"/>
        ///</summary>
        private static void GenerateCommandsForPNTTB_Inline(
            CommandList commandList,
            ModelRuntimeDescriptor <VertexPositionNormalTextureTangentBitangent> modelState,
            int meshIndex,
            SceneRuntimeDescriptor sceneRuntimeDescriptor,
            ResourceSet[] effectResourceSets,
            RealtimeMaterial material,
            Mesh <VertexPositionNormalTextureTangentBitangent> mesh,
            uint modelInstanceCount)
        {
            var effectIndex = 5;

            var vertexBuffer       = modelState.VertexBuffers[meshIndex];
            var indexBuffer        = modelState.IndexBuffers[meshIndex];
            var textureResourceSet = modelState.TextureResourceSets[meshIndex];

            var cameraProjViewBuffer  = sceneRuntimeDescriptor.CameraProjViewBuffer;
            var materialBuffer        = sceneRuntimeDescriptor.MaterialBuffer;
            var cameraResourceSet     = sceneRuntimeDescriptor.CameraResourceSet;
            var lightResourceSet      = sceneRuntimeDescriptor.LightResourceSet;
            var pointlightResourceSet = sceneRuntimeDescriptor.SpotLightResourceSet;
            var materialResourceSet   = sceneRuntimeDescriptor.MaterialResourceSet;

            commandList.SetVertexBuffer(0, vertexBuffer);
            commandList.SetIndexBuffer(indexBuffer, IndexFormat.UInt16);
            commandList.UpdateBuffer(cameraProjViewBuffer, 128, mesh.World);
            commandList.SetGraphicsResourceSet(0, cameraResourceSet); // Always after SetPipeline
            commandList.SetGraphicsResourceSet(1, lightResourceSet);
            commandList.SetGraphicsResourceSet(2, pointlightResourceSet);
            commandList.UpdateBuffer(materialBuffer, 0, material.diffuse);
            commandList.UpdateBuffer(materialBuffer, 16, material.specular);
            commandList.UpdateBuffer(materialBuffer, 32, material.ambient);
            commandList.UpdateBuffer(materialBuffer, 48, material.coefficients);
            commandList.SetGraphicsResourceSet(3, materialResourceSet);
            commandList.SetGraphicsResourceSet(4, textureResourceSet);
            for (int i = 0; i < effectResourceSets.Length; i++)
            {
                var resourceSet      = effectResourceSets[i];
                var resourceSetIndex = effectIndex + i;
                commandList.SetGraphicsResourceSet((uint)resourceSetIndex, resourceSet);
            }
            commandList.DrawIndexed(
                indexCount: mesh.Indices.Length.ToUnsigned(),
                instanceCount: modelInstanceCount,
                indexStart: 0,
                vertexOffset: 0,
                instanceStart: 0
                );
        }
Esempio n. 4
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        public static void GenerateRenderCommandsForCubeMapModelDescriptor(CommandList commandList,
                                                                           ModelRuntimeDescriptor <VertexPosition> cubeMapRuntimeDescriptor,
                                                                           SceneRuntimeDescriptor sceneRuntimeDescriptor)
        {
            var model = cubeMapRuntimeDescriptor.Model;

            commandList.SetPipeline(cubeMapRuntimeDescriptor.Pipelines[RenderFlags.NORMAL_ARRAY_INDEX]);
            for (int i = 0; i < model.MeshCount; i++)
            {
                var mesh = model.GetMesh(i);
                RenderCommandGenerator.GenerateCommandsForP_Inline(
                    commandList,
                    cubeMapRuntimeDescriptor,
                    i,
                    sceneRuntimeDescriptor,
                    cubeMapRuntimeDescriptor.EffectResourceSets[RenderFlags.NORMAL_ARRAY_INDEX],
                    mesh,
                    cubeMapRuntimeDescriptor.TotalInstanceCount
                    );
            }
        }
Esempio n. 5
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        /// <summary>
        // Only used for cube maps for now!
        /// Render Commands for Mesh of Type:
        /// <see cref="Henzai.Geometry.VertexPosition"/>
        ///</summary>
        private static void GenerateCommandsForP_Inline(
            CommandList commandList,
            ModelRuntimeDescriptor <VertexPosition> modelState,
            int meshIndex,
            SceneRuntimeDescriptor sceneRuntimeDescriptor,
            ResourceSet[] effectResourceSets,
            Mesh <VertexPosition> mesh,
            uint modelInstanceCount)
        {
            var effectIndex = 2;

            var vertexBuffer       = modelState.VertexBuffers[meshIndex];
            var indexBuffer        = modelState.IndexBuffers[meshIndex];
            var textureResourceSet = modelState.TextureResourceSets[meshIndex];

            var cameraProjViewBuffer = sceneRuntimeDescriptor.CameraProjViewBuffer;
            var cameraResourceSet    = sceneRuntimeDescriptor.CameraResourceSet;

            commandList.SetVertexBuffer(0, vertexBuffer);
            commandList.SetIndexBuffer(indexBuffer, IndexFormat.UInt16);
            commandList.UpdateBuffer(cameraProjViewBuffer, 128, mesh.World);
            commandList.SetGraphicsResourceSet(0, cameraResourceSet); // Always after SetPipeline
            commandList.SetGraphicsResourceSet(1, textureResourceSet);
            for (int i = 0; i < effectResourceSets.Length; i++)
            {
                var resourceSet      = effectResourceSets[i];
                var resourceSetIndex = effectIndex + i;
                commandList.SetGraphicsResourceSet((uint)resourceSetIndex, resourceSet);
            }
            commandList.DrawIndexed(
                indexCount: mesh.Indices.Length.ToUnsigned(),
                instanceCount: modelInstanceCount,
                indexStart: 0,
                vertexOffset: 0,
                instanceStart: 0
                );
        }
Esempio n. 6
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        /// <summary>
        /// Sets delegates for runtime command generation.
        /// Also updates index and vertex buffers, sets pipeline
        /// </summary>
        /// <param name="modelDescriptor">Model descriptor.</param>
        /// <param name="sceneRuntimeDescriptor">Scene runtime descriptor.</param>
        /// <param name="instancingData">Instance data enumerable.</param>
        /// <typeparam name="T">The type of Vertex sent to the GPU</typeparam>
        protected void FillRuntimeDescriptor <T>(ModelRuntimeDescriptor <T> modelDescriptor, SceneRuntimeDescriptor sceneRuntimeDescriptor, IEnumerable <InstanceData> instancingData) where T : struct, VertexRuntime, VertexLocateable
        {
            var model = modelDescriptor.Model;

            modelDescriptor.TextureResourceLayout = modelDescriptor.InvokeTextureResourceLayoutGeneration(_factory);
            modelDescriptor.TextureSampler        = modelDescriptor.InvokeSamplerGeneration(_factory);
            modelDescriptor.LoadShaders(_graphicsDevice);
            byte vertexSizeInBytes = model.GetMesh(0).Vertices[0].GetSizeInBytes();

            var meshCount = model.MeshCount;

            for (int i = 0; i < meshCount; i++)
            {
                var          mesh    = model.GetMesh(i);
                var          meshBVH = model.GetMeshBVH(i);
                DeviceBuffer vertexBuffer
                    = _factory.CreateBuffer(new BufferDescription(mesh.Vertices.LengthUnsigned() * vertexSizeInBytes, BufferUsage.VertexBuffer));

                DeviceBuffer indexBuffer
                    = _factory.CreateBuffer(new BufferDescription(mesh.Indices.LengthUnsigned() * sizeof(ushort), BufferUsage.IndexBuffer));


                modelDescriptor.VertexBufferList.Add(vertexBuffer);
                modelDescriptor.IndexBufferList.Add(indexBuffer);
                var allInstancePreEffects = RenderFlags.GetAllPreEffectFor(modelDescriptor.PreEffectsInstancingFlag);

                foreach (var instanceData in instancingData)
                {
                    var instanceDataBuffer = ResourceGenerator.AllocateInstanceDataBuffer(instanceData, _graphicsDevice, _factory);
                    if (instanceDataBuffer != null)
                    {
                        modelDescriptor.InstanceBufferLists[RenderFlags.NORMAL_ARRAY_INDEX].Add(instanceDataBuffer);
                        foreach (var preEffect in allInstancePreEffects)
                        {
                            modelDescriptor.InstanceBufferLists[RenderFlags.GetArrayIndexForFlag(preEffect)].Add(instanceDataBuffer);
                        }
                    }
                }

                _graphicsDevice.UpdateBuffer <T>(vertexBuffer, 0, ref mesh.Vertices[0], (vertexSizeInBytes * mesh.VertexCount).ToUnsigned());
                _graphicsDevice.UpdateBuffer <ushort>(indexBuffer, 0, ref mesh.Indices[0], (sizeof(ushort) * mesh.IndexCount).ToUnsigned());

                var resourceSet = modelDescriptor.InvokeTextureResourceSetGeneration(i, _factory, _graphicsDevice);
                if (resourceSet != null)
                {
                    modelDescriptor.TextureResourceSetsList.Add(resourceSet);
                }
            }

            var rasterizerStateCullBack = new RasterizerStateDescription(
                cullMode: FaceCullMode.Back,
                fillMode: PolygonFillMode.Solid,
                frontFace: FrontFace.Clockwise,
                depthClipEnabled: true,
                scissorTestEnabled: false
                );
            var rasterizerStateCullFront = new RasterizerStateDescription(
                cullMode: FaceCullMode.Front,
                fillMode: PolygonFillMode.Solid,
                frontFace: FrontFace.Clockwise,

                depthClipEnabled: true,
                scissorTestEnabled: false
                );

            var rasterizerStateCullNone = new RasterizerStateDescription(
                cullMode: FaceCullMode.None,
                fillMode: PolygonFillMode.Solid,
                frontFace: FrontFace.Clockwise,

                depthClipEnabled: true,
                scissorTestEnabled: false
                );


            modelDescriptor.InvokeVertexLayoutGeneration();

            var shadowMapIndex     = RenderFlags.GetArrayIndexForFlag(RenderFlags.SHADOW_MAP);
            var omniShadowMapIndex = RenderFlags.GetArrayIndexForFlag(RenderFlags.OMNI_SHADOW_MAPS);

            modelDescriptor.Pipelines[shadowMapIndex]     = modelDescriptor.ShadowMapEnabled ? _factory.CreateGraphicsPipeline(PipelineGenerator.GenerateShadowMappingPreEffectPipeline(modelDescriptor, _childrenPre[RenderFlags.GetPreEffectArrayIndexForFlag(RenderFlags.SHADOW_MAP)].SceneRuntimeDescriptor, rasterizerStateCullFront, RenderFlags.SHADOW_MAP, _childrenPre[RenderFlags.GetPreEffectArrayIndexForFlag(RenderFlags.SHADOW_MAP)].FrameBuffer)) : null;
            modelDescriptor.Pipelines[omniShadowMapIndex] = modelDescriptor.OmniShadowMapEnabled ? _factory.CreateGraphicsPipeline(PipelineGenerator.GenerateOmniShadowMappingPreEffectPipeline(modelDescriptor, _childrenPre[0].SceneRuntimeDescriptor, rasterizerStateCullNone, RenderFlags.OMNI_SHADOW_MAPS, _childrenPre[0].FrameBuffer)) : null;


            var effectLayoutArray = modelDescriptor.FillEffectsResourceSet(_factory, sceneRuntimeDescriptor, _childrenPre);
            var normalIndex       = RenderFlags.GetArrayIndexForFlag(RenderFlags.NORMAL);

            switch (modelDescriptor.VertexRuntimeType)
            {
            // Only cube maps for now
            case VertexRuntimeTypes.VertexPosition:
                //TODO: Use proper constants from RenderFlags.cs
                modelDescriptor.Pipelines[normalIndex] = _factory.CreateGraphicsPipeline(PipelineGenerator.GeneratePipelineP(modelDescriptor, sceneRuntimeDescriptor, rasterizerStateCullFront, _graphicsDevice.SwapchainFramebuffer, effectLayoutArray));
                break;

            case VertexRuntimeTypes.VertexPositionNormal:
                modelDescriptor.Pipelines[normalIndex] = _factory.CreateGraphicsPipeline(PipelineGenerator.GeneratePipelinePN(modelDescriptor, sceneRuntimeDescriptor, rasterizerStateCullBack, _graphicsDevice.SwapchainFramebuffer, effectLayoutArray));
                break;

            case VertexRuntimeTypes.VertexPositionNormalTextureTangentBitangent:
                modelDescriptor.Pipelines[normalIndex] = _factory.CreateGraphicsPipeline(PipelineGenerator.GeneratePipelinePNTTB(modelDescriptor, sceneRuntimeDescriptor, rasterizerStateCullBack, _graphicsDevice.SwapchainFramebuffer, effectLayoutArray));
                break;

            case VertexRuntimeTypes.VertexPositionColor:
                modelDescriptor.Pipelines[normalIndex] = _factory.CreateGraphicsPipeline(PipelineGenerator.GeneratePipelinePC(modelDescriptor, sceneRuntimeDescriptor, rasterizerStateCullBack, _graphicsDevice.SwapchainFramebuffer, effectLayoutArray));
                break;

            case VertexRuntimeTypes.VertexPositionTexture:
                modelDescriptor.Pipelines[normalIndex] = _factory.CreateGraphicsPipeline(PipelineGenerator.GeneratePipelinePT(modelDescriptor, sceneRuntimeDescriptor, rasterizerStateCullBack, _graphicsDevice.SwapchainFramebuffer, effectLayoutArray));
                break;

            default:
                throw new NotImplementedException($"{modelDescriptor.VertexRuntimeType.ToString("g")} not implemented");
            }
        }